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Emergency Trap

I have to say that this looks like one of the most broken cards I've seen. When your opponent attacks activate this card then use D. Prison, Mirror Force, or something to save yourself from your Deck, gain LP and keep that same trap card in your deck to use it again if need be.

Fury Trapper
His effect seems ok, but I don't understand the "if he has neither" part. With his ATK and DEF I would think he would be a level 4 monster.

Mecha Beast
He doesn't seem to have any real drawbacks except for flipping a FLIP effect monster face up. You also didn't declare what happens if the card you select is a Spell Card. Most of the time with this card you'll be able to either steal a Trap card from your opponent or draw a card. I don't think that balances out. Same thing with Fury Trapper regarding his level, but its not a real big issue.

Old Creator
His first effect is fine, but his second one seems problematic with being able to negate and steal an opponent's trap card.

Trap Master
Seems to be the most balanced, but I don't understand how would activate the effect of a Trap card that's being treated as an Equip Spell card from your opponent's zone. If your opponent has something like Blast with Chain I could understand how, but what if he had a Spellbinding Circle or Call of the Haunted?

Trap Egg
1st effect I think is fine.
The 2nd effect should read "if it's a Monster Card it cannot declare an attack this turn.
3rd effect; I assume you can destroy any card on the field?

Trap Mage
He could definitely be problematic with being able to activate cards like Mirror Force and Torrential Tribute for free and since he wouldn't be on the field he would be safe from any attacks, but if any of your Trap cards would be destroyed which would probably happen easily since this seems to be a Trap heavy deck it might balance out.

Trap Phobia
I'm confused as it says your opponent can't activate traps except by a card effect. Trap cards themselves count as a card effect. I think you must mean that they can only be activated by the effect of a Spell or Effect Monster Card. This might not be too bad but we can test it to make sure.

Trap Repair
I think it would be fine if you made it a normal Spell card.

Trap Shot
Combine this with your Trick Hole and you've gotten true overpoweredness. Not a word, but it fits right given the situation. Even if you're not using that card you can still get the same trap card from your hand to use it again and draw a card.

Trick Hole
First I have to say that there is no such thing as a Quick-Play Trap Card. Even with a banishing requirement this card is still op. You can get any 2 cards from your graveyard to get yourself out of any situation and given this would be for a trap heavy deck you would most likely pick a Trap and when you do you will also have the possibility of using this card again later.

Winged Horror
Seems fine, but being a Spirit he should have the standard "This card cannot be Special Summoned. This card returns to the owner's hand at the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up.

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[quote name='LiquidDJ11' timestamp='1314274509' post='5467458']
honestly i have no idea how to do either. i think this is going to be too much work, as i have school work and other stuff to do
[/quote]
If you can't do the images, then I suppose we can do without them. As for the formatting thing, it shouldn't be too much of a burden if most of your submissions will be this rough size. Thanks for providing something new either way. :)

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Okay, here's the ones I've come up with. WATER, FIRE, and Light should be able to stand pretty well with these inclusions:

[spoiler=Cards]
|Oil Man|0|MMZ|Machine/Effect|Earth|3||1500|1100|If this card is Special Summoned, select 1 monster your opponent controls. The selected monster cannot attack this card. While you control 2 or more FIRE monsters, this card is treated as a FIRE monster. Once per turn, you can place 1 Oil Counter on 1 monster your opponent controls. This card cannot declare an attack during the turn where you activate this effect. When a monster with 2 or Oil Counters battles with a FIRE monster, it is destroyed after Damage Calculation. If a monster with 3 or more Oil Counters is destroyed by this effect, draw 1 card and place 1 Oil Counter on 1 monster your opponent controls.|
|Burner Man|0|MMZ|Machine/Effect|Fire|5||2200|1500|If this card was Special Summoned from your hand, add 1 Normal Trap Card from your Graveyard to your hand. While you control 3 or more face-down Spell or Trap Cards, FIRE monsters you control cannot be destroyed by Normal or Quick-Play Spell Cards or the effects of EARTH Effect Monsters.|
|Magma Man|0|MMZ|Machine/Effect|Fire|4||1700|1000|Once per turn, you can Banish 1 FIRE or EARTH monster from your Graveyard to negate the attack of an opponent's monster and return to its owner's hand.|
|Pump Man|0|MMZ|Machine/Effect|Water|3||1300|1700|When this card is Summoned, place 2 Bubble Counters on this card. If this card was Special Summoned, place 4 Bubble Counters on this card instead. When a WATER monster you control is targeted for an attack or card effect, you can remove 1 Bubble Counter from this card to negate the attack or card effect. Once per turn, you can pay 500 Life Points to place 1 Bubble Counter on this card.(max. 5)|
|Pirate Man|0|MMZ|Machine/Effect|Water|5||2250|1700|If you draw a card or gain more than 600 Life Points during your opponent's turn, WATER monsters you control cannot be destroyed by Spell or Trap Card effects. When this card is destroyed by battle, you can Special Summon 2 Level 4 or lower WATER monsters from your Graveyard.|
|Cold Man|0|MMZ|Machine/Effect|Water|4||1700|1900|When a WATER monster you control is destroyed by battle, you can discard 1 card to equip it to this card as an Equip Spell Card. This card cannot be destroyed by Spell Cards while this card is equipped with an Equip Spell Card by this effect. When this card is destroyed by battle, Special Summon the equipped monster in Attack Position.|
|Astro Man|0|MMZ|Machine/Effect|Dark|4||1800|1900|When a Level 6 or lower DARK monster you control is targeted for an attack, you can pay 800 Life Points to roll a 6-sided die once. Treat each vertical column on the field as #1-5, counting from your right. Then toss a coin. If heads, the attacking monster instead targets your opponent's monster in the card zone in the same column as the number rolled. If tails, the monster instead targets your monster in the card zone in the same column as the number rolled. If the die result is 6, roll again. If there is no monster in the resulting card zone, negate the attack and return the attacking monster to its owner's hand.|
|Time Man|0|MMZ|Machine/Effect|Light|3||1400|1200|During your opponent's turn, if your opponent controls more monsters than you do, you can discard 1 card to skip your opponent's Battle Phase.|
|Dynamo Man|0|MMZ|Machine/Effect|Light|4||1600|1500|Each time a LIGHT monster is Summoned, place 1 Charge Counter on this card. (max. 5) This card gains 100 ATK for each Charge Counter on this card. You can remove Charge Counters from this card to gain Life Points equal to the number of removed counters x 100. While this card has 4 or more Charge Counters on it, LIGHT monsters you control cannot be destroyed by Normal or Quick-Play Spell Cards or Monster Effects.|
|Tengu Man|0|MMZ|Machine/Effect|Wind|5||2150|1600|When this card destroys a monster by battle, you can return 1 card adjacent to the destroyed monster to its owner's hand OR.|
|Blade Man|0|MMZ|Machine/Effect|Wind|3||1600|1100|If this card was Special Summoned by the effect of "Dr. Light's Laboratory", once per turn you can pay 500 Life Points during your Main Phase to have this card attack 3 times during this turn's Battle Phase.|
|Yellow Devil|0|MMZ|Fiend/Effect|Earth|8||2800|2500|When this card is destroyed by battle, equip it to an opponent's monster as an Equip Spell Card. Decrease the ATK of a monster equipped with this card by 400 points.|
|Metall|0|MMZ|Machine/Effect|Earth|3||200|1800|This face-down Defense Position monster cannot be destroyed by battle. Once per turn, you can change the Attribute of this monster to that of a face-up monster you control.|
|Dark Man - First Form|0|MMZ|Machine/Effect|Earth|3||1300|1600|When this card is Summoned, Spell and Trap Cards cannot be activated. Each time your opponent activates a Spell or Trap Card during your turn, increase the ATK and DEF of this card by 200 points.|
|Dark Man - Second Form|0|MMZ|Machine/Effect|Light|4||1800|1500|This card can only be Special Summoned by Tributing 1 "Dark Man - First Form" on your side of the field. When your opponent activates a Spell Card that targets a face-up "Dark Man" monster you control, discard 1 card from your hand to negate the effect of the Spell Card and destroy it.|
|Dark Man - Third Form|0|MMZ|Machine/Effect|Light|4||1900|1200|This card can be Special Summoned from your hand or Graveyard by Tributing 1 "Dark Man - Second Form" on your side of the field. If this card was Special Summoned, inflict 500 points of Direct Damage to your opponent's Life Points and select 1 monster on your opponent's side of the field. The selected card cannot attack, change its Battle Position, or be used as Tribute for a Tribute Summon while this card remains face-up on the field.|
|Dark Man - Fourth Form|0|MMZ|Machine/Effect|Earth|5||2200|1800|This card is treated as "Proto Man" while it is in the hand, Deck, or Graveyard. This card can be Special Summoned from your hand or Graveyard by Tributing 2 "Dark Man" monsters on your side of the field. When this card is Special Summoned, select one face-up monster on the field. This card's name, Attribute, Type, and Level are treated as that of the selected monster while this card remains face-up on the field.|
|Snake Man|0|MMZ|Machine/Effect|Earth|5||2300|1200|When this card is Summoned, draw 2 cards from the bottom of your deck. If this card was Special Summoned, you can call a card name. Pick up cards from the top of your Deck until you pick up the card you called, and add it to your hand. Send all other picked up cards to the Graveyard.|[/spoiler]
Also, here's the new Fire Man:

|Fire Man|1|MMZ|Machine/Effect|Fire|6||2300|1800|While this card is face-up on the field, decrease the ATK of all WATER monsters by 400 points. When your opponent activates a Trap Card, you can send 1 FIRE or EARTH monster from your hand or side of the field to negate the effect of the card and destroy it, then inflict 400 points of Effect Damage to your opponent's Life Points.|

[spoiler=Images]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/AstroMan.gif"]http://i1084.photobu...cs/AstroMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/BladeMan.gif"]http://i1084.photobu...cs/BladeMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/BurnerMan.gif"]http://i1084.photobu...s/BurnerMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/ColdMan.gif"]http://i1084.photobu...ics/ColdMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/DarkMan-FirstForm.gif"]http://i1084.photobu...n-FirstForm.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/DarkMan-SecondForm.gif"]http://i1084.photobu...-SecondForm.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/DarkMan-ThirdForm.gif"]http://i1084.photobu...n-ThirdForm.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/DarkMan-FourthForm.gif"]http://i1084.photobu...-FourthForm.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/DynamoMan.gif"]http://i1084.photobu...s/DynamoMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/MagmaMan.gif"]http://i1084.photobu...cs/MagmaMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/OilMan.gif"]http://i1084.photobu...Pics/OilMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/PirateMan.gif"]http://i1084.photobu...s/PirateMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/PumpMan.gif"]http://i1084.photobu...ics/PumpMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/SnakeMan.gif"]http://i1084.photobu...cs/SnakeMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/TenguMan.gif"]http://i1084.photobu...cs/TenguMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/TimeMan.gif"]http://i1084.photobu...ics/TimeMan.gif[/url]
[url="http://i1084.photobucket.com/albums/j418/Shadebane/Mega%20Man%20Mini-Card%20Pics/Metall.gif"]http://i1084.photobu...Pics/Metall.gif[/url]
[/spoiler]

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Wouldn't making new cards from scratch just take longer?

You can just tell me what you want changed and I can change it.

Edit: Nu-Mou With Dark Man first form the part that says Spell and Trap cards cannot be activated does that mean in response to its summon or just during the turn that he's summoned? You also had a weird OR at the end of Tengu Man.

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Also with Snake Man his first effect wouldn't be possible in YVD. If you want to change it to the top of the deck then may I suggest it being only when he's Tribute Summoned? Reviving him continuously from the graveyard while being able to draw 2 cards would be OP that's why Disc Commander was banned.

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i suppose, anyway if ur gunna edit them then just do this
Emergency Trap: Pay 2000 life points to activate this effect and remove the lp bonus
Mecha Beast: remove the draw 1 card effect and just put return to its original position
(its effects are not activated), and make it if you select a spell card, activate its effect.
The Trapmaster: change it to if it is a spell monster or a Trap card that does currently target a specific monster on your opponents side of the field, destroy this card.
Fury Trapper: "if he has neither" means if he controls no monsters or set cards.
Trap egg: ogc error you posted should be fixed
Trap Phobia: what you posted above is what i meant, change it to that
Trap Repair: make it a normal Spell Card
Trap Shot: Remove the draw 1 card, make the trap card return to deck (and shuffled) instead of hand.
Trick Hole: Make it a normal trap card, select 1 card instead of 2 and make it add it to your deck (and shuffle)
Winged Horror: Make it the Spirit effect thing, remove the "when this card is summoned in any way"

i didnt know u could edit other ppls cards
Oh and working on more, tryin to make it at least 20 cards plus some actual and created other cards, like traps, for a whole deck

heres a few new ones.

[img]http://img6.imageshack.us/img6/6387/299261.jpg[/img]
This card can only be Summoned by Tributing a lvl 3 or 4 monster you control. Once per turn; by paying 500 life points; you can treat this card as a Continuous Trap card; if it you do, afterwards place it face up in you Spell and Trap zone. Once per turn: if this card is a monster; no Trap cards can be negated by your opponent; if this card is a Trap card; While this card is on the field, increase the ATK of monsters you control by 300

[img]http://img163.imageshack.us/img163/8228/299261i.jpg[/img]
This card can only be Set by Banishing 1 card in your hand;
If this card is face down it is treated as a Flip monster with this effect; Flip: Discard 1 card from your hand to Set 1 Trap card from your Graveyard.This card cannot be destroyed by battle while face down. Once per turn; pay 500 life points to put this card face down at the End Phase of the turn it was Filp Summoned

[img]http://img846.imageshack.us/img846/6387/299261.jpg[/img]
Banish 1 card you control and one card in your hand to Summon this card; this card is unaffected by any card effect. Once per turn; pay 500 life points to select 1 Set card you control; it cannot be attacked and/or have its effect(s) negated until the End Phase of the turn you activated this effect. That card cannot declare an attack until the End Phase of the turn you activated this cards effect

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The file can be opened in a simple word processor, such as Notepad. That's how I'm able to put my and FF Fan's cards in without downloading the file each update.
Thank you for fixing those :) If you could wait to submit your new cards until we're able to test the potential of these and possibly find other problems, that would be much appreciated.

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Liquid, I'm still confused about exactly what you want me to change about Trapmaster's effect. Trapmaster uses your opponent's S/T Zone to equip cards to himself. What you posted above doesn't sound like it relates to that. Are you wishing to change his effect completely?

[quote= Lucas the Flame] I did, but when I tried opening the first it said there was an error.[/quote]

Opening it? Does that mean you were able to download it, but not open the program? Nu-Mou mentioned something about having them in the same folders so I assume that were able to download them. Could you try doing it again and if the error shows up again could you post a screenshot?

The Trapmaster isn't complete.
[spoiler= Liquid's cards]
|Fury Trapper|0|2AHDJ|Beast/Effect|Fire|4||1700|1400|When this card is Summoned and if your opponent controls any monsters, destroy 1 Spell or Trap Card on the field. If your opponent has any Set cards pay 500 Life Points to destroy 1 Set card. If your opponent controls neither, draw 1 card. If it is a Trap Card you must Set it this turn.|
|Mecha Beast|0|2AHDJ|Machine/Effect|Earth|4||1600|1200|Once per turn, while this card is on the field you can select 1 Set card on the field. if it is a Trap Card activate its effect (ignoring any conditions) and add it to your Deck, then shuffle your Deck. if it is a FLIP monster destroy this card and activate its effect. If it is a Normal or Effect Monster return it to its original position(its effect is not activated).|
|Old Creator|0|2AHDJ|Warrior/Effect|Earth|4||1600|1300|Negate the activation and effect of an opponents Spell or Trap Card that targets this card and destroy it. If a Trap Card is activated but does not specifically select this card; Once per turn you can pay 500 life points to negate the effect then you can add that card to your Deck and then shuffle it.|
|The Trapmaster|0|2AHDJ|Spellcaster/Effect|Dark|4||1600|1200|Destroy any Equip Magic cards equipped to this card not equipped by this cards effect. Once per turn, you must select 1 Set card in you or your opponents Spell and Trap Card Zone. It is then treated as a Equip Spell Card. Equip to this card. If it is a Spell Card, destroy this card. If there are no cards in either spell and trap zones, destroy this card. Once per turn, pay 1000 life points to activate the effect of an Equip Spell Card equipped to this card by its own effect. If it is a card that targets a monster on your opponent's side of the field, destroy this card. If this card has more then 4 equipped cards destroy this card.|
|Trap Mage|0|2AHDJ|Spellcaster/Effect|Earth|2||600|1000|Once per turn while this card is in your hand and you control a Set Trap Card, you can reveal this card and pay 500 Life Points to activate a Set Trap Card you control (ignoring any rules or conditions). When a Trap Card you control is destroyed discard this card.|
|Winged Horror|0|2AHDJ|Winged Beast/Spirit/Effect|Dark|4||1200|1900|"This card cannot be Special Summoned. This card returns to the owner's hand at the End Phase of the turn that this card is Normal Summoned, Flip Summoned, or flipped face-up. You can Tribute this card to negate the activation and effect of an opponent's Trap Card and then you can Special Summon 1 monster from your hand.|
|Emergency Trap|0|2AHDJ|Trap Card|Trap|||||Activate only when your opponent declares an attack. Pay 2000 Life Points. Activate the effect of a Trap Card from your Deck.|
|Trick Hole|0|2AHDJ|Trap Card|Trap|||||Select 2 cards in your Graveyard and return then to your Deck. The Deck is then shuffled.|
|Pot of Traps|0|2AHDJ|Spell Card|Spell|||||Discard 1 card. Add 1 Normal Trap Card to your hand from your Deck.|
|Trap Egg|0|2AHDJ|Spell Card|Spell||Continuous|||Once per turn you can activate one of the following effects: * Discard 1 card: Select 1 Trap Card from your Graveyard and Set it on your side of the field. * Select 1 card on the field. It can only be destroyed by a Trap Card until the End Phase. If it is a Monster Card it cannot declare an attack until the End Phase. * This card is treated as a Trap card, until the End Phase. Until the End Phase if this card were to be destroyed, destroy 1 other card on the field instead.|
|Trap Phobia|0|2AHDJ|Spell Card|Spell||Continuous|||Discard 1 card: Your opponent cannot activate Trap Cards except by the effect of a Spell or Effect Monster Card.|
|Trap Repair|0|2AHDJ|Spell Card|Spell|||||Discard 1 card: Select 1 Trap Card from either player's Graveyard and add it to your hand.|
|Trap Shot|0|2AHDJ|Spell Card|Spell||Quick-Play|||If you activate a Trap Card select it, then you can activate this card from your hand (ignoring any rules). The selected Trap Card is returned to your Deck after it resolves.|[/spoiler]

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The Trapmaster: change it to if it is a spell or a Trap card that does currently target a specific monster on your opponents side of the field, destroy this card.

no no no it is still selecting 1 card per turn and equipping it, but i made it so you cannot select a Trap card that already targets a opponents cards; call of the haunted Spellbinding circle

Trap Mage: Once per turn; while this card is in your hand and you control a set Trap card, pay 500 life points to activate a Set Trap card you control(ignoring any rules or conditions) if a Trap card on your side of the field is negated and/or destroyed by card effect or spell card; send this card from your hand to the Graveyard to negate that effect.

the above was my intended effect, you changed it? or maybe its just ogc fixes, but it says nothing about being in the hand, or hat if a trap card you control were to be negated and/or destroyed,discard this card to negate that effect.

Trap Phobia: you forgot the "until this card is removed from the field"

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I made the changes to Trapmaster.

For Trap Mage I did put in the "while this card is in your hand" portion. I changed it slightly as I realized his first effect is basically a Temple of the Kings, but even better since he can activate Trap Cards that require conditions like Assault of the Silver Dragons, Dark Trap Hole, and Torrential Tribute, so with being able to negate stuff atop of that is still op. I'm not even sure if a discard destruction would still balance it out. I corrected the ocg as well.

Trap Phobia is works as a continuous effect like Royal Decree and Jinzo and with those cards there is no need for a "until this card is removed from the field".

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