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Atypical-Abbie

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Senet Spin

Continuous Spell

When this card is activated: You can add 1 card from your Deck to your hand that has "adjacent unoccupied Monster Card Zone" in its card text, except "Senet Spin". If a monster you control moves to another column on your field, target 1 card on the field or in the Graveyard: Shuffle that target into the Deck. When this effect resolves, increase the ATK of all monsters you control by 100 for each time this effect activated while this card was on the field.

 

Go ahead. Make Senet Control Beat a thing with this thing. Ignore the fact that you've only got Storm Shooter, Rampaging Rhynos, and Alien Infiltrator as options. Hell, you know what?

 

Cards of Senet

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Not true, you also have Fantastic Striborg at least.

 

Cards of Senet

Normal Spell

If a monster you control has moved columns this turn: Draw 2 cards. You can banish this card from your Graveyard and target 1 monster you control; move it to an unoccupied Main Monster Zone, and if you do, it gains 200 ATK for each other card in that column. You can only use 1 effect of "Cards of Senet" per turn, and only once that turn.

 

(yep, it's unsearchable, because searchable draws are scary (see: Bamboo))

 

King and Castle

(in the same Senet-y vein, hopefully someone catches on to the idea I'm laying out here)

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King and Castle

Continuous Trap

If you control a monster and a field field that specifically list that monster's name you can activate the following effects:

- Once per turn: you can discard 1 card, destroy 1 Spell/Trap card on the field.

- If that monster battles your opponent's monster, destroy your opponent's monster before the damage step.

 

Next up:

Undeniable Salesman

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D-Dammit. I'll get my end piece field swapping someday. I'll get my Senet fix one way or another.

 

Undeniable Salesman

DARK
Spellcaster/Effect

4/1000/1000

If this card is in the same column as an opponent's monster(s), your opponent must have you draw 1 card to declare an attack with that monster(s).

 

Linear Reasoning

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Linear Reasoning

Normal Spell

Rearrange your GY so all of the monsters in your GY are at the top of your GY, arranged from highest ATK (top of GY) to lowest. If there are multiple monsters with the same ATK, you can arrange those monsters with the same ATK in any order. After this effect resolves: Gain LP equal to half the ATK of the monster at the top of your GY. You cannot Special Summon monsters from your GY or add them to your hand during the turn you activate this card.

 

Cretaceous Land

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Cretaceous Land

Field Spell

This face-up card is treated as "Jurassic World". Once during your Draw Phase, if you added a Dinosaur-Type monster to your hand by your Normal Draw, you can reveal the card you drew: You can take 1 Level 4 or lower Dinosaur-Type monster from your Deck, and either add it to your hand or Special Summon it in face-up Defense Position. While you control a Dinosaur-Type monster, this card cannot be destroyed or targeted by card effects. If a monster(s) is Special Summoned: Dinosaur-Type monsters you control gain 200 ATK for each.

 

*roaring noises*

 

Interstellar Artillery

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more Senet

 

Insterstellar Artillery

LIGHT
Machine/Effect

2/1000/900

Once per turn, you can target 1 card your opponent controls on one of the farthest two columns from this card; banish it, and if you do, this card cannot be destroyed by battle this turn.

 

Kenshiro's Proclamation

(the actual proclamation is "You Are Already Dead")

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Kenshiro's Proclamation

Counter Trap

If your opponent's Special Summoned monster attacks your Normal Summoned Attack Position monster with 1500 or less ATK: Reduce the attacking monster's ATK and DEF to 0, and if you do; increase your battling monster's ATK by that combined lost ATK and DEF. Once per turn, if this Set card would be destroyed: You can reveal it, then Set it again and rearrange the cards in your Spell/Trap Zones.

 

The most hilarious application I can think of for this is Crystal Wing attacking freaking Illusionist Faceless Mage, boosting its ATK to 4200, this being activated, and Crystal Wing helplessly ramming into an 7900 beater. If I could think of a Normal Summonable Level 5 monster with exactly 1250 ATK, this card could deal exact game on your opponent!

 

Escaping Royalty

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Escaping Royalty

Quick-Play Spell

Return one Face-Up “Royal Tea” card you control to the Deck, then Special Summon one “Royal Tea” from your Hand. If the activation and resolution of this effect would cause a replay: End the Battle Phase instead.

 

GIMMICKS R GREAT

 

Royal Tea Queen Chamomile

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Royal Tea Queen Chamomile

Level 8

WATER Plant / Effect

2800 / 1000

Must first be Tribute Summoned or Special Summoned from your hand by your card effect. Unaffected by effects from your opponent’s GY. If this card would be sent from your field to your Deck: You can target 1 other card on the field; send that card to its owner’s Deck instead.

 

Royal Tea Duke of Mint

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Infestation Approaches: Stage 1

Spell

 

I find amusing that this card is searchable by Verz Ophion.

 

 

Royal Tea Duke of Mint

WIND/Plant/Tuner/Effect

Level: 6

2400/1000

Must first be Tribute Summoned or Special Summoned (from your hand) by a card effect. The effects of cards with the same original name as a banished card cannot be activated. If this card would be returned from your field to your Deck, you can return 1 other card on the field to the Deck instead.

 

 

Next:

Royal Tea Baron of Lemongrass

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I assume Mint is also Level 8?

Royal Tea Baron of Lemongrass

Level 8

Earth/Plant/Effect

800/2600

Must first be Tribute Summoned or Special Summoned from your hand by a card effect. Neither Player may activate the effects of cards in the Hand. If this card would be returned from your field to your Deck, you can return 1 other card on the field to the Deck instead.

 

Royal Tea Earl of Earl Gray

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If Darj caught on to my Monarch reference, then Mint is probably Level 6. Can’t say for sure, though.

 

Royal Tea Earl of Earl Grey

Level 6

WATER Plant / Effect

2400 / 1000

Must first be Tribute Summoned or Special Summoned from your hand by your card effect. Gains 100 ATK for every “Royal Tea” monster you control. If this card would be sent from your field to your Deck: You can target 1 other card on the field; send that card to its owner’s Deck instead.

 

Royal Tea King Jasmin

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Oh damn! I missed the Level. Yes, it is 6.

 

/skip for now

 

Royal Tea King Jasmin

LIGHT/Plant/Flip/Effect

Level: 8

2800/1000

FLIP: Return 1 face-up “Royal Tea” card you control to the Deck, also Special Summon 1 “Royal Tea” monster from your hand. Must first be Tribute Summoned/Set or Special Summoned (from your hand) by a card effect. Cards and effects of cards with the same original name as a card on the field or in the GYs are negated, except "Royal Tea" cards. If this card would be returned from your field to your Deck, you can return 1 other card on the field to the Deck instead.

 

Next:

Royal Tea Bishop of Rooibos

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Royal Tea Bishop of Rooibos

LIGHT | Level 4 | Plant | Effect

This card can be treated as 2 Tributes of a "Royal Tea" monster. If this card would be returned to the Deck by the effect of a "Royal Tea" card, you can Set up to 2 "Royal Tea" Spell/Trap cards from your Deck. Those cards cannot be activated this turn. 

1400/500

 

Next up:

Royal Tea Iced Colonel 

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Royal Tea Iced Colonel

Continuous Spell

You can also Tribute this card for the Tribute Summon of a "Royal Tea" monster. If you Summon a "Royal Tea" monster from your hand: You can add 1 "Royal Tea" Spell/Trap from your Deck to your hand, except "Royal Tea Iced Colonel". If a "Royal Tea" monster is returned to your Deck while this card is in your GY: You can Special Summon this card in Defense Position as a Normal Monster (Plant-Type/WATER/Level 4/ATK 1400/DEF 1000). (This card is NOT treated as a Spell Card.) You can only use each effect of "Royal Tea Iced Colonel" once per turn.

 

 

Next:

Royal Tea Lady of Hibiscus

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Royal Tea Lady of Hibiscus

Trap

Activate when a “Royal Tea” monster would be sent to the GY or Banished. Return it to the Deck, then Special summon this card as a Normal Monster (Plant-Type/Water/Level 3/ATK 1000/DEF 1400). (This monster is not treated as a Trap Card).

 

Royal Tea Princess Cocoa

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Royal Tea Princess Cocoa

Continuous Spell

When this card is activated: Return up to 2 "Royal Tea" cards on the field to the Deck, then Draw 2 cards. Immediately after this effect resolves Special Summon this card as a Norma Monster (WATER/Plant/Level 3/ATK 1200/DEF 1300). 

 

Oolong, Dragon of Royal Tea

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Oolong, Dragon of Royal Tea

WATER

Dragon/Effect

6/2600/1200

Must first be Tribute Summoned. You can only control 1 "Oolong, Dragon of Royal Tea". Can be Tribute Summoned by Tributing 2 "Royal Tea" cards. Gains effects based on the type of card Tributed to Summon it:

 

"Royal Tea" monster: If a card/effect would negate the activation of a "Royal Tea" Spell/Trap: You can target 1 card in your Graveyard; negate the activation of that card effect, then shuffle the target into the deck.

"Royal Tea" Spell/Trap: Once per turn: you can Special Summon 1 "Royal Tea" monster from your hand.

 

 

Heredipterodon

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Territorial Secession

Continuous Spell

If you control 2 or more monsters with different levels, banish all monsters from your Deck, hand, side of the field, and Graveyard with the same level as 1 of those monsters.  If this card leaves the field, declare 1 level; shuffle all your banished monsters with that level into your Deck.

 

Tai Chi Mantis

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Tai Chi Mantis

EARTH - Level 3 - Insect/Effect - 1100/300

If this card destroys your opponent's monster by battle or its own effect, equip 1 monster from your opponent's Graveyard or face-up in their Extra Deck to this card. This card gains ATK and DEF equal to the ATK and DEF of the equipped monster(s), also, if this card would be destroyed, you can banish 1 card equipped to this card instead. When this card battles your opponent's monster: Roll 3 six-sided dice, and apply the appropriate effect(s) depending on the roll; also, if all three results are the same, destroy all Special Summoned Attack Position monsters your opponent controls at the end of the Battle Phase.

●1-2: At the start of the Damage Step, inflict 200 damage to your opponent for each card equipped to this card.

●3-4: If it is currently your turn, this card can make 1 additional attack on a monster during this Battle Phase.

●5: Negate the effects of the opposing monster; also, this card cannot be destroyed by this battle, or targeted by your opponent's card effects until your next Standby Phase.

●6: At the start of the Damage Step, increase this card's ATK by half the original ATK of the opposing monster.

 

Barrage Arm Unit

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Rocket Arm Unit

Equip Spell

Equip only to a Warrior-Type or Machine-Type monster. When the equipped monster attacks, increase its ATK by 500, also, if it is equipped with another "Arm Unit" Equip Spell; your opponent cannot activate cards or effects until the end of the Damage Step. If the equipped monster destroys your opponent's monster by battle: You can draw 1 card, and if the added card is an Equip Spell Card; you can immediately equip that card from your hand to the equipped monster, if possible.

 

Blaster Arm Unit

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