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Atypical-Abbie

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Kusanagi-no-Tsurugi

WIND ***

Warrior/Spirit/Effect

Cannot be Special Summoned.  During the End Phase of the turn this card is Normal Summoned or flipped face-up: return it to the hand. When this card is Normal Summoned or flipped face-up: inflict 500 damage to your opponent for each Spell/Trap they control.  During the Damage Step, when a Spirit monster you control battles (Quick Effect): you can send this card from your hand to the GY; that monster gains ATK/DEF equal to the number of Spell/Traps on the field x 300, until the end of this turn.

900/700

 

Vortex Hand

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(Rip Kusanagi-no-Tsurugi was suppose to be for the Legendary Swordsman archetype we were doing but oh well)

Vortex Hand

Trap

If your opponent adds a card(s) from their Deck or GY to their hand, they must discard that card(s). You can only activate 1 "Vortex Hand" per turn.

 

Needle Rain

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Ruin Machine: Diabolus ex Machina

Trap

If your monster is destroyed, or Banished, or otherwise removed from the Field while your opponent has more LP than you: Special Summon that monster, then destroy all monsters your opponent controls. When these effects resolve: Take 2500 damage.

 

How about some OG retrains?

 

Mythical Shapesnatch

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Mythical Shapesnatch

DARK - Level 5 - Machine/Effect - 1200/1700

If you control a face-up Level 5 or higher Normal monster, you can Special Summon this card from your hand or Graveyard (You can only Summon this card from your Graveyard once per turn this way). This card gains ATK equal to the original ATK of all non-Effect monsters on the field. Normal monsters you control whose original ATK is less than or equal to their Level x300 gain ATK equal to their Level x300. Monsters you control are unaffected by the effects of your opponent's monsters whose current ATK is less than or equal to their own, also they cannot be destroyed or targeted by Spell/Trap cards and effects.

 

Just in case you wanted to use other old, terrible Normal monsters.

 

However, I have another fun monster to try to retrain/improve:

 

Zone Deleater

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Zone Deleater

DARK/Beast/Level 4/Effect

 

When this card is Summoned, and during each End Phase: Place 1 Hunger Counter on this card. During your turn: You can remove 1 Hunger Counter from this card, then select 1 Card Zone, except an Extra Monster Card Zone; that zone cannot be used. Your opponent can pay 1000 Life Points (even after this card has left the field) to select one Card Zone affected by this card's effect: That zone can now be used.

1400/1900

 

Next: It's Boss Time!

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It's Boss Time!

Spell

Special Summon up to 2 level 5 or higher Machine monsters from your hand or GY.  If a monster(s) Summoned by this effect can have a Counter(s) on it: place 1 Counter stated in its card text on it.  If a level 5 or higher Machine monster(s) you control is destroyed or sent to your GY: You can banish this card and 1 of those monsters from your GY; Special Summon 1 Machine monster from your Deck whose level is 1 higher or lower than the banished monster.  You can only activate 1 "It's Boss Time!" per turn.

 

Interior Decorating

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Interior Decorating

Spell

Reveal the top 5 cards of your Deck, then place them on top of the Deck in any order, but if at least 3 of the revealed cards were Spell Cards: You can add 1 of them to your hand. You can only activate 1 "Interior Decorating" once per turn.

 

Smile Multiverse

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Smile Multiverse

Field Spell

Each monster gains ATK and DEF equal to its Level/Rank x 200. When a “Performapal” monster you control is attacked by a monster with a higher Level/Rank: Target your monster; it gains 500 ATK and DEF until the End Phase. During a player’s End Phase: The turn player can choose to banish any number of monsters they control until their next Standby Phase.

 

Destruction of the Force

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Destruction of the Force

Quick-Play Spell

If all monsters you control have 1200 ATK or less, or are Normal monsters, and you control no monsters that were originally Summoned from the Extra Deck, you can target the monster your opponent controls with the highest ATK: Halve that target's ATK, and if you do, all monsters you control gain ATK equal to that lost ATK until the End Phase.

 

Advance Warrior LV 3

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Advance Warrior LV 3

EARTH | Warrior | Level 3 | Effect

When this card is Normal or Special Summoned: You can add 1 "LV" monster or 1 Spell/Trap card that specifically lists "LV" in its card text from your Deck to your hand. Cannot be destroyed by battle. During your Standby Phase: you can Tribute this card; Special Summon 1 "Advance Warrior LV 6" from your hand, Deck or GY.

1600/700

 

next: Advance Warrior LV 6

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Advance Warrior LV 6

 

EARTH | Warrior | Level 6 | Effect

 

When this card is Normal or Special Summoned: You can add 1 "LV" monster or 1 Spell/Trap card that specifically lists "LV" in its card text from your Deck to your hand. Cannot be destroyed by card effects. During your Standby Phase: you can Tribute this card; Special Summon 1 "Advance Warrior LV 8" from your hand, Deck or GY.

 

2200/1800

 

Advance Warrior LV 8

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Advance Warrior LV8

EARTH/Warrior/Pendulum/Effect
Level: 8
ATK: 2800
DEF: 2400
Scale: 8
Pendulum Effect:
During your Main Phase, if this card was activated this turn: You can add 1 "Advance Warrior" card from your Deck to your hand., except "Advance Warrior LV8". You can only use this effect of "Advance Warrior LV8"  once per turn.

Monster Effect:
Cannot be destroyed by battle or card effects. If this card is Normal or Special Summoned: You can add 1 "LV" monster or 1 Spell/Trap card that includes "LV" in its card text from your Deck or GY to your hand. If 2 or more "Advance Warrior" monsters with different names are in your GY (Quick Effect): You can target 1 face-up card your opponent controls; destroy it. You can only use each effect of "Advance Warrior LV8" once per turn.

 

 

Next:

High World

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High World

Field Spell

Increase the levels of all monsters in your hand by 1.  If you Normal Summon a monster whose original level was 5 or higher; draw 2 cards.  You can only use this effect of "High World" once per turn.  Monsters with an original level of 5 or higher are unaffected by monsters in your opponent's Extra Monster Zone.  If a monster with an original level of 5 or higher destroys an opponent's monster with a lower Level/Rank than it (by battle or its own effect): you can target 1 card on the field; banish it.

 

Des-Ogre Yamu

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Des-Ogre Yamu

DARK | Level 3 | Fiend | Tuner | Effect

When this card is Normal Summoned, you can place any number of cards in your hand on the bottom of your deck, then draw the same number. If this card is sent from the field to the GY, place it on the bottom of your deck. 

1200/800

 

Adventures of Sherhunt: Tail of the Ripper

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Adventures of Sherhunt: Tail of the Ripper

Normal Spell

Lore: Activate by Tributing 1 DARK Beast monster you control or in your hand. This card remains on the field for 3 of your opponent's turns. Once per turn, while this card is on the field, if a DARK Beast monster(s) you control is sent to the GY, you can Special Summon 2 Beast monsters from your Deck whose combined Levels are equal the Level of that destroyed monster (1 on each side), but destroy 1 of those Summoned monsters of your choice during the End Phase. You can only control 1 "Adventures of Sherhunt: Tail of the Ripper".

 

Next up.

 

Adventures of Sherhunt: Tail of Mawriaty (everybody say "Sherlock/werewolf combo Archetype that supports DARK Beasts and keep it going!)

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Adventures of Sherhunt: Tail of Mawriaty

Continuous Spell

When this card is activated: You can Special Summon 1 Level 3 or lower DARK Beast-Type monster from your hand or Deck to each player's field, then, if the monster Summoned to your field was "Detective Sherhunt Howls"; you can Special Summon 1 Level 4 or lower DARK Beast-Type monster from your Graveyard. This card is destroyed during your opponent's 3rd End Phase after this card is activated, but cannot be destroyed during your turn. Once per turn, during either player's turn, if your opponent Summons a monster, except a DARK Beast-Type monster, and you control a DARK Beast-Type monster, you can select 1 random card in your opponent's hand and reveal it: If the revealed card is a monster, send it to the Graveyard and draw 1 card. You can only control 1 "Adventures of Sherhunt: Tail of Mawriaty".

 

Detective Sherhunt Howls

 

Because I like interesting gimmicks.

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Detective Sherhunt Howls

DARK  | Level 3 | Beast | Effect

When this card is Normal or Special Summoned, Reveal 3 "Adventures of Sherhunt" Spell/Trap cards from your Deck, your opponent chooses one to add to your hand. If an "Adventures of Sherhunt" Spell/Trap card(s) is sent to the GY (except by its own card effect), you can place up to 2 "Adventure of Sherhunt" Spell/Trap card(s) in your Spell/Trap Zone. 

1500/1200

 

Adventures of Sherhunt: Jack Russel the Ripper

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Adventures of Sherhunt: Jack Russel the Ripper

Continous Trap

 

When this card activated: Send 1 DARK Beast monster from your Deck to GY. Once per turn, you can send 1 DARK Beast monster and 1 non-DARK monster from field to GY; then draw 2 cards. During your 3rd End Phase: Destroy this card. If this card destroyed before your 3rd End Phase: Destroy all monsters on the field, except DARK monsters.

(I tried. I hope this card is okay)

-------------------------

Enclosing Void

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Enclosing Void

Spell

You can target any number of banished cards, pay 800 LP for each card targeted then return them to their owner's GY, and if you do, activate 1 of the following effects:

- Target a number of Spell/Trap cards your opponent controls equal to the number of cards returned; those cards/effects cannot be activated this turn.

- Flip all monsters your opponent controls with an equal Level/Rank as the number of cards returned into face-down defense position.

You can only activate 1 "Enclosing Void" per turn.

 

Racketeering
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