Jump to content

Create a Card Game


Atypical-Abbie

Recommended Posts

Swamp King's Revenge

Quick-Play Spell

If a Level 5 or higher Fusion monster that requires 1 or more named Materials, that was Fusion Summoned without using monsters whose original names are its named Materials, is destroyed: You can add 1 "Polymerization" from your Graveyard to your hand, then draw 1 card, and if the drawn card has the same original name as a named Material of a Fusion monster in your Extra Deck, reveal both the drawn monster and that monster in your Extra Deck; discard the drawn monster and Special Summon the revealed monster, then banish all other cards on the field.

 

Why Level 5 or higher? Because that's the highest Instant Fusion goes, and the only Level 5 Fusion monsters with named Materials either themselves suck and/or belong to Decks that would not be able to pull off the absurd last effect consistently (Rampage requires you to topdeck CyDra, Raidjin requires a topdecked Aleister, and neither Deck has consistent access to something like Plaguespreader to put their requisite mat on top of your Deck).

 

Synchro Seeker

Link to comment
Share on other sites

  • Replies 3.6k
  • Created
  • Last Reply

Synchro Seeker

Normal Trap

You can only activate 1 "Synchro Seeker" per turn. Special Summon 1 Synchro-Tuner from your GY in Defense Position with its effects negated, then equip it with this card. Once per turn, you can declare a Level from 5 to 9; the equipped monster's Level becomes the declared Level. If the equipped monster leaves the field, destroy this card.

 

Vsync Link

Link to comment
Share on other sites

Vsync Link

Normal Spell

 

Target 2 Link monsters you control; send 1 Link monster from your Extra Deck to GY, if you do, targeted monsters Link Rating becomes the sent monster's Link Rating, until the End Phase.

-----------

Unholy Ressurection

Link to comment
Share on other sites

Unholy Resurrection

Equip Spell

 

Activate this card by targeting 1 Level 4 or higher DARK monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field. When this card is destroyed, destroy the equipped monster. You can only activate 1 "Unholy Resurrection" per turn.

 

Next: The Buff Traveller

Link to comment
Share on other sites

The Buff Traveller

Level 3

WIND

Psychic/Effect
ATK 1500

DEF 1000

When a card or effect is activated (Quick Effect): You can banish this card you control. During the next Standby Phase after this card was banished to use this effect, Special Summon this card, and if you do, gain 500 LP. You can only use this effect of "The Buff Traveller" once per turn.

 

N/C: Cyber Kaiser Dragon (Fusion of Cyber Barrier and Cyber Laser Dragon)

Link to comment
Share on other sites

Cyber Kaiser Dragon

LIGHT - Level 8 - Machine/Fusion/Effect - 3200/2800

"Cyber Laser Dragon" + "Cyber Barrier Dragon"

Must be Fusion Summoned, and cannot be Summoned by other ways. Once per turn, you can target 1 Fusion monster in your Graveyard that specifically lists "Cyber Dragon" as Material: Special Summon that target, ignoring Summoning conditions. Once per turn, during either player's turn: You can banish 1 face-up monster your opponent controls whose ATK is less than this card's. Once per turn, if your opponent would target a LIGHT Machine-Type monster you control for an attack or effect, you can negate that attack/effect, and if you do, inflict 800 damage to your opponent.

 

Difficult? Definitely. Rewarding? Absolutely.

 

Tuner Tune-Up

Link to comment
Share on other sites

Tuner Tune-Up

Normal Spell

Tribute 1 Tuner; Special Summon from your Deck or face-up in your Extra Deck 1 Tuner with a different name and a higher Level. If a Synchro Tuner you control would leave the field by battle or card effect, you can banish this card from your Graveyard instead.

 

Bright White Magician (Pendulum Synchro Tuner, bonus points if it supports Englightenment Paladin/Nirvana High Paladin or generically supports Synchros made with Pendulum)

Link to comment
Share on other sites

Bright White Magician

LIGHT - Level 6 - Spellcaster/Synchro/Pendulum/Tuner/Effect - 2300/1900 - Scale 1

Pendulum Effect - Once per turn, if you have not Pendulum Summoned this turn, you can target 1 Spellcaster-Type or Pendulum monster in your Graveyard: Special Summon that target. After this effect resolves, you cannot Pendulum Summon monsters, except monsters with the same Level as the monster you Special Summoned by this effect.

Monster Effect -

1 Tuner + 1 non-Tuner Pendulum monster

When this card is Synchro Summoned, you can reduce this card's Level by 2 to target 1 Level 4 or lower Pendulum monster in your Graveyard or face-up in your Extra Deck: Special Summon that target. While this card or a monster Synchro Summoned using this card as Material is face-up on the field, Synchro monsters Summoned using 1 or more Pendulum monsters as Material gain 500 ATK, also they cannot be targeted by your opponent's card effects. If this card in a Monster Zone is destroyed, you can place it in an unoccupied Pendulum Zone, instead.

 

Necromancy Dragon

Link to comment
Share on other sites

Necromancy Dragon

EARTH Level 6

2300/0 3/3

Dragon/Pendulum/Effect

P: Once per turn, you may send one monster from your Extra Deck to the GY: Special Summmon one Dragon-Type monster from your GY.

M: A lich transformed into a mighty beast. Legend says that he is attached to something from his past...

 

Luster Wizard

Link to comment
Share on other sites

Libracor, you forgot to give your card scales

 

also all those subtypes on the previous card are stressing me out more than I expected

 

Luster Wizard

EARTH

Spellcaster/Pendulum/Effect

4/1500/0

Scale 3

Pendulum Effect: Once per turn, you can target 1 Warrior you control; send a Warrior with the same Level and Attribute, but a different name, from your Deck to the Graveyard.

 

Monster Effect: You can banish 1 monster from your Graveyard; add 1 Ritual Monster with the same type as the banished monster from your Deck to your hand. You can banish 1 Ritual Spell from your Deck or Graveyard; apply the Ritual Summoning effect of that card to Ritual Summon a Warrior as this card's effect. You can only use each effect of "Luster Wizard" once per turn.

 

Absurdly indirect BLS support, but I guess you could also use it to get some battling boxer mills in or something. There's probably a broken applicaiton that I've yet to see, but so far it doesn't seem absurd. In case there's confusion, the second effect only lets you ritual summon a warrior-type monster, but you can use any Ritual Spell that makes it happen.

 

Court of Public Opinion

Link to comment
Share on other sites

This thread is fun to read through, anyway:

 

Spot the Thief!

Continuous Trap

Neither player can activate cards or effects that include any of the following:

- Switch control of cards on the field

- Discard cards from their opponent's hand.

- Add cards in their opponent's possession to their hand.

 

Blackwing - Calm the Storm Herald

(should have an effect reflecting the "calm before the storm")

Link to comment
Share on other sites

Spot the Thief!

Normal Spell

If your opponent controls a monster that is owned by you, destroy that monster and draw 2 cards.

 

Magical Circuit

 

muy caramba

 

Blackwing - Calm the Storm Herald

DARK | Winged Beast | Level 1 | Tuner | Effect

If you control a "Blackwing" Synchro Monster: You can Special Summon this card from your hand, but you cannot Synchro Summon using this card for the rest of the turn. During your opponent's Battle Phase (Quick Effect): You can banish this card and 1 "Blackwing" monster from your GY; Special Summon 1 "Blackwing" Synchro Monster from your Extra Deck. (This Special Summon is treated as a Synchro Summon.)

0/0

 

Magical Circuit

Link to comment
Share on other sites

Magical Circuit

Quick-Play Spell

If you control 2 or more different Types of monster: You can Special Summon 1 Level 7 or lower monster from your hand of a monster Type that you do not control, and if you do; you can Special Summon 1 monster with 2000 or less ATK from your Graveyard of a different monster Type from all monsters you control.

 

Rune Reader - TRANSLTR

Link to comment
Share on other sites

Rune Reader - TRANSLATR

LIGHT | Psychic | Level 2 | Effect

When this card is Summoned: You can add 1 "runes" Spell/Trap card from your Deck to your hand. If a "runes" Spell/Trap card is activated while you control at least 1 other "Rune Reader" monster: You can Special Summon 1 banished Psychic monster.

1100/1200

 

Moonrunes

Link to comment
Share on other sites

Moonrunes

Quick-Play Spell

Target a number of cards on the field equal to the number of "Rune Reader" monsters you control with different names: Destroy that target(s). During the End Phase of the turn this card is activated, you can Special Summon 1 "Rune Reader" monster from your hand or Deck whose Level is exactly equal to the number of "runes" Spell/Trap Cards you activated this turn. You can banish 1 "Rune Reader" monster from your Graveyard: Add this card from your Graveyard to your hand. You can only activate each effect of "Moonrunes" once per turn.

 

Rune Reader - RKOLOGIST

 

[spoiler= The Archetype So Far]

Rune Reader - TRANSLATR

 

LIGHT | Psychic | Level 2 | Effect

 

When this card is Summoned: You can add 1 "runes" Spell/Trap card from your Deck to your hand. If a "runes" Spell/Trap card is activated while you control at least 1 other "Rune Reader" monster: You can Special Summon 1 banished Psychic monster.

 

1100/1200

 

 

Link to comment
Share on other sites

Rune Reader - RKOLOGIST

LIGHT

Level 3

Psychic/Tuner/Effect

1300/1400

When this card is Summoned, you can banish 1 Psychic-type monster from your Deck, OR add 1 "runes" Spell/Trap card from your Graveyard to your hand. When this card is sent to the Graveyard, banish it. While banished, this card gains the following effect:

  • Psychic-type monsters you control gain 500 ATK.

 

Voidrunes

Link to comment
Share on other sites

Voidrunes

Quick-Play Spell

Banish a number of cards from either player's Graveyard equal to the number of "Runes Reader" monsters you control with different names. During the End Phase of the turn this card is activated, inflict 300 damage to your opponent for each "runes" Spell/Trap Card you activated this turn, then you can Special Summon 1 of your banished "Runes Reader" monsters whose ATK is less than or equal to the amount of damage inflicted. You can only activate each effect of "Voidrunes" once per turn.

 

Dragonrunes

Link to comment
Share on other sites

Dragonrunes

Quick-play Spell

 

Return as many as banished monsters to their owner's Decks; up to number of monsters on the field. During End Phase of the turn this card is activated, target 1 "Rune Reader" monster you control; it gains 200 ATK and DEF for each activated "runes" Spell/Trap this turn.

---------

Rune Reader - RSEARCHR

Link to comment
Share on other sites

Rune Reader - RSEARCHR

LIGHT - Level 1 - Psychic/Tuner/Effect - 100/800

When this card is Summoned, you can excavate a number of cards up to the number of your banished Psychic-Type monsters: Add any excavated "runes" Spell/Trap cards to your hand, and return any remaining card(s) to the top of your Deck in any order. If you activate a "runes" Spell/Trap card while this card is face-up on the field, you can banish the top card of your opponent's Deck (you can only activate this effect of this card's name once per turn). While this card is banished, the effects of "Rune Reader" monsters on the field cannot be negated.

 

Rune Reader - NTRPRETR

Link to comment
Share on other sites

Rune Reader - NTRPRETR

LIGHT | Psychic | Level 5 | Synchro | Effect

1 Psychic Tuner + 1 non-Tuner Psychic monster

When this card is Synchro Summoned, you can banish 1 Psychic monster from your Deck. Once per turn, if you control another "Rune Reader" monster: You can Tribute 1 other monster you control; Special Summon 1 banished Psychic monster, and if you do, this card gains ATK equal to that card's ATK until the End Phase.

2200/1900

 

Sunrunes

Link to comment
Share on other sites

Sunrunes

Quick-play Spell

 

Send 1 "runes" Spell/Trap from your Deck to GY; activate that card's effect. During the End Phase of the turn this card is activated, target up to 3 "runes" Spell/Trap from your GY, add 1 of them to your hand, then shuffle the rest to your Deck. During your turn, except the turn this card was sent to GY:  Banish this card from your GY, then target as many as banished Psychic monster, up to the number of "runes" Spell/Trap Cards you activated this turn; return them to owner's Deck.

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

Ruinrunes

Link to comment
Share on other sites

Ruinrunes

Normal Trap

Target a number of cards on the field and/or in the Graveyard equal to the number of "Rune Reader" monsters you control with different names: For the rest of the turn, all cards with the same name as that target(s), including the target, have their effects negated, and cannot activate their effects. If this Set card is destroyed, you can target 1 "Rune Reader" monster or "runes" Spell/Trap Card in your Graveyard, except "Ruinrunes", and Set it directly to your field. During the End Phase of the turn this card is activated, you can draw 1 card for each "runes" Spell/Trap Card you activated this turn, then shuffle 1 card from your hand into your Deck. You can only activate each effect of "Ruinrunes" once per turn.

 

Rune Reader - SPONSR

Link to comment
Share on other sites

Rune Reader - SPONSR
LIGHT
Psychic/Effect

2/400/400

When this card is Normal or Special Summoned: you can target up to 4 of your banished Psychic monsters and/or "runes" cards; Shuffle them into the deck, and if you do, draw cards equal to half the number shuffled (rounded down). You can only use this effect of "Rune Reader - SPONSR" once per turn. While this card is banished, apply the following effect:

~ Once per turn, if a Psychic monster(s) would be destroyed, you can banish a Psychic monster from your GY instead.

 

Neutrunes

Link to comment
Share on other sites

Neutrunes

Continuous Spell

The activation and effects of "runes" Spells/Traps you activate cannot be negated. Once per turn, if a Spell/Trap you control is targeted by your opponent's card effect: You can negate that effect, then add 1 "Rune Reader" monster from your Deck to your hand, but you cannot Normal Summon/Set the added monster this turn. You can only control 1 face-up "Neutrunes".

 

High Rune Reader -  YNGVI 14px-Runic_letter_ingwaz.svg.png 14px-Runic_letter_ingwaz_variant.svg.png 16px-Runic_letter_ingwaz_variant.png

(Yngvi is a god associated with runes)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...