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Atypical-Abbie

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Absolute Power Force

Normal Spell

If you control a “Red Dragon Archfiend”: Destroy all Defense Position monsters on the field, then your opponent takes 200 damage for each monster destroyed by this effect. “Red Dragon Archfiend” cannot attack directly this turn.

 

Resting Place of the Millennium Items

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Resting Place of the Millennium Items

Continuous Spell

If a card(s) is banished by the effect of "Gold Sarcophagus": Your opponent cannot activate cards or effects with the same name as that banished card, or Summon monsters with that name, for the rest of the Duel. DIVINE monsters you control cannot be destroyed by battle or card effects, and are unaffected by your opponent's card effects, except the effects of DIVINE monsters. During either player's turn, if the number of cards in your hand is 2 or less, you can banish 1 "Card of Sanctity" from your Graveyard: Draw cards until your hand is at 6 (you can only activate this effect of this card's name once per Duel).

 

More thematic than worthy of actual use, mostly having basis in the final Duel of DM, it's still potentially fun. However, you need to activate Gold Sarc after this thing, due to the way it's worded.

 

Full Throttle, Full Power

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Abysmorph Gluttongoblin

DARK | Fiend | Level 4 | Flip | Effect

FLIP: Inflict 500 damage to your opponent for each monster on the field. If this card is destroyed, add 1 "Abysmorph Gluttongoblin" or "Just Desserts" from your Deck to your hand.

1400/2100

 

next: Shank Shark

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Shank Shark

WATER - Level 3 - Fish/Effect - 1400/300

You can Special Summon this card from your hand, and if you do, your opponent can Special Summon 1 "Number" Xyz monster from their Graveyard in face-up Attack Position, except a "Number C", "Number S", or "Number F" monster. Once per turn, you can target 1 Level 6 or lower Fish-Type monster you control: This card's Level becomes equal to that target's. If this card is detached from a WATER Xyz monster to activate its effect, you can activate the following effect:

●Draw 1 card, and if the drawn card is a Level 6 or lower Fish-Type "Shark" monster, you can reveal it to destroy 1 face-up card your opponent controls.

 

Is that ZeXal enough for everybody? Good.

 

Bandmines (it's a pun of "band" and "landmines")

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Bandmines

Normal Trap

Each time a monster declares an attack this turn, immediately change it to Defense Position. For the rest of the turn this card is activated, if a monster's battle position is changed, its controller takes damage equal to its ATK/DEF (if it is in Attack or Defense Position respectively), but can only take damage once per monster by this effect.

 

Two-Pointed Attack

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Two-Pointed Attack

Quick-Play Spell

If you control 2 monsters and there is an unoccupied Monster Zone on your side of the field in a column between them: Destroy all cards in the column with the unoccupied Monster Zone. If there is a monster on the field that is pointing to that Zone, you can activate this card from your hand.

 

 

Next:

Luster Surge

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Luster Surge

Continuous Spell

During each End Phase, the turn player draws 1 card for each of their Summons, cards, and effects that were negated this turn. During each Standby Phase, the turn player takes 200 damage for each card in their opponent's hand. You can only control 1 "Luster Surge". This card and its effects cannot be negated.

 

Basically, this makes any Deck that goes ham with negation have to give you resources to make up for the drain they put on you, and take some acceptable burn if they funked you over too hard. Alternatively, stun Decks that think they can survive the burn could use it to Deck their opponent out, but . . . *shrug*

 

Impactroops

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Impactroops

Quick-Play Spell

Activate only during the Battle Phase. Special Summon 2 Level 2 Dragon monsters with 700 ATK and 800 DEF from your hand, Deck, or GY or that are banished, and if you do, they gain 1000 ATK and DEF, also they are returned to the Deck during the End Phase of this turn (even if they are no longer on the field). During your Battle Phase, those monsters must attack, if able. During your opponent's Battle Phase, your opponent's monsters must attack either of those targets, if able. You can only activate 1 "Impactroops" per turn.

 

 

Next:

Elegy of Solitude

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Elegy of Solitude

Continuous Trap

Activate only if you control no monsters. When this card is activated, Special Summon 1 monster from your hand or Graveyard. A monster Summoned by this card is unaffected by the effects of Spell/Trap Cards, and the effects of other monsters with equal or lesser ATK than itself. While you control this card, you cannot control monsters, except the monster Summoned by this effect. If the monster Summoned by this card leaves the field, destroy this card.

 

ANYTHING IS A BOSS NOW

 

Card of Snake Return

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Card of Snake Return

Continuous Spell

When a Reptile-type monster is Special Summoned from your GY or added from your GY to your hand: You gain 200 LP. When this card leaves the field: Add 1 Reptile-type monster from your deck to your hand.

 

Trumpet Involuntary (a reference to the orchestral piece “Trumpet Voluntary”)

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Trumpet Involuntary

Continuous Trap

Both players select one of their respective hands. Any card that is added to each player's hand by the hand they chose is immediately banished, face-down. Any card that leaves a player's hand, except using their selected hand, is shuffled into the Deck (any effects that would otherwise activate are negated).

 

This plays into the way you play an actual trumpet voluntary- one hand plays the rhythm/fanfare only, the other exclusively plays the melody. In this case, the hand you select (everyone playing YGO has two) exclusively handles cards leaving your hand (discards, Summons, activations), and the other exclusively handles adds (bounces, draws, searches, recoups). Yes, this does mean that you have to search your Deck one-handed, otherwise whatever you add is immediately banished. It also means that unless you pay attention to your hands, anything with a discard cost can get insta-negated due to your failure to pay. It's funny, it's obnoxious, and it is casual bait at its finest.

 

Hexblade - Aqua (I was hoping for a pun involving both meanings of hex, both a curse and the number 6, but you do you)

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I'll take you up on both of those. Also go ahead and post my rune guy in CC, as good as mine turned out.

Hexblade - Aqua

WATER

Warrior/Tuner/Effect

6/1800/1800

If you control no monsters, or only Level 6 monsters, you can Normal Summon this card without Tributing. Once per turn: you can banish 1 "Hexblade" monster face-up from your Deck, then target 1 monster on the field; change its Level to 6, and if you do, negate its effects this turn. You must control a Level 6 monster to activate and resolve this effect.

 

Hexblade - Pyro

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Hexblade - Pyro

Level 6

FIRE/Warrior/Effect

1800/1800

If you control a Level 6 monster, you can Special Summon this card from your hand. Once per turn, you can banish 1 "Hexblade" monster from your Deck: Inflict 1000 damage to your opponent. You must control another Level 6 monster to activate and resolve this effect.

 

Hexblade - Atmos

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Hexblade - Atmos

WIND - Level 6 - Warrior/Effect - 1800/1800

If you control no monsters, or only Level 6 monsters, you can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). If this card is currently banished, you can target 1 Spell/Trap Card your opponent controls (Quick Effect): Return that target to its original owner's hand, then add this banished card to your hand. You must control a Level 6 monster to activate and resolve this effect.

 

Hexblade - Terra

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Hexblade - Terra

EARTH/Warrior/Tuner/Effect

Level: 6

1800/1800

If you control no monsters, or only Level 6 monsters, you can Special Summon this card (from your hand). Once per turn: You can banish 1 other "Hexblade" monster you control; your opponent cannot activate monster effects during their next Main Phase 1. If this card is banished to activate a "Hexblade" card or effect: You can add 1 "Hexblade" card from your Deck to your hand. You can only use this effect of "Hexblade - Terra" once per turn.

 

 

Next:

Ravenous Raven Rave

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Ravenous Raven Rave

DARK | Level 4 | Winged-Beast | Effect

If you have 4 or more cards with different names in your GY you can Special Summon this card (from your hand). Once per turn, you can send 1 card with a different name than the cards in your GY from your Deck to the GY and if you do banish 1 set card your opponent controls. 

1300/1200

 

Carnivorous Carp Carl

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Carnivorous Carp Carl

DARK **

Fish/Tuner/Effect

When this card is Normal Summoned: you can Special Summon 1 Fish monster from your hand.  When this card is Special Summoned: destroy all monsters your opponent controls whose Levels/Ranks/Link Ratings are less than the total Levels/Ranks of Fish monsters you control.

900/0

 

Sanctity Bubbles

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Solemn Indifference

Counter Trap

 

While your opponent controls the same number of cards as you do, if your opponent would activate one of these effects; Pay 1500 LP, negate that effect and destroy that card:

-Summon/Set a monster.

-Set or activate Spell/Trap.

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Hexblade - Umbra

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Hexblade - Umbra

DARK - Level 6 - Warrior/Effect - 1800/1800

If, while this card is banished, you control no monsters, or only Level 6 monsters: You can Special Summon this banished card (you can only activate this effect of this card's name once per turn). During your opponent's turn, except during the End Phase, you can banish 1 card from your Graveyard (Quick Effect): Destroy 1 monster on the field. During the End Phase of a turn this effect activates, if your opponent controls no Level 6 monsters: You can Special Summon up to 2 of your banished "Hexblade" monsters.

 

Hexblade - Lux

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Hexblade - Lux

LIGHT

Warrior/Tuner/Effect

Level 6 - 1800/1800

 

If this card is banished by the effect of "Hexblade" monster, except its own effect: You can Special Summon this banished card. If Summoned this way, banish up to 2 non-Level 6 monster from field and/or GY. You can use this effect of "Hexblade - Lux" once per turn. During your opponent's Battle Phase, if a "Hexblade" monster you control battles, before damage calculation: You can banish this card from your hand or field; that monster gains 1800 ATK until the end of Battle Phase.

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Hex-Spectrum Generator

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Hex-Spectrum Generator

Continuous Spell

While you control a Level 6 monster, neither player can Special Summon monsters from the Extra Deck, except by using Material whose Level is 6. If you Synchro Summon a "Hex" monster; you can target 1 of your banished Level 6 monsters: return it to the Graveyard, then banish 1 other card on the field. You can only use this effect of "Hex-Spectrum Generator" once per turn. During each of your Standby Phases, banish 1 Level 6 monster from your deck or destroy this card.

 

Ephexblade - Helios

 

(boss monster time maybe?)

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Ephexblade - Helios

LIGHT/Warrior/Fusion/Effect

Level: 9

2800/2800

3 "Hexblade" monsters with different Attributes

Must first be Fusion Summoned, or Special Summoned (from your Extra Deck) by shuffling your above banished cards into the Deck. (You do not use "Polymerization".). This card's Attribute is also treated as the Attributes of the cards used for its Special Summon. Up to twice per turn (Quick Effect): You can banish 1 "Hexblade" monster from your hand, field, Deck, or GY; this turn, the effects of your opponent's monsters with the same Attribute as the banished card cannot be activated (anywhere).

 

 

Next:

Horizon Rose

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