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Atypical-Abbie

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Ignis Rider
FIRE/Machine/Synchro/Effect/Level 5/2500 ATK/200 DEF
1 Machine Tuner + 1+ non-Tuner FIRE monsters
If "Ignis Synchron" was used as a Synchro Material, this card's Synchro Summon cannot be negated. When this card is Special Summoned, cards and effects cannot be activated. Once per Chain (Quick Effect): You can banish 1 FIRE monster from your hand or GY, then target 1 face-up card on the field; its effects are negated until your opponent's next End Phase.

Make a Level 8 "Ignis" Synchro Monster.

Bonus points if it's a Dragon, or Dragon-themed.

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Ignis Burnout Dragon

Level 8

FIRE/Dragon/Synchro/Effect

1 Fire Tuner monster+ 1+ non-Tuner Machine monsters

If this card is Synchro Summoned one or more "Ignis" monster(s), cards cannot be activated in response to its Synchro summoning. Once per chain (Quick effect): you can banish one FIRE monster from your hand or GY, then negate one the effect of one card on the field and, if you do, banish it.

When a card effect that would affect in any ways one or more "Ignis" card(s): you can banish this card, then negate that card's effects and, if you do, destroy it. If this card is banished by its own effect: special summon it during the end phase.

3000 ATK/ 2400 DEF

 

N/C: A level 2 Galaxy or Galaxy Eyes tuner that transforms Galaxy Eyes XYZes in level 8 monsters (lil' bit of support for this card: https://forum.yugiohcardmaker.net/topic/362332-make-a-synchro-monster-game-v-20/?p=7111472 )

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Outer Galaxy Synchron

LIGHT | Level 1 | Machine | Tuner | Effect

If you control a "Cipher", "Galaxy", or "Photon" monster you can special summon this card from your Hand. You can use  "Cipher", "Galaxy", or "Photon" XYZ monster(s) as materials for a Synchro Summon of a "Cipher", "Galaxy", or "Photon" Synchro monster. If this card is used a material for a  "Cipher", "Galaxy", or "Photon" monster; draw 1 card for each other monster used as material. 

 

polyMERAzation

 

(MERA as in fire)

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PolyMERAzation

Quick-Play Spell Card

Fusion Summon 1 FIRE Fusion monster from your Extra Deck using Fusion Materials from your Hand or Deck, then immediately after this effect resolves, take Damage equal to that monster's ATK, and if you do that Monster gains ATK equal to the Damage inflicted, also it cannot be destroyed by battle this turn.

 

Next:

Tip Jar

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Tip Jar

Continuous Trap

Cannot be destroyed or targeted by card effects, except its own effect. During the End Phase, either discard 1 card or destroy this card. During your Standby Phases, if your LP is 2000 or more higher than your opponent's, draw 1 card for every 2000 LP of difference. If your opponent Special Summons an Effect monster, they must pay 200 LP and increase your LP by 200, or return that monster to its owner's hand.

 

Silly in how it functions, but definitely a funny thing to flip on a spam player. In multiples, it's also a meh consistency engine, because if you can boost your own LP high enough it can get off a bunch of free cards.

 

Drain of Vision

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Topologic Code Talker

Dark/Cyberse/Link/Effect

N-SW-SE

2500 ATK/Link 3

When a monster(s) is special summoned to a zone(s) this card points to: destroy those monster(s), deal 500 damage to your opponent and make this card gain ATK equal to that damage. When a card effect would destroy a monster(s) on your side of the field: negate that effect and, if you do, banish as many cards this card points to, then make this card gain 500 ATK for each card banished by this effect.

 

N/C: Guardian of Past Ages

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Good Boy!Retriever

Level 2

EARTH|Beast|Effect

Once per turn: you can select up to 2 cards in your GY or Banished Pile, except "Good Boy! Retriever", then banish this face up card and add those cards to your hand. You can activate this effect of "Good Boy! Retriever!" up to three times per duel, but not in two of your consecutive turns and only once per turn. If this card was banished by this effect: shuffle it to your deck during the End Phase.

1000 Atk/ 0 Def

 

Next: PENTAKILL!

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PENTAKILL!

Normal Spell

Your opponent must control 5 monsters for you to activate this card. Banish every monster your opponent controls, and if you do, your opponent takes damage equal to their combined ATK in the banished pile. If you control no monsters, this card cannot be negated, also your opponent’s monster effects are negated until the End Phase.

 

Tree Truck

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Tree Truck

EARTH *

Machine/Effect

This card is also always treated as a Plant monster.  If a Machine or Plant monster you control destroys a monster by battle: you can place 1 Supply Counter on this card (Max. 2).  If this card is sent from the field to the GY: you can draw 1 card for each Supply Counter that was on this card.

100/2000

 

Incardnation

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Incardnation

Normal Spell

You can only activate 1 "Incardnation" per turn.

After this card's activation resolves immediately activate one of the following effects

  • Add 1 Spell/Trap card that specifically lists "Spellcaster monster(s)" or "Dark Magician" in its text from your Deck to your hand.
  • Special Summon 1 "Dark Magician" from your hand, Deck or GY and if you do Special Summon 1 Dark Spellcaster monster from your hand. 

 

Next: Black Sword of Magiknights

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Black Sword of the Magiknights

DARK - Level 7 - Spellcaster/Effect - 2100/2800

At the start of the Damage Step, if a "Magiknight" monster battles: You can Special Summon this card from your hand or Graveyard. If this card battles your opponent's monster that is not Level 7, this card gains ATK equal to the difference in Level x300, until the end of the Damage Step (monsters without an original Level are treated as Level 0). If your opponent's monster that would battle a "Magiknight" monster was Special Summoned, your opponent cannot activate cards or effects until the end of the Battle Phase. Once per turn, if a "Magiknight" monster destroys your opponent's monster by battle: You can add 1 "Magiknight" monster from your Deck to your hand, except "Black Sword of the Magiknights".

 

White Shield of the Magiknights

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White Shield of the Magiknights

LIGHT | Level 3 | Spellcaster | Effect

When this card is Normal Summoned you can Special Summon 1 "Magiknight" monster from your hand with a level equal to a monster on the field except "White Shield of the Magiknights". At the end of the Battle Phase, if this card attacked or was attacked, target 1 monster on your opponent's field; destroy Spell/Trap cards on the field equal to the difference of the targeted monster's Level and this card's Level ( monsters without an original level are treated as Level 0). You can only activate each effect of "White Shield of the Magiknights" once per turn. 

500/2100

 

Blue Lance of the Magiknights

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ATK/DEF are missing...

 

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Blue Lance of the Magiknights

WATER

Spellcaster/Effect

Level 5 - 2200/1200

 

If this card is Special Summoned by the effect of "Magiknight" monster: Target 1 monster on the field whose Level is lower than or equal to this card's Level; destroy it, then inflict 400 damage for each Level the destroyed monster had (monsters without an original Level are treated as Level 0). You can use this effect of "Blue Lance of the Magiknights" once per turn. During the Battle Phase; if this card battles Special Summoned monster your opponent controls: Destroy it, then inflict damage equal to destroyed monster's half of original ATK.

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Green Bow of the Magiknights

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Green Bow of the Magiknights

WIND - Level 4 - Spellcaster/Effect - 1600/1200

If this card is Normal or Special Summoned: You can Special Summon 1 "Magiknight" monster from your Deck, except "Green Bow of the Magiknights". At the start of the Damage Step, if this card battles your opponent's monster whose Level is not 4: Draw 1 card for every 2 Levels of difference (monsters without an original Level are treated as Level 0). You can only activate each effect of "Green Bow of the Magiknights" once per turn. "Magiknight" monsters you control cannot be targeted by your opponent's card effects.

 

Crimson Axe of the Magiknights

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Crimson Axe of the Magiknights

FIRE | Level 6 | Spellcaster | Effect

Once per turn, if your opponent controls a monster with the same level as this card or a card in your hand, Reveal that card and if you do Special Summon this card (from your hand). During the Battle Phase, if a "Magiknight" monster you control would battle: decrease the ATK of your opponent's monster by the difference between this card's level and your opponent's monster times 600 (Monsters without an original Level are treated as 0). "Magiknight" monsters cannot be tributed except for the Tribute Summon of a "Magiknight" monster. 

2300/2700

 

Golden Crown of the Magiknights

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Golden Crown of the Magiknights

Level 10

LIGHT/Spellcaster/Effect

This card can't be normal summoned/set. Once per turn, if you control only monsters with different levels: you can special summon this card from your hand.

This card is not affected by card effects that would make it leave the field until all monsters you control have different levels.

All other "Magiknights" monster gain ATK equal to the difference from this card's level and the monster with the highest level's that your opponent controls x100. "Magiknights" monsters that you control can't be banished.

3700 Atk/ 2900 Def

 

N/c: Malfunctioning Trap

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Robin Hood's Bow

Equip Spell

Equip this card only to a Warrior monster. When an equipped monster declares an attack on a monster with a level/rank higher than the equipped monster's: your opponent discards one card, then you draw one card. The equipped monster can't be destroyed by battle. If. The equipped monster is level/rank 6 or higher: destroy both this end the equipped card upon activation. The equipped monster can't attack directly.

 

N/C: Wiliam Tell's Crossbow

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William Tell's Crossbow

Equip Spell Card

Equip only to a Warrior Monster.

Once per turn: you can discard 1 card and if you do, the equipped Monster can attack directly, but Battle Damage is halved involving that direct attack. If the equipped Monster battles a Monster with a Level/Rank higher than the equipped Monster, at the start of the Damage Step: inflict damage to your opponent equal to the equipped monster's original ATK. If the equipped Monster battles a Monster with a lower Level/Rank; destroy the equipped Monster.

 

Next:

Vampire Thrall

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Vampire Thrall

Zombie level 3 darK

Atk 1700 Def 0

Effect:Once per turn you can target one zombie monster in your GY send this card to the GY then special summon the targeted monster. You can banish this card from the GY; Special summon 1 zombie monster from your GY. You can only use one effect of "Vampire Thrall" per turn and once that turn.

 

 

Halothane,Lord of the Demon Spawn

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Halothane,Lord of the Demon Spawn 

Level 7/DARK/Fiend/Effect

2400/2500

Once per turn, during your Standby Phase: Special Summon 1 "Spawn Token" (Fiend/DARK/Level 2/ATK 500/DEF 500) in Attack Position. While you control a "Spawn Token", this card cannot be destroyed by battle or card effects. You can tribute 3 "Spawn Tokens": Special Summon 1 Fiend Monster from your Deck. You can only use this effect of "Halothane,Lord of the Demon Spawn " once per turn.

 

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Destrudo, Vile of the Demon Spawn

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Destrudo, Vile of the Demon Spawn

Level 6 fiend dark

2400/0

Effect:Once per turn if you control a "spawn" token you can special summon this card from your hand. If this card is destroyed or leaves the field special summon as many "spawn" tokens as possible to your field in attack position. When a spawn token is destroyed inflict 200 points of damage to your opponent.

 

 

 

 

Viera,Angel of Vibrance

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Viera, Angel of Vibrance

LIGHT - Level 4 - Fairy/Effect - 1000/1800

When this card is Normal or Special Summoned: You can Special Summon 1 "Funfel, Angel of Charity" from your hand or Deck. If a Trap Card or the effect of a Trap Card is activated: Increase your LP and the ATK of all Fairy-Type monsters you control by 200. If a Fairy-Type monster you control inflicts battle damage to your opponent: You can draw 1 card for every 800 points of damage inflicted, then place 1 card from your hand on the top or bottom of your Deck.

 

Funfel, Angel of Charity

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