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True Olympian - Baton Passer Demeter

EARTH

Fairy/Effect

Level 5 - 2100/1600

 

If this card is sent to GY by the effect of another "True Olympian" monster, you can Special Summon this card from your GY. You can Special Summon "True Olympian - Baton Passer Demeter" once per turn this way. Once per turn, return 1 Fairy monster from your GY to target 1 other Fairy monster you control, it gains 100 ATK/DEF for each Level the returned monster had. While you control "Winner's Circle of the True Olympians", this effect can be used during either player's turn.

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True Olympian - Archer Athena

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True Olympian - Archer Athena

EARTH/Fairy/Level 7/2600 ATK/800 DEF

 

Lore: If "Winner's Circle of the True Olympians" is activated (Quick Effect): You can reveal this card in your hand; Special Summon 1 Level 7 Fairy monster from your hand. Once per turn: You can Tribute 1 other monster you control; Special Summon 1 Fairy monster from your hand. Once per turn (Quick Effect): You can target 1 monster on the field; until the end of the turn, that target cannot attack or activate its effects, also if it battles a Fairy monster this turn, while either it or the monster it battles is in Defense Position, inflict doubled piercing battle damage to your opponent. 

 

If its stats and Summon effect looks familiar, it's meant to.

 

 

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True Olympian - Javelin Throwing Hephaestus

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True Olympian - Javelin Throwing Hephaestus

EARTH | Fairy / Effect

Level 7 | 2100 / 2500

If this card is Specia Summoned: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "Winner's Circle of the True Olympians" in its text. (Quick Effect): You can target 1 other Fairy monster you control; that target gains 800 ATK and DEF. If "Winner's Circle of the True Olympians" is on the field, that target is also unaffected by your opponent's card effects. You can only use each effect of "True Olympian - Javelin Throwing Hephaestus" once per turn.

 

Next: Winner's Circle of the True Olympians

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Its time then, isn't it? Alright, BatMed.

 

Winner's Circle of the True Olympians

Field Spell Card

 

When this card is activated: You can reveal up to 3 Fairy monsters in your hand, including a "True Olympian" monster; Special Summon 1 "Olympian Token" (WIND/Fairy/ATK 500/DEF 500) whose Level is equal to the number of cards revealed this way. If you revealed 3 monsters this way, you can Special Summon 2 "Olympian Tokens" instead. All "True Olympian" cards you control cannot be destroyed by your opponent's card effects during your turn, also those monsters cannot be targeted by your opponent's card effects during their turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Fairy monsters. 

 

 

Now let's see if we can't get another EARTH Fairy out of this before we go back to the Spells/Traps.

 

True Olympian-Hurdling Hestia

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True Olympian - Hurdling Hestia

EARTH

Fairy/Link/Effect

Link-3 / 2400 ATK

SW / S / SE

 

2+ "True Olympian" monsters

If this card is Link Summoned: Take 1 "True Olympian" monster from your Deck, either add it to your hand or Special Summon it. Once per turn, during Battle Phase(Quick Effect): Destroy 1 "True Olympian" monster you control; your opponent cannot activate cards or effects until the end of Battle Phase. While you control "Winner's Circle of the True Olympians", this card's ATK becomes 3000.

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Arcane Library

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Arcane Library

Equip Spell Card

 

Lore: A monster equipped by this card is unaffected by monster effects, except Spellcaster monsters' effects. Once per turn, if this card is activated or sent to the GY by a Spell effect: You can add 1 Level 2 or 4 Spellcaster monster from your GY or face-up field to your hand, but it cannot be Summoned this turn. Once per turn: You can destroy 1 Spellcaster monster you control or that is in your hand, except the equipped monster, and if you do, the equipped monster gains ATK equal to the difference in that destroyed monster's ATK/DEF, until the end of the next turn.

 

 

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Marrow Barrel

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Marrow Barrel

Continuous Spell

When this card is activated: You can Special Summon 1 Level 1 Zombie-Type monster from your Deck (you can only activate this effect of "Marrow Barrel" once per turn.) Monsters on the field without an original Level lose ATK equal to the ATK of the Level 3 or lower Zombie-Type monster you control with the highest ATK, and your opponent's monsters whose ATK was reduced to 0 by this effect cannot activate their effects on the field, or be used as Material for a Summon.

 

Skull Servant support that punishes your opponent for using Links and Xyz that Skull Servants struggle to deal with in normal ways.

 

Wave King's Lucky Helm

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Wave King's Lucky Helm

Equip Spell

Equip only to a WATER monster. Place 2 Sea Counters on this card. All monsters with the same original Level as the equipped monster gain Levels equal to the number of Sea Counters on this card. If the equipped monster would be destroyed by battle, you can remove 1 Sea Counter from this card. If this card is sent from the field to the GY because the equipped monster was used as Xyz Material: You can add 1 Fish, Sea Serpent, or Aqua monster with 1000 or less ATK from your Deck to your hand.

 

 

Thunderstruck

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Thunderstruck

Counter Trap

If your opponent activates a card or effect that would remove 3 or more cards from your field simultaneously: Negate the activation, and banish that card face-down. If this is the only card in your hand, you can pay 1500 LP to activate this card from your hand, and if you do, draw 1 card during the End Phase. You can only activate 1 "Thunderstruck" per turn.

 

Popgun Pirate Fakebeard

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Popgun Pirate Fakebeard

WATER R**

Machine/Xyz/Effect

2 Level 2 "Popgun Pirate" monsters

Once per turn (Quick Effect): You can detach 1 Xyz Material from this card and target 1 face-up card on the field; Set that target.  While you control a "Popgun Pirate" monster, cards Set by this effect cannot be flipped face-up or activated except by a card effect (even if this card leaves the field).  You can target 2 "Popgun Pirate" monsters in your GY: Shuffle this card from your GY into your Extra Deck, and if you do, Special Summon those targets.  You can only use this effect of this card's name once per turn.  You cannot Xyz Summon "Popgun Pirate Fakebeard" for the rest of the turn after you activate this effect.

1200/600

 

Popgun Pirate Lil' Swabby

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Popgun Pirate Lil' Swabby

WATER - Level 2 - Machine/Effect - 0/1800

If this card is Summoned: You can destroy 1 face-down card your opponent controls. If you Normal Summon a "Popgun Pirate" monster, you can discard this card: Special Summon 1 "Popgun Pirate" monster from your Deck, and if you do; You can flip the monster your opponent controls in the same column as the monster Special Summoned by this effect into face-down Defense Position. If this card is detached from a Machine-Type Xyz monster: You can Special Summon 1 "Popgun Pirate" monster from your Graveyard, except "Popgun Pirate Lil' Swabby". You can only activate each effect of "Popgun Pirate Lil' Swabby" once per turn.

 

Popgun Pirate Navigeek

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Popgun Pirate Navigeek 

WATER/Machine-Type Effect Monster/Level 2/1300 ATK/0 DEF

If this card is Normal or Special Summoned: You can Set 1 "Machine" Continuous Spell/Trap directly from your Deck. You can only use this effect of "Popgun Pirate Navigeek" once per turn. While this card or a WATER Xyz Monster that has this card as a material is face-up in your Monster Zone, your opponent must Set all Spell/Trap Cards that they would activate from the hand in the same column as a WATER monster you control before activating them, and cannot activate them until the end of the next turn.

 

 

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Popgun Pirate Cursed Mate

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Popgun Pirate Cursed Mate

WATER

Machine/Effect

Level 2 - 0/0

 

If this card is Special Summoned by effect of other "Popgun Pirate" monster you control: Target up to 2 "Popgun Pirate" monsters from your GY; Special Summon them, but their ATK and DEF becomes 0, and their effects are negated. A Xyz monster using this card as Xyz Material gains this effect:

● Has 200 ATK/DEF for each Spell/Trap card on the field.

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Popgun Pirate Drunk Cannoneer

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(All this from an idea about children playing pirates.)

 

Popgun Pirate Drunk Cannoneer

WATER - Level 2 - Machine/Effect - 400/2000

If you Normal Summon a "Popgun Pirate" monster: You can Special Summon this card from your Graveyard, then the player with fewer cards in their hand draws cards until their hand is equal to their opponent's. If this card is Normal Summoned, you can discard 1 card: Set 1 "Machine" Spell/Trap Card directly from your Graveyard (you can only activate this effect of this card's name once per turn). If this card is detached from a WATER Xyz monster, you can apply the following effect:

●Once each this turn, if your opponent activates a monster effect, activates a Spell or its effect on the field, or activates a Trap or its effect on the field: You can negate it, then flip it face-down (into face-down Defense Position, if that card was a monster). Your opponent's cards of the same name as the card(s) that were flipped face-down by this effect cannot be activated again this turn.

 

Popgun Pirate Tabby Jack

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Popgun Pirate Tabby Jack

WATER - Level 9 - Machine/Effect - 2600/800

This card cannot be destroyed by battle. Once per turn, during damage calculation: you can reveal a "Popgun Pirate" monster in your hand, battle damage you take is halved during that damage calculation only. If this card destroys an opponent's monster by battle: inflict damage to your opponent equal to this card's DEF. If this card is sent to the GY by your opponent's card effect, switch the original ATK and DEF of this card and Special Summon it, but banish it when it leaves the field.

 

Power Gradation

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Power Gradation

Continous Spell

 

Once per turn, send 1 Machine monster you control that has Level to the GY; Special Summon 1 Machine monster from your Deck with Level equal to or higher than sent monster, but its effects are negated. If this card is sent to GY: Target 1 Machine monster you control, it can attack directly during your next Battle Phase. You can use these effects of "Power Gradation" once per turn, and only once that turn.

 

Inverse Fusion

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That's... Really weird. I was actually thinking of an extension to the Fusion mechanic a month ago (to take it into a different direction) and I actually called it Inverse Fusion...

 

Inverse Fusion

Spell

(This card's name is always treated as "Polymerization".)

Send 1 Fusion monster from your Extra Deck to the GY. Special Summon up to 2 monsters from your GY that can be used as Fusion Material for that monster, but only 1 per listed material.

 

(Basically, while this does let you summon generic stuff, I wanted it to be written in a way that if you sent, say, 5-Headed Dragon, you'd only be able to revive 1 Dragon rather than 2 or 5. But if you sent a Shaddoll, you could revive 1 Shaddoll and 1 Attribute monster.)

 

Vile Vial

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Vile Vial

Counter Trap

 

If a monster your opponent controls would gain ATK, DEF, or ATK/DEF; loses the same amount instead.

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Neo-Shaddoll Construct

 

(P.S: Attribute Neo-Shaddoll = 1 El-Shaddoll with same Attribute + 1 Extra Deck/Ritual monster with same Attribute. And yes, its a Fusion Sunmon-or something new-)

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Neo-Shaddoll_Construct.png

 

LIGHT/Fairy-Type Synchro Tuner Effect Monster/Level 8/2500 ATK/2800 DEF

 

Lore: 1 Tuner + 1+ non-Tuner "El-Shaddoll" monsters

Must first be Synchro Summoned using monsters with the same Attribute. For this card's Synchro Summon, you can treat all monsters that were Special Summoned from the Extra Deck as 2 Levels lower than their original Levels. When this card is Synchro Summoned, or if this card battles an opponent's monster: You can return 1 "Shaddoll" card in your GY and 1 face-up card on the field with the same Type to the hand. Cannot be targeted by an opponent's card effects.
 
 
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What Shall it Profit...
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Okay, so it's literally a win button. Horakthy wins the Duel when it's Special Summoned.

 

OT:

Alpha Omega

Normal Spell

If the current turn count is 8 or less: Increase the turn count by 1, then you can add 1 "Pyro Clock of Destiny" from your Deck to your hand. If the current turn count is 15 or higher: Banish a number of cards from your opponent's field and/or Graveyard up to the current turn count -14. You can shuffle this card and 1 "Pyro Clock of Destiny" from your Graveyard into your Deck: Draw 2 cards. You can only activate this effect of "Alpha Omega" once per turn.

 

Storm King's Archers

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dd22i1h-8dd6f679-7e82-4e5c-b007-9f311002

 

Storm King's Archers

WIND/Beast-Warrior-Type Effect Monster/Level 4/0 ATK/1700 DEF

 

Lore: If you control no monsters with Levels: You can Special Summon this card from your GY and 1 WIND Tuner from your hand or Deck to the field (1 on each side), and if you do, the ATK of this card and that monster become 1700, also you cannot Special Summon Level 4 monsters for the rest of the turn. If this card or a Synchro Monster that was Summoned using this card as material battles an opponent's monster, neither monster can be destroyed by that battle.

 

IWillFightSomeMoreForever.card

 

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Mistaken Oversight

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Mistaken Oversight

Normal Trap

Activate only if your LP are at least 2000 lower than your opponent's. If your opponent activates a card's effect from their hand while they control at least 3 monsters: Both players discard their entire respective hands and send all cards they control to the Graveyard, then draw 1 card each for each monster sent to their Graveyard by this effect. Monster effects cannot activate for the rest of the turn after this effect was activated. During the End Phase of the turn you activated this effect, halve your LP, then lose 1000 LP.

 

Yes, this means that if your LP drop below 2000 somehow before the End Phase, this card kills you. It's brutally effective at ending turns against Decks that rely on combos or specific searched things, but your opponent having at least one free Summon effect that either isn't a monster or doesn't activate, or (Heaven forbid) their Normal Summon, you're getting your face rearranged. Be careful.

 

Also, picture the art being someone stopping one of the Ghost Girls at a metal detector while a big dangerous Machine (Barrel Dragon is probably the funniest example) just waltzes on by.

 

Festival of Funds

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Festival of Funds

Normal Trap

 

You can only activate this Card while your LP is different from you Opponent’s. For the rest of this turn, after this card is activated each time you gain or lose LP, discard 1, then draw 1 card. You can only activate 1 “Festival of Funds” per turn.

 

 

Confusion Fusion

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Confusion Fusion

Trap Card

When your opponent would Fusion Summon a Fusion monster(s): Discard 1 card from your hand; That Fusion monster is Fusion Summoned to your side of the field.

 

Link Failure

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