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Atypical-Abbie

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Ancient Paladin Margaret

Ritual/Light

Warrior Type

Level 7

ATK: 2300 def: 1200

 

This card can only be Ritual Summoned by using "Advanced Ritual Art". When this card is Ritual Summoned: Destroy all Spell/Trap cards on the field. Once per turn, you can target 1 Warrior-Type monster you control; Only it can attack and it may attack directly this turn.

 

Next card: Innocent Memories

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Innocent Memories

Quick-Play Spell Card

Lore: Target 3 Level 3 or lower Normal Monsters in your Graveyard: Special Summon the first one, banish the second one, and shuffle the third into your deck. You can only activate 1 "Innocent Memories" per turn.

 

Next Card: Saturos, Burning Adept of Blue.

Requirement: Must be based off this: http://goldensun.wikia.com/wiki/Saturos

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Innocent Memories

Continuous Trap

When this card is activated, you and your opponent reveal your hands to one another. On your third Standby Phase after this card is activated, destroy this card and send all cards on the field to their original owner's hand.

 

Dual Currency

...I ninja'd you. Change your card. -_-

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Saturos, Burning Adept of Blue

FIRE 7*

Psychic/Effect

Once per turn, you may excavate the top card of your Deck. If it is a FIRE monster, send it to your Graveyard; this card cannot be targeted or destroyed by card effects until your next Standby Phase. If it is not a FIRE monster, shuffle it into your Deck.

2700/2000

 

Lady Luck's Palace

(Dice Roll and/or Coin Toss field spell)

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Lady Luck's Palace

Field Spell

This card cannot be destroyed. During each of your Standby Phases, roll a six-sided die. Activate one of the following effects based upon the result-

1: The original ATK of all monsters becomes 0.

2: Neither player can activate Spell Cards.

3: You and your opponent trade hands.

4: All cards in the Banished Zone are treated as being in the Graveyard, and vice versa.

5: All effects that increase Life Points decrease them, and vice versa.

6: Trap Cards can be activated without being Set.

 

Dual Currency

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Lady Luck's Palace


Field Spell


Once per turn, when you activate an effect that involves a coin toss or dice roll: you can draw 1 card and reveal it, then apply 1 of the following effects depending on the type of card you drew:


@Monster: Target 1 monster on the field; change it's battle position


@Spell: target 1 face-up Spell/ Trap card on the field; set it.


@Trap: Target 1 set Spell/ Trap card; destroy it.


 


Whoops ninja'd


 


Dual Currency


Counter Trap Card


When your opponent activates a Spell/ Trap card while you control 2 or more monsters: negate it and destroy it, then draw 1 card.


 


Next up: Synthetica Cycle


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Joker Princess

LIGHT *

Fiend/Effect

Once per turn, during either player's turn, if a card or effect is activated, you can banish this card and any number of face-up monsters you control. If you control no cards when this effect resolves, negate the rest of the cards/effects in the chain and return them to the Deck. During the End Phase, return all monsters banished by this card's effect to the field.

300/500

 

LV Burst Strike

(a offensive support card for the LV mechanic)

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LV Burst Strike

Trap

 

During your opponent's turn, if you control a "LV" monster with a level of 7 or higher: banish that monster; Special Summon from your hand, deck or graveyard monsters that have the same name, but a lower level than that monster, then destroy face-up cards your opponent controls, up to the number of monsters summoned by this effect. You can only activate 1 "LV Burst Strike" per turn.

 

Fields of Innocence

Base it off of the song by Evanscene

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Field of innocence

Equip Spell

Activate only if you control 1 or less monsters. While this card is face-up you cannot use 4 of your empty Monster Zones, also the equipped monster is unnafected by your opponent's card effects. If the equiped monster is destroyed and this card is sent to your Graveyard: Inflict damage to your opponent equal to the original ATK of that monster.

 

 

>>>Time Traveler (monster with coin toss eff)

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Time Traveler

EARTH - Level 3 - Psychic/Tuner/Effect - 800/200

As long as this monster is face-up on your side of the field, effects you activate that would destroy one of your opponent's cards also negate their effects. During each of your Standby Phases, flip a coin. If tails, send this card to the bottom of your Deck.

 

Cloning Facility 1

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Cloning Facility 1

Spell/Field

 

Once per turn: The turn player can target 1 monster their control;Take note of its ATK and DEF, also Special Summon 1 Token with same Name,Level,Type and Attribute than the targeted monster's but with 0 ATK and DEF. Once per turn, You can activate this effect: When this effect resolves, ATK and DEF of all Token Summoned by this effect become the same than original ATK of the monsters targeted to summon those Token, then you take 1000 damage for each affected Token.

Next:

Dark Performance (S/T involving performapal/performage monster)

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Authority of the Machine King

Continuous Spell

You can only activate this card if "Machine King" is face-up on your side of the field. As long as "Machine King" is not the only Machine-Type monster on the field, "Machine King" cannot be targeted by your opponent's card effects. If, during your Main Phase, you do not control a face-up "Machine King", destroy this card.

 

Cursed Ruins of the Lost Empire

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Authority of the Machine King

 

Counter Trap

 

When your opponent activates a card that targets a face-up Machine-type monster; you can negate that effect, and if you do, destroy it. If you control a face-up monster with "Machine King" in its name, when this effect resolves, inflict 1000 damage to your opponent.

 

EDIT: Damn, ninja'd.

 

Cursed Ruins of the Lost Empire

 

Field Spell

 

Once per turn, the turn player can target one monster they control; they pay LP equal to twice its ATK, then double the targeted monster's ATK until the End Phase.

 

Sunset Beach.

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Sunset Beach

 

Spell/Field

 

Once per turn, the turn player can target 1 monster their opponent controls; place 1 Sunbathe Counter on it. Monsters with Sunbathe Counters are changed to Defense Position and their effects are negated, also they lose 500 DEF. During the End Phase: remove all Sunbathe Counters from the field, and if you do, all monsters that had a Sunbathe Counter(s) gain 500 ATK.

 

Next Card:

 

Sunbather. Must be a Level 2/3 LIGHT Effect monster.

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Sunbather

Level 3

LIGHT/Warrior/Effect

1400/900

 

When this card is Summoned, place 1 Sunbathe Counter on it and switch it to Defense Position. This card gains 500 DEF for each Sunbathe Counter on it. If the effect of "Sunset Beach" would make this monster lose DEF, this card gains the amount of DEF it would lose instead. When a Sunbathe Counter is removed from this card, it gains 500 ATK. This card's effects cannot be negated by the effect of "Sunset Beach."

 

Next card: Sunburn.

Must utilize Sunbathe Counters.

 

Also, I imagine the card image for this as D.D. Warrior Lady relaxing on a beach sipping a martini. Good card image Y/N?

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Yea

 

Sunburn

Quick-play

Inflict 300 damage to your opponent for each "Sunbathe Counter" on the field. Then, you can destroy 1 monster on the field whose ATK or DEF is less than the damage inflicted.

 

Tanning Salon (must be a cheap way of adding Sunbathe Counters)

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Tanning Salon

Continuous Spell

Once per turn, you can send up to 3 cards from the top of your Deck to the Graveyard- if you do, place 1 Sunbathe Counter on all cards on the field that you can place a Sunbathe Counter on per card sent to the Graveyard by this card's effect.

 

Cue the Sun

(Must be a be-all end-all for LIGHT decks)

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Cue the Sun

Normal Trap

If you control exactly 1 LIGHT monster and 5 or more LIGHT monsters were destroyed by battle the previous turn: Neither player can Summon any monsters or activate cards or effects for the rest of the duel, also shuffle all cards from each players hand, Field and Graveyard into the Deck except that monster you control, then that monster's ATK becomes equal to your opponent's LP. If that monster attacks your opponent's LP directly and reduces it to 0 while they had 1,000,000 or more LP, win the Match. Cards and effects cannot be activated in response to this card's activation.

 

Lightning Tricorn/Assault Mode

Must be a /Assault Mode monster for Lightning Tricorn. General requirements can be found here: http://yugioh.wikia.com/wiki//Assault_Mode

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Lightining Tricorn/ Assault Mode


LIGHT/ Level 10


Beast/ Effect


Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of "Assault Mode Activate", and cannot be Special Summoned by other ways. Once per turn: you can Tribute 1 other Beast-Type monster you control; Special Summon 1 "Thunder Unicorn" or "Voltic Bicorn" from Graveyard or Extra Deck, but it cannot declare an attack this turn. When this card on the field is destroyed: you can Special Summon 1"Lightning Tricorn" from your Graveyard. 


3300 ATK/ 2500 DEF


 


Next: Amphibian Gate (Frog Support)


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Amphibian Gate

Continuous Spell

Aqua-type monsters gain 500 ATK.

When a "Frog" monster is Summoned, place 1 Counter on this card. Twice per turn, you can remove a number of counters from this card to apply one of the following effects.

1 Counter: increase the ATK of all monsters you control by 300.

3 Counters: draw 1 card.

If there are Counters on this card during the End Phase, remove them all and take damage equal to the number of counters removed x 1000.

 

Epitomize

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