Jump to content

Create a Card Game


Atypical-Abbie

Recommended Posts

Armed Dragon LV12

WIND ************

Dragon/Effect

4000/3500

Lore: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or deck) by Tributing 1 "Armed Dragon LV10" you control immediately after activating its effect during your Main Phase 2, and only during your Main Phase 2. You can discard all cards in your hand: Destroy all other cards on the field and inflict 500 damage to your opponent for each card destroyed.

 

Next Card: Stallord, the Twilit Fossil.

Requirements: Must be a boss monster based off of this: http://zelda.wikia.com/wiki/Stallord

Link to comment
Share on other sites

  • Replies 3.6k
  • Created
  • Last Reply

Stallord, the Twilit Fossil

DARK 6*

Zombie/Effect

This card is also treated as a LIGHT monster. You can Special Summon this card (from your Hand) if the number of LIGHT and DARK monsters in your Graveyard is the same. If this card is in your Graveyard, you may banish 1 LIGHT and 1 DARK monster from your Graveyard to special summon this card and 1 Staltroop Token (DARK, level 4, Zombie-type, ATK 500, DEF 2000). You can only use this effect of "Stallord, the Twilit Fossil" once per turn and only 3 times per duel.

2400/800

 

Dark Contingency

Link to comment
Share on other sites

Dark Contingency

Continuous Spell

Once per turn, if 2 or more DARK monsters are sent to your Graveyard: You can add 1 of those monsters to your hand. During each of your End Phases: Send the top 3 cards from your Deck to the Graveyard.

 

 

>>>Golden Cage (s;t that takes control of an ED monster(s))

Link to comment
Share on other sites

Rank-Up Magic: Extreme Force

Quick-play Spell

Target 1 Xyz monster you control, destroy all the cards on your side of the field, then Special Summon 1 Xyz monster from your Extra Deck that is up to 2 Ranks higher than the target. The monster summoned by this effect cannot attack.

 

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

 

Strength of the Witches

Link to comment
Share on other sites

Vampire Gunman

Level 6

Dark/Zombie

ATK: 2100 DEF: 0

 

If a card is destroyed by the effect of "Vampire Kingdom": You can discard this card; Destroy 1 card on the field. If a Zombie-Type monster is sent to the Graveyard by your opponent(by battle or card effect): You can banish this card from your Graveyard; Special Summon 1 other Zombie-Type monster from your Graveyard.

 

Next Card: Malefic Toon Dragon

Link to comment
Share on other sites

[spoiler=-_-]Vampire Gunman

***

Zombie FIRE

1300 / 400

If this card is in your Graveyard and you control no monsters: You can pay any multiples of 100 Life Points(max. 800); Special Summon this card, then inflict damage to your opponent equal to the amount of Life Points you paid. You can only use this effect of "Vampire Gunman" once per turn.

 

 

 

Malefic Toon Dragon

**********

Dragon/Toon/Special Summon DARK

2800/2000

Cannot be Normal Summoned/Set. Can only be Special Summoned (from your hand) by banishing the top 3 cards face-down from your Deck and cannot be Special Summoned by other ways. If there is no face-up Field Spell and "Toon World" on the field, destroy this card. This card cannot attack the turn it is Summoned. This card can attack your opponent directly. Your opponent cannot activate cards or effects during the Battle Phase.

 

 

>>>Gem Melting Zone (s;t that tributes monster(s) to do something)

Link to comment
Share on other sites

Gem Melting Zone
|SPELL| Field
"Gem Knight" monsters you control gain 600 ATK and lose 900 DEF. Once per turn, during either players turn: You can tribute 1 "Gem Knight" monster; During the next Standby Phase: Special Summon 1 "Gem Knight" Fusion Monster from your Extra Deck, ignoring its Summoning Conditions. (This is treated as a Fusion Summon). During the end of the turn: Destroy all face-up Fusion Monsters on either side of the Field.


Piranha(must be a level 1 monster with a annoying or downright broken effect)

Link to comment
Share on other sites

The Coven is Formed

|SPELL| Normal
Activate only if you control a level 5 or higher Spellcaster-type monster. Pay half of your Life Points: Special Summon up to 2 level 4 or lower Spellcaster-type monster(s) but their effects are negated. You cannot Summon monsters the turn you activate this card, except Spellcaster-type monsters.


Oblivion Sister(must be a Chaos Anti-Support)

Link to comment
Share on other sites

Penguin Feeding Frenzy

Quick Play

Reveal a "Penguin" monster in your Hand. Then, send a number of Fish-type monsters from your Deck to your Graveyard equal to the level of that "Penguin" monster. Special Summon that monster in face-up attack position or face-down defense position.

 

Super Robo Gambit

(must relate to Robolady/Roboyarou and/or their Super forms).

Link to comment
Share on other sites

Super Robo Gambit

Normal Trap

Select and activate one of the following effects.

  • If you control a face-up "Robolady", Special Summon a "Super Robolady" from your Extra Deck by sending your face-up "Robolady" to the Graveyard. (This Summon is treated as a Fusion Summon.)
  • If you control a face-up "Roboyarou", Special Summon a "Super Roboyarou" from your Extra Deck by sending your face-up "Roboyarou" to the Graveyard. (This Summon is treated as a Fusion Summon.)
  • If you control a face-up "Super Robolady" or "Super Roboyarou", Special Summon a "Super Robolady" or "Super Roboyarou" from your Extra Deck (whichever you do not control). (This Summon is treated as a Fusion Summon.)

All monsters summoned by this card's effect gain 1000 ATK and cannot be targeted by card effects. You can only activate one "Super Robo Gambit" per turn.

 

Next card: Clear the Air.

Link to comment
Share on other sites

Juggler Archfiend

LIGHT ***

Scale: 2/2

Fiend/Pendulum/Effect

Pendulum Effect: If a fiend-type monster(s) is Special Summoned, inflict 500 damage to your opponent for each of them. You can only use this effect of "Juggler Archfiend" once per turn.

Monster Effect: You can tribute this card to target 1 fiend-type monster in your Graveyard. Place it in your Pendulum Zone. It's scale is equal to it's level.

1000/800

 

Next Card: 9001%

Link to comment
Share on other sites

Ruby of the Pharaoh

Trap

If this set card is destroyed, draw a card. The person who destroyed this set card must then discard a card. If this card is activated, shuffle it face-up into your Deck. If this face-up card is drawn, you may discard it to set 1 Trap Card from your Deck to your side of the field.

 

Stone Idol

Link to comment
Share on other sites

Stone Idol

Level 4

EARTH/Rock/Effect

1700/1000

 

This card cannot be Normal Summoned or Set. You can activate this card as a Continuous Spell. When a face-up Rock-type monster you control is destroyed by an opponent's card (whether by battle or by card effect) while this card is treated as a Continuous Spell, you can Special Summon this card. When this card is summoned this way, it gains 300 ATK. You can only activate one "Stone Idol" per turn.

 

Next card: Titenic (the typo is on purpose.)

Link to comment
Share on other sites

Infernal Metronome

 

Trap/Continuous

 

When a monster effect is activated: place 1 Beat Counter on this card. You can remove 4 Beat Counters from this card; negate the effects of all face-up monsters your opponent controls.

 

Next Card:

 

Raremetal Robo Roboyada

 

Must be a Level 12 Fusion monster with the following materials:

 

Super Roboyarou + Robolady OR Super Robolady + Roboyarou

Link to comment
Share on other sites

Raremetal Robo Roboyada

EARTH 12*

Machine/Fusion/Effect

Super Roboyarou + Robolady OR Super Robolady + Roboyarou

This is uneffected by card effects (except its own). This card gains ATK equal to the combined ATK of all "Roboyarou" monsters and "Robolady" monsters in your Graveyard.

1600/900

 

Golden Abyss

Link to comment
Share on other sites

Golden Abyss

Continuous Spell

 

If a monster would be sent from either playrer's Dexk to the Graveyard, shuffle 1 monster in that player's Graveyard into their deck instead.

 

Malefic Intervention

 

Must allow Malefic monsters to banish a card in your opponent's extra deck for their summoning conditions.

Link to comment
Share on other sites

Archived

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


×
×
  • Create New...