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Atypical-Abbie

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Solstice Black Rose Dragon

Level 9

FIRE

Dragon/Synchro/Effect

ATK: 3000 DEF: 1900

 

1Tuner monster+"Black Rose Dragon"

If this card is Synchro Summoned: You can destroy all other cards on the field. This card cannot attack the turn this effect this used. Once per turn: You can excavate the top 5 cards of your Deck; This card can attack up to the number of Plant-Type monsters excavated by this effect, also send those cards to the Graveyard. Once per turn: You can banish 1 Plant-Type monster from your Graveyard; Special Summon 1 Plant-Type monster from your Graveyard in Defense Position.

 

Next-Boothworld Industries(the creepypasta)

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Solstice Black Rose Dragon

FIRE
Dragon/Synchro/Effect

9/3100/2600

1 Synchro Tuner + 1 "Black Rose" Synchro monster

Must first be Synchro Summoned by using the above materials.

If this card is Synchro Summoned: You can return all other cards on the field to the hand. During your opponent's Battle Phase: you can target 1 monster on the field; banish this card, and if you do, this turn that target's effects are negated, also you can negate the first attack it makes during each Battle Phase this turn. At the end of the Battle Phase, if this card is banished: Special Summon this card (regardless of its current location), and if you do, monsters your opponent controls have their ATK become 0. You can only use each effect of "Solstice Black Rose Dragon" once per turn.

 

I decided to go by turning all of BRD's effects up to 11, as is typical of synchro bosses. Moonlight's return effect mixes with regular BRD's nuke, BRD's "Make something 0" effect mixed with the Red Nova/Shooting Star "negate attack" effect, but with a little twist mixed in. Hopefully this helps make up for how poorly she was treated in 5Ds :(

 

Glow-Up Guardian

A Synchro Tuner themed after glow-up bulb. Bonus points if it helps summon or support the above card in some manner

 

EDIT: DAMMIT

 

Boothworld Industries

Normal Spell

Cannot leave the Graveyard, except by its own effect. Declare 1 card name; banish all other copies of that card on the field, also that card cannot be used for the rest of the Duel. During your opponent's Standby Phase: Banish this card from your Graveyard; your opponent declares 1 card name, then banish 1 copy of that card from your field/hand/Deck/Graveyard (if possible). That card is unaffected by other effects. You can only activate 1 "Boothworld Industries" per Duel.

 

Ancient Lunar Dragon

Ultra-boss version of Ancient Fairy Dragon. Get creative while still retaining the flavor of AFD.

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Y'know what? I'm gonna do both.

 

Glow-Up Guardian

Level 5

EARTH

Plant/Synchro/Effect

"Glow-up Bulb" + 1 or more non-Tuner monsters

2000/1500

When this card is Synchro Summoned, you can target 1 "Glow-Up Bulb" in your Graveyard: Special Summon it, and if you do, you can increase its Level by up to 3 until the End Phase. While this card that was used for a Synchro Summon is in your Graveyard, apply the following effects.

  • All face-up Plant-type monsters you control gain 500 ATK.
  • All face-up "Glow-Up" monsters you control gain 500 ATK.

You can only Synchro Summon 1 "Glow-Up Guardian" per turn.

 

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Ancient Lunar Dragon

Level 9

LIGHT

Dragon/Synchro/Effect

2500/3200

1 Synchro Tuner + 1 "Ancient" Dragon-type Synchro monster

When this card is Synchro Summoned, you can add 1 Field Spell card from your Deck to your hand. You can Special Summon 1 Level 5 or lower monster from your hand or Graveyard, but if you do, that monster and monsters summoned using that monster as material cannot attack this turn. You can target 1 Field Spell card on the field: destroy it, and if you do, you can activate one of the following effects:

  • Draw 1 card.
  • Send 1 monster on the field to the Graveyard.

You can only activate 1 "Ancient Lunar Dragon" effect per turn, and only once that turn.

 

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Split Clock Tower

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Split Clock Tower

Field Spell

●During your turn: Monsters you control gain 500 ATK for every monster you control. Your opponent cannot activate cards or effects during the Main Phase. This card cannot be destroyed by cards or effects.

●During your opponent's turn: The ATK of monsters your opponent controls is halved. Your opponent cannot activate cards or effects during the Battle Phase. This card cannot be targeted by cards or effects.

 

Infinite Energy Blast

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Infinite Energy Blast

Quick-Play Spell

Target 1 "Cyber Dragon" Xyz monster you control; detach all Xyz Materials from that monster, then it gains 400 ATK per Xyz Material detached. You can banish this card from your Graveyard and target 1 "Cyber Dragon" monster in your Graveyard or that is banished: Attach that taret to an Xyz monster you control.

 

Absolute Power Force!

Attack name card for Red Dragon Archfiend monsters. Once again, being fitting is the key (said right after I make an incredibly ill-fitting card)

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Absolute Power Force

Quick-Play Spell

When a Level 8 or higher DARK Dragon-Type Synchro monster declares an attack, select and activate 1 of the following effects:

●Banish all Spell/Trap Cards your opponent controls.

●The ATK of all monsters your opponent controls becomes 0, and their effects are negated (including in the Graveyard) for the rest of the turn.

You can only activate 1 "Absolute Power Force" per turn.

 

Cross-Wing Tuned Dragon

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Alrighty then. BTW...:

 

Solstice Black Rose Dragon

Level 9

FIRE

Dragon/Synchro/Effect

ATK: 3000 DEF: 1900

1Tuner +"Black Rose Dragon"

If this card is Synchro Summoned: You can destroy all other cards on the field. This card cannot attack the turn this effect this used. Once per turn: You can excavate the top 5 cards of your Deck; This card can attack up to the number of Plant-Type monsters excavated by this effect, also send those cards to the Graveyard. Once per turn: You can banish 1 Plant-Type monster from your Graveyard; Special Summon 1 Plant-Type monster from your Graveyard in Defense Position.

 

Solstice Black Rose Dragon

FIRE
Dragon/Synchro/Effect

9/3100/2600

1 Synchro Tuner + 1 "Black Rose" Synchro monster

Must first be Synchro Summoned by using the above materials.

If this card is Synchro Summoned: You can return all other cards on the field to the hand. During your opponent's Battle Phase: you can target 1 monster on the field; banish this card, and if you do, this turn that target's effects are negated, also you can negate the first attack it makes during each Battle Phase this turn. At the end of the Battle Phase, if this card is banished: Special Summon this card (regardless of its current location), and if you do, monsters your opponent controls have their ATK become 0. You can only use each effect of "Solstice Black Rose Dragon" once per turn.

 

Both of you have done my ambitions proud. I'll bring up the Solstice BRD up today that I have with these effects combined in Advanced.

 

(P.S. Here it is, will consider debuting it next week. Thank you both again for this great opportunity to put fitting illustrations to your wonderful work.)

 

[spoiler=So(u)lstice Black Rose Dragon]

soulstice_black_rose_dragon_by_bdsceptyr

 

1 Tuner + 1 "Rose" Synchro Monster
When this card is Synchro Summoned, return all other monsters on the field to the hand. During your opponent's Main Phase: You can target 1 other monster on the field; then banish this card; negate its effects, also negate the first attack it makes during each Battle Phase. These changes last until the End Phase. At the end of the Battle Phase, if this card was banished since this turn's Standby Phase: Special Summon this card, and if you do, make the ATK of 1 face-up monster on the field become 0. You can only use each effect of "Soulstice Black Rose Dragon" once per turn.

 

 

 

TO THE CARD AT HAND THEN.

 

cross_wing_tuned_dragon_by_bdsceptyr-dar

 

[spoiler=Cross-Wing Tuned Dragon: Info]

WIND/Dragon-Type Synchro Tuner Effect Monster/Level 6/2000 ATK/1500 DEF
 
Lore: 1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, it gains ATK equal to half the original ATK of the face-up Special Summoned monster your opponent controls with the highest original ATK (if any), until the end of the turn. During your opponent's turn, when the effect of the monster on the field with the highest ATK, other than this card is activated: You can negate that activation. Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as Synchro Materials, including this card (this is a Quick Effect.)

 

 

 

Anankey, Fate Incarnate (a Fusion boss for this custom Archetype - think something along the lines of Fuh-Rin-Ka-Zan, something that works differently with FIRE, WIND, WATER and EARTH monsters)

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Annakey, FATE Incarnate

LIGHT
Fairy/Fusion/Effect

4 "FATE" monsters

If this card is Fusion Summoned: You can apply each of the following effects depending on the Attribute of this card's Fusion Materials:

FIRE: Your opponent takes 1000 damage, then add 1 banished "FATE" monster to your hand. If a FIRE Fusion monster was used, your opponent takes 2000 instead.

WATER: Draw 1 card, then banish 1 card in either player's Graveyard. If a WATER Fusion monster was used, draw 2 cards instead.

WIND: Shuffle 1 card on the field into the Deck, then both players gain 1000 LP. If a WIND Fusion monster was used, shuffle 2 cards instead.

EARTH: Special Summon 1 of your non-Fusion "FATE" monsters that is banished or in your Graveyard, then Special Summon 1 "FATE" monster from your hand. If an EARTH Fusion monster was used, Special Summon 2 monsters instead.

You can only use this effect of "Annakey, Fate Incarnate" once per Duel.

 

Cornered Beast

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Cornered Beast

Quick-Play Spell

If all monsters you control are Level 2 or lower Beast-Type monsters, and your opponent controls more monsters than you do: All monsters you control gain 1000 ATK for each monster your opponent controls, until the End Phase (monsters Summoned after this effect was activated are unaffected). If you control no monsters, you can banish this card from your Graveyard: Special Summon 1 Level 2 or lower Beast-Type monster from your Deck in face-down Defense Position.

 

Punishment for Disobedience

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Punishment for Disobedience

Quick-Play Spell

If your opponent would negates the activation of a card effect, you can activate this effect. Negate the activation, destroy it, and inflict 500 points of damage. If this card is destroyed by a card effect, you may banish it, inflict 800 points of damage. You may only activate "Punishment for Disobedience" once per turn.

 

Fiend Buster Destruction Sword.

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Fiend Buster Destruction Sword

DARK
Fiend/Tuner/Effect

2/300/300

Once per turn: You can target 1 "Buster Blader" monster you control; equip this card from your hand to that target. While this card is equipped to a monster, and your opponent activates a monster effect: you can send this card to the Graveyard; negate the activation. You can only use this effect of "Fiend Buster Destruction Sword" once per turn. While this card is in your graveyard and you control a Level 5 or higher "Buster" monster; you can target 1 of those monsters: Reduce its level by 1, and if you do, Special Summon this card from your Graveyard.

 

Quick Attack

(we got passionate duelists for battle city rules, now how does this play out?)

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Quick Attack

Spell | Normal

(1) This turn, if you Special Summon a monster from the Extra Deck: You can activate this effect; your opponent takes damage equal to that monster's ATK, but that monster cannot declare an attack this turn. 

 

(Well, not 100% true to the original form as it just deals burn damage in a similar vein to Inferno Fire Blast, but what can you do?)

 

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Altar of the Sunne and Moone

 

Should be a Field Spell, but everything else is up to you. (Yes, it's ripping stuff from Sun/Moon, but wasn't it obvious from the name?)

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Altar of the Sunne and Moone

Field Spell

Once per turn, if you have not Special Summoned this turn and you control a face-up Level 5 or higher monster, you can Tribute that monster: Special Summon 1 Level 10 or lower LIGHT or DARK monster from your hand or Deck, ignoring Summoning conditions, and if you do, destroy all cards on the field except this card and the Summoned monster.

 

Chalice of Silver

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Akasha

Continuous Spell

All cards that would be sent to the Graveyard are banished face-down, instead. You can skip your Draw Phase to select 1 face-down banished card: Add that card to your hand. If this card is destroyed, shuffle all banished cards into the Deck, then both players draw 2 cards. You can only activate 1 "Akasha" per Duel.

 

Chalice of Iron

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Chalice of Iron

Equip Spell

A monster equipped with this card loses 800 ATK. When a monster equipped with this card destroys an opponent's monster as a result of battle, Shuffle that card into the Deck.

It essentially chains up graveyard and destruction effects.

 

Starfall Knight

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Starfall Knight

LIGHT - Level 4 - Warrior/Effect - 1900/1200

Once per turn, during either player's turn, you can target 1 face-up monster on the field: Lower that monster's Level by an amount up to the number of face-up monsters you control. If this monster is destroyed, you can Special Summon 1 monster from your hand of equal or lower Level to the number of monsters you control.

 

Chalice of Bronze

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the_whitewood_by_bdsceptyr-dasjkw7.png

 

[spoiler=The Whitewood: Info]

Field Spell Card
 
Lore: When Synchro Summoning a Plant-Type Synchro Monster, you can also use 1 monster in your hand as a Synchro Material. If you control a Plant-Type monster, this card and all Plant-Type monsters you control cannot be destroyed by a card effect once per turn, your opponent takes all battle damage you would take from a battle involving a Plant-Type monster you control, also they cannot be Tributed.

 

 

 

BecauseQueenOfThornsNeedsMoreLove.png 

 

And now, for the next card...

 

Chalice of Platinum (bonus points if it either provides fodder monsters/Tokens for the other Chalices to equip to)

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Chalice of Platinum

Equip Spell

You can reveal this card in your hand: Special Summon 1 "Waiter Token" (WATER/Warrior-Type/Level 4/1800 ATK/2000 DEF) to your side of the field (you can only activate this effect of "Chalice of Platinum" once per turn). The equipped monster loses 900 ATK, but is unaffected by cards and effects (except this card), including its own. If this card is destroyed, you can add 1 "Celestial Chalice" or "Chained Chalice" from your Deck to your hand.

 

Celestial Chalice (let this thing’s search effects resolve!)

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Celestial Chalice

Trap

If you control an equip spell, you can activate this card from your hand. Destroy all face-up Spell cards on the field. Negate the effects of your opponent's monsters this turn up to the number of your "Chalice" cards destroyed by this effect.

 

(wanted to make the effect negations mandatory, but unsure if I worded it right.)

 

Hypostatik

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Hypostatik

LIGHT - Level 3 - Insect/Effect - 0/1600

When this monster is Normal or Special Summoned, switch this monster to Defense Position, and if you do, you can add 1 LIGHT Insect-Type monster from your Deck to your hand. Each LIGHT Insect-Type monster you control gains 200 DEF for each "Hypostatik" you control. This monster can attack in Defense Position, using its DEF for damage calculation.

 

Chained Chalice

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Chained Chalice

Normal Trap

If you control a face-up "Chalice" Equip Spell, you can activate this card from your hand. Negate the effects of all face-up Spell cards on the field, and if you do, destroy cards your opponent controls, up to the number of cards whose effects were negated by this card's effect. You can only activate 1 "Chained Chalice" per turn.

 

Future World

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