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Atypical-Abbie

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Breath of the Wild

Counter Trap

Negate the activation of a spell or trap card and destroy it, then Special Summon 1 Level 8 or lower Beast, Winged-Beast, or Beast-Warrior monster from your Deck or Graveyard.

 

Divine Dragon Lord Ulfr

 

Dammit ninja'd

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Madd Lobotomist

EARTH - Level 1 - Psychic/Tuner/Effect - 0/0

During either player's turn, you can discard this card from your hand: All monsters are treated as Normal monsters, and all monster effects are negated, until the end of the turn. If this monster is used as Fusion, Synchro, Xyz, or Link Material, the Summoned monster's effects are negated, but the Summoned monster's original ATK and DEF are doubled.

 

Shackles of Depression

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Shackles of Depression

Spell | Equip

The equipped monster's ATK and DEF become 0, also its effects are negated. During each Standby Phase, the controller of the equipped monster loses 200 LP x the number of turns it was face-up on the field. 

 

(Analog to actual depression; you don't get help and continue to be depressed, it'll eventually kill you)

 

====

Galaxy-Eyes Link Extermination Dragon

 

(Should be a Galaxy-Eyes monsters and anti-Link support, because Kaito does not like the new mechanics. And yes, actually make this properly)

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Galaxy-Eyes Anti-Link Dragon

LIGHT - Rank 8 - Dragon/Xyz/Effect - 3000/3000

2 Level 8 LIGHT monsters

You can Summon "Galaxy" and "Cipher" Xyz monsters to non-Linked Main Monster Zones. If this monster battles your opponent's monster, the monster with the higher Level/Rank has its ATK doubled. During either player's turn, you can detach 1 Xyz Material from this card: All monsters on the field lose ATK equal to their original ATK, and gain ATK equal to their DEF; banish all monsters whose ATK is reduced to 0 by this effect.

 

Maximum Armory Cannon

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maximum_armory_cannon_by_bdsceptyr-db1k6

 

[spoiler=Maximum Armory Cannon: Info]

Normal Trap Card

 

Lore: Target 1 Machine-Type monster you control and 1 monster your opponent control: Special Summon 1 "Armory Cannon Token" (Machine-Type/FIRE) with the same Level, ATK and DEF as the target with the highest Level (your choice, if tied,) also destroy those cards during the End Phase. If a Level 5 or higher Machine-Type monster you control is destroyed, except a LIGHT or DARK monster, while this card is in your Graveyard: You can Special Summon this card as a Normal Monster (Machine-Type/FIRE) with the same Level, ATK or DEF as that destroyed monster. Banish it when it leaves the field. You can only use this effect of "Maximum Armory Cannon" once per turn.

 

 

 

Well, see, I could bring out the field nuke a card called "Maximum Armory Cannon" demands from me, or I could make a themed Fish Depth Charge/Judgment of Thunder/Offering to the Snake Deity/Icarus Attack/Shiranui S gawd we've too many Type-specific Trap nukes and yet not enough. 

 

Anyways, in life as in Yu-Gi-Oh!, variety's a great spice. 

 

Speaking of which....

 

Infiltration of the Opal Organization (long as it's a Spell/Trap Card and Summons Opal Tokens, the rest is up to you. Suprise me!)

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Infiltration of the Opal Organization

Quick-Play Spell

Target 1 face-up monster on the field: Special Summon 1 "Opal Token" (EARTH/Rock-Type/Level 0) with the same ATK and DEF as the target, in the same Battle Position as that target, to the target's side of the field, and if you do: Control of that target is then switched. You can banish this card from your Graveyard and Tribute 1 monster you control that is owned by your opponent: Add 1 Rock-Type monster from your Deck to your hand with ATK less than or equal to the ATK of the Tributed monster. You can only activate each effect of "Infiltration of the Opal Organization" once per turn.

 

Lightning Count LV 3

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Lightning Count LV 3

DARK/Thunder/Level 3/Effect

1000/1300

This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent, put 1 Lightning Counter on this card. This card gains 300 ATK and DEF for every Lightning Counter on this card. Once per turn, you can Remove 1 Lightning Counter from this card, then destroy 1 monster on the field, except a Level/Rank 4 or higher monster. During the End Phase of a turn that this card destroyed a card (by battle or effect), you can send this face-up card from the field to the Graveyard to Special Summon 1 "Lightning Count LV 6" from your hand or deck

 

 

 

Lightning Count LV 6

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Lightning Count LV 6

DARK - Level 6 - Thunder/Effect - 1800/2400

If this monster is Special Summoned by the effect of "Lightning Count LV 3", decrease the Level/Rank of all monsters your opponent controls by 1. This monster can attack your opponent directly. When this monster inflicts Battle Damage, you can place 1 Lightning Counter on this card. This monster gains 300 ATK and DEF for every Lightning Counter on the field. Twice per turn, you can remove 1 Lightning Counter from this card: Destroy 1 monster on the field, except a Level/Rank 7 or higher monster. If this monster destroys your opponent's card (by battle or its own effect) you can destroy this card: Special Summon 1 "Lightning Count LV 9" from your hand or Deck.

 

Lightning Count LV 9

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Lightning Count LV 9

DARK/Level 9/Thunder/Effect

2000/2900

If this monster is Special Summoned by the effect of "Lightning Count LV 6", decrease the Level/Rank of all monsters your opponent controls by 3. This card can attack your opponent directly. When this card inflicts Battle Damage, you can place 2 Lightning Counters on this card. This card gains 300 ATK and DEF for every Lightning Counter on the field. Thrice per turn, you can remove 1 Lightning Counter from this card: Destroy 1 monster on the field, except for a Level/Rank 10 or higher monster. When this card leaves the field, for each Lightning Counter that was on this card when it left the field, inflict 300 damage to your opponent.

 

 

 

 

Castle of the Count

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Castle of the Count

Field Spell

During the End Phase of a turn that 1 or more "LV" monsters was sent to the Graveyard, you can return 1 or more "LV" monster(s) from your Graveyard to your Deck, and if you do, you can Special Summon 1 "LV" monster from your hand or Graveyard. The Summon and effects of "LV" monsters cannot be negated.

 

Um . . . LV 9 can't be Summoned by LV 3, so that first effect can't resolve.

 

Lightning Count LV 12

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Lightning Count LV12

DARK 12*

Thunder/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned by tributing 1 "Lightning Count" monster you control to Special Summon this card from your hand. Decrease the ATK and DEF of all monsters your opponent controls by the level of the monster tributed to Summon this card x 100. This card inflicts piercing damage. If this card inflicts battle damage, you can place 2 Lightning Counters on a card you control. If this card is would be destroyed by battle or card effect, you can remove all Lightning Counters from 1 card you control instead. Up to 4 times per turn, you can remove 1 Lightning Counter from a card you control; Special Summon 1 "Lightning Count" monster from your hand.

3000/3500

 

Radiation Synchron

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Radiation Synchron

LIGHT - Level 2 - Machine/Tuner/Effect - 1500/0

This monster can be treated as any "Synchron" monster for a Synchro Summon. If this monster is Normal Summoned, you can Special Summon 1 "Synchron" monster from your Deck, and if you do, destroy this monster. If this monster is Special Summoned, you can target 1 Tuner monster in your Graveyard: Increase this monster's Level by the target's Level. If this monster is used as Synchro Material, except for the Summon of a "Warrior" Synchro monster, the Summoned monster gains the following effect:

●During your End Phase, banish 1 "Synchron" monster from your Graveyard or destroy this card.

 

Radiation Warrior

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Radiation Warrior

LIGHT | Warrior | Level 6 | Synchro | Effect

"Radiation Synchron"+ 1 or more non-Tuner monsters

When this card is Synchro Summoned: You can reveal the top card of your deck. If it is a Monster Card, you can Special Summon it, ignoring its summoning conditions. If it is a Spell or Trap card, destroy this card and put that card at the bottom of your deck. Once per turn, you can target 1 banished "Synchron" monster; return that target to it's owner's graveyard. When this card is destroyed, you can Special Summon 1 "Synchron" monster and 1 Synchro "Warrior" monster from your Graveyard. Those monsters cannot attack.

2600/2600

 

Fortress Walrus

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Fortress Walrus

Level 6 | WATER | Aqua | Ritual | Effect

2100/1800

You can Ritual Summon this card with "Fortress Oceanic Oath". During either player's turn: You can target 1 monster on the field; its ATK and DEF become half its current ATK and DEF, also negate its effects. These changes last until the end of the turn. You can only activate this effect of "Fortress Walrus" once per turn.

 

Next card:

 

Fortress Oceanic Oath

(Might as well include Fortress Whale in there while you're at it; should be a Ritual Card though [unless you want to go the way of Amorphactor Psycho])

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Probably for the best-spent an hour trying to find a good pic for Fortress Walrus, so....here's Shark's Fish-Type monster's take on B.E.F. Zelos for the Flash Flyer! 

 

Fortress Oceanic Oath

Field Spell

 

Lore: (This card's name is always treated as "Umi".)

Fish-Type monsters you control gain 300 ATK and DEF for each Ritual Monster you control. Fish-Type Ritual Monsters you control are unaffected by an opponent's monster effect. During your Main Phase, you can Normal Summon 1 Level 3 or 4 Fish-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, during your opponent's Main Phase: You can Tribute monsters from your side of the field, the Ritual Summon 1 "Fortress" Ritual Monster from your hand or Graveyard whose Level exactly equals the total Levels of those monsters.

 

Next card:

 

Assimilative Dark (Field Spell for the Dark Counterparts, since the FS game's back up again. Anything that turns non-DARK monsters into quasi-Dark Counterparts wouldn't hurt either.)

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Assimilative Dark

Spell Card

Type: Field

When this card is activated: You can banish 1 non-DARK monster from your Deck, and if you do, add from your Deck to your hand 1 "Dark" monster with the same Level, Type, ATK and DEF as the banished monster, and that also includes in its name at least 1 word in the name of the banished monster. All face-up monsters on the field become DARK, also any of their effects that require, target and apply on EARTH, FIRE, LIGHT, WATER and WIND monsters now require, target and apply on DARK monsters instead.

 

Rulings: The last effect is intended to apply on costs as well as effects, and basically replaces the words EARTH, FIRE, LIGHT, WATER and WIND printed on the cards with DARK. For example, Ultimate Baseball Kid under this effect becomes DARK, it would instead gain 1000 ATK for each other DARK on the field, and must send 1 DARK monster to the Graveyard instead for the burn effect.

Also, Dunames Dark Witch would have to be Errata'd by TCG with its OCG name, "Dunamis Valkyria", in order for this card to be able to grab Dark Valkyria.

 

 

Next:

Mouse of the Dusty Toolbox

Must be a Level/Rank4 monster whose effect makes a reference and/or supports Warrior-Rat Toolbox decks of past eras.

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Mouse of the Dusty Toolbox

EARTH - Rank 4 - Beast/Xyz/Effect - 1850/1900

2 Level 4 monsters of the same Attribute

For each Xyz Material you would detach from a Rank 4 Xyz monster (except "Mouse of the Dusty Toolbox") to activate its effect, you can Tribute 1 Beast-Type monster you control instead. If a Beast-Type monster leaves the field: You can detach 1 Xyz Material from this card to treat that monster as having been destroyed by battle, and if you do, send it to the Graveyard.

 

Your opponent wants to banish your Giant Rat, or spin it? Nope, it guaranteed floats. You want 101 or DRXD to use its effect with 1 mat? Tribute a Beast! You want to activate a Trap Hole from your Deck without detaching a Material from Rafflesia? Tribute a Beast! Toolbox card, away!

 

Heart Drawing (Star Drawing is already a card, so . . .)

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Heart Drawing

EARTH Level 4

If this card is used for a Synchro Summon, you can treat it as a Level 5 monster. A Synchro monster with this card as a Synchro material gains this effect.

•If it is Synchro Summoned: Draw 1 card

 

Legendary Arms: Bipod Knife

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Legendary Arms: Bipod Knife

Equip Spell

Equip only to a DARK monster. It gains 500 ATK and the following effect:

* If this monster destroys an opponent's monster, draw 1 card.

If this card is in your Graveyard, you can Special Summon it as a Normal Monster (DARK | Fiend | Level 1 | 500/100) and is unaffected by the effects of Spell or Trap cards, also banish it when it leaves the field. 

 

Legendary Arms: Unstoppable Spear

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Legendary Arms - Unstoppable Spear

Equip Spell

Equip only to a DARK monster. The equipped monster gains 500 ATK, and the following effect:

●If the equipped monster destroys your opponent's monster by battle, it can attack once again in a row.

If this card is in your Graveyard, you can Special Summon it as a Normal Monster (DARK/Fiend-Type/Level 1/900 ATK/0 DEF) and is unaffected by the effects of your opponent's Spell or Trap cards, also banish it when it leaves the field.

 

Legendary Arms - Swift Sword

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Well… so far the cards of this "archtype" don't work together too well; the first is unaffected by effects, making the act of equiping the other equip cards to it rather pointless. The second grants an effect which is technically pointless (if the DARK monster is equipped to something it is not treated as a monster anymore, making it an invalid target). 

 

Name: Legendary Arms - Swift Sword

Attribute: SPELL

Type: Equip

Effect: Equip only to a DARK monster. The equipped monster gains 500 ATK, and gains this effect.

• If this card declares an attack, your opponent cannot activate cards or effects until the end of the damage step.

If this card is in your Graveyard: You can Special Summon it as a Normal Monster (Fiend-Type/DARK/Level 1/ATK 400/DEF 300) and is unaffected by the effects of Spell and Trap Cards, except "Legendary Arms" cards, also banish it when it leaves the field.

 

Next up: "Legendary Arms - Static Tome"

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Then again being infinitely recurrable R1 fodder kinda makes up for it, doesn't it?

 

Legendary Arms - Static Tome

Equip Spell

Equip only to a DARK monster. The equipped monster gains 500 ATK, and gains this effect.

• This card gains piercing.

If this card is in your Graveyard: You can Special Summon it as a Normal Monster (Fiend-Type/DARK/Level 1/ATK 200/DEF 500) and is unaffected by the effects of Spell and Trap Cards, except "Legendary Arms" cards, also banish it when it leaves the field.

 

Leon Mechanic

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Leon Mechanic

EARTH - Level 4 - Warrior/Effect - 1800/200

During your Standby Phase, you can discard 1 card to Special Summon this monster from your Graveyard. You can Tribute this face-up monster to Special Summon 1 EARTH and/or Machine-Type Xyz monster from your Graveyard, and if you do, you can attach this card to that monster as Xyz Material.

 

Converted Machine - mdl ROLLER COASTER (note: "mdl" is "model", as in a model identification for a group of designs.)

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Converted Machine-mdl ROLLER COASTER

level 1

EARTH

Machine/Effect

ATK: 0 DEF: 0

 

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. When you Normal Summon a Machine-Type monster, except "Converted Machine-mdl ROLLER COASTER", you can Special Summon this card from your Hand. You can only summon "Converted Machine-mdl ROLLER COASTER" once per turn this way. Once per turn: You can destroy 1 Machine-Type monster you control; Special Summon 1 Machine-Type monster from your Deck with the same name as the destroyed monster.

 

Blessing in Disguise

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Blessing In Disguise

Normal Spell Card

Send the top card of your Deck to the Graveyard, then apply these effects based on what kind (Monster, Spell, Trap) of card was sent.

- Monster: Add a card with the same Type as the monster you sent to your hand.

- Spell: Target 1 card on the field; destroy that target. Your opponent cannot activate cards or effects until the end of the turn.

- Trap: Draw 1 card.

 

Pot of Negativity 

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