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Atypical-Abbie

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Recipe Move - Sugar Rush

Quick-Play Spell

If this Set card would be destroyed, reveal it, and if you do; Set this card in a column with a "Food Fighter" monster in it, if possible (this card is not destroyed if it can be Set by this effect). Activate each of these effects in sequence:

●Increase the ATK of Plant-Type monsters in this card's column by 1000.

●Destroy all other cards in the same column as this card, except "Food Fighter" monsters.

●If you control a face-up "Food Fighter" monster(s) in either this card's column, or a column directly adjacent to this card's column: Add 1 "Food Fighter" monster from your Deck or Graveyard to your hand for each.

You can only activate 1 "Recipe Move - Sugar Rush" per turn.

 

Food Fighter - Super Salad

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Food Fighter - Super Salad

LIGHT ****

Plant/Effect

If this card is in your hand: you can target 1 Set Spell/Trap card on the field, reveal that target, and if you do Special Summon this card if it is a "Recipe Move" card. You can only use this effect of "Food Fighter - Super Salad" once per turn. When this card is Special Summoned: send the top card from your Deck to the GY for each Set card on the field. If a "Food Fighter" monster you control would be destroyed by battle: you can shuffle this monster from your GY into your Deck; that monster is not destroyed by that battle and you take no battle damage for the rest of the turn.

1600/300

 

Tabletopshoptropolis

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Tabletopshoptropolis

Field Spell

Neither player can send cards from their hand to the GY. Cards on the field cannot be banished. When a player would draw a card for their normal draw during their Draw Phase: They can instead choose to add the card at the bottom of their GY to their hand. If a player has only 1 card in their hand, they can both conduct their normal draw and add the bottom card of their GY to their hand. Once per turn, you can banish 1 card from your hand: Add the top card of your GY to your hand.

 

Ruin Dark Worlds? Check. No hand limit? Check. Recycle cards in your GY? Check.

 

Ultra Instinct

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Food Fighter - Molten Soup

FIRE *****

Aqua/Effect

When a Set "Recipe Move" card is activated: you can Special Summon this card from your hand. Once per turn: you can Set 1 "Recipe Move" card from your hand or GY to your opponent's side of the field; all "Food Fighter" monsters gain 100 ATK and DEF for each "Food Fighter" or "Recipe Move" card in your GY. The first time each "Food Fighter" monster would be destroyed (by battle or card effect), you can send the top 2 cards from your Deck to the GY instead.

1700/2100

 

Recipe Move - Meatdown

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Recipe Move - Meatdown

Quick-Play Spell

 

You can activate this card from your opponent's field. If you do, destroy all monsters with same column as this card. You can use this effect of "Recipe Move - Meatdown" once per turn this way. During your turn, except the turn this card was sent to GY: Banish this card fom your GY, then target 1 "Food Fighter" monster you control, it can attack directly.

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Recipe Move - Bittersweet

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  • 4 weeks later...

Draw Gardna 

DARK - Level 8 - Dragon/Tuner/Effect - 800 ATK/3000 DEF

When your opponent declares an attack while you have more cards in your hand than your opponent: You can Special Summon this card from your hand, and if you do, your opponent draws a card. When your opponent draws a card(s): You can draw 1 card for each. You can only use each effect of "Draw Gardna" once per turn. 

 

Might be asking why it's a DARK Level 8 Dragon/Tuner with less than 1000 ATK. Safe to say a draw card that works with Trade-In, Allure of Darkness, and Cards of Consonance is funny but tbh this isn't all that impressive. Both players draw 1 card. Yay I guess, but activating Disturbance Strategy while they have 5 cards in hand? OOOOOOOH Yeah. Not all too plausible with the game state though, so cool if you actually get the effect off, but in the end, you're better off discarding or banishing it for 2 cards.

 

 

Monster Omelette

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  • 1 month later...

Backdoor Injection

Normal Trap

Your opponent declares a number from 1 to 3, then toss a coin and call it. If you called it right, draw a number of cards equal to the number your opponent declared. If you called it wrong, your opponent selects a number of cards on your field and/or in your Graveyard equal to the number they declared: You must banish the selected cards face-down.

 

A Clashing of Swords

Backdoor Injection

Normal Trap

Your opponent declares a number from 1 to 3, then toss a coin and call it. If you called it right, draw a number of cards equal to the number your opponent declared. If you called it wrong, your opponent selects a number of cards on your field and/or in your Graveyard equal to the number they declared: You must banish the selected cards face-down.

 

A Clashing of Swords

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A Clashing of Swords

Quick-Play Spell

Target 1 face-up monster you control and 1 face-up monster your opponent controls; equip them with 1 appropriate "Sword" Equip Spell from your hand, Deck or GY, also change them to Attack Position. During the next Battle Phase, either of those monsters must attack the other target, if able. If a target destroys the other target by battle, after damage calculation: it can make a second attack in a row.

 

 

Next:

Sky Magic

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Usher in a New Age

Spell

Activate each appropriate effect depending on the monster(s) you control:

Fusion: Destroy all Ritual Monsters your opponent controls

Synchro: Destroy all Fusion Monsters your opponent controls

Xyz: Destroy all Synchro Monsters your opponent controls

Pendulum: Destroy all Xyz Monsters your opponent controls

Link: Destroy all Pendulum Monsters your opponent controls

 

 

Horn of Pandemonium

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Horn of Pandemonium | Continuous Spell

 

Effect:

During your Main Phase 1: You can excavate the top 3 cards of your deck; add all Fiend monsters excavated to your hand and send the other cards excavated to the bottom of your deck in any order. You must have 2 or less cards in your hand to activate and resolve this effect. You can only use this effect of "Horn of Pandemonium" once per turn.

 

Next: Wicked Revelation

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Wicked Revelation

If you control "Wicked Dreadroot", "Wicked Eraser" or "Wicked Avatar": Apply 1 of the following effects.

* Reveal 1 Level 10 or higher monster in your hand; Special Summon 3 "Wicked Tokens" (Fiend | DARK | Level 1 | 0/0). These tokens cannot be used as Link Material.

* Add 1 Level 10 monster from your Deck to your hand.

 

Next: Wicked Binding

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Wicked Binding

Trap Card

 

Target 1 Level 10 "Wicked" monster from your GY; Special Summon it, and if you do, equip this card to it. As long as this card is face-up on the field, you opponent cannot Summon Level 10 or higher monsters.  When this card leaves the field, banish the equipped monster. You can banish this card from your GY, destroy all Level 10 or lower monsters on the field. You can use these effects of "Wicked Binding" once per turn.

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Void Suppression

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  • 2 weeks later...

Void Suppression

Trap Card

Once per turn, when a card(s) would be banished, you can activate this card. Until the End Phase, all cards that are banished this turn are banished face down. Once per turn, if this card is in the GY, you can banish it from your GY, shuffle all face up banished monster into their owner's decks.

========

 

Food Fighter - Broad Breadstick

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Food Fighter- Broad Breadstick

Level 5 Earth

Plant/Effect

If your Opponent declares an attack while a "Food Fighter" card is on the field, you can Special Summon this card from your hand; and if you do, negate the attack. While this card is face up on the field, your opponent cannot select other "Food Fighter" monsters for attacks. If this card is sent to the GY, set 1 "Recipe Move" card from your Deck or GY. 

1500/2300

 

 

Best in Show

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The Cows Came Home
Level 4
LIGHT | Beast / Effect
0 / 2000
If this card is sent to the GY by a card effect; return it to the hand.

(imagine a group of cows returning to their bran after a long journey, and one of them is hugging their owner while sobbing)

Next: Mine is BIGGER!!

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Mine is BIGGER!!

Normal Spell

Target 1 monster on the field whose ATK is lower than that of the monster with the highest ATK on the field; destroy that monster. If you control the following cards, activate these effects instead:

* "Little D": Destroy all cards you control.

* "Raging Earth": Destroy all cards your opponent controls.

 

next: Shellfish Selfish

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Shellfish Selfish

Normal Spell

If your opponent controls more monsters than you; special summon as many Shellfish tokens to your side of the field as possible (WATER/Fish/Level 1/ATK: 0/DEF: 0). They cannot be used as Link material, except for the Link Summon of a WATER monster.

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Dragon's Prideful Roar

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Dragon's Prideful Roar

Continuous Spell

 

Once per turn, during your Main Phase 1: You can target 1 face-up Tribute Summoned Dragon monster you control, then change all face-up monsters your opponent controls to Defense Position and reduce their DEF to 0; during this turn's Battle Phase, that target can attack all your opponent's Defense Position monsters, once each. You cannot attack directly the turn you activate this effect.

 

Next: Rainiss XVII

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Rainiss XVII

LIGHT | Machine | Level 4 | Synchro | Effect

1 Machine Normal Monster Tuner + 1+ monsters

When this card is Synchro Summoned: Add 1 of your banished "Rainiss" cards from your Deck to your hand. This card gains 300 ATK and DEF for every Normal Monster in your GY. When this card is sent to the GY; banish it.

1700/1700

 

next: Rainiss I (let's see if we can pull an archetype off)

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Rainss I

Light 7*

Machine/Synchro/Effect

1 Machine Normal Monster Tuner + 1+ monster(s)

When this card is Synchro Summoned: banish 2 Normal Monsters from your Deck. When your opponent activates a card effect that would affect a "Rainiss" card, you can return 1 banished "Rainiss" card to the GY; Negate the effect. When this card is sent to the GY; banish it.

2600/2600

 

Next:

All Roads Lead to Rainiss

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