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a new Card idea... Alchemy cards


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What i'm talking about alchemy cards, is not in the anime, in fact, i'm talking about potions, poisons and Herbs, Alchemy Potion or Poison cards usually have a Ridiculously broken effect, but has a 1 out of 6 chance of working and has a negative effect if it does not, Herbs are monsters that increase the chance of getting the positive effect, some support cards can increase the chance of it working, but have a cost depending on the power of the effect, here is a couple of examples:

 

Potions:

 

Alchemy potion - Green medicine

[spell/quickplay]

Roll 1 Die, if its a 1, Gain 5000 life Points, if any other number, take 1000 damage

 

Alchemy Potion - Strength potion

[spell/Quickplay]

Roll 1 Die, if its a 1, all monsters you control gain 5000 ATK and DEF, if any other number, decrease the ATK and DEF of all monsters you control by 1000, if its a 6, you also take 1000 damage

 

Poisons:

 

Alchemy Poison - Weakening blade

[Trap]

Roll 1 Die, if its a 1, equip this card 1 of your opponent's monsters, if any other number, equip this card to 1 of your monsters, if its a 6, destroy this card and take 1000 damage, if that card is still in the graveyard after rolling a 6, each of your standby phases, you take 1000 damage, the ATK of the equipped monster becomes 0 and Remains in attack position, and its position cannot be changed

 

Herbs:

 

Alchemy Herb - Belladona

[Plant/Earth/4/0/2000]

When this card is placed face-up on the field, select 1 number other than 1 or 6, if this card is face-up on the field, if that number is rolled on a die by an "Alchemy" card, treat that number as a 1, Once per turn, if this card is destroyed, it is not destroyed, and your opponent takes 500 damage

 

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

 

Alchemy Herb - Garlic

[Plant/Earth/4/1000/1000]

When this card is placed face-up on the field, select 1 number other than 1 or 6, if this card is face-up on the field, if that number is rolled on a die by an "Alchemy" card, treat that number as a 1, Once per turn, if this card is destroyed, it is not destroyed, While this card is face-up on the field, Zombie Type monsters cannot declare and attack, and any card with "Vampire" in its name is destroyed

 

Support:

 

Perfect Alchemy

[spell/Continuous]

Discard your hand, except 1 Alchemy card, this Alchemy card does not need a die roll, instead, it is treated as 1, if that card is activated, destroy this card

 

Alchemy Tester

[spellcaster/Dark/4/1000/1200]

If an "Alchemy Potion" card is activated, you can re-roll the Die roll up to 2 times, if this card is destroyed, add 2 "Alchemy" cards (Except "Alchemy Tester") from your deck or graveyard to your hand, then Shuffle your Deck

 

(i'll keep adding more)

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