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Make a Spell/Trap Card Game


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Weapon Collection Behind The Door
Trap/Counter
When your opponent activates a card or effect that would inflict damage to you: Until the end of this turn, your opponent takes any damage you would have taken by any of your opponent's cards or effects.

Next:
An archetypal search card for whatever archetype you wish...but it has to avoid the triggers of at least three different possible handtraps, one of which is Ash Blossom & Joyous Spring.

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1 hour ago, Premier Alexander Romanov said:

Weapon Collection Behind The Door
Trap/Counter
When your opponent activates a card or effect that would inflict damage to you: Until the end of this turn, your opponent takes any damage you would have taken by any of your opponent's cards or effects.

Next:
An archetypal search card for whatever archetype you wish...but it has to avoid the triggers of at least three different possible handtraps, one of which is Ash Blossom & Joyous Spring.

Prayer to the Nordic Gods

Normal Spell

Add 1 "Nordic" monster from your GY to your hand, then you can: Immediately after this effect resolves; Normal Summon 1 "Nordic" monster, also, you can Normal Summon "Nordic" monsters without Tributing by this effect. You can banish this card from your GY; Special Summon 1 "Nordic" monster from your GY. You can only use 1 effect of this card's name once per turn, and only once that turn.

Next:

A Spell that can become a Tuner monster

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  • 1 month later...

Tuning Keymon

Spell

Special Summon this card as a Normal Monster (Fiend/Tuner/LIGHT/Level 1/ATK 0/DEF 0).  If this card is from the Monster Zone to the GY: You can target 1 monster you control; increase or decrease its Level by up to 3, and if it is not a Tuner, it becomes a Tuner.

 

Next: Make a Field Spell for an archetype that does not have one.

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Ally of Justice Battlefield

Field Spell Card

Lore:

While you control a face-up "Ally of Justice" monster, all monsters on your opponent's side of the field, GY, and hand are treated as LIGHT monsters. "Ally of Justice" monsters are unaffected by the effects of LIGHT monsters. If this card would be removed from the field, you can destroy 1 "Ally of Justice" monster you control instead. DARK monsters you control gain 300 ATK for each LIGHT monster on the field.

 

Next: A Mecha Phantom Beast Field Spell.

 

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Autonomous Aerodrome

Field Spell

When this card is activated: Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0). WIND Machine monsters gain 300 ATK/DEF. If a monster(s) you control is tributed: You can target 1 card on the field or in either player's GY; return it to the hand. You can only use this effect of "Autonomous Aerodrome" once per turn.

 

Next: A Spell/Trap that supports 0 ATK monsters.

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2 hours ago, Redro said:

Autonomous Aerodrome

Field Spell

When this card is activated: Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0). WIND Machine monsters gain 300 ATK/DEF. If a monster(s) you control is tributed: You can target 1 card on the field or in either player's GY; return it to the hand. You can only use this effect of "Autonomous Aerodrome" once per turn.

 

Next: A Spell/Trap that supports 0 ATK monsters.

Piri Reis Telescope

Normal Spell

Target 1 monster you control whose original ATK is 0; Special Summon 1 monster from your hand or Deck whose original ATK is 0, but a different name and Attribute. You cannot Special Summon Link Monsters, nor activate the effects of monsters with the same name as the ones Summoned by this effect the turn you activate this effect, also pay half your LP.

Next:

A Signature Attack Spell for an underrated monster 

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2 hours ago, Blue Arcana said:

A Signature Attack Spell for an underrated monster 

Feast of the Wolf Pack

Spell

If you control "Wolf": you can Special summon 2 "Wolf" from your deck. All "Wolf" cards you control gain 1200 ATK and the effect "If this card declares an attack, at the start of the damage step: You can send the attack target to the bottom of the deck, and if you do you gain LP equal to that monsters ATK and your opponent takes damage equal to that monster's DEF.

 

Next: Support for any "Wolf" card

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Wolf Rush

Continuous Spell

Once per turn: You can Special Summon 1 "Wolf" or "Silver Fang" from your hand. All Beast monsters you control gain 500 ATK for each "Wolf" you control. Your opponent cannot activate cards or effects during the Battle Phase while you control "Silver Fang".

 

Next: "Star Sticker"

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Star Sticker
Spell/Equip
Activate 1 of these effects.
● Special Summon 1 monster from your hand, and if you do, equip it with this card.
● Target 1 monster in your GY that has a a Level; Special Summon that target, and if you do, equip it with this card.
If the equipped monster is used as material for the Xyz Summon of a monster with the same Type and/or Attribute, its Level can be treated as 1 higher or lower than its original Level. If this card is sent to the GY because the equipped monster was used as material for an Xyz Summon: Draw 1 card. You can only activate 1 "Star Sticker" per turn.

Next: Make a Spell or Trap supporting the deck of Sherry Leblanc.

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On 6/15/2022 at 2:03 PM, Premier Alexander Romanov said:

Star Sticker
Spell/Equip
Activate 1 of these effects.
● Special Summon 1 monster from your hand, and if you do, equip it with this card.
● Target 1 monster in your GY that has a a Level; Special Summon that target, and if you do, equip it with this card.
If the equipped monster is used as material for the Xyz Summon of a monster with the same Type and/or Attribute, its Level can be treated as 1 higher or lower than its original Level. If this card is sent to the GY because the equipped monster was used as material for an Xyz Summon: Draw 1 card. You can only activate 1 "Star Sticker" per turn.

Next: Make a Spell or Trap supporting the deck of Sherry Leblanc.

La Glaive de Fleur

Normal Spell

Add 1 "Fleur" monster from your Deck to your hand. You can banish this card from your GY; Special Summon 1 "Fleur" monster from your hand. You can only use 1 effect of this card's name per turn, and only once that turn.

Next:

A Trap for non-Effect monsters

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  • 2 weeks later...

Very broad, but I came up with something fun.

Name: Majalaja Seal

Normal Trap

Effect: "Target 1 face-up Effect Monster you control and 1 face-up non-Effect Monster you control; the non-Effect Monster gains the effect of the Effect Monster until the end of this turn, then negate the effect of the Effect Monster until the end of this turn. Both cards must be face-up to resolve this effect."

c2f55102a44e.jpg

 

Next: A fusion spell that can only fusion summon non-Effect Fusion Monsters; but is better then Polymerization.

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4 hours ago, Baron-777 said:

Very broad, but I came up with something fun.

Name: Majalaja Seal

Normal Trap

Effect: "Target 1 face-up Effect Monster you control and 1 face-up non-Effect Monster you control; the non-Effect Monster gains the effect of the Effect Monster until the end of this turn, then negate the effect of the Effect Monster until the end of this turn. Both cards must be face-up to resolve this effect."

c2f55102a44e.jpg

Next: A fusion spell that can only fusion summon non-Effect Fusion Monsters; but is better then Polymerization.

Fusion of the Normal

Normal Spell

Fusion Summon 1 non-Effect Fusion monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control no Effect Monsters, you can also use monsters from your Deck as material. If your opponent controls an Effect Monster and you control no Effect Monsters: You can activate this effect; Special Summon up to 2 Normal monsters from your GY in Defense Position.

Next: 

A Normal or Continuous Spell that can search "Xyz" Spell/Traps

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Up Up Up

Continous Spell

When this card is activated: You can reveal 3 "Rank Up" spells from your deck; Randomly add 1 of the revealed cards to your hand, send 1 to your GY, and place 1 on top of your deck. Once per turn when you activate the effect of a "Rank Up" spell: You can add a Trap with "Xyz" in its text from your deck to your hand.

Next:

A rank up spell that must target 2 Xyz monsters

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Finally a Gemini card that might be worth it.

Name: Rank-Up-Magic Gemini-Force (the extra dash is so that it doesn't work with cards that search "Gemini" cards...at least I think that's how it works)

Normal Spell

Effect: "Target 2 Xyz monsters you control or in your GY of the same Rank; Special Summon 1 Xyz monster with the same Type as either monster and twice the Rank of the monsters targeted, by using those Xyz monsters as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1, "Rank-Up-Magic Gemini-Force" once per turn."

c0f7341eaa3e.jpg

Yes, yes. I can see this used in a Rank 4 spam to go into beefy Rank 8's with more materials then normal AND a (maybe) easier 6 material Magnus. But that's a risk you gotta take.

Next: A Spell card (any type) that supports the Wicked Gods archetype. 

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27 minutes ago, Baron-777 said:

Finally a Gemini card that might be worth it.

Name: Rank-Up-Magic Gemini-Force (the extra dash is so that it doesn't work with cards that search "Gemini" cards...at least I think that's how it works)

Normal Spell

Effect: "Target 2 Xyz monsters you control or in your GY of the same Rank; Special Summon 1 Xyz monster with the same Type as either monster and twice the Rank of the monsters targeted, by using those Xyz monsters as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1, "Rank-Up-Magic Gemini-Force" once per turn."

c0f7341eaa3e.jpg

Yes, yes. I can see this used in a Rank 4 spam to go into beefy Rank 8's with more materials then normal AND a (maybe) easier 6 material Magnus. But that's a risk you gotta take.

Next: A Spell card (any type) that supports the Wicked Gods archetype. 

The Wicked Advent

Continuous Spell

When this card is activated: You can add 1 "The Wicked Avatar", "The Wicked Dreadroot" or "The Wicked Eraser" from your Deck to your hand. Once per turn, you can reveal 1 "The Wicked" monster from your hand; Special Summon 3 "Wicked Tokens" (Fiend/DARK/Level 5/ATK 2000/DEF 2000) in Defense Position, and if you do, immediately after this effect resolves, Normal Summon that revealed monster. If is card is destroyed by a card effect: You can activate this effect; during the End Phase, Special Summon 1 "The Wicked" monster from your GY, ignoring its Summoning Conditions.

Next: 

A Spell that supports either Synchro or Xyz Monsters

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On 7/6/2022 at 10:37 PM, Blue Arcana said:

Next: 

A Spell that supports either Synchro or Xyz Monsters

Why not Both!

 

Synchro Network

Continuous Spell

Once per turn during either player's turn, you can target 2 monsters and roll 1 or 2 dice: The monster with the lower original level becomes a tuner (your choice if tied) and both monsters levels become the total rolled on the dice. While this card is in your GY except the turn it was sent their: You can banish this card from your GY and target a monster; Add 1 tuner monster from your deck to your hand with the same level as that targeted monster

 

Next: Spell or Trap named "Why not Both!"

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3 hours ago, Loleo said:

Next: Spell or Trap named "Why not Both!"

Why not Both!

Normal Trap

Target 2 monsters on the field; all other monsters currently on the field become the same Type as the first target and the same Attribute as the second target.

Next:

A Gamble Spell/Trap that forces both players to interact. (Cards like Yujo Friendship or Transmission Gear for e.g)

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Ugh, it's like I'm back at basic coding again.

Name: Special Guest Appearance

Normal Spell

Effect: " Each Player selects a monster from their Deck and keeps it hidden from their opponent. Ask a question to your opponent about they chose. The question must be able to be answered with a "Yes" or "No" response and the opponent must answer truthfully. After the question, you may declare 1 Card name; the opponent then reveals their hidden card, and if it is the declared card, they place it on the bottom of their deck, then you place your hidden Monster in face-up Attack Position on your side of the field. If it is not, place your hidden monster on the bottom of your deck and your opponent places their monster in face-up Attack Position on their side of the field. If you do not declare a Card name, your opponent then asks a questions and repeats this process; repeat until each Player has asked 5 questions, then if neither Player has declared a Card name; each Player places their hidden card on the bottom of their deck."

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TLDR: You and your opponent play a game of Guess Who™️ and whoever guesses right gets to place their monster face-up on the field. I have to say "Place" instead of "Special Summon, ignoring summoning condition, because for stuff like Ritual monsters, "ignoring its summoning conditions" doesn't mean ignoring its summoning conditions sometimes. 

 

Next: Let's keep the sillyness going, a trap card (any type) that references a part of a card not related to its Card-Type, Monster-Type, Attribute, ATK, DEF, est. 
 

For example, the Manga version of No. 22: Zombiestein cannot attack female monsters.

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On 7/12/2022 at 1:07 AM, Baron-777 said:

For example, the Manga version of No. 22: Zombiestein cannot attack female monsters.

Maiden's Confession

Continuous Trap

When this card is activated: You can Special Summon 1 "Maiden in Love" from your hand, Deck or GY, then if you control a monster owned by your opponent, place 1 Maiden Counter on 1 monster on the field. While a Male Monster is on the field, "Maiden in Love" you control is unaffected by your opponent's monster effects. Once per turn, if a "Maiden in Love" you control is targeted for an attack: You can take control of 1 monster your opponent controls with a Maiden Counter until the End Phase 

Next:

A Spell/Trap Effect Monster

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16 minutes ago, Blue Arcana said:

A Spell/Trap Effect Monster

A la Phantom Knights. It's a Trap it its not a Trap

Ephemeral Mimic

Normal Trap

When an opponent's monster activates its effect: Negate the activation, then Special Summon this card in Attack Position as an Effect Monster (ATK 0/DEF 0) with the same Attribute, Level/Rank/Link Rating, Type and the same effect as that monster (this card is NOT treated as a Trap). During the End Phase, banish this face-up card on the field, or if you cannot, take 2000 damage.

 

Next: Make a Penguin Trap

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11 hours ago, Rayfield Lumina said:

A la Phantom Knights. It's a Trap it its not a Trap

Ephemeral Mimic

Normal Trap

When an opponent's monster activates its effect: Negate the activation, then Special Summon this card in Attack Position as an Effect Monster (ATK 0/DEF 0) with the same Attribute, Level/Rank/Link Rating, Type and the same effect as that monster (this card is NOT treated as a Trap). During the End Phase, banish this face-up card on the field, or if you cannot, take 2000 damage.

 

Next: Make a Penguin Trap

Here we go, folks!

 

32353278_PenguinMigration.png.d800744262b74d4b69a3c817308b9bd1.png

Penguin Migration/Continuous Trap Card

Lore: During your Main Phase: You can target 1 face-up "Penguin" monster you control; apply 1 of these effects.
● Change it and 1 monster on the field to face-down Defense Position.
● Immediately after this effect resolves Synchro Summon 1 WATER Synchro Monster using that card.
You can banish this card from your GY, then target 1 "Penguin" monster in your GY; either add it to your hand or Special Summon it. You can only use each effect of "Penguin Migration" once per turn.

___________

Next Up: Figure we've waited long enough for this: how about a Spell/Trap based on a board game that's not a trading card game? Bonus points if it has an Alternate Win Condition.

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:D

51 minutes ago, Black D'Sceptyr said:

Next Up: Figure we've waited long enough for this: how about a Spell/Trap based on a board game that's not a trading card game? Bonus points if it has an Alternate Win Condition.

Scrabble Scramble

Field Spell

During either player's turn: A player can return a card they control to their hand and take damage equal to the number of letters in its name x 200; Special summon a monster from your hand, deck, Extra deck, or GY that is an anagram of the card you returned to your hand. If the field contains every letter of the alphabet in the names of cards either player controls: You win the duel.

 

Next: A S/T that works with names

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Like card names or?! i am confusion 

 

Imposter Reckless Summon (SPELL)
[Quick Play Spell Card]
Target 1 face-up Level 4 or lower monster you control; Special Summon from the GY 1 monster with the same name as the target. Then if the monster Summoned has a different original name from the target, you can Special Summon 1 monster with the same original name as the monster Summoned from your hand or Deck. Your opponent can draw 1 card for each monster you Summon with this card effect. 


Next: A Spell/Trap that manipulates Field Spells in weird and/or never before seen ways. 

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4 hours ago, Dramatic Crossroad said:

Next: A Spell/Trap that manipulates Field Spells in weird and/or never before seen ways. 

Terraconquering

Normal Spell

Destroy all Field Spells on the field (if any), then both players activate 1 Field Spell from either hand or Deck to their side of the field. You can banish this card and 1 Field Spell from your GY, then target 1 face-up Continuous Spell/Trap you control; replace that target's effects with that Field Spell's original effects, also destroy it during the End Phase. You can only use 1 effect of this card's name per turn, and only once that turn.

Next:

A Spell that supports Fiend, Spellcaster or Machine monsters

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  • 1 month later...

Pandemonium Party

Trap

Until the End Phase, each time your opponent Summons a monster(s), you can send 1 Fiend monster from your Deck to the GY.  During the End Phase: You can banish this card and shuffle 3 Fiend monsters from your GY into your Deck; Special Summon 1 Level 7 or lower Fiend monster from your hand or GY.

 

Next: Make a (non-Solemn) generic counter trap 

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