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Make a Spell/Trap Card Game


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Weave Reform

When a Spell Card is activated: place 1 card from your hand on top of your deck; negate the activation of that card, and if you do your opponent must send cards from their hand to the GY so they have the same number of cards in their hand as monsters you control.

Next: Make a trap that can search spells

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Spellcasting Archive (TRAP)
Continuous Trap
If a Normal or Quick-Play Spell Card is activated: You can pay 500LP; banish that card. If this face-up card is removed from the field: you can send 1 banished Spell Card to its owner's GY; Add 1 Spell Card from your Deck with the same name as that card. You can activate this effect of "Spellcasting Archive" only once per turn.

next: Make a Spell/Trap that shuffles card(s) to the Deck at random
 

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On 9/3/2022 at 10:27 AM, Dramatic Crossroad said:

next: Make a Spell/Trap that shuffles card(s) to the Deck at random
 

Banishing Spell

Normal Trap

Target 1 monster on each side of the field; shuffle one of those targets into the Deck at random, or if you control a Level 5 or higher Spellcaster monster, you can target 1 random card in each player's hand instead. You can only activate 1 "Banishing Spell" per turn.

Next:

A Support Spell/Trap for a bad mechanic or experiment (e.g Assault Mode, Advanced Series)

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  • 1 month later...

I kinda liked the idea behind NEX, but it fell SOOOOO far short.

Name: NEX Space

Card type: Continuous Spell

Effect: "While "Neo Space" is on the field, this card cannot be destroyed by card effects. You can only use each of the following effects of "NEX Space" once per turn:
• Send 1 "Chysalis" monster from your hand or Deck to the GY: add 1 monster from your Deck that is written in the card text of that card to your hand.
• You can Normal Summon 1  "Chysalis" or "Neo-Spacian" in addition to your Normal Summon/Set this turn.
• Send 1 face-up "Neo-Spacian" monster you control to the GY. Special Summon 1  Level 4 monster with the same name from your Extra Deck."

image.png.0a13a9a758b40300c875a21b7cf9691a.png

 

NEXT (the prompt, not the trap card):

A trap card that supports the "Chess" archfiend pseudo archetype: (Terrorking Archfiend, Infernalqueen Archfiend, Desrook Archfiend, est.)  

 

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  • 5 weeks later...

Don't Skull Archfiend of Lightning look pretty here?

647205630_TerrorkingsGambit.png.b69576776ac201eadc0760226d3d244d.png

Terrorking's Gambit/Normal Trap Card

Lore: Special Summon 1 "Archfiend" monster from your hand or Deck that has an effect that rolls a six-sided die. If you controlled "Pandemonium" at activation, you can activate 1 Trap from your Deck that has an effect that rolls a six-sided die instead. If you control no cards, you can activate this card from your hand. If this card is in your GY: You can target 1 "Archfiend" monster you control; destroy it, and if you do, return this card to your hand. You can only use each effect of "Terrorking's Gambit" once per turn.

____________

Next Up: We have a Trap that supports Chess Archfiends, how about a Spell that supports Counter Fairies?

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Solemnity

Continuous Spell

When this card is activated: Reveal 3 "Solemn" Counter Traps from your Deck, your opponent randomly chooses 1 for you to Set, shuffle the rest into the Deck. While you control a LIGHT Fairy monster, you can activate Counter Traps the turn they are Set. If a Set card(s) you control or a LIGHT Fairy monster you control would be destroyed, you can send this card you control to the GY instead. You can only activate 1 "Solemnity" per turn.

 

Might as well follow up on this. Make a new "Solemn" Counter Trap.

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Solemn Conciliation 

Counter Trap

When your opponent activates a card effect that includes "negate the/that Summon" and/or "negate the/that activation" in its text: Pay 1000 LP; negate the activation, and if you do, if the negated card was a Spell/Trap, Set it to your field, or if it was a monster effect, take control of that monster.

 

Depicts Condemned Darklord ex Condemned Witch ex Condemned Maiden ex cute girl playing with Forbidden Stuff in a reconciliation with the Old Man. C'mon, let's be positive.

 

Next: Spell/Trap that supports Gagagigo OR Marauding Captain OR both 

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  • 3 weeks later...
On 11/25/2022 at 9:08 PM, Rayfield Lumina said:

Next: Spell/Trap that supports Gagagigo OR Marauding Captain OR both 

Comrades to the End

Normal Spell

Discard 1 card; Special Summon 2 Normal Monsters with different Levels from your hand or Deck, also if they attack a Defense Postion monster, inflict double piercing battle damage. You can banish this card from your GY, then take 1 Spell/Trap that mentions Normal Monster in its text from your Deck, except this card's name, and either Set it to yout field or send it to the GY. You can only use 1 effect of this card's name per turn, and only once that turn.

Depicts Maruding Captain and Gagagigo the Risen emerging victorius from an epic battle.

Next:

Spell/Trap Card that supports Gearfried, Gilford the Legend or Geminis

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  • 4 months later...

Name: Despair's Domain.

Card-Type: Spell.

Property: Continuous.

When your opponent activates the effect of a Continuous Spell or Trap card, you can activate this card. Negate the activation and destroy that card. Then, you can Special Summon "The Despair Uranus" from your hand or GY. If you do, you can choose to have it gain an additional 300 ATK for each face-up Spell/Trap you control until the end of this turn, and you can activate its effect without Tributing.


Next: A card that pertains to "Pot of" and "Jar of" Spell and Trap cards that are in the GY.

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Pot of Bliss

Quick play spell

For every "Pot of" and "Jar of" card in your graveyard, draw one random card from your graveyard, for each "Pot of" or "Jar of" card you draw, you gain 300 life points. you must have 2000 or lower life points to activate this card.

Something that has to do with launching a shark at your opponent.(somthing that has like "Send a "Shark" monster in your hand to the graveyard to -----)

:D

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Rank-Down-Magic Shark Ammo

Spell

Target 1 Rank 4 or higher WATER Xyz monster you control; Special Summon 1 "Submersible Carrier Aero Shark" from the Extra Deck, by using that target you control as Material (This is treated as an Xyz Summon. Transfer it's materials to the Summoned monster.). If "Submersible Carrier Aero Shark" activated its effect by detaching an Xyz Monster as Material this turn, you can banish this card and 1 WATER Xyz monster from your GY; destroy 1 card on the field, and if you do, inflict damage to your opponent equal to the banished monster's ATK.

 

Next: Secret Eighth Tool of the Bandit

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Name: Pocket to the 11th Dimension.

Card-Type: Trap.

Property: Normal.

When an opponent declares an attack, you can activate this card from your hand. Banish the attacking monster until the end of your opponent's next turn. During your opponent's next turn, if they control a monster with the same original Type as the banished monster, they must banish that monster and all monsters with the same original Type from their field and hand, and take 1000 damage for each card banished as a result. If they do not control a monster with the same original Type as the banished monster, you can Special Summon the banished monster to your field in Defense Position, instead.

Next: Frenzied Fusion.

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Frenzied Fusion

quick-play spell

target 1 fusion monster you control then if the fusion materials for the targeted fusion monster are in the GY special summon then and if you do fusion summon 1 fusion monster with the targeted fusion monster and it's fusion materials but you can only special summon it in defence posistion and it's defence is doubled.

next: Battlin' Boxing Ring

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1 hour ago, Jaquan harvey said:

Frenzied Fusion

quick-play spell

target 1 fusion monster you control then if the fusion materials for the targeted fusion monster are in the GY special summon then and if you do fusion summon 1 fusion monster with the targeted fusion monster and it's fusion materials but you can only special summon it in defence posistion and it's defence is doubled.

next: Battlin' Boxing Ring

Battlin' Boxing Ring

Field Spell

Once per turn, "Battlin'" cards cannot be destroyed by card effects. All "Battlin' Boxer" monsters gain 300 ATK. During the Battle Phase, if a "Battlin' Boxer" monster you control would be destroyed by battle, return both monsters to their respective hands instead and end the Battle Phase, then you take 800 damage. If "Battlin' Boxer Cheat Commissioner" is face-up on your side of the field, your opponent cannot activate Trap Cards during the Battle Phase.

 

Next: Battlin' Boxer Title Belt or Battlin' Boxing Main Event

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Battlin Boxer Main event

Normal Spell card

By Discarding One card, You can Search your Deck for 2 Battlin' Boxer Monsters Level 4 or below, Summon one in youyr monster zone, and your opponent, The moment this card is activated, Those two monsters must battle even if its not the battle phase. You cannot Xyz Summon or attack next turn. This card can only be used once per duel.

Battlin Boxer Title belt or Battlin boxer Gut Punch

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Name: Battlin' Boxing Main Event.

Card Type: Spell Card.

Property: Continuous.

This card can only be activated during the Battle Phase. Select 1 face-up "Battlin' Boxer" monster you control. That monster can attack all monsters your opponent controls, and if it does, its original ATK is doubled until the end of the Damage Step. During this turn, your opponent cannot activate any Spell/Trap Cards until after the Battle Phase.

Next: Sprouting Seeds.

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Battlin' Boxer Title Belt
Equip Spell
Activate this card by targeting 1 banished "Battlin' Boxer" monster or 1 "Battlin' Boxer" monster in your GY; Special Summon it and equip it with this card.  The equipped monster's effects are negated and it gains 400 ATK for each Xyz monster in your GY.  If the equipped monster destroys a monster by battle: You can shuffle this card into the Deck; Set 1 "Counter" Counter Trap from your Deck.  You can only activate 1 "Battlin' Boxer Title Belt" per turn.

 

Next: Isolation

 

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