AbitTricky Posted February 13, 2018 Report Share Posted February 13, 2018 Loaded DieSpell - EquipWhen this card is equipped to a monster: You can roll a six-sided die, then apply the result.● 1: Discard all monsters from your hand.● 2-5: Special Summon 1 monster from your hand with a Level equal or lower than the result, and if you do, equip this card to it.● 6: Re-roll. The Tricky 5 Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted February 13, 2018 Author Report Share Posted February 13, 2018 Devastating DealNormal SpellShuffle 5 monsters from your Graveyard into your Deck: Draw 2 cards. When this card would be sent to the Graveyard after resolving, you can either banish all cards in your hand, or place this card into your opponent's hand. You can only activate 1 "Devastating Deal" per turn. With a HOPT clause and the requirement that you either give it to your opponent or nuke your entire hand, I'd say I've made a less busted Pot of Avarice. Praise based thread notifications via email that I actually can reference this. The Tricky 5Quick-Play SpellYou can only activate 1 "The Tricky 5" per turn. (1) Return 1 "The Tricky" you control to the hand; Special Summon as many Special Summon "Tricky Tokens" (Spellcaster-Type/WIND/Level 5/ATK 2000/DEF 1200) as possible to your field. "Tricky Tokens" cannot declare an attack, also destroy them during the End Phase. "Ubeldrache" support card(So AGM users who didn't contribute to the project, now's your chance) Link to comment Share on other sites More sharing options...
Darj Posted February 13, 2018 Report Share Posted February 13, 2018 IMO these kind of prompts are awkward, since they restrict to users familiar with AGM, or require users to research on the AGM archetype. Regardless, I took it for fun: Übeldrache DominanceContinuous TrapIf you would Tribute a card to activate a card or effect or to Tribute Summon a Dragon monster, you can Tribute this card instead. During the Main Phase or Battle Phase, you can: Tribute 1 monster you control or in your hand; immediately after this effect resolves, Tribute Summon 1 Dragon monster face-up. You can only use this effect of "Übeldrache Dominance" once per turn. You can activate this card from your hand during a turn that you Tributed a card. Next:Lovely Shadows Link to comment Share on other sites More sharing options...
xlArisenRoselx Posted February 13, 2018 Report Share Posted February 13, 2018 Lovely ShadowsNormal SpellSend 1 LIGHT monster from your Deck or hand to the GY, then target 1 of your banished LIGHT or DARK monsters, Special Summon that target. If this card is in the GY, except the turn this card was sent to the GY, you can banish this card from your GY, Special Summon 1 LIGHT or DARK monster from your hand or GY. You can only use each effect of "Lovely Shadows" once per turn.========================= Swinging FatePendulum Support (again) Link to comment Share on other sites More sharing options...
Lystern Posted February 15, 2018 Report Share Posted February 15, 2018 Swinging FateQuick-play Spell If you control cards in your Pendulum Zone with same Scale: Destroy them, then place 1 Pendulum monster from face-up Extra Deck to your Pendulum Zone. You can banish this card from your GY, then target 1 Pendulum monster you control; place it in Pendulum Zone.----------------------Cards Of Sorrow Link to comment Share on other sites More sharing options...
Draconus297 Posted February 15, 2018 Report Share Posted February 15, 2018 Cards of SorrowNormal TrapIf you control no cards, you can activate this card from your hand. If 3 or more cards you controlled were destroyed by your opponent this turn: Draw a number of cards equal to the number of cards your opponent controls. You can only activate this effect of this card's name once per turn. Waltz of Frost and Flame Link to comment Share on other sites More sharing options...
SkaterTheDJWolf Posted February 17, 2018 Report Share Posted February 17, 2018 Waltz of Frost and FlameSpellIf you control a WATER monster and a FIRE monster: Target cards your opponent controls, up to the number of monsters you control: Destroy those targets. You can only activate 1 "Waltz of Frost and Flame" per turn. Supports ToonsField Spell (please make it better than Toon Kingdom I haven't forgotten you my Toon homies) Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted February 18, 2018 Author Report Share Posted February 18, 2018 (You should really make it yourself then, considering Kingdom is still pretty good; despite the power creep.) Toon CountryField SpellIf you do not control a Toon monster, destroy this card. Toon monsters you control are unaffected by your opponent's card effects. Once per turn, if a Toon monster you control is sent to the GY: You can Special Summon 1 Toon monster from your Deck, ignoring Summoning conditions. This card's name is treated as "Toon World" while in the Field Zone or in the GY. (Anti-Kaiju protection would be nice, but I'm not slapping that on just to say "screw off Gameciel".) "Skyfang Brigade" card Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted March 1, 2018 Author Report Share Posted March 1, 2018 Guess I'm using this to give them something Konami should've, but didn't. Skyfang Brigade AmbushQuick-Play SpellYou can only activate 1 "Skyfang Brigade Ambush" once per turn. [1] Special Summon 1 "Skyfang Brigade" monster from your Deck. ===Yes, this does make Dyna and Lafarl a lot easier to get out and trigger stuff, but that's really about it. Then again, the Deck still struggles with recovering their stuff from the GY on a faster basis, but that's just something that'll need to be worked on once Skyfangs get added to AGM. (No seriously, everything is here but mostly to see if Tewart/KoA sheet on the names in TCG.) Thematically, think about pirates doing sneak attacks. === "Gouki" card Link to comment Share on other sites More sharing options...
Draconus297 Posted March 1, 2018 Report Share Posted March 1, 2018 Gouki Rapid TagContinuous Spell"Gouki" monsters you control gain ATK equal to their Level x100, or their Link Rating x200. Once per turn, if you Link Summon a "Gouki" Link monster: You can Special Summon 1 "Gouki" monster from your hand or Graveyard whose Level is less than or equal to the combined Link Rating of all "Gouki" monsters you control. At the start of the Battle Phase, if the monster on the field with the highest ATK is a "Gouki" monster, you can activate this effect: Your opponent cannot activate card effects until the end of the Battle Phase. Board presence, ATK numbers, protection in case your opponent came packing Evenly Matched or Crystal Wing, what more could you ask for? Predaplant support (assume Legacy format) Link to comment Share on other sites More sharing options...
Black D'Sceptyr Posted March 30, 2018 Report Share Posted March 30, 2018 [spoiler=Predaserving: Info] Normal Spell Card Lore: Special Summon 2 Level 3 or lower "Predaplant" monsters from your GY to the field (1 on each side), then apply 1 of these effects:• Destroy all monsters with Predator Counters during the End Phase. • Each player discards monsters in their hand during the End Phase, but not more than the number of monsters on the field with Predator Counters.You cannot Summon monsters the turn you activate this effect, except Plant and Dragon monsters. You can only activate 1 "Predaserving" per turn. Since I didn't get this earlier in my previous contest, how's about a... Field Spell for an Archetype/series that already has 2 [spoiler={List of Archetype/Series with 2+ Field Spells}]Mist Valley, Meklords (slightly out of tune with their Field Spells, but it's close enough), Six Samurais, Crystal Beasts, Trickstars, Elemental HERO, Destiny HERO, Performapals, Odd-Eyes, Archfiends Link to comment Share on other sites More sharing options...
Krashkube Posted March 30, 2018 Report Share Posted March 30, 2018 MetropolisField SpellAll "Elemental HERO" monsters you control gain 500 ATK and DEF. You can use 1 "Elemental HERO" monster you control as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster, but the other materials must be correct. Once per turn: You can discard 1 card, then target 1 "Fusion" or "Change" Spell and 1 "Elemental HERO" monster in your GY; add them to your hand. next: Spell/Trap for an archetype that has no archetypal Spell/Traps Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted March 31, 2018 Author Report Share Posted March 31, 2018 I'm going to preempt Konami and just do something for Devirituals, since nearly every Archetype has some backrow by now. Deviritual CallingNormal SpellAdd 1 "Deviritual" monster and 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 "Deviritual Calling" per turn. (This is likely going to get abused a bit, considering it is technically a better Pre/Prep for them, but it is dependent on Konami making more, which I think they will.) ===="Gouki" support card Link to comment Share on other sites More sharing options...
Draconus297 Posted March 31, 2018 Report Share Posted March 31, 2018 Gouki MismatchContinuous SpellOnce per turn, during either player's turn, if a "Gouki" monster is added to your hand by a card effect: You can Special Summon the added monster. Once per turn, during either player's turn, if you Special Summon a "Gouki" Link monster, you can target 1 "Gouki" monster in your Graveyard whose Level is less than or equal to double the Summoned monster's Link Rating: Special Summon that target. Once while this card is in the field, during either player's Battle Phase, you can send 1 card from your hand or field to the Graveyard: Immediately after this effect resolves; Link Summon, using only "Gouki" monsters you control. You can only control 1 "Gouki Mismatch". Here's your new playmaker! Call it a haymaker! Make an Equip Spell that floats in some way, so it makes up for the minus you normally go into. Link to comment Share on other sites More sharing options...
Krashkube Posted March 31, 2018 Report Share Posted March 31, 2018 Mecha BusterEquip SpellEquip only to a Machine monster. It gains 400 ATK and DEF and cannot be destroyed by battle. If the equipped monster attacks, after damage calculation: It gains ATK equal to the ATK of the monster it battled. If this card is sent to the GY: You can pay 1000 LP; return this card to your hand, and if you do, draw 1 card. next: Trap Monster (see Metal Reflect Slime) Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted April 5, 2018 Author Report Share Posted April 5, 2018 Sky SpiritNormal TrapSpecial Summon this card as a Effect Monster (Winged Beast/WIND/Level 6/ATK 2000/DEF 2000). (This card is NOT treated as a Trap Card.) If this card in the Monster Zone would leave the field: You can Set it face-down in your Spell/Trap Card Zone instead, then your opponent takes 200 damage for each card they control. You can only use each effect of "Sky Spirit" once per turn. ====Remake of an anime/manga-only card. (So take any backrow card that wasn't released in the TCG/OCG, and then modify it to be functional in today's game. You actually need to change it up; writing the effect in current grammar doesn't count) Link to comment Share on other sites More sharing options...
Krashkube Posted April 5, 2018 Report Share Posted April 5, 2018 Zero Extra LinkContinuous SpellAll co-linked Link Monsters you control gain ATK equal to the number of co-linked monsters on the field x 800. If a Link Monster is Link Summoned by using a co-linked monster you control, it gains ATK equal to that monster's original ATK, then, if the Summoned Link Monster is Extra Linked, draw 2 cards. If an Extra Linked Link Monster battled, after damage calculation: Destroy this card. next: something that summons tokens Link to comment Share on other sites More sharing options...
Jerrytkrot Posted April 5, 2018 Report Share Posted April 5, 2018 Emergency TeleportQuick Play SpellBanish 2 monsters from your hand, Pay 500 LP. Summon 3 "AfterImage Tokens" (Psychic/LIGHT/Level 2/ATK 0/DEF 0) to your side of the field. These tokens cannot be tributed for a tribute summon. Ojama-Specific Fusion Spell Link to comment Share on other sites More sharing options...
Krashkube Posted April 6, 2018 Report Share Posted April 6, 2018 Emergency Teleport is already a card, just so you know /skip Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted April 6, 2018 Author Report Share Posted April 6, 2018 http://yugioh.wikia.com/wiki/Emergency_Teleport(Yeah, but I'll go on the assumption that member has either been out of game for a while and didn't know, or forgot. IDK, make of it as you will.) Ojamastant FusionQuick-Play SpellReveal 1 "Ojama" Fusion Monster in your Extra Deck; send Fusion Materials listed on that monster from your hand or Deck to the GY, and if you do, Fusion Summon that revealed monster. You can only activate 1 "Ojamastant Fusion" once per turn. (Makes King a bit easier to play, and Knight, well, you get it) =====Removes monsters from your opponent's field without targeting/destroying. (i.e. I guess Kaiju'ing type effect or whatever you can come up with.) Link to comment Share on other sites More sharing options...
Draconus297 Posted April 6, 2018 Report Share Posted April 6, 2018 Brain Death (Brain Drain in the TCG)Normal Trap For the rest of this turn, each time your opponent Special Summons exactly 1 monster: Your opponent must send 1 monster from their field to the Graveyard with equal or lesser ATK than the Summoned monster. If your opponent has already Special Summoned 4 or more times this turn, and you control no Effect monsters, you can activate this card from your hand in your leftmost Spell/Trap Zone. You can only activate 1 "Brain Death" per turn. Mostly meant as a way to prevent big boards, rather than force you to break a board that was already built. Also, you can't really use its handtrap effect going first unless you're a Dark Magician player or something, leaving helpless non-Effect monsters on your opponent's field to die without Effect monster backup. That, or a player who'd be fine leaving themselves open for a turn (hello, Chain Beat and PSY-Frame players). Oh yeah, and requiring activation in your leftmost Zone is mostly to force you to telegraph that you have it, again to limit its use as a handtrap going first (and, under MR4, Pendulum players can't use it as a handtrap when their scale is in the way). Make a Fusion Trap that's actually worthwhile. Link to comment Share on other sites More sharing options...
Darj Posted April 6, 2018 Report Share Posted April 6, 2018 I'm assuming you mean a Trap that has a Fusion summoning effect: Snatch FusionNormal TrapFusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your side of the field or your hand as Fusion Materials. You can also use up to 1 monster from opponent's side of the field, or banish it from its GY, as Fusion Material. If you control no monsters, you can activate this card from your hand. You can only activate 1 "Snatch Fusion" per turn. Next:Elegy of Recklessness Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted April 8, 2018 Report Share Posted April 8, 2018 Looks around.Alright! Coast is clear! Quick-Play Spell CardTarget 1 monster on the field; it gains 500 ATK and DEF. If that target If that target attacks a Defense Position monster, inflict piercing battle damage to your opponent. During the End Phase, destroy that target. Crown of Enlightenment Link to comment Share on other sites More sharing options...
ArcDesMaster Posted April 15, 2018 Report Share Posted April 15, 2018 Crown of EnlightenmentEquip Spell CardActivate this card by targeting 1 Level 5 or higher Normal Monster in your GY; Special Summon it and equip it with this card. It cannot be destroyed by battle by an Effect Monster. When this card leaves the field, destroy that monster. N/C: Pot of Illusions. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted April 15, 2018 Author Report Share Posted April 15, 2018 Pot of IllusionsNormal SpellBanish up to 3 monsters you control and/or in your GY; draw an equal number of cards. You cannot add cards from your Deck to your hand the turn you activate this effect. During the End Phase: Take 1000 damage for each card in your hand. You can only activate 1 "Pot of Illusions" per turn. WIND support card Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.