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Random Cards I thought of [Written]


Phantasm12778

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Most of these are hand traps because I'm in a handtrappy kinda mood

Grave Trickster

Level 1

DARK Fiend

0/0

During either turn, except the End Phase (Quick Effect): You can discard this card; apply this effect this turn. You can only use this effect of "Grave Trickster" once per turn.

  • Once while this card is in the GY; You can target one card in your opponents GY; Add it to your hand, and if you do, you can activate that cards effect or Summon that monster this turn, but if you do, you must pay half your LP. The monster Summoned by this effect is summoned ignoring its summoning conditions, and is destroyed during the End Phase. Costs for the Spell/Trap effects are ignored upon activation.

Cheerful Winds

Continuous Trap

You can activate 1 of the following effects.
●Destroy 1 Plant Monster in your hand or face-up field; Gain 500 LP.
●Target 1 Plant monster in your hand or on your field; Banish it until the End Phase, then gain 500 LP.
●Pay 1000 LP; Special Summon 1 "Aroma" monster from your Hand.
You can only use this effect of "Cheerful Winds" once per turn. If you gain LP, except by this cards effect; Target 1 card on the field; return it to the hand. You can only use this effect of "Cheerful Winds" once per turn.

Dowsing Nerd

Level 4

DARK Spellcaster

1500/1500

Once per turn, except during the End Phase, when a Spell card or Effect of a Spell card is activated(Quick Effect): Discard this card; Negate that effect, and if you do, add 1 Spell card with a different name from your Deck to your hand, but it cannot be activated this turn. Once, while this card is in the GY and you Activate a Spell: Replace that Spells name with the name of the Spell negated by this cards effect, and replace that Spells Effect with the negated Spells Effect, and if you do that, you may use your opponents hand and field to fufill the requirements for that Spells activation and resolution. You can only use this effect of "Dowsing Nerd" Once per Duel

 Wind-Up Bandit

Level 4 

DARK Machine

0/0

You can only activate this cards effect in a Chain where 4 or more Monster effects have been activated, and only once that chain. Negate All Monster effects in a Chain Link 4 or Higher; Special Summon this card and if you do, replace those effects with this cards effect until the end of this turn, and replace this cards effect with the monster effects that were negated until the end of this turn. Banish this card Face Down during the End Phase of the turn this effect was activated. You can only activate this effect of "Wind-Up Bandit" Once per Duel

And Finally, My Ghost Girl Boss Monster...

Ghost Madame and Mega Mischief

Level 9 Synchro Zombie

DARK

0/1800

1 Zombie or Psychic Tuner with 0 ATK and 1800 DEF + 1+ Zombie or Psychic Non-Tuners with 0 ATK and 1800 DEF (I hope for guidance on how to shorten this specific part)

For this card's Synchro Summon, you can treat 2 Zombie or Psychic Tuner monsters with 0 ATK and 1800 DEF you control as Non-Tuners. Cannot be Destroyed by Battle while there's a Zombie or Psychic Tuner in your GY with 0 ATK and 1800 DEF. During Each Battle Phase, this cards ATK becomes equal to the Combined DEF of All Zombie or Psychic Tuners in your GY. Negate all effects of monsters in the hand, except Zombie or Psychic Tuners with 0 ATK and 1800 DEF. If a Zombie or Psychic Tuner with 0 ATK and 1800 DEF activates an effect, except during the End Phase(Quick Effect); Apply one of the following effects based on its Attribute:

FIRE: For the Rest of this turn, Neither Player can Add cards from their Deck to their hand, except by drawing them, Special Summon from the Deck, or Send cards from the Deck to the GY

WATER: For the Rest of this turn, If your opponent would Special Summon a monster, Gain LP Equal to twice that monsters ATK, then Destroy that monster. GY Effects are not applied at this time

WIND: Negate all the effects of your opponents face up monsters. If a monster would leave the field with its effects negated, inflict damage to your opponent equal to that monsters ATK.

EARTH: For the Rest of this turn, neither player can Add cards from their GY to their hand, Deck, or Extra Deck, Special Summon from the GY, or Banish cards from the GY

LIGHT: Monster: Destroy all Monsters your opponent controls Spell: Destroy all Spells and Traps your opponent controls 

DARK: You can send a number of monsters from your Extra Deck to the GY, and if you do, your opponent must send the same number of cards. GY effects are not activated at this time.

 

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