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Flash Flyer - Sakura+ Create a Spell/Trap Card +
#21
Venus's Splendor
Normal Spell
If you control "Splendid Venus": All monsters your opponent currently controls become Fiend.

Supporting Splendid Venus. Giving them Fiends makes them lose 500 ATK and DEF and since it is a Spell, it makes it unchainable thanks to Venus's effect.

Also, Sailor Venus is my friend's favorite Sailor Senshi

Give support to 1 specific of the Sacred Beasts, by name (e.g. one Uria support card, one Raviel support, or 1 Hamon support card)
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#22
(inb4 Sacred Beasts win the Deck poll and we get these for real later, but...let's make something anyway in the event they don't)

Breeding Ground of the Phantasm Lord
Continuous Spell
If this card is activated: Add 1 "Raviel, Lord of Phantasms" from your Deck or GY to your hand. You can pay 1000 LP; Special Summon 3 "Phantasmal Martyr Tokens" (Fiend/DARK/Level 1/ATK 0/DEF 0). Tokens Special Summoned by this effect cannot be Tributed or used as material for a Summon, except for the Summon of a DARK Fiend monster. You can only use each effect of "Breeding Ground of the Phantasm Lord" once per turn.

Now you got an easy way to make Raviel and also is more fodder for Hamon's summon thing later.

====
I guess we're making Crystal Beast stuff next.
(Rather see them get stuff instead of Shaddolls)
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#23
Crystal Feast
Continuous Spell
If a "Crystal Beast" monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; place 1 "Crystal Beast" monster with a different Attribute from your Deck to your Spell & Trap Zone as a Continuous Spell. If this Set card is destroyed by card effect and sent to the GY: You can add 1 "Ultimate Crystal" card from your Deck to your hand. You can only use each effect of "Crystal Feast" once per turn.

N/C: A Counter Trap from an archetype that doesn't have one.
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#24
Ice Barrier Blizzard Punishment
Counter Trap
When your opponent activates a card or effect while you control an "Ice Barrier" monster: Negate the activation, and if you do, banish it, face-down. Your opponent cannot activate cards with the same name for the rest of the Duel. If you control an "Ice Barrier" monster that began the Duel in the Extra Deck, you can activate this card from your hand or GY, but shuffle it into the Deck after it resolves, also this card's activation and effect cannot be negated.

(Because I like Ice Barrier and they need something to deal with their control thing / fight in 2019)



Just make a generic Spell/Trap (aka not linked to any archetype/series)
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#25
Lost Jewel
Normal Trap
If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can Special Summon 1 monster from your GY, or 1 that is banished.

Waking the Dragon, in GY and banished form.

N/C: Turn the name of a Pokemon TCG set and make it a card out of it.
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#26
Dimension Unity Force
Quick-Play Spell
Banish any number of monsters from your field or Graveyard with different original Attributes: Depending on the number of monsters banished, apply any number of the appropriate effects:
●1+: Monsters your opponent controls lose 400 ATK and DEF for each monster banished by this card.
●2+: Monsters you control gain 500 ATK and DEF for each monster banished by this card -1.
●3+: Send a number of cards from the field to the Graveyard for each monster banished by this card -2.
●4+: Special Summon a number of monsters from your Graveyard or Banished Zone up to the number of monsters banished by this card -3.
●5+: Draw a number of cards equal to the number of monsters banished by this card -4.
●6+: Shuffle a number of cards on the field or in your opponent's hand (selected at random) into the Deck equal to the number of monsters banished by this card -5.
●7: Add 1 card from either player's field or Graveyard to your hand, except "Dimension Unity Force".
You can only activate 1 "Dimension Unity Force" per turn.

Create a card that either repeatedly procs, or benefits from, D. D. Scout Plane in some way.
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#27
Apparently, you were ninja'd, but I have no idea on how to do your prompt...

Someone else take this spot.
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#28
(Just as a sidenote, it is impossible for normal members to delete/hide messages and I do have this site linked to the Discord server, which shows every post people make. But yeah, no one else posted between you and Draco; I didn't.)

Anyway...

D.D. Dimension Plane Launcher
Continuous Spell
Once per turn: You can Special Summon 1 of your banished "D.D. Scout Planes". If "D.D. Scout Plane" is Special Summoned to your field: Place 1 D.D. Counter on this card. You can remove all D.D. Counters from this card; banish 1 card your opponent controls or in their hand for every 2 D.D. Counters removed by this effect.



I guess make a "Sacred Beast" backrow card.
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#29
Trap Destruction
Continuous Spell
When this card is activated: You can target 1 Continuous Trap in your GY; Set it to your field. It can be activated this turn. You can only activate 1 "Trap Destruction" per turn. Once per turn: You can discard 1 Trap; Set 1 Continuous Trap that can be Special Summoned as a monster directly from your Deck. It can be activated this turn. Once per turn, if you control "Uria, Lord of Searing Flames": You can target 1 monster your opponent controls; banish it.

I know it is a Continuous Spell that supports Uria, blame me for that.

Now, make a Spell/Trap that encourages you to run it in a deck with 2 Attributes that don't go together; for instance, EARTH and WIND.
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#30
(Not like Desert Twister isn't a thing in terms of summon requirements...)

Magnet Technique: Iron Sand
Quick-Play Spell
Send an equal number of EARTH and WIND monsters from your hand or Deck to the GY; destroy 1 card your opponent controls for every 2 cards you sent to the GY, then if you sent 6 or more cards with this effect, you can add any of those destroyed cards to your hand (if they did not begin the Duel in the Extra Deck). You can only activate 1 "Magnet Technique: Iron Sand" once per turn.

Grammar is probably wonky somewhere, but since you get to add multiples if you go nuts and mill shit, yeah. (Also hi mass Foolish Burial for EARTH/WIND).



I guess make a "Charmer" support card next.
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#31
Total Possession
Continuous Trap
When this card is activated: You can Special Summon 1 "Familiar-Possessed" or "Charmer" monster from your Deck or Graveyard. Once per turn, you can shuffle 1 Spellcaster monster with 1500 DEF from your hand or field, and 1 monster with 1500 ATK and 200 DEF whose Attribute matches the shuffled monster from your field or Graveyard, into the Deck: Draw 1 card. All "Familiar-Possessed" monsters you control gain the following effect:
●Once per turn, if your opponent activates the effect of a monster with the same original Attribute as this card, you can target 1 card your opponent controls: Destroy it.

A card that actually does what casual players say Mystic Mine does, and gives bad slower Decks a way to catch up with ED vomit, multiple searches, or boards carrying multiple disruptions.
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#32
Mysterious Cave
Continuous Spell
You can Normal Summon Level 7 or higher monsters without Tributing. While you control no Special Summoned monsters, this card cannot be destroyed by your opponent's card effects. Level 5 or higher Normal Summoned/Set monsters are unaffected by your opponent's Special Summoned monster effects.

I guess I did it right? Idk.

N/C: A Field Spell that enhances Trap-heavy decks and encourages high use of Trap Cards.
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#33
Grand Tower of Chains
Field Spell
When this card is activated: You can add 1 Continuous Trap Card with an effect that targets a card from your Deck to your hand. You can only activate this effect of "Grand Tower of Chains" once per turn. Once per turn, if a Trap Card is activated: You can destroy 1 card on the field. Once during the End Phase, if you control a face-up Trap Card(s): You can flip any number of Trap Cards you control face-down; draw 1 card for each card flipped face-down by this effect.

Create an Equip Spell that acts similarly to a Noble Arms card (re-equipping itself from the Graveyard once it gets there), without actually being a Noble Arms card.
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#34
Soul-Link Boomerang
Equip Spell
The equipped monster gains ATK/DEF equal to the difference between both player's LP, also it can make a second attack during each Battle Phase. If this face-up card on the field is destroyed and sent to the GY: You can target 1 other monster you control; equip this card to that target. You can only use this effect of "Soul Boomerang" once per turn.



Choices:

1. Decent replacement for Salamangreat Circle.
2. Dragon support card.

(inb4 I know which one is actually getting picked...)
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#35
Salamangreat Unity
Continuous Spell
If a "Salamangreat" monster is Summoned from the Extra Deck using a monster with the same name as itself as Material: You can add 1 "Salamangreat" monster from your Deck to your hand. If exactly 1 "Salamangreat" monster you control would be destroyed by your opponent's card effect: You can shuffle 3 "Salamangreat" cards from your Graveyard into your Deck; that monster is not destroyed by that effect. You can only activate 1 effect of "Salamangreat Unity" per turn, and only once that turn.

Functional, but now more conditional.

Create a card that sets up a combo that was either heavily used in the anime (Junk Synchron/Speed Warrior, Revival Jam/Jam Defender, Poker Knights, the 'gazers as Scales), or that was popular back in the day (Unknown Synchron/Reborn Tengu, Mali/Krebons, etc.)
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#36
Junk Tuning
Normal Spell
Add 1 "Junk Synchron" from your Deck or GY to your hand, then you can send 1 Level 2 or lower monster from your Deck to the GY. You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters.

I might regret not giving this a hard OPT, but oh well. Also screw Needlefiber.

===
"Dragonmaid" support

(Or I guess pick any of the Mystic Fighters stuff to make backrow for.)
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#37
Dragonmaid Manor
Field Spell
"Dragonmaid" monsters you control gain ATK equal to their Level x100 for each "Dragonmaid" monster you control. You can only activate each of the following effects of "Dragonmaid Manor" once per turn:
●If a "Dragonmaid" monster is added to your hand, or returned to your hand from the field: You can Special Summon 1 "Dragonmaid" monster from your hand or Graveyard with a different original Attribute.
●If your opponent would activate a monster effect: You can return 1 "Dragonmaid" monster you control whose Level is greater than the Level/Rank/Link Rating of the monster whose effect is activated; negate that effect, then banish that monster.

Create a card that could feature two monsters that were never used in the same Duel in the anime, but both were Summoned in the anime, attack clashing (think the artwork of Clashing Souls or Gozen Match).
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#38
World Rivalry (let's just go with Decode Talker and Dark Knight @ Ignister)
Continuous Trap
Players can only control 1 card type of monster (Ritual, Fusion, Synchro, Xyz, Pendulum, Link). Send all monsters they control to the GY.

This is a hit/miss depending on what you play this in/against, but otherwise rip D/D, [@] Ignister and every other current Deck that uses multiple summon mechanics. Of course, this will be errata'd when the inevitable new mechanic comes in Series 11 for the new anime, but we'll do that later.

To be fair, Ai has not used Dark Knight against Yusaku (or vice versa), though it will happen eventually. Otherwise, you can replace it with Wonder Heart and Pyro Phoenix or something (since it is unlikely Soulburner / Blue Maiden will ever fight each other in VRAINS).

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Make a Kaleidomirror-esque card for other Rituals
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#39
Something "I made another Skateboard Dragon" card.

Skateboard Dragon Primal Rampage
Ritual Spell
This card can be used to Ritual Summon any number of "Skateboard Dragon" Ritual Monsters. Tribute 1 monster from your hand or field, or send 1 monster from your Extra Deck to the GY, also after that, Ritual Summon any number of "Skateboard Dragon" monsters whose total Levels exactly equal the Level of that monster. You can only use this effect of "Skateboard Dragon Primal Rampage" once per turn. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 "Skateboard Dragon" monster from your hand or GY, then destroy all monsters your opponent controls with equal or less ATK than that monster. If you control a Ritual Summoned "Skateboard Dragon" monster, your opponent cannot activate cards or effects in response to this effect's activation.

(I think I already gave that other Ritual deck a Kaleidomirror and I refuse to give it more support due to how convoluted it is now and my less-than-stellar opinion on half of the existing team on YCM. If anyone on DP asks about the archetype, I'll tell them the whole story.)

====

Let's make legacy backrow for an AGM archetype.
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#40
BlasterCube Re-Core
Continuous Spell
When this card is activated: You can add 1 "BlasterCube" monster from your Deck to your hand. You can only activate this effect of "BlasterCube Re-Core" once per turn. Once per turn, you can target 1 "BlasterCube" monster you control: Special Summon 1 "BlasterCube" monster from your hand or Graveyard whose Level is exactly 1 higher or lower than the target from your hand or Graveyard. If this card is sent from the field to the Graveyard, you can Special Summon up to 2 Level 4 or lower "BlasterCube" monsters from your Graveyard, but you cannot Summon monsters for the rest of the turn after this effect is activated.

You can either:
1) Support an AGM Generic series you didn't make
2) Create a Spell that counts as Poly in the Graveyard.
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