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Flash Flyer - Sakura+ Create a Spell/Trap Card +
#41
Circuit Fusion
Quick-Play Spell
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control or from either field as material, including at least 1 Link Monster. You can only activate 1 "Circuit Fusion" per turn. This card becomes "Polymerization" while in the GY.

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1. Card with a pun-themed name with what it does.
2. A Trade-In (or equivalent) for a Type/Deck that doesn't have one.
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#42
Flamvell Scorching
Normal Spell
Discard 1 "Flamvell" monster: Draw 2 cards. Until your opponent's next End Phase after this effect resolves, the Summon and effects of "Flamvell" monsters cannot be negated. You can banish this card from your Graveyard: Send 1 "Flamvell" monster from your Deck to the Graveyard; Special Summon up to 2 "Flamvell" monsters from your Graveyard whose combined Levels are less than or equal to the sent monster's Level +1, and increase their ATK by their combined Levels x200. You can only activate each effect of "Flamvell Scorching" once per turn.

1) An "Archetype" S/T that acts like an "@AGM" equivalent to one or more existing archetypal support cards.
2) A Continuous S/T that can both trigger some sort of effect once per turn and float in some way.
3) Direct replacement/improvement for one or more of the pieces of the "God Five" combo (Slifer, Revival Jam, Jam Defender, Infinite Cards, and Card of Safe Return)
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#43
Doing option 2 because (1) is difficult to handle w/out remembering every single support we made and (3) technically excludes Slifer and Revival Jam in this game.

Dragonmaid Battleground
Continuous Spell
"Dragonmaid" monsters you control cannot be destroyed by battle, also your opponent cannot activate cards or effects in response to the activation of a "Dragonmaid" monster's effect in your possession. You can target 1 "Dragonmaid" monster you control; return it to the hand, then banish 1 card your opponent controls. If you returned a Level 7 or higher "Dragonmaid" monster, you can banish that card, face-down. If this face-up card leaves the field: You can Special Summon 1 Level 7 or higher "Dragonmaid" monster from your hand, Deck or GY, then you can add 1 Level 4 or lower "Dragonmaid" monster from your Deck or GY to your hand. You can only use each effect of "Dragonmaid Battleground" once per turn.

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AKA "Sakura just made Miss Kobayashi.dek that much more destructive" (also damn it Tohru, stop destroying everything)
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Legacy backrow for any 5Ds character of choice (well, barring Crow b/c everyone's probably tired of BW shilling at this point; no offense to him)
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#44
Resonant Gateway
Continuous Spell
If this card is activated: You can activate 1 "Resonant Destruction" or "Red Carpet" directly from your Deck or Graveyard. Once each per turn, if you Summon 1 or more "Resonator", "Red Dragon Archfiend", or FIRE Fiend-Type "Red" monsters: You can add 1 Spell/Trap Card from your Deck to your hand that names "Red Dragon Archfiend" in its card text, except "Resonant Gateway". Once per turn, if you Synchro Summon a DARK Dragon Synchro monster: You can Special Summon 1 "Red Dragon Archfiend" Synchro monster, "Red Wyvern", or "Red Nova Dragon" from your Graveyard.

1) Create an equivalent to a generic card used by any given anime character that supports their archetype. For example, give Rokkets a Mind Crush, give Photon/Galaxy a Reborn, give Guardians a Soul Charge.
2) In the vein of "Duelist Alliance" or "Cyberdark Impact!", create a card named after a booster pack or Structure Deck that supports that pack's main gimmick or selling point.
3) Create a Jar for a Pot that lacks one.
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#45
I'll do option 1.

Sniper Blast
Quick-Play Spell
Declare 1 card name; your opponent reveals their hand, then if that card is in your opponent's hand, they must discard all copies of it, also you can destroy 1 "Rokket" monster you control, otherwise send 1 "Rokket" monster you control to the GY.

To avoid that shitty ruling Konami made regarding hand confirmation, this one does force the opponent to reveal what they got (so no cheating). Of course, you are given the option to blow up a Rokket for its effect if you want, though if you miss, you still send the Rokket to the GY, but it doesn't trigger its effect because not destroyed.

I'd go on about Konami being blind to players lying about their hand (and not calling a judge), but that's better saved for the TCG section.

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1. Take a S/T that had its usual application altered by the presence of cheating / terrible rulings by Konami, and make a new card that features how it is normally used. (Mind Crush is a pretty good example)

2. "Megalith" backrow.

3. Spirit support

4. "Volcanic" support
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#46
Yokai Well
Continuous Spell
Your opponent cannot activate cards or effects in response to the Normal Summon of a monster. If a Spirit monster is Normal Summoned: Place 1 Soul Counter on this card (Spirit monsters you control gain 100 ATK per Soul Counter on this card). If a Spirit monster is added from the field, Deck, or Graveyard to its owner's hand: Reduce the ATK of all monsters your opponent controls by 100 per Soul Counter on this card, then shuffle all monsters your opponent controls with 0 ATK to their owner's hand. If your opponent Special Summons exactly 1 monster from their Extra Deck, you can remove 5 Soul Counters from this card: Normal Summon 1 Level 5 or higher Spirit monster from your Deck by Tributing monsters on the field, including that Summoned monster.

1) In the vein of Statue of Anguish Pattern or Zoma the Spirit, create a Trap monster with an effect.
2) Flamvell only have 1 archetypal backrow card; let's see if you can fix that.
3) Interestingly, the only 3 Duels in all of Battle City that do not have a card reference are Joey v. Espa Roba (Roulette Spider is an adaptation, not a reference), Yugi v. Arkana, and Yugi/Kaiba v. Lumis/Umbra. Fix one of these.
4) Give any anime monster an attack or effect name card, where the gaps exist.
Dark Magician has Dark Magic Attack
DMG had Dark Burning Attack
Kuriboh has Detonate (effect)
Blue-Eyes has Burst Stream of Destruction (and Ultimate has Neutron Blast)
Red-Eyes has Inferno Fire Blast
Neos has Wrath of Neos
Cyber Dragon has Evolution Burst (and CED has Super Strident Blaze)
Dark Armed Dragon has Dark Mambele, but not Chaos Blades
Stardust Dragon has Cosmic Flare [but not Victim Sanctuary]
EBI Wiraqocha Rasca has The Ultimate Earthbound Immortal (but not Polestar Suppression)
Utopia has Wingray Shield (effect), but not Rising Sun Slash
GEPD has Photon Stream of Destruction, but not Galaxy Escape (effect) or Photon Howling (Neo effect)
#107 has Tachyon Transmigration (effect), but not Time Tyrant (C107 effect) or either attack
Odd-Eyes has Spiral Flame Strike, but not Reaction Force (monster effect) or Pendulum Magnet (Scale effect)
Decode Talker has Decode Destruction, but not Decode Defense (effect)
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#47
Flamvell Incineration Chain
Counter Trap
When a monster(s) is Summoned: Banish 1 FIRE monster with 200 DEF from your GY; negate the Summon, and if you do, destroy those monsters, then inflict 500 damage to their controller. If you have 5 or more FIRE monsters with 200 DEF in your GY, you can inflict 1500 damage instead.

(They technically have Rekindling as an "honorary" backrow, but since it doesn't count, yeah. No Spells though)

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Make another version of "Pot of Greed" (see Desires and Extravagance for examples)
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#48
Pot of Lies
Normal Spell
Reveal 1 Effect monster in your hand and shuffle it into your Deck: Draw 2 cards, and note the name of the shuffled card. After this card resolves, the next time a card with that name would activate its effect: Negate that effect, then you lose 1000 LP. You cannot draw cards by card effects for the rest of the Duel until you have lost LP this way. You can only activate 1 "Pot of Lies" per turn.

1) Create a "Jar of Lies" counterpart for this Pot.
2) Trap monster with an effect
3) In the vein of things like Harpie's Hunting Ground, give a slower archetype of your choice removal power accessible on a consistent basis.
4) Given their original playstyle was supposed to be "Get fodder for Plasma and Dogma Summons", it's suprising that Destiny HEROes lack a revival card. Fix that.
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#49
D-Vendetta Rebirth
Normal Spell
Target 1 Level 4 or lower "Destiny HERO" monster in your GY; Special Summon that target. During your Main Phase, except during the turn this card was sent to the GY: You can banish this card from your GY; add 1 Level 8 or higher "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D-Vendetta Rebirth" once per turn.

Remember kids, November 5th is close.

N/C: Jar of Desires.
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#50
Jar of Desires
Normal Trap
Banish the top 5 or 10 cards of your Deck, face-down; draw 1 card for every 5 cards banished. You can only activate 1 "Jar of Desires" per turn.

Now you have an option to draw 1 or 2 if you don't want to chance banishing everything, though obviously it's a Trap so...

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1. Make a Spell Card that can summon itself as a monster.
2. Backrow card that references a memorable duel in the anime/manga (it doesn't matter what generation)
3. "Balanced" version of Vanity's Emptiness or Royal Oppression
4. "AGM" legacy backrow
5. Give "Mayakashi" an actually good backrow card besides the searcher
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#51
Begin the Hunting Game
Continuous Trap
When this card is activated, both players select 1 Type of monster that begins the Duel in the Extra Deck (Fusion, Synchro, Xyz, or Link). Both players banish monsters of any monster Type they control that they did not select, face-down, and they cannot Summon monsters from the Extra Deck, except the Type they declared. If a player chose a Type that is not Link, that player can Summon monsters from the Extra Deck to Main Monster Zones, ignoring linked Zones. Once per turn, if a player Special Summons a monster of the appropriate Type, that player can apply the appropriate effect:
●Fusion: Add 1 "Polymerization" or "Fusion" Spell Card from your Deck or Graveyard to your hand.
●Synchro: Special Summon 1 of the Materials used for that Synchro Summon from your Graveyard.
●Xyz: Set 1 "Rank-Up-Magic" Spell Card directly from your Deck, or that is currently banished (that Set card can be activated this turn).
This effect of "Begin the Hunting Game" can only be activated by each player once per turn.

Shun v. Sora 1 is, bar none, the best Duel in Arc-V, and this will let IRL players reenact everything except the Action Card shenanigans. It's also an absolutely gross floodgate that forces Extra Decks to be 100% pure, and, fittingly for both Shun and Sora's character in the early series, annihilates Pendulums entirely.

1) Like "Duelist Alliance" or "Realm of Light", create a card named after a booster pack or Structure Deck, that plays into the gimmick.
2) Like "Spell Power Grasp", create a card that both searches another of itself, abd accomplishes some other function.
3) Like "Good Goblin Housekeeping", create a card that gets better for each copy you use.
4) Create an Equip Spell that floats.

(10-12-2019, 09:15 PM)Draconus297 Wrote: Begin the Hunting Game
Continuous Trap
When this card is activated, both players select 1 Type of monster that begins the Duel in the Extra Deck (Fusion, Synchro, Xyz, or Link). Both players banish monsters of any monster Type they control that they did not select, face-down, and they cannot Summon monsters from the Extra Deck, except the Type they declared. If a player chose a Type that is not Link, that player can Summon monsters from the Extra Deck to Main Monster Zones, ignoring linked Zones. Once per turn, if a player Special Summons a monster of the appropriate Type, that player can apply the appropriate effect:
●Fusion: Add 1 "Polymerization" or "Fusion" Spell Card from your Deck or Graveyard to your hand, except a card with the same name as the card that Summoned that Fusion monster.
●Synchro: Special Summon 1 of the Materials used for that Synchro Summon from your Graveyard.
●Xyz: Set 1 "Rank-Up-Magic" Spell Card directly from your Deck, or that is currently banished (that Set card can be activated this turn).
This effect of "Begin the Hunting Game" can only be activated by each player once per turn.

Shun v. Sora 1 is, bar none, the best Duel in Arc-V, and this will let IRL players reenact everything except the Action Card shenanigans. It's also an absolutely gross floodgate that forces Extra Decks to be 100% pure, and, fittingly for both Shun and Sora's character in the early series, annihilates Pendulums entirely.

1) Like "Duelist Alliance" or "Realm of Light", create a card named after a booster pack or Structure Deck, that plays into the gimmick.
2) Like "Spell Power Grasp", create a card that both searches another of itself, abd accomplishes some other function.
3) Like "Good Goblin Housekeeping", create a card that gets better for each copy you use.
4) Create an Equip Spell that floats.
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#52
Rokket Revolt
Quick-Play Spell
Special Summon up to 4 "Rokket" monsters with different names from your hand, Deck or GY, then lose 800 LP for each. During the End Phase: Shuffle all monsters Special Summoned by this effect into the Deck. You can only activate 1 "Rokket Revolt" per turn.

This name only works with the TCG one since OCG is named Revolver. But it otherwise provides them A LOT of spamming power to do whatever.

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Make a Spell/Trap that can recycle face-down banished cards into the Deck (or make them face-up in the GY)
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#53
Triangle Ambush Cannon
Continuous Trap
If this Set card would be destroyed or banished: You can immediately activate this card (even if it was Set this turn). During the turn this card is activated, it is unaffected by your opponent's card effects. Once per turn, if a monster effect is activated, you can shuffle 3 of your face-down banished cards into your Deck: Draw 1 card, then you can apply 1 of the following effects depending on the Type of card you drew by this effect:
●Monster: Target 1 face-up card on the field: Set that card.
●Spell: Destroy 1 card on the field.
●Trap: Negate the activation, and if you do, you can banish 1 card from the field or Graveyard.

1) Like "Spell Power Grasp", create a card that gets you more copies of itself, and accomplishes some sort of task
2) Like "Good Goblin Housekeeping", create a card that gets stronger each time you use it.
3) Create an Equip with a floating effect.
4) Create a card that makes use of Pyro Clock of Destiny and the turn count gimmick.
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#54
FA.I.nancial CrA.I.sis
Normal Spell
Target 3 "@Ignister" monsters with different names in your GY; shuffle them into the Deck, and if you do, add 1 "A.I." Spell/Trap from your GY to your hand, except "FA.I.nancial CrA.I.sis", then you can add 1 "FA.I.nancial CrA.I.sis" from your Deck to your hand. You cannot Special Summon other monsters for the rest of this turn, except Cyberse monsters. You can only activate 1 "FA.I.nancial CrA.I.sis" per turn.

Make an Equip with a floating effect.
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#55
Soul-Absorbing Device
Equip Spell
If the equipped monster destroys an opponent's monster by battle: Place 1 Soul Blade Counter on this card for every 1000 ATK the destroyed monster had (min. 1). If this card was sent to the GY while equipped to a monster: Special Summon monsters from the GY, up to the number of Soul Blade Counters that were on this card.

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1. Make a Spell Card that can summon itself as a monster.
2. "Dragonmaid" or "Generaid" backrow
3. "Balanced" version of Vanity's Emptiness or Royal Oppression
4. "AGM" legacy backrow
5. Give "Mayakashi" an actually good backrow card besides the searcher
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#56
Gatejumper Martengine
Normal Spell
Banish 1 card from your hand or face-up card on your field, until the End Phase: Add 1 card from your Deck to your hand with the same original name as the banished card. You can only activate this effect of "Gatejumper Martengine" once per turn. If you activate the effect of a face-up Continuous Spell/Trap Card already on the field: You can Special Summon this card as the appropriate monster, depending on which effect you activated:
●Spell Card: DARK Psychic Normal monster (Level 4/1500 ATK/1800 DEF).
●Trap Card: LIGHT Machine Effect monster (Level 7/500 ATK/2800 DEF) with the following effect: Once per turn, if your opponent Special Summons a monster in Attack Position: Reduce its ATK to 0, and negate its effects.

1) Make another of these, I had fun.
2) Create a card that, for best results, requires you have all 3 copies of a specific monster on the field (or just 3vif the same name)
3) Create a card that can use the turn count gimmick.
4) Give another Type or archetype a Return of the Dragon Lords or Luna Light Perfume.
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#57
Let's make another Spell that summons self as monster.

Effigy of the Duelist
Continuous Spell
Special Summon this card as a Normal Monster (Warrior/EARTH/Level 4/ATK ?/DEF ?). (This card is also still a Spell Card.) This card's ATK/DEF is equal to half your current LP. If another monster you control destroys an opponent's monster by battle: Gain LP equal to its ATK. While this card's ATK/DEF are both 5000 or higher, it cannot be destroyed by card effects. During your next End Phase: Shuffle this card into the Deck.

Probably the closest to YOU as a player being in the game, though it has its drawbacks. Then again, good luck trying to use this in YGOPro given they apparently don't like Spell monsters.

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1. Tenki for an undersupported Type/archetype (you pick one from real game)
2. "Dragonmaid" or "Generaid" backrow
3. "Balanced" version of Vanity's Emptiness or Royal Oppression
4. "AGM" legacy backrow
5. Give "Mayakashi" an actually good backrow card besides the searcher.
6. Kaleidomirror for anything outside Nekroz.
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#58
Withered Soul
Continuous Trap
If a monster would be Special Summoned: Either player can banish the top card of their Deck, face-down; negate that Summon and destroy that monster. During the End Phase, both players take 100 damage for each of their cards that were banished to activate this effect while this card was on the field. This card cannot be Tributed or destroyed by its controller (this effect cannot be negated).

You now have no way to escape your own lockdown, and if you go too trigger-happy you will slowly burn yourself to death. Not only that, it can't even be escaped by True Draco players.

1) Create a card that has an effect (either as its primary effect, or as a secondary bonus in the vein of Sky Striker cards) that requires you to control 3 copies of the same monster.
2) Create a card that utilizes the turn count in its gimmick.
3) Give any Type or archetype of your choice a card in the vein of Luna Light Perfume or Return of the Dragon Lords.
4) Create another Trap monster that has an effect like Statue of Anguish Pattern, making Trap monsters more of a Deck.
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#59
Pit of Silence
Normal Spell
If you have 2 or more monsters with the same name in your GY: Target 1 of them; shuffle it into the Deck, then, if you have 3 or more monsters with the same name in your GY, send 1 monster your opponent controls to the GY. You can only activate 1 "Pit of Silence" per turn.

A card called "Supreme King's Armor" and it being Evil HERO support.
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#60
Need to avoid getting it mixed with Yuya/ZARC, but being associated by name only shouldnʻt do anything.

Supreme Kingʻs Armor
Equip Spell
Equip only to an "Evil HERO" monster. The equipped monster gains 600 ATK, also it is unaffected by your opponentʻs card effects. If the equipped monster battles an opponentʻs monster: You can have the equipped monster gain ATK equal to the ATK of the opponentʻs monster it is battling until the end of the Damage Step. If the equipped monster would be destroyed: You can destroy this card instead, then inflict 1000 damage to your opponent. You can only control 1 "Supreme Kingʻs Armor".

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1. Tenki for an undersupported Type/archetype (you pick one from real game)
2. "Dragonmaid" or "Generaid" backrow
3. Kaleidomirror for anything outside Nekroz.

Pick one.
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