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A new card game.

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Post  Occultdude17 2012-02-11, 01:18

Nomad Dragon
Wind, Level 4, Dragon/Synergy/Effect
ATK/1800, DEF/1500
-
2 "Nomad" non-Synergy monsters.

This card must be Synergised in Attack Position. When this card is Synergised: draw 1 card and return 1 card in your hand to the Deck. If this card's Synergy Materials are used for a Synchro Summon, the Synchro monster becomes its new Synergy Material.

Berserk Boost
Spell, Quick-Play
-
Activate during the Battle Phase: Increase the ATK of all Beast-Type monsters by 500 this turn. If this card is sent to the Graveyard, you can Tribute 1 Synergy monster to return this card to your hand.

Note:

- Combine a Synergy monster with "Cannon Soldier" for a OTK.

Next Card: A Fusion monster involving Synergy monsters.
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Post  satsu.ariefu 2012-02-11, 02:10

@gsaddfff
Yes you can use mine. For the other Berserks, I think it will be safe if you ask each of the creators.

--------------------

Meteor B. Nomad Dragon
FIRE, Level 11
Dragon/Fusion/Effect
ATK/3950, DEF/3900

"Meteor B. Dragon" + "Nomad Dragon" OR "Red-Eyes B.Dragon" + "Meteor Dragon" + "Nomad Dragon"
Must first be Fusion summoned with the above Material Monsters. While this card is face-up on the field, its Attribute is also treated as WIND. This card cannot be destroyed by the effects of your opponent's Spell or Trap Cards. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. If you don't have any "Nomad" Monster in your Graveyard, banish this card. When a Spell Card, Trap Card or Effect Monster's effect is activated that includes an effect that banishes a monster(s): Pay 1000 Life Points; negate the the activation, and destroy that card.

====

Teleporter Soldier
FIRE, Level 7
Machine/Synergy/Effect
ATK/1200, DEF/2500
1 "Cannon Soldier" Monster + 1 non-Synergy Machine-Type Monster
Must be Synergised in Attack Position. When this card Synergised: Special Summon 1 Level 6 or lower Gemini Monster with 1500 or less DEF from your Deck, then Normal Summon that Gemini Monster. If you apply this effect, destroy 1 Level 6 Monster in the End Phase of your turn.

Next: An Xyz Monster involving Synergy Monster + 1 Synergy Monster support card (Trap or Spell)
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Post  Occultdude17 2012-02-11, 02:44

Really Big Germ
DARK, Rank 4, Fiend/Xyz/Effect
ATK/0, DEF/0
-
2 Level 4 Disease-Type Synergy monsters.

When this card is Xyz Summoned: Special Summon 1 "Giant Germ" from your hand, Deck or Graveyard. This card gains 1000 ATK and DEF for each "Giant Germ" you control. Whenever the ATK or DEF of this card decrease, detach 1 Xyz Material and inflict Damage equal to the decrease.

Synergy Boost
Spell, Equip
-
Equip to a Synergy monster; it gains 1000 ATK. If this card is destroyed, return that Synergy monster to the Extra Deck.

Next Cards: "Synergy Hunter" and a Disease-Type Synergy monster.
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Post  satsu.ariefu 2012-02-11, 03:59

Occultdude17 wrote:
Generic Rules for Synergy Monsters:

- Stored in Extra Deck.
- Must be Synergised (not Summoned) by having the correct materials face-up on the field.
- If the correct materials are not face-up on the field, the Synergy monster is destroyed.
- When a Synergy monster leaves the field, it returns to the Extra Deck.
- They are utterly broken.

Next Cards: A Synergy monster, and "Synergy Draw".

I think it isnt possible to have 2 Synergy Monsters in your own field since they need to have their materials face-up on the field o.O

----

Synergy Hunter
EARTH, Level 6
ATK/2200 DEF/2000
Beast-Warrior/Synergy/Effect
1 "Hunter" Monster + 1 non-Synergy Beast-Warrior-Type Monster
If this card battles a Synergy monster, that monster loses 1000 ATK until the End Phase of this effect activates. If this card destroys opponent's Synergy Monster, your opponent cannot Synergy the Synergy Monster with the same name, as long as this card remains face-up in the field.

Necrotizing Fasciitis
DARK, Level 4
ATK/1000 DEF/1400
Disease/Synergy/Effect
2 Disease-Type Monsters
When this card Synergised: target 1 face-up monster on your opponent's field. The targeted monster and monsters which Type are the same with the targeted monster loses 500 ATK each of your Standby Phases. If a monster(s) ATK becomes 0 because of this card's effect, send that monster(s) to the Graveyard. This card must be face-up on the field to resolve these effects.

-----------

The Iron-Eating Germ, Tetanus (A disease monster)


Last edited by satsu.ariefu on 2012-02-11, 12:29; edited 1 time in total
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Post  RareHunter 2012-02-11, 07:01

The Iron-Eating Germ
EARTH/Lv8/Machine/Synergy/Effect
ATK 2500/DEF 3000
1 "Giant Germ" + 1 non-Synergy Machine-Type Monster
If this card battles a non-Machine-Type monster: Destroy that monster immediately (damage calculation is applied normally.) You can Special Summon that monster to your side of the field in face-up Defense Position at the end of the Battle Phase.

The Generalized Tetanus
WATER/Lv8/Fusion/Disease/Effect
2800 ATK/2400 DEF
"Neonatal Tetanus" + "Local Tetanus" + "Cephalic Tetanus"
This card cannot be Special Summoned from the Graveyard. You can send 1 card to destroy all cards on the field, except this card. You can banish this card in your graveyard; Special Summon, from your Graveyard, the Fusion Material Monsters used for the Fusion Summon of this card.

Next card: "Neonatal Tetanus", and "Local Tetanus", and "Cephalic Tetanus" (disease-Type monster)
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Post  satsu.ariefu 2012-02-11, 11:21

Neonatal Tetanus
WATER, Level 3
Disease/Effect
ATK/1200 DEF/1600
This card is also treated as Normal Monster. If this card was Special Summoned by the effect of "The Generalized Tetanus": Each time a monster(s) is Normal Summoned to your opponent's side of the field, its effects are negated.

Local Tetanus
WATER, Level 4
Disease/Effect
ATK/1800 DEF/100
If this card was Special Summoned by the effect of "The Generalized Tetanus": During either player's turn you can discard 1 card from your hand; Destroy 1 Special Summoned Monster that has the lowest ATK (If it's a tie, you get to choose) at the End Phase you activate and resolve this effect.

Cephalic Tetanus
WATER, Level 2
Disease/Tuner
ATK/800 DEF/800
When this card is Normal or Special Summoned: Pay 500 Life Points; Special Summon 1 Level 4 or lower Disease-Type Monster from your Graveyard. If this card would be destroyed, you can destroy another face-up "Tetanus" monster you control instead.

Next Card:
"Magnesion, Atomical Earthcrust Guardian", "Lithion, Atomical Exploder Wyvern" and "Vanadion Atomical Catalytic Beast"
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Post  Occultdude17 2012-02-11, 18:25

satsu.ariefu wrote:I think it isnt possible to have 2 Synergy Monsters in your own field since they need to have their materials face-up on the field o.O

Let me illustrate how this works.

"Dark Magician of Harmony"

Requires that you have "Dark Magician" and a LIGHT non-Synergy monster, e.g. "Mystical Elf", face-up on the field.

Summon Elf, summon Magician. Synergise Harmony from Extra Deck. The Materials don't go anywhere, they just allow Harmony to be there through their field presence. The same Materials can support any number of Synergy monsters, so you could have Magician and Elf, then Synergise 3 Harmonies one after the other. If either Magician or Elf leaves the field or is flipped face-down, all 3 Harmonies will return to the Extra Deck. If one of the Harmonies is flipped face-down, it will still return to the Extra Deck because that is a game mechanic and not part of its effect. You can also repeatedly use Synergy monsters for Tributes or Synchro Summons, as they go back to the Extra Deck and can be Synergised again just by having the correct Materials on the field. Hence, the Cannon Soldier OTK I mentioned earlier.
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Post  satsu.ariefu 2012-02-12, 00:06

Occultdude17 wrote:
satsu.ariefu wrote:I think it isnt possible to have 2 Synergy Monsters in your own field since they need to have their materials face-up on the field o.O

Let me illustrate how this works.

"Dark Magician of Harmony"

Requires that you have "Dark Magician" and a LIGHT non-Synergy monster, e.g. "Mystical Elf", face-up on the field.

Summon Elf, summon Magician. Synergise Harmony from Extra Deck. The Materials don't go anywhere, they just allow Harmony to be there through their field presence. The same Materials can support any number of Synergy monsters, so you could have Magician and Elf, then Synergise 3 Harmonies one after the other. If either Magician or Elf leaves the field or is flipped face-down, all 3 Harmonies will return to the Extra Deck. If one of the Harmonies is flipped face-down, it will still return to the Extra Deck because that is a game mechanic and not part of its effect. You can also repeatedly use Synergy monsters for Tributes or Synchro Summons, as they go back to the Extra Deck and can be Synergised again just by having the correct Materials on the field. Hence, the Cannon Soldier OTK I mentioned earlier.

I see, I thought Synergy Materials can only support 1 Synergy Monster
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Post  Occultdude17 2012-02-12, 03:16

satsu.ariefu wrote:
Occultdude17 wrote:
satsu.ariefu wrote:I think it isnt possible to have 2 Synergy Monsters in your own field since they need to have their materials face-up on the field o.O

Let me illustrate how this works.

"Dark Magician of Harmony"

Requires that you have "Dark Magician" and a LIGHT non-Synergy monster, e.g. "Mystical Elf", face-up on the field.

Summon Elf, summon Magician. Synergise Harmony from Extra Deck. The Materials don't go anywhere, they just allow Harmony to be there through their field presence. The same Materials can support any number of Synergy monsters, so you could have Magician and Elf, then Synergise 3 Harmonies one after the other. If either Magician or Elf leaves the field or is flipped face-down, all 3 Harmonies will return to the Extra Deck. If one of the Harmonies is flipped face-down, it will still return to the Extra Deck because that is a game mechanic and not part of its effect. You can also repeatedly use Synergy monsters for Tributes or Synchro Summons, as they go back to the Extra Deck and can be Synergised again just by having the correct Materials on the field. Hence, the Cannon Soldier OTK I mentioned earlier.

I see, I thought Synergy Materials can only support 1 Synergy Monster

If I had intended Synergies to be fair and balanced, then that would be the case.

Magnesion, Atomic Earthcrust Guardian
EARTH, Level 5, Dragon/Synergy/Effect
ATK/2200, DEF/1500
-
1 "Atomic" monster + 1 non-Synergy monster.

Once per turn, when a monster attacks: Tribute 1 Synergy monster; negate the attack.

Lithion, Atomic Exploder Wyvern
WIND, Level 4, Dragon/Synergy/Effect
ATK/1800, DEF/1600
-
1 "Atomic" monster + 1 non-Synergy monster.

When this card is Synergised: destroy 1 face-up Spell or Trap your opponent controls.

Vanadion, Atomic Catalytic Beast
LIGHT, Level 3, Dragon/Synergy/Tuner
ATK/1600, DEF/1900
-
1 "Atomic" monster + 1 non-Synergy monster.

Reduce the Level of all monsters in the Extra Deck by 3.

Next Card: "Atomic Sword".
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Post  RareHunter 2012-02-12, 04:13

Atomic Sword
Spell/Equip
Equip only to an "Atomic" monster. You cannot equip to "Atomic Scrap Dragon" or "Atomic Firefly". It gains 1000 ATK. When the equipped monster declares an attack, your opponent cannot activate the effects of any Spell, Trap, or Effect Monster Cards until your next Standby Phase.

Next card: "Damage Denial" and "The Unhappy Boy"
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Post  satsu.ariefu 2012-02-12, 05:06

Damage Denial
Counter Trap
When your opponent declares attack: negate the attack and end the Battle Phase.

------

The Unhappy Boy
LIGHT, Level 4
Spellcaster/Effect
ATK/0 DEF/?
This card cannot be destroyed by battle. This card cannot be Set. If this card is Special Summoned, change it into ATK position. This card cannot be changed into DEF position except when it has 100 or more DEF. This card's DEF is the same as the amount of first damage you took when this card battles in ATK position. The monster battles with this card cannot change its battle position as long as this card remains face-up on the field.

Next: "Flame Atomizer" and "Ions"
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Post  Roxzen 2012-02-12, 09:34

Flame Atomizer
FIRE
*****
Psychic/Effect
If your opponent's Life Points is reduced (except by battle), you can Special Summon this card from your hand. Once per turn, when your opponent takes damage from a card effect, inflict 800 damage to your opponent.
2200/800

Ions
Spell/Continuous
Each time your opponent takes damage from a card effect, place one Atom Counter on this card. You can send this card with at least 1 Atom Counter to the Graveyard to activate one of the following effect:
-Add 1 "Atomizer" Monster with Level up to the amount of Atom Counter on this card.
-Special Summon 1 "Atomic Dragonfly" from you hand, deck or Graveyard

Next: Emperor's Folly
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Post  satsu.ariefu 2012-02-12, 10:49

Emperor's Folly
Continuous Trap

During each of your Standby Phases pay 1000 Life Points or destroy this card; Destroy all Special Summoned Level 3 or lower monsters. During your third Standby Phase after this card's activation, add 1 card that includes Emperor" or "Fortress" in its name

Next: "Fortress of Sky Emperor" and "Sky Emperor, Himmel"
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Post  BERKAY 2012-02-12, 11:39

Fortress of Sky Emperor
Field Spell Card
Once per turn: You can remove from play one card from your hand, field or graveyard: Special Summon a "Sky Token" on your side of the field at face-up Defense Position. When you have a face-up "Sky Emperor, Himmel" you can tribute a "Sky Token" to return 1 card on your oppepent's side of the field to owner's hand.

Sky Emperor, Himmel
WIND/Level 8
Wınged-Beast/Effect
This card cannot be Normal Summoned or Set. This card can be Special Summoned from your hand when you have 2 WIND monsters in different names in your graveyard. Once per turn you can remove a card from your graveyard to add a Field Spell Card from your deck to your hand. If you active the Field Spell Card added to your hand by this effect: it cannot be destroyed by card effects during your next turn's Stanby Phase.

Next card is "Cyber Machine Production"
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Post  satsu.ariefu 2012-02-12, 12:32

Cyber Machine Production
Normal Spell Card

Send 1 "Cyber" card from your hand; Special Summon 1 Level 4 or lower "Cyber" Monster from your Deck or Graveyard. If the Special Summoned monster banished during the turn this card activated, add 1 "Cyber" card (except "Cyber Machine Production")from your Graveyard to your hand.

Next:
"Blue-Eyes White Metal Dragon" and/or "Blue-Eyes Fairy Dragon" and/or "Blue-Eyes Shining Metal Dragon"
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Post  DuelKing 2012-02-12, 13:15

Blue-Eyes White Metal Dragon
Level 10
Dragon/Effect
3500/2600
This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or deck by Banishing 2 Normal Dragon-Type monsters OR Banishing 1 Red-Eyes Darkness Metal Dragon. Once per turn, you can special summon 1 Dragon-Type monster from your Deck or Banished Zone.
--
Blue-Eyes Fairy Dragon
Level 9
Dragon/Synchro/effect
2 "White Stone of Legend" + Ancient Fairy Dragon
2900/1800
This card can only be synchro summoned and cannot be special summoned by other ways.
Once per turn, you can Target 1 Dragon-type Tuner OR 1 non-tuner Dragon-type monster from your hand, deck, graveyard or Banished Zone: Special Summon that target. When this card is removed from the field, banish all Dragon-Type monsters Special Summoned by the effect of this monster.
--
Blue-Eyes Shining Metal Dragon
Level 12
Dragon/Fusion/Effect
5500/3200
Blue-Eyes White Metal Dragon + Blue-Eyes Shining Dragon
You can only fusion summon this monster with the listed Fusion Materials (on your field after being summoned correctly) or Special Summon this monster by banishing the listed Fusion Materials from your deck. (This will be treated as a Special Summon) This card cannot be special summoned any other way. Once per turn, declare one level of monster. Send cards from your deck to your graveyard until you get a monster that can be normal summoned. If it is the level you declared, Special Summon it. If not, banish it.

Next Card:
Xyz Call
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Post  satsu.ariefu 2012-02-12, 13:30

Xyz Call
Spell Card
You can only activate this card when you have more than 3 cards in your hand and there is no Xyz Monster on your side of field: Select and place 2 random cards from your hand to your Monster Zone, then reveal 1 Rank 4 or lower Xyz Monster from your Extra Deck, attach the selected cards to that Xyz Monster. During each of your End Phase, detach 1 Xyz Material from it. If the Xyz Monster is on the field without any Xyz Materials attached, destroy and banish it.

Next: Valetine Day
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Post  LoudKid 2012-02-12, 18:03

Valentoken's Day
Normal Trap

Destroy all tokens on the field: Both players draw 1 card for each token destroyed this way.


NEXT: Kuririn, The Space Duck
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Post  Occultdude17 2012-02-12, 18:58

Kuririn, The Space Duck
WIND, Level 4, Winged-Beast/Synergy/Effect
ATK/1800, DEF/1700
-
"Sonic Duck" + 1 non-Synergy monster.

During your Main Phase: you can return 1 Winged-Beast-Type monster from your Graveyard to your Deck, shuffle it, and draw 1 card. When this card is used for an Xyz Summon, return its Synergy Materials to your Deck and draw 2 cards.

Next Card: "Politically Incorrect Politician".
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Post  RareHunter 2012-02-12, 22:27

Politically Incorrect Politician
Trap/Normal
Inflict 300 damage to your opponent Life Point for each Effect Monster in your opponent graveyard.

Next: Cyber Dark Eltanin
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Post  satsu.ariefu 2012-02-12, 22:37

Cyberdark Eltanin
DARK, Level 12
ATK/? DEF/?
Machine/Fusion/Effect
"Cyber Eltanin" + 1 or more "Cyberdark" Monster(s)
This card can only be Special Summoned from your Extra Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card's ATK and DEF are equal to the sum of its Fusion Materials' ATK and DEF, respectively. When this card Special Summoned: target 1 Dragon-Type Monster on your Graveyard; Equip to this card. If this card would be destroyed while equipped with a Dragon-Type Monster, you can send that card to the Graveyard instead.

Next: One Day of Riot
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Post  RareHunter 2012-02-12, 22:54

One Day of Riot
Spell/Normal
Each player discards 1 card, and any damage you received is also inflicted to your opponent until the end of the opponent's next turn.

Next card: "The Unhappy Old Man", "The Unhappy Old Woman"
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Post  OverlordMMM 2012-02-12, 23:00

One Day of Riot
Normal Trap
Effect wrote:Both players send 1 card from the hand to the Graveyard. Any damage inflicted to one player is instead inflicted to both players until the End Phase of your next turn.

Next card: Emperor's Betrayal
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Post  satsu.ariefu 2012-02-12, 23:21

The Unhappy Old Man
LIGHT, Level 1
ATK/0 DEF/0
Fairy/Tuner
When this card destroyed: Any damage you would recieve this turn becomes 0.

The Unhappy Old Woman
LIGHT, Level 2
ATK/0 DEF/2000
Fairy/Effect
When this card flipped face-up: Add 1 "Unhappy" Monster card from your Deck or Graveyard to your hand.

Emperor's Betrayal
Counter Trap Card
When a monster with "Emperor" or "Fortress" in its name would leave the field OR taken control by your opponent: Tribute 1 Monster Card you control; Special Summon 2 Level 4 or Lower "Guardian" Monster from your Deck or hand.

Next: "Coup d'Etat" & "Mask of Omen"
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Post  DuelKing 2012-02-12, 23:58

Mask of Omen
Normal Trap
Declare one card type (Monster, Spell, or Trap) and look at the top of their deck. If it's the type you declared, add it to your hand.

Next Card
Holy Wisdom OR God's Iron Hammer
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Post  LoudKid 2012-02-13, 00:28

Holy Wisdom
Continuous Spell

Activate only if you control at least one DIVINE Attribute monster. Your opponent plays with their hand revealed.
Once per turn: You may look at the top three cards in your deck, and place them back in any order.
If you do not control at least 1 DIVINE Attribute monster, destroy this card.

If this card was successfully activated, while it is in the Graveyard: You may banish this card and two monsters from your Graveyard; Normal Summon one DIVINE Attribute monster from your Graveyard, ignoring Summoning Conditions.


Next: 'Weighing of the Souls'
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Post  Occultdude17 2012-02-13, 00:34

Hallowed Wisdom
Trap, Counter
-
Negate the infliction of damage to your Life Points and destroy the card that would have inflicted it (through battle or effect). Then draw 2 cards.

God's Iron Hammer
Spell, Equip
-
This card can target any monster, regardless of its effect. The equipped monster gains 1000 ATK and you do not have to pay costs to activate its Ignition Effect (if it has one). Skip your Draw Phase if you control this face-up card.

Next Card: "Anti-Synergy Field".
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Post  Occultdude17 2012-02-13, 00:37

Damn, ninja'd.

Weighing of the Souls
Spell, Ritual
-
This card is used to Ritual Summon "Ammit, Devourer of Souls". You must also Tribute monsters with 6 Levels or more.

Ammit, Devourer of Souls
DARK, Level 6, Reptile/Ritual/Effect
ATK/2200, DEF/2400
-
This card is Ritual Summoned with "Weighing of the Souls". When a monster is sent to the Graveyard: its controller must toss a coin and call it. If they call it right, they draw 1 card. If they call it wrong, the monster is banished instead.

Next Card: "Anti-Synergy Field".
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Post  RareHunter 2012-02-13, 00:40

Anti-Synergy World
Spell/Field
When a Synergy Monster is Synergize Summoned or Special Summoned: Inflict damage to all players that control a Synergy monster equal to the Summoned monster's Level × 500, except the controller of this card.

next card: "The Unhappy Man", "The Unhappy Woman"

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Post  satsu.ariefu 2012-02-13, 01:04

Anti-Synergy Field
Continuous Spell Card

As long as this card remains face-up on the field, no player can Synergise a Monster. During either player's turn: you can send this card to Graveyard; declare 1 Synergy Monster name, that monster cannot be used for the rest of Match. The controller of this card must pay 1000 Life Points each of their End Phase or destroy this card


DANG Ninja'd


The Unhappy Man
LIGHT, Level 5
ATK/1000 DEF/2200
Fairy/Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by banishing 1 "Unhappy" Monster Card from your hand or Graveyard. Once per turn: this card cannot be destroyed by battle or effects. Your opponent must attack this card (if able) as long as this card remians face-up on the field.

The Unhappy Woman
LIGHT, Level 5
ATK/1800 DEF/0
Fairy/Synchro/Effect
"The Unhappy Old Man" + 1 or more non-Tuner Monster

A monster battles with this card lost 1000 ATK after the Damage Calculation. Any damage a player would get involving this card is 0. If this card leaves the field, draw 1 card.

Next: "Goblin Vanguard" and "Goblin Paladin"
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Post  RareHunter 2012-02-13, 01:30

Goblin Vanguard
EARTH/Lv4/Warrior/Effect/1800 ATK/1500 DEF
You can send 1 EARTH monster from your hand to the Graveyard to have this card gain 300 ATK. When this card you control is sent to the Graveyard You can draw 1 card for each face-up "Goblin" monster on the field.

Goblin Paladin
EARTH/Lv4/Warrior/Effect/1900 ATK/1200 DEF
Once per turn, you can Special Summon 1 Level 4 or lower EARTH monster from your opponent's Graveyard to your side of the field. If this card attacks an opponent's monster, it gains 300 ATK x face-up "Goblin" monster on your field during the Damage Step only.

Next card: "Paladin of Black Dragon" and "Black Dragon Ritual"


Last edited by RareHunter on 2012-02-13, 03:06; edited 1 time in total
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Post  satsu.ariefu 2012-02-13, 01:38

Black Dragon Ritual
Ritual Spell Card

This card is used to Ritual Summon "Paladin of Black Dragon". You must also Tribute monsters whose total Levels equal 5 or more from the field or your hand. You can add this card from your Graveyard to your hand by banishing 1 Warrior-type and 1 Dragon-type from your Graveyard.

Paladin of Black Dragon
DARK, Level 5
ATK/2000 DEF/1100
Dragon/Ritual/Effect
This card can only be Ritual Summoned with the Ritual Spell Card, "Black Dragon Ritual". If this card attacks a face-down Defense Position monster, put the monster on top of your opponent's deck without flipping it face-up or applying Damage calculation. You can Tribute this card to Special Summon 1 "Red-Eyes B. Dragon" from your hand or your Deck in face-up Defense Position.

Next: "Goblin Street Patrol" & "Goblin's Outpost"
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Post  RareHunter 2012-02-13, 03:05

Goblin's Outpost
EARTH/Lv4/Warrior/Synergy/Effect/3000 ATK/0 DEF
1 "Goblin Attack Force" + 1 non-Synergy EARTH monster
If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect. Once per turn, you can declare 1 card name. Cards with that name and their effects cannot be used until the end of your next turn (including face-down cards).

Next card: "Paladin of Rose Dragon" and "Rose Dragon Ritual"
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Post  Occultdude17 2012-02-13, 03:36

Paladin of Rose Dragon
FIRE, Level 4, Dragon/Ritual/Tuner
ATK/1600, DEF/1400
-
This card can only be Ritual Summoned by "Rose Dragon Ritual". Once per turn, during your Main Phase: you can banish Plant-Type monsters from your Graveyard to Special Summon an equal number of "Rose Dragon Tokens" (EARTH, Level 1, Plant, ATK/0, DEF/0). If those Tokens are used for a Synchro Summon, the Synchro monster must be Plant-Type or "Black Rose Dragon". If this card is used as a Synchro Material for "Black Rose Dragon": that "Black Rose Dragon" gains 1000 ATK.

Rose Dragon Ritual
Spell, Ritual
-
Send 1 Plant-Type monster from your Deck to the Graveyard; add this card from your Deck to your hand. This card is used to Ritual Summon "Paladin of Rose Dragon". You must also offer monsters with total Levels of 4 or more.

Next Cards: "Stardust Paladin", "Paladin of the Tri-Horned", and their respective Ritual Spells.
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Post  RareHunter 2012-02-13, 09:09

Paladin of Stardust Dragon
WIND/LV4/Ritual/Dragon/Effect
1900 ATK/1200 DEF
This card can only be Ritual Summoned with the Ritual Spell Card, "Stardust Ritual". You can Tribute this card to Special Summon 1 "Stardust Dragon" from your Extra Deck. (This Special Summon is treated as a Synchro Summon)

Paladin of the Tri-Horned
DARK/Lv4/Dragon/Ritual/Effect
1800 ATK/1100 DEF
This card can only be Ritual Summoned with the Ritual Spell Card, "Tri-Horned Ritual". You can Tribute this card to Special Summon 1 "Tri-Horned Dragon" from your Deck, hand or your graveyard.

Stardust Ritual
Spell/Ritual
This card is used to Ritual Summon "Paladin of Stardust Dragon". You must also Tribute monsters whose total Levels equal 4 or more from the field or your hand.

Tri-Horned Ritual
Spell/Ritual
This card is used to Ritual Summon "Paladin of the Tri-Horned". You must also Tribute monsters whose total Levels equal 4 or more from the field or your hand.

next card: "Paladin of Divine Dragon" and "Divine Dragon Ritual"


Last edited by RareHunter on 2012-02-13, 20:17; edited 1 time in total
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Post  satsu.ariefu 2012-02-13, 13:10

Paladin of Divine Dragon
LIGHT Level 4
ATK/1900 DEF/1500
Dragon/Ritual/Effect
This card can only be Ritual Summoned with the Ritual Spell Card, "Divine Dragon Ritual". You can Tribute this card to Special Summon 1 "Divine Dragon - Excelion" from Graveyard. This Special Summon is treated as Normal Summon.

Divine Dragon Ritual
Ritual Spell Card
This card is used to Ritual Summon "Paladin of Divine Dragon". You must also Tribute monsters whose total Levels equal 4 or more from the field or your hand OR send 3 "Divine Dragon - Excelion" from your hand, deck or field to Graveyard.

Next: "Paladin of Baby Tiragon" and its Ritual Spell
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Post  BERKAY 2012-02-13, 17:21

Paladin of Baby Tiragon
Level 1/EARTH
Warrior/Ritual/Effect
If this card is only monster on your side of the field when Ritual Summoned: You can Special Summon 3 "Calico Token" on your side of the field as face-up defense position.

Savior of Tiger Dragons
Ritual Spell Card
This card is used to Ritual Summon "Paladin of Baby Tiragon". You must also Tribute monsters whose total Levels equal 1 or more from the field or your hand. During your Main Phase, you can remove from play this card from your Graveyard: Target 1 monster on your side of the field and it cannot be destroyed by card effects or battle.

Next card is "Black Magic Armor".

Please stop request two or more cards at once. .__.
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Post  DuelKing 2012-02-13, 17:43

Black Magic Armor
Equip Spell
Equip this card only to any Dark Magician or card that has Dark Magician in its card text. That monster is unaffected by Spells, Traps or Monster Effects that destroy monsters. Increase the equipped monster's attack by 400 During the Damage Step when it attacks. While the monster remains face-up on the field no other card on your side of the field can be targeted by effects.

Next Card: Dark Paladin/Assault Mode
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Post  Occultdude17 2012-02-13, 18:16

Dark Paladin/Assault Mode
DARK, Level 10, Spellcaster/Effect
ATK/3400, DEF/3100
-
Cannot be Normal Summoned or Set. Cannot be Special Summoned except by the effect of "Assault Mode Activate" (treat "Dark Paladin" as a Synchro monster for the effect of "Assault Mode Activate"). Gains 500 ATK for each Dragon-Type monster on the field and in either player's Graveyard. If your opponent activates a Spell: you can negate its activation and destroy it. When this card is destroyed: Special Summon 1 "Dark Paladin" from your Graveyard, ignoring its Summon restrictions.

Next Card: Whatever you would be if you were a card.
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Post  DuelKing 2012-02-13, 18:38

So we're making ourselves into cards now? Awesome! Twisted Evil
DuelKing
Xyz/Effect
Rank 5
2 Level 5 Warrior-Type Fire Monsters
This card gains 500 Attack for each of your Banished Warrior-Type Fire Monsters and 100 for each Warrior-Type Fire Monster in your grave.
Once per turn: You can Banish one Warrior-type Fire Monster from your deck.
When this card no longer has Xyz Materials, you can activate one of these effects:
-- Pay 1500 LP and Special Summon 2 banished Warrior-type Fire Monsters and overlay them with this card.
-- Special Summon any number of your Banished Warrior-type Fire monsters. You take damage equal to the number of monsters special summoned by this effect X 500
2200/2500

Next Card: Number C17: Occultdude
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Post  RareHunter 2012-02-13, 20:31

Number C17: Occultdude
WATER/Ra3/Sea Serpent/Xyz/Effect
2000 ATK/0 DEF
3 Level 3 monsters
You can detach 1 Xyz Material from this card; it gains 1000 ATK and 1 monster your opponent controls loses 500 ATK, until the End Phase. You must have 1000 Life Points or more to activate and to resolve this effect.

Rare Hunter
DARK/Lv7/Warrior/Effect/2800 ATK/1900 DEF
When your opponent place a card on field, you can discard 1 card to Special Summon this card from your hand. Your opponent cannot activate or set card's rarity that Ultra Rare or less rarity.

Next card: The Unhappy Forever Alone


Last edited by RareHunter on 2012-02-13, 23:09; edited 1 time in total
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Post  Occultdude17 2012-02-13, 20:58

You made me an Xyz? Aw...

The Unhappy Forever Alone
Spell, Quick-Play
-
> If your opponent isn't looking: hit them around the head with a crowbar. Then lock them in a dark basement with Justin Bieber songs blaring at them 24/7. They will be unhappy and forever alone.
> If your opponent is looking: destroy 1 monster on the field. Then keep playing until they aren't.

Next Card: 1234567890-
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Post  DuelKing 2012-02-13, 22:59

123456789-
Normal Trap
Roll 2 dice. Increase the turn count by the greater die result. If they are equal, add them together and increase the turn count by that much.

Next Card:
Loudkid (I'm hooked on turning us into cards XD)
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Post  RareHunter 2012-02-13, 23:20

Loudkid
EARTH/R2/Warrior/Xyz Effect
ATK 600/DEF 1200
2 or more Level 2 EARTH Warrior-Type monster
This card gains 600 ATK and DEF for each Xyz Material in Xyz Monster on your field. Once per turn: You can detach 1 Xyz Material from this card; Special summon 1 EARTH Warrior-Type monster from either player's graveyard. If this card has no Xyz Material, it cannot destroyed by battle or your opponent card's effect.

Next card: "Gogogo To School"
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Post  satsu.ariefu 2012-02-14, 00:14

Gogogo To School
Normal Spell Card
Target up to 2 face-up "Gogogo" monsters on the field; Banish those targets. During your 2nd Standby Phase after this card's activation, Special Summon those targets to your side of field. The Special Summoned monsters gains 1000 ATK, their effects are negated.

Next: Achacha Golem
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Post  DuelKing 2012-02-14, 00:23

Achacha Golem
Rock/FIRE/Effect
Level 4
FLIP: When this facedown card is flipped faceup, inflict 300 points of Damage for every card in your hand. When this facedown card is attacked, return it and the opposing monster back to their owner's hand. When this card is returned to your hand inflict 500 Damage to your opponent.
1350/2800

Next Card:
I'm the King
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Post  satsu.ariefu 2012-02-14, 01:21

I'm the King
Counter Trap Card

When your opponent declares an attack: Target 1 monster on the field; Special Summon 1 Level 4 or lower Normal Monster from your Deck or hand. The targeted monster cannot be destroyed by battle or card effects, as long as the Special Summoned monster remains face-up on the field.


Next: Gloomy Sunday
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Post  LoudKid 2012-02-14, 02:02

RareHunter wrote:

Not quite what I would have done, but interesting nonetheless. Very Happy


Gloomy Sunday
Normal Spell

Discard any number of cards from your hand: Place 2 Fog Counters anywhere on the field for every card discarded with this effect.



NEXT: 'Naturia Lemon' [Think sour!]
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Post  OverlordMMM 2012-02-14, 13:49

Naturia Lemon
Earth/ Plant/ Level 5
2100ATK/ 1900DEF
Effect wrote:If this card is sent from the field to the Graveyard: While this card remains in the Graveyard: all non-"Naturia" monsters lose 100 ATK for each "Naturia" monster in your Graveyard.

Next Card: BERKAY
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Post  RareHunter 2012-02-15, 11:22

BERKAY
WIND/Lv7/Warrior/Effect
2700 ATK/2000 DEF
While face-up on the field, this card is also DARK-Attribute. You can banish 1 DARK monster and 1 WIND monster from your Graveyard; Special Summon this card from your hand. You can discard 1 DARK monster and 1 WIND monster; Special Summon this card from your Graveyard. Your opponent cannot Normal Summon, Flip Summon, or Special Summon any monster.

Next card: "Paladin of Blackwinged" and "Blackwinged Ritual"
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