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A new card game.

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A new card game. - Page 2 Empty Re: A new card game.

Post  OverlordMMM 2012-01-13, 12:40

Dragunity Hunter
Earth/Lv3/Rock/Effect
500 ATK/1900 DEF

If your opponent equips a monster to another monster as an Equip Spell, you can Special Summon this monster. When this card is Special Summoned, Target one Equip Spell card on the field: Equip the targeted card to this monster. As long as this monster remains on the field, any monsters that would become equipped onto a monster are equipped onto this card instead. Increase this card's ATK and DEF by the ATK of all monsters equipped by this card's effect.

Next Card: Infernity Hunter, Gishki Hunter, Toy Hunter (for Wind-up's because they already have Wind Up Hunter)
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Post  Roxzen 2012-01-13, 14:29

Infernity Hunter
LIGHT
******
Pyro/Effect
When your opponent Summons a monster while having less cards in their hand than you do, Special Summon this card from your hand. If this card is Special Summoned and your opponent have less than 1 card in their hand, activate one of following effects:
-Destroy all Spell and Trap cards on the field.
-Destroy all Monsters on the field.
1600/2500

Gishki Hunter
EARTH
******
Warrior/Effect
If your hand is revealed while having this card in your hand, Special Summon it. While this card is face-up on the field, neither player can activate Ritual Spell Card(s).
2600/1100

Toy Hunter
WIND
********
Machine/Effect
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned EXCEPT by discarding 1 card when an opponent's Monster Effect that would send at least 1 card in your hand to the Graveyard is activated. This card cannot be destroyed by your opponent (by battle or card effect) during the turn it is Summoned.
3000/3000


Next:

Spark Imagin
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Post  RareHunter 2012-01-13, 21:02

Spark Imagin
Spell/Quickplay
Return 1 face-up Level 4 LIGHT Spirit Monster you control to your hand and select 1 card on the field. Destroy the selected card and draw 1 card.

Next card: "Laval Hunter", "Evoldo Hunter", "Inzektor Hunter"
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Post  AtlasEXE 2012-01-13, 23:19

Laval Hunter
WATER/LV 6
Aqua/Effect
2400 ATK/ 2000 DEF

When your opponent special summons a FIRE Monster with 200 or less DEF: you can special summon this card from your hand. Your opponent cannot send cards from the deck to the graveyard. Once per turn, you can negate a Spell/Trap Card/Effect monster's effect that banishes a FIRE monster(s) from the graveyard.

Evoldo Hunter
EARTH/LV 8
Warrior/Effect
2800 ATK/500 DEF

When your opponent XYZ Summons a Dragon type monster using Dinosaur-type XYZ Materials: you can special summon this card from your hand. The special summon of this card using this effect cannot be negated. Once per turn: you can negate the activation of a Spell/Trap Card/Effect Monster's effect that would negate one of your cards and destroy that card.

Inzektor Hunter
LIGHT/LV 6
Winged-Beast/Effect
2300 ATK/1500 DEF

While your opponent has a monster on the field that is equipped with a monster being treated as an Equip Card: you can special summon this card from your hand. Once per turn: you can equip this card with a monster being treated as an Equip Card on the field. Increase the ATK and DEF of this card by the ATK and DEF of all monsters equipped to this card. When this card would be removed from the field: you can destroy 1 monster equipped to this card instead.

Next Card(s): Hunter's Creed, Samurai Hunter, Regicidal Hunter (for Monarchs).



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Post  Occultdude17 2012-01-14, 04:27

Hunter's Creed
Trap, Continuous
-
When a "Hunter" monster is destroyed and sent to your Graveyard, either by battle or by a card effect your opponent controls, you can return it to the Deck instead. Then select a "Hunter" monster with a different name from your Deck, and add it to your hand. That monster cannot be Special Summoned this turn.

Samurai Hunter
EARTH, Level 4, Warrior/Effect
ATK/1500, DEF/1200
-
When your opponent Special Summons a Warrior-Type Effect monster from their hand for the 2nd time in one turn: you can Special Summon this card from your hand and destroy all Warrior-Type Effect monsters your opponent controls. Neither player can Special Summon Warrior-Type Effect monsters, except "Hunter" monsters.

Monarch Hunter
WATER, Level 5, Aqua/Effect
ATK/2100, DEF/1800
-
When your opponent's Effect monster activates its effect after being Tribute Summoned: you can Special Summon this card from your hand. Negate the activation of that monster's effect and destroy it. Effect monsters cannot activate their effects on the field in the Summon Response Window.

Next Cards: "Hunter Swap", "Hunter Strike" and a Normal "Hunter" monster with less than 1500 ATK.
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Post  RareHunter 2012-01-14, 05:03

Hunter Swap
WATER/Lv2
Warrior/Effect
500 ATK/1000 DEF
You can discard 1 card to Special Summon this card from your hand. When this card is Summoned, you can select and Special summon 1 Level 5 or higher "Hunter" monster from your Deck or your Graveyard to your side of the field except "Hunter Swap". Return it during the End Phase. Once per turn, you can return 1 monster you control to your hand to Normal Summon 1 "Hunter" monster, except "Hunter Swap", in addition to your Normal Summon or Set this turn.

Hunter Strike
EARTH/Lv3/Warrior/Tuner
1000 ATK/1000 DEF
If your opponent controls a monster and you control 1 or less monsters, you can Special Summon this card from your hand. During the End Phase of the turn this card on the field was sent to the Graveyard, you can add 1 "Hunter" monster from your Deck to your hand, except "Hunter Strike"

Hunter Warrior
LIGHT/Lv4
Warrior/Normal
1500 ATK/1300 DEF
This warrior has taken down countless prey with its sharp swords. It strikes very quickly, because if it does not strike first, it is vulnerable to a counter-attack.

Next card: "D.D. Hunter", "Gadget Hunter", "Ninja Hunter"
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Post  628426 2012-01-14, 05:17

D.D. Hunter
Dark
****
Warrior/Effect
500/200
This card gains 500 ATK and DEF for every "D.D." monster in your banished zone.

Gadget Hunter
Spell Card
Discard two cards and banish one card from your grave, add 5 "Gadget" monsters from your deck to your hand.

Ninja Hunter
Trap Card
Activated when a "Ninja" monster on your side of the field is destroyed. Discard 2 cards, Special Summon 2 "Ninja Cards" from your deck regardless of summoning conditions.

Next: Infection Evacuation
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Post  Roxzen 2012-01-14, 05:29

Infection Evacuation
Trap
Remove from play all "Alien" monsters on the field to place that amount of A-Counter on every face-up Monster(s) on the field. Monsters removed by this card effect is returned to the field during your opponent's End Phase.

Next: Koala Champion
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Post  RareHunter 2012-01-14, 06:26

Koala Champion
EARTH/Lv4/Beast/Effect
1800 ATK/1500 DEF
When this card is removed from the field, Special Summon 1 Level 4 or lower "Koala" monster from your Deck in face-down defense position.

Next card: Meklord Hunter

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Post  Barricade 2012-01-14, 11:26

Im liking the Hunter Archtype, Anti everything, but D.D, gadget, and ninja were done all wrong x_x

Meklord Hunter
Earth/Lv9/Machine/Effect
2400/3000
This card cannot e normal summoned or set. This can only be special summoned If your opponent special summons a monster with "Meklord" in it's name you can special summon this card from the hand. When this card is special summoned while you have a face up card with "Hunter" in it's name, send up to 2 cards on the opponents side of the field to the grave. If there is not another "Hunter" on the field, send one card on your opponent's side of the field to the grave

Next up: Hero Hunter(Elemental, Destiny, Masked, Vision, Etc.)
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Post  OverlordMMM 2012-01-14, 13:26

Hero Hunter
level 2
Dark/ Fiend
200 ATK/ 1800 DEF
Effect wrote:You can Special Summon this card from your hand or grave when a Fusion Monster is summoned. When this card is Special Summoned by this effect, target one monster on your opponent's side of the field. Control of the targeted monster switches.

Also, here is my take on the three botched Hunters (the guy didn't read previous posts apparently):

DD Hunter
Level 1
Light/ Fairy
0 ATK/ 0 DEF
Effect wrote:If 4 or more of your cards are Banished you can Special Summon this card from your hand. If this card was Special Summoned by this effect, it gains the following effect (This effect remains active if flipped face-down): If this card is Banished: Destroy all of your opponent's Spell and Trap cards.

Gadget Hunter
level 4
Earth/ Machine
1500 ATK/ 1500 DEF
Effect wrote:If your opponent adds a card to their hand, you can Special Summon this card and Banish the added card. While this card is face-up on the field, if your opponent draws a card or adds a card to their hand outside of the Draw Phase: Banish it.

Ninja Hunter
level 3
Earth Warrior
1900 ATK/ 1000 DEF
Effect wrote:If your opponent controls a set monster, you can Special Summon this monster from your hand. If this card is Summoned in this way, reveal all face-down cards and flip all face-down monsters face-up(Effects are not activated at this time). Then target 1 monster on both sides of the field: While this card is face-up on the field, both players cannot set cards and must summon monsters in the battle position of their respective targeted cards.

Next card: Hunter Hunter
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Post  AtlasEXE 2012-01-14, 21:09

Hunter Hunter
Trap/Counter

When your opponent Special Summons a "Hunter" monster: negate the summon of that monster and destroy it.

That's enough Hunters for now.

Next Card: "Spell Addict", "Trap Addict" and/or "Summoning Addict"
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Post  OverlordMMM 2012-01-14, 21:44

Spell Addict
Quickplay Spell
Effect wrote:Activate only in response an opponent's Spell card and target it. When the targeted card is removed from the field, add it to your hand.

Trap Addict
Counter Trap
Effect wrote:Activate only in response an opponent's Trap card and target it. When the targeted card is removed from the field, set it on your side of the field. The targeted card can be activated this turn.

Summoning Addict
Level 1
Wind/ Winged-Beast
0 ATK/ 0 DEF
Effect wrote:Activate only in response an opponent's Summon of a monster and target it. When this card removed from the field, if the targeted monster is on the field, control of it switches to you, otherwise add that card to your hand.

Next card: Ultimate Addiction: Overdose
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Post  RareHunter 2012-01-14, 21:54

Dammn, Ninja'ed

Ultimate Addiction: Overdose
Trap/Continuous
You can pay 1000 Life Points to Special Summon 1 monster from either player graveyard. You can only activate this effect during your Main Phase.

Next card: Karakuri Hunter Mdl 212 "Hunters" and/or Koa'ki Meiru Hunter
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Post  Occultdude17 2012-01-14, 22:29

Karakuri Hunter
EARTH, Level 3, Machine/Tuner
ATK/1200, DEF/2000
-
When your opponent changes a Battle Position with a card effect, Special Summon this card from your hand. Then, during your Standby Phase, you can Special Summon "Hunter Warrior" from your hand or Deck. Your opponent cannot change the Battle Positions of any monsters with a card effect.

Koa'ki Meiru Hunter
WIND, Level 4, Dragon/Effect
ATK/1900, DEF/1400
-
When your opponent reveals a card in their hand, except due to your card effect, you can Special Summon this card from your hand. Your opponent cannot reveal cards in their hand except due to your card effects, and cannot send cards from their hand to the Graveyard as a cost.

Let's try something for old-school Vanilla monsters. I'll start:

Small Passage
Spell, Continuous
-
Normal monsters with less than 1500 ATK and DEF can attack directly.

Next Card: "Ability Injection".
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Post  Occultdude17 2012-01-14, 22:31

Am I the only one hoping that the people at Konami are reading this thread?
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Post  just_a_null 2012-01-14, 23:10

Occultdude17 wrote:Karakuri Hunter
EARTH, Level 3, Machine/Tuner
ATK/1200, DEF/2000
-
When your opponent changes a Battle Position with a card effect, Special Summon this card from your hand. Then, during your Standby Phase, you can Special Summon "Hunter Warrior" from your hand or Deck. Your opponent cannot change the Battle Positions of any monsters with a card effect.

Koa'ki Meiru Hunter
WIND, Level 4, Dragon/Effect
ATK/1900, DEF/1400
-
When your opponent reveals a card in their hand, except due to your card effect, you can Special Summon this card from your hand. Your opponent cannot reveal cards in their hand except due to your card effects, and cannot send cards from their hand to the Graveyard as a cost.

Let's try something for old-school Vanilla monsters. I'll start:

Small Passage
Spell, Continuous
-
Normal monsters with less than 1500 ATK and DEF can attack directly.

Next Card: "Ability Injection".

Ability Injection
Quickplay Spell

Target one monster on your opponent's side of the field and one monster on your side of the field, and pay life points equal to twice the original attack of the opponent's monster. Each monster gains the other monster's effects and loses its own until the end phase.

Bonus:

Stop Making Hunter Monsters Its Seriously Getting Really Overdone
Monster Card
Level 12 EARTH Fairy
Infinity/Infinity

This card may not be normal summoned or set. This card may not be special summoned except via its effect. When your opponent plays the effect of any monster with "Hunter" in its name, except "Stop Making Hunter Monsters Its Seriously Getting Really Overdone", you may special summon this card from your hand, deck, graveyard, or banished area. The summon of this card may not be negated. This card's effects or activation thereof may not be negated, prevented, or responded to by any effect. This card may attack your opponent directly. While this card is on the field, the effects of all cards your opponent owns are negated. You may not lose the game while this card is on the field. If you summon this card and your opponent controls a monster of the same name, then they immediately win the duel, ignoring this card's effect. When this card is summoned and it is the opponent's turn, end their turn.

Bonus 2: The reason it doesn't just say "You win the duel" is because it would be so much more fun to just laugh at your opponent until they deck out because they can't do anything.

Next Card: Smooth Jazz
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Post  Roxzen 2012-01-15, 01:26

just_a_null wrote:Bonus:

Stop Making Hunter Monsters Its Seriously Getting Really Overdone
Monster Card
Level 12 EARTH Fairy
Infinity/Infinity

This card may not be normal summoned or set. This card may not be special summoned except via its effect. When your opponent plays the effect of any monster with "Hunter" in its name, except "Stop Making Hunter Monsters Its Seriously Getting Really Overdone", you may special summon this card from your hand, deck, graveyard, or banished area. The summon of this card may not be negated. This card's effects or activation thereof may not be negated, prevented, or responded to by any effect. This card may attack your opponent directly. While this card is on the field, the effects of all cards your opponent owns are negated. You may not lose the game while this card is on the field. If you summon this card and your opponent controls a monster of the same name, then they immediately win the duel, ignoring this card's effect. When this card is summoned and it is the opponent's turn, end their turn.

Bonus 2: The reason it doesn't just say "You win the duel" is because it would be so much more fun to just laugh at your opponent until they deck out because they can't do anything.

Next Card: Smooth Jazz
Unnecessary, but thanks anyway.

Smooth Jazz
Spell/Quickplay
Target 1 face-up monster. Add 1 "Symphonic Warrior" with the same level as the targeted monster.

Next: Darkfire Wyvern
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Post  Occultdude17 2012-01-15, 02:27

Darkfire Wyvern
FIRE, Level 6, Dragon/Fusion/Effect
ATK/2100, DEF/1700

"Darkfire Dragon" + "Darkfire Soldier #1"

If you Fusion Summon this card with the above Fusion-Material monsters, this card gains the following effect:
- This card gains 300 ATK, does Piercing and cannot be destroyed by an effect that targets. When this card destroys a non-FIRE monster in battle, each player draws 1 card.

Note that "Darkfire Dragon", "Darkfire Soldier #1" and "Darkfire Soldier #2" are all pre-existing cards from way back.

Next Cards: "Darkfire Assault", "Darkfire Synchron" and "Darkfire Tuning".
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Post  just_a_null 2012-01-15, 02:32

Darkfire Synchron
Level 3 Effect/Tuner Monster
FIRE Fiend

When this card is Summoned, select either "Firegrass" or "Darkfire Soldier #1". This card's original name becomes the name selected. If this card is sent to the graveyard for the Fusion Summon of a "Darkfire" monster, then one time when that monster would be removed from the field, it is not. If this monster is sent to the graveyard for the Synchro Summon of a "Darkfire" monster, then one time when that monster would deal battle damage to the opponent, it deals that much damage in effect damage as well.

Next card: Lingering Darkfire
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Post  C/a/boose 2012-01-15, 02:41

just_a_null wrote:Darkfire Synchron
Level 3 Effect/Tuner Monster
FIRE Fiend

When this card is Summoned, select either "Firegrass" or "Darkfire Soldier #1". This card's original name becomes the name selected. If this card is sent to the graveyard for the Fusion Summon of a "Darkfire" monster, then one time when that monster would be removed from the field, it is not. If this monster is sent to the graveyard for the Synchro Summon of a "Darkfire" monster, then one time when that monster would deal battle damage to the opponent, it deals that much damage in effect damage as well.

Next card: Lingering Darkfire

Lingering Darkfire
Continuous/Spell

"Each time a "Darkfire" monster you control is sent to the graveyard place 1 Flare counter on this card. During your main phase you can send this card to the graveyard and return "Darkfire" monsters from your graveyard to the deck equal to the number of Flare counters on this card."

Next Card: Darkfire Assault
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Post  RareHunter 2012-01-15, 03:11

Darkfire Assault
Trap/Normal
Tribute 1 Fusion Monster. Special Summon 1 "/Assault Mode" monster whose name includes the Tributed monster's name from your Hand or your Deck in Attack Position.

Next card: "Blackwing Hunter", "Mist Valley Hunter", "Genex Ally Hunter"

*) Hunter Archtype is awsome.. A new card game. - Page 2 Kisss
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Post  Occultdude17 2012-01-15, 03:15

just_a_null wrote:Darkfire Synchron
Level 3 Effect/Tuner Monster
FIRE Fiend

When this card is Summoned, select either "Firegrass" or "Darkfire Soldier #1". This card's original name becomes the name selected. If this card is sent to the graveyard for the Fusion Summon of a "Darkfire" monster, then one time when that monster would be removed from the field, it is not. If this monster is sent to the graveyard for the Synchro Summon of a "Darkfire" monster, then one time when that monster would deal battle damage to the opponent, it deals that much damage in effect damage as well.

Next card: Lingering Darkfire

We'll add "Petit Dragon" to its effect, as it's one of the Materials for "Darkfire Dragon".

Darkfire Assault
Trap, Normal
-
Send 1 "/Assault Mode" monster with "Darkfire" in its name from your Deck to the Graveyard. Inflict damage equal to its ATK. If this card's activation or effect is negated, Special Summon 1 "Darkfire Soldier #1" and 1 "Darkfire Soldier #2" from your Deck in Attack Position.

Darkfire Tuning
Spell, Quick-Play
-
This turn, if you Synchro Summon a "Darkfire" monster using "Darkfire Synchron", you can use FIRE monsters from your Deck as Synchro Materials.

Next Card: Darkfire Giant
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Post  628426 2012-01-15, 07:16

Meklord Hunter
Trap Card
Select one "Meklord" monster in your deck, special summon one "Meklord Token" (Meklord Token/Dark/*/?/?/This token has the same ATK, DEF, and effect as the selected "Meklord" monster that was selected with "Meklord Hunter"). After effect is resolved, either send this card to the grave, or pay 500 LP to send this to your deck.

Next - EDIT: Go the post before me, sounds cooler.
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Post  Roxzen 2012-01-15, 07:48

Darkfire Giant
*****
FIRE
Rock/Effect

If a "Darkfire" Monster is destroyed by battle or by card effect, Special Summon this card from your hand. If a "Darkfire" monster you control would be destroyed by battle or by a card effect, you can remove from play 1 "Darkfire" monster in your Graveyard instead.

2100/1000

Next: Solemn Regulations
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Post  Bendyness 2012-01-15, 08:01

Solemn Regulations

Continuous Trap card

You can pay 4000 life points to negate the activation of a spell card, trap card or the summoning of a monster and destroy the Spell card, Trap card or Summoned monster.

Next: Cloudian Hurricane
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Post  628426 2012-01-15, 09:24

Cloudian Hurricane
Water
****
Fairy/Effect
This card cannot be destroyed by battle. If this card is in face-up defence position, destroy it. When this card is summoned, place one hurricane-counter on every Fairy monster on the field. Once during either players turn, you can remove one counter to either stop this card from being destroyed, or destroy one card on the field.
1200/5

Next - Cloudian Formation
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Post  RareHunter 2012-01-15, 09:31

Barricade wrote:Im liking the Hunter Archtype, Anti everything

So am I.. I got that idea from G.B. Hunter and Chaos Hunter Very Happy

just_a_null wrote:Stop Making Hunter Monsters Its Seriously Getting Really Overdone
Monster Card
Level 12 EARTH Fairy
Infinity/Infinity

This card may not be normal summoned or set. This card may not be special summoned except via its effect. When your opponent plays the effect of any monster with "Hunter" in its name, except "Stop Making Hunter Monsters Its Seriously Getting Really Overdone", you may special summon this card from your hand, deck, graveyard, or banished area. The summon of this card may not be negated. This card's effects or activation thereof may not be negated, prevented, or responded to by any effect. This card may attack your opponent directly. While this card is on the field, the effects of all cards your opponent owns are negated. You may not lose the game while this card is on the field. If you summon this card and your opponent controls a monster of the same name, then they immediately win the duel, ignoring this card's effect. When this card is summoned and it is the opponent's turn, end their turn.
This card cannot be use in a duel
Fix in bold text

Occultdude17 wrote:Darkfire Assault
Trap, Normal
-
Send 1 "/Assault Mode" monster with "Darkfire" in its name from your Deck to the Graveyard. Inflict damage equal to its ATK. If this card's activation or effect is negated, Special Summon 1 "Darkfire Soldier #1" and 1 "Darkfire Soldier #2" from your Deck in Attack Position.

I already post mine, u ninja'd by me

628426 wrote:Next - Cloudian Formation"
Cloudian Formation
Spell/Continuous
When a face-up "Cloudian" monster(s) you control is destroyed, put 1 Fog Counter on this card for each of those monsters. When you Normal or Special Summon a monster during your Main Phase, you can send this card with 2 or more Fog Counters to the Graveyard to add up to 2 cards with the same name as that monster from your Deck or Graveyard to your hand.

Next card: Cloudian Impentrable


Last edited by RareHunter on 2012-01-15, 10:07; edited 1 time in total
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Post  Boot camp 2012-01-15, 09:43

Cloudian impenetrable
Level 3 wind
900atk 300def
This card cannot be destroyed by battle. When this card leaves the field, you can add 1 "cloudian" monster from the deck to your hand.

Next card: kangtuji
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Post  BlackShadowX 2012-01-15, 10:39

Kangtugi
****
Earth
Warrior/effect

When this card is targeted by an opponents spell, trap or monster effect u can change the target to another monster you control.

1800/1200

Next card D.D dragon
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Post  Barricade 2012-01-15, 11:03

RareHunter wrote:
Barricade wrote:Im liking the Hunter Archtype, Anti everything

So am I.. I got that idea from G.B. Hunter and Chaos Hunter Very Happy

i liked the fact that it Hunters lived on for almost a whole page, its a nice Punch your archtype in the face, archtype.

D.D Dragon
*****
Dark/Dragon/Effect
2450/1700
Once Per Turn, If there are more than 5 cards in either players banished zone, this card can be special summoned from the grave or banished zone. You may activate this effect during the battle phase. You may not activate this effect if another D.D Dragon is on the field.

(I think its kinda balanced, if you have a necroface you pretty much get this card out. Maybe i should make it 6. If one ran 3 of these it could be a little broken.
Edited in Once per turn and 1 Dragon at a time.)

Next: Evolution Of War, Battlefield, The Call Of Duty.
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Post  OverlordMMM 2012-01-15, 13:00

@ 628426: You need to look at previous cards when there seems to be an archetype so you know what is being done with it. Also, you need to start looking at the last posts that are made. Meklord Hunter, for instance, was done at the beginning of this page when there were other cards to be made.

Anyway, since these were skipped (If you like the Hunters, open up the spoiler):
Spoiler:

Evolution Of War
Equip Spell
Effect wrote:Equip this only onto a Warrior type monster. If the equipped monster battles with a monster with a higher attack than it, destroy that monster after damage calculation. If the equipped monster would be destroyed, return this card to your hand instead.

Battlefield
Field Spell
Effect wrote:When a Warrior type monster battles, increase the ATK of it by half the original ATK of the monster it is battling.

The Call Of Duty
Normal Spell
Effect wrote:Target one Warrior type monster on the field and search your deck for an Equip Spell. Then equip it to the targeted monster. This turn, only the targeted monster can attack.

Next cards: "Dog-Tags", "Modern Day Warrior"
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Post  Hotter than Laval 2012-01-15, 13:30

Dog Tags
Equip Spell
"Equip this card to a warrior type monster you control. When that face-up up card is removed from the field while equipped to this card, special summon a level 4 or lower warrior type monster from your deck. That card gains 500 attack."

Modern Day Warrior
Monster: Warrior/Effect
lvl 4; 1900 atk, 1500 def.
"This card cannot be destroyed by battle except by another warrior type monster. When this card declares an attack, while eqipped with a "Modern Weapon" equip spell, destroy the attack target immediately without applying damage calculation."

Next cards: Modern Weapon: AK-47, (let's move away from COD) "Templar Knight,"Assassin's Hideout."
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Post  628426 2012-01-15, 17:17

OverlordMMM wrote:@ 628426: You need to look at previous cards when there seems to be an archetype so you know what is being done with it. Also, you need to start looking at the last posts that are made. Meklord Hunter, for instance, was done at the beginning of this page when there were other cards to be made.
Sorry, for some reason it the only post it showed at the tome was the one stating that meklord hunter was next, also with the archetypes, I do look at them, but I also look at the official cards of the archetype as well so to try and come up with an effect that compliments both.

Weapon: AK-47
Equip Spell
This card can only be equipped to "Modern Day Warrior", increase the targets ATK by 800 during your battle phase only.

Templar Knight, Assassin's Hideout
Trap Card
Activate when an "Assassin" monster would be destroyed, remove them from play instead and special summon on your second standby phase after activation.

Next - Assassin King
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Post  C/a/boose 2012-01-15, 17:45

OverlordMMM wrote:
Next - Assassin King

Assassin King
Lvl 8 Wind/Warrior
2700 atk/ 1700 Def

"This card cannot be normal summon or set. This card must first be special summoned by tributing 3 "Assassin" monsters on your side of the field. Once per turn you can special summon one of your banished "Assassin" monsters to your side of the field in face up attack position or face down defense position. When the effect of a spell/trap/or monster would destroy "Assassin" monster(s) you control, you can tribute this card and remove the monsters from play instead. Special summon those monsters during your next standby phase."


Next Card: Assassin Brotherhood
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Post  BlackShadowX 2012-01-15, 18:15

Assassin brotherhood
Spell card

If you have an "Assassin" monster on field special summon all banished "Assassin" monsters with the same name. you cannot declare an attack this turn.

Next card Assassin Prince
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Post  C/a/boose 2012-01-15, 18:19

BlackShadowX wrote:Assassin brotherhood
Spell card

If you have an "Assassin" monster on field special summon all banished "Assassin" monsters with the same name. you cannot declare an attack this turn.

Next card Assassin Prince

Assassin Prince
lvl 4 Wind/Warrior
1600 atk/1000 Def

"You can banish this card and one other monster you control to special summon one "Assassin King" from your hand or deck, ignoring its summoning conditions."

Next Card: Assassin's Playground
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Post  Occultdude17 2012-01-15, 18:22

I can see that I'm not going to keep up with the "Assassin" archetype, as I keep getting ninja'd (pun intended). I'd just like to point out that the old-school card "Ansatsu" literally means "assassin" in Japanese, so any "Assassin" cards need to support that as well.
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Post  C/a/boose 2012-01-15, 18:33

Occultdude17 wrote:I can see that I'm not going to keep up with the "Assassin" archetype, as I keep getting ninja'd (pun intended). I'd just like to point out that the old-school card "Ansatsu" literally means "assassin" in Japanese, so any "Assassin" cards need to support that as well.

Sad you can make the Assassin's Playground card if you want.

doesn't look like many people are posting right now.
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Post  628426 2012-01-15, 18:43

@Occultdude17 - something like this?

Assassin's Playground
Field Spell
This card is destroyed when Ansatsu is not on the field. Every time an "Assassin" monster is summoned, place one spell-counter on this card, Increase the ATK of every "Assassin" monster on the field by 300 for every counter on this card.

Next - (for the fun, ccultdude17, you should do this one) Anstsu's Release
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Post  RareHunter 2012-01-15, 20:42

Ansatsu's Release
Spell/Field
When an "Assasin" monster(s) is Normal or Special Summoned, except by the effect of "Ansatsu's Release": Halve its ATK, also you Special Summon 1 "Ansatsu Token" (Warrior-Type/DARK/Level 4/ATK 1700/DEF 1400) to its controller's opponent's side of the field, in Attack Position. You can target 1 monster in your Graveyard with ATK equal to the total ATK of all face-up Warrior-Type monsters on the field; destroy this card and all face-up Warrior-Type monsters, then Special Summon that target.

Next card: Photon Dragonfly Ansatsu
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Post  Occultdude17 2012-01-15, 20:44

Sorry, I didn't mean to make an issue of it. You guys were doing great. What I meant to say was that anything referring to "Assassin" cards needed the "or 'Ansatsu'" added on so the Japanese naming works, kind of like they used to do with "'Amazoness' or 'Amazon Archer''" before they changed Archer's name.
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Post  628426 2012-01-17, 00:56

Ah, well Ansatsu needed something anyway I think.

Photon Dragonfly Ansatsu
Spell Card
Tribute 2 "Assassins" or "Ansatsu", special summon one "Assassin Dragonfly" from your hand, deck or graveyard. and equip this card to it. If this card is destroyed, destroy the equipped monster. When this card is destroyed, draw 2 cards.

Next - Assassins Greed
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Post  C/a/boose 2012-01-17, 01:05

628426 wrote:Ah, well Ansatsu needed something anyway I think.

Photon Dragonfly Ansatsu
Spell Card
Tribute 2 "Assassins" or "Ansatsu", special summon one "Assassin Dragonfly" from your hand, deck or graveyard. and equip this card to it. If this card is destroyed, destroy the equipped monster. When this card is destroyed, draw 2 cards.

Next - Assassins Greed

Assassin's Greed
Normal Spell

"Banish two "Assasin" monsters from your graveyard, then draw 2 cards. During your next standby phase special summon one of your banished "Assassin" monsters or "Ansatsu"

Next Card: Assassin's Trap
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Post  Roxzen 2012-01-17, 03:48

Assassin's Trap
Trap

Activate by discarding a card when a monster is Summoned. Send the monster to the Graveyard, and activate one of the following effect:
-Special Summon 1 "Assassin" Monster from your hand or Graveyard equal to the level of the sent monster.
-Special Summon "Ansastsu" from your Deck or Graveyard. Draw 1 card.

Next: Poisonous Daggers
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Post  RareHunter 2012-01-17, 08:55

Poisonous Daggers
Spell/Equip
Pay 700 Life Points. Select 1 monster from your Graveyard. Special Summon it in face-up Attack Position, and equip it with this card. The controller of the equipped monster takes 500 points of damage during each of their End Phases.

Next card: Cyber Twin Magician
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Post  628426 2012-01-17, 12:09

Cyber Twin Magician
Light
********
Spellcaster/Fusion/Effect
"Dark Magician" + "Cyber Twin Dragon"
This card gains 500 ATK and DEF for every card in your banished zone. Once per turn, you can banish one card from your graveyard to special summon one lv 5 - 7 monster from your deck.
2000/1500

Next - Magicians Magnet
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Post  Occultdude17 2012-01-17, 19:49

Magician's Magnet
EARTH, Level 3, Spellcaster/De-Fusion
ATK/1300, DEF/1200

This card + 1 "Magnet Warrior" monster = "Dark Magician" or "Dark Magician of Chaos"

You can store "Dark Magician" and/or "Dark Magician of Chaos" in the Extra Deck. Those monsters are treated as Fusion monsters and can be Fusion Summoned according to the above Material list. If you have "Dark Magician" or "Dark Magician of Chaos" on the field, you can target it with "De-Fusion" to Special Summon this card and 1 "Magnet Warrior" monster from your hand, Deck or Graveyard (this is treated as the effect of "De-Fusion"). When this card is Special Summoned by "De-Fusion": draw 1 card.

Next Card: Magician's Synchron
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Post  RareHunter 2012-01-17, 20:21

Magician's Synchron
DARK/Lv5/Synhro/Spellcaster/Tuner
1900 ATK/1000 DEF
You can discard 1 card to Special Summon this card from your hand. When this card is Summoned, you can Special Summon 1 Level 2 or lower Spellcaster-Type monster from your Graveyard in face-up Defense Position. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Spellcaster-Type Synchro monster.

Next card: Assasin's Cursed
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Post  628426 2012-01-18, 07:19

Assasin's Cursed
Trap Card
If there are 2 ore more "Assassins" or "Ansatsu" on your opponents side of the field when they summons an "Assasin" monster, activate this card. Decrease the ATK and DEF all monsters on your opponents side of the field with "Assassin" or "Ansatsu" in it's name by 500 x the number of "Assassin" and "Ansatsu" on the field.

Next: Assassin Renumeration
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