Fantasy Card Review - Traps

Sphere of Annihilation
Trap
Normal
Text -
Negate the attack of 1 of your opponents Monsters and remove the Monster from play.
Yikes!!! I would think you would have to discard for that one. That's just to broke! :eek:
 
djp952 said:
Hmmm... I've often wanted something like this set face-down on my side of the field during the Standby Phase ...

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HEART OF THE CARDS
Normal Trap

Pay all but 1 of your Life Points to activate this card. Discard your entire hand to select 1 card from your Deck. The remainder of your Deck as well as all cards in your Graveyard are then removed from play. This card's activation and effect cannot be negated.
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For that all-too-often feeling of "if I only had <insert name> in my hand I could win this thing right now".

Wow. Very original But WoW! That's a very very HIGH cost. LoL.

I already know, if this card's effect were to be real, it would be banned regarless of the 6 month limit. LoL It would the be of "ALL" the greatest top decks if the card you needed was in your deck.

The best kinds of cards are the cards that influence your draw that YOU select.

Impressive effect, djp952. :D
 
i dont think it would be banned since it would take 1 turn to activate.

that 1 turn may possibly be your last.

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Devine Army
[counter trap]
When your opponent declares attacks you may special summon upto 5 monsters from your deck to the field, the monsters selected cannot be destroyed as a result of battle. During the end phase of the turn this card got activated send all cards out of play.

[combo = Dark Ruler Ha Des, Jinzo, Spell cancelor, Kycoo the Ghost Destroyer, Patrician of Darkness. during your turn activate Dimension Fusion to summon them all back.]

Mirage of Heaven
[continous]
During your opponents battle phase you can special summon upto 2 monsters from your out of play area to the field. During the end phase the special summoned monsters get return to out of play.
 
@ Mirage of Heaven: Nice effect, but too broken. If you S.Summon, say, 2 Spirit Reapers, or DDWL and DDA, there is no way your opponent will get any attacks through unless they have trample or something. Even restricted to one it would be crazy.

@ Devine Army: Semi-restricted (it kills your hand). Which monsters get "sent out of play"--just the ones you summoned, or all cards (ala CED-topdeck mode)? If the first effect it might be playable.
 
all cards on the field and hand.

everything gets removed. :)

the mirage only gets out of play monsters.

so its more like for DDWL and DDA aswell as monsters like D.D. Scoutplane and such that like to get removed and return and so forth.

it really opens the idea of using Out of play. :)
 
Potent Potables
[Trap]
Your opponent has to guess (Spell, Trap, Monster) what is your next card on top of the deck. If they guess it right then you will take 2000 lifepoints. If they guess it wrong then your opponent takes 2000 lifepoints. The card is that is guessed goes to the graveyard.
 
solomn wrath (picture an old guy shooting lightning at Cannon Soldier)
[counter trap]
discard one card from your hand to negate the activaton of one spell or trap card and destroy it.

divine judgement (picture lighting hitting an old guy and shocking him)
[counter trap]
pay 1000 life ponts to negate the effect of 1 effect monster and detsoy it, or pay 2000 life points to negate the soummon of 1 monster card and destroy it.

solomn judgement and Divine Wrath swap words

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Copyright Protection Act 1
Continuous Trap
As long as this card remains face-up on your side of the field, your opponent cannot destroy a face-up card that includes "WACME" in its card name or is named "Toon World" on your side of the field.

Copyright Protection Act 2
Trap Card
Negate the activation and effect of 1 Spell Card or Trap Card that specifically designates 1 Toon monster on your side of the field as a target and destroy that Spell Card or Trap Card. You can then destroy 1 face-up monster on your opponent's side of the field with an ATK lower than the ATK of 1 of your Toon monsters on your side of the field.

WACME Fake Doll
Continuous Trap
If 1 of your Toon monsters is destroyed or removed from the field, you can discard 2 cards from your hand to immediately Special Summon that Toon monster to your side of the field.

WACME Itching Powder
Trap Card
You can only activate this card when "Toon World" is face-up on your side of the field. Decrease the ATK and DEF of 1 opponent's monster by half during the turn this card is activated.

WACME Mirror
Counter Trap
Negate the attack of 1 opponent's monster attacking 1 of your Toon monsters and destroy the attacking monster.

WACME Opposite Swirling Vortex
Trap Card
You can only activate this card when "Toon World" is face-up on your side of the field. Special Summon as many of your Toon monsters as possible that have been removed from play on your side of the field.
 
Thunder support:

Watt Meter
(Trap Card)
You can only activate this card during your draw phase. Do not draw a card for your draw phase and instead draw cards from your deck equal to the number of thunder type monsters on the field. You cannot draw any other cards during the turn you activate this card.

Electric Counter-Strike
(Counter Trap)
You can only activate this card when your opponent attacks a thunder type monster. Destroy the attacking monster and end your opponents turn.
 
The Chosen Guardian
Normal Trap
You can only activate this card when you have a "Guardian" Equip Spell card (I am just too lazy to type out the whole list) on your side of the field. Select and special Summon the corresponding Guardian monster (again, I am lazy) from your deck, hand, or graveyard. That monster cannot attack nor be tributed in this turn.

Call of the Arsenal Summoner
Continuous Trap
If "Arsenal Summoner" is not face-up on the field, destroy this card. You can use this effect once per turn. Select and special Summon 1 real "Guardian" monster (lazy:D) from your hand. Ignore the summon condition on the real "Guardian" monster. That monster cannot attack in this turn.

United Guardian
Counter Trap
Negate an effect of a card that target a real "Guardian" monster, or is named "Arsenal Summoner" and destroy it. After that, you may special summon a real "Guardian" monster from your hand or graveyard. Ignore the summon condition of the "Guardian" monster.

Guard of the Guardian
Continuous Trap
Select a real "Guardian" monster on your side of the field. As long as this card remains face-up on the field, the selected monster is unaffected by any card effect, except this card, and is not destroyed as a result of battle. The battle damage that the selected monster does to your opponent is halved.
 
Time Roulette
Trap Card
You can only activate this card when an opponent's monster attacks 1 of your monsters. Negate the attack and flip 1 coin once and call Heads or Tails. If you call it correctly, remove the opponent's attacking monster from play. If you call it incorrectly, remove your defending monster from play.

Indigo Katana
Trap Card
You can only activate this card when there is a Warrior-Type monster on your side of the field. Select 1 Spell Card or Trap Card on the field and remove it from play.

Gozoth Surprise the Archfiend
Continuous Trap
Offer 1 monster on your side of the field as a Tribute. After this card is activated, it becomes a Monster Card (Fiend-Type/DARK/6 Stars/ATK 2500/DEF 1500) and is Special Summoned to your Monster Card Zone in face-up Attack position. This card is still treated as a Trap Card.

Unreal Tournament
Trap Card
You can only activate this card during your opponent's Main Phase 1. After this card is activated, for the rest of the turn neither player can activate any Spell or Trap Cards or Normal Summon or Set any monsters. Destroy all monsters on the field. Both you and your opponent select 5 monsters from your hand, your Deck or your Graveyard and Special Summon them in either face-up Attack position or face-down Defence position. Negate any effects of these monsters until the end of this turn. During the End Phase of this turn, the player with more monsters on their side of the field gains 5000 Life Points.

Die With Me Now
Trap Card
You can only activate this card during either player's Damage Step when 1 of your monsters is destroyed as a result of battle. Destroy the monster that destroyed your monster. Your opponent then selects and discards 1 card from his/her hand.


((Underlined bits are added.))
 
Maruno said:
Die With Me Now
Trap Card
You can only activate this card when 1 of your monsters is destroyed as a result of battle. Destroy the monster that destroyed your monster.
Isn't that covered by "Michizure"?
 
OKShadow said:
Isn't that covered by "Michizure"?
Nope. "Die With Me Now" destroys the monster that destroyed yours. Michizure destroys any 1 monster on the field (possibly even your own). Plus Michizure activates when your monster is sent from the field to your Graveyard, not necessarily when it's destroyed as a result of battle.

True, Michizure is a better card, but I was running low on imagination when I wrote that. Maybe I'll pop in a hand disruption effect too.
 
Michizure won't kill a monster that died via battle, because Michizure cannot be activated during the Damage Step

so sorry, ;)

maruno - add that this card can be activated during the Damage Step of either player's turn for clarity. :)

-chaosruler
 
@ Maruno-

Cool traps. I love GS the archfiend and Unreal tournanment. GS for the fact that its an archfiend monster with good stats that gets special summon and is trap card. I would have a field day with Unreal Tournanment. I mean swarming and the chance to gain LP? That just screams STAPLE in an archfiend deck. That deck type really needs a card like this to get each archfiend on the field as soon as possible.

And if we were using the archfiend I made, oh, I know just what five archfiends I would summon with this.

You should probably put a limit on this of one. I mean, monsters can be special summon from anywhere othe than RFP pile. Think of some of strongest monsters (by effect) right now that would benefit from that and are hard to put on the field: The Creator, DM of Chaos, Sacred Phoenix, Envoys (if they summoned properly first),

A person could get out a annoying lock to break like Jinzo+Spell Canceller+ Patrician of Darkness+ Ha Des+End of Anubis(stop graveyard effects) or Kycoo (to stop Envoys from showing up) or Spirit Reaper (when they hit something over 2400) or another variant fifth choice. Sure Tribe can take care of that but would you discard that many cards?

Also, what happens when before players end up with an equal amount of monsters?

Since the card prevents players from playing any other spells/traps, they simply play everything else first then this. Maybe put in a Cold Wave-like restriction which will force them to play it at the very beginining of Main Phase 1 before they can play anything else.
 
How's that, then? Negate any and all effects, so it's a full-out battle of strength alone. We all know that most monsters with good effects are weaker than a Blue-Eyes White Dragon (or another strong monster). Plus it's activated during your opponent's Main Phase, so you can chain it to one of their cards. Since there's a Cold Wave effect included, their card will still go through.

As for "Die With Me Now", I think the added bit is unnecessary, since it activates when your monster is destroyed in battle, implying the Damage Step anyway. But I put it in.
 
I know this wont be actualy, but I can dream cant I?

Chains of the Forbidden One
Trap Card
"When your opponent declares a win by Exodia, pay half of your Life Points, Remove all peices of Exodia from play, and negate the win."
 
Warring Nations Booster set. This set was model after the units/COs/and other aspects of Advance Wars 2. These are the Traps of the set. I'll leave the limiting to you guys.

WRN-EN022
Samurai Spirit
Normal Trap
Effect: Discard 1 Monster Card. This card can only be activated during your opponent's turn. When your opponent' attacks your monsters, double the ATK and DEF of all monsters on your side of the field for the damage step only.

WRN-EN024
Barbaric Blow
Normal Trap
Effect: Pay 500 Life Points. When your monsters are attack or are attacked, roll a six-sided die. If the result is 1,2, or 3 destroy the monster before damage calculation is applied.

WRN-EN025
Black Storm
Normal Trap
Effect: Pay 800 Life Points. This card can only be activated during your opponent's turn. For each monster on the field, decrease the ATK and DEF of opponents monsters by 100 points and add them to your monster's ATK and DEF.
Rare/Ultimate Rare

WRN-EN026
Meteor Strike
Normal Trap
Effect: This card can only be activated during your opponent's turn. Choose 3 adjacent monster slots on both sides of the field. Destroy all monsters in those slots. Deal damage to both players equal to the combine ATK of each players monsters on their respective side of the field.

WRN-EN028
Prime Tactics
Normal Trap
Effect: If there is a field card face-up on the field, increase the ATK and DEF by 500 points until the end of your opponent's next turn.

WRN-EN050
Armistice
Normal Trap
Effect: Flip all face-up monsters face down. Set monsters cannot be flipped up other than through battle or the effect of a monster, spell, or trap card. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field.
Rare/Ultimate Rare

WRN-EN055
Death Ray
Normal Trap
Effect: Pay 3000 Life points. In 7 turns (including your opponent's) the player with the highest life points wins the match.

WRN-EN057
Alliance against the Dark
Continuous Trap
Effect: When there is a face-up DARK monster card either player's side of the field, control of non-DARK monsters is switch to the other player. If both Players control a DARK monster, destroy all face-up DARK monsters. This card's effect cannot be negated by any other card.
 
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