The Official Create-A-Card Thread.

Previous card
Normal Trap
Activate only when your opponent draw a card(s). Return those cards to the top of your opponent's deck in any order you wish. Select a number of cards in your opponent's graveyard equals to the number of the cards returned, and place the the selected cards on top of his/her deck. Your opponent then draws the same number of cards.

Next card: Morphing Armor
 
Morphing Armor
Normal Trap

After activation, this card is treated as an Equip card. For each card on your opponent's side of the field and hand, increase the DEF of 1 equipped monster by 500 points. If an opponent's monster declares a battle with the equipped monster, the equipped monster is turned to Defense position.

Next Card: Fractured Peace
 
Fractured Peace
Continuous Trap
Activate only in your opponent's turn. As long as this card is face-up, neither player can declare an attack. During the end of Main Phase 1, the turn player flip a coin. If tails, this card is destroyed, and switch all monsters on the field to face-up Attack position (Flip effects are not activated). In the turn this card is destroyed, the turn player has to attack with each of his/her monster.

Next card: Creation
 
Creation
Spell Card
Activate only when there is a face-up Creator on the field. Special Summon one "Clay Figure Token" (Rock-Type/EARTH/Level 3/ATK 2100/DEF 2100) to your side of the field.

Next Card: Asaphus (recommends effect based on A.S.A.P, other detail based on the prehistoric Trilobite ;) )
 
Asaphus
[Normal Trap]
This card can be activated the same turn it is set. Your opponent discards his entire hand and gains 2000 Life Ponts. This effect cannot be altered by another card effect.

Next Up: Huh?
 
Huh?
Continuous Spell
You must pay 1000 Life Points during each of your standby phases. If you do not, your opponent may choose to destroy this card. If your opponent chooses to do so, you take 700 Life Points in damage but your opponent may not attack during his or her next turn. As long as this card remains face up on the field, neither player may declare an attack with any monster that was not summonned after this card's activation. Monsters that have been summonned since this card's activation have their ATK increased by 500 and their DEF decreased by 700, unless their level is a prime number, in which case their ATK is increased by 1000 and their DEF is 0. Flip effects cannot be activated outside the Battle Phase.

Next Card: Shoot the Messenger!
 
Shoot the Messenger!
Effect Monster (Fairy / WIND / 4 Stars / ATK 1550 / DEF 1550)
Each time you or your opponent activates 1 Spell Card, put 1 Spell Counter on this card (max. 2). By removing 2 Spell Counters from this card, select 1 Spell Card from your Deck and add it to your hand. You cannot activate a card with the same name during the same turn. These effects can only be used while there is a face-up Spellcaster-Type monster on your side of the field.


Next card: Archfiend Cyberman
 
Archfiend Cyberman
[Effect / Fusion] [Dark / Fiend / 7 Stars / ATK 1700 / DEF 3000]
Cyber Archfiend + Etoile Cyber
This card may not be summonned except by Fusion Summon. If this card attacks your opponent's Life Points directly, increase the ATK of this card by 500 points for each card in your hand.

Next Card: Frequency
 
Frequency
Continuous Spell
Once per turn, place 1 F-counter on a "Wave-Motion" card. When the "send to graveyard" effect of a "Wave-Motion" card with F-counter(s) on it is activated, increase the Phase count by 1 for each F-counter on it.

Next card: Wave-Motion Amplifier
 
Wave-Motion Amplifier
Effect Monster (Thunder / LIGHT / 4 Star / ATK 1800 / DEF 300)
As long as this card is face-up on your side of the field, Spell and Trap cards with "Wave-Motion" in their card name cannot be destroyed or negated by card effects.


Next card: Wave-Motion Laser
 
Wave-Motion Laser
Continuous Spell
Send this card to the graveyard during your Main Phase. Select 1 face-up monster you control. The original ATK and DEF of the selected monster becomes the number of your Standby Phases that have passes after this card's activation times its original ATK and DEF. If the selected monster is a "Wave-Motion" monster, no Trap card can be activated until the end of this turn.

Next card: Wave-motion Storm
 
Wave-Motion Storm
Counter Trap
Activate this card only when a Spell or Trap card with "Wave-Motion" in its name is activated and there is a Thunder-Type monster on your side of the field. The ATK of any Thunder-Type monster, if it is greater than the number of "Wave-Motion" cards on your side of the field at this moment times seven hundred, is reduced to that number (if not, the ATK stays the same). For the remainder of this turn, non-Thunder-Type monsters may not attack. Thunder-Type monsters may attack all monsters on your opponent's side of the field and your opponent's Life Points directly once each.

Next Card: Enough of Wave-Motion! (Advised to be activated or summoned when there are a certain number of Wave-Motions on the field).
 
Enough of Wave-Motion!
Counter Trap
You can only activate this when your opponent has 3 cards that contains the words "Wave Motion" in its title. Pay 2000 life points. All your opponent's cards that contain the words "Wave Motion" are removed from play.

Next Card: Last Attack Order
 
Last Attack Order
Trap Card
Activate only during your Main Phase 1. Switch all monsters on your side of the field to face-up Attack Position (Flip Effects are not activated). Double the ATK of all monsters on your side of the field. All monsters on your side of the field must attack where possible. You cannot Normal Summon or Set any monsters for the rest of the Duel.



Next card: Mime Jester
 
Mime Jester
[Effect Monster] [Dark / Fiend / 2 Stars / ATK 710 / DEF 430]
When your opponent's monster declares an attack on a Fiend-Type monster on your side of the field, you may choose to make this card the target of the attack. If you do, this card's ATK and DEF are increased by the ATK and DEF of the original attack target for the remainder of the duel. This card may not attack on the next turn.

Next Card: Resurrection of Egypt
 
Resurrection of Egypt
Ritual Spell Card
This card is used to Ritual Summon "Elghast, King of the Mummies". You must also Tribute monsters whose total Levels equal 8 or more from the field or your hand.

...and of course...

Elghast, King of the Mummies
Ritual Effect Monster (Zombie / EARTH / 8 Stars / ATK ? / DEF ?)
The original ATK and DEF of this card become the number of Zombie-type monsters in your Graveyard x300. Once per turn, you can add 1 card from your Deck to your hand with the word "Mummy" in its card name instead of conducting your normal draw during your Draw Phase.


Next card: Guardian Mummy
 
Guardian Mummy
Dark
Zombie
Effect
6 stars
ATK: 2100
DEF: 2400
As long as there another Zombie card on your side of the field, this card cannot be destroyed by battle. By paying 1000 life points, you can redirect an opponents attack to this card. You can do this once per turn.

Next card: Sonic Wall
 
Sonic Wall
Continuous Trap
During each of your standby phases, call even or odd. Your opponent's monster card zones are treated as being numbered one through five, starting with one on the left and ending with five on the right. If you call even, your opponent may not attack with monsters in the even-numbered card zones next turn. If you call odd, your opponent may not attack from the odd-numbered card zones. If "Sonic Duck" is face up on your side of the field, it may not be attacked and your opponent may not attack your Life Points directly.

Next Card: Kolvars, Giant Frost Spider (In honor of the second boss of Chapter 2, NeoQuest(tm))
 
I don't know what that is, nor any special effects it may have to weave into the card. I'm just going on the name.


Kolvars, Giant Frost Spider
Effect Monster (Insect / WATER / 7 Stars / ATK 2850 / DEF 2400)
Select 1 Insect-Type monster on your side of the field and equip it to a monster on your opponent's side of the field as an Equip Card. Take control of the equipped monster, and that monster loses ATK and DEF equal to the ATK and DEF of the Equip Card. The equipped monster cannot be Tributed.



Next card: Vorse Avenger
 
Maruno: No worries, it certainly doesn't have any abilities that one could conceivably weave into YGO. I have just always loved that name. By the way, I really like what you've done with. Inspired by spider silk, no doubt?

Vorse Avenger
[Effect / Spirit] [Earth / Beast-Warrior / 5 Stars / ATK 2200 / DEF 1700]
This card cannot be special summoned. This card returns to its owner's hand during the End Phase of the turn that this card was normal summoned, flip summoned, or flipped face-up. When this monster inflicts battle damage to your opponent's Life Points, its ATK is increased by 500 only during damage calculation. When this monster attacks a face-up monster on your opponent's side of the field and destroys it in battle, you may see your opponent's hand. When this monster attacks a face-up monster on your opponent's side of the field, destroys it in battle, and does damage to your opponent's Life Points, you may choose to forfeit both effects and instead special summon any number of "Vorse Raider"s from your Graveyard to your side of the field in face-up attack position.

Next Card: Black Jack Dealer
 
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