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Disjunction Of Army

Normal Trap

This card can only be activated when your opponent declares a direct attack. Select 1 Level 4 or lower monster whose name includes Six Samurai from your deck and Special Summon it to your side of the field. The monster special summoned cannot be tributed nor attack, but is unaffected by the effects of Spell, Trap or Monster cards, and cannot be destroyed as a result of battle.

Next Card:

Mountain's Shadow
 
Mountain's Shadow
Spirit Monster (Rock / DARK / 3 Stars / ATK 1300 / DEF 0)
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card inflicts battle damage to your opponent's Life Points, remove one monster card from your opponent's Graveyard from play.


Next card: SPK, King of the Machines
 
SPK, King Of The Machines

Normal Monster
8 Star/Dark/Machine/0 ATK/200 DEF.

The King of machines, he appears to be much weaker than normal when first seen. Betrayed and sent into exile by the Machine King, he waits for his calling...only one unknown force can unleash his inner power. All shall fear him when it has found its own strength, and his fury will have no limit.

Next card:

SPK's Wrath!

*edit: I don't know how wise it was of me to post a card about myself :p*
 
SPK's Wrath!

Normal Spell Card

You can only activate this card when there is a face up SPK, King of the Machines on your side of the field. Remove from play any number of machine type monsters from your graveyard. Increase the atk of SPK, King of the Machines by 500 points for each machine type monster removed from play from your graveyard. Everytime SPK, King of the Machines would be destroyed, return five machine type monsters from your removed from play pile to your graveyard to prevent SPK, King of the Machines from being destroyed.

Next Card: Demolishing blow
 
edit:eek:ops sorry!
demolishing blow
normal trap card
destroy target attacking creature and deal 1000 points of damage to that monster's controller.

next card: dread emporer geared[it should be a monster]

i still got my old touch!
 
dread emporer geared
Effect Monster (Fiend/DARK/8 Stars/ATK:2800/ATK:1950)
This card cannot be Special Summon from the Graveyard. If you use two Fiend-type monsters to Tribute Summon this monster, destroy all cards on your opponent's side of the field.

Next card: Heroic Rescue
 
heroic rescue
trap card
this card can only be activated if one of your monsters is being chosen as an attack target. choose another monster with elemental hero in its name and change the target of the attack to that card.

next cards: vehicroid master fusion and super vehicroid all purpose master.[both are seperate cards!]
 
vehicroid master fusion and super vehicroid all purpose master.

Normal Spell Card
Remove from play from your side of the field fusion material monsters listed on a "Roid" fusion monster. Special summon that monster to your side of the field and is destroyed at the end of the turn it is summoned in this way. For the turn that the fusion monster is summoned in this way, that monster is not affected by any spell, trap and monster card effects.

Next Card: Fissure of Phantoms
 
I thought you are not supposed to ask for two cards in one post... but since Shadowbenny didn't give any Next Cards (well now he does):

Vehicroid Master Fusion
Ritual Spell Card
This card is used to Ritual Summon "Super Vehicroid All Purpose Master". You must also Tribute monsters whose total Levels equal 6 or more from the field or your hand. If you control a Machine-type "roid" monster on the field, you can Tribute Machine-type "roid" monsters from you deck instead.

Super Vehicroid All Purpose Master
WIND/Machine/Ritual/6/2100/3200
This card can only be Ritual Summoned by the effect of "Vehicroid Master Fusion". When this card is successful Special Summoned, select 1 "Vehicroid Connection Zone" in your hand or deck and add it to your hand. When Fusion Summoning a "Vehicroid" monster, you can substitute this face-up card on the field for up to 2 Fusion Material Monsters. (You cannot substitue for 2 if the Fusion Monster only requires 2 Fusion Material Monsters) When you do this, the other Fusion Material Monster(s) must be the correct one(s).

Fissure of Phantoms
Continuous Trap card
Remove a number of Fiend-type monsters in your graveyard from play. Place 1 counter on this card for each card removed. Destroy this card if there is no counter on it. Once per turn, you can pay the appropriate cost and activate one of the following effects:
- Remove 1 Counter from this card to remove up to 3 cards in either player's graveyard from play.
- Remove 2 Counters from this card to Special Summon a "Phantom Break Token" (DARK/Fiend/2/200/200) to your side of the field. A "Phantom Break Token" cannot be Tributed for 2 turns after it is Special Summoned.
- Remove 3 Counters from this card. Discard 1 random card in your opponent's hand to the graveyard.
- Remove 4 Counters from this card. Select and destroy 1 card on the field.

Next Card: Fake Pot

(Edit: bolded the name of the cards)
 
Fake Pot
Normal Trap
You can only activate this when your opponent activates "Pot of Greed." Pay 500 life points. The cards drawn from the effect of "Pot of Greed" are sent to your opponent's graveyard.

Next card: Fake Spell
 
Fake Pot
Normal Trap
You can only activate this card if your opponent activates a Spell card with "Pot" in its card name. Negate the activation of the card and destroy it. Then, your opponent discards their hand to the graveyard.

Next card: Rapid Gem Mine
 
Fake Spell
Quickplay Spell Card
When your opponent uses a Spell, Trap, or Effect Monster Card to destroy your Spell Card(s), this card can be destroyed as a substitute for your Spell Card(s).

Next Card: Demolishing Blow
 
Rapid Gem Mine
Normal Spell Card
Discard all cards in your hand to the graveyard. Add Gem Beasts to your hand from your deck equal to the amount of cards discarded by this card's effect.

Next Card: Demolishing Blow
 
Demolishing Blow
Equip Spell
All monsters cards that are destroyed by the equiped monster are removed from play after Battle calculations. If this happens, increase your opponent's life points by 500 during your End Phase. When the equipped monster card is removed from the field, destroy this card.

Next card: Heaven's Shield
 
Heaven's Shield
Counter Trap
Activate only when your opponent declares an attack on a face-up or face-down Fairy-type monster you control. (Reveal the attacked monster if it is face-down.) Negate the attack and your opponent's turn now ends. Draw 1 card from your deck afterwards.

Next Card: Free Fall
 
Free Fall
Normal Trap
Decrease the ATK of your opponent's Winged Beast-type monster by 1000 during Damage calculations. (If the ATK reaches 0, destroy the monster.)

Next card: Alien Scout
 
Alien Scout
Effect Monster (EARTH/Reptile/3 Stars/ATK 1200/DEF 900)
When this card is sent from the field to the graveyard, you may Special Summon 1 "Alien" monster from your deck with 1500 DEF or less. If the Special Summoned monster's level is 5 or higher, destroy the monster during your next Standby phase.

Next card: The First Scar
 
The First Scar
Normal Trap
You can only activate this card when your opponent's Warrior-type monster attacks. After battle calculations, decrease the ATK of the monster by 500. That card cannot be attack, delcare an attack, be tributed or change battle positions until your 2nd draw phase. Return the selected monster's ATK to the original value during your 2nd Draw phase.

(Whew! I'd hate to see the text of that card.)

Next card: Ninjitsu Art of Multiplication
 
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