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Create-A-Card Thread


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#1 Guest_Imadjinn_* Guests XCB

Guest_Imadjinn_*

Posted 23 October 2005 - 06:11 AM

The rules are really simple. One person posts around three cards, then makes up the name of three new cards for the next poster to create. It doesn't HAVE to be three, but it's a good amount.

For example, pretend that the poster before me had made up a card, then afterwards said:

NC: Infrared Beam


Now I would need to create a card called "Infrared Beam". So I will.

Infrared Beam
Normal Spell Card
Discard 1 card. Then send up to 3 monsters on the top of your Deck to the Graveyard.

That's just an example, remember. To start us off, we'll go with 1 card. But 3 is recommended.

So..

NC: Doom

Edited by DarkBlaze557, 06 April 2011 - 12:04 PM.
Edited in rules for new members

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#2 demonmana Oldies Newish 70 posts 0.00 XCB

demonmana

Posted 23 October 2005 - 07:20 AM

Doom
Dark/Warrior
monster/effect
LV:7
Atk:3000
Def:2000

Effect: when this card comes to the field destoy all fiends in on the field.
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#3 J3tricson Ancient One Sir Post-a-lot 364 posts 0.00 XCB

J3tricson
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Posted 23 October 2005 - 07:25 AM

Revival of Spirit

Normal Trap

Effect: This card can only be activated if you have 0 cards in your hand. Pay 1000 LP to select up to 5 cards from your graveyard and shuffle them back to your deck.



NC: Arrested Momentum
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#4 demonmana Oldies Newish 70 posts 0.00 XCB

demonmana

Posted 23 October 2005 - 07:32 AM

Twilights Angel
Light/Fairy
Monster/Effect
LV:10
atk:3500
def:3000

effect: when this card is sent from the field to the graveyard special summon it and another fairy that have been sent to the graveyard to the field at the endphase when "Twilight Angel" was sent to the graveyard.
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#5 Guest_Imadjinn_* Guests XCB

Guest_Imadjinn_*

Posted 23 October 2005 - 08:34 AM

Demonmana, why must you show how stupid you are?

Arrested Momentum
Continuous Spell Card
Discard 1 card from your Hand and choose 1 face-up monster on the opponent's side of the Field. The chosen monster cannot attack or have it's position changed (manually or by a card effect).

NC: Canine Golem
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#6 Guest_Archfiend Fear_* Guests XCB

Guest_Archfiend Fear_*

Posted 23 October 2005 - 08:45 AM

<---- Fifth Post Hooray :( ---->

Canine Golem
***
Machine/Earth/Effect
1300/1000
Whenever this card inflicts battle damage to your opponent's lifepoints, you may designate one monster on your side of the field (excluding this card) and increase it's attack by 700 points. This effect lasts until either the designated card or this card is destroyed.

N/C: Leash of the Golem
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#7 Guest_Neophatic_* Guests XCB

Guest_Neophatic_*

Posted 23 October 2005 - 03:32 PM

Leash of the Golem
Equip Spell
Select 1 face-up "Lava Golem" and take control of it. The selected Monster is equipped with this card, and as long as it is equipped with this card, the controller of the equipped "Lava Golem" does not take damage from "Lava Golem"'s effect. Pay 400 Life Points during each of your Standby Phases. If you do not, destroy this card.

N/C: Des Harpie Lady
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#8 Guest_Imadjinn_* Guests XCB

Guest_Imadjinn_*

Posted 23 October 2005 - 05:26 PM

Des Harpie Lady
Wind|4|Zombie|Effect|1300|0
You can Special Summon this card by removing 1 Harpie Lady from your Graveyard from play. If you do, increase this card's ATK by 300. When this card does Battle Damage to the opponent's Life Points as a result of attacking an opponent's monster, do 500 damage to the opponent's Life Points.

NC: Nine Tailed Fox
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#9 Omlette Ancient One XC's Official Smiley Face 3200 posts 0.00 XCB

Omlette
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Posted 23 October 2005 - 05:33 PM

Nine-Tailed Fox
Fire|5|Pyro|Effect|2000|1500
This card cannot be normal summoned or set. This card can only be special summoned by removing one "Fox Fire" on your side of the field or in your Graveyard from play, ignoring "Fox Fire"s effect. When this face-up card is destroyed as a reslt of battle, special summon this card to your side of the field during your opponent's next standby phase.

NC: Armageddon
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#10 Guest_Imadjinn_* Guests XCB

Guest_Imadjinn_*

Posted 23 October 2005 - 05:38 PM

Armageddon
Normal Spell Card
When this card is activated, no other card effect can be activated. Discard your Hand and destroy an equal amount of cards on the Field as the number you discarded. Your turn is now over.

NC: Special Explosive Device
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#11 Guest_mr_vortexx_* Guests XCB

Guest_mr_vortexx_*

Posted 23 October 2005 - 08:17 PM

Special Explosive Device
[trap]
you can only activate this card during your opponent draw phase. during his end phase your oponent must discard all monsters from his hand to the graveyard.

n.c. Clash of Titans
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#12 Guest_Master O_* Guests XCB

Guest_Master O_*

Posted 23 October 2005 - 09:35 PM

Clash of Titans
Spell
Continuous

During the End Phase of Each Players Turn, each player may elect to Special Summon 1 Level 8 or higher monster from their hand. Cards Special Summoned this way can only attack once during a turn. Neither card can attack directly (when your opponent does not have any monsters on their side of the field). If the monster attacks that turn, it cannot attack for the next 2 of the turns of the player who controls that monster.

When this card is destroyed, any monsters summoned by this effect are Removed from Play.

n/c Connection Forcefully Rejected

Edited by Master O, 23 October 2005 - 09:36 PM.

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#13 Guest_mr_vortexx_* Guests XCB

Guest_mr_vortexx_*

Posted 24 October 2005 - 12:04 AM

Connection Forcefully Rejected
[spell]

pay 3000 life points. remove all machine type monsters in your opponent deck from play.

n.c. ancient gladiator
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#14 GLERINK Ancient One Needs a life 846 posts 0.00 XCB

GLERINK
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Posted 24 October 2005 - 01:11 AM

Card counter
Spell
This card stays on the field until your next standby phase and during your standby phase destroy all monster on your and your opponents deck then count the remaining card the player who has the most cards wins the duel in case of this card is destroyed before your standby phase the effect doesn’t apply and you lose the duel

This card would be definitely restricted to one per deck
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#15 J3tricson Ancient One Sir Post-a-lot 364 posts 0.00 XCB

J3tricson
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Posted 24 October 2005 - 04:39 AM

GLERINK, as an advanced member you should know by now on how to read the rules ._.


Ancient Gladiator
****
Earth/Warrior
2000 ATK / 1500 DEF

Effect: This card can only be summoned if you have no other monsters on your side of the field. The summoning of this monster cannot be chained to. During the next main phase after the summoning of this monster, if you have at least 1 or more cards in your hand, destroy this monster.


N/C: Consult the Necrosages

Edited by j3tm@verick, 24 October 2005 - 04:40 AM.

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#16 RiverShock Ancient One XC's Official Setmaker 4497 posts 86.00 XCB

RiverShock
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Posted 24 October 2005 - 04:58 AM

Consult the Necrosages
Spell/Quickplay
This card can only be activated if you have 3 different DARK Spellcaster-type monsters on your side of the field. Destroy all cards in your opponent's hand, and remove up to 3 cards on your opponent's side of the field from play.

NC: Black Magician
NC: Melee Warrior
NC: Archer of the Nile
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#17 Guest_Imadjinn_* Guests XCB

Guest_Imadjinn_*

Posted 24 October 2005 - 06:11 AM

Black Magician (¬_¬)
Dark|4|Spellcaster|Effect|1400|1400
Pay 2000 Life Points at any point during either turn to increase this card's ATK and DEF by 500. This effect can be used once per turn.

Melee Warrior
Earth|5|Warrior|Effect|2300|1000
This card cannot be Special Summoned. When this card is attacked by a monster with higher ATK than this card, increase this card's ATK by 700 during the Damage Step.

Archer Of The Nile
Water|3|Warrior|Effect|0|0
Discard 1 card from your Hand to choose 1 of the following effects and activate it:
o Destroy 1 face up card on the Field.
o Do 700 damage to the opponent's Life Points.
This effect can be used once per turn.

NC: Petrification Ray
NC: Rookie Knight
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#18 J3tricson Ancient One Sir Post-a-lot 364 posts 0.00 XCB

J3tricson
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Posted 24 October 2005 - 07:05 AM

Petrification Ray

Normal Spell

Effect: Pay 700 LP. Select 1 monster on your opponent's side of the field. The selected mosnter can't attack, is considered removed from play (it can't be attacked), and can't be used as a tribute. When the chosen monster leaves play, inflict damage to that monster's controller equal to that monster's ATK.


Rookie Knight
***
1400 ATK / 1000 DEF
Light/Warrior

Effect: Discard a card from your hand to increase this monster's ATK by 500 until end of turn. When this card is destroyed through battle and is sent to the graveyard, increase your LP by 500.


NC: Hour of Reckoning
NC: Chorus of the Conclave
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#19 RiverShock Ancient One XC's Official Setmaker 4497 posts 86.00 XCB

RiverShock
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Posted 24 October 2005 - 07:26 AM

Hour of Reckoning
Spell/Quickplay
This card can only be activated when your opponent summons a monster. Flip a coin. If heads, destroy that monster and remove it from play. If tails, your opponent draws 2 cards and that monster's atk is increased by 100 x its level. This card is unaffected by monster effects.

Chorus of the Conclave
Spell/Quickplay
This card can only be activated if you have 5 Rock-type monsters on your side of the field. Remove all cards in your opponent's graveyard from play. Then, destroy 2 monster cards on your side of the field.

NC: Cave In!
NC: Snowy Night
NC: Paladin of Ice
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#20 Guest_Imadjinn_* Guests XCB

Guest_Imadjinn_*

Posted 24 October 2005 - 07:37 AM

Cave In!
Normal Trap Card
You can activate this card when a monster is destroyed as a result of battle. You and your opponent number your Monster Zones 1-5 from left to right then roll 3 die. Destroy all monsters in the Monster Zone(s) matching the number(s) rolled.

Snowy Night
Normal Spell Card
Reduce the ATK and DEF of all monsters on the Field by 500 during this turn.

Paladin Of Ice
Water|4|Warrior|Effect|1900|1600
This card can only be Special Summoned by Tributing 2 Water monsters on your side of the Field. Discard 2 Water monsters from your Hand to reduce the ATK and DEF of 1 monster on the Field to 0 until the end of this turn.

NC: Zone Demolition
NC: Downfall Of Fiends
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