leafbladie

Weird Card Ideas (19 Cards)

Feb 6th, 2017 (edited)
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  1. Highlander
  2.  
  3. High Land Stage
  4. Field Spell
  5. Your opponent's cards with the same name as a card in their GY, and their effects, cannot be activated. Your cards with the same name as a card in your GY, and their effects, cannot be activated. If this card would be destroyed by a card effect, you can have your opponent look at your Deck and send 1 card from your Deck to the GY instead. If this card is sent to the GY: Banish all copies of "High Land Stage" from your hand, Deck, field, and GY.
  6.  
  7. Or
  8.  
  9. Neither player can activate cards or effects of cards on the field or in the hand with the same name as a card in their GY, or resolve their effects. Neither player can control 2 or more cards with the same name. If this card would be destroyed by a card effect, you can reveal your Deck instead, then your opponent sends 1 card from your Deck to the GY. If this card is sent to the GY: Banish all copies of "High Land Stage" from your hand, Deck, field and GY.
  10.  
  11. "Resolve their effects"?
  12.  
  13. Old Union Support (1 Card)
  14.  
  15. Union Overdrive
  16. Normal Spell
  17. If you control no monsters: Choose 1 Union monster from your Deck, Special Summon 1 monster from your hand, Deck, or GY that is listed on that Union monster, then equip that Union monster to it, but it cannot be Special Summoned this turn. During your Main Phase: You can banish this card from GY, then target 1 Union monster in your GY; equip that target to a monster you control that would be an appropriate target for that Union monster's effect.
  18.  
  19. Swarm card (1 Card)
  20.  
  21. Beep! Beep! I'm a Sheep!
  22. Normal Spell
  23. You can Special Summon the same number of "Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) on each player's field in Defense Position, so as to Summon as many as possible. Until the end of the next turn, these Tokens cannot be destroyed by battle, and are unaffected by other cards' effects.
  24.  
  25. Spellmaster/Trapmaster (4 Cards)
  26.  
  27. Spellmaster Magician
  28. Spellcaster-Type/DARK/Level 8/ATK 2500/DEF 3000 (Fusion)
  29. Must be Special Summoned by "Spellmaster Calling". This card gains effects based on the Type(s) of Spells sent to the GY for its Summon.
  30. ● Normal: You can target 1 monster in either player’s GY; Special Summon it. This effect can only be used once while this card is face-up on the field. ● Quick-Play: Once per turn (Quick Effect): You can target 1 other card on the field; destroy it. ● Continuous: Once per turn, during the Standby Phase: Inflict 1000 damage to your opponent, then inflict 1000 damage to your opponent for each face-up Spell/Trap you control. ● Equip: You can target 1 other monster you control; equip this card to it. Double its original ATK, also it gains an additional attack for each Equip Card equipped to it. ● Ritual: Once per turn (Quick Effect): You can send 1 Ritual Spell from your Deck to the GY; this card's effect becomes that card's effect that Ritual Summons a monster when the card is activated. ● Field: Once per turn (Quick Effect): You can activate 1 Field Spell directly from your Deck.
  31. You can only control 1 “Spellmaster Magician”.
  32.  
  33. Removed:
  34. Each time a Spell Card or effect is activated, inflict 1000 damage to your opponent immediately after it resolves.
  35. If it destroys a monster by battle: You can send this card to GY; it can make a second attack in a row.
  36. While you control a Field Spell, this card is unaffected by your opponent’s card effects.
  37.  
  38. Trapmaster Magician
  39. Spellcaster-Type/DARK/Level 8/ATK 2500/DEF 3000 (Fusion)
  40. Must be Special Summoned by "Trapmaster Calling". This card gains effects based on the Type(s) of Traps sent to the GY for its Summon.
  41. ● Normal: Once per turn, when a monster(s) you control is targeted for an attack or by an opponent's card effect: You can shuffle 1 card your opponent controls into the Deck. ● Continuous: Once per turn (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects. Then if it was a Monster Card, it cannot attack. ● Counter: Once per turn, when a monster would be Summoned, OR a Spell/Trap Card is activated (Quick Effect): You can halve this card's ATK/DEF, and if you do, negate the Summon or activation, and if you do, destroy it.
  42. You can only control 1 “Trapmaster Magician”.
  43.  
  44. Spellmaster Calling
  45. Normal Spell
  46. Send 1 monster and any number of Spells you control or in your hand to the GY, and if you do, Special Summon 1 "Spellmaster Magician" from your Extra Deck. If you send a Level 7 or higher Spellcaster monster you control to the GY, you can also send 1 Spell from your Deck to the GY. You can only activate 1 "Spellmaster Calling" per turn.
  47.  
  48. Or instead, it banished them from hand, field, or gy
  49.  
  50. Trapmaster Calling
  51. Normal Spell
  52. Send 1 monster and any number of Traps you control or in your hand to the GY, and if you do, Special Summon 1 "Trapmaster Magician" from your Extra Deck. If you send a Level 7 or higher Spellcaster monster you control to the GY, you can also send 1 Trap from your Deck to the GY. You can only activate 1 "Trapmaster Calling" per turn.
  53.  
  54.  
  55.  
  56.  
  57.  
  58. Spellmaster Calling
  59. Normal Spell
  60. Target 1 Spellcaster-Type monster you controls; send it and any number of Spell Cards you control or in your hand to the Graveyard, except "Spellmaster Calling", and if you do, Special Summon 1 "Spellmaster Magician" from your Extra Deck.
  61.  
  62. Trapmaster Calling
  63. Normal Spell
  64. Target 1 Spellcaster-Type monster you controls; send it and any number of Trap Cards you control or in your hand to the Graveyard, and if you do, Special Summon 1 "Trapmaster Magician" from your Extra Deck.
  65.  
  66. Generic Draw Power (8 Cards)
  67.  
  68. Pot of Uniquety
  69. Normal Spell
  70. Draw and reveal 2 cards. Then if you have any cards with the same name as the revealed card(s) in your hand, Main Deck, or GY, banish those cards and all cards with those names from your hand, Deck, or GY. Banish this card after activation. You can only activate 1 "Pot of Uniquety" per turn.
  71.  
  72. wouldn't it be "Reveal the top 2 cards of your Deck. Then, if you have any cards with the same name as the revealed card(s) in your hand, Main Deck, or GY; banish the revealed cards and all cards that share those names from your hand, Deck, and GY. Add the remaining revealed cards to your hand. Banish this card after activation."
  73.  
  74. Painful Proposition
  75. Normal Spell
  76. Reveal 5 cards from your Deck, your opponent chooses 1 for you to add to your hand, and you banish the rest face-down. You can only activate 1 “Painful Proposition” per turn.
  77.  
  78. Graceful Karma
  79. Continuous Spell
  80. Activate this card by sending 1 card from your hand to the Graveyard. During your next Draw Phase, instead of conducting your Normal Draw: Send this card to the Graveyard; then draw 3 cards. If this card would be destroyed by an opponent’s card effect, you can banish 1 card from your hand face-down instead.
  81.  
  82. Greater Charity
  83. Normal Spell
  84. Send 1 monster you control and 1 Spell/Trap in your hand to the GY; draw 3 cards. You can only activate 1 "Greater Charity" per turn.
  85.  
  86. Pot of Chicanery
  87. Normal Spell
  88. If it is not the first turn of the Duel, excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Chicanery" per turn. You cannot conduct your Battle Phase during the turn you activate this card.
  89.  
  90. Jar of Aquisitiveness
  91. Normal Trap
  92. Target 3 banished cards; shuffle them into the Deck, and if you do, draw 1 card.
  93.  
  94. Jar of Desires
  95. Normal Trap
  96. Banish up to 5 cards from the top of your Deck; draw 1 card.
  97.  
  98. After Effects
  99. Normal Trap
  100. Your opponent chooses number 2 or 3; draw that many cards, then you take 2000 damage for each card drawn.
  101.  
  102. Hand Detonation (maybe a picture of cards combusting in a hand)
  103. Trap Card
  104. Each player discards any number of cards, then draws the same number of cards they discarded. You can only activate 1 “Hand Detonation” per turn.
  105.  
  106. Fusion Cards (2 Cards)
  107.  
  108. Double Fusion
  109. Normal Spell
  110. This card’s name is treated as “Polymerization” while in the GY. Pay 1000 LP; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, and if you do, Fusion Summon 1 Fusion Monster from your Extra Deck by banishing Fusion Material listed on it from your field or GY.
  111.  
  112. Homogeneous Fusion
  113. Normal Spell
  114. Fusion Summon 1 Fusion Monster that lists monsters with the same name as Fusion Materials from your hand, Deck, or field as Fusion Materials. You cannot Normal or Special Summon other monsters the turn you activate this card. During your Main Phase, except the turn this card was sent to the GY: You can banish this card, then target 1 Fusion Monster that lists monsters with the same name as Fusion Material in your GY; Special Summon 1 of the Fusion Materials listed on that card from hand, Deck, or GY. You can only use this effect of "Homogeneous Fusion" once per turn.
  115.  
  116. Link Format (1 Card)
  117. Link Ruination
  118. Normal Trap
  119. Roll a six-sided dice and destroy all Link monsters with a Link lower than the result.
  120.  
  121. Superpoly for other summoning mechanics
  122.  
  123. Shared Xyz
  124. Quick-Play Spell
  125. Discard 1 card, then target 1 monster you control and 1 monster your opponent controls with the same Level; Xyz Summon 1 Xyz Monster using those 2 monsters as material. You can only activate 1 "Shared Xyz" per turn.
  126.  
  127. Now it's a -2 for you and a -1 for your opponent
  128.  
  129. Just Pure Dumb (2 Cards)
  130.  
  131. Trap Card
  132.  
  133. Perfect 0
  134. Normal Trap
  135. If you would take damage from your opponent (by an attack or card effect) equal to your current LP: You win the Duel.
  136.  
  137. Card of Last Will
  138. Normal Trap
  139. When an opponent's monster declares a direct attack while you control no other cards: Draw 3 cards.
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