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Fantasy Card Review - Traps

Discussion in 'Create-A-Card (YGO)' started by StRiKe_NiNjA, Apr 15, 2005.

  1. qwert

    qwert New Member

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    Stardom
    Normal Trap
    Activate this card only when you Normal Summon a monster. Send a number of cards from the top of your opponent's Deck to the Graveyard equal to one-half that monster's Level.
  2. qwert

    qwert New Member

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    Piledriver
    Normal Trap
    Activate this card only when you Normal Summon a Machine-Type EARTH "roid" monster. That monster can't attack this turn. Increase the ATK of all Machine-Type monsters you control by 800 points until the End Phase.
  3. qwert

    qwert New Member

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    Cyber Net
    Normal Trap
    Look through your opponent's Deck for a Machine-Type monster. If there is one, place it face-up in your Spell & Trap Card Zone with a Prey Counter on it.
  4. qwert

    qwert New Member

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    Salvage Operation
    Normal Trap
    Activate this card only when you Normal Summon a Machine-Type WATER "roid" monster. Add 1 card from your hand to your Graveyard. You cannot use that card this turn.
  5. qwert

    qwert New Member

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    Hurricane Watch
    Normal Trap
    Activate this card only when your opponent Summons a monster. Select 1 "Cloudian" monster from your Deck, shuffle your Deck, then place the selected card on top of your Deck.
  6. qwert

    qwert New Member

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    Change of Hero - Fusion Swap
    Normal Trap
    Activate this card only by selecting a "Hero" Fusion Monster you control. Return the selected monster to your Fusion Deck, then Special Summon another "Hero" Fusion Monster from your Fusion Deck with the same original ATK and DEF (This Special Summon is treated as a Fusion Summon.)
  7. qwert

    qwert New Member

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    Koala Slamfest
    Continuous Trap
    Activate this card only while you control a face-up "Koala" monster, or monster named "Master of Oz". Increase the ATK of all "Koala" monsters and monsters named "Master of Oz" by 500 points and decrease their DEF by 400. When there are no face-up "Koala" monsters or monsters named "Master of Oz" on your side of the field, this card is destroyed.
  8. Maruno

    Maruno Council of Heroes Staff Member

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    Underline Reinforcement
    Continuous Trap Card
    Activate only as Chain Link 1, by discarding 1 card. If you control no other Spell or Trap Cards, destroy this card. When 1 or more of your Spell and Trap Cards are destroyed, destroy this card instead.
  9. qwert

    qwert New Member

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    Compound Fracture
    Normal Trap
    Activate only when a monster you control is destroyed by battle and sent to the Graveyard. During the End Phase of this turn, Special Summon 1 Dinosaur-Type "eddon" monster from your Deck.
  10. qwert

    qwert New Member

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    Blooper Reel
    Continuous Trap
    Activate this card only while "Toon World" is face-up on your side of the field. Once per turn, when a Toon Monster you control is destroyed in battle and sent to the Graveyard, you can draw 1 card. When "Toon World" is removed from your side of the field, this card is destroyed.
  11. qwert

    qwert New Member

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    Shien's Dungeon
    Continuous Trap
    Activate this card only if you have "Shien's Castle of Mist" face-up on your side of the field. When a monster your opponent controls is destroyed, remove it from play and inflict 200 damage to your opponent's Life Points. When "Shien's Castle of Mist" is removed from the field, remove this card from play.
  12. qwert

    qwert New Member

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    Overdose
    Continuous Trap
    When your opponent's Life Points increase, decrease the ATK of a face-up monster on your opponent's side of the field by that many points until the End Phase.
  13. qwert

    qwert New Member

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    Cyberdark Shadow
    Normal Trap
    Activate this card only when you Special Summon a "Cyberdark" monster. Special Summon 1 "Wicked Machine Token" in Attack Position (Machine-Type/DARK/4 Stars/ATK 800/DEF 800).
  14. qwert

    qwert New Member

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    Fossil Guard
    Normal Trap
    Activate this card by sending 1 "Fossil" Fusion Monster from your Fusion Deck to your Graveyard. Reduce to 0 all damage that would be inflicted to you this turn. This effect ends when damage equal that monster's original ATK has been reduced to 0.
  15. qwert

    qwert New Member

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    Des Protoplasm
    Normal Trap
    When this Set card is destroyed and sent to the Graveyard by your opponent's card effect, Special Summon it to your Monster Card Zone; it is treated as a Normal Monster (Aqua-Type/WATER/Level 4/ATK 500/DEF 500).
  16. qwert

    qwert New Member

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    Hall of Mirrors
    Field Trap
    Activate this card only when your opponent controls a face-up Field card. This card's effect becomes that of that Field card.
  17. qwert

    qwert New Member

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    School's Out!
    Normal Trap
    Activate this card only when a face-up "Kid" monster you control is destroyed by a card effect. Your opponent randomly discards 2 cards.
  18. qwert

    qwert New Member

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    Zera's Choice
    Normal Trap
    You can only activate this card while you control a face-up "Warrior of Zera". You can select 1 Field card from your Deck and activate it. If your opponent had an active Field card when this card was activated, they can draw 1 card.
  19. qwert

    qwert New Member

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    Final Boss
    Normal Trap
    You can only activate this card when a "Boss Rush" you control Special Summons a monster. Send that "Boss Rush" to the Graveyard to negate the effects of the Summoned monster. Double that monster's ATK.
  20. qwert

    qwert New Member

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    School's In?!
    Normal Trap
    Select up to 3 "Kid" monsters in your Graveyard. Shuffle the selected monster(s) into your Deck.

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