1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Fantasy Card Review - Traps

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

  1. qwert

    qwert New Member

    Trophy Points:
    0
    Terms of Surrender
    Continuous Trap
    Each time your opponent Tributes a monster, inflict 400 damage to him or her.
  2. qwert

    qwert New Member

    Trophy Points:
    0
    Ojamarama
    Normal Trap
    Activate only by selecting, face-up on your field and/or in your Graveyard, "Ojama Yellow", "Ojama Green" and "Ojama Black". Add the selected cards to your hand.
  3. qwert

    qwert New Member

    Trophy Points:
    0
    Wicked Wrath
    Normal Trap
    Activate only when your opponent Normal Summons a monster. Add 1 Level 10 "The Wicked" monster in your Deck to your hand.
  4. qwert

    qwert New Member

    Trophy Points:
    0
    Cocoon Recovery
    Normal Trap
    Special Summon 1 "Chrysalis" monster from your Graveyard.
  5. qwert

    qwert New Member

    Trophy Points:
    0
    Change of Hero - Summon Charge
    Normal Trap
    Activate only by Tributing 1 "Elemental Hero" monster during your Battle Phase. Special Summon 1 "Elemental Hero" monster from your hand in face-up Attack Position. That card has to attack this turn. At the end of this turn, send the Summoned monster to your Graveyard.
  6. qwert

    qwert New Member

    Trophy Points:
    0
    Curfew Time
    Normal Trap
    Return all "Kid" monsters on the field to their owner's hands.
  7. qwert

    qwert New Member

    Trophy Points:
    0
    Lightning Polymer
    Continuous Trap
    When you Fusion Summon a Thunder-Type monster, destroy 1 monster your opponent controls. If you control a "Zaborg the Thunder Monarch", also inflict damage to your opponent equal to the destroyed monster's original ATK.
    Last edited: Mar 23, 2008
  8. John Danker

    John Danker Administrator

    Trophy Points:
    0
    Dark Intervention

    Dark Intervent
    Continuous Trap

    Text:
    Monster cards cannot be played face up. Monsters summoned to the field in attack position are considered set and are placed in face down defense position.

    Rulings:

    Since you cannot special set a monster unless a card effect specifies, monsters that can only be special summoned cannot be put into play.

    The effect of this card applies to both players, and does not affect monsters that are already on the field face-up.

    A player may still flip summon monsters.

    Commentary:

    Think about what this card would do to the current format. Here's a way to slow the game down and render special summoning insanity useless as well as bringing Monarchs to their knees. This card even gives Jinzo fits.
    Last edited: Mar 20, 2008
  9. qwert

    qwert New Member

    Trophy Points:
    0
    Blitzkrieg
    Normal Trap
    Activate only during your Main Phase 1 when you control 3 or more face-up "Archfiend" monsters. Select a face-up "Archfiend" monster you control. Until the End Phase, no other monsters you control can attack, and the selected monster can attack your opponent directly.
  10. qwert

    qwert New Member

    Trophy Points:
    0
    Foregone Conclusion
    Counter Trap
    Negate the activation and effect of a Spell or Trap Card that has the effect of negating an attack and destroy it.
  11. qwert

    qwert New Member

    Trophy Points:
    0
    Guardian Element
    Continuous Trap
    You can remove from play 1 "Sanga of the Thunder", "Kazejin", "Suijin" or "Gate Guardian" in your Graveyard to negate the attack of a monster your opponent controls. If you remove "Gate Guardian" with this effect, draw 1 card and destroy the attacking monster.
  12. qwert

    qwert New Member

    Trophy Points:
    0
    Chaos Gardna
    Continuous Trap
    Once per turn, you can return one of your removed from play monsters to the Deck to negate all damage you would take this turn. This effect ends when the damage negated by this effect equals or exceeds the returned monster's ATK. You can activate this effect during either player's turn.
  13. qwert

    qwert New Member

    Trophy Points:
    0
    Microtune
    Continuous Trap
    The Level of all face-up monsters is downgraded to 1.
  14. qwert

    qwert New Member

    Trophy Points:
    0
    Thunderforce Attack
    Normal Trap
    Activate only when you Normal Summon or Special Summon a Level 10 monster. Destroy each monster your opponent controls with ATK equal to or less than the number of cards in your hand x 1000.
  15. qwert

    qwert New Member

    Trophy Points:
    0
    Century Vine
    Continuous Trap
    After activation, this card is treated as a Normal/Tuner Monster Card (Plant-Type/EARTH/Level 2/ATK 1000/DEF 1000), and is Special Summoned to your Monster Card Zone. (This card is also still treated as a Trap Card.)
  16. qwert

    qwert New Member

    Trophy Points:
    0
    Random Synchron
    Continuous Trap
    When a monster is Synchro Summoned, return it to the Deck, then its controller Special Summons a random Synchro Monster from his or her Extra Deck with the same Level.
  17. EmeraldFan

    EmeraldFan CoG iTrader

    Trophy Points:
    0
    Fusion Backlash
    Trap
    When a Fusion monster on your side of the field is destroyed and sent to the graveyard, choose and activate one of the following effects:
    1. Draw 2 cards.
    2. Look at your opponent's hand and send 1 card to the graveyard.
  18. qwert

    qwert New Member

    Trophy Points:
    0
    Ninjitsu Art of Stealth
    Continuous Trap
    Activate only by discarding 1 card from your hand. Select 1 face-up "Ninja" monster you control. The selected monster may attack your opponent directly. When the selected monster is removed from the field, this card is destroyed. When this card is removed from the field, the selected monster is destroy.
    Last edited: May 31, 2008
  19. qwert

    qwert New Member

    Trophy Points:
    0
    Restoration of Destiny
    Normal Trap
    Add the bottom 3 cards of your Graveyard to the bottom of your Deck. You take 500 damage for each Spell & Trap Card returned by this effect.
  20. qwert

    qwert New Member

    Trophy Points:
    0
    Machiners Command
    Continuous Trap
    When you activate this card, Special Summon 1 "Commander Covington" from your hand or Graveyard. As long as you control a face-up "Machiners" monster, monsters you control named "Commander Covington" cannot be destroyed. When you control no Machine-Type monsters, this card is destroyed.

Share This Page