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Deck Countering Cards

+4
The Moon Mistress
chaosxyz411
Judgment Dragon
~King~
8 posters

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deck - Deck Countering Cards Empty Deck Countering Cards

Post by ~King~ 24th November 2013, 12:19 pm

I decided to make a little card creator thread.

Here's what you do, put what deck you're hitting, then put a card name, level, ETC, and put what deck you want people to hit next, and the next person replying will make a card hitting it. Also, color the card's text based on what it is (spell=green, trap=pink/purple, monster=orange/brown)

Use this format:
Code:

Deck:
[center]
Card Name
If trap or spell, type of trap/spell; If monster, attribute and level
Picture of card (OPTIONAL. If you don't want to put pic, I won't make you)
If monster, the type of monster (fiend, tuner, etc.); if spell/trap, nothing is needed.
Effect

If monster, ATK and DEF
[/center]
What you want people to hit next.
And now, for examples (NOTE: In the examples, I am only using these 3 decks because they were simply the first thing that came to mind, I do not dislike them.)

Spell Example:

Trap Example:

Monster Example:

Sorry about making the last one a fiend, it was the closest type to an exterminator, so y' know.

NOTE: If somebody does not put what deck they want to be hit next, you can hit any deck you want.

So anyway, leave your ideas below! Have fun guys!deck - Deck Countering Cards 416687979

DECKS THAT HAVE ALREADY BEEN HIT::


Last edited by ~King~ on 5th December 2013, 5:36 pm; edited 2 times in total
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Post by ~King~ 24th November 2013, 1:06 pm

Well, nobody is posting, so I guess I'll start...

Deck: Chaos Dragons


Unbalanced
(Counter Trap Card)
When a light and a dark monster would be removed from play to activate an effect, banish 2 monsters from your graveyard and choose either Light or Dark; negate the effect, and all monsters in your opponents graveyard become the selected attribute.

now hit Mermails.
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Post by Judgment Dragon 24th November 2013, 2:32 pm

Deck: Mermails

Drought
(Continuous Trap Card)
Water monster's effect can not be activated in the hand, field or graveyard. This card can not be destroyed by card effects.


Now hit Gravekeepers.
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Post by chaosxyz411 2nd December 2013, 6:15 pm

Deck: Gravekeeper's

Barren Land
(Continuous Trap Card)
When this card is activated: Destroy face-up Field Spell on the field. Your opponent cannot activate any new Field Spell cards with the same name as the destroyed one. This card is unaffected by monster effects.

Now hit Fire Fists.
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Post by The Moon Mistress 2nd December 2013, 7:39 pm

Deck: Fire Fists
Cooling Flamer
Counter trap card
During either player's turn: When a continuous spell or Trap card is set/Activated, negate the activation, destroy it, then your opponent cannot set cards with the same name for the rest of the turn.
Next: Agents. Also the card 3 posts above me is super Op.....It needs a balance in it...


Last edited by The Moon Mistress on 2nd December 2013, 7:43 pm; edited 1 time in total
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Post by The Moon Mistress 2nd December 2013, 7:42 pm

Judgment Dragon wrote:Deck: Mermails

Drought
(Continuous Trap Card)
Water monster's effect can not be activated in the hand, field or graveyard. This card can not be destroyed by card effects.


Now hit Gravekeepers.
How does the deck even have a legit out to that? How do they even COMPETE after that happens?????
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Post by Luck God Marth 2nd December 2013, 8:50 pm

Deck: Agents

Unholy sanctuary
(Continous Field Spell)
As long as this card is face up on the field LIGHT monsters cannot activate there effects during the turn they are flip summoned, normal summoned,
or special summon if a Fairy type monster exists on the field cards cannot be bannished

Now Hit: Karakuri
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Post by chaosxyz411 2nd December 2013, 9:27 pm

Deck: Karakuri

Gravity Zone
(Continuous Trap Card)
Face-up monsters your opponent controls cannot change their battle positions.

Next Hit: Heraldic Beast
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Post by Luck God Marth 2nd December 2013, 10:28 pm

Deck: Hiretic Beast

Sacrifice
(Trap Card)
pay half your life points if u do during your opponents next turn he cannot special summon, or change the levels of monsters

Now... hit Dragunity
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Post by chaosxyz411 3rd December 2013, 12:43 pm

Deck: Dragunity

Armor Decay
(Counter Trap Card)
If your opponent activates an effect that would involve equipping a card to a monster: Negate that effect. Equip cards cannot be used and their effects are negated for the rest of that turn.

Now hit: Blackwings
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Post by EpicCD16 3rd December 2013, 3:52 pm

Deck: Blackwing

Concentrated Light
Effect Monster
Neither player can Normal or Special Summon DARK monsters or declare an attack with a DARK monster. This card cannot be destroyed by battle with a DARK monster, and you take no Battle Damage from that battle.

(Of corse doesn't work well if you have a dark deck but still affective)

Next: Ghostricks
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Post by chaosxyz411 3rd December 2013, 4:09 pm

EpicCD16 wrote:Deck: Blackwing

Concentrated Light
Effect Monster.
Neither player can Normal or Special Summon DARK monsters or declare an attack with a DARK monster. This card cannot be destroyed by battle with a DARK monster, and you take no Battle Damage from that battle.

(Of corse doesn't work well if you have a dark deck but still affective)

Next: Ghostricks
You were suppose to create a card to counter it
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Post by EpicCD16 3rd December 2013, 4:47 pm

well then, i read the post wrong sry
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Post by Judgment Dragon 3rd December 2013, 4:59 pm

The Moon Mistress wrote:
Judgment Dragon wrote:Deck: Mermails

Drought
(Continuous Trap Card)
Water monster's effect can not be activated in the hand, field or graveyard. This card can not be destroyed by card effects.


Now hit Gravekeepers.
How does the deck even have a legit out to that? How do they even COMPETE after that happens?????
Royal Decree? Trap Stun? Dark Bribe? etc?
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Post by The Life Less One 3rd December 2013, 5:07 pm

Judgment Dragon wrote:
The Moon Mistress wrote:
Judgment Dragon wrote:Deck: Mermails

Drought
(Continuous Trap Card)
Water monster's effect can not be activated in the hand, field or graveyard. This card can not be destroyed by card effects.


Now hit Gravekeepers.
How does the deck even have a legit out to that? How do they even COMPETE after that happens?????
Royal Decree? Trap Stun? Dark Bribe? etc?
Dude it's still to OP I mean Decree, Stun and Bribe is if u have any or draw into any. Also that card is still to OP. Cant activate in hand, field or grave I mean that is just going to kill ANY water deck not mermails alone lol. Too OP bro but yea it can be as OP as possible since King not state it cant be OP
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Post by Luck God Marth 4th December 2013, 7:17 pm

Deck: Ghostrick

GhostrickDe-Flip
(Continuos Trap)
If a monster would be special summoned, flipped Or Flipped face down you can pay 1500 LP and Negate the summoning and destroy it
every time this card is activated put a FLIP counter on it if this card would be destroyed you can remove 1 FLIP counter on it instead everytime this card is activated also send all cards from your hand to the grave and you cannot summon the next turn

Now Hit: Laval
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Post by EpicCD16 4th December 2013, 8:21 pm

Deck: Lava
Flame Out
Countious Trap
If your opponent sends a Fire type monster from their deck from their grave, inflict 300 damage to their life points. If a Fire monster(s) is special summoned from the grave, you can tribute this card, and negate the special summon

Next Deck: Infernity
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Post by chaosxyz411 5th December 2013, 2:46 pm

Deck: Infernity

Free Gift:
(Continuous Trap Card)
Once per turn, when your opponent has no cards in his/her hand: Your opponent draws one card. Your opponent cannot Summon/Set cards after you use this effect.

Now Hit: Wind-Up
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Post by Luck God Marth 5th December 2013, 3:06 pm

Deck: Wind-Up

Broken Machine
(Continous Trap)
When a Machine type monster would activate it's effect you can send 2 cards from your hand to the grave to negate that effect

Now Hit: noble Knights
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Post by ~King~ 5th December 2013, 5:29 pm

Deck: Noble Knights


Disarm
(Quickplay Spell)
When a spell card would be activated and equipped to a warrior type monster, pay 1000 life points; negate the activation and if you do, banish that spell card, and the monster it would've been equipped to loses 200 ATK.


Now...

I think we ALL want this...

Next hit...

EVILSWARMS!!!

P.S.: Why has nobody done any monsters? It's like ALL FREAKING CONTINUOUS TRAPS.
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Post by chaosxyz411 5th December 2013, 5:39 pm

Deck: Evilswarm

Shadow Slayer
(LIGHT/Level 4)
[Warrior]
If this card battles a DARK monster, this card cannot be destroyed by battle and you take no damage involving that battle. After damage calculation, if this card battled a DARK monster, negate that monster's effect. If a monster's effects are negated, your opponent cannot Special Summon monsters with the same name as that monster.
ATK: 1500/DEF: 800

Next hit: Harpies
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Post by EpicCD16 5th December 2013, 6:41 pm

Why would you do that? I love evilswarms :'(

Deck: Harpies

Harpies Out
Continuous Spell
Every time your opponent summons a monster and their is another monster with the same name on the field, destroy that monster and your opponent cannot summon any other monsters that turn

Now hit umm, Burn decks
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Post by Luck God Marth 5th December 2013, 7:16 pm

Deck: Burn Decks


Damage Back
(Continous Trap Card)

In order to activate this card pay 1000, discard all cards in your hand, and you cannot summon any monsters if you do destroy this card. When A Spell Or Trap Card is activated that inflict damage Negate that card and inflict damage x2 to your opponent


Hit: Bujin
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Post by ~King~ 5th December 2013, 8:46 pm

QuasarHokage wrote:Deck: Burn Decks
 

       Damage Back
(Continous Trap Card)

In order to activate this card pay 1000, discard all cards in your hand, and you cannot summon any monsters if you do destroy this card. When A Spell Or Trap Card is activated that inflict damage Negate that card and inflict damage x2 to your opponent


Hit: Bujin
TWO THINGS: 1, Quasar I know you want to be top poster, but bro you've posted on this thread like 4 times.
2, Burn has no need of being hit. Look up 2 cards:
Barrel Behind the Door, and Rainbow Life
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Post by (Chaos)DarkMagician 5th December 2013, 8:55 pm

Burn have a 50% chance of being hit even if the cards are in play against the spellcaster (minus prophecy) or the royal secret village lock.
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