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TheInsidiousOne

may13

May 13th, 2020
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  1. Knightmare Griffin
  2. Link-2 WIND Fiend/Link/Effect
  3. 1700/TR L
  4. ⛢ (Uranus), ♇ (Pluto)
  5. 2 monsters with different names
  6. If this card is Link Summoned: You can discard 1 card, then target up to 3 cards in your opponent's GY; banish them, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Griffin" once per turn. Neither player can target co-linked monsters you control with card effects.
  7.  
  8. Unfortold Misfortune
  9. Normal Trap
  10. Target 1 face-up Effect Monster you control; negate its effect(s), then if this card was activated during an opponent's turn that had no Battle Phase, 1 monster your opponent controls must attack the monster you targeted this turn.
  11.  
  12. Energized Disruption
  13. Normal Spell
  14. When an Energized Monster is overlaid to another monster: Target up to 2 cards your opponent controls; destroy them. You can only activate 1 "Energized Disruption" per turn.
  15.  
  16. Malleable Misconduct
  17. Normal Trap
  18. When your Fiend monster is targeted for an attack while your opponent controls 3 or more monsters with different Guardian Stars: End the Battle Phase.
  19.  
  20. Ebon-Souled Wyvern
  21. Level 4 DARK Wyrm/Effect
  22. 1900/700
  23. ♃ (Jupiter), ☾ (Moon)
  24. When this card is Normal Summoned: You can pay 1000 LP; banish 1 random card from your Deck, face-down, but return it to the hand if this card is destroyed and sent to the GY.
  25.  
  26. Knightmare Wyvern
  27. Link-4 DARK Fiend/Link/Effect
  28. 2500/TL TR BL BR
  29. ☾ (Moon), ☿ (Mercury)
  30. 2+ monsters with different names
  31. You cannot Summon/Set monsters to any Extra Monster Zone this card points to. If this card is Link Summoned: You can discard 1 card; Set 1 "World Legacy" Spell/Trap directly from your Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Wyvern" once per turn. Monsters cannot activate their effects from the GY, except Link Monsters.
  32.  
  33. Knightmare Cyclops
  34. Link-2 EARTH Fiend/Link/Effect
  35. 1800/R TL
  36. ♂ (Mars), ♃ (Jupiter)
  37. 2 monsters with different names
  38. If this card is Link Summoned: You can discard 1 card; banish the top 3 cards of your opponent's Deck, face-down, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cyclops" once per turn. Your co-linked monsters cannot be destroyed by card effects.
  39.  
  40. Here Be Monsters
  41. Normal Trap
  42. Negate the effects of all co-linked monsters your opponent currently controls, until the end of this turn, also their ATK become 0, and they must attack if able.
  43.  
  44. Omniclops
  45. Level 4 LIGHT Fiend/Effect
  46. 1800/700
  47. ☉ (Sun), ☾ (Moon)
  48. When this card destroys an opponent's monster by battle: You can Tribute this card; add 1 Level 8 Dragon monster from your Deck to your hand.
  49.  
  50. Channel Changer
  51. Level 2 LIGHT Cyberse/Effect
  52. 1200/1400
  53. ☉ (Sun), ♀ (Venus)
  54. You can banish any number of Level 4 or lower LIGHT Cyberse monsters from your GY, including this card; Special Summon 1 LIGHT Cyberse Link Monster from your Extra Deck with a Link Rating equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Channel Changer" once per turn.
  55.  
  56. Electrogust Griffin
  57. LIGHT, WIND Thunder/Aptitude/Effect
  58. 2200
  59. ♄ (Saturn), ♃ (Jupiter)
  60. This card gains effects depending on the Attributes of monsters you control.
  61. ● LIGHT: Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can target 1 monster your opponent controls; return it to the hand.
  62. ● WIND: Once per turn: You can Special Summon 1 Level 4 or lower LIGHT or Thunder monster from your hand in Defense Position.
  63.  
  64. Magic Static
  65. Normal Spell
  66. Send 1 Trap from your hand to the GY, then target 1 card on the field; banish it.
  67.  
  68. Lord of Torments
  69. Link-1 DARK Warrior/Link/Effect
  70. 0/Top
  71. ☾ (Moon), ☿ (Mercury)
  72. 1 Level 4 or lower Normal Monster
  73. Gains ATK equal to the original ATK of the monster this card points to. If this card is destroyed by a card effect: You can send 1 Level 5 or higher Normal Monster from your Deck to the GY. You can only use this effect of "Lord of Torments" once per turn.
  74.  
  75. Buzz Bomber
  76. Level 3 FIRE Insect/Glitch/Tuner/Effect
  77. 1300/1000
  78. ♂ (Mars), ♃ (Jupiter)
  79. During your Main Phase: You can Special Summon this card from your hand. You can only use this effect of "Buzz Bomber" once per turn.
  80. ----
  81. Monsters you control cannot attack or activate their effects, except Tuner and Synchro Monsters.
  82.  
  83. Possessed and Focused
  84. Normal Spell
  85. Target 1 monster your opponent controls; Special Summon 1 Spellcaster monster with 1500 DEF from your Deck with the same Attribute as the targeted monster's in face-down Defense Position. You can only activate 1 "Possessed and Focused" per turn.
  86.  
  87. Diamond Eyes
  88. Glitch Continuous Spell
  89. Once per turn: You can target 1 face-up monster your opponent controls; place it face-up in your Spell & Trap Zone as a Continuous Spell. Once per turn, if a monster(s) is Special Summoned to your opponent's field: You can target 1 Monster Card in your opponent's Spell & Trap Zone that was placed by this card's effect; banish it.
  90. ----
  91. You cannot Summon more than two times per turn. (Negated Summons count toward this limit. Negated cards/effects that would Summon do not count.)
  92.  
  93. Skull Hound Archfiend
  94. Level 3 DARK Fiend/Tuner/Effect
  95. 1250/600
  96. ♃ (Jupiter), ☿ (Mercury)
  97. You can Tribute 1 other "Archfiend" monster; add 1 Level 5 or higher "Archfiend" monster from your Deck to your hand, and if you added a Ritual Monster by this effect, you can add 1 "Contract with the Abyss" from your Deck to your hand. You can only use this effect of "Skull Hound Archfiend" once per turn.
  98.  
  99. Druid of the Crimson Fang
  100. Level 3 FIRE Beast-Warrior/Flip/Effect
  101. 1000/1500
  102. ♂ (Mars), ♃ (Jupiter)
  103. FLIP: Apply these effects (simultaneously).
  104. ● You can destroy 1 Spell/Trap on the field.
  105. ● 1 monster on the field gains 500 DEF for each Beast Normal Monster in your GY, until the end of this turn.
  106.  
  107. Surely You Jest!
  108. Continuous Spell
  109. When this card is activated: You can add 1 "Jester" monster from your Deck to your hand. You can only activate 1 "Surely You Jest!" per turn. Once per turn, if you control exactly 1 "Jester" monster (and no other monsters): You can target 1 "Jester" monster you control; it gains 1000 ATK for each card in the Spell & Trap Zones, until the end of this turn.
  110.  
  111. Performapal Harleguin
  112. Level 3 Scale 7 WIND Aqua/Pendulum/Normal
  113. 1600/100
  114. When a "Performapal" monster you control is targeted for an attack while you have a card in your other Pendulum Zone: You can destroy the card in your other Pendulum Zone, and if you do, Special Summon this card, and if you do, change the attack target to this card, and proceed to damage calculation.
  115. ----
  116. ⛢ (Uranus), ♆ (Neptune)
  117. A penguin dressed as a clown, entertaining the crowd and giving them a warm smile.
  118.  
  119. Dragon's Encyclopedia
  120. Field Spell
  121. Negate any card effect that would change the ATK of a face-up monster(s) on the field. If this card in the Field Zone is destroyed: You can target 1 Dragon monster in your GY; add it to your hand. You can only use this effect of "Dragon's Encyclopedia" once per turn.
  122.  
  123. Cursed Plasma Sorcerer
  124. Level 4 DARK Warrior/Effect
  125. 1900/600
  126. ♂ (Mars), ☾ (Moon)
  127. When this card destroys an opponent's monster by battle and sends it to the GY: You can equip 1 appropriate Equip Spell from your Deck to this card.
  128.  
  129. Reckless Dive
  130. Normal Spell
  131. Send 1 Level 1 WATER Effect Monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Reckless Dive" per turn.
  132.  
  133. Jester Ridicule
  134. Continuous Trap
  135. Activate this card by targeting 1 face-up "Jester" monster you control. It cannot be destroyed by battle or card effects. If the targeted monster leaves the field, destroy this card. If this card in the Spell & Trap Zone is destroyed: You can add 1 "Jester" monster from your Deck to your hand. You can only use this effect of "Jester Ridicule" once per turn.
  136.  
  137. Phoenix of the Blue Flame
  138. Level 7 Scale 0 WATER Winged Beast/Pendulum/Effect
  139. 2500/2000
  140. You cannot Pendulum Summon monsters, except Winged Beast monsters. You cannot Pendulum Summon monsters from the Extra Deck. You can also Pendulum Summon your banished Winged Beast monsters. The preceding effects cannot be negated.
  141. ----
  142. ♆ (Neptune), ☉ (Sun)
  143. If you have 2 cards in your Pendulum Zones and a face-up Winged Beast Pendulum Monster in your Extra Deck: You can Special Summon this card from your hand. You cannot Pendulum Summon the turn you activate this effect. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can negate the activation, and if you do, destroy that card. If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone.
  144.  
  145. Xenomorphic Terror
  146. Level 9 DARK Bound Warrior/Effect
  147. 2000/?
  148. ☾ (Moon), ♀ (Venus)
  149. If you have 3 or more cards in your Salvage Zone, you can Normal Summon this card without Tributing. If this card is Normal or Flip Summoned: Change this card to Defense Position. This card's DEF becomes equal to the number of cards in your Salvage Zone x 800.
  150.  
  151. Tundra Crawler
  152. Level 2 WATER Insect/Effect
  153. 800/200
  154. ♇ (Pluto), ♆ (Neptune)
  155. Once per turn: You can target 1 face-up monster your opponent controls; place 1 Ice Counter on it. If this face-up card leaves the field: Place 1 Ice Counter on each Special Summoned monster your opponent controls.
  156.  
  157. Terra Tyrant
  158. Level 8 EARTH Warrior/Effect
  159. ?/0
  160. ♃ (Jupiter), ♀ (Venus)
  161. To Tribute Summon this card face-up, you can Tribute Trap(s) you control, as well as monsters. This card's ATK becomes equal to the number of Continuous Traps in your GY x 800. During your opponent's End Phase: You can target 1 Continuous Trap in your GY; Set it to your field.
  162.  
  163. Untouchable Soul
  164. Normal Spell
  165. Reveal 3 Continuous Traps with different names from your Deck, then your opponent randomly adds 1 of them to your hand, and you shuffle the rest back into your Deck. You can only activate 1 "Untouchable Soul" per turn.
  166.  
  167. Menacing Moth
  168. Level 8 DARK Insect/Dark Tuner/Effect
  169. 1000/2400
  170. ☉ (Sun), ☾ (Moon)
  171. If you control a Level 2 or lower Insect monster: You can Special Summon this card from your hand. If this card in its owner's possession is destroyed by your opponent's card: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Menacing Moth" once per turn.
  172.  
  173. Insider Information
  174. Normal Spell
  175. Send 1 card from your hand to the Salvage Zone; look at all cards in your opponent's hand, and if there are 3 or more monsters in their hand, draw 2 cards. You can only activate 1 "Insider Information" per turn.
  176.  
  177. Benevolent Fortunetelling
  178. Continuous Trap
  179. Both players must keep their hands revealed. Once per turn, during the Standby Phase, the turn player must banish the top-most card from their GY, face-down (this is not optional), or this card is destroyed.
  180.  
  181. Skewed Sight
  182. Equip Spell
  183. The equipped monster cannot be destroyed by your opponent's card effects. Once per turn, if the equipped monster's Level is increased: Target 1 card your opponent controls; destroy it.
  184.  
  185. Omega Cyclone
  186. Level 7 WIND Winged Beast/Omega/Effect
  187. 2500/2300
  188. ⛢ (Uranus), ♇ (Pluto)
  189. (Alpha 7: GY - Spell/Trap Activated)
  190. Must be Omega Summoned. Neither player can Special Summon monsters by Spell/Trap effects. When this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to that monster's original ATK or DEF (whichever is higher).
  191.  
  192. Poison-Needled Hedgehog
  193. Level 2 EARTH Beast/Energized/Effect
  194. 800/500
  195. ♇ (Pluto), ♃ (Jupiter)
  196. When this card is Normal Summoned: You can Special Summon 1 Level 2 or lower Normal Monster from your hand or Deck in Defense Position, then, if that monster had 1000 or less ATK and DEF, you can overlay this card to it.
  197.  
  198. Shrapnel Salvo
  199. Level 5 FIRE Machine/Synchro/Tuner/Effect
  200. 1200/2200
  201. ♂ (Mars), ♀ (Venus)
  202. 1 Tuner + 1+ non-Tuner monsters
  203. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. Each time a monster is Special Summoned from the Extra Deck, its controller takes damage equal to its Strength Classification x 200. Each time your opponent Special Summons a monster(s) by a Spell/Trap effect, they take 200 damage.
  204.  
  205. Umbral Soul Salamander
  206. Link-2 DARK Pyro/Link/Effect
  207. 1600/L BL
  208. ♂ (Mars), ☾ (Moon)
  209. 2 DARK Pyro monsters
  210. While this card points to an Evolute Monster, this card gains 700 ATK. You can only use each of the following effects of "Umbral Soul Salamander" once per turn.
  211. ● If this card is Link Summoned: You can target 1 Conjoint Spell/Trap in your GY; add it to your hand.
  212. ● You can Tribute this card, then target 1 Stage 5 or lower Evolute Monster in your GY; Special Summon it, but it cannot activate its effects this turn.
  213.  
  214. Crust Crusher
  215. Level 4 EARTH Machine/Effect
  216. 100/2200
  217. ♆ (Neptune), ♃ (Jupiter)
  218. When your opponent activates a monster effect from the GY (Quick Effect): You can Special Summon this card from your hand, and if you do, negate the activation, and if you do that, place that monster to the bottom of the Deck. You can only use this effect of "Crust Crusher" once per turn.
  219.  
  220. Destiny Destroyer
  221. Level 7 DARK Warrior/Element/Effect
  222. 2300/2600
  223. ☾ (Moon), ♀ (Venus)
  224. If your opponent controls 3 or more cards and you control no monsters, you can Normal Summon this card without Tributing. This card can attack twice during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage.
  225.  
  226. Luminous Lurker
  227. Level 9 LIGHT Bound Warrior/Bound/Effect
  228. 2600/2300
  229. ♂ (Mars), ☾ (Moon)
  230. 1 Level 7 or higher Element whose ATK is between 2300 and 2800
  231. This card can attack twice during each Battle Phase. If this card attacks a Defense Position monster, inflict piercing battle damage. Negate the effects of a monster destroyed by battle with this card (including in the GY).
  232.  
  233.  
  234.  
  235. =====
  236.  
  237.  
  238. Energized monsters are used to overlay to other monsters on the field (see Poison-Needled Hedgehog) placing underneath those cards, and then you are about to Empower Summon Empowered Monsters (missing from this list, but coming next time) whose Level equals the sum of the Levels of the monster it is overlaid to and the monster on the top. Like Synchros.
  239.  
  240. Aptitude can be Summoned in Defense, have no Attribute, and they gain effects depending on the Attributes of other monsters you control.
  241.  
  242. Glitch Monsters come with a strong effect, but it leaves with a duel-long negative drawback in the form of the second "box" effect.
  243.  
  244. Omega Monsters:
  245. - They go in the Main Deck (I Think)
  246. - There's a new Zone called the "Omega Zone" (each player gets 1).
  247. - During your Main Phase, you can put an Omega Monster face-down into your Omega Zone.
  248. - Omega Monsters have a location & an action in their text
  249. - Each time the its respective action is performed while an Omega Monster is in the Omega Zone, you put the top card from the respective location on top of the Omega Monster in the Omega Zone.
  250. - During your Main Phase, if the number of cards on top of the Omega Monster is equal to its Alpha (also indicated in its card text), you can send all the face-up cards in your Omega Zone to the GY and Omega Summon the Omega Monster.
  251. - Because Omega Monsters require a lot to Summon, they tend to be more powerful than standard monsters of the same Level, in terms of ATK, DEF, and effects.
  252.  
  253. Bound Monsters
  254. To Bound Summon a Bound Monster, a specific monster is required, in a manner similar to how Synchro Monsters need a Tuner monster for their Summon; an Element monster. To Summon a Bound Monster, you need an Element monster that meets the requirements of the Bound Monster, whose ATK is between some given values; send it to the Graveyard, then, Border Summon that Border Monster from the Extra Deck. You can only Bound Summon 1 Bound Monster each turn.
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