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TheInsidiousOne

Nov 4 + special guest

Nov 3rd, 2018
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  1. Stockholm Syndrome Burst
  2. ★★★★★★
  3. Sabotage/Mission
  4. 2+ cards
  5. Success: By the End Phase of their turn (except during the turn this card is activated), the Duelist on the same side of the field as this card has 12 or more Flip monsters in their GY.
  6.  
  7. Schadenfreude
  8. ★★★
  9. Sabotage/Operation
  10. When a Duelist activates the effect of a Flip monster: Send 1 Flip monster from that Duelist's hand to the GY, and if you do, inflict 500 damage to the opponent of that Duelist. If this card is sent from the field to the GY, draw 1 card.
  11.  
  12. Rush of Strength
  13. ★★★
  14. Treasure Card
  15. If a monster is on this zone, it gains 700 ATK/DEF, also it cannot be destroyed by battle. Once, if a face-up Spell/Trap is on this zone (Quick Effect): You can target 1 face-up monster your opponent controls; it has its effects negated.
  16. ----
  17. Tribute 1 monster whose current ATK is higher than its original ATK, then target 2 cards your opponent controls; return them to the hand.
  18.  
  19. Exploited Resources
  20. ★★★★★
  21. Hazard Card
  22. 1800
  23. Range: Monster Zone
  24. The card in this zone cannot attack, unless its controller pays 800 LP. The card in this zone cannot activate its effect, unless its controller discards 1 card.
  25.  
  26. Gravebound Slitherer
  27. ★★★★
  28. DARK
  29. Reptile/Base/Effect
  30. ATK 1600
  31. DEF 1400
  32. When this card is Normal or Special Summoned: You can add 1 Level 4 or lower Reptile monster from your Deck to your hand, except "Gravebound Slitherer". You can only use this effect of "Gravebound Slitherer" once per turn.
  33.  
  34. Slyfang Viper
  35. ★★★
  36. WATER
  37. Reptile/Effect
  38. ATK 300
  39. DEF 1100
  40. While this card is in your GY, all Reptile monsters you control gain 300 ATK.
  41.  
  42. Mystic Snake
  43. ★★
  44. WATER
  45. Reptile/Effect
  46. ATK 1000
  47. DEF 1200
  48. You can send this card from your hand or field to the GY; Special Summon 1 Level 4 or lower Reptile monster from your Deck, except "Mystic Snake". You can only use this effect of "Mystic Snake" once per turn. If a Reptile monster(s) you control would be destroyed, you can banish this card from your GY instead of destroying 1 of those monsters.
  49.  
  50. Hissing Serpent
  51. ★★★★
  52. EARTH
  53. Reptile/Base/Effect
  54. ATK 1600
  55. DEF 1200
  56. If this card is sent from the hand to the GY: You can Special Summon this card in Defense Position, but banish it when it leaves the field. You can only use this effect of "Hissing Serpent" once per turn.
  57.  
  58. Chamber Basilisk
  59. ★★★★
  60. EARTH
  61. Reptile/Base/Effect
  62. ATK 1800
  63. DEF 800
  64. If this card is Normal or Special Summoned: You can send 1 Reptile monster from your Deck to the GY with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Chamber Basilisk" once per turn.
  65.  
  66. Heavenbound Reptile
  67. ★★★★
  68. LIGHT
  69. Reptile/Composition/Effect
  70. ATK 2500
  71. DEF 2000
  72. 1 Level 4 Reptile Base + 4 or 5 monsters in your GY
  73. While this card has active material, it cannot be destroyed by your opponent's card effects, also your opponent cannot target this card with card effects. At the start of the Damage Step, if this card attacks a monster: You can deactivate 2 of this card's materials; return that monster to the hand, and if you do, this card gains ATK equal to the ATK the monster returned to the hand had on the field, until the end of this turn. You can only use this effect of "Heavenbound Reptile" once per turn.
  74.  
  75. Emperor Cobra
  76. ★★★★
  77. EARTH
  78. Reptile/Composition/Effect
  79. ATK 2400
  80. DEF 2800
  81. 1 Level 4 Reptile Base + 4 or 5 monsters in your GY
  82. While this card has active material, switch the ATK and DEF of all monsters your opponent controls. You can deactivate any number of materials from this cards, then target a number of monsters your opponent controls equal to the number of materials deactivated from this card; place 1 Cobra Counter on those monsters. At the start of the Damage Step, if a monster with a Cobra Counter battles: You can destroy that monster.
  83.  
  84. Snake Trap
  85. Normal Trap
  86. Tribute 1 Reptile monster, then target up to 2 cards on the field; destroy them, and if you do, Special Summon 1 Level 4 or lower Reptile monster from your Deck in Defense Position. You can only activate 1 "Snake Trap" per turn.
  87.  
  88. Serpentine Whip
  89. Normal Trap
  90. When your opponent Normal or Special Summons a monster: Special Summon 1 Level 4 or lower Reptile monster from your hand.
  91.  
  92. Slithershaping
  93. Continuous Trap
  94. Special Summon this card as a Normal Monster (Reptile/DARK/Level 8/ATK 2000/DEF 2800). (This card is also still a Trap.) You can banish this card from your GY, then target 1 Level 4 or lower Reptile monster in your GY; Special Summon that target. You can only use this effect of "Slithershaping" once per turn.
  95.  
  96. Ambush Viper
  97. EARTH
  98. Reptile/Effect
  99. ATK 100
  100. DEF 1800
  101. While this card is in your GY, all Reptile monsters you control gain 300 DEF, also they cannot be destroyed by battle.
  102.  
  103. Viper's Fangs
  104. Normal Trap
  105. If a Reptile monster is Special Summoned to your field: Target 1 monster your opponent controls; place 1 Scale Counter on it. You can banish this card from your GY, then target 1 monster your opponent controls with a Scale Counter on it; destroy it, and if you do, draw 1 card. You can only use each effect of "Viper's Fangs" once per turn.
  106.  
  107. Slithering Venom
  108. Lisi/Skill
  109. At the start of your turn, before you conduct your normal draw, you may give up your normal draw this turn, and add 1 Reptile monster from your GY to your hand, or add 1 "Snake Rain" from your Deck to your hand. This Skill can only be used once per Duel.
  110.  
  111. Nightshadow Bat
  112. ★★★★
  113. DARK
  114. Winged Beast/Effect
  115. ATK 1500
  116. DEF 1000
  117. If this card is Normal or Special Summoned: You can send 1 monster from your hand to the GY; Special Summon 1 "Nightshadow Token" (Level 3/DARK/Reptile/1000 ATK/1000 DEF) in Defense Position. You can only use this effect of "Nightshadow Bat" once per turn.
  118.  
  119. Nightshadow Rogue Bat
  120. ★★★★★★
  121. DARK
  122. Winged Beast/Fusion/Effect
  123. ATK 2400
  124. DEF 2000
  125. "Nightshadow Bat" + 1 DARK Winged Beast monster
  126. Must be either Fusion Summoned, or Special Summoned during the turn a DARK Winged Beast monster was Normal Summoned or Special Summoned from the hand, by Tributing 1 "Nightshadow" monster (in which case you do not use "Polymerization"). When a card or effect is activated that targets this face-up card (Quick Effect): You can Tribute 1 monster; negate the activation, and if you do, destroy 1 card your opponent controls.
  127.  
  128. Nightshadow Sclash Bat
  129. ★★★★
  130. DARK
  131. Winged Beast/Effect
  132. ATK 1500
  133. DEF 1000
  134. If this card is sent from your hand to the GY: You can add 1 "Nightshadow" monster from your Deck to your hand, except "Nightshadow Sclash Bat". If this card is in your GY: You can Tribute 1 DARK Winged Beast monster; add this card to your hand. You can only use 1 "Nightshadow Sclash Bat" effect per turn, and only once that turn.
  135.  
  136. Nightshadow Sclash Rogue
  137. ★★★★★★★
  138. DARK
  139. Winged Beast/Fusion/Effect
  140. ATK 2600
  141. DEF 2000
  142. "Nightshadow Sclash Bat" + 1 Winged Beast monster
  143. Must be either Fusion Summoned, or Special Summoned during the turn a DARK Winged Beast monster was Normal Summoned or Special Summoned from the hand, by Tributing 1 "Nightshadow" monster (in which case you do not use "Polymerization"). At the start of the Damage Step, if this card battles an opponent's monster: Destroy that monster, and if you do, inflict 800 damage to your opponent.
  144.  
  145. Nightshadow Prime Bat
  146. ★★★★
  147. DARK
  148. Winged Beast/Effect
  149. ATK 2000
  150. DEF 1500
  151. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control no monsters. Cannot attack the turn it is Special Summoned. If this card is sent from the hand or field to the GY: You can send 1 "Nightshadow" monster from your Deck to the GY, except "Nightshadow Prime Bat". You can only use this effect of "Nightshadow Prime Bat" once per turn.
  152.  
  153. Nightshadow Prime Rogue
  154. ★★★★★★★★
  155. DARK
  156. Winged Beast/Fusion/Effect
  157. ATK 3000
  158. DEF 2500
  159. "Nightshadow Prime Bat" + 1 "Nightshadow" Fusion Monster
  160. Must be either Fusion Summoned, or Special Summoned during the turn a DARK Winged Beast monster was Normal Summoned or Special Summoned from the hand, by Tributing 1 "Nightshadow" Fusion Monster (in which case you do not use "Polymerization"). Cannot be destroyed by your opponent's card effects. Once per turn, if your opponent activates a card effect during the Battle Phase (Quick Effect): You can target 1 card your opponent controls; destroy it, and if you do, this card gains 500 ATK/DEF, until the end of this turn.
  161.  
  162. Nightshadow Engine Bat
  163. ★★★★
  164. DARK
  165. Winged Beast/Effect
  166. ATK 1600
  167. DEF 1100
  168. If this card is Normal Summoned or Special Summoned from your hand: You can Special Summon 1 "Nightshadow" monster from your hand, except "Nightshadow Engine Bat". You can banish this card and 1 "Nightshadow" monster from your GY, then target 1 "Nightshadow" Fusion Monster in your GY (that has been properly Summoned); Special Summon it, ignoring its Summoning conditions. You can only use 1 "Nightshadow Engine Bat" effect per turn, and only once that turn.
  169.  
  170. Nightshadow Mad Rogue
  171. ★★★★★★★★
  172. DARK
  173. Winged Beast/Fusion/Effect
  174. ATK 2900
  175. DEF 2400
  176. "Nightshadow Bat" + 1 "Nightshadow" monster
  177. Must be either Fusion Summoned, or Special Summoned during the turn a DARK Winged Beast monster was Normal Summoned or Special Summoned from the hand, by Tributing 1 Level 7 or lower "Nightshadow" Fusion Monster (in which case you do not use "Polymerization"). During your Main Phase 1: You can have this card lose exactly 1000 ATK for the rest of this turn, and if you do, it can attack directly this turn. You can only use this effect of "Nightshadow Mad Rogue" once per turn. If this card inflicts battle damage to your opponent by a direct attack: You can place 1 Madness Counter on this card. Monsters your opponent controls lose 600 ATK for each Madness Counter on this card.
  178.  
  179. Nightshadow Fusion
  180. Normal Spell
  181. Fusion Summon 1 Winged Beast Fusion Monster from your Extra Deck, by using monsters from your hand or field as materials. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Nightshadow" monster in your GY; add it to your hand. You can only use each effect of "Nightshadow Fusion" once per turn.
  182.  
  183. Nightshadow Cracked Fusion
  184. Quick-Play Spell
  185. Fusion Summon 1 "Nightshadow" Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or in your GY. You can only activate 1 "Nightshadow Cracked Fusion" per turn.
  186.  
  187. Nightshadow Flight
  188. Continuous Trap
  189. The activation and effects of "Nightshadow" cards activated on your field cannot be negated. Once per turn, if you Special Summon a "Nightshadow" monster from your Extra Deck: You can target 1 DARK Winged Beast monster in your GY; add it to your hand.
  190.  
  191. Nightshadow Wings
  192. Sydney/Skill
  193. At the start of your turn, before you conduct your normal draw, you may give up your normal draw this turn, and add 1 "Nightshadow" monster from your Deck to your hand. This Skill can only be used once per Duel.
  194.  
  195. Martian Power
  196. Alivia/Skill
  197. At the start of the Duel, add 1 "Awakening Flame Vassal - Cross-Z Dragon" from your Deck to your hand. (If both players use a Skill at the same time, the Turn player resolves their Skill first.)
  198.  
  199. Nightshadow Doppel Bat
  200. Attribute: DARK
  201. Level: ** (2)
  202. Type: Winged Beast/Effect
  203. ATK: 1000
  204. DEF: 1000
  205. Text: During your Main Phase: You can reveal 1 "Nightshadow" Fusion Monster from your Extra Deck, then send 1 of the Fusion Materials specifically named from your Deck to the GY; until the end of this turn, this card's name becomes the sent monster's. If this card is sent from the hand or field to the GY: You can add 1 "Nightshadow" Spell/Trap from your Deck to your hand. You can only use each effect of "Nightshadow Doppel Bat" once per turn.
  206.  
  207. Nightshadow Armor Bat
  208. Attribute: DARK
  209. Level: ***** (5)
  210. Type: Winged Beast/Effect
  211. ATK: 1500
  212. DEF: 2000
  213. Text: During your Main Phase: You can target 1 DARK Winged Beast monster you control; equip this monster from your hand or field to that target. If the equipped monster would be destroyed by battle or card effect, you can send 1 monster from your hand to the GY instead. You can only use this effect of "Nightshadow Armor Bat" once per turn. If this card is sent from your hand or field to the GY: You can Special Summon 1 Level 4 or lower "Nightshadow" monster from your hand.
  214.  
  215. Nightshadow Armor Rogue
  216. ★★★★★★★
  217. DARK
  218. Winged Beast/Fusion/Effect
  219. ATK 2600
  220. DEF 2200
  221. "Nightshadow Armor Bat" + 1 "Nightshadow" monster
  222. Must be either Fusion Summoned, or Special Summoned during the turn a DARK Winged Beast monster was Normal Summoned or Special Summoned from the hand, by Tributing 1 "Nightshadow" monster (in which case you do not use "Polymerization"). If this card battles an opponent's monster, negate that monster's effect(s) until the end of the Battle Phase. Once per turn: You can discard 1 card, then target 1 face-up card with the same type of card (Monster, Spell, or Trap) as the discarded card your opponent controls; banish it.
  223.  
  224. Nightshadow Deception
  225. Normal Trap
  226. When your opponent activates a card or effect that would inflict damage to you: Make that damage to you 0, then add 1 Level 4 or lower DARK Winged Beast monster from your Deck to your hand. You can banish this card from your GY; Special Summon 1 "Nightshadow" monster from your hand. You can only use each effect of "Nightshadow Deception" once per turn.
  227.  
  228. Nightshadow Vanish
  229. Normal Trap
  230. Tribute 1 "Nightshadow" Fusion Monster, then target 2 cards in your opponent's GY; banish them, and if you do, you can Special Summon 1 Level 7 or lower "Nightshadow" Fusion Monster from your Extra Deck, ignoring its Summoning conditions, but it cannot activate its effects this turn. You can only activate 1 "Nightshadow Vanish" per turn.
  231.  
  232. Nightshadow Testing Lab
  233. Field Spell
  234. All DARK Winged Beast monsters your control gain 300 ATK/DEF. During your Main Phase: You can target 1 Level 4 or lower "Nightshadow" monster in your GY; add it to your hand, and if you do, Special Summon 1 "Nightshadow" monster from your hand. You can only use this effect of "Nightshadow Testing Lab" once per turn. Once per turn, if you Special Summon a "Nightshadow" Fusion Monster: You can target 1 monster your opponent controls; return it to the hand.
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