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TheInsidiousOne

apr8

Apr 8th, 2020
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  1. Druid of Scarlet Flames
  2. Level 4 FIRE Warrior/Effect
  3. 1800/1200
  4. When this card destroys an opponent's monster by battle and sends it to the GY: You can add 1 "Level Up!" from your Deck to your hand. You can only use this effect of "Druid of Scarlet Flames" once per turn.
  5.  
  6. Sand Samurai
  7. Level 8 EARTH Warrior/Ethereal/Effect
  8. 1800/2300
  9. 1 Level 6 or lower Warrior monster + 1 face-up Spell
  10. Once per turn, before damage calculation, if this card battles an opponent's monster: You can destroy that monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK.
  11.  
  12. Ninjorc Ambush
  13. Continuous Spell
  14. Once per turn, if a face-up DARK Warrior monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon 1 "Ninjorc" monster from your hand or Deck in Defense Position. You can only control 1 "Ninjorc Ambush".
  15.  
  16. Celestial Archer
  17. Bass 5 LIGHT Spellcaster/Maestro/Effect
  18. 1900/1600
  19. 2 Level 3 LIGHT monsters
  20. Once per turn: You can inflict 400 damage to your opponent for each LIGHT monster you control. Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; until the end of this turn, change its ATK to 0, also negate its effects. You can only control 1 "Celestial Archer".
  21.  
  22. Arachnid Warlock
  23. Level 1 EARTH Insect/Union/Effect
  24. 100/300
  25. If you control an Insect monster: You can Special Summon this card from your hand. You can only use this effect of "Arachnid Warlock" once per turn. Once per turn, you can either: Target 1 face-up Insect monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is destroyed and sent to the GY while equipped to a monster: You can target 1 Defense Position monster your opponent controls; destroy it.
  26.  
  27. Warwolf Witch
  28. Level 4 EARTH Zombie/Normal
  29. 0/2300
  30. A witch that invokes witchcrafts from the dead.
  31.  
  32. Stargazer Seraph
  33. Level 5 SPACE Spellcaster/Effect
  34. 1200/2400
  35. When exactly 1 other SPACE monster you control (and no other cards) is returned to your hand by an opponent's card effect, except "Stargazer Seraph" (except during the Damage Step): You can banish this card from your hand or GY; Special Summon 1 monster from your hand with the same name as that returned to the hand. You can only use this effect of "Stargazer Seraph" once per turn.
  36.  
  37. Minor Miner
  38. Level 1 EARTH Rock/Effect
  39. 600/300
  40. If this card is Normal or Special Summoned while you control no other monsters: You can Special Summon 1 "Minor Miner" from your hand, Deck, or GY. A Rock monster that was Special Summoned from the Extra Deck using this card as material gains this effect.
  41. ● Unaffected by Trap effects.
  42.  
  43. Peacekeeper Lily
  44. Link-2 EARTH Spellcaster/Link/Effect
  45. 400/BL BR
  46. 2 monsters, including a Level 3 Spellcaster monster
  47. Gains ATK equal to the combined original ATK of all Normal Summoned/Set monsters this card points to. Monsters this card points to cannot attack. Once per turn, when an opponent's monster declares an attack: You can negate the attack.
  48.  
  49. Ordnance Miscue
  50. Normal Trap
  51. While this card is Set: Target 1 face-up card on the field in this card's column; negate its effects, also if that card is a monster, its ATK becomes 0.
  52.  
  53. Sacred Archfiend
  54. Stage 8 LIGHT Fiend/Evolute/Transmute/Effect
  55. 2800/2100
  56. 2+ LIGHT and/or Fiend monsters
  57. Must be Evolute Summoned. Once per turn, during your Standby Phase, remove 4 E-Cs from this card. If you cannot, Transmute this card into "Exalted Archlord", and if you do, place 10 E-Cs on it.
  58.  
  59. Exalted Archlord
  60. Stage 10 DARK Fairy/Evolute/Transmute/Effect
  61. 2800/2100
  62. 3+ DARK and/or Fairy monsters
  63. Must first be Transmuted or Transmute-Evolute Summoned. Cannot be destroyed by your opponent's card effects. Once per turn, when a card effect is activated in the GY (Quick Effect): You can remove 3 E-Cs from this card; negate the activation, and if you do, banish it face-down.
  64.  
  65. Abyssal Imp
  66. Level 4 DARK Fiend/Effect
  67. 1300/1400
  68. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 DARK Normal Monster from your GY. If Summoned this way, this card gains ATK equal to the Level of the banished monster x 200.
  69.  
  70. Eternal Punishment
  71. Continuous Trap
  72. Negate any card effect that would move a card in the Salvage Zone to a different place.
  73.  
  74. Judgement of Tyranny
  75. Counter Trap
  76. When a Spell/Trap Card, or monster effect, is activated that would Special Summon a monster(s) from the Salvage Zone: Negate the activation, and if you do, banish that card, and if you do, neither player can Special Summon monsters from the Salvage Zone for the rest of this turn.
  77.  
  78. Embodiment of Gluttony
  79. Level 8 DARK Fiend/Dark/Effect
  80. 100/100
  81. 2 Level 4 or lower DARK monsters with 2000 or more ATK
  82. Cards in the Salvage Zone cannot be banished. Gains 300 ATK/DEF for each face-down banished card. If this card destroys an opponent's monster by battle: You can banish the top 3 cards of their Deck, face-down.
  83.  
  84. Blighted Hitman
  85. Rank 4 FIRE Warrior/Xyz/Effect
  86. 2300/1800
  87. 2 Level 4 monsters with the same Type and Attribute
  88. You can detach 1 material from this card; destroy 1 random card from your opponent's hand, then apply the following effect(s) depending on the type of destroyed card.
  89. ● Monster: Inflict 500 damage to your opponent.
  90. ● Spell: Draw 1 card.
  91. ● Trap: This card gains 500 ATK until the end of this turn.
  92. You can only use this effect of "Blighted Hitman" once per turn.
  93.  
  94. Sworn To Secrecy
  95. Quick-Play Spell
  96. Target 1 Enhance Monster you control; equip it with 1 Equip Spell from your hand, Deck, field, or GY, that can equip to that target. You can only activate 1 "Sworn To Secrecy" per turn.
  97.  
  98. Agent of Damnation
  99. Level 4 LIGHT Fiend/Effect
  100. 1700/800
  101. If a LIGHT Fiend monster you control would be used as Evolute Material, this card in your hand can also be used as material. You can only use this effect of "Agent of Damnation" once per turn.
  102.  
  103. Carnage Grappler
  104. Level 2 WATER Reptile/Tuner/Effect
  105. 900/2100
  106. A Reptile monster that was Special Summoned from the Extra Deck using this card as material gains this effect.
  107. ● When this card destroys an opponent's monster by battle and sends it to the GY: You can Special Summon that monster to your field in Defense Position.
  108.  
  109. Flameknight Parshath
  110. Level 4 FIRE Fairy/Effect
  111. 1900/1400
  112. If you negate the activation of a Spell/Trap Card, or monster effect: You can Tribute this card; Special Summon 1 Level 4 LIGHT Fairy monster from your hand or Deck in Defense Position. You can only use this effect of "Flameknight Parshath" once per turn.
  113.  
  114. Binary Star System
  115. Normal Spell
  116. Target 1 Normal Monster you control with 0 ATK; Special Summon up to 2 monsters from your Deck with the same name as that face-up monster.
  117.  
  118. Chains of Restraint
  119. Quick-Play Spell
  120. Activate as Chain Link 3 or higher: You can banish a number of cards from your opponent's GY face-down, equal to this card's Chain Link. You cannot activate this card if multiple cards with the same name, or the effects of such cards, are already activated in that Chain.
  121.  
  122. Chasm of Entropy
  123. Normal Trap
  124. If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can target 1 monster in your GY; Special Summon that target.
  125.  
  126. Wyvern of the Blasted Core
  127. Level 3 FIRE Wyrm/Effect
  128. 1700/1000
  129. At the end of the Battle Phase, if this card battled: You can return this card to your hand; Special Summon 1 Level 5 or higher Wyrm monster from your hand or GY.
  130.  
  131. Dragunity Reunion
  132. Continuous Trap
  133. You can activate 1 of these effects, but you cannot Special Summon monsters for the rest of this turn, except WIND monsters.
  134. ● Target 1 "Dragunity" Monster Card in your Spell & Trap Zone; Special Summon it in Defense Position.
  135. ● Tribute 1 "Dragunity" monster you control that is equipped with an Equip Card; draw 2 cards.
  136. You can only use this effect of "Dragunity Reunion" once per turn.
  137.  
  138. Iron Dragon of Destruction
  139. Level 6 DARK Wyrm/Effect
  140. 2000/1600
  141. During damage calculation, if your other Wyrm monster battles an opponent's monster (Quick Effect): You can send this card from your hand or face-up field to the GY; that monster you control gains 2000 ATK/DEF during that damage calculation only. When this card is Special Summoned by the effect of a Wyrm monster: You can Special Summon 1 Level 4 or lower Wyrm monster from your hand in Defense Position. You can only use each effect of "Iron Dragon of Destruction" once per turn.
  142.  
  143. Artifact Unearthing
  144. Field Spell
  145. All "Artifact" monsters you control gain 500 ATK/DEF. Once per turn: You can Set 1 "Artifact" monster from your hand or Deck to your Spell & Trap Zone as a Spell, but destroy it during your opponent's next End Phase.
  146.  
  147. Kozaky's Tinkering
  148. Equip Spell
  149. Equip only to a Normal Monster. If you Ritual Summon a Ritual Monster, the equipped monster can be used as the entire Tribute.
  150.  
  151. Wrath of the Poisonous King
  152. Continuous Spell
  153. You can only control 1 "Wrath of the Poisonous King". Once per turn: You can Special Summon 1 Level 4 or lower Venom Serpent monster from your hand.
  154.  
  155. ========
  156.  
  157. Ethereal and Maestro both shuffle the materials from the field into the Deck, with the difference in Ethereal that there can be Spells/Traps shuffled into the Deck, but at least 1 monster.
  158.  
  159. Dark is put the materials on the field to a zone called Salvage Zone.
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