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TheInsidiousOne

Grand 100 - Oct 1

Oct 1st, 2018
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  1. Transfixed Transparency
  2. Quick-Play Spell
  3. Target 1 monster you control that was Special Summoned from the Main Deck; that monster is unaffected by card effects this turn, except its own. You can only activate 1 "Transfixed Transparency" per turn.
  4.  
  5. Electrocuting Typhoon
  6. Normal Spell
  7. Target 1 card in your opponent's Spell & Trap Zone; destroy it, and if you do, destroy any Spells/Traps in the destroyed card's adjacent zones. You can only activate 1 "Electrocuting Typhoon" per turn.
  8.  
  9. Mechanical Reviver
  10. DARK
  11. Machine/Link/Effect
  12. ATK 1850
  13. LINK-2
  14. BL BR
  15. 2 Machine monsters
  16. Monsters this card points to cannot be destroyed by battle. At the end of the Damage Step, when this card, or a monster this card points to, attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.
  17.  
  18. Volcanic Fissure
  19. Normal Trap
  20. Send 1 face-up "Blaze Accelerator" card from your Spell & Trap Zone to the GY, then target 1 card in your opponent's Spell & Trap Zone; destroy it, and if you do, add 1 Pyro monster with 500 or less ATK from your GY to your hand. You can only activate 1 "Volcanic Fissure" per turn.
  21.  
  22. Elemental HERO Dusk Scout
  23. ★★★★
  24. DARK
  25. Warrior/Effect
  26. ATK 1200
  27. DEF 1600
  28. If you Normal or Special Summon a "HERO" monster other than "Elemental HERO Dusk Scout", except during the Damage Step: When this card is Special Summoned: You can add 1 "Change" Quick-Play Spell from your Deck to your hand. You can Special Summon this card from your hand in Defense Position. You can only use each effect of "Elemental HERO Dusk Scout" once per turn.
  29.  
  30. Doll of Menace
  31. DARK
  32. Spellcaster/Link/Effect
  33. ATK 1700
  34. LINK-2
  35. T B
  36. 2 DARK monsters with different Types
  37. If a monster is Normal or Special Summoned to a zone this card points to: You can move this card to an unoccupied Main Monster Zone. If this card is in your GY (Quick Effect): You can Tribute 1 Normal Summoned/Set DARK monster, except a Spellcaster monster; Special Summon this card. You can only use each effect of "Doll of Menace" once per turn.
  38.  
  39. Vision HERO Order
  40. ★★★
  41. DARK
  42. Warrior/Effect
  43. ATK 1300
  44. DEF 1000
  45. If you take damage (either by battle or by card effect), while this card is in your GY: You can place this card from your GY into your Spell & Trap Zone face-up as a Continuous Spell. If you control this face-up Continuous Spell Card: You can Tribute 1 face-up "Vision HERO" monster you control; Special Summon this card from your Spell & Trap Zone as a monster, and if you do, send 1 Spell/Trap your opponent controls to the GY.
  46.  
  47. Flying Frost Fortress
  48. Normal Trap
  49. When you take battle damage from an opponent's attacking monster, while you have at least 3 monsters with different Types and Attributes in your GY: You can destroy the attacking monster, and if you do, Special Summon 1 Level 4 or lower Base from your hand or Deck with a different Type and Attribute from a monster in your GY. Immediately after this effect resolves, Composition Summon 1 Composition Monster from your Extra Deck, using the Summoned monster and monsters in your GY as materials. You can only activate 1 "Flying Frost Fortress" per turn.
  50.  
  51. Keeper of Knowledge
  52. ★★★★
  53. DARK
  54. Spellcaster/Riddler/Effect
  55. ATK 1800
  56. DEF 1000
  57. You can target 1 monster your opponent controls; your opponent must answer the following question: "How many monster did that monster, or monsters with the same original name as that monster, declare an attack this Duel?", and if they guess correctly, Special Summon 1 Level 3 or lower Riddler monster from your Deck in Defense Position, otherwise, send this card to the GY. You can only use this effect of "Keeper of Knowledge" once per turn.
  58.  
  59. SPYRAL Double Agent
  60. ★★★★
  61. WATER
  62. Warrior/Effect
  63. ATK 1900
  64. DEF 800
  65. This card's name becomes "SPYRAL Super Agent" while it is on the field or in the GY. Once per turn: You can declare 1 type of card (Monster, Spell, or Trap) and target 1 monster your opponent controls; reveal the top card of your opponent's Deck, and if you do, that monster loses 1000 ATK/DEF if the revealed card is the declared type.
  66.  
  67. Arrow Guard
  68. Counter Trap
  69. If your opponent activates the effect of a Link Monster: Tribute 1 linked monster you control; negate the activation. If there are 2 Link Monsters with the same Link Rating in the Extra Monster Zones, you can activate this card from your hand. You can only activate 1 "Arrow Guard" per turn.
  70.  
  71. Ground Knight
  72. ★★★★
  73. EARTH
  74. Rock/Effect
  75. ATK 1200
  76. DEF 1600
  77. If a monster(s) you control is returned to your hand while this card is in your GY: You can Special Summon this card, but banish this card when it leaves the field. You can only use this effect of "Ground Knight" once per turn.
  78.  
  79. Mischief of the Imp Brigade
  80. Ritual Spell
  81. This card can be used to Ritual Summon any "Imp Brigade" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If this card is in the GY: You can target 1 "Imp Brigade" Ritual Monster in your GY; shuffle both this card from the GY into the Deck, then add that Ritual Monster to your hand. You can only use this effect of "Mischief of the Imp Brigade" once per turn.
  82.  
  83. R. Number 101: Imp Brigade - Lester
  84. ★★★★★★★★
  85. DARK
  86. Beast-Warrior/Ritual/Effect
  87. ATK 2800
  88. DEF 2000
  89. You can Ritual Summon this card with "Mischief of the Imp Brigade". Once per turn, during the Damage Step, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation. If this card was Ritual Summoned by Tributing a Ritual Monster(s): You can target 1 Continuous Trap in your GY; place it to your Spell & Trap Zone. You can only use this effect of "R. Number 101: Imp Brigade - Lester" once per turn.
  90.  
  91. R. Number 102: Imp Brigade - Stewey
  92. ★★★★★★
  93. DARK
  94. Beast-Warrior/Ritual/Effect
  95. ATK 2500
  96. DEF 2000
  97. You can Ritual Summon this card with "Mischief of the Imp Brigade". If this card is Ritual Summoned by Tributing a Ritual Monster(s): You can Set 1 Continuous Trap from your Deck. You can only use this effect of "R. Number 102: Imp Brigade - Stewey" once per turn. While you control a face-up Continuous Trap, this card cannot be destroyed by battle, also it gains 800 ATK.
  98.  
  99. R. Number 103: Imp Brigade - Sasha
  100. ★★★★
  101. DARK
  102. Beast-Warrior/Ritual/Effect
  103. ATK 2000
  104. DEF 2000
  105. You can Ritual Summon this card with "Mischief of the Imp Brigade". If this card is Ritual Summoned by Tributing a Ritual Monster(s): You can draw 1 card. You can only use this effect of "R. Number 103: Imp Brigade - Sasha" once per turn. (Quick Effect): You can return this card you control to the hand and banish 1 Ritual Spell from your GY, then target 1 Level 8 or lower DARK Ritual Monster in your GY, except "R. Number 103: Imp Brigade - Sasha"; Special Summon it, ignoring its Summoning conditions. You can only use this effect of "R. Number 103: Imp Brigade - Sasha" once per turn.
  106.  
  107. Multicolored Mania
  108. Normal Trap
  109. This turn, you choose the attack targets for your opponent's attacks.
  110.  
  111. Twisted Reality
  112. Continuous Trap
  113. The top card of your opponent's Deck is revealed at all times. Your opponent's cards with the same card type as the top card of your opponent's Deck (Monster, Spell, or Trap) cannot be banished from the GY.
  114.  
  115. Twilight Theater
  116. Normal Trap
  117. Target 1 face-up monster your opponent controls; banish any number of "Lightsworn" monsters from your GY, and if you do, that monster loses 200 ATK and DEF for each monster banished by this effect, until the end of this turn. If this card is sent from the Deck to the GY by a "Lightsworn" monster's effect: You can add 1 "Punishment Dragon" from your Deck to your hand. You can only use this effect of "Twilight Theater" once per turn.
  118.  
  119. Roxanne, Twilightsworn Ranger
  120. ★★★★
  121. DARK
  122. Warrior/Effect
  123. ATK 1800
  124. DEF 900
  125. Once per turn: You can banish 1 "Lightsworn" monster from your hand or GY; excavate the top 3 cards of your Deck, add 1 of your excavated "Twilight" Spells/Traps to your hand, also shuffle the remaining cards into the Deck. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 2 cards of your Deck to the GY.
  126.  
  127. Karla, Lightsworn Enchantress
  128. ★★★★
  129. LIGHT
  130. Spellcaster/Effect
  131. ATK 800
  132. DEF 2000
  133. You can Tribute this card; take 1 "Lightsworn" monster from your Deck, except "Karla, Lightsworn Enchantress", and either Special Summon it or send it to the GY. You can only use this effect of "Karla, Lightsworn Enchantress" once per turn. Once per turn, during your End Phase: Send the top 2 cards of your Deck to the GY.
  134.  
  135. Link To the Future
  136. Normal Trap
  137. Banish 2 Link-3 or lower Link Monsters you control (until the end of this turn); Special Summon from your Extra Deck, 1 Link-3 or lower Link Monster with the same Type as 1 of the banished monsters and the same Attribute as the other banished monster, with a different name from the banished monsters. (This is treated as a Link Summon.) You can only activate 1 "Link To the Future" per turn.
  138.  
  139. Curse of Eternal Rust
  140. Normal Trap
  141. Target 1 Zombie monster you control; equip this card to it. The first time the equipped monster would be destroyed by battle each turn, it is not destroyed. If this card is sent from the field to the GY during the Battle Phase: End the Battle Phase.
  142.  
  143. Blessing of Isis
  144. Normal Spell
  145. Banish 2 Spells from your GY, then target 1 "Horus" monster (that has been properly Summoned) in your GY; Special Summon it, ignoring its Summoning conditions. You can banish this card from your GY; add 1 "Horus" monster from your Deck or GY to your hand. You can only use each effect of "Blessing of Isis" once per turn.
  146.  
  147. Overblown Overdrive
  148. ★★★★
  149. EARTH
  150. Machine/Overdrive/Effect
  151. ATK 1600
  152. DEF 1500
  153. 1 Driver + 1 Machine monster
  154. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster, and if you do, inflict damage to your opponent equal to half the original ATK of the destroyed monster. Once per turn, during the next Standby Phase after this card was sent to the GY: You can target 1 Machine Driver in your GY; add it to your hand.
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