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TheInsidiousOne

Yu-Gi-Oh! EV - Introducing Pierre and Doris

Aug 12th, 2018
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  1. Doris
  2. Sapphire Gazer Coatl
  3. ★★★★★★★
  4. LIGHT
  5. Wyrm/Effect
  6. ATK 2000
  7. DEF 2400
  8. If you control no monsters, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Sapphire Gazer" Ritual Monster from your hand in Defense Position. (This is treated as a Ritual Summon.) You can only use this effect of "Sapphire Gazer Coatl" once per turn.
  9.  
  10. Sapphire Gazer Coatling
  11. LIGHT
  12. Wyrm/Effect
  13. ATK 500
  14. DEF 800
  15. When you Ritual Summon a "Sapphire Gazer" monster, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.
  16.  
  17. Sapphire Gazer Classidragon
  18. ★★★★
  19. LIGHT
  20. Wyrm/Ritual/Effect
  21. ATK 1600
  22. DEF 1700
  23. You can Ritual Summon this card with any "Sapphire Gazer" Ritual Spell. You can discard this card; add 1 "Sapphire Gazer" Spell/Trap from your Deck to your hand. You can only use this effect of "Sapphire Gazer Classidragon" once per turn. At the start of the Damage Step, if this card attacks an opponent's monster: Destroy that opponent's monster.
  24.  
  25. Sapphire Gazer Skeleton
  26. ★★★★★★
  27. LIGHT
  28. Fairy/Ritual/Effect
  29. ATK 1200
  30. DEF 2500
  31. You can Ritual Summon this card with any "Sapphire Gazer" Ritual Spell. You can discard this card; add 1 "Sapphire Gazer" monster from your Deck to your hand, except "Sapphire Gazer Skeleton". You can only use this effect of "Sapphire Gazer Skeleton" once per turn. If this card battles an opponent's monster, invert damage calculation and any battle damage this card inflicts to your opponent is doubled.
  32.  
  33. Sapphire Gazer Metal Coatl
  34. LIGHT
  35. Wyrm/Effect
  36. ATK 600
  37. DEF 600
  38. If you Ritual Summon exactly 1 "Sapphire Gazer" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
  39.  
  40. Sapphire Gazer Meteor Impact
  41. ★★★★★★
  42. LIGHT
  43. Wyrm/Ritual/Effect
  44. ATK 2000
  45. DEF 1800
  46. You can Ritual Summon this card with any "Sapphire Gazer" Ritual Spell. You can discard this card; Special Summon 1 "Sapphire Gazer" monster from your Deck. You can only use this effect of "Sapphire Gazer Meteor Impact" once per turn. Once per turn: You can discard 1 card; this card gains 500 ATK until the end of this turn. If this card is destroyed and sent to the GY: You can target 1 "Sapphire Gazer Ritual" in your GY; add it to your hand.
  47.  
  48. Sapphire Gazer Lightning Angel
  49. ★★★★★★★
  50. LIGHT
  51. Wyrm/Ritual/Effect
  52. ATK 2000
  53. DEF 2400
  54. You can Ritual Summon this card with any "Sapphire Gazer" Ritual Spell. You can discard this card; send 1 "Sapphire Gazer" monster from your Deck to the GY, except "Sapphire Gazer Lightning Angel". You can only use this effect of "Sapphire Gazer Lightning Angel" once per turn. Once per turn: You can target 1 monster your opponent controls; banish it until the end of this turn.
  55.  
  56. Sapphire Gazer Baby Coatl
  57. ★★★
  58. LIGHT
  59. Wyrm/Effect
  60. ATK 700
  61. DEF 1200
  62. You can discard this card; Special Summon 1 "Sapphire Gazer Coatl" from your hand, Deck or GY. You can banish this card from your GY, then target 1 "Sapphire Gazer" Ritual Monster in your GY; Special Summon that target. You can only use 1 "Sapphire Gazer Baby Coatl" effect per turn, and only once that turn.
  63.  
  64. Sapphire Gazer Flare Coatl
  65. ★★★★★★★
  66. LIGHT
  67. Wyrm/Ritual/Effect
  68. ATK 2400
  69. DEF 2800
  70. You can Ritual Summon this card with any "Sapphire Gazer" Ritual Spell. If this card is Ritual Summoned from your GY: You can target 1 "Sapphire Gazer" card in your GY, except "Sapphire Gazer Flare Coatl"; add it to your hand. You can only use this effect of "Sapphire Gazer Flare Coatl" once per turn. Each time your opponent activates a card or effect, gain 500 LP immediately after it resolves.
  71.  
  72. Sapphire Gazer Flare Metal Coatl
  73. ★★★★★★★
  74. LIGHT
  75. Wyrm/Ritual/Effect
  76. ATK 2400
  77. DEF 2800
  78. You can Ritual Summon this card with any "Sapphire Gazer" Ritual Spell. If this card is Ritual Summoned from your GY: You can draw 1 card. You can only use this effect of "Sapphire Gazer Flare Metal Coatl" once per turn. Each time your opponent activates a card or effect, this card gains 200 ATK immediately after it resolves. While this card's ATK is 3000 or more, this card can make up to 2 attacks during each Battle Phase.
  79.  
  80. Sapphire Gazer Metalfried
  81. ★★★★
  82. LIGHT
  83. Spellcaster/Ritual/Effect
  84. ATK 1600
  85. DEF 1800
  86. You can Ritual Summon this card with any "Sapphire Gazer" Ritual Spell. You can discard this card; Set 1 "Sapphire Gazer" Trap directly from your Deck. It can be activated this turn. You can only use this effect of "Sapphire Gazer Metalfried" once per turn. Once per turn (Quick Effect): You can banish 1 "Sapphire Gazer" monster from your GY; this card gains ATK equal to the Level of the banished monster x200 until the end of this turn.
  87.  
  88. Sapphire Gazer Ritual
  89. Ritual Spell
  90. This card can be used to Ritual Summon any "Sapphire Gazer" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field and/or banish "Sapphire Gazer" monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.
  91.  
  92. Sapphire Gazer Stones
  93. Normal Spell
  94. If you control a "Sapphire Gazer" Ritual Monster: Target 1 Spell/Trap your opponent controls; destroy it. You can only activate 1 "Sapphire Gazer Stones" per turn.
  95.  
  96. Sapphire Gazer Insight
  97. Normal Spell
  98. If you control a "Sapphire Gazer" Ritual Monster: You can discard 1 card; draw 2 cards. You can only activate 1 "Sapphire Gazer Insight" per turn.
  99.  
  100. Sapphire Gazer Force
  101. Normal Trap
  102. Target 1 "Sapphire Gazer" monster in your GY; Special Summon it ignoring its Summoning conditions (if any). You can only activate 1 "Sapphire Gazer Force" per turn.
  103.  
  104. Sapphire Gazer Unleash
  105. Counter Trap
  106. When your opponent activates a card or effect that targets a "Sapphire Gazer" monster(s) you control: You can banish 1 "Sapphire Gazer" card from your GY; negate the activation, and if you do, destroy that card.
  107.  
  108. Sapphire Gazer Chain
  109. Continuous Trap
  110. Activate this card by targeting 1 "Sapphire Gazer" Ritual Monster you control. At the start of the Damage Step, if it battles an opponent's Special Summoned monster: You can destroy that opponent's monster, and if you do, the targeted monster gains ATK equal to the original ATK of the destroyed monster, until the end of your opponent's next turn. When that monster leaves the field, destroy this card.
  111.  
  112. Pierre
  113. Blinding Weaponmaster
  114. ★★★★★★★
  115. LIGHT
  116. Warrior/Normal
  117. ATK 2100
  118. DEF 2500
  119. A swordsman said to be nigh-unbeatable, whether in defense or offense.
  120.  
  121. Blinding Weaponmaster Girl
  122. ★★★★★★
  123. LIGHT
  124. Warrior/Effect
  125. ATK 1700
  126. DEF 2000
  127. If "Blinding Weaponmaster" you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Gains 300 DEF for each "Weaponmaster" monster in your GY.
  128.  
  129. Illusion Weaponmaster
  130. ★★★★★★
  131. LIGHT
  132. Warrior/Effect
  133. ATK 1700
  134. DEF 2000
  135. If you control no monsters, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Blinding Weaponmaster" from your hand, Deck or GY. You can only use this effect of "Illusion Weaponmaster" once per turn.
  136.  
  137. Palladium Paladin Weaponmaster
  138. ★★★★★★★
  139. LIGHT
  140. Warrior/Effect
  141. ATK 2100
  142. DEF 2500
  143. When you draw this card: You can reveal this card; Special Summon it from your hand. At the start of the Damage Step, if this card battles an opponent's monster: Destroy that opponent's monster. If this card is destroyed by battle or card effect: You can Special Summon 1 "Blinding Weaponmaster" from your hand, Deck, or GY.
  144.  
  145. Blinding Weaponmaster of Light
  146. ★★★★★★★★
  147. LIGHT
  148. Warrior/Effect
  149. ATK 2600
  150. DEF 2800
  151. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Blinding Weaponmaster" from your GY. If this card destroys an opponent's monster by battle: You can target 1 Spell in your GY; add it to your hand. After damage calculation, if this card attacked an opponent's monster: Inflict damage to your opponent equal to that monster's original ATK.
  152.  
  153. Spirit of the Blinding Weaponmaster
  154. ★★★★★★★
  155. LIGHT
  156. Warrior/Effect
  157. ATK 2500
  158. DEF 2100
  159. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by revealing 1 "Blinding Weaponmaster" from your hand. If this card destroys an opponent's monster by battle: You can target 1 card your opponent controls; destroy it. Once per turn (Quick Effect): You can banish 1 Spell from your GY, then target 1 Spell/Trap your opponent controls; destroy it.
  160.  
  161. Weaponmaster's Spear
  162. ★★★
  163. LIGHT
  164. Warrior/Effect
  165. ATK 1600
  166. DEF 500
  167. If this card is Normal or Special Summoned: You can add 1 "Weaponmaster" card from your Deck to your hand, except "Weaponmaster's Spear". During your opponent's turn, if you activate a Spell/Trap or effect while this card is in your GY (except during the Damage Step): You can banish this card from your GY and 1 "Weaponmaster" monster from your hand or field; Special Summon 1 "Blinding Weaponmaster" from your hand or Deck. You can only use each effect of "Weaponmaster's Spear" once per turn.
  168.  
  169. Weaponmaster's Suit
  170. ★★
  171. LIGHT
  172. Warrior/Effect
  173. ATK 500
  174. DEF 2000
  175. If this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Weaponmaster" monster from your hand in Defense Position, except "Weaponmaster's Suit". During your opponent's turn, if you activate a Spell/Trap or effect while this card is in your GY (except during the Damage Step): You can banish this card from your GY and 1 "Weaponmaster" monster from your hand or field; Special Summon 1 "Blinding Weaponmaster" from your hand or Deck. You can only use this effect of "Weaponmaster's Suit" once per turn.
  176.  
  177. Weaponmaster's Double
  178. ★★★★
  179. LIGHT
  180. Warrior/Effect
  181. ATK 1800
  182. DEF 1600
  183. Other Warrior monsters you control cannot be destroyed by battle.
  184.  
  185. Skilled Weapon Magician
  186. ★★★★
  187. LIGHT
  188. Spellcaster/Effect
  189. ATK 1900
  190. DEF 1900
  191. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves (max. 3). You can Tribute this card with 3 Spell Counters on it; Special Summon 1 "Blinding Weaponmaster" from your hand, Deck, or GY.
  192.  
  193. Sorcerer of Weaponmastery
  194. ★★★★★★★★★
  195. LIGHT
  196. Warrior/Effect
  197. ATK 3200
  198. DEF 2800
  199. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 "Blinding Weaponmaster" and 1 LIGHT monster you control. Unaffected by your opponent's Spell effects. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to its ATK. If you activated this effect: This card can make a second attack this turn.
  200.  
  201. Swordslayer of Dragons
  202. ★★★★★★★
  203. LIGHT
  204. Warrior/Effect
  205. ATK 2300
  206. DEF 2600
  207. Gains 500 ATK for each Wyrm monster your opponent controls or in their GY.
  208.  
  209. Blinding Weaponmaster Girl the Dragon Stalker
  210. ★★★★★★★
  211. LIGHT
  212. Warrior/Fusion/Effect
  213. ATK 1700
  214. DEF 2600
  215. "Blinding Weaponmaster Girl" + 1 LIGHT monster
  216. If this card is Fusion Summoned by the effect of "The Chains of Light", switch this card's original ATK and DEF. Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy that target.
  217.  
  218. Weaponmaster Paladin
  219. ★★★★★★★★
  220. LIGHT
  221. Warrior/Fusion/Effect
  222. ATK 2400
  223. DEF 2900
  224. "Blinding Weaponmaster" + "Swordslayer of Dragons"
  225. If this card is Fusion Summoned by the effect of "The Chains of Light", switch this card's original ATK and DEF. Gains 500 ATK and DEF for each Wyrm monster on the field and in the GYs. Unaffected by your opponent's monster effects. Once per turn: You can banish 1 "Weaponmaster" monster or 1 "Swordslayer of Dragons" from your GY; inflict 1000 damage to your opponent.
  226.  
  227. Weaponmaster Dragon
  228. ★★★★★★★★
  229. LIGHT
  230. Wyrm/Fusion/Effect
  231. ATK 2500
  232. DEF 2900
  233. "Blinding Weaponmaster" + 1 LIGHT monster
  234. If this card is Fusion Summoned by the effect of "The Chains of Light", switch this card's original ATK and DEF. Once per turn (Quick Effect): You can banish 1 Spell from your hand or GY, then target 1 monster your opponent controls; banish it. If this card is destroyed by battle or card effect: You can target 1 Warrior monster in your GY; Special Summon that target.
  235.  
  236. Ebon Weaponmaster
  237. ★★★★★★★
  238. LIGHT
  239. Warrior/Xyz/Effect
  240. ATK 2100
  241. DEF 2500
  242. 2 Level 7 monsters
  243. You can also Xyz Summon this card (from your Extra Deck) by using 1 "Blinding Weaponmaster" you control as the material. If you do: You can attach 1 Spell from your hand to it as a material, but this card cannot attack or activate its effects this turn. Once per turn, if your opponent activates a Spell (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, also this card gains 500 ATK.
  244.  
  245. Ebon Illusion Weaponmaster
  246. ★★★★★★★
  247. LIGHT
  248. Warrior/Xyz/Effect
  249. ATK 2800
  250. DEF 2300
  251. 2 Level 7 monsters
  252. Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Spell in your GY; shuffle that target into the Deck, and if you do, apply the shuffled card's effect as this card's effect. If this Xyz Summoned card is destroyed by battle and sent to the GY, or if this Xyz Summoned card you control is sent to your GY by an opponent's card effect: You can Special Summon 1 LIGHT Warrior monster from your hand or Deck, then you can destroy 1 card on the field.
  253.  
  254. The Chains of Light
  255. Normal Spell
  256. Fusion Summon 1 monster from your Extra Deck that specifically lists a "Weaponmaster" monster as a Material, using monsters from your hand or field as Fusion Materials. During your Draw Phase, if this card is in your GY, instead of conducting your normal draw: You can add this card from your GY to your hand. You can only activate 1 "The Chains of Light" per turn.
  257.  
  258. Thousand Chains
  259. Normal Spell
  260. If you control "Blinding Weaponmaster": Target 1 card on the field; destroy that target.
  261.  
  262. Illusion Master Attack
  263. Normal Spell
  264. If you control "Blinding Weaponmaster": Destroy all Spells/Traps your opponent controls.
  265.  
  266. Illusion Master Chronicle
  267. Field Spell
  268. If this card is activated: You can add 1 "Illusion Weaponmaster" from your Deck to your hand. Once per turn: You can excavate the top 5 cards of your Deck, shuffle them back in, then place 1 Weaponmaster Counter on this card for each "Weaponmaster" card or Spell excavated this way. Once per turn: You can remove 3 or 5 Weaponmaster Counters from your field; apply this effect, depending on the number of Weaponmaster Counters removed.
  269. ● 3 Counters: Special Summon 1 LIGHT Warrior monster from your Deck, and if you do, its Level becomes 7.
  270. ● 5 Counters: Target 1 Spell in your GY; add it to your hand.
  271.  
  272. Illusion Master Calling
  273. Normal Spell
  274. Special Summon 1 "Blinding Weaponmaster" from your Deck or GY. You can only activate 1 "Illusion Master Calling" per turn.
  275.  
  276. Illusion Master Spread
  277. Normal Spell
  278. If you control "Blinding Weaponmaster": Target 1 "Weaponmaster" monster in your GY and 1 Spell in your GY, except "Illusion Master Spread"; add them to your hand.
  279.  
  280. Illusion Master Veil
  281. Normal Spell
  282. Add 1 LIGHT Warrior monster from your Deck to your hand. If you added "Blinding Weaponmaster" this way, you can also draw 1 card. You can only activate 1 "Illusion Master Veil" per turn.
  283.  
  284. Illusion Summon
  285. Normal Trap
  286. When your opponent Normal or Special Summons a monster(s): Target 1 of those monsters and 1 Warrior monster you control; send both monsters to the GY, then you can Special Summon 1 LIGHT Warrior monster from your Deck or GY in Defense Position.
  287.  
  288. Illusion Master Soul
  289. Continuous Trap
  290. Every "Blinding Weaponmaster" in your Monster Zone is unaffected by your opponent's card effects. You can only use the following effect of "Illusion Master Soul" once per turn. You can activate 1 of these effects;
  291. ● Special Summon 1 "Blinding Weaponmaster" from your hand or GY.
  292. ● Add 1 Spell/Trap from your Deck to your hand which specifically lists "Blinding Weaponmaster" in its text, except "Illusion Master Soul".
  293.  
  294. Illusion Master Guidance
  295. Normal Trap
  296. Special Summon 1 "Blinding Weaponmaster" from your hand, then Special Summon 1 Level 7 or lower LIGHT Warrior monster from your Deck. If you control "Blinding Weaponmaster", except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 LIGHT Warrior monster you control; this turn, it cannot be destroyed by your opponent's card effects.
  297.  
  298. Illusion Master Circle
  299. Normal Trap
  300. Target 1 Warrior monster you control, except "Blinding Weaponmaster"; return it to the hand, then Special Summon 1 "Blinding Weaponmaster" from your GY. If you control "Blinding Weaponmaster", except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 monster your opponent controls; this turn, it has its effect(s) negated.
  301.  
  302. Illusion Master Guard
  303. Continuous Trap
  304. While you control a Warrior monster, any damage you take is halved. (You cannot halve the same damage twice this way.) If this face-up card is sent from the field to the GY: You can target 1 Spell in your GY; add it to your hand. You can only use this effect of "Illusion Master Guard" once per turn.
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