TheInsidiousOne

may27pt2

May 27th, 2020
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  1. The Vengeful One
  2. Level 3 DARK Warrior/Tuner/Effect
  3. 1600/600
  4. If you control "The Vengeful One": You can Special Summon this card from your hand. You can only use this effect of "The Vengeful One" once per turn. A DARK monster that was Summoned from the Extra Deck using this card on the field as material gains this effect.
  5. ● If it is Special Summoned: It gains 100 ATK for each monster currently in your GY.
  6.  
  7. The Dark Messiah
  8. Level 11 DARK Fairy/Effect
  9. 3500/3500
  10. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 face-up Grave, Ritual, Rune, and Phalanx Monster from anywhere on the field. This card's Special Summon cannot be negated. When this card is Special Summoned: Shuffle into the Deck, all other cards from both players' hands, fields, and GYs. Cards and effects cannot be activated in response to this effect's activation.
  11.  
  12. Hand of God
  13. Level 4 DARK Fiend/Effect
  14. 1800/1000
  15. Cannot be used as material for the Special Summon of a monster from the Extra Deck or Outer Deck. To Special Summon "Hamon, Lord of Striking Thunder" using its own procedure, you can send this card you control to the GY instead of face-up Continuous Spells (or any combination of both). To Special Summon "Uria, Lord of Searing Flames" using its own procedure, you can send this card you control to the GY instead of face-up Continuous Traps (or any combination of both). If you control "Hand of God", you can Special Summon this card (from your hand).
  16.  
  17. Letters From the Fire
  18. Normal Spell
  19. Activate 1 of these effects.
  20. ● This turn, if a Normal Monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.
  21. ● If you control a Normal Monster: You take no effect damage this turn.
  22.  
  23. Avenged Sevenfold
  24. Quick-Play Spell
  25. During damage calculation, if your Attack Position monster battles an opponent's Attack Position monster with higher ATK: The controller of the battling monster with lower ATK can pay 700 LP for their opponent's monster to lose 700 ATK during damage calculation only, then keep repeating this effect until a player chooses not to pay LP.
  26.  
  27. Five Finger Death Punch
  28. Level 5 DARK Warrior/Effect
  29. 500/2500
  30. During damage calculation, if a Level 5 monster battles a monster (Quick Effect): You can discard this card; the opponent's battling monster's ATK becomes 500. You can only use this effect of "Five Finger Death Punch" once per turn.
  31.  
  32. The Phantom Knights of Spectral Saber
  33. Level 3 Scale 5 DARK Warrior/Pendulum/Effect
  34. 1200/700
  35. During your Main Phase: You can destroy this card, and if you do, Set 1 "Phantom Knights" Trap directly from your Deck. You can only use this effect of "The Phantom Knights of Spectral Saber" once per turn.
  36. ----
  37. You can reveal 1 other "Phantom Knights" card in your hand; Special Summon this card from your hand. You can banish this face-up card from your Extra Deck, then target 1 of your banished "The Phantom Knights" monsters, except "The Phantom Knights of Spectral Saber"; add it to your hand. You can only use each effect of "The Phantom Knights of Spectral Saber" once per turn.
  38.  
  39. Glyphon Keeper
  40. Level 4 WIND Sylph/Effect
  41. 1900/1000
  42. (1) [AETHER] If this card destroys an opponent's monster by battle: You can create 1 "Gryphon's Feather Duster" or 1 "Glyphon Keeper", and shuffle it into the Deck.
  43. (2) Monsters your opponent controls cannot target face-up Sylph monsters for attacks, except this one.
  44.  
  45. Daughters of Darkness
  46. Level 4 DARK Spellcaster/Effect
  47. 1900/900
  48. When a Level 4 Normal Monster is destroyed by battle: You can Special Summon this card from your hand. When an attack is declared involving a Normal Monster you control and an opponent's monster: You can banish this card from your GY; the ATK's of those monsters become 0. You can only use each effect of "Daughters of Darkness" once per turn.
  49.  
  50. Catastrophe Catoblepas
  51. Level 4 DARK Spellcaster/Effect
  52. 1800/0
  53. When your opponent Special Summons a monster(s) from the Extra Deck (except during the Damage Step): You can Tribute this card; add 1 monster with ? ATK from your Deck to your hand. You can only use this effect of "Catastrophe Catoblepas" once per turn.
  54.  
  55. Zoodiac Assault
  56. Equip Spell
  57. Equip only to a "Zoodiac" Xyz Monster you control. Once per turn, if this card is equipped to a monster: You can attach 1 "Zoodiac" monster from your hand or GY to the equipped monster as material. If the equipped monster you control would detach its material to activate its effect: You can detach this card as 1 of the materials.
  58.  
  59. Keeper of the Radiance
  60. Level 3 LIGHT Fairy/Effect
  61. 1700/0
  62. Any card that would be banished face-up is banished face-down instead.
  63.  
  64. Retainer of Guidance
  65. Level 1 LIGHT Fairy/Effect
  66. 300/400
  67. When your opponent Special Summons a monster(s) from the Extra Deck (except during the Damage Step): You can banish this card; Special Summon 1 "Banisher of the Radiance" or 1 "Banisher of the Light" from your hand, Deck, or GY. You can only use this effect of "Retainer of Guidance" once per turn.
  68.  
  69. Sublime Swordsman
  70. Level 4 WATER Beast-Warrior/Contamination/Effect
  71. 100/2200
  72. If this card is added from the Deck to your hand: You can reveal this card; Special Summon it to your opponent's field, but its ATK becomes 0. You can only use this effect of "Sublime Swordsman" once per turn.
  73.  
  74. Bass Shockwave
  75. Quick-Play Spell
  76. Target 1 WIND Spellcaster monster you control; this turn, if it battles an opponent's monster, switch the ATK of those monsters until the end of the Battle Phase.
  77.  
  78. Dark Scorpion Smugglers
  79. Link-1 DARK Warrior/Link/Effect
  80. 1000/Bottom
  81. 1 non-Link "Dark Scorpion" monster
  82. You can Tribute this card; Special Summon 1 "Dark Scorpion" or "Don Zaloog" from your Deck, and if you do, it can attack directly this turn. You can only use this effect of "Dark Scorpion Smugglers" once per turn. You can only Link Summon "Dark Scorpion Smugglers" once per turn.
  83.  
  84. Subsonic Nicker
  85. Rank 5 WIND Cyberse/Xyz/Breakdown/Effect
  86. 2000/2000
  87. 2 Level 5 monsters
  88. Breakdown Rank 4
  89. You can detach 1 material from this card, then target 1 Set card on the field; destroy it. You can use this effect of "Subsonic Nicker" up to twice per turn, if this card is linked to a Cyberse Link Monster. If the last material(s) is detached from this card: Destroy 1 monster you control.
  90.  
  91. Sonic Cutter
  92. Rank 4 WIND Cyberse/Xyz/Breakdown/Effect
  93. 2500/2000
  94. 2 Level 4 WIND monsters
  95. Breakdown Rank 3
  96. If this card is Breakdown Summoned: You can target 1 Cyberse Link Monster in your GY; attach it to this card as material. You can detach 1 material from this card, then target 1 card on the field; destroy it. You can use this effect of "Sonic Cutter" up to twice per turn, if this card is linked to a Cyberse Link Monster. If the last material(s) is detached from this card: Destroy 1 monster you control.
  97.  
  98. Supersonic Slicerer
  99. Rank 3 WIND Cyberse/Xyz/Breakdown/Effect
  100. 2500/2500
  101. 2 Level 3 WIND Cyberse monsters
  102. Breakdown Rank 2
  103. Must be Breakdown Summoned. If this card is Breakdown Summoned: You can target 1 Cyberse Link Monster in your GY; attach it to this card as material. You can detach 1 material from this card, then target 1 card on the field; destroy it, and if that card is a Monster Card, inflict 1000 damage to your opponent. You can use this effect of "Supersonic Slicerer" up to twice per turn, if this card is linked to a Cyberse Link Monster. If the last material(s) is detached from this card: Destroy 1 monster you control.
  104.  
  105. Ultrasonic Chopper
  106. Rank 2 WIND Cyberse/Xyz/Breakdown/Effect
  107. 3000/2500
  108. 3 Level 2 WIND Cyberse monsters
  109. Breakdown Rank 1
  110. Must be Breakdown Summoned. If this card is Breakdown Summoned: You can target 1 Cyberse Link Monster in your GY; attach it to this card as material. You can detach 1 material from this card, then target 1 card on the field; destroy it, and if that card is a Monster Card, inflict damage to your opponent equal to half that monster's ATK. You can use this effect of "Ultrasonic Chopper" up to twice per turn, if this card is linked to a Cyberse Link Monster. If the last material(s) is detached from this card: This card gains 1000 ATK.
  111.  
  112. Hypersonic Hacker
  113. Rank 1 WIND Cyberse/Xyz/Breakdown/Effect
  114. 3500/3000
  115. 4 Level 1 WIND Cyberse monsters
  116. Must be Breakdown Summoned. If this card is Breakdown Summoned: You can target 1 Cyberse Link Monster in your GY; attach it to this card as material. You can detach 1 material from this card, then target 1 card on the field; destroy it, and if that card is a Monster Card, this card gains ATK equal to half that monster's ATK. You can use this effect of "Hypersonic Hacker" up to twice per turn, if this card is linked to a Cyberse Link Monster. If the last material(s) is detached from this card: You can activate this effect; this card is unaffected by your opponent's card effects.
  117.  
  118. Whispers of the Forsaken
  119. Quick-Play Spell
  120. Target 1 Normal Monster you control; destroy it, then your opponent destroys 1 monster they control with ATK less than or equal to the targeted monster's ATK.
  121.  
  122. Slayer of Hundreds
  123. Level 5 DARK Fiend/Synchro/Effect
  124. 1500/1000
  125. 1 Tuner + 1+ non-Tuner monsters
  126. Each time a phase ends, this card gains 100 ATK/DEF. After this card was Special Summoned during your opponent's turn, it cannot be destroyed by battle this turn.
  127. [Extra Burst 4] If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
  128. [Extra Burst 6] If this card destroys an opponent's monster by battle: You can gain 1000 LP.
  129.  
  130. Fiendish Cunning
  131. Normal Trap
  132. Target 1 monster in your opponent's GY and 1 Fiend monster in your GY; place them to the Salvage Zone.
  133.  
  134. Protuberance of Pain
  135. Normal Trap
  136. Target 5 monsters in your Salvage Zone; shuffle all 5 into the Deck, then draw 2 cards, also, if this card was activated during your opponent's Battle Phase, end the Battle Phase.
  137.  
  138. Fractured Fission
  139. Continuous Spell
  140. During your Draw Phase, instead of conducting your normal draw: You can add 1 Ritual Monster that specifically lists Rune Zone in its card text, from your Deck to your hand. If you control a Rune Monster, or a Ritual Monster in the Rune Zone: You can target 1 monster your opponent controls; destroy it. You can only use each effect of "Fractured Fission" once per turn.
  141.  
  142. Reversal Fusion
  143. Quick-Play Spell
  144. During the Battle Phase: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and if you do, switch its ATK/DEF, also it cannot be destroyed by battle. You can only activate 1 "Reversal Fusion" per turn.
  145.  
  146. Axemaw Dragon
  147. Level 6 EARTH Dragon/Enhance/Deck Master/Effect
  148. 1800/2600
  149. Neither player can activate cards or effects in response to the Special Summon of a Dragon monster from the GY. During your Draw Phase, instead of conducting your normal draw: You can target 1 Dragon Normal Monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Axemaw Dragon" once per turn.
  150. ----
  151. 1 Level 4 or lower Dragon monster equipped with an Equip Spell
  152. If this card is Enhance Summoned: You can draw 1 card. During the Main Phase: You can target 1 face-up monster your opponent controls; this card gains ATK equal to half that monster's ATK (until the end of this turn), and if you do, that monster must attack this turn, if able. This is a Quick Effect if this card was Enhance Summoned using a Normal Monster as material. You can only use each effect of "Axemaw Dragon" once per turn.
  153.  
  154. Arcing Spark
  155. Quick-Play Spell
  156. If you have 2 cards in your Pendulum Zone: Destroy 1 card in your Pendulum Zone, and if you do, Special Summon the other card. You can only activate 1 "Arcing Spark" per turn.
  157.  
  158. The Phantom Knights of Cursed Helmet
  159. Level 4 Scale 2 DARK Warrior/Pendulum/Effect
  160. 1400/800
  161. During your Main Phase: You can destroy this card, and if you do, send 1 "The Phantom Knights" monster from your Deck to the GY. You can only use this effect of "The Phantom Knights of Cursed Helmet" once per turn.
  162. ----
  163. You can target 1 "The Phantom Knights" monster you control; its Level becomes 4, and if you do, Special Summon this card from your hand. You can banish this face-up card from your Extra Deck, then target 1 of your banished "The Phantom Knights" monsters, except "The Phantom Knights of Cursed Helmet"; return it to the GY. You can only use each effect of "The Phantom Knights of Cursed Helmet" once per turn.
  164.  
  165. Phantom of the Lost Caravan
  166. Continuous Spell
  167. During each Standby Phase, if you control a Zombie monster: You can target 1 Equip Spell in your GY; equip it to an appropriate Zombie monster you control. You can only use this effect of "Phantom of the Lost Caravan" once per turn.
  168.  
  169. Dropship Bravo Delta
  170. Level 8 WATER Machine/Rune/Effect
  171. 0/3000
  172. You can Rune Summon this card by banishing 1 WATER Ritual Monster in your Rune Zone. If this card is Rune Summoned: You can target 1 of your banished WATER Ritual Monsters; this card gains ATK equal to that monster's original ATK, also it gains ATK equal to its Level x 100. If this face-up card is destroyed by battle or card effect: You can place it face-up in your Rune Zone. While this card is in your Rune Zone, your opponent can only Special Summon monsters from the Extra Deck once.
  173.  
  174. Chonian Bells
  175. Normal Spell
  176. Banish 2 Ritual Monsters from your Rune Zone; draw 2 cards. You can only activate 1 "Chonian Bells" per turn.
  177.  
  178. Cruel Mercy
  179. Normal Trap
  180. Target 1 monster your opponent controls; your opponent can gain LP equal to that monster's ATK to negate this effect, otherwise destroy it. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can target 1 monster your opponent controls; gain LP equal to its ATK. You can only activate 1 "Cruel Mercy" per turn.
  181.  
  182. Necrodoll of the Crypt
  183. Level 6 DARK Puppet/Ritual/Effect
  184. 2100/1500
  185. You can Ritual Summon this card with "Accursed Fate". If this face-up card is destroyed by battle or card effect: You can place it face-up in your Rune Zone. You can only use each of these effects of "Necrodoll of the Crypt" once per turn.
  186. ● During your Main Phase: You can target any number of monsters your opponent controls; until the end of this turn, take control of them, also their ATK become 100.
  187. ● If this card is in your Rune Zone: You can target 1 Spell/Trap your opponent controls; destroy it.
  188.  
  189. Fool's Fancy
  190. Normal Spell
  191. If you control a Rune Monster, or you have a Ritual Monster in your Rune Zone: Target 1 card on the field; destroy that target.
  192.  
  193. Wand of the Accursed Wizard
  194. Equip Spell
  195. Equip only to a Spellcaster monster. It gains 700 ATK. If the equipped monster would be destroyed by battle, you can destroy this card, and if you do, inflict 700 damage to your opponent.
  196.  
  197. Accursed Fate
  198. Ritual Spell
  199. This card can be used to Ritual Summon "Necrodoll of the Crypt" from your hand or Rune Zone. You must also Tribute monsters from your hand or field whose total Levels equal or exceed 6.
  200.  
  201. Enchanted Graveyard
  202. Field Spell
  203. Negate the effects of all face-up Level 4 or lower Effect Monsters on the field with 2000 or more original ATK. During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can target 1 Trap in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use this effect of "Enchanted Graveyard" once per turn.
  204.  
  205. Bone Mound Dragon
  206. Level 8 DARK Zombie/Fusion/Effect
  207. 3000/0
  208. 1 Zombie Normal Monster + 1 Dragon Normal Monster
  209. (This card is always treated as a Dragon.)
  210. Must be either Fusion Summoned, or Special Summoned during the turn a Zombie Normal Monster was Special Summoned from the GY, by Tributing 1 Zombie Normal Monster (in which case you do not use "Polymerization"). After damage calculation, if this card destroys a monster by battle: You can have this card gain 500 ATK (until the end of this turn), also it can make a second attack in a row.
  211.  
  212. Revolver Wall
  213. Normal Trap
  214. When an opponent's monster declares an attack: Target 1 monster on each field; negate that attack, also negate the effects of your opponent's targeted monster, and if you do, equip this card to your targeted monster. The equipped monster cannot be destroyed by battle.
  215.  
  216. Gyro Doll
  217. Level 4 WIND Puppet/Effect
  218. 1400/700
  219. If you have a Ritual Monster in your Rune Zone, you can Special Summon this card (from your hand). If you Ritual Summon exactly 1 Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire requirement.
  220.  
  221. Warding Wall
  222. Quick-Play Spell
  223. Target 1 Link-2 or lower Link Monster in your GY; Special Summon it, but it has its effects negated (if any), and if you do, immediately after this effect resolves, Lock Link Summon using that monster as material. If you cannot Lock Link Summon, banish that monster. The Lock Link Summoned monster cannot be destroyed by battle or card effects, also its ATK becomes 1000 x its Link Rating.
  224.  
  225. Curse of Growth
  226. Equip Spell
  227. Once per turn, during your Standby Phase: The equipped monster gains 1000 ATK and loses 1000 DEF. If the equipped monster's DEF becomes 0 by this effect, destroy it.
  228.  
  229. A Major Upset?
  230. Normal Trap
  231. Target 1 face-up Attack Position Level 2 or lower monster you control; destroy it, then return all Level 7 or higher Special Summoned monsters to the hand.
  232.  
  233. Ray of Immobilization
  234. Normal Spell
  235. Target 1 Normal Summoned/Set monster you control and 1 Special Summoned monster on the field; the Level of the targeted Normal Summoned/Set monster becomes the targeted Special Summoned monster's current Level and that monster's Level becomes 1.
  236.  
  237. Needlewinged Gargoyle
  238. Level 9 WIND Fiend/Dark Tuner/Effect
  239. 2400/1600
  240. When a face-up WIND monster you control is destroyed by a card effect and sent to the GY (except during the Damage Step): You can Special Summon this card from your hand. When a monster is Dark Synchro Summoned using this card as material, the opponent of this card's owner cannot activate cards or effects.
  241.  
  242. Crystal of the Unknown
  243. Level 4 LIGHT Object/Synchro/Dark Tuner/Effect
  244. 0/0
  245. 1 Tuner + 1 non-Tuner monster
  246. If this card is Synchro Summoned: You can target 1 Level 4 or lower Tuner in your GY; increase this card's Level by the targeted monster's original Level until the end of this turn. If this card is sent to the GY for a Dark Synchro Summon: Draw 1 card.
  247.  
  248. Monstrous Monument
  249. Field Spell
  250. When a Dark Tuner is Summoned, or a Dark Synchro Monster is Dark Synchro Summoned, neither player can activate cards or effects.
  251.  
  252. ====
  253.  
  254. AETHER effects create cards from limbo and place them into your Deck. Those cards vanish after the duel ends.
  255. Extra Burst is an effect that activates if the number of Extra Deck monsters on the field and in the Graveyard equals or exceeds the number next to it.
  256.  
  257. Rune Monsters:
  258. Place a Ritual Monster in the Rune Zone (by an effect that tells them to) then you can banish that Ritual Monster to Rune Summon a Rune Monster from the Extra Deck
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