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TheInsidiousOne

Jul19

Jul 19th, 2020
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  1. Clumsy Generosity
  2. Quick-Play Spell
  3. Roll a side-sided die and apply the appropriate effect, or, if you performed a die roll previously this turn, choose which effect to apply without rolling a die.
  4. ● 1, 3, or 5: Both players take 1000 damage.
  5. ● 2, 4, or 6: Both players draw 1 card and discard 1 card.
  6. You can only activate 1 "Clumsy Generosity" per turn.
  7.  
  8. Smoke and Mirrors
  9. Normal Spell
  10. If you control "Dark Magician": Target 1 Spellcaster Fusion Monster and 1 "The Eye of Timaeus" in your GY; add them to your hand. You can only activate 1 "Smoke and Mirrors" per turn.
  11.  
  12. Phantom Deville
  13. Amber 8 DARK Fiend/Nightmare/Effect
  14. 2800/2300
  15. Pandemonium Monsters whose total Levels equal 8
  16. Must first be Nightmare Summoned. Gains 400 ATK for each face-up Pandemonium Monster in your Extra Deck. If this card destroys an opponent's monster by battle: You can send 1 random card from your opponent's hand to the GY. During each of your End Phase: Remove 1 Amber Fragment from this card, but if this card has no Amber Fragments when this effect is activated, return this card to the Extra Deck, and if you do, gain LP equal to this card's original Amber x 200.
  17.  
  18. Quetzal Pepper Dragon
  19. Level 4 FIRE Dragon/Effect
  20. 1700/1300
  21. If a Plant or Dragon monster you control would be used as Synchro Material for an "Rose Dragon" monster, this card in your hand can also be used as material. You can only use this effect of "Quetzal Pepper Dragon" once per turn.
  22.  
  23. Blue Rose Knight
  24. Level 3 WATER Plant/Tuner/Effect
  25. 1000/1500
  26. Cannot be Special Summoned from the Deck. If only your opponent controls a monster: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use this effect of "Blue Rose Knight" once per turn.
  27.  
  28. Apex Ape
  29. Level 2 EARTH Beast/Tuner/Effect
  30. 1000/1500
  31. If a Beast Synchro Monster you control is destroyed by battle, or leaves the field because of your opponent's card effect, while this card is in your GY: You can Special Summon this card, then you can negate the effects of 1 face-up monster your opponent controls, until the end of this turn. You can only use this effect of "Apex Ape" once per turn.
  32.  
  33. Jinxed Gem - Tourmaline
  34. Rank 4 Scales 1-8 DARK Rock/Xyz/Pandemonium/Effect
  35. 2000/2500
  36. Once per turn, when a monster declares an attack: You can negate that attack, then destroy this card.
  37. ----
  38. 2 Level 4 Pandemonium Monsters
  39. If you can Pandemonium Summon Level 4, you can Pandemonium Summon this face-up card in your Extra Deck. If this card is Pandemonium Summoned, or Xyz Summoned using a Pandemonium Monster as material: You can target 1 face-up monster your opponent controls; attach it to this card as material. If this card in the Monster Zone is destroyed: You can Set it in your Spell & Trap Zone, then you can gain 500 LP for each material this card had on the field.
  40.  
  41. Jinxed Gem - Beryl
  42. Level 4 Scales 3-8 DARK Rock/Pandemonium/Effect
  43. 1900/1300
  44. ----
  45. If this Set card in your Spell & Trap Zone is destroyed by a card effect: You can Special Summon 1 "Jinxed Gem" monster from your Deck, except "Jinxed Gem - Beryl". If this card is Pandemonium Summoned: You can add 1 "Jinxed Gem" monster from your Deck to your hand, except "Jinxed Gem - Beryl". You can only use each effect of "Jinxed Gem - Beryl" once per turn.
  46.  
  47. Jinxed Gem - Moonstone
  48. Level 4 Scales 3-8 DARK Rock/Pandemonium/Effect
  49. 1100/2300
  50. ----
  51. If this Set card in your Spell & Trap Zone is destroyed by a card effect: You can add 1 "Jinxed Gem" monster from your Deck to your hand, except "Jinxed Gem - Moonstone". If this card is Pandemonium Summoned: You can Special Summon 1 "Jinxed Gem - Moonstone" from your hand. You can only use each effect of "Jinxed Gem - Moonstone" once per turn.
  52.  
  53. Jinxed Gem - Ruby
  54. Level 4 Scales 3-8 DARK Rock/Pandemonium/Effect
  55. 1600/1600
  56. ----
  57. If this Set card in your Spell & Trap Zone is destroyed by a card effect: You can send 1 "Jinxed Gem" monster from your Deck to the GY, except "Jinxed Gem - Ruby". If this card is Pandemonium Summoned: You can target 1 Set card your opponent controls; destroy it. You can only use each effect of "Jinxed Gem - Ruby" once per turn.
  58.  
  59. Missile Launcher
  60. Equip Spell
  61. The equipped monster is unaffected by your opponent's Trap effects during the Battle Phase only. During the End Phase, if this card is in the GY because it was sent there from the field this turn: You can Set this card, but banish it when it leaves the field. You can only use this effect of "Missile Launcher" once per turn.
  62.  
  63. Master Surveyor
  64. Level 4 LIGHT Fairy/Effect
  65. 1400/1000
  66. When this card is Normal or Flip Summoned: You can add 1 Altar Monster from your Deck to your hand. When this card is Special Summoned: You can send 1 Altar Monster from your Deck to the GY. You can only use this effect of "Master Surveyor" once per turn.
  67.  
  68. Dance of Desire
  69. Quick-Play Spell
  70. Target 1 WIND Spellcaster monster you control; if that target battles an opponent's monster this turn, you can destroy all Set Spells/Traps on the field. Your opponent cannot activate cards or effects in response to this effect's activation.
  71.  
  72. Masked HERO - Opnox
  73. Level 6 EARTH Warrior/Fusion/Effect
  74. 1800/2500
  75. Must be Special Summoned by "Mask Change". If this card is Special Summoned: You can add 1 "Change" Quick-Play Spell from your Deck to your hand. You can only use this effect of "Masked HERO - Opnox" once per turn. At the start of the Damage Step, if this card battles an opponent's monster: Destroy that opponent's monster, and if you do, inflict damage to your opponent equal to half that monster's original ATK.
  76.  
  77. Destiny HERO - Fawkes
  78. Level 6 DARK Warrior/Fusion/Effect
  79. 2400/1600
  80. 2 "Destiny HERO" monsters
  81. You can target 1 Level 4 or lower "Destiny HERO" monster in your GY; add it to your hand. During damage calculation, if this card battles an opponent's monster (Quick Effect): You can send 1 DARK Warrior monster from your Deck to the GY; that opponent's monster loses ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn. You can only use each effect of "Destiny HERO - Fawkes" once per turn.
  82.  
  83. Vector Pendulum
  84. Normal Trap
  85. Target 2 cards in your Pendulum Zone; Special Summon them, but negate their effects (if any), then, immediately after this effect resolves, Synchro Summon 1 Pendulum Synchro Monster from your Extra Deck, using those monsters only. You can only activate 1 "Vector Pendulum" per turn.
  86.  
  87. Vapor Serpent
  88. Level 8 Scale 3 WATER Venom Serpent/Synchro/Pendulum/Effect
  89. 2000/3000
  90. Pendulum Summoned monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation.
  91. ----
  92. 1 Tuner + 1+ non-Tuner monsters
  93. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, if this Defense Position monster you control destroys an opponent's monster by battle: You can destroy 1 card your opponent controls, and if you do, this card can attack once more in a row. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.
  94.  
  95. Grudge
  96. Continuous Spell
  97. The first time each Ritual Monster and Altar Monster you control would be destroyed by card effect each turn, it is not destroyed. You can target 3 Ritual and/or Altar Monsters in your GY with different names; shuffle them into the Deck, then draw 1 card. You can only use this effect of "Grudge" once per turn.
  98.  
  99. Painful Redistribution
  100. Normal Trap
  101. Draw 1 card, and if you do, send it to the GY, then, if the sent card was a monster, all face-up monsters on the field with a different Type from that monster lose 1000 ATK.
  102.  
  103. Magma Explosion
  104. Equip Spell
  105. Equip only to a monster with 0 ATK. You can pay 1000 LP; the equipped monster gains 1000 ATK. If this effect is used 3 times, destroy this card.
  106.  
  107. Mist Warlock
  108. Level 7 WATER Spellcaster/Ritual/Effect
  109. 2600/2000
  110. Must be Ritual Summoned by the effect of an Altar Monster. You can only use each of the following effects of "Mist Warlock" once per turn.
  111. ● If this card is Ritual Summoned: You can add 1 "Warlock and Key" from your Deck to your hand.
  112. ● If you control "Warlock and Key": You can target 1 Set card your opponent controls; destroy that target.
  113.  
  114. Warlock and Key
  115. Altar Scale 7 WATER Spellcaster/Altar/Effect
  116. 2400/3000
  117. This card can be used as a Level 7 Tribute to Ritual Summon a WATER Ritual Monster. A Ritual Summon that was used by Tributing this card cannot be negated. If a Ritual Monster would be destroyed by battle or card effect, you can banish this card from your GY instead, and if you do, inflict 800 damage to your opponent.
  118. ----
  119. Send 1 7-Scaled or higher Altar Monster from your hand to the GY
  120. This card can be used as a substitute for any Ritual Spell required to Ritual Summon a Level 7 WATER Ritual Monster. When this card is Normal Summoned: You can target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.
  121.  
  122. Unstable Fusion
  123. Normal Spell
  124. Fusion Summon 1 non-Effect Fusion Monster from your Extra Deck, using monsters from your hand and/or either field as Fusion Material. If a face-up non-Effect Fusion Monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can add this card from the GY to your hand. You can only use each effect of "Unstable Fusion" once per turn.
  125.  
  126. Four Corners Galaxy Battle
  127. Equip Spell
  128. This card can only be activated in a 2v2 Tag-Team Duel. You will fight as A1, and your tag partner will fight as A2. When this card is activated: Choose 1 opposing player. Treat the chosen player as B1 and their tag partner as B2. Apply the following effect, depending on who the controller of the equipped monster is.
  129. ● A1: It gains 600 ATK.
  130. ● A2: If it attacks an opponent's monster, negate that monster's effects until the end of the Damage Step.
  131. ● B1: When it is targeted for an attack: Destroy this card.
  132. ● B2: Banish it when it leaves the field.
  133.  
  134. Saber Knight
  135. Level 4 LIGHT Warrior/Gemini/Effect
  136. 1900/2000
  137. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  138. ● Once per turn: You can target 1 face-up monster your opponent controls; it loses 600 ATK until the end of this turn.
  139.  
  140. Dawnfire Cavalier
  141. Level 4 FIRE Warrior/Normal
  142. 1900/1800
  143. A knight that attacks on sunrise. His dawntime practice method is very effective, as it catches the enemy forces napping.
  144.  
  145. Dragon of the Underworld
  146. Chrono Level 5+3 DARK Zombie/Chrono/Effect
  147. 2500/0
  148. 3+ turns in your hand
  149. 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 attacks a Defense Position monster, inflict piercing battle damage. Cannot be destroyed by battle, or by the effects of, monsters that began the Duel in the Extra Deck.
  150.  
  151. Lightspeed Lightsworn
  152. Counter Trap
  153. When a Spell/Trap Card or monster effect is activated that would destroy a "Lightsworn" monster(s): Negate the activation, and if you do, banish that card, then you can send the top 2 cards of your Deck to the GY. f this card is sent from the Deck to the GY by a "Lightsworn" monster's effect: You can send the top card of your Deck to the GY, and if you do, Set this card, but banish it when it leaves the field. You can only use each effect of "Lightspeed Lightsworn" once per turn.
  154.  
  155. Prucella - Lightsworn Princess
  156. Link-3 LIGHT Fairy/Link/Effect
  157. 2300/BL B BR
  158. 3 LIGHT monsters with different Types
  159. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can add 1 "Lightsworn" monster from your Deck to your hand. You can only use each of the following effects of "Prucella - Lightsworn Princess" once per turn.
  160. ● If this card is Link Summoned: You can send the top card from your Deck to the GY.
  161. ● If a card(s) is sent from your Deck to the GY by an effect: You can add 1 Spell/Trap from your Deck to your hand, that specifically lists "Lightsworn" in its text.
  162.  
  163. Margot - Lightsworn Queen
  164. Link-4 LIGHT Fairy/Link/Effect
  165. 2800/L R BL BR
  166. 2+ "Lightsworn" monsters
  167. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can Special Summon 1 Link-3 "Lightsworn" Link Monster from your Extra Deck. (This is treated as a Link Summon.) You can only use each of the following effects of "Margot - Lightsworn Queen" once per turn.
  168. ● If this card is Link Summoned: You can add 1 "Judgment Dragon" from your Deck to your hand.
  169. ● If a card(s) is sent from your Deck to the GY by an effect: You can target 1 monster your opponent controls; destroy it.
  170.  
  171. Darian - Lightsworn Prince
  172. Link-3 LIGHT Fairy/Link/Effect
  173. 2300/TL T TR
  174. 3 LIGHT monsters with different Types
  175. You cannot Summon/Set monsters to a zone this card points to. While this card is in the Extra Monster Zone, the ATK of all monsters your opponent controls becomes halved. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can add 1 Spell/Trap from your Deck to your hand, that specifically lists "Lightsworn" in its text.
  176.  
  177. Dustin - Lightsworn King
  178. Link-4 LIGHT Fairy/Link/Effect
  179. 2800/T L B R
  180. 2+ "Lightsworn" monsters
  181. If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can Special Summon 1 Link-3 "Lightsworn" Link Monster from your Extra Deck. (This is treated as a Link Summon.) You can only use each of the following effects of "Margot - Lightsworn Queen" once per turn.
  182. ● If this card is Link Summoned: You can target 1 "Judgment Dragon" in your GY; add it to your hand.
  183. ● If a card(s) is sent from your Deck to the GY by an effect: You can target up to 2 Spells/Traps your opponent controls; destroy them.
  184.  
  185. Twilightsworn Reunion
  186. Counter Trap
  187. When your opponent would Normal or Special Summon a monster(s) while you control a "Twilightsworn" monster: Negate the Summon, and if you do, shuffle that monster(s) into the Deck. You can only activate 1 "Twilightsworn Reunion" per turn.
  188.  
  189. Hildegard - Twilightsworn Shamaness
  190. Level 4 DARK Spellcaster/Effect
  191. 1200/2300
  192. When a "Lightsworn" monster you control is targeted for an attack by an opponent's monster: You can banish this card from your hand or GY; destroy the attacking monster. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY.
  193.  
  194. Hyde - Twilightsworn Alchemist
  195. Link-2 DARK Spellcaster/Link/Effect
  196. 1400/BL BR
  197. 2 DARK monsters with different names
  198. Once per turn: You can banish 1 "Lightsworn" monster from your hand or GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY.
  199.  
  200. Nathan - Twilightsworn Traitor
  201. Level 3 DARK Zombie/Effect
  202. 1200/1100
  203. If this card is Normal or Special Summoned: You can banish 1 "Lightsworn" monster from your hand or GY; draw 1 card. Once per turn, if your other "Lightsworn" monster's effect is activated: Send the top 3 cards of your Deck to the GY.
  204.  
  205. Lightsworn Rebellion
  206. Quick-Play Spell
  207. Send 1 "Lightsworn" monster from your hand or face-up field to the GY; destroy 1 card on the field. You can only activate 1 "Lightsworn Rebellion" per turn.
  208.  
  209. Nanoscopic Invasion
  210. Continuous Spell
  211. Send this card to the GY during your 2nd Standby Phase after activation. Level/Rank 1 monsters you control are unaffected by the effects of your opponent's monsters that were Special Summoned from the Extra Deck.
  212.  
  213. Culmination of Ants
  214. Quick-Play Spell
  215. Tribute 1 face-up Level 4 Insect Normal Monster; Special Summon as many "Army Ant Tokens" (Insect/EARTH/Level 4/ATK 500/DEF 1200) as possible, in Defense Position. They cannot be Tributed for a Tribute Summon, or be used as a Synchro Material.
  216.  
  217. Scythe-Mawed Insect Titan
  218. Link-5 DARK Insect/Link/Effect
  219. 1000/L R BL B BR
  220. 5 Tokens with the same Type
  221. Must be Link Summoned. Gains ATK equal to the combined original ATK of the monsters used for this card's Link Summon. Cannot be destroyed by battle, except by battle with a Normal Monster, and is unaffected by other monsters' effects.
  222.  
  223. Dreamweaver
  224. Baptism Level 7 LIGHT Fairy/Baptism/Effect
  225. 2750/2400
  226. 1 Level 7 Fairy monster + 1 Fairy Pendulum Monster in your Monster Zone or 1 card in your Pendulum Zone that is originally a Fairy Pendulum Monster
  227. Your opponent can only activate 1 Spell/Trap Card each turn. If you negate the activation of a Spell/Trap Card, or monster effect: Target 1 Level 8 or lower LIGHT Fairy monster in your GY; Special Summon it. You can only use this effect of "Dreamweaver" once per turn.
  228.  
  229. Foggy Froggy
  230. Level 3 WATER Aqua/Spirit/Effect
  231. 1600/1500
  232. Cannot be Special Summoned. Each player can only activate 1 Trap Card each turn. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.
  233.  
  234. ====
  235.  
  236. Nightmare Monsters need monsters whose Level equal their Amber, and they are attached to that monster, much like Xyz Monsters. They all have this effect: "During each of your End Phase: Remove 1 Amber Fragment from this card, but if this card has no Amber Fragments when this effect is activated, return this card to the Extra Deck, and if you do, gain LP equal to this card's original Amber x 200."
  237.  
  238. Altar Monsters can be used to Ritual Summon specific Ritual Monsters by using it either as a Ritual Spell for them, or using it as a Level X monster used for the Ritual Summon (where X is their Altar Scale).
  239.  
  240. Chrono Monsters need some turns or more to be in the hand for them to be Summoned.
  241.  
  242. Baptism Monsters require a monster of a Level equal to its Baptism Level and a Pendulum Monster from your field or Pendulum Zone.
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