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TheInsidiousOne

Sep25

Sep 25th, 2020
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  1. Battlin' Boxer Knockout Blow
  2. Link-2 FIRE Warrior/Link/Effect
  3. 1800/BL B
  4. 2 FIRE monsters
  5. Cannot be destroyed by battle with a monster with 2100 or more ATK. You can only use each of the following effects of "Battlin' Boxer Knockout Blow" once per turn. If this card is Link Summoned: You can send 1 "Battlin' Boxer" monster from your Deck to the GY. If a monster is Xyz Summoned to a zone this card points to: You can target 1 "Battlin' Boxer" monster in your GY; attach it to that Xyz Summoned monster as material.
  6.  
  7. Archlord Nurse Reticule
  8. Level 4 LIGHT Fiend/Effect
  9. 1400/600
  10. If your LP are lower than your opponent's, you can Special Summon this card (from your hand). If you would take damage from a battle involving this card, you gain that much LP, instead.
  11.  
  12. Archlord's Light
  13. Normal Spell
  14. Pay 1000 LP; draw 1 card and show it, then if it is a Level 4 or lower Fairy or Fiend monster, send 1 card from your hand to the GY, except that card, and if you do, Special Summon that monster. Otherwise, banish that card and this card, face-down.
  15.  
  16. Cosmic Observer
  17. Generation 11 LIGHT Exo-Beast/Era/Effect
  18. 3300/2300
  19. Must first be New Era Summoned. Unaffected by other cards' effects. Once per turn, before damage calculation, if this card battles an opponent's monster: You can banish that monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK.
  20.  
  21. Winter's Wraith
  22. Generation 5 WATER Aqua/Era/Effect
  23. 2100/800
  24. 1 Level 4 WATER monster
  25. When this card is Era Summoned, if you have 1 or less cards in your hand: You can draw until you have 2 cards in your hand. Once per turn (Quick Effect): You can discard 1 monster; place Ice Counters equal to its original Level on face-up monster(s) on the field, distributed as you wish. Monsters with Ice Counters on them lose 300 ATK for each Ice Counter on them, cannot attack or activate their effects, and they are banished when they leave the field.
  26.  
  27. Control Alt Delete
  28. Normal Spell
  29. Destroy all Cyberse monsters on the field.
  30.  
  31. Bloom of Suffering
  32. Level 4 FIRE Fiend/Seedling/Effect
  33. 0/0
  34. Blossom: You have 2000 or less LP.
  35. When either player activates a card or effect that targets this card, or when your opponent's monster targets it for an attack (Quick Effect): You can send 1 Fiend monster with 0 ATK and/or DEF from your hand and/or Deck to the GY, except "Bloom of Suffering", and if you do, place 1 Suffering Counter on this card, and if you do, this card cannot be destroyed this turn. You can only use this effect of "Bloom of Suffering" once per turn.
  36.  
  37. Doombringer Dragon
  38. Level 7 FIRE Fiend/Bloom/Effect
  39. 2500/2000
  40. 1 FIRE Fiend Seedling
  41. While your LP is lower than your opponent's, all monsters your opponent controls lose ATK equal to the difference. While your LP is lower than your opponent's and this card was Bloom Summoned using "Bloom of Suffering" as material, this card gains ATK equal to the difference.
  42.  
  43. Spirit of Obliteration
  44. Fragment Spell
  45. When a monster in this zone declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to the controller of that monster equal to half the current ATK of that monster.
  46.  
  47. Harbinger of Misfortune
  48. Rank 4 LIGHT Fiend/Xyz/Effect
  49. 800/2400
  50. 2 Level 4 monsters
  51. This linked card gains 800 ATK for each Link Monster that points to this card. Link Monsters you control cannot be targeted for an attack. Once per turn, when an opponent's monster declares an attack: You can detach 1 material from this card, then target 1 Link-2 or lower Link Monster in your GY; Special Summon it to your field so that it points to this card.
  52.  
  53. HEROic Spirit of Courage
  54. Continuous Spell
  55. You can target 1 "HERO" Fusion Monster you control; equip 1 "HERO" Fusion Monster with a different name from your Extra Deck or GY to that target that gives that monster ATK equal to its Level x 300. If this card is sent to the GY by your opponent's card effect: You can target 5 "HERO" monsters in your GY; shuffle all 5 into the Deck, then draw 2 cards. You can only use each effect of "HEROic Spirit of Courage" once per turn.
  56.  
  57. Legion of Serpents
  58. Level 7 WATER Venom Serpent/Synchro/Hunter/Effect
  59. 2500/2500
  60. 1 Tuner + 1+ non-Tuner monsters
  61. Once per turn, if all monsters you control are "Legion of Serpents" (min. 1): You can Special Summon "Legion of Serpents" from your Extra Deck. Gains 1000 ATK for each Hunter monster on the field during your Battle Phase only.
  62.  
  63. Den of Maliciousness
  64. Continuous Spell
  65. Once per turn, if you Ritual Summon a monster: You can target 1 Spell in your GY; shuffle it into the Deck, then draw 1 card. If this card is destroyed: Destroy cards your opponent controls up to the number of Ritual Monsters you control.
  66.  
  67. Spirit Maiden of the Twilight
  68. Level 6 LIGHT Spellcaster/Effect
  69. 1200/800
  70. You can Tribute 1 Level 8 or lower non-Effect Fusion Monster; Special Summon this card from your hand, and if you do, this card gains ATK equal to that monster's ATK on the field. You can target 1 non-Effect Fusion Monster you control; its Level becomes 6 until the end of this turn. You can only use each effect of "Spirit Maiden of the Twilight" once per turn.
  71.  
  72. Djinnesis Dragon
  73. Level 7 DARK Wyrm/Rune/Effect
  74. 2300/1800
  75. You can Rune Summon this card by banishing 1 Level 6 or lower Ritual Monster in your Rune Zone. Gains 400 ATK/DEF for each card in your Rune Zone. Once per turn, when your opponent activates a Spell Card or effect (Quick Effect): This card gains 800 ATK until the end of this turn. If this face-up card is destroyed by battle or card effect: You can place it face-up in your Rune Zone.
  76.  
  77. The Nine Labors
  78. Ritual Spell
  79. This card can be used to Ritual Summon any non-Effect Ritual Monster. You must also Tribute monsters from your hand, field, or Rune Zone, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can banish this card from your GY; add 1 non-Effect Ritual Monster from your Deck or GY to your Rune Zone.
  80.  
  81. Change of Seasons
  82. Normal Spell
  83. Target 1 Field Spell your opponent controls; add 1 Field Spell from your Deck to your hand with a different name from that card, and if you do, banish that target face-down. You can only activate 1 "Change of Seasons" per turn.
  84.  
  85. Valkyrie Preparedness
  86. Normal Spell
  87. If you control 3 or more "Valkyrie" monsters with different Levels: Draw 2 cards. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 3 "Valkyrie" monsters in your GY; shuffle all 3 into the Deck, then draw 2 cards. You can only use this effect of "Valkyrie Preparedness" once per turn.
  88.  
  89. Jester Tomfoolery
  90. Normal Trap
  91. When an opponent's monster activates its effect while you control exactly 1 Level 1 DARK Spellcaster monster (and no other monsters): The activated effect becomes "Your opponent Sets 1 Continuous Trap directly from their Deck, also it can be activated this turn". You can only activate 1 "Jester Tomfoolery" per turn.
  92.  
  93. Subduction of Authority
  94. Continuous Trap
  95. Each player must banish 2 random cards from their Extra Deck face-down to declare an attack.
  96.  
  97. Blasting Plains
  98. Normal Trap
  99. Apply the following effects, based on the number of cards in your GY.
  100. ● 10+: All monsters you control gain 50 ATK for each card in your GY until the end of this turn. ● 20+: Gain 2000 LP. ● 30+: Inflict 150 damage to your opponent for each card in your GY.
  101.  
  102. Train of Consequences
  103. Level 4 EARTH Machine/Effect
  104. 1800/500
  105. If this card is Normal or Special Summoned: You can Set 1 "Schedule" Spell directly from your Deck, but destroy it during the End Phase. You can target 1 other face-up monster you control; the Level of that monster or this card becomes the Level of the other. You cannot declare attacks the turn you activate this effect, except with Xyz Monsters. You can only use each effect of "Train of Consequences" once per turn.
  106.  
  107. Peace Sells
  108. Continuous Spell
  109. When your monster declares an attack: You can activate this effect; negate the attack, and if you do, add 1 Shield Spell/Trap from your Deck to your hand. During your Draw Phase, before your draw: You can give up your normal draw this turn, and if you do, add 1 Shield Spell/Trap from your GY to your hand.
  110.  
  111. Halo of Flame
  112. Shield Spell
  113. Target 1 face-up monster you control; create a Shield with this effect.
  114. ● If this card's effect is activated, immediately inflict damage to your opponent equal to half its original ATK.
  115.  
  116. Entitled Force
  117. Shield Spell
  118. Creates a Shield that prevents monsters with created Shields to be destroyed by battle.
  119.  
  120. Tribe of Force
  121. Shield Spell
  122. Target 1 face-up monster you control; create a Shield with this effect.
  123. ● If this card's effect is activated, immediately gain LP equal to half its original ATK.
  124.  
  125. Echo Tidecaller
  126. Level 10 WATER Aqua/Echo/Effect
  127. 1600/2800
  128. 2 Level 5 WATER monsters
  129. If this card is Echo Summoned: You can target cards your opponent controls, equal to the number of different Types among the banished WATER monsters; destroy them. You can only use this effect of "Echo Tidecaller" once per turn. Once per turn, during your opponent's Standby Phase: This card's ATK becomes double its current ATK until the end of this turn.
  130.  
  131. False Start
  132. Counter Trap
  133. When your opponent activates a monster effect with a created Shield on it: Negate the activation, and if you do, destroy all cards on the field with created Shields on them.
  134.  
  135. Encroachment
  136. Shield Spell
  137. Creates a Shield that prevents Traps that are treated as monsters to be destroyed by card effects.
  138.  
  139. Winds of Fate
  140. Shield Spell
  141. After this card's activation, it remains on the field. When this card is activated: You can target 1 Shield Spell/Trap in your GY, except "Winds of Fate"; add it to your hand. Once per turn: You can target 1 face-up monster you control; create a Shield with this effect.
  142. ● Your opponent cannot target that monster with card effects during the Battle Phase only.
  143.  
  144. Winds of Change
  145. Shield Spell
  146. After this card's activation, it remains on the field. When this card is activated: You can add 1 Shield Spell/Trap from your Deck to your hand. Once per turn: You can target 1 face-up monster you control; create a Shield with this effect.
  147. ● Control of this card cannot change.
  148.  
  149. Winds of Fury
  150. Shield Spell
  151. Shield Spell
  152. After this card's activation, it remains on the field. When this card is activated: You can add 1 Shield Spell/Trap from your Deck to your hand. Once per turn: You can target 1 face-up monster you control; create a Shield with this effect.
  153. ● When this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that monster's original ATK.
  154.  
  155. Magical Winds
  156. Normal Spell
  157. Reveal 3 Shield Spells with different names from your Deck, then your opponent randomly adds 1 of them to your hand, and you shuffle the rest back into your Deck. You can only activate 1 "Magical Winds" per turn.
  158.  
  159. Ninja of Deception
  160. Level 9 DARK Warrior/Effect
  161. 2900/2900
  162. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 Shield Spells/Traps with different names from your GY. Once per turn, when this card attacks an opponent's monster: You can look at your opponent's Extra Deck and send 1 card from it to the GY, then the attack target loses ATK equal to the ATK of the sent monster until the end of this turn.
  163.  
  164. ====
  165. ====
  166.  
  167. Era Monsters:
  168. *Main Deck Monsters
  169. *When a Monster is destroyed by battle (often listed on the Era Monster) you can discard a card to Era Summon from your hand or Deck 1 Era Monster whose Generation is equal to the Level of the destroyed monster.
  170. *When the Era Monster is destroyed by battle, you can Summon from your hand or Deck an Era Monster with 1 Generation higher. That is often happened at more powerful monsters and they are called "New Era Summons".
  171.  
  172. Bloom Monsters
  173. *Extra Deck
  174. *You simply need to send to the GY 1 Seedling monster that has met its Blossom conditions to the GY.
  175.  
  176. Fragment Spells
  177. Basically, micro fields
  178. You place them on monster zones, and thy do things to monsters on that zone
  179.  
  180. Hunter monsters are monsters you can have up to 5 in the Main/Extra/Outer Deck and they all have the following effect: "Gains 1000 ATK for each Hunter monster on the field during your Battle Phase only."
  181.  
  182. Place a Ritual Monster in the Rune Zone (by their own effect, or by, say, The Nine Labors) Then You can banish that ritual monster to sumon a Rune Monster form the Extra Deck
  183.  
  184. Echo monsters. Their summon style is kinda like Xyz summoning as their materials must be of the same level. However, instead of stacking materials, you must banish the materials. But if destroyed, the banished materials are shuffled back to the deck.
  185.  
  186. Shield Spells/Traps are cards that create Shields (NOT COUNTERS) to cards on the field or to you, gaining effects.
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