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TheInsidiousOne

apr7

Apr 7th, 2020
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  1. Deathless Awakening
  2. Quick-Play Spell
  3. Tribute 1 Bound Warrior monster, then target 1 card on the field; destroy it. If a Bound Warrior Dark Monster is Dark Summoned to your field while this card is in your GY: You can add this card to your hand. You can only use this effect of "Deathless Awakening" once per turn.
  4.  
  5. Servant of Ionization
  6. Level 3 Range 1-10 LIGHT Spellcaster/Proto-Fusion/Effect
  7. 1500/700
  8. You can substitute this card for any 1 Fusion Material for a Spellcaster Fusion Monster, but the other Fusion Material(s) must be correct. A Spellcaster Fusion Monster that was Fusion Summoned using this card gains this effect.
  9. ● Gains 200 ATK for each banished Spell.
  10. ----
  11. If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 Spell; Special Summon this card from your hand. You can only use each effect of "Servant of Ionization" once per turn.
  12.  
  13. Petrification Ray
  14. Normal Trap
  15. When an opponent's monster declares an attack on a monster you control: Target that monster you control; if it is in Attack Position, change it to Defense Position, then regardless, its DEF becomes double its original DEF until the end of this turn.
  16.  
  17. Gorgonic Gaze
  18. Quick-Play Spell
  19. Tribute 1 "Gorgonic" monster, then target 1 face-up monster your opponent controls; it has its effect(s) negated, also its ATK becomes 0. You can only activate 1 "Gorgonic Gaze" per turn.
  20.  
  21. Nightmare's Burning Blade
  22. Equip Spell
  23. The equipped monster gains ATK equal to its Level x 100. Once per turn, if the equipped monster is a Normal Summoned/Set monster: You can target 1 Spell/Trap your opponent controls; destroy it, and if you do, increase the equipped monster's Level by 1.
  24.  
  25. Oberon the Slayer
  26. Level 7 DREAM Beast-Mage/Elemental Receiver/Effect
  27. 2400/1200
  28. If you control no monsters, you can Special Summon this card (from your hand). Once per turn, if this card is in your E.R.C.Z. and this card is connected to a DREAM monster: You can reduce the connected monster's Strength Classification by 2; send 1 card your opponent controls to the GY. If the monster connected to this card is fully drained: You can target up to 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Oberon the Slayer" once per turn.
  29.  
  30. Lucky Clover
  31. Quick-Play Spell
  32. Tribute 1 face-up Plant monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.
  33.  
  34. Drill Beak
  35. Level 4 EARTH Winged Beast/Effect
  36. 1800/2000
  37. Cannot be Normal Summoned, unless you control a Winged Beast monster (but can be Normal Set). If this card attacks a Defense Position monster, inflict piercing battle damage. If this face-up Attack Position card is targeted for an attack: Change it to Defense Position.
  38.  
  39. Festival of Normalcy
  40. Contract Turn 3 Sound Stage Card
  41. When your Normal Monster declares an attack: You can destroy 1 card your opponent controls. If a Normal Monster(s) you control would be destroyed by battle, you can banish 1 Spell from your GY instead.
  42.  
  43. Rapid Regression Virus
  44. Normal Trap
  45. Tribute 1 DARK monster whose difference between its original ATK and original DEF is 2000 or more; look at your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 2000 or more ATK.
  46.  
  47. Gigaton Impact
  48. Fragment Spell
  49. If a monster in this zone destroys an opponent's monster by battle: You can destroy any monsters in the adjacent zones the monster destroyed by battle was.
  50.  
  51. Gilford the Black Lightning Warrior
  52. Level 8 DARK Warrior/Effect
  53. 2800/1400
  54. You can Special Summon this card (from your hand) by banishing 3 DARK Warrior monsters from your GY. If Summoned this way: Destroy all Set cards your opponent controls.
  55.  
  56. Rapid Assault Mecha
  57. Level 7 WATER/WIND Machine/Paradigm/Effect
  58. 2700/1400
  59. 1 WATER monster + 1 WIND monster
  60. Once per turn: You can target 1 other face-up monster on the field and declare 1 Attribute; its Attribute becomes the declared Attribute.
  61. This card gains the following effects, depending on its current Stance.
  62. ● WATER: If this card attacks a Defense Position monster, inflict piercing battle damage.
  63. ● WIND: This card can make up to 2 attacks during each Battle Phase.
  64.  
  65. Gyro Penguin
  66. Level 4 2/5 WIND Aqua/Battle Unit/Effect
  67. 1600/1700
  68. When a Battle Unit Monster you control destroys an opponent's card by battle: You can apply an effect based on the type of card the destroyed card was.
  69. ● Non-Battle Unit Monster: Inflict damage to your opponent equal to half its ATK on the field.
  70. ● Battle Unit Monster: You can add 1 "Gyro Penguin" from your Deck to your hand.
  71. ----
  72. If an opponent's card effect activates, before resolving that effect, toss a coin, and if the result is heads, negate that effect. You can only use this effect of "Gyro Penguin" once per turn. When you take effect damage: You can place this card to your Battle Zone.
  73.  
  74. Outer Realm Nether Scout
  75. Level 2 DARK Fiend/Effect
  76. 500/500
  77. If this card is Special Summoned from your hand: You can Special Summon any number of "Outer Realm Nether Scout" from your Deck. If this card is used for a Link Summon, banish it.
  78.  
  79. Colony of Dire Undertakings
  80. Quick-Play Spell
  81. Target 1 face-up monster on the field; send 1 WATER monster from your Deck to the GY, and if you do, place Ice Counters on that monster equal to the Level of the sent monster. During your Main Phase, 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 with an Ice Counter(s) on it; banish it. You can only activate 1 "Colony of Dire Undertakings" per turn.
  82.  
  83. Fjord of the Frost Naga
  84. Continuous Spell
  85. Activate this card by targeting 1 WATER monster you control that specifically lists Ice Counter in its text, and 1 face-up Spell/Trap in your Spell & Trap Zone. Your opponent cannot target the targeted cards with card effects. If this card leaves the field: This turn, the targeted cards cannot be destroyed by card effects.
  86.  
  87. Warhead Warlord
  88. Level 7 DARK Warrior/Dark Tuner/Effect
  89. 2800/2400
  90. You can Normal Summon/Set this card without Tributing, but its original ATK and DEF become halved. If a face-up Dark Synchro Monster you control leaves the field by card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Warhead Warlord" once per turn.
  91.  
  92. Link To the Future
  93. Normal Trap
  94. Target 1 Link Monster in your GY; return it to the Extra Deck, and if you do, Special Summon any number of monsters with different names, from your hand or GY in Defense Position, up to the returned monster's Link Rating. If you control a Link-2 or lower Link Monster, and no Link-3 or higher monsters, you can activate this card from your hand. You can only activate 1 "Link To the Future" per turn.
  95.  
  96. Standing Room
  97. Normal Spell
  98. If this card is sent from the hand or field to the GY: Target 1 monster in your GY; Special Summon that target. You can only use this effect of "Standing Room" once per turn.
  99.  
  100. Cleansing Ritual
  101. Key Trap
  102. When a monster you control is destroyed by battle and sent to the GY: Place 3 Exile Fragments.
  103.  
  104. Apocalyptic Bone Tower
  105. Generation 3 DARK Zombie/Exile/Effect
  106. 1500/1400
  107. If this card is Special Summoned: Send the top 2 cards of your opponent's Deck to the GY. You can only use this effect of "Apocalyptic Bone Tower" once per turn. Once per turn, when a card effect is activated in the GY (Quick Effect): You can negate the activation, and if you do, banish that card.
  108.  
  109. Shaman of the New Moon
  110. Level 7 Scale 1 WATER Spellcaster/Ritual/Pendulum/Effect
  111. 2400/2800
  112. Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 "Shaman of the Fierce Sun" from your Deck in your Pendulum Zone.
  113. ----
  114. You can Ritual Summon this card with "New Moon Rising". Cannot be activated from your hand. If this card is Special Summoned: You can destroy 2 cards (1 on each field). Once per turn: You can target 1 face-up monster your opponent controls; banish 1 monster from your field or GY with ATK less than or equal to that target's, and if you do, banish that target. If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone.
  115.  
  116. New Moon Rising
  117. Ritual Spell
  118. This card is used to Ritual Summon "Shaman of the New Moon" from your hand or Pendulum Zone. You must also Tribute monsters from your hand or field whose total Levels equal 7 or more.
  119.  
  120. Shaman of the Fierce Sun
  121. Level 7 Scale 8 FIRE Spellcaster/Ritual/Pendulum/Effect
  122. 2800/2400
  123. Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 "Shaman of the New Moon" from your Deck in your Pendulum Zone.
  124. ----
  125. You can Ritual Summon this card with "Fierce Warrior's Pact". Cannot be activated from your hand. If this card battles an opponent's monster, that monster's ATK becomes halved, also it has its effects negated, until the end of the Damage Step. If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone.
  126.  
  127. Fierce Warrior's Pact
  128. Ritual Spell
  129. This card is used to Ritual Summon "Shaman of the Fierce Sun" from your hand or Pendulum Zone. You must also Tribute monsters from your hand or field whose total Levels equal 7 or more.
  130.  
  131. Vanished Force
  132. Level 4 WATER Warrior/Effect
  133. 900/2100
  134. (Quick Effec): You can Tribute this card, then target up to 3 cards in your opponent's GY; banish them face-down. You can only use this effect of "Vanished Force" once per turn.
  135.  
  136. Deep Aqua Tactics Force
  137. Level 4 WATER Aqua/Normal
  138. 2000/100
  139. A squadron of tacticians whose sole goal is to prevent pirates from cruising the seas.
  140.  
  141. Goblin Flamethrower Squad
  142. Level 4 FIRE Warrior/Effect
  143. 1900/1000
  144. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the End Phase of your next turn. Once per turn: You can target 1 monster on the field; banish both it and this card from the field until your next Standby Phase.
  145.  
  146. Dragon Mesmerizer
  147. Level 6 DARK Fiend/Effect
  148. 2100/2000
  149. When this card is Normal or Flip Summoned: You can target 1 Wyrm monster on the field; destroy it.
  150.  
  151. =====
  152.  
  153. Elemental Receiver
  154. -They are placed in a new zone called the Elemental Receiver Zone (E.R.Z. for short)
  155. -While in the E.R.Z. they cannot attack or be attacked.
  156. -Monsters from the Main or Extra Monster Zone can be placed to the Elemental Provider Card Zone, or E.P.C.Z. for short, in order to get "connected" to Elemental Receivers and gain their effects.
  157. For instance, place a DREAM monster from the field to the E.P.C.Z. where you have "Oberon the Slayer" in the E.R.Z. to get connected. They can lose their Strength Classification (collective term for Levels/Ranks/whatever) and once they hit 0, they are "fully drained".
  158.  
  159. Sound Stages are Field Spells that last for X of your turns, where X is the Contract Turn.
  160.  
  161. Fragment Spells are Spells that are placed in the Main or Extra Monster Zone gaining the monster in that zone perks.
  162.  
  163. Paradigm
  164. -Need 2 or more monsters with different Attributes to be sent from the field to the GY.
  165. -They can be treated as BOTH Attributes listed on its Stances (e.g. Rapid Assault Mecha is treated as both WATER and WIND).
  166. -They can once per turn, become exclusively one of the Attributes they can be treated to, to gain their effects (e.g. Rapid Assault Mecha can be treated as only WATER to grant piercing for the turn).
  167.  
  168. Battle Unit
  169. -They function as both normally as monsters and as monster-like cards in the Battle Zone.
  170. -Most Battle Units have effects that allow them to be placed into the Battle Zone, of which each player has 3.
  171. -They have two special aspects: Offense Points (OFF) and Guard Points (GRD), which are compared during a Battle Sequence and determine which player receives damage and which Battle Unit has either of its Points reduced and/or is destroyed. If a Battle Unit has its GRD reduced to 0, it is destroyed. Even if a player controls more than 1 Battle Unit, they can only attack with one Battle Unit per turn.
  172. -Offense Points & Guard Points also have an effect on how many/what Battle Units a player can place into their Battle Zone. The maximum total Offense Points the Battle Units in a player's Battle Zone is 10, while the maximum total Guard Points is 20.
  173.  
  174. Exile is a mechanic made by LHK. They are stored in the Main Deck, and instead of Levels, they have Generations. Key monsters, and Key Spells/Traps, are cards that enable you to place Exile Fragments (something like counters, but applied to a player). For their Exile Summon, they need either to banish 1 (for Generation 4 or lower), 2 (for Generation 5 or 6) or 3 (for Generation 7 and higher) monsters that share the same Type or Attribute from the monster from the field or GY, or by removing Exile Fragments you own equal to their Generation. However, you can only Exile Summon once per turn.
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