Advertisement
TheInsidiousOne

--> Nov 20

Nov 20th, 2018
176
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 16.14 KB | None | 0 0
  1. Aven Harrier
  2. ★★★
  3. LIGHT
  4. Winged Beast/Tuner/Effect
  5. ATK 100
  6. DEF 1200
  7. When an opponent's monster declares an attack on a Winged Beast monster you control: You can send this card from your hand to the GY, then target 1 LIGHT Winged Beast monster in your GY, except "Aven Harrier"; Special Summon it in Defense Position, and if you do, change the attack target to the Summoned monster, also that monster cannot be destroyed by that battle. You can only use this effect of "Aven Harrier" once per turn.
  8.  
  9. Asparagus Spearman
  10. ★★★★
  11. EARTH
  12. Plant/Effect
  13. ATK 1300
  14. DEF 1700
  15. If this card is in your hand: You can excavate the top card of your Deck, and if that card is a Plant monster, Special Summon that card and send this card from your hand to the GY. Otherwise, banish that card, face-down, and Special Summon this card in Defense Position. You can only use this effect of "Asparagus Spearman" once per turn.
  16.  
  17. Egg Bombardier
  18. ★★★★
  19. FIRE
  20. Plant/Impure/Effect
  21. ATK 1600
  22. DEF 2000
  23. 1+ Plant monsters
  24. This card can attack directly. When this card inflicts battle damage to your opponent: You can delete 1 of this card's materials, then target 1 card your opponent controls; send it to the GY. If this Impure Summoned monster is destroyed and sent to the GY: You can add 1 Level 5 or higher Plant monster from your Deck to your hand.
  25.  
  26. Banana Bandit
  27. ★★
  28. DARK
  29. Plant/Tuner/Effect
  30. ATK 100
  31. DEF 800
  32. If this card is Normal or Special Summoned: You can declare a Level from 1 to 5; excavate that many cards of your Deck, Special Summon 1 of your excavated Plant monsters with a Level less than or equal to the number of cards excavated, except "Banana Bandit", and if you do, send the remaining cards to the GY. You can only use this effect of "Banana Bandit" once per turn.
  33.  
  34. Honey Pit
  35. Normal Trap
  36. Target 1 Insect monster you control; equip this card to it. The first time the equipped monster would be destroyed by battle each turn, it is not destroyed. If this card is sent from the field to the GY during the Battle Phase: End the Battle Phase.
  37.  
  38. Peppermint Panic
  39. Continuous Spell
  40. Each time a card effect is activated that would excavate a card(s) from the top of your Deck, place 1 Peppermint Counter on this card immediately after it resolves. Plant monsters you control gain 300 ATK for each Peppermint Counter on this card. You can send this card with a Peppermint Counter(s) on it to the GY, then target 1 monster your opponent controls; it loses 300 ATK for each Peppermint Counter on this card, also inflict that much damage to your opponent. You can only use this effect of "Peppermint Panic" once per turn.
  41.  
  42. Habanero of Destruction
  43. ★★★★★
  44. FIRE
  45. Plant/Synchro/Effect
  46. ATK 2000
  47. DEF 400
  48. 1 Tuner + 1+ non-Tuner Plant monsters
  49. When this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, shuffle them back in, also this card gains 300 ATK for each Plant monster excavated this way. You can only use this effect of "Habanero of Destruction" once per turn.
  50.  
  51. Dragonfruit Dragon
  52. ★★★(★★)
  53. DARK
  54. Dragon/Chrono/Effect
  55. ATK 1800
  56. DEF 1200
  57. 2+ turns in your hand
  58. If this card is Chrono Summoned: You can target 1 Dragon monster in your GY; equip it to 1 monster your opponent controls. It loses ATK equal to the ATK of the equipped monster. If a monster equipped to a monster by this effect is destroyed by battle or card effect: You can have this card gain 1000 ATK/DEF.
  59.  
  60. Lettuce See
  61. Continuous Trap
  62. Activate this card by targeting 1 Plant monster you control; it cannot be destroyed by battle or by your opponent's card effects. When that monster leaves the field, destroy this card.
  63.  
  64. Bean Stalker
  65. ★★★★
  66. EARTH
  67. Plant/Effect
  68. ATK 1400
  69. DEF 1300
  70. Once per turn: You can excavate the top 3 cards of your Deck, Special Summon 1 of your excavated Level 3 or lower Plant monsters, and if you do, send the remaining cards to the GY. You can Tribute this card, then target 1 Plant monster in your GY, except "Bean Stalker"; add it to your hand. You can only use this effect of "Bean Stalker" once per turn.
  71.  
  72. Performapal Mer☆Maid
  73. ★★★★
  74. WATER
  75. Aqua/Effect
  76. ATK 1400
  77. DEF 1200
  78. When this card is targeted for an attack: You can negate the attack, and if you do, change the battle position of this card, then you can Special Summon 1 face-up "Performapal" Pendulum Monster from your Extra Deck in Defense Position. You can only use this effect of "Performapal Mer☆Maid" once per turn.
  79.  
  80. Performapal Kuriborder
  81. LIGHT
  82. Fairy/Effect
  83. ATK 300
  84. DEF 200
  85. When you take damage from a direct attack: You can Special Summon this card from your hand, and if you do, gain LP equal to the damage you took. If this card is Special Summoned: You can target 1 monster on the field; gain LP equal to that target's ATK. You can only use each effect of "Performapal Kuriborder" once per turn.
  86.  
  87. Smoke Mosquito
  88. WATER
  89. Insect/Effect
  90. ATK 0
  91. DEF 0
  92. When you would take battle damage while this card is in your hand: You can reveal this card; halve the damage you would take, then Special Summon this card and end the Battle Phase. Once per turn, you can target 1 other monster you control; the Level of this card becomes that of the targeted monster's until the end of this turn.
  93.  
  94. Performapal Rolling Sambaa
  95. ★★★
  96. <6 6>
  97. EARTH
  98. Beast-Warrior/Pendulum/Effect
  99. ATK 300
  100. DEF 800
  101. If a Pendulum Summoned "Performapal" monster(s) you control would be destroyed by battle or by a card effect, you can destroy this card from your Pendulum Zone instead.
  102. ----
  103. When this card is targeted for an attack: You can negate the attack, and if you do, change the battle position of this card. (Quick Effect): You can banish 1 Spell/Trap from your GY; this turn, you take no damage from attacks involving this card, or from direct attacks. You can only use each effect of "Performapal Rolling Sambaa" once per turn.
  104.  
  105. Pendulum Xyz
  106. Normal Spell
  107. Target 2 cards in your Pendulum Zone with the same original Level; Special Summon from your Extra Deck, 1 Xyz Monster with a Rank equal to the combined original Levels of the targeted cards, and if you do, attach them to the Summoned monster as materials. (This is treated as an Xyz Summon.) You can only activate 1 "Pendulum Xyz" per turn.
  108.  
  109. Speedroid Hexasaucer
  110. ★★★★
  111. <6 6>
  112. WIND
  113. Machine/Pendulum/Effect
  114. ATK 100
  115. DEF 1600
  116. If you would take damage from battles involving a "Speedroid" monster, that damage is halved, and your opponent takes that much damage.
  117. ----
  118. If this card in your Pendulum Zone is destroyed by a card effect: You can Special Summon this card in Attack Position. You can only use this effect of "Speedroid Hexasaucer" once per turn. If you would take damage from battles involving this card, that damage is halved, and your opponent takes that much damage.
  119.  
  120. Speedroid Marble Machine
  121. ★★
  122. <1 1>
  123. WIND
  124. Machine/Pendulum/Effect
  125. ATK 200
  126. DEF 100
  127. Once per turn: You can target 1 Defense Position monster on the field; change it to Attack Position, and if you do, that monster cannot be destroyed by battle or card effects until the end of the next turn.
  128. ----
  129. Once per turn: You can change this card to Defense Position, and if you do, this card cannot be destroyed by battle or card effects until the end of the next turn.
  130.  
  131. Pendulum Transfer
  132. Normal Spell
  133. Target 2 monsters you control; place 2 "Pendulum Transfer Tokens" in your Pendulum Zone (one with a Pendulum Scale equal to the Level of one of the monsters and the other with a Pendulum Scale of the other), and if you do, destroy the targeted monsters. You can only activate 1 "Pendulum Transfer" per turn.
  134.  
  135. Sonic Cyclone
  136. Quick-Play Spell
  137. Target a number of Spells/Traps on te field, up to the number of monsters destroyed this turn; destroy them.
  138.  
  139. Dowsing Fusion
  140. Normal Spell
  141. Fusion Summon 1 Fusion Monster from your Extra Deck, by adding Pendulum Monster Fusion Materials listed on it from your GY to your Extra Deck, face-up. You can only activate 1 "Dowsing Fusion" per turn.
  142.  
  143. D/D Count Surveyor
  144. ★★★★★★★★
  145. <1 1>
  146. DARK
  147. Fiend/Pendulum/Effect
  148. ATK 2000
  149. DEF 2000
  150. During your Main Phase: You can destroy all monsters your opponent controls, and if you do, Special Summon 1 "Surveyor Token" (Level 1/DARK/Fiend/? ATK/? DEF) with ATK and DEF equal to the combined original ATK and DEF of the monsters destroyed. You can only use this effect of "D/D Count Surveyor" once per turn.
  151. ----
  152. If this card is in your hand: You can target 1 "D/D" card in your Pendulum Zone, except "D/D Count Surveyor"; Special Summon that target, and if you do, place this card to your Pendulum Zone. You can only use this effect of "D/D Count Surveyor" once per turn.
  153.  
  154. D/D Extra Surveyor
  155. ★★★★★
  156. <4 4>
  157. DARK
  158. Fiend/Pendulum/Effect
  159. ATK 1000
  160. DEF 0
  161. During your Main Phase, when a card was added to the Extra Deck this turn: You can target 1 other card in your Pendulum Zone; banish both that target and this card; banish a number of cards from your opponent's Deck equal to the number of Pendulum Monsters added to your opponent's Extra Deck this Duel, also 1 "D/D/D" monster gains ATK equal to that same number x200, and that monster can make up to 2 attacks during each Battle Phase this turn. You can only use this effect of "D/D Extra Surveyor" once per turn.
  162. ----
  163. If this card is Special Summoned: You can add 1 "D/D" Pendulum Monster from your Main Deck to your Extra Deck, face-up, except "D/D Extra Surveyor". You can only use this effect of "D/D Extra Surveyor" once per turn.
  164.  
  165. D/D Scale Surveyor
  166. ★★
  167. <9 9>
  168. DARK
  169. Fiend/Pendulum/Effect
  170. ATK 0
  171. DEF 1000
  172. You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. The Pendulum Scale of all cards in your opponent's Pendulum Zone become 0.
  173. ----
  174. If this card is in your hand (Quick Effect): You can target 1 card in your opponent's Pendulum Zone; Special Summon this card, and if you do, the Pendulum Scale of 1 card in your opponent's other Pendulum Zone becomes equal to the Pendulum Scale of the targeted card. You can only use this effect of "D/D Scale Surveyor" once per turn.
  175.  
  176. D/D/D/D Super-Dimensional Sovereign Emperor Zero Paradox
  177. ★★★★★★★★★★★★
  178. <1 1>
  179. DARK
  180. Fiend/Pendulum/Effect
  181. ATK 3000
  182. DEF 3000
  183. Once per turn, if you have a "D/D" card in your other Pendulum Zone: You can destroy that card, and if you do, add 1 card from your Deck to your hand, with the same name as that card.
  184. ----
  185. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) during the turn you Pendulum Summoned a "D/D/D" monster, while the combined number of Pendulum Scales in cards in your Pendulum Zones exceed this card's Level. When this card is Special Summoned: You can destroy all other cards on the field. Once per turn (Quick Effect): You can target 1 card in your opponent's Pendulum Zone; place it to your Pendulum Zone. Once per turn, if a "D/D/D" monster was destroyed this turn: You can have this card's ATK become equal to double its ATK until the end of this turn.
  186.  
  187. 00 Rush
  188. Continuous Trap
  189. Once per turn, during your Main Phase 1: You can target 1 monster you control; this turn, if it attacks a monster with 0 DEF, it can attack once more in a row.
  190.  
  191. D/D Cold Golem
  192. Continuous Trap
  193. Apply 1 of these effects.
  194. ● Place this card in 1 of your empty Pendulum Zones as a Pendulum Card with a Pendulum Scale of 1. (This is also still a Trap.) The DEF of all monsters your opponent controls in Defense Position become 0.
  195. ● Special Summon this card as an Effect Monster (Fiend/DARK/Level 1/0 ATK/0 DEF). (This is also still a Trap.) If this card is Special Summoned: You can add 1 "D/D" Pendulum Monster from your Main Deck to your hand. You can only use this effect of "D/D Cold Golem" once per turn.
  196.  
  197. D/D Greedy Golem
  198. Continuous Trap
  199. Apply 1 of these effects.
  200. ● Place this card in 1 of your empty Pendulum Zones as a Pendulum Card with a Pendulum Scale of 8. (This is also still a Trap.) Once per turn, if this card is in your Pendulum Zone: You can discard 1 "D/D" monster, then target 1 Spell in your GY; add it to your hand.
  201. ● Special Summon this card as an Effect Monster (Fiend/DARK/Level 1/0 ATK/0 DEF). (This is also still a Trap.) If this card is attacked by an opponent's monster, during damage calculation: You can make this card's ATK and DEF become equal to the ATK of the opponent's monster it is battling during that damage calculation only. If this card in your Monster Zone is destroyed during the Battle Phase: End the Battle Phase.
  202.  
  203. D/D Arc
  204. ★★★★
  205. <1 1>
  206. DARK
  207. Fiend/Pendulum/Effect
  208. ATK 0
  209. DEF 2000
  210. During your Main Phase: You can target 1 Attack Position monster your opponent controls; destroy this card from your Pendulum Zone, and if you do, change the battle position of that target. You can only use this effect of "D/D Arc" once per turn.
  211. ----
  212. If this card is Pendulum Summoned, switch this card's ATK and DEF. When this card in your Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
  213.  
  214. D/D Evil
  215. ★★★★
  216. <8 8>
  217. DARK
  218. Fiend/Pendulum/Effect
  219. ATK 2000
  220. DEF 0
  221. During your Main Phase: You can target 1 Defense Position monster your opponent controls; destroy this card from your Pendulum Zone, and if you do, negate the effect(s) of that monster. You can only use this effect of "D/D Evil" once per turn.
  222. ----
  223. If this card attacks, it is changed to Defense Position at the end of the Damage Step.
  224.  
  225. D/D Dog
  226. ★★★★★★
  227. DARK
  228. Fiend/Effect
  229. ATK 2000
  230. DEF 2000
  231. If you have 2 "D/D" cards in your Pendulum Zones and you control no monsters, or if all monsters you control are "D/D" monsters: You can Special Summon this card from your hand. You cannot Pendulum Summon the turn you activate this effect. You can only use this effect of "D/D Dog" once per turn.
  232.  
  233. Reawakening of the Monarchs
  234. Normal Trap
  235. Target 1 monster you control with 2400 ATK or 2800 ATK and 1000 DEF that has an effect that activates if it is Tribute Summoned; equip this card to it. It can activate its effects if it was Tribute Summoned once per turn.
  236.  
  237. Frightfur Bone Diver
  238. <9 9>
  239. DARK
  240. Fiend/Pendulum/Effect
  241. ATK 500
  242. DEF 1100
  243. Unless you control a Fusion Monster, you cannot Pendulum Summon. This effect cannot be negated.
  244. ----
  245. If this card is Normal or Special Summoned: You can send 1 "Frightfur" monster from your Main Deck or Extra Deck to the GY, except "Frightfur Bone Diver". You can only use this effect of "Frightfur Bone Diver" once per turn. When this card in your Monster Zone is destroyed by battle or card effect: You can gain 1100 LP.
  246.  
  247. Frightfur Claw Pirate
  248. ★★★★★
  249. <4 4>
  250. DARK
  251. Fiend/Pendulum/Effect
  252. ATK 2200
  253. DEF 0
  254. During your Main Phase: You can target 1 card in your other Pendulum Zone and 1 "Frightfur" monster in your GY with a Level equal to or less than the targeted card's Pendulum Scale; destroy the first target, and if you do, Special Summon the second target in Defense Position, but it has its effect(s) negated. You can only use this effect of "Frightfur Claw Pirate" once per turn.
  255. ----
  256. If you control no monsters, or all monsters you control are "Fluffal", "Edge Imp" or "Frightfur" monsters: You can Special Summon this card from your hand. You can Tribute 2 or more Fiend monsters; Special Summon 1 "Frightfur" Fusion Monster from your Extra Deck whose Level is equal to or less than the total original Levels of the Tributed monsters. (This is treated as a Fusion Summon.) You can only use each effect of "Frightfur Claw Pirate" once per turn.
  257.  
  258. Frightfur Sadmarine
  259. ★★★★
  260. DARK
  261. Fiend/Effect
  262. ATK 800
  263. DEF 1400
  264. Once per turn, if your opponent Normal Summons a monster: You can inflict 800 damage to your opponent. If this card is Tributed and sent to the GY: You can Special Summon this card. You can only use this effect of "Frightfur Sadmarine" once per turn.
  265.  
  266. Dangerous Frightfur Nightmary
  267. ★★★★★★★★★★
  268. DARK
  269. Fiend/Fusion/Effect
  270. ATK 2000
  271. DEF 3000
  272. 3 "Frightfur" monsters
  273. When this card battles, it gains 300 ATK for each "Fluffal", "Edge Imp" and "Frightfur" monster in your GY, until the end of this turn. When this card destroys an opponent's monster by battle: You can send a number of "Fluffal", "Edge Imp" and/or "Frightfur" monsters from your Deck to the GY equal to the destroyed monster's Level. When your opponent activates a card or effect (Quick Effect): You can make this card unable to be targeted by card effects this turn.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement