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TheInsidiousOne

Sep18 pt2

Sep 18th, 2020
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  1. Destiny HERO - Psycho Commander
  2. Level 10 DARK Warrior/Fusion/Effect
  3. ?/?
  4. "Destiny HERO - Dreadmaster" + "Destiny HERO - Captain Tenacious"
  5. Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"). Gains 1000 ATK/DEF for each "Destiny HERO" monster with different name in your GY. After this card is Special Summoned, for the rest of this turn, "Destiny HERO" monsters you control cannot be destroyed, also you take no effect damage.
  6.  
  7. Destiny HERO - Crystal Sportsman
  8. Level 6 DARK Warrior/Fusion/Effect
  9. 2000/1700
  10. "Destiny HERO - Diamond Dude" + "Destiny HERO - Dunker"
  11. Once per turn: You can excavate the top card of your Deck, and if it is a Normal Spell, send it to the GY, otherwise place it on the bottom of your Deck, then you can activate the effect of that Spell in your GY. You can send 1 "Destiny HERO" card from your hand to the GY, then target 1 card on the field; destroy it, and if you do, inflict 500 damage to your opponent.
  12.  
  13. Deathwing Dragon
  14. Level 7 DARK Dragon/Ashen/Effect
  15. 2500/1600
  16. 1 DARK monster + 1 WIND monster
  17. While face-up on the field, this card is also WIND-Attribute. Once per turn (Quick Effect): You can target 1 face-up card on the field; if it is a monster, change it to face-down Defense Position. Otherwise, destroy it.
  18.  
  19. Feeble Fusion
  20. Normal Spell
  21. Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, but its ATK/DEF become 0, it cannot be used as material for a Summon, it has its effects negated, then give control of it to your opponent. You can only activate 1 "Feeble Fusion" per turn.
  22.  
  23. Field Shaker
  24. Normal Spell
  25. At the start of your Main Phase 1: Set all face-up cards on the field face-down. (Monsters are changed to face-down Defense Position, and Spells/Traps are Set face-down.)
  26.  
  27. Fragile Glass Knight
  28. Level 4 LIGHT Warrior/Effect
  29. 2100/2100
  30. Cannot be Normal Summoned, unless your opponent controls a monster with different ATK from its original ATK (but can be Normal Set). This card can attack all monsters your opponent controls, once each. If your opponent controls a face-up monster(s), this card can only target their monster with the highest ATK for attacks (your choice, if tied).
  31.  
  32. Ghost of Eternity
  33. Normal Spell
  34. Target 1 monster your opponent controls; destroy it. While this card is in your GY, neither player can Special Summon monsters from the GY. You can only activate 1 "Ghost of Eternity" per turn.
  35.  
  36. Black Tide Serpent
  37. Battle-2 DARK Sea Serpent/Lightning/Effect
  38. 1400/BL B
  39. If this card points to 2 monsters, it can attack directly. Monsters this card points to cannot be destroyed by battle.
  40.  
  41. Absorbing Malice
  42. Normal Trap
  43. Target 1 DARK Normal Monster you control; equip this card to it. While you control the equipped monster, your opponent's monsters cannot attack monsters, except the equipped monster. You can banish this card from your GY; send the top 3 cards of your Deck to the GY, and if you do, inflict 300 damage to your opponent for each monster sent to the GY this way. You can only use this effect of "Absorbing Malice" once per turn.
  44.  
  45. Menacing Punk of the Sky
  46. Level 6 DARK Fiend/Effect
  47. 2000/1000
  48. When this card destroys an opponent's monster by battle and sends it to the GY: You can gain LP equal to its Level x 300, also inflict that much damage to your opponent.
  49.  
  50. Phantom of the Crimson Dawn
  51. Level -6 DARK Zombie/Impure/Effect
  52. 2400/2000
  53. 2+ monsters, including a Zombie monster
  54. If a monster is Special Summoned from the GY, or a monster effect is activated in the GY (except during the Damage Step): You can delete 1 of this card's materials, then target 1 face-up monster your opponent controls; take control of it, but banish it during the End Phase. You can only use this effect of "Phantom of the Crimson Dawn" once per turn.
  55.  
  56. Phantom of the Frozen Dusk
  57. Rank 6 WATER Zombie/Xyz/Effect
  58. 2400/1600
  59. 2 Level 6 monsters
  60. If this card is Special Summoned from the GY, treat it as a Level 6 monster. If a monster is Special Summoned from the GY, or a monster effect is activated in the GY (except during the Damage Step): You can detach 1 material from this card, then target 1 other face-up monster on the field; change its ATK to 0, and if you do, negate its effects. You can use this effect of "Phantom of the Frozen Dusk" up to twice per turn.
  61.  
  62. Phantom of the Primordial Twilight
  63. Level 11 DARK Fairy/Effect
  64. 3500/3400
  65. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 Impure Monster and 1 Xyz Monster from your GY. Neither player can activate monster effects from the GY or that they are banished. Banish any monster this card destroys by battle. Once per turn, when a card(s) is added from the Main Deck to your opponent's hand (except during the Draw Phase or the Damage Step): You can banish that card(s).
  66.  
  67. Gustwinged Moth
  68. Level 3 WIND Insect/Effect
  69. 100/1700
  70. You can activate "Metalmorph" the turn it is Set. If this card is Normal Summoned: You can Special Summon 1 Level 7 or 8 Normal Monster from your hand.
  71.  
  72. Duel of the Kings
  73. Conspiracy Continuous Spell
  74. (You can place this card face-up on the field before the Duel begins.)
  75. All monsters must attack if able. Monsters cannot be destroyed by battle. After damage calculation, if a monster inflicted damage this turn: Place 1 King Counter on that monster. If the 3rd King Counter is placed on a monster on the field: Its controller can add 1 King Card from their Deck or GY to the hand.
  76.  
  77.  
  78. ====
  79.  
  80. Lightning Monsters need 2 monsters (any) but if Summoned and they have free zones, you can Special Summon from the GY monsters to zones they point to (as many as you can)
  81.  
  82. Conspiracy Spells are Continuous and Field Spells that can be activated at the start of the Duel, but only 1 card with that ability can exist in your Deck.
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