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TheInsidiousOne

april4

Apr 4th, 2020
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  1. Fortress of the Misty Forest
  2. Field Spell
  3. Negate the activated effects of your opponent's monsters that have Ice Counters. During your Main Phase: You can Fusion Summon 1 WATER Fusion Monster from your Extra Deck, using monsters from your hand, field, and/or monsters with an Ice Counter your opponent controls as Fusion Materials. You can only use this effect of "Fortress of the Misty Forest" once per turn.
  4.  
  5. Alchemical Devisiveness
  6. Normal Spell
  7. Target 1 Alchemy Monster you control and 1 face-up monster your opponent controls with a different Type from the first target's; destroy them, and if you do, Special Summon 1 "Homunculus Token" (Level 1/DARK/100 ATK/100 DEF) with the same Type as the Type of your opponent's destroyed monster. You can only activate 1 "Alchemical Devisiveness" per turn.
  8.  
  9. Gigantic Lotus of Woe
  10. Level 6 DARK Plant/Grave/Effect
  11. 0/0
  12. 1 Level 5 or higher Plant monster, except a Grave Monster
  13. If this card is battles 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 is destroyed by battle with a monster with the same ATK: You can add 1 Level 7 or higher Plant monster from your Deck to your hand.
  14.  
  15. Chimera Clockworks
  16. Continuous Spell
  17. Activate only if you control a Level 7 or higher monster. If a card(s) is destroyed by battle or card effect, its controller takes 500 damage for each destroyed card. Level 7 or higher monsters you control cannot be destroyed by battle, also any battle damage you take becomes doubled.
  18.  
  19. Frostbitten Serpent
  20. Level 4 WATER Venom Serpent/Effect
  21. 1100/1500
  22. If this card is Normal or Special Summoned: You can add 1 card from your Deck to your hand that specifically lists Ice Counter in its text, except "Frostbitten Serpent". You can only use this effect of "Frostbitten Serpent" once per turn. Once per turn: You can target 1 face-up monster your opponent controls; place 1 Ice Counter on it.
  23.  
  24. Nebulous Pegasus
  25. Link-2 SPACE Beast/Link/Effect
  26. 1700/B BR
  27. 2 monsters, incuding at least 1 SPACE monster
  28. When this card is Link Summoned: You can add 1 Link Spell from your Deck to your hand. During your opponent's turn (Quick Effect): You can Tribute 1 monster this card points to; move this card to the zone the Tributed monster was. You can only use each effect of "Nebulous Pegasus" once per turn.
  29.  
  30. Temporal Gladiator
  31. Order 4 TIME Beast-Warrior/Excel/Effect
  32. 2000/1800
  33. You can Excel Summon this card when the turn count is 10 or higher, by paying 1000 LP. Gains ATK equal to this Duel's turn count x 100. If this card destroys an opponent's monster by battle: Move the turn count forward by 2.
  34.  
  35. Temporal Rift
  36. Continuous Spell
  37. If a monster(s) you control is destroyed by battle or card effect: You can activate this effect; the Monster Zone it was in becomes a Skill Zone with this effect.
  38. ● If a monster is Normal Summoned to this zone: Move the turn count forward by half the Level of the Summoned monster (rounded down).
  39.  
  40. Silencing Roar
  41. Shield Trap
  42. Until the end of your opponent's 3rd turn, create a Shield with this effect.
  43. ● If you take damage from a direct attack: You can draw 1 card for each 1000 damage you took, then end the Battle Phase.
  44.  
  45. Point of No Return
  46. Continuous Trap
  47. Send this card to the GY during your 2nd Standby Phase after activation. Any card sent from the Deck to the GY is banished face-down instead.
  48.  
  49. House of Bounce
  50. Continuous Spell
  51. Once per turn, if your opponent adds a card(s) from their GY to their hand, or if a card(s) is returned from the field to the hand (except during the Draw Phase or the Damage Step): You can Tribute 1 monster; banish 1 random card from your opponent's hand, then, the Monster Zone the Tributed monster was in becomes a Skill Zone with this effect.
  52. ● Banish any monster destroyed by battle with the monster in this zone.
  53.  
  54. Meteor Bounzer
  55. Order 4 FIRE Warrior/Excel/Effect
  56. 2600/2000
  57. You can Excel Summon this card by having its Order requirements. When this card is Order Summoned: You can Special Summon 1 Level 6 "Bounzer" monster from your Deck, then, this card can be treated as a Level 6 monster. You can only use this effect of "Meteor Bounzer" once per turn. When this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that monster's original ATK.
  58.  
  59. Coconut Bomber
  60. Level 3 FIRE Plant/Effect
  61. 1500/1400
  62. When this card is Special Summoned: Treat its Stage as a Level. Once per turn: You can remove 2 E-Cs from this card; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated Conjoint Spell/Trap to your hand, also shuffle the rest into the Deck.
  63.  
  64. Cyberse Commander
  65. Level 5 EARTH Cyberse/Synchro/Effect
  66. 2100/1600
  67. 1 Tuner + 1+ non-Tuner Cyberse monsters
  68. Once per turn: You can discard up to 2 cards, then target 1 Cyberse Link Monster in your GY with a Link Rating equal to or less than the number of cards discarded +1; Special Summon it to your field so it points to this card, but it cannot be used as material for a Link Summon this turn.
  69.  
  70. Commando of the Sacred Army
  71. Level 3 LIGHT Warrior/Normal
  72. 1100/1000
  73. He who leads a holy army, he is baptized with the holy light to obey justice and only that.
  74.  
  75. Amazoness Spear Hunter
  76. Level 4 EARTH Warrior/Effect
  77. 1600/1100
  78. If this card is in your GY: You can target 1 "Amazoness" monster in your GY, except "Amazoness Spear Hunter"; return it to your hand, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Amazoness Spear Hunter" once per turn.
  79.  
  80. Amazoness Shamaness
  81. Link-2 EARTH Warrior/Link/Effect
  82. 1600/BL BR
  83. 2 EARTH Warrior monsters
  84. This card and any "Amazoness" monsters it points to cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving those monsters instead. When this card declares an attack: You can send 1 other card from your hand or field to the GY; Special Summon 1 "Amazoness" monster from your Deck in Defense Position to your zone this card points to. You can only use this effect of "Amazoness Shamaness" once per turn.
  85.  
  86. Psychic Malformation
  87. Counter Trap
  88. When a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: Tribute 1 Psychic monster and pay 2500 LP; negate the Summon or activation, and if you do, destroy that card.
  89.  
  90. Almagamation Armageddon
  91. Continuous Spell
  92. If a Fusion Summoned Fusion Monster you control destroys an opponent's monster by battle: Inflict damage to your opponent equal to the number of monsters in your GY that were sent there for a Fusion Summon x 300. If you control no Fusion Monsters or you have no Fusion Monsters in your GY, destroy this card.
  93.  
  94. Undefined Lump
  95. Level 8 DARK Fiend/Dark/Fusion/Effect
  96. ?/0
  97. 1 Dark Monster + 1 DARK Fiend monster
  98. This card's ATK becomes equal to the number of monsters in your Salvage Zone x 500. You can only use each of these effects of "Undefined Lump" once per turn.
  99. ● If this card is Special Summoned: You can send 2 cards to the Salvage Zones (1 on each field).
  100. ● If this card is in your Salvage Zone: You can banish 2 cards from your hand, face-down; Special Summon this card, but return it to the Extra Deck when it leaves the field.
  101.  
  102. The Fire - Hex-Sealed Fusion
  103. Level 3 FIRE Rock/Effect
  104. 1000/1600
  105. If this card is Normal Summoned: You can add 1 "Polymerization" from your Deck to your hand. You can substitute this card for any 1 Fusion Material, but the other Fusion Material(s) must be correct. You can Tribute Fusion Materials on the field, including this face-up card; Special Summon 1 corresponding FIRE Fusion Monster from your Extra Deck.
  106.  
  107. The Water - Hex-Sealed Fusion
  108. Level 3 WATER Rock/Effect
  109. 1000/1600
  110. If this card is Normal Summoned: You can target 1 "Polymerization" in your GY; add it to your hand. You can substitute this card for any 1 Fusion Material, but the other Fusion Material(s) must be correct. You can Tribute Fusion Materials on the field, including this face-up card; Special Summon 1 corresponding WATER Fusion Monster from your Extra Deck.
  111.  
  112. The Wind - Hex-Sealed Fusion
  113. Level 3 WIND Rock/Effect
  114. 1000/1600
  115. If this card is Normal Summoned: You can target 1 monster in your GY that was sent there for a Fusion Summon; Special Summon that target. You can substitute this card for any 1 Fusion Material, but the other Fusion Material(s) must be correct. You can Tribute Fusion Materials on the field, including this face-up card; Special Summon 1 corresponding WIND Fusion Monster from your Extra Deck.
  116.  
  117. The Magma - Hex-Sealed Fusion
  118. Level 6 FIRE Rock/Fusion/Effect
  119. 2000/3200
  120. "The Earth - Hex-Sealed Fusion" + "The Fire - Hex-Sealed Fusion"
  121. Once per turn: You can discard up to 2 cards, then target that many monsters on the field; banish them.
  122.  
  123. The Vapor - Hex-Sealed Fusion
  124. Level 6 WATER Rock/Fusion/Effect
  125. 2000/3200
  126. "The Wind - Hex-Sealed Fusion" + "The Water - Hex-Sealed Fusion"
  127. Once per turn: You can discard up to 2 cards, then target that many Spells/Traps on the field; banish them.
  128.  
  129. The Twilight - Hex-Sealed Fusion
  130. Level 6 DARK Rock/Fusion/Effect
  131. 2000/3200
  132. "The Light - Hex-Sealed Fusion" + "The Dark - Hex-Sealed Fusion"
  133. Once per turn: You can discard up to 2 cards, then target that monsters in your GY that were sent there for a Fusion Summon; Special Summon them in Defense Position.
  134.  
  135. Inpachi Reborn
  136. Level 4 VIRUS Plant/Normal
  137. 1900/1600
  138.  
  139. Determined Troubadour
  140. Level 4 Range 3-8 WATER Lyric/Proto-Fusion/Effect
  141. 1800/1500
  142. You can substitute this card for any 1 Fusion Material, but the other Fusion Material(s) must be correct. A Fusion Monster that was Fusion Summoned using this card gains this effect.
  143. ● If this card destroys an opponent's monster by battle: You can target 1 Spell in your GY; add it to your hand.
  144. ----
  145. You can discard this card to the GY; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Polymerization" or "Fusion" Spell to your hand, also shuffle the rest into the Deck. You can only use this effect of "Determined Troubadour" once per turn.
  146.  
  147. Light and Fire Wyvern
  148. Level 6 FIRE Dragon/Effect
  149. 2000/2300
  150. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 FIRE and 2 LIGHT monsters from your GY. If this card is Special Summoned: You can destroy 2 cards (1 on each field).
  151.  
  152. ====
  153.  
  154. Alchemy Monsters are stored in the Extra Deck, while they all have a blank Attribute and Type will be Null (the only monsters with that Type, and no it is not a reference to the Pokemon Type:Null). You need 2 monsters (exactly) to be Summoned, and you declare 1 of them to be put horizontally and the other vertically in a pile (like a cross symbol, with the vertically-aligned card on the bottom and the horizontally-aligned card on the top), and you are Summoning the Alchemy Monster, whose Attribute matches that of the vertically-aligned card, and the Type becomes from Null to that of the horizontally-aligned card. For instance, if you are using a DARK Machine "Jinzo" and a EARTH Warrior "Cyber Tutu", you can create an either DARK Warrior (with Jinzo vertical and Tutu horizontal) or EARTH Machine (vice-versa) Alchemy Monster. Alchemy Monsters often have effects that apply if the Alchemy Monster in question is of a certain Type or Attribute.
  155.  
  156. Skill Zone
  157. Skill is a status given to individual Zones by cards with the effect to do so.
  158. It gives a Zone an effect(s). This way a player can have a field with different functioning Card Zones. Everything on the field can be used to its fullest potential.
  159. A Zone can have one Skill at a time. You cannot (re)use an effect on a Zone that already has Skill so as to change its Skill (unless the card says otherwise). Skill can only be removed by effects that can do so or by negating the activation of a Skill Zone effect, if the card negating it would destroy, banish, bounce, etc. the source of the negated effect. Continuous Effects of cards that already apply can prevent a player from using these effects.
  160. Opponent’s Zones can also become Skill Zones by your effects, mainly to their disadvantage. These count towards your number of Skill Zones, but still remain part of the opponent’s field.
  161.  
  162. EXCEL SUMMON
  163. Excel is a Summon of action. The mechanic revolves around the new Skill Zones. The more Skill Zone a player has, the stronger the Excel Monsters they can unlock from their Extra Deck.
  164. They have Order instead of Levels/Ranks (yellow stars in light blue orbs). They are placed between card art frame and text box and are aligned in the middle. Order is the number of Skill Zones a player has to have before they can perform the Excel Summon written on the card.
  165. You Excel Summon by performing the action written on the card. First the player has to declare the Excel Monster they want to Summon. If the opponent decides not to negate the Summon, you can perform what’s written on the card and bring the monster to the field.
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