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TheInsidiousOne

apr2

Apr 2nd, 2020
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  1. Oblong Overture
  2. Continuous Spell
  3. Destroy this card during your 2nd Standby Phase after activation. Activate this card by targeting 1 Lightning Monster you control; while this card is face-up on the field, monsters that are not Lightning Monsters, and Lightning Monsters with a Battle Rating lower than or equal to that target's, cannot attack. When that monster leaves the field, destroy this card.
  4.  
  5. Cipher Syphon
  6. Battle-4 LIGHT Dragon/Lightning/Effect
  7. 3000/L R BL BR
  8. You can Tribute 1 monster this card points to, then target 1 face-up monster your opponent controls; this turn, its ATK becomes 0, also Special Summon 1 "Cipher Token" (Level 1) with the same Type and Attribute as that monster, and with ATK and DEF equal to that monster's lost ATK and DEF. You can only use this effect of "Cipher Syphon" once per turn.
  9.  
  10. Attack Protocol
  11. Normal Spell
  12. Tribute 1 Attack Position monster, then target 1 Attack Position monster your opponent controls; destroy it.
  13.  
  14. Defense Protocol
  15. Normal Spell
  16. Tribute 1 Defense Position monster, then target 1 Defense Position monster your opponent controls; destroy it.
  17.  
  18. Negative Alignment
  19. Continuous Trap
  20. If you do not control a Thunder monster, destroy this card. If you control "Positive Alignment", you can activate this card from your hand. Thunder monsters you control cannot be targeted for attacks.
  21.  
  22. Positive Alignment
  23. Continuous Spell
  24. If you do not control a Thunder monster, destroy this card. Thunder monsters you control cannot be targeted by your opponent's card effects.
  25.  
  26. King's Cross
  27. Normal Spell
  28. Banish 1 Rank 4 or lower Xyz Monster from your Extra Deck; Special Summon 1 "Crucified King Token" with the same Type, Attribute, ATK and DEF that monster had in the Extra Deck, and with a Level equal to the banished monster's Rank, but for the rest of this turn, you cannot use "Crucified King Token" as material for a Summon.
  29.  
  30. Archfiend's Chessboard
  31. Continuous Spell
  32. When this card is activated: Place 3 counters on this card. If you pay LP while you control an "Archfiend" monster: Remove 1 counter from this card. If the last of these counters has been removed this way: You can destroy this card, and if you do, gain 2000 LP. You can only control 1 "Archfiend's Chessboard".
  33.  
  34. Old Vindictive Hunter
  35. Level 9 EARTH Beast-Warrior/Soul/Effect
  36. 2000/3000
  37. GY - Soul Link Flip monster 2/9
  38. If this card is Soul Summoned: You can target cards your opponent controls, up to the number of Flip monsters with different names in your GY; destroy them. You can only use this effect of "Old Vindictive Hunter" once per turn.
  39.  
  40. On the Hunt
  41. Quick-Play Spell
  42. Place 1 Soul Monster from your Deck to your Soul Zone. You can only activate 1 "On the Hunt" per turn.
  43.  
  44. Charred Bully
  45. Level 2 FIRE Pyro/Effect
  46. 200/200
  47. When this card is Special Summoned: You can send 1 Grave Monster from your Deck to the GY. You can only use this effect of "Charred Bully" once per turn.
  48.  
  49. Ghost of the Haunted Valley
  50. Level 7 DARK Zombie/Grave/Effect
  51. 2400/2700
  52. 2 Effect Monsters with the same Type
  53. Monsters your opponent controls whose current ATK is different from their original ATK cannot attack or activate their effects. If this card is destroyed by battle or by an opponent's card effect: You can target 1 monster your opponent controls; equip this card to that target as an Equip Spell that changes the equipped monster's ATK to 0.
  54.  
  55. Graveyard of the Lost Vassals
  56. Field Spell
  57. The attacks of Grave Monsters you control cannot be negated. Negate any card effect that would change the ATK of a monster(s) you control.
  58.  
  59. Mariner's Menace
  60. Level 1 WATER Sea Serpent/Base/Effect
  61. 100/100
  62. When this card is Normal Summoned: You can Special Summon a number of "Mariner's Tokens" (Sea Serpent/WATER/Level 1/ATK 100/DEF 100) up to the number of monsters your opponent controls, but they cannot be used as material for a Link Summon, and each time 1 is destroyed, its controller sends the top card of their Deck to the GY.
  63.  
  64. Subaquatic Sea Terror
  65. Quality 1 DARK Fish/Composition/Effect
  66. 1800/100
  67. 1 Level 1 Base + 3 monsters in your GY
  68. Monsters with higher ATK than the ATK of the monster used for this card's Composition Summon cannot attack. If this card in your possession is destroyed by your opponent's card and sent to your GY: You can Special Summon 3 "Mariner's Tokens" (Sea Serpent/WATER/Level 1/ATK 100/DEF 100), but they cannot be used as material for a Link Summon, and each time 1 is destroyed, its controller sends the top card of their Deck to the GY.
  69.  
  70. Fossil Display
  71. Quick-Play Spell
  72. Target 3 of your banished Rock monsters; shuffle them into the Deck, then you can send 1 Rock monster from your Deck to the GY, with a different name from the shuffled cards. You can only activate 1 "Fossil Display" per turn.
  73.  
  74. Temple of Fallen Research
  75. Shield Spell
  76. Target 1 face-up non-Effect Monster you control; create a Shield with this effect.
  77. ● If this card destroys an opponent's monster by battle: You can inflict 1500 damage to your opponent.
  78.  
  79. Forlorn and Forgotten
  80. Shield Spell
  81. Target 1 face-up non-Effect Monster you control; create a Shield with this effect.
  82. ● When this card declares an attack: You can destroy 1 card your opponent controls.
  83.  
  84. Lazarus Legion
  85. Field Spell
  86. You cannot declare attacks, except with TIME monsters. You can only use each of the following effects of "Lazarus Legion" once per turn.
  87. ● You can pay 800 LP; add 1 "Lazarus" monster from your Deck to your hand.
  88. ● If this card is sent from the Field Zone to the GY: You can send 1 "Lazarus" monster from your Deck to the GY.
  89.  
  90. Lazarus Inquisitor
  91. Level 8 TIME Beast-Mage/Effect
  92. 2500/3000
  93. Once per turn, if your opponent adds a card(s) from the Main Deck to the hand (except during the Draw Phase or the Damage Step): You can make your opponent banish 1 monster from their hand or field. If this card is in your GY: You can send 1 face-up "Lazarus" Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 "Lazarus" monster from your hand. You can only use this effect of "Lazarus Inquisitor" once per turn.
  94.  
  95. Spirit of the Bright Star
  96. Level 8 SPACE Exo-Beast/Fusion/Transmute/Effect
  97. 2600/100
  98. 2 Exo-Beast monsters
  99. Must be Transmuted or Transmute-Fusion Summoned. Once per turn: You can target 1 face-up monster on the field; its ATK or DEF (depends on its battle position) becomes 0, until the end of this turn. If this card attacks a Defense Position monster, inflict piercing battle damage.
  100.  
  101. Spirit of the Dwarf Star
  102. Level 2 SPACE Exo-Beast/Synchro/Tuner/Transmute/Effect
  103. 100/2600
  104. 1 Tuner + 1 non-Tuner monster
  105. Once per turn: You can target 1 face-up monster on the field; its ATK or DEF (depends on its battle position) becomes 100, until the end of this turn. Once per turn, if this card is the monster with the highest DEF on the field: You can Transmute into "Spirit of the Bright Star".
  106.  
  107. Starfallen Pulsar
  108. Normal Spell
  109. Special Summon 2 "Pulsar Tokens" (Exo-Beast/SPACE/Level 1/ATK 0/DEF 0). You can banish this card from your GY, then target 1 Normal Monster you control; it is treated as a Tuner this turn. You can only use each effect of "Starfallen Pulsar" once per turn.
  110.  
  111. Magical Apocalypse
  112. Normal Trap
  113. Send any number of DARK Spellcaster monsters from your hand or field to the GY, then target cards on the field equal to that number +1; destroy them.
  114.  
  115. Magician's Illusion
  116. Quick-Play Spell
  117. If you control a DARK Spellcaster monster: Target up to 3 cards in your opponent's GY; banish them. You can only activate 1 "Magician's Illusion" per turn.
  118.  
  119. Magician's Vanishing
  120. Quick-Play Spell
  121. Target 1 DARK Spellcaster monster you control and 1 monster your opponent control; banish them until your next Standby Phase.
  122.  
  123. Assist Ant
  124. Level 3 EARTH Insect/Flip/Effect
  125. 1500/1100
  126. FLIP: Destroy this card, and any Set cards in its column.
  127. If this card is Normal or Special Summoned: Destroy any Set monsters in its column. You can only use each effect of "Assist Ant" once per turn.
  128.  
  129. Carnival of Destruction
  130. Continuous Spell
  131. Send this card to the GY during your 2nd Standby Phase after activation. Neither player can Special Summon monsters during the Battle Phase.
  132.  
  133. Makyura the Restructor
  134. Level 4 DARK Fiend/Effect
  135. 1200/1600
  136. If this card is sent from the Monster Zone to the GY: You can target 1 Trap in your GY; Set it to your field, but banish it when it leaves the field. You can only use this effect of "Makyura the Restructor" once per turn.
  137.  
  138. Obsidian Goliath
  139. Level 4 DARK Rock/Crypt/Effect
  140. 1970/1200
  141. Neither player can Special Summon monsters by Spell effect. If your opponent controls a monster that was Special Summoned by a Spell effect, destroy this card.
  142. [CRYPT]: Shuffle 1 Rock monster from your GY into the Deck.
  143.  
  144. Malice Madame
  145. Level 2 DARK Spellcaster/Compensator/Effect
  146. 1300/600
  147. When this card is Special Summoned: You can target up to 2 of your opponent's face-up banished cards; turn them face-down.
  148.  
  149. Keeper of the Crypt
  150. Level 6 DARK Spellcaster/Compensated/Effect
  151. 2300/1600
  152. 1 Level 2 Compensator + 1 Level 4 non-Compensator monster
  153. (Quick Effect): You can detach 1 material from this card; apply the following effect, depending on the Level of the detached material.
  154. ● 2: Banish 1 card from your opponent's GY, face-down.
  155. ● 4: Target 1 Quick-Play Spell in your GY; add it to your hand.
  156. You can only use this effect of "Keeper of the Crypt" once per turn.
  157.  
  158. Attack Guidance System
  159. Normal Trap
  160. When an opponent's monster declares an attack on a monster: Target your battling monster; change its battle position, also it gains ATK/DEF equal to half its ATK or DEF (depending on its battle position), until the end of this turn.
  161.  
  162. Mobile Defense Mecha
  163. Level 8 LIGHT Machine/Effect
  164. 0/2500
  165. Once per turn, during the Standby Phase, if your opponent controls a face-up monster that was Special Summoned from the Extra Deck: You can Special Summon this card from your hand. Your opponent takes any battle damage you would have taken from battles involving this card.
  166.  
  167. Cyber Garuda
  168. Level 4 WIND Machine/Effect
  169. 1400/1200
  170. This card is treated as a Normal Monster while in the hand. If this card is in your GY: You can banish 1 other Machine Normal Monster from your hand or GY; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Cyber Garuda" once per turn.
  171.  
  172. Glyph Absolver
  173. Level 6 WIND Fairy/Ride/Effect
  174. 2400/800
  175. 1 Level 4 or lower WIND Effect Monster
  176. If this card is Ride Summoned: You can send 1 Level 4 or lower WIND monster from your Deck to the GY with a different name from this card's material. You can only use this effect of "Glyph Absolver" once per turn. This Call Summoned card cannot be destroyed by your opponent's card effects.
  177.  
  178. Gryphon Playwright
  179. Level 1 WIND Winged Beast/Effect
  180. 100/1200
  181. If this card is Normal or Special Summoned: You can add 1 Level 7 or lower WIND Ride Monster from your Deck to your hand. You can only use this effect of "Gryphon Playwright" once per turn.
  182.  
  183. Creative Cretin
  184. Level 4 DARK Fiend/Ride/Effect
  185. 1900/1800
  186. 1 Normal Summoned/Set monster
  187. When your opponent activates a card or effect that targets only this card, or when your opponent targets this card for an attack (Quick Effect): You can target 1 other Fiend monster you control that would be an appropriate target; that card/effect/attack now targets the new target. You can only use this effect of "Creative Cretin" once per turn.
  188.  
  189. Ghastly Visage
  190. Normal Spell
  191. Reveal 1 Flip monster in your hand; send 1 Flip monster from your Deck to the GY with a different name from your revealed monster, and if you do, Special Summon the revealed monster in face-down Defense Position. You can only activate 1 "Ghastly Visage" per turn.
  192.  
  193. Disciple of the Bolt
  194. Level 4 DARK Thunder/Effect
  195. 1600/600
  196. Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 "Disciple of the Gusts" or "Disciple of the Infernos", in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) A "Disciple of Plasma" that was Summoned using this card on the field as material gains this effect.
  197. ● Once during the turn this card was Special Summoned, when your opponent activates a card or effect (Quick Effect): You can negate that effect.
  198.  
  199. Disciple of the Gusts
  200. Level 4 DARK Winged Beast/Effect
  201. 1700/700
  202. When this card is Normal Summoned: You can target 1 "Disciple of the Bolt" or "Disciple of the Infernos" in your GY; Special Summon it, but it cannot activate its effects. A "Disciple of Plasma" that was Summoned using this card on the field as material gains this effect. You can only use each of the preceding effects of "Disciple of the Gusts" once per turn.
  203. ● If this card battles, any battle damage this card inflicts to your opponent is doubled.
  204.  
  205. Disciple of the Infernos
  206. Level 4 DARK Pyro/Effect
  207. 1900/900
  208. If you control "Disciple of the Bolt" or "Disciple of the Gusts": You can Special Summon this card from your hand. A "Disciple of Plasma" that was Summoned using this card on the field as material gains this effect. You can only use each of the preceding effects of "Disciple of the Infernos" once per turn.
  209. ● This card can make up to 2 attacks on monsters during each Battle Phase.
  210.  
  211. Disciple of Plasma
  212. Level 8 DARK Psychic/Fusion
  213. 3000/2000
  214. "Disciple of the Bolt" + "Disciple of the Gusts" + "Disciple of the Infernos"
  215.  
  216. Furious Machinist
  217. Rank 4 DARK Machine/Xyz/Effect
  218. 2000/2000
  219. 2 Level 4 Machine monsters
  220. If you can Pendulum Summon Level 4, you can Pendulum Summon this card in your GY. If this card is Special Summoned: You can activate 1 of these effects;
  221. ● Banish 1 card from your opponent's GY.
  222. ● Add 1 "Limiter Removal" from your Deck to your hand.
  223.  
  224. Armored Cyberse Wyvern
  225. Level 4 WIND Cyberse/Fusion/Effect
  226. 1800/1000
  227. Must be Special Summoned with "The Claw of Hermos", using a Cyberse monster. If this card is Special Summoned: Target 1 other face-up monster on the field; equip this card to it. If it destroys an opponent's monster by battle: You can activate 1 of these effects;
  228. ● Special Summon 1 "Clock Token" (Cyberse/WIND/Level 1/ATK 0/DEF 0).
  229. ● Special Summon 1 Link-2 or lower Cyberse Link Monster from your GY.
  230.  
  231. Painting of Misfortune
  232. Continuous Spell
  233. If you control an Effect Monster, destroy this card. All non-Effect Monsters on the field are unaffected by monster effects. You can target 1 Normal Pendulum Monster in your GY; add it to your hand. You can only use this effect of "Painting of Misfortune" once per turn.
  234.  
  235. Truce?
  236. Normal Spell
  237. Your opponent draws 1 card, then you gain 1000 LP.
  238.  
  239. ================
  240.  
  241. Lightning
  242. -Uses ANY monsters EQUAL to the Battle Rating of the Lightning Monster
  243. -Then, after the successful Summon, you can Special Summon as many of its materials as possible to zones Links and Lightning Monsters point to (e.g. 4 monsters = Cipher Syphon, and you can Summon 2 monsters to the Bottom-Left and Bottom-Right arrows if Summoned to any Extra Monster Zone).
  244.  
  245. Soul
  246. In order to be Summoned, a Soul Monster must first be placed (face-down) into the Soul Zone, a single Zone located to the left of the Extra Deck on a standard field. Then, when a monster (or in some cases, Ultima Card) on your field leaves the field and is sent to a specific location (Graveyard, Banished Zone, Deck, Extra Deck (face-up) for Pendulums, and so on) listed on the Soul Monster, and if it has an indicator (Level, Rank, Hierarchy, etc.) whose absolute value is equal to one of the "Soul Links" of a monster in the Soul Zone, the monster in the Soul Zone can be Summoned to a Monster Zone and the monster/card that left the field is place underneath it as Soul Material. A Soul Monster's Level is equal to its highest Soul Link.
  247.  
  248. Grave was previously described
  249. So are Transmute and Crypt (in fact, Crypt was described in Discord)
  250.  
  251. Compensated is like Synchro and Xyz. Level of the Compensator + the Level of the non-Compensators = Level of the Compensated, and the materials are attached to the Compensated.
  252.  
  253. Ride Summon
  254. -yellow card / Main Deck monsters
  255. -They are summon attaching monsters (not necessary of here level). This is call Ride Summon
  256. -You can Special summon a Ride monster from your hand whose level is equal or lower cto one ride monster you control. This is call Call summon.
  257. -You can only summon one ride monster per turn
  258. -You can only do one Call summon per turn (althpugh you can summon more than one monster)
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