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TheInsidiousOne

Nov25

Nov 25th, 2019
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  1. Destruction Wave Jammer
  2. Level 6 WIND Machine/Effect
  3. 2400/1000
  4. If a face-up WIND Machine monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from your hand. You can only use this effect of "Destruction Wave Jammer" once per turn. Once per turn: You can target 1 card in your opponent's Spell & Trap Zone; destroy it.
  5.  
  6. Rapid Evolution Machine
  7. Level 4 WIND Machine/Effect
  8. 1600/2000
  9. Once per turn: You can target 1 WIND Machine monster you control and 1 card in your opponent's Spell & Trap Zone; destroy them. Your opponent cannot target WIND Machine monsters you control for attacks, except this one.
  10.  
  11. Glowering Banshee
  12. Level 4 Negative Level 4 LIGHT Zombie/Zero/Effect
  13. 2600/2400
  14. 1 Level 4 Zombie monster + 1 Level -4 monster
  15. Once per turn, during your Main Phase: You can activate 1 of the following effects, but you cannot use the same effect of "Glowering Banshee" again while it is on the field.
  16. ● You can treat this card as a Level -4 monster: This turn, your opponent can only activate 1 Spell/Trap Card or its effect.
  17. ● You can treat this card as a Level 4 monster, then target 1 monster your opponent controls, with a Level higher than this card's Level; destroy it.
  18.  
  19. Blasted Blazer
  20. Level 7 FIRE Pyro/Transcendental/Effect
  21. 2500/200
  22. 2 FIRE monsters with 200 DEF
  23. When 2 FIRE monsters with 200 DEF are banished: You can move them to the Transcendental Vortex, and if you do, Transcendental Summon this card. Once per turn (Quick Effect): You can target 1 FIRE monster in your Transcendental Vortex; shuffle it into the Deck, and if you do, banish 1 card your opponent controls.
  24.  
  25. Shaded Glen
  26. Field Spell
  27. All monsters your opponent controls lose 200 ATK/DEF for each monster in your Salvage Zone. Once per turn: You can add 1 Level 4 or lower Bound Warrior monster from your Deck to your hand, but skip the Battle Phase of your next turn (even if this card leaves the field).
  28.  
  29. Vapor Barrier
  30. Continuous Trap
  31. Cards on the field cannot be destroyed by other cards' effects, also neither player can banish cards on the field. If your opponent controls no monsters with Ice Counters on it, destroy this card.
  32.  
  33. Gem Polishing
  34. Normal Trap
  35. If a "Gem-Knight" monster you control is destroyed by battle: Return that monster to the hand. You can banish this card from your GY and discard 1 "Gem-Knight" monster; add 1 "Gem-Knight" monster with a different name from your Deck to your hand. You can only use each effect of "Gem Polishing" once per turn.
  36.  
  37. Trouble Shooting
  38. Normal Spell
  39. Target 1 Cyberse Link Monster in your GY; Special Summon it, but it cannot activate its effects for the rest of this turn, then inflict damage to your opponent equal to its Link Rating x 200. If this card is in your GY, except the turn this card was sent to the GY: You can target 1 Cyberse Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that target. You can only use each effect of "Trouble Shooting" once per turn.
  40.  
  41. Hypnotic Hydra
  42. Level 4 EARTH Wyrm/Effect
  43. 1700/1700
  44. If this card is Special Summoned during the Battle Phase: End the Battle Phase. You can Tribute this card; add 1 "Hypnotic Hydra" from your Deck to your hand. You can only use this effect of "Hypnotic Hydra" once per turn.
  45.  
  46. Nighthawk Divebomber
  47. Level 10 WIND Winged Beast/Breakdown/Effect
  48. 1000/200
  49. Breakdown Level 8
  50. If this card is Special Summoned from your hand or Deck, destroy it. You can banish this card from your GY; add 1 Winged Beast Breakdown monster from your Deck to your hand, except "Nighthawk Divebomber". You can only use this effect of "Nighthawk Divebomber" once per turn.
  51.  
  52. Horrorhawk Swoopbomber
  53. Level 8 WIND Winged Beast/Breakdown/Effect
  54. 1600/400
  55. Breakdown Level 6
  56. Once per turn, when a card or effect is activated, except "Horrorhawk Swoopbomber" (Quick Effect): You can target 1 monster on the field; destroy it. You can banish this card from your GY, then target 1 Winged Beast Breakdown monster you control; it can make up to 2 attacks on monsters during each Battle Phase this turn. You can only use this effect of "Horrorhawk Swoopbomber" once per turn.
  57.  
  58. Frighthawk Glidebomber
  59. Level 6 WIND Winged Beast/Breakdown/Effect
  60. 2200/800
  61. Breakdown Level 4
  62. Once per turn, when a card or effect is activated, except "Frighthawk Glidebomber" (Quick Effect): You can target 1 card on the field; destroy it. You can banish this card from your GY, then target 1 Winged Beast Breakdown monster you control; its ATK becomes doubled until the end of this turn. You can only use this effect of "Frighthawk Glidebomber" once per turn.
  63.  
  64. Terrorhawk Carpetbomber
  65. Level 4 WIND Winged Beast/Breakdown/Effect
  66. 2800/1000
  67. Cannot be Normal Summoned/Set. Must be Breakdown Summoned. If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. When this card destroys a monster by battle: You can target up to 2 cards your opponent controls; destroy them.
  68.  
  69. Poisonbearer Monk
  70. Level 4 Scale 3-8 DARK Spellcaster/Proto-Fusion/Effect
  71. 1800/800
  72. You can substitute 1 Fusion Material listed on a Spellcaster Fusion Monster with this card. When this card is used as Fusion Material for the Summon of a Spellcaster Fusion Monster, it gains the following effect.
  73. ● Your opponent cannot target this card you control for an attack.
  74. ----
  75. (Quick Effect): You can target 1 face-up monster your opponent controls; equip this card from your hand to that target as an Equip Spell that makes it lose 1800 ATK. During the End Phase, if this card is in the GY because it was sent there this turn: You can Special Summon 1 "Poisonbearer Monk" from your hand or Deck. You can only use each effect of "Poisonbearer Monk" once per turn.
  76.  
  77. Shroud of the Archfiend
  78. Continuous Trap
  79. You can target 1 Fiend monster with 2500 ATK and 1200 DEF in your GY; Special Summon it in Defense Position, but place it on the bottom of the Deck when it leaves the field. You can only use this effect of "Shroud of the Archfiend" once per turn.
  80.  
  81. Solemn Hour
  82. Counter Trap
  83. If this is the only Set card in your Spell & Trap Zone, when a card effect is activated from the GY: Pay 2500 LP; negate the activation, and if you do, banish that card.
  84.  
  85. Redeemer Archlord
  86. Level 4 LIGHT Fairy/Effect
  87. 1700/900
  88. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 Counter Trap from your GY. Once per turn, during your opponent's End Phase: Reveal 3 Counter Traps from your Deck, have your opponent randomly pick 1 for you to Set to your field, also shuffle the rest into the Deck.
  89.  
  90. Darklord Raphael
  91. Level 7 DARK Fairy/Effect
  92. 2500/2500
  93. You can discard 2 "Darklord" cards; Special Summon 1 "Darklord" monster from your Deck in Defense Position, except "Darklord Raphael". (Quick Effect): You can pay 1000 LP, then target 1 "Darklord" Spell/Trap in your GY; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Raphael" once per turn. You can only Special Summon "Darklord Raphael(s)" once per turn.
  94.  
  95. Darklord Krystia
  96. Level 8 DARK Fairy/Effect
  97. 2800/2300
  98. If you have 4 or more "Darklord" Spells/Traps in your GY, you can Special Summon this card (from your hand). If Summoned this way: Target 1 "Darklord" card in your GY. except "Darklord Krystia"; send 1 card with a different name from that card from your Deck to the GY. (Quick Effect): You can pay 1000 LP, then target 1 "Darklord" Spell/Trap in your GY; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Krystia" once per turn. You can only Special Summon "Darklord Krystia(s)" once per turn.
  99.  
  100. Synched Up Synchro
  101. Normal Trap
  102. During the Battle Phase: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control. If you control a Tuner Synchro Monster, you can also banish up to 1 Synchro Monster from your GY instead, as a Synchro Material.
  103.  
  104. Steam Dragon
  105. Level 8 Scales 0-9 WATER Dragon/Pandemonium/Effect
  106. 2800/2300
  107. You cannot Pandemonium Summon monsters, except WATER monsters. This effect cannot be negated. All monsters your opponent controls are treated as FIRE monsters. You can Tribute 2 WATER monsters with different Types; Special Summon this card from your Spell & Trap Zone.
  108. ----
  109. Once per turn, when a card or effect is activated, except "Steam Dragon" (Quick Effect): You can target 1 face-up monster your opponent controls; it is treated as a FIRE monster while it is on the field. Once per turn, when an opponent's FIRE monster declares an attack: You can negate the attack, and if you do, destroy 1 card your opponent controls.
  110.  
  111. Freefall Phalanx
  112. Equip Spell
  113. The equipped monster gains 400 ATK for each monster you control with a different Type and Attribute from the equipped monster.
  114.  
  115. Sovereign Silence
  116. Counter Trap
  117. When your opponent activates a Spell/Trap Card, or monster effect, while you control a Bound Warrior monster: Negate the activation, and if you do, destroy that card.
  118.  
  119. Ashwing Phoenix
  120. Level 8 DARK Winged Beast/Accent/Effect
  121. 2800/2400
  122. 2 Winged Beast monsters
  123. Once per turn: You can target 1 card in your opponent's Spell & Trap Zone; destroy it. When an opponent's monster is destroyed by battle or card effect, while this card is on the field: You can target 1 of your banished Winged Beast monsters, except "Ashwing Phoenix"; Special Summon that target in Defense Position. You can only use this effect of "Ashwing Phoenix" once per turn.
  124.  
  125. Phosphorescent Cloud
  126. Field Spell
  127. All "Cloudian" monsters you control gain ATK equal to the number of Fog Counters on them x 300. All monsters your opponent controls lose ATK/DEF equal to the number of Fog Counters on them x 300. Once per turn: You can add 1 Level 4 or lower "Cloudian" monster from your Deck to your hand, but skip the Battle Phase of your next turn (even if this card leaves the field).
  128.  
  129. Rider of the Heroic Champions
  130. Level 4 EARTH Warrior/Effect
  131. 500/500
  132. If you control a "Heroic" monster: You can Special Summon this card from your hand. You can target 1 "Heroic" Xyz Monster in your GY and 1 "Heroic" monster in your GY that has a Level; Special Summon the first target, and if you do, attach this card and the second target to it as materials. You can only use each effect of "Rider of the Heroic Champions" once per turn.
  133.  
  134. Justice Clash
  135. Normal Trap
  136. When your opponent Normal or Special Summons a monster: Special Summon 1 Level 4 or lower Normal Monster from your hand.
  137.  
  138. HERO Force
  139. Normal Spell
  140. Target 1 "Elemental HERO" Normal Monster you control and 1 "HERO" monster in your GY; destroy that card on the field, and if you do, Special Summon that other monster from the GY. You can only activate 1 "HERO Force" per turn.
  141.  
  142. Corrosive Resolve
  143. Continuous Trap
  144. When this card is activated: All monsters your opponent controls become Fiend. When a DARK monster you control is targeted for an attack by an opponent's Fiend monster: You can negate the attack, and if you do, discard 1 Fiend monster.
  145.  
  146. Veil of Lucidity
  147. Continuous Trap
  148. Activate this card by targeting 1 WATER Normal 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.
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