Advertisement
TheInsidiousOne

Consoldier

Feb 22nd, 2020
155
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.36 KB | None | 0 0
  1. Consoldier Arcadia
  2. Level 1 LIGHT Machine/Effect
  3. 0/0
  4. During damage calculation, if your "Consoldier" monster battles an opponent's monster (Quick Effect): You can send this card from your hand to the GY; your battling monster cannot be destroyed by that battle, also you take no battle damage from that battle.
  5.  
  6. Consoldier Intellivision
  7. Level 3 LIGHT Machine/Effect
  8. 1300/500
  9. If this card is Normal or Special Summoned: You can send 1 "Consoldier" monster from your hand to the GY; take 1 "Consoldier" Spell/Trap from your Deck, and either add it to your hand or Set it to your field, then, if it is an Arcade Trap, it can be activated the turn it was Set. If this card is sent from your hand or field to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  10. ● During your Draw Phase, instead of conducting your normal draw: You can add 1 Level 5 or higher "Consoldier" monster from your Deck to your hand.
  11. You can only use each effect of "Consoldier Intellivision" once per turn.
  12.  
  13. Consoldier Odyssey
  14. Level 3 LIGHT Machine/Effect
  15. 1400/600
  16. If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Consoldier" monster from your hand in Defense Position, except "Consoldier Odyssey". If this card is sent from your hand or field to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  17. ● "Consoldier" monsters you control cannot be destroyed by battle.
  18. You can only use each effect of "Consoldier Odyssey" once per turn.
  19.  
  20. Consoldier Vectrex
  21. Level 3 LIGHT Machine/Effect
  22. 1600/400
  23. When an opponent's monster declares an attack on a "Consoldier" monster you control: You can target your battling monster; equip this card from your hand to that monster. It gains 800 ATK. If this card is sent from your hand or Monster Zone to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  24. ● Reduce the Level of all "Consoldier" monsters your hand and on the field by 1.
  25. You can only use each effect of "Consoldier Vectrex" once per turn.
  26.  
  27. Consoldier Amstrad
  28. Level 4 LIGHT Machine/Effect
  29. 0/2100
  30. When your opponent activates a monster effect (Quick Effect): You can send this card from your hand to the GY; negate that effect. You can only use this effect of "Consoldier Amstrad" once per turn. Once per turn, during the End Phase, if this card is in the GY because it was sent there to activate this effect this turn: You can Special Summon this card.
  31.  
  32. Consoldier Commodore
  33. Level 4 LIGHT Machine/Effect
  34. 2100/100
  35. After damage calculation, if this card battled a monster: Destroy this card. If this card is sent from your hand or field to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  36. ● "Consoldier" monsters you control cannot be destroyed by your opponent's card effects.
  37. You can only use each effect of "Consoldier Commodore" once per turn.
  38.  
  39. Consoldier Genesis
  40. Level 2 LIGHT Machine/Effect
  41. 1100/1900
  42. You can discard 1 card; Special Summon 1 Level 4 or lower "Consoldier" monster from your hand or Deck, except "Consoldier Genesis". If this card is sent from your hand or field to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  43. ● If a "Consoldier" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
  44. You can only use each effect of "Consoldier Genesis" once per turn.
  45.  
  46. Consoldier GameBoy
  47. Level 4 LIGHT Machine/Effect
  48. 1900/1000
  49. If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is sent from your hand or field to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  50. ● If a "Consoldier" monster you control battles an opponent's monster, that monster has its effects negated until the end of the Damage Step.
  51. You can only use this effect of "Consoldier GameBoy" once per turn.
  52.  
  53. Consoldier Lynx
  54. Level 2 LIGHT Machine/Effect
  55. 1200/0
  56. If this card is Special Summoned: You can discard 1 card; add 1 "Consoldier" card from your Deck to your hand, except "Consoldier Lynx". If this card is in your GY: You can send 1 "Consoldier" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Consoldier Lynx" once per turn.
  57.  
  58. Consoldier Jaguar
  59. Level 3 LIGHT Machine/Effect
  60. 1200/0
  61. If this card is Special Summoned: You can target 1 "Consoldier" card in your GY, except "Consoldier Lynx"; add it to your hand. If this card is in your GY: You can send 1 "Consoldier" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Consoldier Jaguar" once per turn.
  62.  
  63. Consoldier Playdia
  64. Level 4 LIGHT Machine/Effect
  65. 1800/0
  66. When a "Consoldier" monster is destroyed by battle: You can Special Summon this card from your hand. If this card is sent from your hand or field to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  67. ● If a "Consoldier" monster you control battles, it gains ATK equal to its Level x 200 during damage calculation only.
  68. You can only use each effect of "Consoldier Playdia" once per turn.
  69.  
  70. Consoldier Saturn
  71. Level 3 LIGHT Machine/Effect
  72. 0/1800
  73. If the effect activation of your Arcade Spell/Trap is negated by an opponent's card effect: You can Special Summon this card from your hand. This activation and effect cannot be negated. If this card is sent from your hand or field to the GY: You can place it face-up in your Spell & Trap Zone as a Continuous Spell, with this effect.
  74. ● Once per turn, at the start of the Damage Step, if a "Consoldier" monster you control attacks an opponent's monster: You can send 1 "Consoldier" monster from your Deck to the GY; that opponent's monster loses ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn.
  75. You can only use each effect of "Consoldier Saturn" once per turn.
  76.  
  77. Consoldier Green X
  78. Level 7 LIGHT Machine/Effect
  79. 2400/2000
  80. To Tribute Summon this card face-up, you can Tribute Continuous Spell/Trap Card(s) you control, as well as monsters. Your opponent's monsters lose ATK equal to the number of Quarter Counters in your "Arcade World" x 200. If this card destroys an opponent's monster by battle: You can inflict 300 damage to your opponent for each "Consoldier" monster with a different name in your GY.
  81.  
  82. Consoldier Silver Portal
  83. Level 7 LIGHT Machine/Effect
  84. 2500/2000
  85. To Tribute Summon this card face-up, you can Tribute Continuous Spell/Trap Card(s) you control, as well as monsters. Gains 200 ATK x the number of Quarter Counters in your "Arcade World". After damage calculation, if this card destroys a monster by battle: You can have this card make a second attack in a row.
  86.  
  87. Consoldier Reboot
  88. Arcade Spell
  89. Place 1 Quarter Counter to your "Arcade World" for each "Consoldier" monster you control. You can only activate 1 "Consoldier Reboot" per turn.
  90.  
  91. Consoldier Join-In
  92. Arcade Spell
  93. Special Summon any number of Level 4 or lower "Consoldier" monsters with different names from your hand. If you Special Summoned 3 or more monsters with this effect, you can add 1 Level 7 "Consoldier" monster from your Deck to your hand. During the End Phase of the turn you activated this card, send as many monsters you Special Summoned by this effect as possible to the GY. You can only activate 1 "Consoldier Join-In" per turn.
  94.  
  95. Consoldier Restart
  96. Arcade Spell
  97. Tribute 1 "Consoldier" monster; gain LP equal to the ATK that monster had on the field, and if you do, place Quarter Counters to your "Arcade World" equal to the Tributed monster's Level. You can only activate 1 "Consoldier Restart" per turn.
  98.  
  99. Consoldier Insertion
  100. Arcade Trap
  101. Special Summon 1 "Consoldier" monster from your Deck, but it cannot activate its effects this turn, also destroy it during the End Phase.
  102.  
  103. Consoldier Emulation
  104. Arcade Trap
  105. Target 1 face-up "Consoldier" monster you control; it gains the effects of 1 monster your opponent controls until the End Phase.
  106.  
  107. Consoldier Bug
  108. Arcade Trap
  109. Special Summon this card in Defense Position as an Effect Monster (Machine/LIGHT/Level 4/ATK 0/DEF 2000). (This card is also still a Trap.) After this card's activation, it remains on the field. It cannot be destroyed by your opponent's card effects.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement