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Mekk-Knight

Chessfiend

May 27th, 2019
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  1. Minorpawn Archfiend EARTH/Fiend/Effect/Level 2/1200 ATK/200 DEF
  2. You can pay 1000 LP: Special Summon this card from your hand. If your opponent's Trap effect is activated: Roll a six-sided die, and if the result is 3, negate that effect. Otherwise, send 1 card you control to the GY. If this card is destroyed by battle: You can add 1 non-EARTH Fiend monster from your Deck to your hand.
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  4. Devirook Archfiend LIGHT/Fiend/Effect/1100 ATK/1800 DEF/Level 3
  5. During the End Phase, if this card is in the GY because it was destroyed this turn: You can pay 500 LP; Special Summon this card from the GY. If another card or effect activates in the same column as this card: Roll a six-sided die, and if the result is 3, negate that effect. Otherwise, your opponent draws 1 card. You can banish this card from your GY; this turn, if a player rolls a die (or dice), you can treat one of the results as a number from 1 to 6.
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  7. Shadeknight Archfiend WIND/Fiend/Effect/Level 4/2000 ATK/1600 DEF
  8. If this card is Summoned: You can pay 1000 LP; add 1 "Pandemonium" from your Deck to your hand. If your opponent's Spell effect is activated: Roll a six-sided die, and if the result is 3, negate that Spell effect. Otherwise, your opponent gains 300 LP for each Spell they activate this turn. Once per turn: You can halve this card's ATK until the End Phase, and if you do; this card can attack directly this turn.
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  10. Dreadbishop Archfiend WATER/Fiend/Effect/300 ATK/1400 DEF/Level 3
  11. You can pay 1000 LP and discard this card: this turn, your monsters cannot be destroyed by battle or by card effects. If an opponent's monster declares an attack: Roll a six-sided die. If the result is 1, 3, or 6, negate the attack, then end the Battle Phase. Otherwise, destroy this card. If this card is targeted by a card or effect: You can draw 2 cards, then send 1 card from your hand to the GY.
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  13. Igniqueen Archfiend FIRE/Fiend/Effect/Level 4/900 ATK/1500 DEF
  14. If this card is Summoned: You can Tribute 1 other "Archfiend" monster you control, then target 1 card your opponent controls; negate its effects. If your monster would be destroyed: Roll a six-sided die, and if the result is 2 or 5, it is not destroyed. Otherwise, banish the destroyed monster. Once per turn, if your Fiend monster attacks or is targeted for an attack (Quick Effect): You can have that monster gain 1000 ATK until the End Phase.
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  16. Horrorking Archfiend DARK/Fiend/Effect/Level 4/2000 ATK/1500 DEF
  17. Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If you control "Pandemonium": You can pay 1000 LP and Tribute 1 "Archfiend" monster; Special Summon this card from your hand or GY. If this card is Special Summoned: It cannot be destroyed by your opponent's card effects this turn. Once per turn: You can roll a six-sided die, and if the result is 2 or 5, this card can attack all monsters your opponent controls once each. Banish all monsters destroyed by battle with this card.
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  19. Utter Pandemonium (Field Spell)
  20. (This card is always treated as "Pandemonium".)
  21. If you would pay LP to activate an effect or Summon a monster, you can pay half that amount instead. Cannot be destroyed by card effects while you control 3 or more "Archfiend" monsters with different Attributes. Once per turn, if a six-sided dice is rolled: You can add 1 "Archfiend" monster from your Deck to your hand with the same Level as the number result of that roll.
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  23. Archfiend in Check (Trap) If your opponent controls a monster with higher ATK than all monsters you control, and you control "Horrorking Archfiend": Send the monster on the field with the highest ATK to the GY, then gain LP equal to its ATK. You cannot activate other Set Spell/Traps the turn this card is activated.
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  25. Archfiend Castling (Quick-Play Spell)
  26. Destroy 1 "Archfiend" monster you control, and if you do, you can Special Summon 1 "Archfiend" monster from your GY with a different name from the sent card. You cannot Summon monsters the turn this card is activated, except Fiend monsters. You can only activate 1 "Archfiend Castling" per turn.
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  28. Archfiend Formation (Quick-Play)
  29. If you control 5 or more "Archfiend" monsters with different Attributes: Banish all cards your opponent controls face-down. You cannot Summon monsters or activate monster effects the turn this card is activated, except those of "Archfiend" monsters. Your opponent takes no battle damage the turn this effect is activated.
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  31. Archfiend in Passing (Continous Spell) Once per turn, if a Level 4 or lower "Archfiend" monster is Summoned: You can target 1 card in that monster's column; destroy it. If an "Archfiend" monster you control attacks an opponent's monster, your attacking monster is unaffected by Trap effects until the end of the Damage Step. You can only control 1 "Archfiend in Passing."
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