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TheInsidiousOne

Sep26

Sep 26th, 2020
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  1. Dark Magician the Zombie Mage
  2. Link-3 DARK Zombie/Link/Effect
  3. 2500/BL B BR
  4. 2+ Zombie monsters
  5. Once per turn, if a Spell/Trap Card or effect is activated (except during the Damage Step): You can draw 1 card, then if it was a Spell/Trap, you can Special Summon 1 Level 4 or lower Zombie monster from your GY. If this card is destroyed: You can Special Summon 1 Level 7 or higher Zombie monster from your hand or GY. You can only use this effect of "Dark Magician the Zombie Mage" once per turn.
  6.  
  7. Great Goblin of Zeal
  8. Level 4 EARTH Warrior/Mega/Effect
  9. 2300/0
  10. X-Effect: If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the End Phase of your next turn.
  11. Y-Effect: You take any battle damage your opponent would have taken from battles involving this card, instead. If this card battles, is not destroyed, and you took damage from that battle: You can draw 1 card.
  12.  
  13. Blue-Eyes Mega Dragon
  14. Level 10 LIGHT Dragon/Fusion/Effect
  15. 3500/3000
  16. "Blue-Eyes White Dragon" + 1 Level 8 or lower LIGHT Dragon monster
  17. Must be either Fusion Summoned, or Special Summoned by Tributing 1 "Blue-Eyes White Dragon" that has destroyed at least 2 monsters by battle (in which case you do not use "Polymerization"). Cannot be destroyed by battle. This card can attack all monsters your opponent controls once each. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.
  18.  
  19. Super Cyber Soldier
  20. Level 4 DARK Machine/Effect
  21. 1400/1200
  22. If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Super Cyber Soldier" once per turn this way. If this card battles a Cyberse monster, during damage calculation: This card gains 2000 ATK/DEF during that damage calculation only.
  23.  
  24. Flamebloom Shaman
  25. Level 6 FIRE Beast-Mage/Gemini/Effect
  26. 2500/800
  27. This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  28. ● Once per turn: You can Special Summon 1 Beast-Mage monster from your hand or from either GY, except "Flamebloom Shaman".
  29.  
  30. Despair Drudge
  31. Level 8 DARK Zombie/Effect
  32. 0/3000
  33. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or GY) by banishing 1 Normal Monster, 1 Normal Spell and 1 Normal Trap from your hand or GY. You can send up to 2 Spells/Traps from your hand to the GY, then target that many cards on the field; send them to the GY. You can only use this effect of "Despair Drudge" once per turn.
  34.  
  35. Dragon Spirit of the Mystical Shrine
  36. Level 7 EARTH Wyrm/Effect
  37. 2500/2000
  38. If this card is Normal or Special Summoned to a zone that is not the center Main Monster Zone, destroy this card. While in the center Main Monster Zone, all monsters your opponent controls lose 2000 ATK/DEF. Once per turn: You can choose 1 of your unused Main Monster Zones; move this card from your Main Monster Zone to that zone, then inflict damage to your opponent equal to the number of cards in this card's current column x 400.
  39.  
  40. Maiden of the Evershine
  41. Level 4 LIGHT Fairy/Fusion/Effect
  42. 1800/2200
  43. "Ancient Elf" + "Happy Lover"
  44. This Fusion Summoned card cannot be destroyed by battle, also you take no damage from battles involving it. If this card is Special Summoned, except by a Fusion Summon: You can target 1 monster on the field with less ATK than this card's DEF; destroy it. You can only use this effect of "Maiden of the Evershine" once per turn.
  45.  
  46. Junction of Shadow and Light
  47. Normal Spell
  48. Banish 1 LIGHT or DARK monster from your hand, then target 1 LIGHT or DARK monster that cannot be Normal Summoned/Set, with a Level from 4 to 8, and with a different Attribute than that monster, in your GY; add it to your hand. You can banish this card from your GY; add 1 "Chaos Zone" from your Deck to your hand. You can only use each effect of "Junction of Shadow and Light" once per turn.
  49.  
  50. Network Uplink
  51. Equip Spell
  52. Equip only to a Link-3 Link Monster. Apply 1 of the following effects depending on the number of monsters the equipped monster points to.
  53. ● 0+: Gains 800 ATK. ● 1+: Once per turn: You can Special Summon 1 "Uplink Token" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0). ● 3: You can send this card from your field to the GY, and if you do, the monster this card was equipped to gains 2300 ATK until the end of your opponent's next turn.
  54.  
  55. Sabotaged Saboteur
  56. Level 4 EARTH Warrior/Ritual/Effect
  57. 2000/2000
  58. You can Ritual Summon this card with "Sabotaged Saboteur". During the Main Phase (Quick Effect): You can reveal this card in your hand; Ritual Summon 1 "Sabotaged Saboteur" from your hand or Deck by Tributing monsters from your hand or field whose total Levels equal or exceed 4. If this card in the Monster Zone is destroyed: You can place this card in your Rune Zone. You can only use each effect of "Sabotaged Saboteur" once per turn.
  59.  
  60. Nightshade Gremlin
  61. Level 4 DARK Fiend/Chimeric/Effect
  62. 1300/0
  63. If this card is sent to the GY for the Special Summon of a monster from the Extra Deck, unless all other materials are Fiend monsters or have at least 0 ATK and/or DEF, banish this card face-down. If this card is in your hand or GY: You can target 1 Level 4 or lower Fiend monster you control, except "Nightshade Gremlin"; change its ATK to 0, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Nightshade Gremlin" once per turn.
  64.  
  65. Kuriboat
  66. Level 1 WATER Fiend/Effect
  67. 300/200
  68. When an opponent's monster declares an attack: You can discard this card; draw 1 card and show it, then if it is a Trap, this turn, you can activate Traps with the same name as that card from your hand. Otherwise, banish it. If this card is destroyed by battle or card effect and sent to the GY: You can add 1 "Torrential Tribute" from your Deck or GY to your hand. You can only use each effect of "Kuriboat" once per turn.
  69.  
  70. Ship of Fools
  71. Level 4 WATER Fiend/Normal
  72. 2000200
  73. I would have made a joke about human stupidity, but I prefer making it blank.
  74.  
  75. Nightmare Avenue
  76. Normal Spell
  77. The equipped monster is treated as a Spirit monster, also return that monster to the hand during the End Phase. When the equipped monster you control is returned to the hand and this card is sent to the GY: Return this card to your hand.
  78.  
  79. Alien Abduction
  80. Normal Spell
  81. Discard 1 monster; place A-Counters equal to its original Level on face-up monster(s) on the field, distributed as you wish. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.) You can only activate 1 "Alien Abduction" per turn.
  82.  
  83. Nightmare's Steel Arena
  84. Shield Spell
  85. Creates a Shield that prevents monsters on the field from attacking. Lasts for 2 turns.
  86.  
  87. ====
  88. ====
  89.  
  90. Mega Monsters are returned to the hand once Summoned in the End Phase, similarly to Spirits, BUT upon their Summon, you choose either to Summon it with its X-Effect applied, or with its Y-Effect applied.
  91.  
  92. Chimeric monsters can be treated as any Enabler for a Summon. Enablers are what Tuners are for Synchros, Dark Tuners for Dark Synchros, Bases for Compositions, etc.
  93.  
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