ArcDesLHK

Miliarm

Apr 9th, 2023 (edited)
16
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.16 KB | None | 0 0
  1. Miliarm Aviator
  2. Level 3 WIND Winged Beast/Armor/Effect
  3. 1000/1000
  4. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). After damage calculation, if your "Miliarm" Armor monster battled an opponent's monster: Destroy that opponent's monster. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  5.  
  6. Miliarm Flight Sergeant
  7. Level 4 WIND Winged Beast/Armor/Effect
  8. 1600/1600
  9. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). Once per turn, when this card is targeted for an attack: You can target 1 card in your opponent's Spell & Trap Zone; shuffle it into the Deck. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  10.  
  11. Miliarm Warrant
  12. Level 4 WIND Winged Beast/Armor/Effect
  13. 1800/1800
  14. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). At the start of the Damage Step, if this card battles a monster: You can destroy that monster. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  15.  
  16. Miliarm Pilot Officer
  17. Level 5 WIND Winged Beast/Armor/Effect
  18. 2000/2000
  19. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). At the start of the Damage Step, if this card battles a monster: You can destroy that monster. Once per turn, during the Damage Step, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  20.  
  21. Miliarm Air Marshal
  22. Level 8 WIND Winged Beast/Fusion/Effect
  23. 2800/2800
  24. 2 WIND "Miliarm" monsters + 1 Armor monster
  25. While this card is in the Extra Monster Zone, it cannot be destroyed by card effects. While this card is in the Main Monster Zone, your opponent's monsters must attack this card, if able. If this card in your possession is sent to the GY by an opponent's card: You can add 1 non-WIND "Miliarm" monster from your Deck or GY to your hand.
  26.  
  27. Miliarm Seaman
  28. Level 3 WATER Aqua/Armor/Effect
  29. 1000/1000
  30. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). You can discard 1 card; Special Summon 1 WATER "Miliarm" monster from your hand or Deck, except "Miliarm Seaman". You can only use this effect of "Miliarm Seaman" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  31.  
  32. Miliarm Midshipman
  33. Level 4 WATER Aqua/Armor/Effect
  34. 1400/1400
  35. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). If this card is Normal or Special Summoned: You can target 1 WATER "Miliarm" monster in your GY, except "Miliarm Midshipman"; Special Summon it in Defense Position. You can only use this effect of "Miliarm Midshipman" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  36.  
  37. Miliarm Ship Officer
  38. Level 4 WATER Aqua/Armor/Effect
  39. 1500/1500
  40. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material. If this card is in your GY, except the turn it was sent there: You can banish 1 "Miliarm" card from your GY, except "Miliarm Ship Officer"; Special Summon this card. You can only use this effect of "Miliarm Ship Officer" once per turn.
  41.  
  42. Miliarm Commodore
  43. Level 5 WATER Aqua/Armor/Effect
  44. 2200/2200
  45. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). If you control a "Miliarm" monster, you can Special Summon this card (from your hand). You can only Special Summon "Miliarm Commodore" once per turn this way. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  46.  
  47. Miliarm Fleet Admiral
  48. Level 8 WATER Aqua/Fusion/Effect
  49. 2800/2800
  50. 2 WATER "Miliarm" monsters + 1 Armor monster
  51. While this card is in the Extra Monster Zone, your opponent cannot target other monsters you control for attacks. While this card is in the Main Monster Zone, your opponent cannot target other monsters you control with card effects. If this card in your possession is sent to the GY by an opponent's card: You can add 1 non-WATER "Miliarm" monster from your Deck or GY to your hand.
  52.  
  53. Miliarm Private
  54. Level 3 EARTH Warrior/Armor/Effect
  55. 1000/1000
  56. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). When this card is Normal or Special Summoned: You can change its battle position. Gains 300 DEF for each Armor monster you control. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  57.  
  58. Miliarm Corporal
  59. Level 4 EARTH Warrior/Armor/Effect
  60. 1300/1300
  61. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). When this card is Normal or Special Summoned: You can change its battle position. Monsters your opponent controls lose 300 ATK/DEF for each Armor monster you control. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  62.  
  63. Miliarm Army Sergeant
  64. Level 4 EARTH Warrior/Armor/Effect
  65. 1500/1500
  66. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). When this card is Normal or Special Summoned: You can change its battle position. If this card is sent from the field to the GY: You can add 1 "Miliarm" card from your Deck to your hand, except "Miliarm Army Sergeant". You can only use this effect of "Miliarm Army Sergeant" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  67.  
  68. Miliarm Colonel
  69. Level 5 EARTH Warrior/Armor/Effect
  70. 2100/2100
  71. Cannot be Normal Summoned, unless you control a "Miliarm" Field Spell (but can be Normal Set). If a face-up Armor 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 "Miliarm Colonel" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Miliarm" Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material.
  72.  
  73. Miliarm Field Marshal
  74. Level 8 EARTH Warrior/Fusion/Effect
  75. 2800/2800
  76. 2 EARTH "Miliarm" monsters + 1 Armor monster
  77. While this card is in the Extra Monster Zone, negate any Spell/Trap effects that target exactly 1 "Miliarm" monster you control (and no other cards), and if you do, destroy them. While this card is in the Main Monster Zone, your opponent cannot Special Summon monsters from the GY. If this card in your possession is sent to the GY by an opponent's card: You can add 1 non-EARTH "Miliarm" monster from your Deck or GY to your hand.
  78.  
  79. Miliarm Airbase
  80. Field Spell
  81. When this card is activated: You can add 1 WIND "Miliarm" monster from your Deck to your hand. Once per turn: You can Special Summon 1 WIND "Miliarm" monster from your hand. During your Main Phase, if this card is in your GY and you control "Miliarm Air Marshal", except the turn it was sent to the GY: You can send 1 card from your hand to the GY; add this card to your hand. You can only use this effect of "Miliarm Airbase" once per turn. You can only activate 1 "Miliarm Airbase" per turn.
  82.  
  83. Miliarm Navalbase
  84. Field Spell
  85. When this card is activated: You can add 1 WATER "Miliarm" monster from your Deck to your hand. Once per turn: You can Special Summon 1 WATER "Miliarm" monster from your GY. During your Main Phase, if this card is in your GY and you control "Miliarm Fleet Admiral", except the turn it was sent to the GY: You can send 1 card from your hand to the GY; add this card to your hand. You can only use this effect of "Miliarm Navalbase" once per turn. You can only activate 1 "Miliarm Navalbase" per turn.
  86.  
  87. Miliarm Fieldbase
  88. Field Spell
  89. When this card is activated: You can add 1 EARTH "Miliarm" monster from your Deck to your hand. Once per turn: You can Special Summon 1 EARTH "Miliarm" monster from your hand or GY. During your Main Phase, if this card is in your GY and you control "Miliarm Field Marshal", except the turn it was sent to the GY: You can send 1 card from your hand to the GY; add this card to your hand. You can only use this effect of "Miliarm Fieldbase" once per turn. You can only activate 1 "Miliarm Fieldbase" per turn.
  90.  
  91. Miliarm Terrain
  92. Equip Spell
  93. Special Summon 1 Level 4 or lower "Miliarm" monster from your hand, and if you do, equip it with this card, then you can return 1 face-up monster on the field with a different Attribute from the Summoned monster to the hand. During the End Phase, if this card is in the GY because it was sent there from the Spell & Trap Zone this turn while face-up: You can add 1 "Miliarm" Field Spell from your Deck to your hand. You can only use each effect of "Miliarm Terrain" once per turn.
  94.  
  95. Miliarm Draft
  96. Normal Trap
  97. When a monster declares an attack: Target 1 "Miliarm" Fusion Monster you control; banish it (until the End Phase), then destroy 1 card your opponent controls.
Add Comment
Please, Sign In to add comment