Advertisement
TheInsidiousOne

compiethreads

Jun 28th, 2015
256
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.56 KB | None | 0 0
  1. Hurricane Archfiend
  2. [Level 4/WIND/Fiend/Union/Tuner/Effect/1500/1000]
  3. If you control a Level 5 or higher "Archfiend" monster, you can Special Summon this card (from your hand). You can only Special Summon 1 "Hurricane Archfiend" once per turn this way. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if you do, inflict damage to your opponent equal to half its ATK in the Graveyard. You must control a face-up Level 5 or higher "Archfiend" monster and a face-up "Pandemonium" or "Archfiend Palabyrinth" to activate and resolve this effect. Once per turn, you can either: Target 1 "Archfiend" monster you control, except "Hurricane Archfiend"; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. If the equipped monster would be used as an Synchro Material, you can use this equipped card as a Tuner for that Synchro Summon. If you do, that monster gains 800 ATK, also inflict 800 damage to your opponent. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)
  4.  
  5. Izanami-no-Mikoto
  6. [Level 8/WATER/Fairy/Fusion/Effect/2900/1800]
  7. "Izanagi" + "Izanami"
  8. Must be Fusion Summoned, and cannot be Special Summoned by other ways. Spirit monsters do not have to activate their effects during the End Phase that returns them to the hand. You can Special Summon Spirit monsters, ignoring their Summoning conditions. During your Draw Phase, instead of conducting your normal draw: You can add 1 Spirit monster from your Deck to your hand. This card must be face-up on the field to activate and to resolve this effect. Spirit monsters you control gain 500 ATK for each Spirit monster you control.
  9.  
  10. Firestream Blasterdrake
  11. [Level 7/FIRE/Wyrm/Synchro/Effect/2600/1200]
  12. 1 Tuner + 1 or more non-Tuner FIRE monsters
  13. When this card is Synchro Summoned: Destroy all Set Spell/Trap Cards your opponent controls. Your opponent cannot activate Set Spell/Trap Cards in response to this card's effect. If this card destroys an opponent's monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy it, and if you do, inflict 800 damage to your opponent, also draw 1 card.
  14.  
  15. You'll Yule
  16. Counter Trap Card
  17. If your opponent activates the Pendulum Effect of a card in their Pendulum Zone: You can negate the effect, and if you do, banish it, then draw 1 card.
  18.  
  19. Greek Gorilla Golem
  20. [Rank 4/EARTH/Beast-Warrior/Xyz/Effect/2600/1000]
  21. 2 Level 4 Beast-Warrior-Type monsters
  22. Must be Xyz Summoned, and cannot be Special Summoned by other ways. If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn: You can detach 1 Xyz Material from this card; this turn, if this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled.
  23.  
  24. Poison Moss Seed of Malevolence
  25. [Level 4/DARK/Plant/Effect/1600/900]
  26. When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can Special Summon 1 "Poison Moss" monster from your Deck, except "Poison Moss Seed of Malevolence", and if you do, all monsters your opponent currently controls lose 1000 ATK. You can only use this effect of "Poison Moss Seed of Malevolence" once per turn. The Summoned monster cannot be destroyed this turn. Each time your opponent Special Summons a monster from the Extra Deck, that monster loses 800 ATK.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement