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TheInsidiousOne

Cards.

Mar 6th, 2019
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  1. Cryogenic Crustacean
  2. ★★★★
  3. ICE
  4. Aqua/Effect
  5. ATK 1600
  6. DEF 1700
  7. If this card is destroyed by battle and sent to the GY: You can target the monster that destroyed this card; place 1 Ice Counter on that target.
  8.  
  9. Deep Freeze Sloth
  10. ★★★★★★
  11. ICE
  12. Fiend/Effect
  13. ATK 2400
  14. DEF 1000
  15. When an attack is declared involving your monster and an opponent's monster with an Ice Counter on it: You can Special Summon this card from your hand, then destroy that opponent's monster. Once per turn (Quick Effect): You can target 1 monster your opponent controls; place 1 Ice Counter on that target.
  16.  
  17. Frostborne Lizard
  18. ★★★
  19. ICE
  20. Reptile/Effect
  21. ATK 600
  22. DEF 1800
  23. If this card is in your hand: You can target 1 monster your opponent controls; place 1 Ice Counter on it, and if you do, Special Summon this card. You can Tribute this card, then target 1 monster your opponent controls with an Ice Counter on it; destroy it. You can only use each effect of "Frostborne Lizard" once per turn.
  24.  
  25. Heart of the Frozen Menace
  26. Continuous Spell
  27. During your Main Phase: You can target 1 monster your opponent controls; place 1 Ice Counter on that target. You can send this face-up card from the field to the GY, then target 1 ICE monster in your GY; add it to your hand. You can only use 1 "Heart of the Frozen Menace" effect per turn, and only once that turn.
  28.  
  29. Shiver Quazar
  30. ★★★★★★★★
  31. ICE
  32. Aqua/Effect
  33. ATK 2500
  34. DEF 2500
  35. If this card is in your hand or GY: You can banish 2 other ICE monsters you control and/or from your GY; Special Summon this card. You can only use this effect of "Shiver Quazar" once per turn. Once per turn (Quick Effect): You can activate 1 of the following effects.
  36. ● Target 1 monster your opponent controls; place 1 Ice Counter on that target.
  37. ● Target 1 monster your opponent controls with an Ice Counter on it; change its ATK to 0, until the end of this turn.
  38.  
  39. Empress of Snowflakes
  40. ICE
  41. Aqua/Link/Effect
  42. ATK 1600
  43. LINK-2
  44. BL BR
  45. 2 ICE monsters
  46. If an ICE monster this card points to is destroyed by battle and sent to the GY: You can target 1 monster your opponent controls; place 1 Ice Counter on that target. You can only use this effect of "Empress of Snowflakes" once per turn. Monsters your opponent controls with an Ice Counter on them lose 500 ATK/DEF, they cannot activate their effects, also they cannot change their battle position.
  47.  
  48. Frozen Lord Uther
  49. ICE
  50. Aqua/Link/Effect
  51. ATK 2400
  52. LINK-3
  53. BL B BR
  54. 2+ ICE monsters
  55. If an ICE monster this card points to is destroyed by battle and sent to the GY: You can target 1 monster your opponent controls; place 1 Ice Counter on that target. You can only use this effect of "Frozen Lord Uther" once per turn. Once per turn (Quick Effect): You can target 1 monster your opponent controls with an Ice Counter on it; change its ATK to 0.
  56.  
  57. Tundra
  58. Field Spell
  59. (This card's name is always treated as "Umi".)
  60. All ICE monsters on the field gain 300 ATK/DEF. All monsters your opponent controls with an Ice Counter on it loses 800 ATK. Once per turn: You can activate 1 of the following effects.
  61. ● Target 1 monster your opponent controls; place 1 Ice Counter on that target.
  62. ● Target 1 monster your opponent controls with an Ice Counter on it; destroy it.
  63.  
  64. Frigid Tempest
  65. Quick-Play Spell
  66. Tribute 1 face-up ICE monster, then target 1 face-up monster on the field; place 1 Ice Counter on it, and if you do, draw 1 card.
  67.  
  68. Sub-Zero Warlord
  69. ICE
  70. Aqua/Link/Effect
  71. ATK 2800
  72. LINK-4
  73. BL BR L R
  74. 2+ ICE monsters
  75. If an ICE monster this card points to is destroyed by battle and sent to the GY: You can target 1 monster your opponent controls; place 1 Ice Counter on that target. You can only use this effect of "Sub-Zero Warlord" once per turn. Negate the effects of monsters with Ice Counters on them while your opponent controls them.
  76.  
  77. Salamangreat Rhino
  78. FIRE
  79. Cyberse/Link/Effect
  80. ATK 1700
  81. LINK-2
  82. B L
  83. 2 Cyberse Effect Monsters
  84. Once per turn: You can target 1 "Salamangreat" monster in your GY; add it to your hand, and if you do, 1 monster your opponent controls loses ATK equal to the ATK of the targeted monster. If you control this card that was Link Summoned using "Salamangreat Rhino" as material, Special Summon the added monster to your zone this card points to, instead.
  85.  
  86. Salamangreat Tiger
  87. ★★★★
  88. FIRE
  89. Cyberse/Effect
  90. ATK 1500
  91. DEF 1800
  92. You can reveal this card in your hand, then target 1 "Salamangreat" monster in your GY, except "Salamangreat Tiger"; Special Summon this card from your hand, and if you do, return the targeted monster to the hand. You can only use this effect of "Salamangreat Tiger" once per turn.
  93.  
  94. Salamangreat Lion
  95. ★★★
  96. FIRE
  97. Cyberse/Effect
  98. ATK 1500
  99. DEF 800
  100. You can discard this card, then target 1 "Salamangreat" monster in your GY, except "Salamangreat Lion"; Special Summon it. If this card is in your GY: You can discard 1 "Salamangreat" monster, and if you do, Special Summon this card. You can only use 1 "Salamangreat Lion" effect per turn, and only once that turn.
  101.  
  102. Salamangreat Bear
  103. ★★★
  104. FIRE
  105. Cyberse/Effect
  106. ATK 1600
  107. DEF 200
  108. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" monster from your Deck to the GY, except "Salamangreat Bear". If this card is sent to the GY as Link Material for the Link Summon of a Link-2 or higher Cyberse monster: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Bear"; add it to your hand. You can only use each effect of "Salamangreat Bear" once per turn.
  109.  
  110. Salamangreat Salamander
  111. FIRE
  112. Cyberse/Link/Effect
  113. ATK 2400
  114. LINK-3
  115. L R B
  116. 2+ Cyberse Effect Monsters
  117. If this card is Link Summoned: You can target 1 face-up monster your opponent controls; negate its effect(s), also if this card was Link Summoned using "Salamangreat Salamander" as material, inflict damage to your opponent equal to half that monster's ATK, but this card cannot attack this turn. You can only use this effect of "Salamangreat Salamander" once per turn. If this card, that was Link Summoned using "Salamangreat Salamander" as material, battles, your opponent cannot activate cards or effects until the end of the Damage Step.
  118.  
  119. Salamangreat Cougar
  120. ★★★★
  121. FIRE
  122. Cyberse/Effect
  123. ATK 1700
  124. DEF 1300
  125. If this card is in your hand or GY: You can send 1 other "Salamangreat" card from your hand or face-up field to the GY; Special Summon this card, but banish it if it leaves the field. If this card is Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Cougar". You can only use each effect of "Salamangreat Cougar" once per turn.
  126.  
  127. Salamangreat Bobcat
  128. FIRE
  129. Cyberse/Link/Effect
  130. ATK 2400
  131. LINK-3
  132. L R T
  133. 2+ FIRE Effect Monsters
  134. If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this card, that was Link Summoned using "Salamangreat Bobcat" as material, destroys an opponent's monster by battle: You can destroy 1 card your opponent controls.
  135.  
  136. Salamangreat Buffa
  137. ★★
  138. FIRE
  139. Cyberse/Effect
  140. ATK 700
  141. DEF 800
  142. If this card is sent to the GY as Link Material for the Link Summon of a "Salamangreat" monster: You can Special Summon this card, but banish it when it leaves the field. If a "Salamangreat" monster was Normal or Special Summoned to your field this turn: You can Special Summon this card from your hand. You can only use each effect of "Salamangreat Buffa" once per turn.
  143.  
  144. Salamangreat Elephant
  145. FIRE
  146. Cyberse/Link/Effect
  147. ATK 1600
  148. LINK-2
  149. T B
  150. 2 FIRE Cyberse monsters
  151. At the start of the Damage Step, if this card, that was Link Summoned using "Salamangreat Elephant" as material, battles a Special Summoned monster: Destroy that monster, and if you do, inflict damage to your opponent equal to half the original ATK of the destroyed monster. If this Link Summoned card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Salamangreat" monster from your hand in Defense Position.
  152.  
  153. Salamangreat Ferret
  154. ★★
  155. FIRE
  156. Cyberse/Effect
  157. ATK 800
  158. DEF 1800
  159. You can discard 1 card; Special Summon 1 "Salamangreat" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of this turn, except "Salamangreat" monsters. You can only use this effect of "Salamangreat Ferret" once per turn. If "Salamangreat Sanctuary" you control would be destroyed, you can banish this card from your GY instead.
  160.  
  161. Segmental Centipede
  162. ★★★★
  163. LIGHT
  164. Cyberse/Effect
  165. ATK 1600
  166. DEF 1200
  167. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If this card is Normal Summoned: You can target 1 "Segmental" monster in your GY, except "Segmental Centipede"; add it to your hand.
  168.  
  169. Segmental Millipede
  170. ★★★
  171. LIGHT
  172. Cyberse/Effect
  173. ATK 1200
  174. DEF 600
  175. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If this card is sent from the field to the GY: You can add 1 "Segmental" monster from your Deck to your hand, except "Segmental Millipede". You can only use each effect of "Segmental Millipede" once per turn.
  176.  
  177. Segmental "C"
  178. ★★★★★★
  179. LIGHT
  180. Cyberse/Effect
  181. ATK 1200
  182. DEF 2600
  183. You can Normal Summon/Set this card without Tributing, but its original ATK/DEF becomes halved. Once per turn, if this Normal Summoned/Set card is on the field (Quick Effect): You can destroy this face-up card, and if you do, destroy up to 2 Spells/Traps on the field.
  184.  
  185. Segmental Coatl
  186. LIGHT
  187. Cyberse/Link/Effect
  188. ATK 1200
  189. LINK-2
  190. T B
  191. 2 "Segmental" monsters
  192. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If a Normal Summoned/Set "Segmental" monster you control is sent from the field to the GY while this card is in your GY: You can Special Summon this card. You can only use 1 "Segmental Coatl" effect per turn, and only once that turn.
  193.  
  194. Segmental Manticore
  195. LIGHT
  196. Cyberse/Link/Effect
  197. ATK 2600
  198. LINK-3
  199. L R B
  200. 2+ "Segmental" monsters
  201. If this card is Link Summoned using "Segmental Dragon" as material: You can add 1 "Segmental" monster from your Deck to your hand. You can only use this effect of "Segmental Manticore" once per turn. Once per turn, if this Link Summoned card is on the field (Quick Effect): You can destroy this face-up card, and if you do, destroy 1 monster your opponent controls, and if you do that, inflict damage to your opponent equal to half the original ATK of the destroyed monster.
  202.  
  203. Segmental Caterpillar
  204. ★★★★
  205. LIGHT
  206. Cyberse/Effect
  207. ATK 1700
  208. DEF 1600
  209. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If this card is Normal Summoned: You can target 3 "Segmental" monsters in your GY, except "Segmental Caterpillar"; shuffle them into the Deck, then draw 1 card.
  210.  
  211. Segmental Dryad
  212. ★★★
  213. LIGHT
  214. Cyberse/Effect
  215. ATK 1000
  216. DEF 1000
  217. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If you control 2 or more other Normal Summoned/Set "Segmental" monsters, this card gains 1000 ATK.
  218.  
  219. Segmental Satyr
  220. ★★★
  221. LIGHT
  222. Cyberse/Effect
  223. ATK 1500
  224. DEF 700
  225. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If this card is Normal Summoned: You can add 1 "Segmental" Spell/Trap from your Deck to your hand.
  226.  
  227. Segmental Sphinx
  228. LIGHT
  229. Cyberse/Link/Effect
  230. ATK 1000
  231. LINK-1
  232. Bottom
  233. 1 Normal Summoned/Set "Segmental" monster
  234. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If a "Segmental" monster(s) is Normal Summoned to your zone this card points to: You can draw 1 card.
  235.  
  236. Segmental Imp
  237. ★★★
  238. LIGHT
  239. Cyberse/Effect
  240. ATK 1400
  241. DEF 400
  242. (Quick Effect): You can Tribute this card; Immediately after this effect resolves, Normal Summon 1 LIGHT Cyberse monster without Tributing. If this Normal Summoned/Set monster is destroyed by battle or card effect and sent to the GY: You can add 1 "Segmental" monster from your Deck to your hand, except "Segmental Imp".
  243.  
  244. Marincess Seal
  245. WATER
  246. Cyberse/Effect
  247. ATK 300
  248. DEF 700
  249. If this card is added from your GY to your hand by a card effect: You can Special Summon this card. If this card Summoned this way is sent to the GY as Link Material: You can add 1 "Marincess" monster from your Deck to your hand, except "Marincess Seal". You can only use each effect of "Marincess Seal" once per turn.
  250.  
  251. Marincess Manatee
  252. ★★★
  253. WATER
  254. Cyberse/Effect
  255. ATK 1000
  256. DEF 1800
  257. If your "Marincess" monster is targeted for an attack: You can discard this card; negate that attack. If this card is added from your GY to your hand by a card effect: You can target 1 "Marincess" Link Monster in your GY; Special Summon that target. You can only use each effect of "Marincess Manatee" once per turn.
  258.  
  259. Marincess Barnacle
  260. WATER
  261. Cyberse/Link/Effect
  262. ATK 1000
  263. LINK-1
  264. Bottom
  265. 1 "Marincess" monster with a Level
  266. You can only Link Summon "Marincess Barnacle(s)" once per turn. If this card is Link Summoned: You can target 1 "Marincess" monster in your GY; add it to your hand. If a "Marincess" monster(s) is Normal or Special Summoned to your zone this card points to: You can draw 1 card.
  267.  
  268. Marincess Oyster
  269. ★★★
  270. WATER
  271. Cyberse/Effect
  272. ATK 1600
  273. DEF 0
  274. When an attack is declared involving your "Marincess" monster and an opponent's monster: You can discard this card; negate that attack, also destroy that opponent's monster. You can Special Summon this card (from your GY) to your zone your "Marincess" Link Monster points to, but banish it when it leaves the field. You can only use each effect of "Marincess Oyster" once per turn.
  275.  
  276. Marincess Lobster
  277. ★★
  278. WATER
  279. Cyberse/Effect
  280. ATK 800
  281. DEF 1200
  282. If a "Marincess" monster(s) you control would be destroyed by battle or card effect, you can discard this card instead. You can Special Summon this card (from your GY) to your zone your "Marincess" Link Monster points to, but banish it when it leaves the field. You can only use each effect of "Marincess Lobster" once per turn.
  283.  
  284. Marincess Pufferfish
  285. WATER
  286. Cyberse/Effect
  287. ATK 500
  288. DEF 1800
  289. You can discard this card, then target 1 "Marincess" monster in your GY, except "Marincess Pufferfish"; Special Summon it. If this card is sent from the field to the GY: You can target 1 "Marincess" card in your GY, except "Marincess Pufferfish"; add it to your hand. You can only use each effect of "Marincess Pufferfish" once per turn.
  290.  
  291. Marincess Scallop
  292. ★★
  293. WATER
  294. Cyberse/Effect
  295. ATK 100
  296. DEF 1400
  297. If this card is sent from the hand to the GY: You can Special Summon this card in Defense Position, but banish it when it leaves the field. If this card is sent to the GY as Link Material for the Link Summon of a "Marincess" monster: You can add 1 "Marincess" Spell/Trap from your Deck to your hand. You can only use each effect of "Marincess Scallop" once per turn.
  298.  
  299. Marincess Tube Worm
  300. WATER
  301. Cyberse/Link/Effect
  302. ATK 1900
  303. LINK-2
  304. B R
  305. 2 "Marincess" monsters
  306. You can target 1 WATER monster in your GY; Special Summon it to your zone this card points to. You can only use this effect of "Marincess Tube Worm" once per turn. While you have less cards in your hand than your opponent's, this card cannot be destroyed by battle or card effects.
  307.  
  308. Marincess Stingray
  309. WATER
  310. Cyberse/Effect
  311. ATK 0
  312. DEF 0
  313. You can discard 1 card; Special Summon 1 "Marincess" monster from your hand or Deck, also you cannot Special Summon monsters for the rest of this turn, except "Marincess" monsters. If this card is Special Summoned: You can target 1 "Marincess" monster in your GY, except "Marincess Stingray"; add it to your hand. You can only use each effect of "Marincess Stingray" once per turn.
  314.  
  315. Marincess Eel
  316. WATER
  317. Cyberse/Effect
  318. ATK 0
  319. DEF 0
  320. If this card is added from your GY to your hand by a card effect: You can Special Summon this card. If this card Summoned this way is sent to the GY as Link Material: You can target 1 "Marincess" monster in your GY, except "Marincess Eel"; add it to your hand. You can only use each effect of "Marincess Eel" once per turn.
  321.  
  322. Robotics Improvement Bay
  323. Field Spell
  324. Once per turn: You can add 1 "Robolady" or "Roboyarou" from your Deck to your hand. If "Robolady" or "Roboyarou" is Normal or Special Summoned to your field: You can add 1 "Robolady" or "Roboyarou" Spell/Trap from your Deck to your hand. You can only use this effect of "Robotics Improvement Bay" once per turn.
  325.  
  326. Robolady Armor Retrofitting
  327. Normal Spell
  328. If you control "Robolady": Special Summon 1 "Roboyarou" from your Deck. If "Robolady" or "Roboyarou" you control would be destroyed by battle, you can banish this card from your GY instead. You can only activate 1 "Robolady Armor Retrofitting" per turn.
  329.  
  330. Roboyarou Armor Retrofitting
  331. Normal Spell
  332. If you control "Roboyarou": Special Summon 1 "Robolady" from your Deck. If "Robolady" or "Roboyarou" you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate 1 "Roboyarou Armor Retrofitting" per turn.
  333.  
  334. Robolady's Laser Cannon
  335. Equip Spell
  336. Equip only to a "Robolady" monster. It can attack directly. When the equipped monster inflicts battle damage to your opponent: You can target 1 card your opponent controls; send it to the GY.
  337.  
  338. Roboyarou's Laser Cannon
  339. Equip Spell
  340. Equip only to a "Roboyarou" monster. It can attack directly. When the equipped monster inflicts battle damage to your opponent: You can target 1 card your opponent controls; send it to the GY.
  341.  
  342. Super Robolady's Fiber Optic Relay
  343. Normal Spell
  344. Fusion Summon 1 "Super Robolady" from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Materials. If "Super Robolady" or "Super Roboyarou" you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate 1 "Super Robolady's Fiber Optic Relay" per turn.
  345.  
  346. Super Roboyarou's Fiber Optic Relay
  347. Normal Spell
  348. Fusion Summon 1 "Super Roboyarou" from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Materials. If "Super Roboyarou" or "Super Roboyarou" you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate 1 "Super Roboyarou's Fiber Optic Relay" per turn.
  349.  
  350. Super Robolady's Speed Inititive
  351. Normal Spell
  352. If you control "Super Robolady": Target 1 monster your opponent controls; destroy it.
  353.  
  354. Super Roboyarou's Speed Inititive
  355. Normal Spell
  356. If you control "Super Roboyarou": Target 1 Spell/Trap your opponent controls; destroy it.
  357.  
  358. Super Robo Reboot
  359. Normal Spell
  360. Activate 1 of the following effects.
  361. ● Reveal 1 "Robolady" monster from your hand; add 1 "Roboyarou" card from your Deck to your hand.
  362. ● Reveal 1 "Roboyarou" monster from your hand; add 1 "Robolady" card from your Deck to your hand.
  363. You can only activate 1 "Super Robo Reboot" per turn.
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