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- Psychic Armor Head
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. During your Standby Phase; you can Special Summon this card from your Graveyard. You must control no monsters in order to activate and resolve this effect. At the start of your Main Phase 1, you can reveal 3 Armor monster with different names in your hand; Special Summon them. You can only use each effect of "Psychic Armor Head" once per turn.
- Active Guard
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: During either player’s turn, you can offer this card as Tribute: Armor monster you control are not destroyed this turn.
- *Continuous Spell: You take no Battle Damage from battles involving Armor monster
- Advanced Shield
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: When this card is attacked, negate the attack and return this card to the hand.
- *Continuous Spell: Once per turn, when your opponent targets a Armor monster for an attack, you may change the attack target to another Armor monster you control in a Monster Zone
- Big Bang Blow
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: When this card is destroyed as a result of battle; destroy the opponent’s monster that this card battled, and inflict damage to both players equal to that monster’s original ATK.
- *Continuous Spell: Once per turn, inflict 500 damage to your opponent’s Life Points.
- Black Hole Shield
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: When this card is attacked and destroyed as a result of battle, select and destroy two cards on the field.
- *Continuous Spell: You do not take Effect Damage from your opponent's card effects.
- Burning Knuckle
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: Increase the ATK of this card by the combined total ATK of all other Armor monster you control.
- *Continuous Spell: Once per turn, select one monster on your opponent’s side of the field; it loses ATK equal to the number of "Armor" Continuous Spell cards you control x500
- Buster Knuckle
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: Increase the ATK of this card by the combined total ATK of all other Armor monster you control.
- *Continuous Spell: When a Armor monster attacks a defense position monster, inflict Piercing damage
- Buster Pile
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: If this card battles an opponent’s monster, after damage calculation destroy that opponent’s monster.
- *Continuous Spell: Armor monster you control are not destroyed as a result of battle.
- Jet Gauntlet
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: When this card is attacked, you can destroy this card and inflict 1000 damage to your opponent’s Life Points.
- *Continuous Spell: When your opponent takes damage due to battle with or the effect of a Armor monster, inflict 400 points of damage to your opponent’s Life Points.
- Over Boost
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: Armor monster you control can attack directly.
- *Continuous Spell: When a Armor monster on your side of the field (except this card) would be destroyed, you can destroy this card instead.
- Trap Buster
- Level 4 EARTH Machine/Armor
- ATK 500
- DEF 500
- You cannot Summon monsters, except Armor monster. This card cannot attack the turn another Armor monster you control attacked. If this card is summoned, you can place it in your Spell/Trap zone as a Continuous Spell card (this card is still treated as a Monster card). Apply the following effects depending on the type of card this monster is treated as:
- *Monster: Once per turn, you can negate the effect of a Trap card that targets a Armor monster on the field and destroy it.
- *Continuous Spell: Once per turn, you can negate the activation of an opponent’s Trap card and Set it.
- Armor Array Hangar
- Field Spell
- During your Draw Phase, you can add 1 Armor monster from your deck to your hand instead of conducting your Normal Draw. You can target 2 Armor monster on your side of the field with different names (1 in your Monster Zone and 1 in your Spell/Trap Zone): switch their positions on the field. You can use this effect of "Armor Array Hangar" up to twice per turn. You cannot target a card that previously changed position by this effect this turn.
- Armored Gravitation
- Spell
- Excavate the top 5 cards of your deck. Special Summon any number of Armor monster with different names among the excavated cards and shuffle the rest into the deck. You can only activate 1 “Gravitation” card per turn.
- Full Armored Gravitation
- Spell
- Excavate the top 10 cards of your deck. Special Summon any number of Armor monster with different names among the excavated cards and banish the rest. You can only activate 1 “Gravitation” card per turn.
- Phoenix Gravitation
- Spell
- Special Summon 5 Armor monster from your Graveyard with different names. You can only activate 1 “Gravitation” card per turn.
- Warp Gravitation
- Quickplay Spell
- Special Summon 3 Armor monster from your Deck with different names. You can only activate 1 “Gravitation” card per turn.
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