leafbladie

Armor Cards

May 10th, 2017
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  1. Psychic Armor Head
  2. Machine-Type/EARTH/Level 4/ATK 0/DEF 500
  3. If you control no monsters, you can Special Summon this card (from your hand or GY). During your Main Phase: You can add 1 “Psychic Armor” card from your Deck to your hand. You can only use this effect of “Psychic Armor Head” once per turn. When a “Psychic Armor” monster you control is targeted for an attack, you can change the attack target to any other “Psychic Armor” monster you control. You can only control 1 “Psychic Armor Head”.
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  5. Psychic Armor Active Guard
  6. Machine-Type/EARTH/Level 4/ATK 0/DEF 2500
  7. Cannot be Normal Summoned/Set. If you control 2 or more “Psychic Armor” monsters you can Special Summon this card (from your hand or GY). You take no effect damage. The first time each “Psychic Armor” monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. You can only control 1 “Psychic Armor Active Guard”.
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  9. Psychic Armor Advance Shield
  10. Machine-Type/EARTH/Level 4/ATK 1000/DEF 0
  11. This card gains 1000 DEF for each “Psychic Armor” monster you control. If you control "Psychic Armor Head" (Quick Effect): You can Tribute this card; all “Psychic Armor” monsters you control gain 1000 ATK until the end of this turn. You can only control 1 “Psychic Armor Advance Shield”.
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  13. Psychic Armor Trap Buster
  14. Machine-Type/EARTH/Level 4/ATK 0/DEF 0
  15. While you control “Psychic Armor Head”, Trap Cards, and their effects on the field, cannot be activated. Negate all Trap effects on the field. You can only control 1 “Psychic Armor Trap Buster”.
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  17. Psychic Armor Black Hole Shield
  18. Machine-Type/EARTH/Level 4/ATK 0/DEF 0
  19. While you control “Psychic Armor Head”, if this card battles a monster, after damage calculation: Banish that monster. Once per turn, if you would take battle damage from a battle involving a “Psychic Armor” monster you control, you can make that damage become 0. You can only control 1 “Psychic Armor Black Hole Shield”.
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  21. Psychic Armor Big Bang Blow
  22. Machine-Type/EARTH/Level 4/ATK 0/DEF 0
  23. While you control “Psychic Armor Head”, if this card battles a monster, after damage calculation: Destroy that monster, and if you do, inflict damage to both players equal to its original ATK. You can only control 1 “Psychic Armor Big Bang Blow”.
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  25. Psychic Armor Burning Knuckle
  26. Machine-Type/EARTH/Level 4/ATK 0/DEF 1000
  27. This card gains 500 ATK for each “Psychic Armor” monster you control. If this card leaves the field: Monsters your opponent control lose 500 ATK for each “Psychic Armor” monster you control. You can only control 1 “Psychic Armor Burning Knuckle”.
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  29. Psychic Armor Buster Knuckle
  30. Machine-Type/EARTH/Level 4/ATK 0/DEF 0
  31. This card gains 500 ATK for each "Psychic Armor" monster you control. If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent. You can only control 1 “Psychic Armor Buster Knuckle”.
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  33. Psychic Armor Buster Pyle
  34. Machine-Type/EARTH/Level 4/ATK 0/DEF 0
  35. Cannot be destroyed by battle. You take no battle damage from battles involving this card. While you control “Psychic Armor Head”, if this card battles a monster, after damage calculation: Destroy that monster, and if you do, inflict 1000 damage to your opponent. You can only control 1 “Psychic Armor Buster Pyle”.
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  37. Psychic Armor Jet Gauntlet
  38. Machine-Type/EARTH/Level 4/ATK 0/DEF 1500
  39. If you control "Psychic Armor Head" (Quick Effect): You can Tribute this card, then target 1 "Psychic Armor" monster you control and up to 2 cards your opponent controls; destroy them. You can only control 1 "Psychic Armor Jet Guantlet".
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  41. Psychic Armor Over Boost
  42. Machine-Type/EARTH/Level 4/ATK 0/DEF 1000
  43. If you control "Psychic Armor Head": You can Tribute this card, then target 1 "Psychic Armor" monster you control; during each Battle Phase this turn, it can attack your opponent directly. You can only control 1 "Psychic Armor Overboost".
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  45. Psychic Armored Gravitation
  46. Normal Spell
  47. If you control “Psychic Armor’s Seal”: Special Summon 2 "Psychic Armor" monsters from your Deck. Destroy them during the End Phase. You can only activate 1 “Psychic Armored Gravitation” per turn.
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  49. Full Psychic Armored Gravitation
  50. Quick-Play Spell
  51. If you control “Psychic Armor’s Seal”, “Psychic Armor Head” and no other monsters: Excavate the top 10 cards of your Deck, and Special Summon as many "Psychic Armor" monsters as possible, then banish the rest face-down. Destroy them during the End Phase. You can only activate 1 “Full Psychic Armored Gravitation” per turn.
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  53. Magnet Psychic Armor
  54. Normal Trap
  55. If you control “Armor’s Seal”: You can Special Summon up to 4 “Psychic Armor” monsters from your GY. Destroy them during the End Phase. You can only activate 1 “Magnet Psychic Armor” per turn.
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  57. Psychic Armor’s Seal
  58. Field Spell
  59. Activate this card if you control no monsters, or all monsters you control are “Psychic Armor” monsters. When this card is activated: You can add 1 “Psychic Armor Head” from your Deck to your hand. Cannot be targeted by card effects. You cannot activate Field Spells. You cannot Summon monsters, except “Psychic Armor” monsters. All “Psychic Armor” monsters you control gain 500 ATK and DEF. You can treat any of your Spell & Trap Zones as Main Monster Zones. You can Normal Summon 1 “Psychic Armor” monster in addition to your Normal Summon/Set. When another card or effect is activated that targets exactly 1 “Psychic Armor” monster on the field (and no other cards): You can target another “Psychic Armor” monster you control that would be an appropriate target for that card/effect; that card/effect now targets the new target.
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  63. Databrain
  64. Mimicat where it copies monster effect and Special Summons itself
  65. Or
  66. Aadds 1 Spell/Trap from opponent GY to hand.
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