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TheInsidiousOne

mar6

Mar 6th, 2020
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  1. Ancient Archfiend of Hope
  2. Level 4 Scale 3 LIGHT Fiend/Pendulum/Effect
  3. 1000/1000
  4. You can only use this card name's (1) Pendulum Effect once per turn.
  5. (1) You can target 1 Set card on the field; destroy both it and this card.
  6. ----
  7. You can only use this card name's (1) Monster Effect once per turn.
  8. (1) You can Tribute this card, then target 1 monster in your GY that was destroyed by a card effect and sent there this turn; Special Summon that target.
  9.  
  10. Written in the Stars
  11. Normal Spell
  12. You can only activate 1 card with this card's name per turn.
  13. (1) Target 1 face-up monster with 2000 or less ATK you control; the ATK of all other monsters you control with a Level different from the targeted monster's become equal to that target's, until the end of this turn.
  14.  
  15. Foolish Mourning
  16. Normal Spell
  17. You can only activate 1 card with this card's name per turn.
  18. (1) Target 1 face-up monster you control; send the top 3 cards of your Deck to the GY, and if you do, the targeted monster gains 500 ATK for each monster sent to the GY this way, until the end of this turn.
  19.  
  20. Ghosts of Regret
  21. Counter Trap
  22. You can only activate 1 card with this card's name per turn. If there are 8 or more monsters in your GY whose original Type is Zombie or Bound Warrior, you can activate this card from your hand.
  23. (1) When your opponent activates a Trap Card or effect while you control a Bound Warrior or Zombie monster: Negate the activation, and if you do, banish that card.
  24.  
  25. Vibe Check!
  26. Quick-Play Spell
  27. (1) Target 1 monster you control and 1 monster your opponent controls; switch the ATK of those targets until the end of the Battle Phase.
  28.  
  29. Vampire Neko
  30. Level 2 DARK Zombie/Effect
  31. 500/0
  32. You can only use this card name's (1) and (2) effects once per turn each.
  33. (1) If this card is Special Summoned: You can pay 500 LP; discard 1 card, and if you do, draw 1 card.
  34. (2) If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field.
  35.  
  36. Everliving Underworld Wealth
  37. Continuous Spell
  38. (1) Once per turn, when a Zombie monster is Special Summoned from the GY to your field: Gain 1000 LP.
  39.  
  40. Cards of Charade
  41. Normal Spell
  42. You cannot conduct your Battle Phase the turn you activate this card.
  43. (1) At the start of your Main Phase 1: Target 1 monster you control; destroy it, and if you do, draw 2 cards.
  44.  
  45. Cool Cap
  46. Level 2 LIGHT Object/Effect
  47. 500/500
  48. (1) This card can attack directly.
  49. (2) When this card inflicts battle damage to your opponent: You can Tribute 1 other Object monster, then target up to 2 cards on the field; destroy them.
  50.  
  51. The Lonely King
  52. Level 4 WATER Spellcaster/Effect
  53. 1800/300
  54. (1) Face-up Defense Position monsters on the field cannot activate their effects.
  55. (2) This Attack Position card cannot be destroyed by card effects, also it cannot be destroyed by battle.
  56.  
  57. Fatherboard
  58. Continuous Spell
  59. (1) Cyberse monsters on the field cannot attack, activate their effects, or be used as material for a Summon of a Cyberse monster.
  60.  
  61. Evergreen Needles
  62. Level 4 EARTH Beast/Effect
  63. 0/1800
  64. (1) At the end of the Damage Step, if this Defense Position card was attacked by a monster whose ATK is lower than this card's DEF: Destroy the attacking monster.
  65. (2) All monsters your opponent controls with 1700 or less ATK must attack, if able.
  66.  
  67. Dynamite Ambush
  68. Continuous Trap
  69. You can only use this card name's (2) effect once per turn.
  70. (1) Once per turn, if a card(s) is destroyed by a card effect: All monsters you currently control gain 300 ATK.
  71. (2) If you control a FIRE monster: You can send this face-up card from the field to the GY, then target 1 card your opponent controls; destroy it.
  72.  
  73. Homing Missile
  74. Equip Spell
  75. Equip only to a FIRE monster.
  76. (1) Once per turn, if this card is equipped to a monster: You can target 1 Spell/Trap your opponent controls; destroy it.
  77. (2) If the equipped monster you control would be destroyed by battle, you can discard 1 card instead.
  78.  
  79. Misairujira
  80. Level 4 WATER Fish/Normal
  81. 1400/1600
  82. A missile-launching whale. Anyone touching this whale would face its demise.
  83.  
  84. Apicella, the Snakechanted Veteran
  85. Level 4 EARTH Reptile/Effect
  86. 1400/1000
  87. You can only use this card name's (1) and (2) effects once per turn each.
  88. (1) If this card is Special Summoned: You can send 1 "Snakechanted" card from your Deck to the GY, except "Apicella, the Snakechanted Veteran".
  89. (2) If this card is in your GY: You can banish 1 other Reptile monster from your GY; Special Summon this card, but banish it when it leaves the field.
  90.  
  91. Snakechanted Rite
  92. Normal Spell
  93. You can only use this card name's (1) and (2) effects once per turn each.
  94. (1) Add 1 Reptile monster from your Deck to your hand.
  95. (2) You can banish this card from your GY; send 1 "Snakechanted" card from your Deck to the GY, except "Snakechanted Rite".
  96.  
  97. The end of the Struggle
  98. Normal Spell
  99. You cannot conduct your Battle Phase the turn you activate this card.
  100. (1) At the start of your Main Phase 1: Target 1 monster you control; destroy it, and if you do, destroy 1 monster your opponent controls with ATK higher than the ATK of the destroyed monster.
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