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TheInsidiousOne

fab21pt2

Feb 21st, 2020
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  1. Devastation Samurai
  2. Level 7 DARK Machine/Fusion/Effect
  3. 2600/1400
  4. 2 Machine monsters with different Types and Attributes
  5. Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) If this card battles an opponent's monster, that opponent's monster has its effects negated during the Battle Phase only, also its ATK becomes 0. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it.
  6.  
  7. Black Sword of Curse
  8. Level 5 DARK Dragon/Fusion/Effect
  9. 2000/1500
  10. Must be Special Summoned with "The Claw of Hermos", using a Dragon monster. If this card is Special Summoned: Target 1 other face-up monster on the field; equip this card to it. Once per turn, if this card is equipped to a monster: You can target 1 Field Spell on the field; destroy it, and if you do, the equipped monster gains 500 ATK/DEF until the end of this turn.
  11.  
  12. Temporal Disruption
  13. Normal Trap
  14. Target 1 card in your Event Horizon whose original Level is higher than the number of Eon Counters on it; place Eon Counters so that it has the same as its Level. If you control no monsters, you can activate this card from your hand.
  15.  
  16. Static Cling
  17. Quick-Play Spell
  18. If you control a Manaburst Monster: Target 1 card on the field; destroy that target.
  19.  
  20. Thunder Tempest Dragon
  21. Level 8 LIGHT Thunder/Fusion/Effect
  22. ?/0
  23. 1 Thunder monster + 1 Spellcaster monster
  24. Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) This card's ATK becomes equal to the ATK of the Thunder monster that was banished for this card's Special Summon. When this card destroys an opponent's monster by battle and sends it to the GY: You can add 1 Level 5 or higher Thunder monster from your Deck to your hand.
  25.  
  26. Ignition Overblaster
  27. MC 5 FIRE Machine/Manaburst/Effect
  28. 2400/REST-4
  29. 2 Level/Rank 4 FIRE monsters
  30. Each time a monster effect is activated during its controller's opponent's turn, increase this card's MC by 1. You can decrease 1 MC from this card; this turn, banish any monster this card destroys by battle.
  31.  
  32. Prominence Judge
  33. MC 7 EARTH Warrior/Manaburst/Effect
  34. 2200/REST-6
  35. 2 Level/Rank 6 monsters
  36. Each time an opponent's monster(s) is destroyed or banished by a card effect, increase this card's MC by 1 for each of those monsters. You can decrease 1 MC from this card and pay 1000 LP; this card gains 1000 ATK until the end of this turn.
  37.  
  38. Toon Encyclopedia
  39. Continuous Spell
  40. Activate this card by targeting 1 Toon monster you control and 1 face-up "Toon World" you control. Your opponent cannot target the targeted cards with card effects. If this card leaves the field: This turn, the targeted cards cannot be destroyed by card effects.
  41.  
  42. Explosive Release
  43. Normal Trap
  44. When a card(s) you control is destroyed by a monster effect (except during the Damage Step): Target 1 card your opponent controls; banish it. During either player's turn, except the turn this card was sent to the GY, when a card(s) you control is destroyed by a monster effect (except during the Damage Step): You can banish this card from your GY, then target 1 monster in your opponent's GY; Special Summon it to your field.
  45.  
  46. Vengeful Guardian
  47. Equip Spell
  48. The equipped monster gains 2000 ATK, but it cannot attack, also its effects are negated.
  49.  
  50. Verdant Victory
  51. Field Spell
  52. Activate this card from your Deck at the start of the Duel. This card's effects cannot be negated, also it cannot be destroyed. The loser of this Duel loses the will to Duel. Once per turn: You can destroy as many Equip Spells on the field as possible, and if you do, inflict 300 damage to your opponent for each destroyed card, also you gain that much LP.
  53.  
  54. Tornado Tyrant
  55. Level -7 WIND Aero/Impure/Elite/Effect
  56. 2600/1600
  57. 2+ WIND Effect Monsters
  58. 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. You can delete 1 material from this card; this turn, banish any monster this card destroys by battle.
  59. ● Elite Effect (Duel Level 7 or higher): If this card attacks, its ATK is doubled during damage calculation only.
  60.  
  61. Clever Cleaver
  62. Level 3 EARTH Plant/Flip/Effect
  63. 1600/100
  64. FLIP: Each player shuffles 1 card from their hand into their Deck, and they draw 1 card.
  65. If this card is destroyed by battle: The monster that destroyed it loses 500 ATK/DEF.
  66.  
  67. Sensei of the Six Samurai
  68. Level 6 EARTH Warrior/Effect
  69. 2400/1600
  70. If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). Your opponent's monsters cannot target "Six Samurai" monsters for attacks, except this one. If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY, except "Sensei of the Six Samurai"; Special Summon that target.
  71.  
  72. Closed Case
  73. Equip Spell
  74. Each time the equipped monster destroys an opponent's monster by battle or by its effect, immediately draw 1 card.
  75.  
  76. Panic Room
  77. Equip Spell
  78. The equipped monster's effects are negated. Send this card to the GY during your 2nd Standby Phase after activation, and if you do, return this card from your GY to your hand.
  79.  
  80. War Crimes of the Majestic
  81. Cometshower Trap
  82. (This card is also always a Normal Trap.)
  83. If this card is activated: Gain 2 Nebula Counters. When your opponent's card or effect is activated: Target 1 face-up card on the field (other than that card); negate its effect(s).
  84.  
  85. Sinister Plot
  86. Cometshower Spell
  87. (This card is also always a Normal Spell.)
  88. If this card is activated: Gain 1 Nebula Counter. Pay 1000 LP; this turn, each time you activate a Cometshower Spell/Trap, immediately inflict 400 damage to your opponent. You can only activate 1 "Sinister Plot" per turn.
  89.  
  90. Gigaton Gigavolt
  91. Level 8 LIGHT Thunder/Grave/Effect
  92. 0/3000
  93. 2 LIGHT and/or DARK monsters, including a Thunder monster
  94. If this card is Grave Summoned using only Thunder monsters as materials: Switch this card's ATK and DEF. Once per turn: You can discard up to 2 cards, then target that many face-up cards on the field; banish them.
  95.  
  96. Current Events
  97. Field Spell
  98. Once per turn: You can discard 1 card, then activate 1 of these effects;
  99. ● Add 1 Level 4 or lower Thunder monster from your Deck to your hand.
  100. ● Send 1 Thunder monster from your Deck to the GY.
  101.  
  102. ====
  103.  
  104. Manaburst Monsters require a minimum of 2 monsters with equal Rank or Level to be sent from the field to the GY, Which also represents their REST rating. For example, a Manaburst monster that requires 2 Level/Rank 4 will have a REST of 4. Once Special Summoned by Manaburst or the GY, or retuned from being banished, they are treated as non-Effect monsters. In order for them to gain their effects you must Toporal Summon them(a 2nd Special Summon) by lowering their Mana Count(MC), their requirement is shown in the Silver Pentagram Coin. By themselves Manaburst monsters gain 1 MC every Standby Phase,but lose them if they leave the field.
  105.  
  106. Elite Monsters:
  107. Each time you win a duel, you win Duel Points (tentative name)
  108. Once you reach 1000 Duel Points, you Level Up. You start at Level 1 and you level up all the way to Level 100
  109. A victory costs 100 Duel Points multiplied by the Level of the losing player
  110. Once your Level reaches some amount written on the Elite Monster, you can use its Elite effect
  111.  
  112. Cometshower Spells/Traps give you Nebula Counters upon activation, which can be used by removing some Nebula Counters to Constellation Summon monsters from the Extra Deck (more in future cards).
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