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- Dinoknight - Detonix Rex
- Link-3 EARTH Dinosaur Link Effect Monster
- ATK/2800
- W, S, NE
- 2+ Effect monsters (EARTH and/or "Dinoknight")
- Cannot be destroyed by battle with a monster Special Summoned from the Extra Deck. Your opponent cannot target other monsters you control for attacks. Once per turn (Quick Effect): You can target one other monster you control and 1 face-up opponent's monster; the second target loses ATK equal to the first target's, also its effects are negated. If this attacking card destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row.
- Aping T Wrextle a bit there. It's pretty strong, but quite all right.
- Dinoknight - Psychic Gapetara
- Level 3 EARTH Dinosaur Effect Monster
- ATK/1200
- DEF/2000
- When this card is Normal Summoned: You can add 1 "Dinoknight" card from your Deck to your hand. When you Normal or Special Summon a "Dinoknight" monster: You can Special Summon this card from your hand or GY in Defense Position. You can only use this effect of "Dinoknight - Psychic Gapetara" once per turn. Once per turn: You can target 1 monster your opponent controls; it is unaffected by card effects, except its own effects, until the end of this turn.
- This is quite good. It's versatile, though possibly it needs to banish itself if it revives from the GY.
- Dinoknight - Cordon Gardnatops
- Level 4 EARTH Dinosaur Effect Monster
- ATK/1400
- DEF/2200
- If your opponent declares a direct attack while this card is in your hand: You can Special Summon this card in Defense Position, and if you do, this card cannot be destroyed by battle this turn. Any damage you take is halved. Once per turn, when your "Dinoknight" monster attacks or activates its effect: You can excavate the top 2 cards of your Deck; Special Summon 1 excavated Level 4 or lower monster, then shuffle the other cards into the Deck. Once per turn, during the End Phase: Destroy this card.
- Name's neat. Honestly though, this might need to go back to the drawing board. It tries to do a bit too much, and the self-destruction seems unnecessary.
- Dinoknight - Megaraptor
- Level 3 EARTH Dinosaur Effect Monster
- ATK/1200
- DEF/900
- If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand, then destroy 1 Spell/Trap on the field. If this card is in your GY and you control a "Dinoknight" monster, except "Dinoknight Megaraptor": You can Special Summon this card, but banish it when it leaves the field.
- This seems a bit potent, but it's fine.
- Dinoknighting Ceremony
- Quick-Play Spell Card
- If your opponent controls more monsters then you do: Special Summon "Dinoknight" monsters from your GY equal to the surplus. You can only activate 1 "Dinoknighting Ceremony" per turn.
- I always like a good surplus card.
- Dinoknight Soul
- Normal Spell Card
- "Dinoknight" monsters you control cannot be destroyed by Trap effects this turn. If this card is in your GY and you control no monsters: You can banish this card from your GY; return 5 "Dinoknight" cards from your GY to your Deck, and if you do, draw 2 cards. If you have 1000 or less LP when this effect is activated, you can draw 3 cards instead.
- This is a bit unusual, but it's pretty good.
- Dinoknight Gattai
- Continuous Spell Card
- When this card is activated: All face-up "Dinoknight" Monsters you currently control gain 1000 ATK/DEF until the end of the turn. "Dinoknight" monsters you control cannot be targeted by card effects. Once per turn: You can destroy 1 "Dinoknight" monster you control, and if you do, Special Summon 1 "Dinoknight" monster from your GY with a different name than the destroyed monster.
- Too strong, especially given the power levels some of your monsters can reach on their own. Tone down the boost, and maybe nerf the protection effect. Keep in mind that destruction can never be a cost (which is why I've reworded it).
- Dinoknight - Rocketforce Tarbokrav
- Link-3 EARTH Dinosaur Link Effect Monster
- ATK/2800
- N, SW, E
- 2+ "Dinoknight" monsters
- Can attack all Special Summoned monsters your opponent controls once each. If this card is Link Summoned: Inflict 500 damage to your opponent for each "Dinoknight" card you control. Unaffected by Trap effects. Once per turn (Quick Effect): You can target 1 "Dinoknight" monster in your GY; return it to your hand, and if you do, this card gains ATK equal to the returned monster's until the end of the turn. If this card is destroyed: Target 4 "Dinoknight" cards in your GY; return them to the Deck.
- The burn effect should be HOPT. Aside from that it's good.
- Dinoknight - Pleasio Cannonbase
- Link-2 WATER Dinosaur Link Effect Monster
- ATK/2000
- N, S
- 1+ Dinosaur monsters
- (This card is also always treated as an EARTH monster.) (Quick Effect): You can discard 1 card; add 1 "Dinoknight" monster from your GY to your hand, and if you do, you can Special Summon one "Dinoknight" monster from your hand in Defense Position. When your opponent activates a card or effect (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Dinoknight - Plesio Cannonbase" once per turn.
- I feel like the Attribute thing is redundant, particularly since you have a pterosaur monster that's EARTH. The first effect shouldn't be a Quick Effect. Second effect's good though.
- Dinoknight's Masochistic Warrior
- Counter Trap Card
- When your opponent activates a card or effect: Negate that activation, and if you do, destroy it. If this card is in your GY and you control a "Dinoknight" monster: You can banish this card from your GY; destroy 1 Spell/Trap on the field.
- A perfectly serviceable Trap card.
- Dinoknight - Rockin Raptor
- Level 4 EARTH Dinosaur Effect Monster
- ATK/1800
- DEF/0
- When this card is Normal or Special Summoned: You can Special Summon one "Dinoknight" monster from your hand or GY in Defense Position. Once per turn, when a "Dinoknight" monster is Special Summoned to your field (Quick Effect): You can draw 1 card, then Special Summon 1 "Dinoknight" monster from your hand. At the start of the Damage Step, if this card attacks an opponent's monster: This card gains 400 ATK during damage calculation only, also it cannot be destroyed by battle until the end of the Battle Phase.
- This thing's too strong. It gives you three monsters out of one card. One effect or the other. Battle effect is fine.
- Dinoknight - Graffiti Stego
- Level 4 EARTH Dinosaur Effect Monster
- ATK/1900
- DEF/1000
- If a "Dinoknight" monster you control would be destroyed: You can send this card from your hand to the GY instead. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY. Once per turn (Quick Effect): You can add 1 "Dinoknight" card from your Deck to your hand, except "Dinoknight - Graffiti Stego". If this card is sent from the field to the GY: All monsters your opponent controls lose 1000 ATK/DEF, then if your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can destroy 1 Spell/Trap your opponent controls.
- The hand effect is great, but the other effects are just baked in for the sake of it. The search effect shouldn't be a Quick Effect at all for sure.
- Vengefulsaur Camo Triceratops
- Level 3 EARTH Dinosaur Effect Monster
- ATK/1600
- DEF/1200
- When this card is Normal or Special Summoned: You can target 1 monster your opponent controls; change its battle position, also this turn if your Dinosaur monster attacks a Defense Position monster, inflict piercing battle damage. Once per turn, if you have less cards in your hand then your opponent: You can negate the effects of one face-up opponent's monster until the end of the turn. If this card is destroyed: You can add 1 "Dinoknight" card from your GY to your hand.
- Is this guy not supposed to be a Dinoknight? The effects are all good, but there's too many. I'd nix the second effect, since your boss monsters tend to have that.
- Dinoknight Warfare Battlefield
- Field Spell Card
- All your "Dinoknight" monsters gain 300 ATK/DEF. Dinosaur monsters you control cannot be targeted by the effects of your opponent's monsters that were Special Summoned from the Extra Deck. Once per turn, when a "Dinoknight" monster is Special Summoned to your field: You can target 1 "Dinoknight" monster with equal or less ATK in either player's GY; Special Summon it, but its effects are negated. Once per turn, when your "Dinoknight" monster destroys an opponent’s monster by battle: Draw 1 card. If this card is destroyed: You can target 1 "Dinoknight" monster in your GY; Special Summon it.
- Once again this has too many effects. The first three are all good, but the others make it a bit strong.
- Trans-Era Fusion
- Quick-Play Spell Card
- Fusion Summon 1 "Dinoknight" Fusion Monster from your Extra Deck using monsters in your hand and/or either field as material, and if you do, it cannot be destroyed by card effects this turn. You can banish this card from your GY, then target up to 5 "Dinoknight" cards in your GY; shuffle them into the Deck, and if you do, draw 1 card.
- It's a good card, even if it's clearly aping Tyrant Dino Fusion.
- Dinoknight - Hydran Detonix Rex
- Level 9 EARTH Dinosaur Fusion Effect Monster
- ATK/3200
- DEF/2600
- 1 Dinosaur monster + 1+ Link Monsters/If this card is Fusion Summoned: Until the end of the turn, this card gains ATK equal to the total Link Rating of the materials used for this card's Fusion Summon x200. Your opponent cannot target other monsters you control for attacks. Cannot be destroyed by battle. Once per turn (Quick Effect): You can Tribute one monster, then target 1 face-up opponent's monster; until the end of the turn, it loses ATK equal to double the Tributed original monster's ATK, also this card gains that lost ATK. If this card is destroyed: Negate the effects of all face-up cards your opponent controls, then destroy them.
- Jeepers this thing is strong. Probably too strong, particularly since it has two ATK gaining effects.
- Dinoknight - Meteor Car
- Quick-Play Spell Card
- Target 1 Dinosaur monster you control: This turn, when it battles an opponent's monster, your opponent cannot activate Spell/Traps until the end of the Damage Step. If your opponent controls no Spell/Trap Cards: You can banish 1 card in their GY. Your opponent cannot activate cards or effects in response to this card's activation.
- Doesn't need the second effect, but aside from that it's okay.
- Dinoknight - Chimeranix Sword
- Normal Trap Card
- Target 1 Dinosaur monster you control; equip this card to it. If the equipped monster attacks an opponent's monster, all battle damage it inflicts is doubled. All non-Dinosaur monsters lose 400 ATK/DEF. If this card is sent from the field to the GY: You can target 1 Dinosaur Link Monster in your GY; Special Summon it.
- This is fine.
- Dinoknight - Velicoegg
- Link-1 EARTH Dinosaur Link Effect Monster
- ATK/1000
- S
- 1 Effect Monster
- When this card is Link Summoned: Add 1 Field Spell lists "Dinoknight" in its text from your Deck to your hand. If you control no other Link Monsters; this card can be treated as 2 monsters for a Link Summon of a Dinosaur monster. If this card leaves the field: You can target 1 Set card; shuffle it into the Deck.
- I'm not entirely sure that effect to treat itself as two monsters will work. The on-Summon effect is good. Third effect is…eh.
- Dinoknight Resurrection
- Normal Spell Card
- Target up to 2 "Dinoknight" monsters with different names in your GY; Special Summon them with their effects negated until the end of the turn. You can only activate 1 "Dinoknight Resurrection" per turn.
- Might be a bit strong, but it's perfectly serviceable.
- Dinoknight - Soulmail Pterodactyl
- Level 3 WIND Dinosaur Effect Monster
- ATK/1600
- DEF/1000
- If your opponent controls a Special Summoned monster (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target one card in your opponent's Spell & Trap Zone; it cannot be activated until the End Phase of this turn. Once per turn, if you control a "Dinoknight" monster: You can target 1 "Dinoknight" Spell/Trap in your GY; Set it. If this card leaves the field: You can target one monster on the field; it gains 1000 ATK until the end of the turn.
- The summon effect shouldn't be a Quick Effect, especially since it triggers an effect on its summon. This is another case of too many effects, and you're aping a Dinowrestler again.
- Dinoknight - Supreme Ankylo
- Level 4 EARTH Dinosaur Effect Monster
- ATK/1800
- DEF/1000
- If a "Dinoknight" card(s) is sent from the field to the GY: You can Special Summon this card from your hand. If this card is Special Summoned this way: You can target 1 "Dinoknight" monster in your GY; Special Summon it. Once per turn: You can pay 1000 LP and target 1 Spell/Trap in either player's GY; Set it. Once, while this card is face up on the field: When you Special Summon a monster; draw 1 card. If this card is destroyed: You can send 1 monster on the field whose ATK is different from its original ATK to the GY.
- Pretty strong summoner monster, but it's got too many other effects. The draw effect needs to go; it already generates too much advantage. Honestly, the third and fifth effects should be nixed too.
- Dinoknight Ramming Bronto
- Level 6 EARTH Dinosaur Effect Monster
- ATK/2400
- DEF/0
- If you control no monsters or all monsters you control are "Dinoknight" monsters (Quick Effect): You can Normal Summon this card in addition to your Normal Summon/Set. Once per turn, if your opponent controls a monster that was Special Summoned from the Extra Deck: You can Special Summon 1 "Dinoknight" monster from your Deck in Defense Position, but banish it when it leaves the field. When you take battle damage while this card is in your GY: You can Special Summon this card, and if you do, double its ATK until the end of the turn.
- The first effect does not work that way. The best thing is to allow this guy to give you an extra summon. As for the final effect, this is way too easy to trigger and summon a 4800 ATK monster. This needs to go back to the drawing board.
- Dinoknight - Specter Coelurus
- Level 2 EARTH Dinosaur Tuner Effect Monster
- ATK/800
- DEF/100
- If your opponent controls a Special Summoned monster: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 "Dinoknight" monster with a Level in your GY; until the end of this turn, this card's Level becomes that target's. If this card is sent to the GY as Synchro Material: You make the Synchro Monster that used this card as material gain 100 ATK for each Dinosaur monster in your GY until the end of the next Battle Phase.
- You seem to be taking cues from Dinowrestlers a bit too much. The card itself is fine though.
- Dinoknight - Uprising Brachio
- Link-3 EARTH Dinosaur Link Effect Monster
- ATK/2800
- N, SW, SE
- 2+ Dinosaur monsters
- If this card is Link Summoned: You can target 1 card on the field; destroy it. Once per turn (Quick Effect): You can target 1 face-up opponent's monster; it has its effects negated and its ATK becomes 0, also your opponent takes damage equal to that monster's original ATK. Once per Battle Phase, if a "Dinoknight" monster this card points to battles an opponent's monster: Until the end of this turn, double that monster's ATK, also all damage your opponent takes from that battle becomes doubled. If this card is destroyed: You can add 1 Spell/Trap from your Deck to your hand.
- This one had too many effects, and they're pretty deadly in combination. You can nix a monster to zero, then both double its ATK and the damage. That's easily enough to deal enough damage in one shot for a win. And on top of that, it effectively acts as a Spell/Trap searcher.
- Dinoknight - Giga Tobaspino
- Level 8 EARTH Dinosaur Synchro Effect Monster
- ATK/3000
- DEF/2700
- 1 Dinosaur Tuner + 1+ non Tuner monsters
- Cannot be destroyed by card effects. Your opponent cannot activate Spell/Trap Cards during the Battle Phase. Your opponent cannot target other monsters for attacks. You can negate the effects of one monster your opponent controls, also change its ATK to zero, and if you do, this card gains that lost ATK until the end of the turn. When this attacking card destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row, also it can attack directly this turn. You can only use each effect of "Dinoknight Giga Tobaspino" once per turn.
- This is honestly a rip-off of Giga Spinosavate. And it's pretty darn overpowered; it'd put Borrelsword out of a job.
- Dinoknight - Uprising Gigantolegend
- Rank 4 EARTH Dinosaur Xyz Effect Monster
- ATK/2800
- DEF/2300
- 2 Level 4 Dinosaur monsters
- If this card is Special Summoned: You can target 1 face-up opponent's monster; halve its ATK, also negate its effects. Cannot be targeted by card effects. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per your turn, after damage calculation (Quick Effect): You can detach 1 material from this card and target 1 monster your opponent controls; place it in your opponent's Spell & Trap Zone as a Continuous Spell, also this card can make a second attack in a row.
- For a fairly generic Rank 4 this is way too strong. Borreload eXcharge Dragon needs far more specific materials and has a more specific effect for a comparison.
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