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TheInsidiousOne

Knightpal pt4

Mar 31st, 2021
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  1. King's Crown
  2. Normal Spell
  3. Discard 1 card; add 2 "Knightpal" Pendulum Monsters with different names from your Deck to your hand, also, until the end of your opponent's next turn after this card resolves, "Knightpal" cards in your Pendulum Zones cannot be destroyed by card effects. You can only activate 1 "King's Crown" per turn.
  4.  
  5. Knightpals of the Round Table
  6. Field Spell
  7. Your opponent cannot target "Knightpal" cards in your Pendulum Zones with card effects. You can target 1 other face-up card you control; destroy it, and if you do, add 1 "Knightpal" Pendulum Monster from your Deck to your hand. You can only use this effect of "Knightpals of the Round Table" once per turn.
  8.  
  9. Hero's Dubbing
  10. Normal Spell
  11. If you have no cards in your Pendulum Zones: Add 2 face-up "Knightpal" Pendulum Monsters with different names from your Extra Deck to your hand. You can only activate 1 "Hero's Dubbing" per turn.
  12.  
  13. Knightpals' Gift
  14. Normal Trap
  15. If you control 3 or more "Knightpal" monsters: Draw 2 cards. You cannot add cards from the Deck to your hand for the rest of this turn after this card resolves. If you have 2 "Knightpal" cards in your Pendulum Zone, you can activate this card from your hand. You can only activate 1 "Knightpals' Gift" per turn.
  16.  
  17. Knightpals' Roar
  18. Continuous Trap
  19. Once per turn, if an opponent's monster declares an attack: Target the attacking monster; destroy that target, and if you do, inflict damage to your opponent equal to half the destroyed monster's ATK. You must control a Pendulum Summoned "Knightpal" monster to activate and to resolve this effect.
  20.  
  21. Knightpals' Grail
  22. Counter Trap
  23. When your opponent Normal or Special Summons a monster(s), while you control a Pendulum Summoned "Knightpal" monster: Negate the Summon, and if you do, shuffle that monster into the Deck. You can only activate 1 "Knightpals' Grail" per turn.
  24.  
  25. Mystic Pendulum Stone
  26. Normal Spell
  27. Target 1 card in your Pendulum Zone and 1 Pendulum Monster in your Monster Zone; destroy them, then draw 2 cards. You cannot add cards from the Deck to your hand for the rest of this turn after this card resolves. You can only activate 1 "Mystic Pendulum Stone" per turn.
  28.  
  29. Great Battle
  30. Quick-Play Spell
  31. Target 1 Pendulum Monster you control that was Pendulum Summoned from the Extra Deck; if that target battles an opponent's monster this turn, you can send 1 Spell/Trap your opponent controls to the GY.
  32.  
  33. Arthurian Fusion
  34. Normal Spell
  35. Fusion Summon 1 Fusion Monster from your Extra Deck, using Pendulum Monsters from your hand or field as Fusion Materials. If you have 2 cards in your Pendulum Zone and no monsters, you can also use up to 2 Pendulum Monsters in your Extra Deck as Fusion Materials. You can only activate 1 "Arthurian Fusion" per turn.
  36.  
  37. Legendary Fortress Camelot
  38. Continuous Trap
  39. While you control a Pendulum Monster, your opponent cannot declare an attack. If this card is destroyed: Draw 1 card.
  40.  
  41. Extra Rebirth
  42. Counter Trap
  43. When a Spell/Trap Card, or monster effect, is activated that would inflict damage to you: Negate the activation, and if you do, Special Summon 1 card from your Pendulum Zone.
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