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- King's Crown
- Normal Spell
- 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.
- Knightpals of the Round Table
- Field Spell
- 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.
- Hero's Dubbing
- Normal Spell
- 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.
- Knightpals' Gift
- Normal Trap
- 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.
- Knightpals' Roar
- Continuous Trap
- 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.
- Knightpals' Grail
- Counter Trap
- 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.
- Mystic Pendulum Stone
- Normal Spell
- 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.
- Great Battle
- Quick-Play Spell
- 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.
- Arthurian Fusion
- Normal Spell
- 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.
- Legendary Fortress Camelot
- Continuous Trap
- While you control a Pendulum Monster, your opponent cannot declare an attack. If this card is destroyed: Draw 1 card.
- Extra Rebirth
- Counter Trap
- 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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