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TheInsidiousOne

Oct 13

Oct 13th, 2018
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  1. Network Update
  2. Normal Spell
  3. Banish 2 Cyberse Link Monsters from your GY; draw 2 cards. You can only activate 1 "Network Update" per turn.
  4.  
  5. U.A. Ultimate Grappler
  6. ★★★★★★
  7. EARTH
  8. Warrior/Effect
  9. ATK 2200
  10. DEF 1600
  11. You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Ultimate Grappler". You can only Special Summon "U.A. Ultimate Grappler" once per turn this way. Once per turn, when your opponent Special Summons a monster(s): You can have those monsters lose 1000 ATK until the end of this turn.
  12.  
  13. Day of Reckoning
  14. Counter Trap
  15. When a Spell/Trap Card, or monster effect, is activated during the Damage Step: Banish 1 monster you control (until the end of this turn); negate the activation, and if you do, destroy it.
  16.  
  17. Reversal of Future
  18. Continuous Trap
  19. If a "Fortune Lady" monster(s) you control would be destroyed, you can decrease its Level by 1 instead. Once per turn, if the Level of a "Fortune Lady" monster you control increases: You can target 1 Spell/Trap your opponent controls; destroy it.
  20.  
  21. Danger! Skinwalker!
  22. ★★★★★★★★
  23. DARK
  24. Fiend/Effect
  25. ATK 2600
  26. DEF 2100
  27. You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Skinwalker!", Special Summon 1 "Danger! Skinwalker!" from your hand, and if you do, draw 1 card. If this card is discarded: You can add 1 "Danger!" Spell/Trap from your Deck to your hand. You can only use this effect of "Danger! Skinwalker!" once per turn.
  28.  
  29. Maniac's Mansion
  30. Continuous Trap
  31. Monsters you control cannot be destroyed by battle except with monsters that have at least 1000 more ATK than your monsters. If only your opponent controls a monster(s) with higher ATK than its original ATK: You can send this face-up card from your field to the GY; the ATK of all monsters on the field become equal to their original ATK.
  32.  
  33. Archfiend's Bounce House
  34. Field Spell
  35. When this card is activated: You can Special Summon 1 "Castle of Dark Illusions" from your Deck in face-down Defense Position. Each turn, 1 DARK Zombie monster you Normal Summon can be Normal Summoned without Tributing. The first time each "Castle of Dark Illusions" you control would be destroyed by battle each turn, it is not destroyed.
  36.  
  37. Luxury's Curse
  38. Continuous Trap
  39. Activate this card by targeting 1 monster your opponent controls; each time you gain LP, the targeted monster loses 800 ATK. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
  40.  
  41. Mistic Mystic
  42. WATER
  43. Spellcaster/Effect
  44. ATK 0
  45. DEF 0
  46. You can send this card from your hand or field to the GY, then target 1 monster on the field with a counter(s) on it; place 1 counter of the same kind as 1 of the counters on it. You can only use this effect of "Mistic Mystic" once per turn.
  47.  
  48. Farseeing Fortune
  49. Continuous Trap
  50. If a "Fortune Lady" monster(s) you control attacks an opponent's monster with a lower Level, your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, if the Level of a "Fortune Lady" monster you control increases: You can draw 1 card.
  51.  
  52. Big Risk?
  53. Normal Trap
  54. If your LP is at least 5000 lower than your opponent's: Draw 2 cards.
  55.  
  56. Clouded Judgment
  57. Counter Trap
  58. When a Spell/Trap Card, or monster effect, is activated during the Damage Step while you control a "Cloudian" monster: Negate the activation, and if you do, destroy that card.
  59.  
  60. Reckless Oath
  61. Normal Spell
  62. If you control an "Oathbreaker" monster: Target 1 card your opponent controls; destroy it, and if you do, draw 1 card.
  63.  
  64. Misty Forest
  65. Field Spell
  66. Each time a monster(s) is Normal or Special Summoned, place 1 Mist Counter to all monsters you control. If a monster(s) you control would be destroyed, you can remove all Mist Counters from that monster(s) instead. If you do: Gain 100 LP for each Mist Counter removed by this effect.
  67.  
  68. Plintea the Last Dracomage
  69. ★★★★
  70. LIGHT
  71. Beast-Mage/Effect
  72. ATK 1200
  73. DEF 1600
  74. If this card is Tributed for a Ritual Summon, or used as a material for a Summon: You can add 1 Level 4 or lower Beast-Mage monster from your Deck to your hand, except "Plintea the Last Dracomage". You can only use this effect of "Plintea the Last Dracomage" once per turn.
  75.  
  76. Successor of the True Dracoverlords
  77. DARK
  78. Dragon/Link/Effect
  79. ATK 1950
  80. LINK-2
  81. BL BR
  82. 2 Pendulum Monsters
  83. While you have a card(s) in your Pendulum Zone, your opponent cannot Pendulum Summon. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can activate this effect; until the end of your opponent's next turn, those monsters, and cards in your Pendulum Zone, cannot be destroyed by your opponent's card effects.
  84.  
  85. Imp-Ossible Fusion
  86. Normal Spell
  87. Fusion Summon 1 "Imp Brigade" Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. You can only activate 1 "Imp-Ossible Fusion" per turn.
  88.  
  89. F. Number 101: Imp Brigade - Leah
  90. ★★★★★★★★
  91. DARK
  92. Beast-Warrior/Fusion/Effect
  93. ATK 2500
  94. DEF 2000
  95. 1 Ritual Monster + 1 Effect Monster
  96. Must be Fusion Summoned. At the start of the Damage Step, if this card attacks an opponent's monster: You can take control of it, but send it to the GY during the End Phase of the next turn. Once per turn, during the next Standby Phase after this card was sent to the GY: You can add 1 "Imp-Ossible Fusion" from your Deck to your hand.
  97.  
  98. Ogre of Blue Light
  99. ★★
  100. DARK
  101. Fiend/Tuner/Effect
  102. ATK 500
  103. DEF 300
  104. When your opponent Special Summons a monster(s) from the GY (Quick Effect): You can send this card and 1 other Fiend monster from your hand to the GY; negate the Summon, and if you do, banish it.
  105.  
  106. Freaky Tiki
  107. Continuous Trap
  108. Special Summon this card as an Effect Monster (Rock/EARTH/Level 4/ATK 1800/DEF 1800). (This card is also still a Trap.) If Summoned this way, Traps that are monsters cannot be destroyed by battle or card effects this turn, also other Traps that are monsters gain 500 ATK/DEF.
  109.  
  110. Wonder Zoo
  111. Field Spell
  112. This card gains effects, depending on the number of monsters with different Types you control.
  113. ● 2 or more: If a monster you control attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
  114. ● 3 or more: All monsters you control gain 800 ATK/DEF.
  115. ● 4 or more: If a monster you control destroys an opponent's monster by battle: Gain LP equal to the destroyed monster's ATK.
  116. ● 5 or more: You can send this card from your Field Zone to the GY; destroy all cards your opponent controls, also, for the rest of this turn, your opponent takes no damage.
  117.  
  118. Lightning Purifier
  119. ★★★★★★★
  120. LIGHT
  121. Thunder/Effect
  122. ATK 2600
  123. DEF 1600
  124. After a Chain with 3 or more Chain Links resolves, you can Special Summon this card (from your hand). You can only use this effect of "Lightning Purifier" once per turn. After a Chain with 3 or more Chain Links resolves while this card is on the field, this card gains 1000 ATK until the end of this turn. You cannot use this effect if multiple cards with the same name, or the effects of such cards, are already activated in that Chain.
  125.  
  126. Titanic Magician
  127. WATER
  128. Spellcaster/Link/Effect
  129. ATK 1600
  130. LINK-2
  131. BL BR
  132. 2 Spellcaster monsters
  133. Each time a Spell is activated, place 1 Spell Counter on this card when that Spell resolves (max. 3). While this card has 3 Spell Counters, it gains 900 ATK. You can remove 3 Spell Counters from this card, then target 1 Spellcaster Link Monster in your GY; Special Summon it to your zone this card points to. You can only activate 1 "Titanic Magician" once per turn.
  134.  
  135. Horn of Pity
  136. Normal Trap
  137. Target 3 of your banished cards (1 monster, 1 Spell and 1 Trap); have your opponent randomly pick 2 of them to add 1 of them to your hand and shuffle the other of them into the Deck, also send the other card to the GY. You can only activate 1 "Horn of Pity" per turn.
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