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  1. Cold Blood Radar Chlamydosaurus
  2. Level 3 DARK/Reptile/Effect
  3. ATK: 500 DEF: 1200
  4. If this card is Summoned: You can add 1 "Cold Blood" monster from your Deck to your hand. If this card is banished: You can declare 1 card type (Monster, Spell or Trap) ; Your opponent draws 1 card from their Deck and reveals it, then if it was the declared type, your opponent cannot activate cards with the same name as the revealed card until the end of the next turn. You can only use each effect of "Cold Blood Radar Chlamydosaurus" per turn.
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  8. Cold Blood Landmine Alligator
  9. Level 4 DARK/Reptile/Effect
  10. ATK: 1700 DEF: 1000
  11. If a "Cold Blood" monster is Summoned: You can Special Summon this card from your hand. If this card is banished: Target 1 unused Main Monster Zone; Destroy the first monster Summoned in that zone. You can only use each effect of "Cold Blood Landmine Alligator" per turn.
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  15. Cold Blood Espionage Chameleon
  16. Level 2 DARK/Reptile/Effect
  17. ATK: 300 DEF: 300
  18. Cannot be used as material for a Link Summon if is not in its owner's possession. You can Special Summon this card from your hand to your opponents side of the field by revealing 1 "Cold Blood" card in your hand except "Cold Blood Espionage Chameleon". You can only Special Summon "Cold Blood Espionage Chameleon" once per turn this way. If this card is destroyed by battle or card effect: You can Special Summon 1 "Cold Blood" monster from your Deck to your side of the field. If this card is banished: Draw 1 card. You can only use each effect of "Cold Blood Espionage Chameleon" once per turn.
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  22. Cold Blood Doctor Cobra
  23. Level 4 DARK/Reptile/Effect
  24. ATK: 1400 DEF: 1500
  25. During the Main Phase: Target 1 monster that is banished; Banish 1 "Cold Blood" monster from your GY, and if you do, return the targeted monster to the hand. If this card is banished: Send 1 Reptile monster from your Deck to the GY, then gain LP equal to the level of that monster x 300. You can only use each effect of "Cold Blood Doctor Cobra" per turn.
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  29. Cold Blood Assault Basilisk
  30. Level 5 DARK/Reptile/Effect
  31. ATK: 2000 DEF: 1600
  32. You can Special Summon this card (from your hand or GY) by banishing 1 "Cold Blood" card from your hand or GY, but banish it when it leaves the field. You can only Summon "Cold Blood Assault Basilisk" once per turn this way. If this card is banished, except by its own effect: Target 1 Reptile monster you control; double its original ATK, but any damage it inflicts is halved. You can only use this effect of "Cold Blood Assault Basilisk" per turn.
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  36. Cold Blood Tactical Fusion
  37. Quick-Play Spell
  38. Fusion Summon 1 Reptile Fusion Monster from your Extra Deck, using monsters from your hand, side of the field or by banishing Reptile monsters from your GY. If this card is in your GY: You can banish 1 Reptile from your hand, field or GY; Set it on your side of the field, but banish it when it leaves the field. You can only activate 1 "Cold Blood Tactical Fusion" per turn.
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  42. Cold Blood Tactical Camouflage
  43. Normal Trap
  44. Change 1 face-up "Cold Blood" monster to face-down Defense Position. While that monster is face-down, its unaffected by Spell/Trap effects and by activated effects from monsters, also it cannot be tributed and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. You can banish this card, except the turn it was sent to the GY, and 1 Reptile monster from your GY; the next Summon of a Reptile monster cannot be negated. You can only activate each effect of "Cold Blood Tactical Camouflage" per turn.
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  48. Cold Blood Tactical Reinforcement
  49. Normal Trap
  50. Fusion Summon 1 Reptile Fusion Monster from your Extra Deck by shuffling banished monsters into your Deck. You can banish this card from your GY, except the turn it was sent there; Add 1 "Cold Blood Tactical Fusion" that is banished to your hand. You can only activate 1 "Cold Blood Tactical Reinforcement" per turn.
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