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TheInsidiousOne

Better Late Than Never

Oct 10th, 2019
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  1. Spell Sealing Chains
  2. Continuous Spell
  3. Activate this card by targeting 2 face-up cards in your opponent's Spell & Trap Zones; if those card(s) leave the field while this card is on the field, the zones they were in cannot be used while this card is on the field.
  4.  
  5. Searing Souls
  6. Normal Spell
  7. Send 1 FIRE monster with 200 DEF from your hand or field to the GY, then target 1 card your opponent controls; destroy it, and if you do, draw 1 card. You can only activate 1 "Searing Souls" per turn.
  8.  
  9. Spell Absorbing Chains
  10. Continuous Spell
  11. Activate this card by targeting face-up cards in your opponent's Spell & Trap Zones, equal to the number of monsters in your Main Monster Zones. If a monster you control is destroyed by battle or card effect: You can target face-up card in your opponent's Spell & Trap Zone that was targeted by this card's effect; banish it.
  12.  
  13. Auto Tuning Motor
  14. Normal Trap
  15. When your opponent activates a card or effect that would inflict damage to you: Make that damage to you 0, then Special Summon 1 Tuner Normal Monster from your hand, Deck, or GY. You can only activate 1 "Auto Tuning Motor" per turn.
  16.  
  17. Overdrive Flux
  18. Continuous Spell
  19. When a monster is Special Summoned to your field by a Spell effect: You can banish 1 card from your hand, face-down; draw 1 card. You can only control 1 "Overdrive Flux".
  20.  
  21. Collateral Damage
  22. Continuous Trap
  23. Your monsters cannot be destroyed by battle with a monster that has the same ATK or ATK equal to or less than the ATK of your monster +300.
  24.  
  25. Collision Course
  26. Normal Trap
  27. Target 1 monster your opponent controls; equip it with this card. If this card is equipped to a monster by this effect, the equipped monster gains this effect.
  28. ● Once per turn, during the End Phase: This card loses 600 ATK.
  29.  
  30. Collapsing Dimensions
  31. Normal Trap
  32. Turn all your face-up banished cards face-down; inflict 200 damage to your opponent for each card turned face-down by this effect. If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can shuffle all your banished cards into the Deck, then inflict 100 damage to your opponent for each card shuffled this way.
  33.  
  34. Overclocked Spell
  35. Normal Spell
  36. Add 1 "Overclocked Spell" from your Deck to your hand. During your Main Phase, except the turn this card was sent there: You can banish this card and 2 "Overclocked Spell" from your GY; inflict 1500 damage to your opponent. You can only use each effect of "Overclocked Spell" once per turn.
  37.  
  38. Solar Collapse
  39. Normal Trap
  40. Apply 1 of the following effects, depending on the number of your banished monsters with different names.
  41. ● 1+: Special Summon 1 "Helios - The Primordial Sun" from your hand, Deck, GY, or 1 that is banished.
  42. ● 2+: Special Summon 1 "Helios Duo Megistus" from your hand, Deck, GY, or 1 that is banished.
  43. ● 3+: Special Summon 1 "Helios Trice Megistus" from your hand, Deck, GY, or 1 that is banished.
  44. If you control "Macro Cosmos", you can activate this card from your hand. You can only activate 1 "Solar Collapse" per turn.
  45.  
  46. Super-sized Cyberization
  47. Quick-Play Spell
  48. Activate 1 of the following effects.
  49. ● This turn, the name of all monsters your opponent controls become "Unknown".
  50. ● This turn, the Type of all monsters your opponent controls become Cyberse.
  51. You can only activate 1 "Super-sized Cyberization" per turn.
  52.  
  53. Clashing Clans
  54. Continuous Trap
  55. Activate this card by declaring 1 Type; monsters with the declared Type cannot be Tributed, or used as material for a Fusion, Synchro, Xyz, or Link Summon. You can only control 1 "Clashing Clans" per turn.
  56.  
  57. Raised Awareness
  58. Equip Spell
  59. Equip only to a non-Effect Monster you control. It gains this effect.
  60. ● At the start of the Damage Step, if this card battles an opponent's monster: Destroy 1 Spell/Trap your opponent controls.
  61. If this face-up card in your Spell & Trap Zone leaves the field because of an opponent's effect, and is now in the GY or banished: You can destroy 1 monster your opponent controls. You can only use this effect of "Raised Awareness" once per turn.
  62.  
  63. Spell Cancelling Chronicles
  64. Normal Spell
  65. If this card is sent from the hand or field to the GY: Target 1 face-up "Spell Chronicle" you control; place 1 Chronicle Counter on that target, then you can add 1 "Spell Cancelling Chronicles" from your Deck to your hand. You can only activate 1 "Spell Cancelling Chronicles" per turn.
  66.  
  67. Raging Catastrophe
  68. Quick-Play Spell
  69. Special Summon 1 Level 7 or lower Reptile monster from your Deck, but it cannot attack, also destroy it during the End Phase. You can only activate 1 "Raging Catastrophe" per turn.
  70.  
  71. Gale Conductor
  72. Continuous Trap
  73. Special Summon this card in Defense Position as an Effect Monster (Sylph/WIND/Level 4/ATK 1900/DEF 1200). (This card is also still a Trap.) If this card Summoned this way is destroyed by battle or card effect: You can target 1 monster your opponent controls; return it to the hand.
  74.  
  75. Spell Conduit
  76. Normal Spell
  77. Look at your opponent's entire Deck, then apply 1 of the following effects, depending on the number of Spells in your opponent's Deck.
  78. ● 0-5: Banish 1 Set card on the field.
  79. ● 6-10: Banish 1 face-up card on the field.
  80. ● 11+: Negate the effects of all face-up cards your opponent controls, until the end of this turn.
  81. You can only activate 1 "Spell Conduit" per turn.
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