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  1. SKILLS
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  3. Aroma Strategy - Reveal this skill at the start of the game. You may look at the top card of your deck at any time.
  4. Beatdown! - Reveal this skill when you control a Level 5+ monster. All monsters you control get +300 ATK for each Level 5+ monster you control. At end of turn, flip this card face-down.
  5. Destiny Draw - Reveal this skill during your draw phase if you lost 2000+ LP last turn. Instead of drawing, tutor for any card from your deck. Then flip this back face-down.
  6. Dragon Caller - Reveal this skill when you Normal Summon Lord of D. or revealing a The Flute of Summoning Dragon from your hand. When revealed, search your deck and grave for a Lord of D. or The Flute of Summoning Dragon (whichever one wasn't used to reveal this skill) and add it to your hand.
  7. Final Draw - Reveal this skill during your main phase. Once per turn on your turn, you may put a counter on it. If this card has 3 or more counters on it when you would draw a card, you may tutor for a card from your deck instead. If you do, you lose the game at the end of this turn.
  8. Flight of the Harpies - Reveal this skill during your draw phase if you lost 1800+ LP last turn. Instead of drawing, tutor for a card with "Harpie" in its name. Then flip this card back face-down.
  9. Gravekeeper's Lot - Reveal this skill during your draw phase if you lost 1800+ LP last turn. Instead of drawing a card, tutor for a card with "Gravekeeper's" in its name, then turn this skill back face-down.
  10. Grit - Reveal this skill at the start of your turn. When revealed, name 2 numbers and roll a d6. If you roll a number that you named, your LP cannot be reduced to lower than 1 until the end of your opponent's next turn.
  11. It's a Toon World! - Reveal this skill at the start of the game and place it in your Spell & Trap card zone. Treat it as a continuous spell card. As long as it remains face-up on the field, its name is treated as "Toon World".
  12. Last Gamble - Reveal this skill at the start of the 5th turn of the game (counting both player's turns). During your main phase, if this card is faceup, and if you haven't used the effect of this skill yet, you may discard 2 cards from your hand and set your LP to 100. If you do, roll a d6 and draw that many cards.
  13. Millennium Eye - Reveal this skill at the start of the game. Look at your opponent's opening hand. You may have that player shuffle their hand into their deck and draw a new hand. If both players use this skill, the player who goes first resolves their skill first.
  14. Millennium Necklace - Reveal this skill at the start of an opponent's turn, before they draw. When revealed, look at the top 3 cards of their deck and rearrange them in any order.
  15. Mind Scan - Reveal this skill at the start of the 3rd turn of the game (counting both players' turns), but only if your LP is 3000+. As long as this skill is face-up, you can look at your opponent's set Spell/Traps at any time. If your LP drops below 3000, flip this card back face-down.
  16. Pal-O'Mine-zation! - Reveal this skill at any time during your turn. When revealed, reveal a Normal Monster from your hand. This turn, you can have that Normal Monster substitute for any Fusion Material. If you do, the other Fusion Material(s) must be the correct one(s).
  17. Peak Performance - Reveal this skill as the game begins. Place this into your Field Spell Zone as a field spell card. As long as this remains in play, all Dragon, Winged Beast, and Thunder monsters get +200/+200.
  18. Power of Dark - Reveal this skill as the game begins. Place this into the Field Spell Zone as a field spell card. As long as it remains in play, all Fiends and Spellcasters get +200/+200, and all Fairies get -200/-200.
  19. Prescience - Reveal this skill at any time when your opponent's LP is more than double your LP. As long as this skill is face-up, you may look at the top card of both players' decks at any time.
  20. Tribal Synergy - Reveal this skill at any time. Once per game, you can reveal a monster from your hand with "Amazoness" in its name and a monster from your hand with "Harpie" in its name. When you do, draw a card. Once per game, when you control both a monster with "Amazoness" in its name and a monster with "Harpie" in its name, you may draw two cards.
  21.  
  22. CARDS
  23.  
  24. A Cat of Ill Omen - DARK/2/Beast/500/300, when flipped, choose a Trap from your deck and put it on top of the deck, or, if "Necrovalley" is in play, put it in your hand instead.
  25. Alligator's Sword - EARTH/4/Beast/1500/1200
  26. Alligator's Sword Dragon - WIND/5/Dragon/1700/1500, fusion of Baby Dragon and Alligator's Sword. It is able to attack directly if all of your opponent's faceup monsters are EARTH, WATER, and FIRE.
  27. Amazoness Archers - TRAP, activate when the opponent attacks while you control a monster with "Amazoness" in its name. All monsters your opponents control change to Attack Position, flip effects are not activated, and they get -500 ATK, and they attack this turn if able.
  28. Amazoness Chain Master - EARTH/4/Warrior/1500/1300, when it dies you may pay 1500 LP to look at your opponent's hand, take a monster from it and add it to your hand.
  29. Amazoness Heirloom - SPELL/Equip, can only be equipped to a monster with "Amazoness" in its name. Once per turn, if equipped monster would be destroyed by battle, it isn't. Whenever the equipped monster attacks a monster, destroy the attacked monster after damage.
  30. Amazoness Sage - EARTH/4/Warrior/1400/700, when it attacks, if it is still on the field afterwards, destroy a spell/trap the opponent controls.
  31. Amazoness Swords Woman - EARTH/4/Warrior/1500/1600, any battle damage you take from battles involving it is dealt to the opponent instead.
  32. Amazoness Village - SPELL/Field, gives +200 ATK to all Amazoness cards. Once per turn when an Amazoness dies, you can special summon an Amazoness from your deck with Level less than or equal to the dead Amazoness's level.
  33. Baby Dragon - WIND/3/Dragon/1200/700
  34. Battle Ox - EARTH/4/Beast-Warrior/1700/1000
  35. Birdface - WIND/4/Winged Beast/1600/1600, when it dies, tutor for a "Harpie Lady".
  36. Black Illusion Ritual - SPELL/Ritual, sacrifice a monster from your hand or field whose total level is 1 or more, Ritual Summon "Relinquished".
  37. Blast Held by a Tribute - TRAP, activate when your opponent attacks with a monster that was Tribute Summoned. Destroy all Attack Position monsters they control and inflict 1000 damage to them.
  38. Blue Dragon Summoner - WIND/4/Spellcaster/1500/600, when it dies you tutor for a Dragon, Warrior, or Spellcaster Normal Monster.
  39. Blue-Eyes White Dragon - LIGHT/8/Dragon/3000/2500
  40. Burst Stream of Destruction - SPELL, destroy all monsters your opponent controls, activate only if you control Blue-Eyes White Dragon. On the turn you activate this, you cannot attack with any Blue-Eyes White Dragons.
  41. Champion's Vigilance - TRAP/Counter, negate and destroy a Summon or a Spell/Trap activation, activate this only if you control a Level 7+ Normal Monster
  42. Copycat - LIGHT/1/Spellcaster/0/0, when summoned choose a faceup monster the opponent controls and this card's ATK/DEF become equal to that monster's original ATK/original DEF.
  43. Cost Down - SPELL, discard a card from your hand, the Levels of all monsters in your hand are reduced by 2 until end of turn.
  44. Cyber Shield - SPELL/Equip, equip only to a "Harpie Lady" or "Harpie Lady Sisters". Equipped monster gets +500 ATK.
  45. Dark Magic Attack - SPELL, destroy all of the opponent's spell/trap cards, activate only if you control a Dark Magician.
  46. Dark Magician - DARK/7/Spellcaster/2500/2100
  47. Dark Magician Girl - DARK/6/Spellcaster/2000/1700, gets +300 ATK for each Dark Magician or Magician of Black Chaos in the grave.
  48. Dark Rabbit - DARK/4/Beast/1100/1500
  49. Dicephoon - SPELL/Quick-Play, roll a d6. On a 2, 3, or 4, destroy a spell/trap. On a 5, destroy 2 spells/traps. On a 1 or 6, you lose 1000 LP.
  50. Double Coston - DARK/4/Zombie/1700/1650, counts as two tributes when Tribute Summoning a DARK card.
  51. Dragon's Rebirth - TRAP, banish a Dragon you control to special summon a Dragon from your hand or grave.
  52. Elegant Egotist - SPELL, special summon a "Harpie Lady" or "Harpie Lady Sisters" from your hand or deck, activate only if you control a "Harpie Lady".
  53. Feral Imp - DARK/4/Fiend/1300/1400
  54. Flame Manipulator - FIRE/3/Spellcaster/900/1000
  55. Flame Swordsman - FIRE/5/Warrior/1800/1600, fusion of Flame Manipulator and Masaki the Legendary Swordsman.
  56. Fusion Gate - SPELL/Field, players can fusion summon Fusion Monsters without Polymerization as long as this is on the field, but the fusion materials are banished instead of being placed in the grave.
  57. Gearfried the Iron Knight - EARTH/4/Warrior/1800/1600, when equipped with an Equip card, destroy that Equip card.
  58. Graceful Dice - SPELL/Quick-Play, roll a d6. All monsters you control get +100/+100 times the die result.
  59. Gravekeeper's Assailant - DARK/4/Spellcaster/1500/1500, when it attacks if "Necrovalley" is in play, you may switch the battle position of one face-up monster the opponent controls.
  60. Gravekeeper's Cannonholder - DARK/4/Spellcaster/1400/1200, you can sacrifice a monster with "Gravekeeper's" in its name that is not named "Gravekeeper's Cannonholder" to inflict 700 damage to the opponent.
  61. Gravekeeper's Chief - DARK/5/Spellcaster/1900/1000, you can only control 1 "Gravekeeper's Chief". Your graveyard is unaffected by the effects of "Necrovalley". When this card is tribute summoned, special summon a monster from your grave with "Gravekeeper's" in its name.
  62. Gravekeeper's Curse - DARK/3/Spellcaster/800/800, when summoned, inflict 500 damage to the opponent.
  63. Gravekeeper's Oracle - DARK/10/Spellcaster/2000/1500, you can tribute summon (but not set) this card the normal way or by tributing three monsters with "Gravekeeper's" in their names. When this is summoned, you can use any of these effects equal to the number of monsters tributed for its summon: (1) This card gets +100 ATK for each Level of the monsters tributed for its summon, (2) Destroy all face-down monsters the opponent controls, (3) All monsters the opponent controls get -2000/-2000.
  64. Gravekeeper's Priestess - DARK/3/Spellcaster/1000/1500, when there is no Field Spell in play, the field is treated as "Necrovalley". All monsters with "Gravekeeper's" in their name get +200/+200.
  65. Gravekeeper's Recruiter - DARK/3/Spellcaster/1200/1500, when it dies, tutor for a monster with "Gravekeeper's" in its name with 1500 DEF or less.
  66. Gravekeeper's Shaman - DARK/6/Spellcaster/1500/1500, gets +200 DEF for each monster in your grave with "Gravekeeper's" in its name. As long as its in play, all monster effects that activate in the grave are negated except for monsters with "Gravekeeper's" in their names. While "Necrovalley" is in play, the opponent cannot activate Field Spell cards and Field Spell cards cannot be destroyed by the opponent's card effects.
  67. Gravekeeper's Spear Soldier - DARK/4/Spellcaster/1500/1000, inflicts piercing damage.
  68. Gravekeeper's Stele - SPELL, add two monsters with "Gravekeeper's" in their name from your grave to your hand. This cannot be stopped by "Necrovalley".
  69. Gravekeeper's Vassal - DARK/3/Spellcaster/700/500, any battle damage it inflicts is treated as effect damage instead.
  70. Harpie Lady 1 - WIND/4/Winged Beast/1300/1400, name is treated as "Harpie Lady", all WIND monsters get +300 ATK.
  71. Harpie Lady 2 - WIND/4/Winged Beast/1300/1400, name is treated as "Harpie Lady", negate all flip effects of monsters destroyed by it in battle.
  72. Harpie Lady 3 - WIND/4/Winged Beast/1300/1400, name is treated as "Harpie Lady", any monster that battles it can't attack for the next 2 turns.
  73. Harpie Lady Sisters - WIND/6/Winged Beast/1950/2100, can only be summoned by the effect of "Elegant Egotist".
  74. Harpies' Hunting Ground - SPELL/Field, all Winged Beasts get +200/+200. Whenever a "Harpie Lady" or "Harpie Lady Sisters" is summoned, its controller chooses and destroys a Spell/Trap.
  75. Hidden Temples of Necrovalley - SPELL/Continuous, activate only when there is a "Necrovalley" and a monster with "Gravekeeper's" in its name on the field, and destroy this card if one of those isn't on the field anymore. While this card is in play, neither player can special summon monsters unless those monsters have "Gravekeeper's" in their names.
  76. Interdimensional Matter Transporter - TRAP, banish a faceup monster you control until end of turn.
  77. Jar of Greed - TRAP, draw a card.
  78. Kaibaman - LIGHT/3/Warrior/200/700, you can sacrifice this to special summon a Blue-Eyes White Dragon from your hand.
  79. Kunai with Chain - TRAP, choose 1 or both: switch target attacking monster's battle position; or change this card to an Equip card that equips to a monster you control. Equipped monster gets +500 ATK.
  80. Legendary Sword - SPELL/Equip, equip only to a Warrior, it gets +300/+300.
  81. Legion the Fiend Jester - DARK/4/Spellcaster/1300/1500, lets you get an additional Normal Summon if that Normal Summon is a Tribute Summon for a Spellcaster. When it dies, you get to choose a Spellcaster Normal Monster in your deck or grave and put it into your hand if you didn't do this with another Legion the Fiend Jester this turn.
  82. Lightforce Sword - TRAP, banish a card from the opponent's hand face-down and then return it to their hand on their 4th standby phase after you activate this.
  83. Little-Windguard - WIND/4/Warrior/1400/1800, during your end phase you may change this card's battle position.
  84. Lord of D. - DARK/4/Spellcaster/1200/1100, Dragons can't be targeted by effects.
  85. Luster Dragon #2 - WIND/6/Dragon/2400/1400
  86. Magic Jammer - TRAP/Counter, activate when a Spell is activated, discard a card to counter that spell.
  87. Magician's Circle - TRAP, activate when a Spellcaster attacks, both players can special summon a Spellcaster from their deck with 2000 ATK or less.
  88. Masaki the Legendary Swordsman - EARTH/4/Warrior/1100/1100
  89. Meteor Dragon - EARTH/6/Dragon/1800/2000
  90. Mimicat - SPELL, activate this only if you control a "Toon World" and a Toon monster. Summon a monster from your  opponent's grave or Set a Spell/Trap from your opponent's grave, activate only if you haven't activated another Mimicat this turn.
  91. Mountain - SPELL/Field, All Dragons, Winged Beasts, and Thunder monsters get +200/+200.
  92. Parrot Dragon - WIND/5/Dragon/2000/1300
  93. Polymerization - SPELL, fusion summon a monster using monsters from your hand and field as fusion material.
  94. Red-Eyes B. Dragon - DARK/7/Dragon/2400/2000
  95. Red-Eyes Spirit - TRAP, special summon a monster in your grave that has "Red-Eyes" in its name.
  96. Relinquished - DARK/1/Spellcaster/0/0, can only be summoned with "Black Illusion Ritual". Once per turn, you can equip a monster the opponent controls to this card, but it can only be equipped with 1 monster at a time with this effect. This card's ATK/DEF become equal to the equipped monster's ATK/DEF. While this card is equipped with a monster, if it would be destroyed, destroy the equipped monster instead. If this card is equipped with a monster, any battle damage you take from battles involving this card is dealt to the opponent in addition to being dealt to you.
  97. Riryoku - SPELL, halve the ATK of one monster on the field, add that lost ATK to another monster until end of turn.
  98. Rite of Spirit - TRAP, special summon a monster from your graveyard with "Gravekeeper's" in its name. This cannot be stopped by "Necrovalley".
  99. Rogue Doll - LIGHT/4/Spellcaster/1600/1000
  100. Ryu-Kishin Powered - DARK/4/Fiend/1600/1200
  101. Sage's Stone - SPELL, special summon a Dark Magician from your hand or deck, activate only if you control a Dark Magician Girl.
  102. Sebek's Blessing - SPELL/Quick-Play, if your monster attacks directly, you gain LP equal to the amount of damage.
  103. Seven Tools of the Bandit - TRAP/Counter, activate when a Trap is activated, pay 1000 LP to counter that trap.
  104. Shadow of Eyes - TRAP, activate when your opponent sets a monster, switch it to face-up Attack position, without activating flip effects.
  105. Shard of Greed - SPELL/Continuous, each time you draw a card for your normal draw during your draw phase, put a greed counter on this card. Sacrifice this card with two or more greed counters on it to draw two cards.
  106. Skull Dice - TRAP, roll a d6. All monsters your opponent controls get -100/-100 times the die result.
  107. Sogen - SPELL/Field, All Warriors and Beast-Warriors get +200/+200.
  108. Sonic Shooter - WIND/4/Winged Beast/1300/600, can attack directly when the opponent has no cards in the Spell/Trap Card Zone, but when it does, the battle damage is equal to its original ATK instead of its current ATK.
  109. Spirit Ryu - WIND/4/Dragon/1000/1000, when it battles, you can discard a Dragon from hand to give it +1000/+1000 until end of combat.
  110. Stamping Destruction - SPELL, destroy a spell or trap in play and its controller loses 500 LP, activate only if you control a Dragon.
  111. Stray Lambs - SPELL, create 2 Lamb Tokens (EARTH/1/Beast/0/0), you cannot summon other monsters on the turn you activate this card, though you may set them.
  112. Sword of Deep-Seated - SPELL/Equip, equipped monster gets +500/+500. When this card is sent to the grave, it is placed on top of the deck instead.
  113. The Eye of Truth - TRAP/Continuous, your opponent plays with their hand face-up. During their standby phase, if they have a spell card in their hand, they gain 1000 LP.
  114. The Flute of Summoning Dragon - SPELL, special summon up to 2 Dragons from your hand, activate only if you control Lord of D.
  115. The Golden Apples - TRAP, activate when you take battle damage while you control no monsters, gain LP equal to the damage you took and then summon a Malus token (DARK/1/Fiend/?/?) with ATK/DEF equal to the amount of LP gained this way.
  116. The Stern Mystic - LIGHT/4/Spellcaster/1500/1200, when flipped, reveal facedown cards and then put them back without activating their effects.
  117. Thousand Dragon - WIND/7/Dragon/2400/2000, fusion of Time Wizard and Baby Dragon.
  118. Thousand Knives - SPELL, destroy any one monster your opponent controls, activate only if you control a Dark Magician.
  119. Time Wizard - LIGHT/2/Spellcaster/500/400, once per turn you can flip a coin, if you win the flip, destroy all of your opponent's monsters, and if you lose the flip, destroy all of your monsters and then you lose LP equal to half their total ATK.
  120. Toon Alligator - WATER/4/Reptile/800/1600
  121. Toon Defense - TRAP/Continuous, when the opponent attacks a Level 4 or lower Toon monster you control, you may choose to make the attack a direct attack instead.
  122. Toon Masked Sorcerer - DARK/4/Spellcaster/900/1400, can't attack the turn it's summoned. Dies as soon as a "Toon World" you control is destroyed. Can attack directly if you control "Toon World" and your opponent controls no Toon Monsters. When this card inflicts battle damage to the opponent, draw a card.
  123. Toon Mermaid - WATER/4/Aqua/1400/1500, can only be summoned if you control "Toon World", and it's a special summon but you must tribute the same number of monsters needed for a tribute summon (normally 0). Can't attack the turn it's summoned. You must pay 500 LP to attack with it. Dies as soon as a "Toon World" is destroyed. Can attack directly unless your opponent controls a Toon Monster. If your opponent controls a Toon Monster, this card must target a Toon Monster with its attacks.
  124. Toon Rollback - SPELL, choose a Toon monster you control, that monster can attack twice this turn.
  125. Toon Summoned Skull - DARK/6/Fiend/2500/1200, counts as an "Archfiend" card. Can only be summoned if you control "Toon World", and it's a special summon but you must tribute the same number of monsters needed for a tribute summon (normally 1). Can't attack the turn it's summoned. You must pay 500 LP to attack with it. Dies as soon as a "Toon World" is destroyed. Can attack directly unless your opponent controls a Toon Monster. If your opponent controls a Toon Monster, this card must target a Toon Monster with its attacks.
  126. Toon Table of Contents - SPELL, tutor for a card with "Toon" in its name.
  127. Toon World - SPELL/Continuous, pay 1000 LP to activate this card.
  128. Trap Jammer - TRAP/Counter, counter an opponent's trap card that is activated during the Battle Phase.
  129. Triangle Ecstasy Spark - SPELL, until end of turn, the ATK of all "Harpie Lady Sisters" becomes 2700, your opponent can't activate traps, and all of the opponent's traps in play are also negated.
  130. Tribute Doll - SPELL, sacrifice a monster, special summon a Level 7 monster from your hand, but it can't attack this turn.
  131. Twin-Headed Behemoth - WIND/3/Dragon/1500/1200, when it dies if you haven't used the effect of any Twin-Headed Behemoth during this duel you can special summon it during the end phase with an ATK/DEF of 1000/1000.
  132. Tyrant Dragon - FIRE/8/Dragon/2900/2500, when it attacks for the first time in a turn, if the opponent still has a monster in play, it can attack again. This cannot be the target of Trap cards. If you would special summon this from the grave, you must tribute a Dragon before you can do so.
  133. Wild Tornado - TRAP, destroy a face-up card in the spell/trap card zone. Its controller can set a spell/trap from their hand. When this card is face-down if it is destroyed, destroy any face-up card on the field.
  134. Windstorm of Etaqua - TRAP, change the battle position of all monsters your opponent controls.
  135. Wonder Wand - SPELL/Equip, equip to a Spellcaster, equipped monster gains +500 ATK, if you control both the equipped monster and this card you can sacrifice both to draw 2 cards.
  136. Yami - SPELL/Field, all Fiends and Spellcasters get +200/+200, all Fairies get -200/-200.
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