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TheInsidiousOne

Oct 12

Oct 12th, 2018
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  1. Future Forecast
  2. Quick-Play Spell
  3. Target 1 WATER, WIND, FIRE or EARTH monster you control; banish it (until the end of this turn), and if you do, apply 1 of the following effects, depending on that monster's Attribute.
  4. ● WATER: Special Summon 1 WATER monster from your hand with lower ATK than the banished monster's, in face-up Defense Position.
  5. ● WIND: Add 1 WIND monster from your Deck to your hand with lower ATK than the banished monster's
  6. ● FIRE: Destroy 1 monster your opponent controls with ATK less than or equal to the banished monster's.
  7. ● EARTH: Special Summon 1 EARTH monster from your GY with lower ATK than the banished monster's, in face-up Defense Position.
  8. You can only activate 1 "Future Forecast" per turn.
  9.  
  10. Plight of the Mayans
  11. Ritual Spell
  12. This card can be used to Ritual Summon any non-Effect Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon, and if you do, it gains this effect.
  13. ● If this card battles an opponent's monster, negate that monster's effects until the end of the Damage Step.
  14.  
  15. Alien Burster
  16. ★★★
  17. FIRE
  18. Reptile/Effect
  19. ATK 1600
  20. DEF 200
  21. If your opponent controls a monster(s) with an A-Counter on it, you can Special Summon this card (from your hand). If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK/DEF for each A-Counter during damage calculation only.
  22.  
  23. Vampire Archduke
  24. ★★★★★
  25. DARK
  26. Zombie/Effect
  27. ATK 2000
  28. DEF 0
  29. Once per turn: You can pay 1000 LP, then target 1 monster your opponent controls; it loses 1000 ATK for each "Vampire" monster you control, until the end of this turn. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
  30.  
  31. Volotile Compound Toxic Thoughts
  32. Continuous Spell
  33. Once per turn, during your Standby Phase, if you control no "Cloudian" monsters: Destroy this card. Once per turn: You can banish 1 "Cloudian" monster from your hand or GY; draw 2 cards. You can only control 1 "Volotile Compound Toxic Thoughts".
  34.  
  35. Metalurgic Magician
  36. ★★★★
  37. <1 1>
  38. EARTH
  39. Spellcaster/Pendulum/Effect
  40. ATK 1600
  41. DEF 1000
  42. Once per turn: You can target 1 Level 7 or higher Breakdown monster you control; destroy that target, also destroy this card.
  43. ----
  44. (This card is always treated as a "Breakdown Dragon" card.)
  45. If this card is destroyed by battle or card effect: You can add 1 Level 4 or lower Breakdown monster from your Deck to your hand.
  46.  
  47. Kuriboat
  48. WATER
  49. Fiend/Effect
  50. ATK 300
  51. DEF 200
  52. When an opponent's monster declares an attack on a monster you control: You can send this card from your hand to the GY, then target 1 Level 1 monster in your GY, except "Kuriboat"; Special Summon it in Defense Position, and if you do, change the attack target to the Summoned monster, also that monster cannot be destroyed by that battle. You can only use this effect of "Kuriboat" once per turn.
  53.  
  54. Mighty Megaton Magical Ranger
  55. ★★★★★★
  56. FIRE
  57. Cyberse/Effect
  58. ATK 1900
  59. DEF 2100
  60. If a face-up Cyberse monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from your hand, then you can Special Summon 1 Level 4 or lower Cyberse monster from your GY in Defense Position. You can only use this effect of "Mighty Megaton Magical Ranger" once per turn.
  61.  
  62. Trollgate Bridge
  63. Field Spell
  64. While there is a monster with 0 ATK and/or DEF in the GYs, this card cannot be destroyed by your opponent's card effects. Neither player can activate monster effects from their hand during their opponent's turns. You take no damage from LIGHT monsters' effects.
  65.  
  66. What's Mine Is Yours
  67. Normal Trap
  68. Change as many Attack Position monsters you control as possible to Defense Position, give control of as many Defense Position as possible to your opponent, and if you do, gain 1000 LP for each monsters you gave to your opponent this way. You can only activate 1 "What's Mine Is Yours" per turn.
  69.  
  70. Sand Trap
  71. Normal Trap
  72. Target 1 face-up EARTH monster you control and 1 face-up card your opponent controls; change the first target to face-down Defense Position, and ifyou do, negate the effects of the second target. You can only activate 1 "Sand Trap" per turn.
  73.  
  74. Ungainly Umbral Luminescence
  75. ★★★★★★★
  76. DARK
  77. Fiend/Effect
  78. ATK 2600
  79. DEF 2000
  80. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. You can only use each of the following effects of "Ungainly Umbral Luminescence" once per turn.
  81. ● If there are 3 or more of your banished LIGHT monsters: You can target 1 of your banished DARK monsters; add it to your hand.
  82. ● If there are 3 or more of your banished DARK monsters: You can target 1 monster your opponent controls; destroy it.
  83.  
  84. Embrace of Truth
  85. Continuous Spell
  86. Your opponent cannot target monsters for attacks, except the monster you control with the lowest Level.
  87.  
  88. Scattered Focus
  89. Quick-Play Spell
  90. Target 1 monster you control; equip 1 appropriate Equip Spell from your hand, Deck, or GY to that target, but return that Equip Spell to your hand during the End Phase of this turn. You can only activate 1 "Scattered Focus" per turn.
  91.  
  92. Termination Clause
  93. Continuous Spell
  94. Activate this card if your opponent controls 3 or fewer monsters and 3 or fewer Spells/Traps, while you control no other cards, by banishing the top 10 cards of both player's Decks, face-down. Both players skip their Main Phase 2.
  95.  
  96. Ninja'd Ninja
  97. ★★★
  98. WIND
  99. Warrior/Effect
  100. ATK 1600
  101. DEF 1100
  102. When a card or effect is activated (except during the Damage Step) (Quick Effect): You can banish this card you control. During the next Standby Phase, return this card banished by this effect to the field, and if you do, Set 1 Continuous Trap from your GY to your Spell & Trap Zone. It can be activated this turn. You can only use this effect of "Ninja'd Ninja" once per turn.
  103.  
  104. Noble Knight Cai
  105. ★★★★
  106. LIGHT
  107. Warrior/Effect
  108. ATK 1700
  109. DEF 1900
  110. If a "Noble Arms" Equip Spell becomes equipped to this card: You can Special Summon 1 "Noble Knight" monster from your hand, except "Noble Knight Cai", also you cannot Special Summon monsters for the rest of this turn, except "Noble Knight" monsters. You can only use this effect of "Noble Knight Cai" once per turn. A "Noble Knight" monster that was Synchro, Xyz or Link Summoned using this card on the field as material gains this effect.
  111. ● If this card is Special Summoned: You can equip 1 "Noble Arms" Equip Spell from your Deck to this card.
  112.  
  113. Knight and Dei
  114. Normal Spell
  115. Discard 1 Gemini monster; draw 2 cards. If a Gemini monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
  116.  
  117. Mass Evacuation
  118. Continuous Trap
  119. You can send 1 monster from your hand or field to the GY, then target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Mass Evacuation" once per turn.
  120.  
  121. Fortress of Black Illusions
  122. ★★★★★★
  123. DARK
  124. Fiend/Flip/Effect
  125. ATK 1920
  126. DEF 2430
  127. FLIP: All Zombie monsters you control gain 300 ATK/DEF, also place 1 Castle Counter on each of those monsters.
  128. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) in face-down Defense Position, by banishing 1 "Castle of Dark Illusions" or 1 "Pumpking the King of Ghosts" from your GY. Once per turn, during the Standby Phase: You can have this card and all Zombie monsters you control with a Castle Counter gain 100 ATK/DEF. If this card you control would be destroyed, you can remove 1 Castle Counter from a Zombie monster you control instead.
  129.  
  130. Quasar Nebula
  131. Continuous Trap
  132. Activate this card by targeting 1 monster in your GY and 1 monster your opponent controls; Special Summon that target in your GY in Attack Position, and if you do, the second effect has its effect(s) negated, also banish it when it leaves the field. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
  133.  
  134. Elemental HERO Neo Neos
  135. ★★★★★★★
  136. LIGHT
  137. Warrior/Fusion/Effect
  138. ATK 2500
  139. DEF 2000
  140. "Elemental HERO Neos" + 1 Level 4 or lower Warrior monster
  141. Must be Fusion Summoned. Gains 100 ATK for each "HERO" and "Neo-Spacian" monster in your GY. When a card or effect is activated (except during the Damage Step) (Quick Effect): You can banish this card you control, and if you do, Special Summon 1 "Elemental HERO Neos" from your hand, Deck, or GY. You can only use this effect of "Elemental HERO Neo Neos" once per turn.
  142.  
  143. Cube of Confusion
  144. Normal Spell
  145. Banish 2 Level 5 monsters from your GY; draw 2 cards. You can only activate 1 "Cube of Confusion" per turn.
  146.  
  147. Punishing Judgment Dragon
  148. ★★★★★★★★★★
  149. DARK
  150. Dragon/Fusion/Effect
  151. ATK 3500
  152. DEF 3500
  153. "Punishment Dragon" + "Judgment Dragon"
  154. (This card is also always treated as LIGHT.)
  155. Must be either Fusion Summoned, or Special Summoned by banishing the above cards you control or in your GY (in which case you do not use "Polymerization"). Once per turn: You can pay 1000 LP; shuffle into the Decks, all cards in the GYs and all other monsters on the field, except "Lightsworn" monsters. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.
  156.  
  157. Goblin Thief Squad
  158. ★★★★
  159. EARTH
  160. Warrior/Effect
  161. ATK 2200
  162. DEF 100
  163. If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the End Phase of your next turn. If this card is Special Summoned from your GY, switch this card's ATK/DEF.
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