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TheInsidiousOne

New LINK VRAINS

May 23rd, 2018
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  1. Rise of the Salamangreat
  2. Ritual Spell Card
  3. This card can be used to Ritual Summon any FIRE Ritual Monster. 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. If you control a "Salamangreat" Link Monster, you can also shuffle "Salamangreat" monsters from your GY into the Deck. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Salamangreat" monster in your GY; add it to your hand. You can only use this effect of "Rise of the Salamangreat" once per turn.
  4.  
  5. Salamangreat Emerald Eagle
  6. Level 8
  7. FIRE
  8. Cyberse/Ritual/Effect
  9. ATK 2800
  10. DEF 2000
  11. You can Ritual Summon this card with "Rise of the Salamangreat". You can Tribute 1 "Salamangreat" Link Monster; if this card battles an opponent's monster this turn, destroy that opponent's monster at the start of the Damage Step, and if you do, inflict damage to your opponent equal to the ATK that monster had on the field. (Quick Effect): You can banish this card you control, then target 1 "Salamangreat" Link Monster you control; this turn, its ATK becomes double its original ATK, but destroy it during the End Phase. You can only use each effect of "Salamangreat Emerald Eagle" once per turn.
  12.  
  13. Salamangreat Falco
  14. Level 4
  15. FIRE
  16. Cyberse/Effect
  17. ATK 1200
  18. DEF 1600
  19. You can discard this card; add 1 "Salamangreat" card from your Deck to your hand, except "Salamangreat Falco". If this card is in your GY: You can target 1 "Salamangreat" monster you control; return it to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn.
  20.  
  21. Salamangreat Foxy
  22. Level 3
  23. FIRE
  24. Cyberse/Effect
  25. ATK 1000
  26. DEF 1200
  27. If this card is in your GY and a Spell/Trap is face-up on the field: You can send 1 "Salamangreat" monster from your hand to the GY; Special Summon this card, then destroy 1 face-up Spell/Trap on the field. You can only use this effect of "Salamangreat Foxy" once per turn. During your opponent's turn: You can banish this card from your GY; negate the next attack this turn from a monster your opponent controls (this is a Quick Effect).
  28.  
  29. Salamangreat Heatleo
  30. FIRE
  31. Cyberse/Link/Effect
  32. ATK 2300
  33. LINK 3
  34. BL BR T
  35. 2+ FIRE Effect Monsters
  36. If this card is Link Summoned: You can target 1 card in your opponent's Spell & Trap Zone; shuffle it into the Deck. You can only use this effect of "Salamangreat Heatleo" once per turn. Once per turn, if this card was Link Summoned using a FIRE Link Monster as material: You can target 1 face-up monster on the field and 1 monster in your GY; the first target's ATK becomes the same as the second target's ATK, until the end of this turn.
  37.  
  38. Salamangreat Jack Jaguar
  39. Level 4
  40. FIRE
  41. Cyberse/Effect
  42. ATK 1800
  43. DEF 1200
  44. If this card attacks a Defense Position monster, inflict piercing battle damage. You can discard 1 card; add 1 "Salamangreat" monster from your Deck to your hand, except "Salamangreat Jack Jaguar". You can only use this effect of "Salamangreat Jack Jaguar" once per turn. If this card is in your GY and you control a "Salamangreat" Link Monster: You can target 1 of those Link Monsters and 1 other "Salamangreat" monster in your GY; shuffle the second target into the Deck, and if you do, Special Summon this card to your zone the first target points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.
  45.  
  46. Salamangreat Meer
  47. Level 2
  48. FIRE
  49. Cyberse/Effect
  50. ATK 800
  51. DEF 600
  52. If this card is added to your hand, except by drawing it: You can reveal this card; Special Summon this card. If this card is in your hand: You can send 1 "Salamangreat" monster from your hand to the GY; Special Summon this card. You can only use each effect of "Salamangreat Meer" once per turn.
  53.  
  54. Salamangreat Sanctuary
  55. Field Spell Card
  56. If you would Link Summon a "Salamangreat" Link Monster, you can Link Summon it using only 1 FIRE Link Monster you control with the same Link Rating as material. During damage calculation, if you would take battle damage from an attack involving a FIRE Link Monster: You can pay 1000 LP, then target 1 FIRE Link Monster you control; change its ATK to 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.
  57.  
  58. Energy of Fire
  59. Normal Trap Card
  60. When an opponent's monster declares an attack: Target 1 "Salamangreat" monster in your GY; monsters cannot be destroyed by that battle, also shuffle that target into the Deck, and if you do, gain LP equal to its ATK. If a "Salamangreat" Link Monster(s) you control would be destroyed, you can banish this card from your GY instead.
  61.  
  62. Link Fire's Return
  63. Normal Spell Card
  64. Target 1 FIRE Link Monster in your GY; Special Summon it, but it cannot attack or activate its effects for the rest of this turn, then inflict damage to your opponent equal to its Link Rating x 200. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Salamangreat" card from your Deck to your hand. You can only use this effect of "Link Fire's Return" once per turn.
  65.  
  66. Dinowrestler Capaptera
  67. Level 3
  68. WIND
  69. Dinosaur/Effect
  70. ATK 1600
  71. DEF 0
  72. If you control 2 or more "Dinowrestler" monsters other than "Dinowrestler Capaptera", you can Special Summon this card (from your hand). If this card is sent to the GY as Link Material for the Link Summon of a "Dinowrestler" monster: You can activate this effect; until the end of the Battle Phase of this turn, that Link Monster gains 1000 ATK. You can only use this effect of "Dinowrestler Capaptera" once per turn.
  73.  
  74. Dinowrestler Capoeiraptor
  75. Level 4
  76. EARTH
  77. Dinosaur/Effect
  78. ATK 1800
  79. DEF 0
  80. This Attack Position card cannot be destroyed by battle. If this card battles, it is changed to Defense Position at the end of the Damage Step. If this card is changed to Defense Position: You can Special Summon 1 "Dinowrestler Capoeiraptor" from your Deck in Attack Position. You can only use this effect of "Dinowrestler Capoeiraptor" once per turn.
  81.  
  82. Dinowrestler Rambrachio
  83. Level 3
  84. DARK
  85. Dinosaur/Effect
  86. ATK 1200
  87. DEF 0
  88. When your "Dinowrestler" Link Monster inflicts battle damage to your opponent: You can Special Summon this card from your hand in Defense Position. Neither player can target "Dinowrestler" monsters you control with card effects, except this one. This linked card cannot be destroyed by battle.
  89.  
  90. Dinowrestler Martial Ankylo
  91. Level 2
  92. EARTH
  93. Dinosaur/Effect
  94. ATK 1000
  95. DEF 0
  96. If your "Dinowrestler" monster battles an opponent's monster with an equal or higher ATK, during damage calculation (Quick Effect): You can send this card from your hand or field to the GY; make that "Dinowrestler" monster you control unable to be destroyed by that battle, and if you do, the ATK of that battled opponent's monster becomes half its current ATK after damage calculation. If this card is in your GY: You can send 1 "Dinowrestler" monster from your hand to the GY; Special Summon this card, but banish it if it leaves the field. You can only use thsi effect of "Dinowrestler Martial Ankylo" once per turn.
  97.  
  98. Dinowrestler King T Wrextle
  99. EARTH
  100. Dinosaur/Link/Effect
  101. ATK 3000
  102. LINK 3
  103. BL B BR
  104. 2+ "Dinowrestler" monsters
  105. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn, during your opponent's Battle Phase (Quick Effect): You can target 1 Attack Position monster your opponent controls; during this Battle Phase, while that monster can attack, monsters other than that monster cannot attack, also if that monster is currently in Defense Position, destroy it.
  106.  
  107. Dinomuscle
  108. Continuous Spell Card
  109. If this card is activated: You can add 1 "Dinowrestler" monster from your Deck to your hand. All "Dinowrestler" monsters you control gain 400 ATK. The first time each "Dinowrestler" monster you control would be destroyed by battle or card effect each turn, it is not destroyed. You can only activate 1 "Dinomuscle" per turn.
  110.  
  111. World Dino Wrestling
  112. Field Spell Card
  113. While you control a "Dinowrestler" monster, each player can attack with only 1 monster during each Battle Phase. If your "Dinowrestler" monster attacks an opponent's monster, it gains 200 ATK during damage calculation only. If this card is in your GY and you have no cards in your Field Zone: You can banish 1 "Dinowrestler" monster from your GY; place this card to your Field Zone. You can only use this effect of "World Dino Wrestling" once per turn.
  114.  
  115. Covered Hydradrive
  116. Level 1
  117. EARTH
  118. Cyberse/Effect
  119. ATK 0
  120. DEF 2200
  121. When your opponent takes battle damage: You can Special Summon this card from your hand in Attack Position. Cannot be destroyed by battle. While another "Hydradrive" monster is on the field, you take no battle damage. During your opponent's turn (Quick Effect): You can discard 1 card; your opponent can attack with only 1 monster during each Battle Phase this turn.
  122.  
  123. High Drive Booster
  124. Level 1
  125. EARTH
  126. Cyberse/Effect
  127. ATK 0
  128. DEF 0
  129. If there are no monsters in the Main Monster Zones, you can Special Summon this card (from your hand). You can reveal this card from your hand (keep this card revealed until the end of this turn); add 1 Link Spell from your Deck to your hand. You can only use this effect of "High Drive Booster" once per turn.
  130.  
  131. Coolant Hydradrive
  132. WATER
  133. Cyberse/Link/Effect
  134. ATK 1000
  135. LINK 1
  136. B
  137. 1 Cyberse monster, except a Link Monster
  138. If your opponent controls a WATER monster, this card can attack directly. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hydradrive Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
  139.  
  140. Flow Hydradrive
  141. WIND
  142. Cyberse/Link/Effect
  143. ATK 1000
  144. LINK 1
  145. B
  146. 1 Cyberse monster, except a Link Monster
  147. If your opponent controls a WIND monster, this card can attack directly. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hydradrive Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
  148.  
  149. Wild Hydradrive
  150. EARTH
  151. Cyberse/Link/Effect
  152. ATK 1000
  153. LINK 1
  154. B
  155. 1 Cyberse monster, except a Link Monster
  156. If your opponent controls a EARTH monster, this card can attack directly. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hydradrive Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
  157.  
  158. Blazing Hydradrive
  159. FIRE
  160. Cyberse/Link/Effect
  161. ATK 1000
  162. LINK 1
  163. B
  164. 1 Cyberse monster, except a Link Monster
  165. If your opponent controls a FIRE monster, this card can attack directly. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hydradrive Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
  166.  
  167. Shining Hydradrive
  168. LIGHT
  169. Cyberse/Link/Effect
  170. ATK 1000
  171. LINK 1
  172. B
  173. 1 Cyberse monster, except a Link Monster
  174. If your opponent controls a LIGHT monster, this card can attack directly. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hydradrive Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
  175.  
  176. Abyssal Hydradrive
  177. DARK
  178. Cyberse/Link/Effect
  179. ATK 1000
  180. LINK 1
  181. B
  182. 1 Cyberse monster, except a Link Monster
  183. If your opponent controls a DARK monster, this card can attack directly. If this card is destroyed by battle or card effect: You can Special Summon 1 "Hydradrive Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
  184.  
  185. Hydradrive Generator
  186. Continuous Trap Card
  187. Once per turn, when a monster(s) is Normal or Special Summoned to your field while your LP is lower than your opponent's: You can Special Summon 1 "Hydradrive Token" (Cyberse/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. Once per turn: You can Tribute 1 monster; all monsters your opponent currently controls become the Tributed monster's Attribute until the end of this turn.
  188.  
  189. D-Scale Piercing Saury
  190. Level 3
  191. WATER
  192. Cyberse/Effect
  193. ATK 800
  194. DEF 600
  195. If you control a WATER Cyberse monster other than "D-Scale Piercing Saury", you can Special Summon this card (from your hand). You can send 1 "D-Scale" monster from your hand to the GY, then target 1 "D-Scale" monster in your GY, except "D-Scale Piercing Saury"; Special Summon it in Attack Position. You can only use this effect of "D-Scale Piercing Saury" once per turn.
  196.  
  197. D-Scale Saber Sardine
  198. Level 2
  199. WATER
  200. Cyberse/Effect
  201. ATK 600
  202. DEF 300
  203. If this card is Special Summoned: You can add 1 "D-Scale" card from your Deck to your hand, except "D-Scale Saber Sardine". You can pay 500 LP; Special Summon 1 "D-Scale Token" (Cyberse/WATER/Level 1/ATK 100/DEF 100). You can only use each effect of "D-Scale Saber Sardine" once per turn.
  204.  
  205. D-Scale Battle Coela
  206. WATER
  207. Cyberse/Link/Effect
  208. ATK 1800
  209. LINK 2
  210. L B
  211. 2 WATER monsters, except Tokens
  212. Once per turn: You can move this card to a Main Monster Zone it points to. Once per turn: You can move this card to your Main Monster Zone a card linked to this card points to. Once per turn, during the End Phase: You can inflict damage to your opponent equal to the number of times this card was moved this turn x 800.
  213.  
  214. D-Scale Full Metal Dunkle
  215. WATER
  216. Cyberse/Link/Effect
  217. ATK 2400
  218. LINK 3
  219. L R B
  220. 2+ WATER monsters, except Tokens
  221. The first time this card would be destroyed by battle or card effect each turn, it is not destroyed. When this effect is used: You can move this card to a Main Monster Zone it points to. If this card is moved: You can target 1 opponent's monster in this card's column; destroy it.
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