TheInsidiousOne

Jan30

Jan 30th, 2020
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  1. Crude Aphid
  2. Level 2 LIGHT Insect/Effect
  3. 100/1000
  4. This Defense Position card cannot be destroyed by battle. When an opponent's monster declares an attack that targets this card: You can Special Summon up to 2 Level 3 or lower Insect monsters from your hand, and if you do, monsters your opponent controls cannot target those monsters for attacks this turn.
  5.  
  6. Hindsight
  7. Quick-Play Spell
  8. During damage calculation, if your Bound Warrior monster battles an opponent's monster: Target that Bound Warrior monster you control; it cannot be destroyed by battle this turn, also if it battles an opponent's monster with higher ATK, pay LP equal to the difference in ATK, and if you do, it gains ATK equal to the LP you paid, until the End Phase.
  9.  
  10. Call of the Heavens
  11. Continuous Trap
  12. Activate this card by targeting 1 of your banished Normal Monsters; Special Summon that target in Attack Position. When this card leaves the field, banish that target. When that target is destroyed, destroy this card.
  13.  
  14. Blue Bolt Strike
  15. Normal Spell
  16. Activate 1 of these effects.
  17. ● If you control a Grave Monster: Target 1 monster your opponent controls; destroy it.
  18. ● If you control a Ritual Monster: Target 1 Spell/Trap your opponent controls; banish it.
  19.  
  20. Magnetic Shockwave
  21. Normal Trap
  22. If this is the only Set card in your Spell & Trap Zone, when an opponent's monster declares an attack: Banish all monsters your opponent controls, and if you do, inflict damage to your opponent equal to the ATK of the monster with the highest ATK that was banished this way.
  23.  
  24. Curse of the Shadow Flame
  25. Ritual Spell
  26. This card can be used to Ritual Summon "Shadowflame Chimera" from your hand, face-up Extra Deck or Pendulum Zone. You must also Tribute monsters from your hand or field whose combined original ATK equal or exceed 2650.
  27.  
  28. Shadowflame Chimera
  29. Level 8 Scale 4 FIRE Pyro/Ritual/Pendulum/Effect
  30. 2650/2600
  31. The first time you would take battle damage each turn, you do not. You can target 1 Level 4 or lower monster you control; its Level becomes double its original Level until the end of this turn (even if this card leaves the field). You can only use this effect of "Shadowflame Chimera" once per turn.
  32. ----
  33. You can Ritual Summon this card with "Curse of the Shadow Flame". Must be Ritual Summoned. If this card is Ritual Summoned: Activate 1 of the following effects, depending on the location this card was Ritual Summoned.
  34. ● Hand: Target 1 monster your opponent controls; banish it.
  35. ● Face-up Extra Deck: Target 1 Spell in your GY; add it to your hand.
  36. ● Pendulum Zone: Target 1 monster your opponent controls; this card gains ATK equal to that target's original ATK until the end of this turn.
  37.  
  38. Archfiend Imp
  39. Level 3 DARK Fiend/Contamination/Effect
  40. 1200/0
  41. Once per turn, during your Standby Phase, pay 500 LP. If you cannot, destroy this card. Once per turn: You can add 1 "Archfiend" Contamination monster from your Deck to your hand, except "Archfiend Imp", but skip the Battle Phase of your next turn (even if this card leaves the field).
  42.  
  43. Archfiend Revenant
  44. Level 4 DARK Fiend/Contamination/Effect
  45. 1900/0
  46. Once per turn, during your Standby Phase, pay 500 LP. If you cannot, destroy this card. Once per turn: You can Special Summon 1 Level 4 or lower "Archfiend" Contamination monster from your hand, except "Archfiend Revenant"
  47.  
  48. Archfiend Knight
  49. Level 4 DARK Fiend/Contamination/Effect
  50. 1700/0
  51. Once per turn, during your Standby Phase, pay 500 LP. If you cannot, destroy this card. If your LP are less than your opponent's: You can Tribute this card; add 1 "Archfiend" Contamination monster from your Deck to your hand, except "Archfiend Knight". You can only use this effect of "Archfiend Knight" once per turn.
  52.  
  53. Archfiend Baron
  54. Level 6 DARK Fiend/Contamination/Effect
  55. 2500/1200
  56. Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) if there are 3 or more Contaminated Monster Zones. If this card is in a Contaminated Monster Zone, it cannot be destroyed by battle. Once per turn, during your Standby Phase, pay 500 LP. If you cannot, destroy this card. Once per turn: You can target 1 monster your opponent controls; destroy it.
  57.  
  58. Archfiend Spider Mech
  59. Level 3 DARK Fiend/Contamination/Effect
  60. 1400/0
  61. Once per turn, during your Standby Phase, pay 500 LP. If you cannot, destroy this card. During your Main Phase, you can Normal Summon 1 "Archfiend" Contamination monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
  62.  
  63. Soul Collective Archfiend
  64. Level 4 FIRE Fiend/Effect
  65. 2000/0
  66. Once per turn: You can Tribute up to 2 Fiend monsters; inflict 600 damage to your opponent for each. If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled. During the End Phase: Destroy this card.
  67.  
  68. Wicked Flame Soul Skull
  69. Level 4 FIRE Pyro/Effect
  70. 1600/1000
  71. If a face-up Pyro 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 add 1 of those destroyed Pyro monsters from your GY to your hand, except "Wicked Flame Soul Skull". You can only use this effect of "Wicked Flame Soul Skull" once per turn.
  72.  
  73. Firestorm Cannon
  74. Continuous Spell
  75. You can target 1 Pyro monster you control; destroy it, and if you do, inflict 800 damage to your opponent. You can only use this effect of "Firestorm Cannon" once per turn. You can only control 1 "Firestorm Cannon".
  76.  
  77. Prismatic Confinement
  78. Continuous Trap
  79. Activate this card by targeting 1 Effect Monster on the field; negate that face-up monster's effects. When it leaves the field, destroy this card. If you control a Special Summoned monster, destroy this card.
  80.  
  81. Malicious Wizard
  82. Level 6 Scale 3 DARK Spellcaster/Pendulum/Dark Tuner/Effect
  83. 1000/2800
  84. You can target 1 Spellcaster Pendulum Monster you control; Special Summon this card from your Pendulum Zone, and if you do, place that card in your Pendulum Zone. You can only use this effect of "Malicious Wizard" once per turn.
  85. ----
  86. If this card is Special Summoned from the Pendulum Zone, or Pendulum Summoned: You can Special Summon 1 "Malicious Wand Token" (Spellcaster/DARK/Level 1/ATK 0/DEF 0). You can only use this effect of "Malicious Wizard" once per turn.
  87.  
  88. Skull Sharpshooter
  89. Level 4 FIRE Zombie/Tuner/Effect
  90. 1000/800
  91. If this card is Normal or Special Summoned: You can add 1 "Burning Skull Head" from your Deck or GY to your hand. During your Main Phase: You can Special Summon 1 "Burning Skull Head" from your hand. You can only use each effect of "Skull Sharpshooter" once per turn.
  92.  
  93. Gravekeeper's Necromancer
  94. Level 4 Scale 2 DARK Spellcaster/Pendulum/Effect
  95. 1400/1000
  96. "Necrovalley" in your Field Zone cannot be destroyed by card effects. If "Necrovalley" is in your Field Zone: You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Gravekeeper's Necromancer" once per turn.
  97. ----
  98. This card in your Monster Zone cannot be destroyed by battle or card effects while "Necrovalley" is also on the field.
  99.  
  100. Crypt of the Cryptic Riddle
  101. Level 4 DARK Zombie/Riddler/Effect
  102. 1800/1300
  103. When this card destroys an opponent's monster by battle: Your opponent must answer the following question without checking either player's GY: "How many monsters with the same Type as the destroyed monster are in both players' GYs?" If your opponent guesses wrong: Special Summon 1 "Crypt of the Cryptic Riddle" from your hand or Deck in Defense Position. If your opponent guess correctly: They draw 1 card.
  104.  
  105. Cryomantic Mummy
  106. Quality 4 WATER Zombie/Composition/Effect
  107. 2400/1800
  108. 1 Level 4 Base + 3+ Zombie monsters in your GY
  109. If this card is Composition Summoned: You can place the 1 face-up monster your opponent controls with the lowest ATK on the bottom of the Deck (your choice, if tied). When your other Zombie monster inflicts battle damage to your opponent: You can deactivate 1 of this card's materials; gain LP equal to the damage inflicted.
  110.  
  111. Shaman of the End Days
  112. Level 4 DARK Zombie/Joke/Effect
  113. 1900/1000
  114. If this card is Normal Summoned: You can send 1 Zombie Normal Monster from your hand or Deck to the GY. If this card is Special Summoned: You can target up to 2 of your banished Zombie monsters, except "Shaman of the End Days"; return them to the GY. You can only use this effect of "Shaman of the End Days" once per turn.
  115. Joke: How is this shaman wearing old-fashioned clothing? Because the end of the world is supposed to be 8 years ago.
  116.  
  117. Enmity Incarnate
  118. Level 4 DARK Zombie/Effect
  119. 1600/1000
  120. If this card is Special Summoned from the GY: You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn. If this card is deactivated from a Composition Monster to activate that monster's effect: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Enmity Incarnate" once per turn.
  121.  
  122. Doomsday Tyranno
  123. Level 4 DARK Dinosaur/Effect
  124. 1700/0
  125. If this card is Normal or Special Summoned: You can banish 1 Dinosaur monster from your Deck, except "Doomsday Tyranno". If this card is sent to the GY as material for the Link Summon of a Dinosaur monster: You can banish 1 Dinosaur monster from your Deck, except "Doomsday Tyranno". You can only use each effect of "Doomsday Tyranno" once per turn.
  126.  
  127. Silver Sentry
  128. Level 3 DARK Warrior/Effect
  129. 1300/800
  130. If this face-up card is destroyed while in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. While this card is treated as a Continuous Spell by this effect, during each player's Standby Phase: Place 1 counter on this card. Once per turn: You can inflict 200 damage to your opponent for each counter on this card.
  131.  
  132. Phantasmic Chimera
  133. Level 7 EARTH Fiend/Effect
  134. 2550/2550
  135. If a monster(s) is Special Summoned from the GY (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; add from your Deck to your hand, 1 monster with its ATK/DEF the same, and with the same Attribute as the targeted monster.
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