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Yu-Gi-Oh! The Created Card Game Set 1 Voting Phase ( posted results!!! )


Nightmarian

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In this thread we will decide which cards will enter Set 1.

 

Only CCG members can vote in this thread. CCG members are everyone that joined this project ^^

 

REWARDs : for voting for all winner cards in each category you will get +1 positive REP, and i will think about something more that have something about CCG.

 

NOW IS YOUR CHANCE TO DECIDE WHAT CARDS U WANT IN OUR CCG GAME!!!!!

 

RULES :

 

0) YOU CANNOT VOTE FOR CARDS/THEMES YOU HAVE SUBMITTED!!!!!!!!!!

 

1) You must vote using this TEMPLATE :

 

GROUP NUMBER / CARD or THEME ( NAME OF CARD/THEME FOR WHICH U VOTE)

 

-i made whole template bellow that makes this easy, only thing you need to do is write name(s) of cards/themes in each group

 

2) In one group you can vote for MAXIMUM 1 CARD EXCEPT if right next to that group number there is written something else.. For example, in Synchro monsters group you must choose 3 Synchro monsters, not 1

 

3) You must post all your votes in 1 post.

 

4) Please no mentioning names of owners cards.

 

 

 

 

Voting Phase will end at 2.5. 2009.

 

Some voting suggestions :

 

You don't need to vote all at once.. i know there is lot of cards.. do a part each day, and then there will be no problems to finish it on time ;)

 

 

1) DON'T GIVE VOTE TO CARD THAT HAVE BETTER NAME..IGNORE NAMES...NAMES WILL BE PROBABLY CHANGED OF MOST OF THE CARDS WHEN WE WILL LOOK FOR RIGHT IMAGES!!!!

2) IGNORE WORDING!!! IF CARD MAKES TOTAL CONFUSION, I UNDERSTAND..BUT IF SOMEONE MADE FEW WORDING ERRORS, IT DOESN'T MATTER..OUR WORDING MEDICS WILL FIX IT LATER!!!

3) VOTE FOR CARDS THAT ARE INTERESTING , CREATIVE AND BALANCED!!! THAT IS THE KEY!!!

4) VOTE FOR CARDS THAT ARE NOT BROKEN AND WILL HELP THAT GAME IS MORE INTERESTING TO PLAY!!!

5) VOTE FOR CARDS THAT ENABLES NEW COMBOS, CHANGE META AND ENABLE EVEN MORE CREATIVE MAKING OF CARDS IN FUTURE!!!

 

Users that will will be involved in unfair voting (for their friends, calculating and voting for someone random to beat their competition etc.) will be banned from this project permanently.

It is easy to notice it believe me, i will check every vote at end, we are not doing this to get our cards in, we are doing this to make a great game, so vote for cards that are really best. If you can't, then leave this project please because you are only harming this.

 

 

After end date, votes will be counted and i will post results..then we will enter next phase...

 

I hope everyone will vote for everything...

 

 

TEMPLATE

 

GROUP NAME / CARD

 

0) Theme1 / Theme2

1) card1

2) card1

3) card1

4) card1

5) card1

6) card1

7) card1

8 ) card1

9) card1

10) card1

11) card1

12) card1

13) card1

14) card1

15) card1

16) card1

17) card1

18 ) card1

19) card1

20) card1

21) card1

22) card1

23) card1

24) card1

25) card1

26) card1

27) card1

28-35) card1/card2/card3/card4/card5/card6/card7/card8

36-38 ) card1/card2/card3

39-41) card1/card2/card3

42-44) card1/card2/card3

45-47) card1/card2/card3

48-70) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10/card11/card12/card13/card14/card15/card16/card17/card18/card19/card20/card21/card22/card23

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THIS ARE NOT ALL THEMES IN THIS GROUP SO CHECK OUT POST AFTER THIS ONE PLEASE..

 

Card group / name of group

 

0) Themes - pick 2 winner themes ( you can even choose 2 from same creator )

 

1st PART :

 

[spoiler=Ice Counters Theme]

Crystal Crusher

Beast-Warrior Earth Level 4 1800/1700

Any monster with Ice Counters on it that battles with this card is destroyed without applying damage calculations. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Snow Giant

Zombie Earth Level 4 1600/1800

Once per turn, you can select 1 face-up monster and place 2 Ice Counters on it. This card gains DEF by number of Ice Counters on the field x200. (Monsters with Ice Counter on them cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Avanlanche Goblin

Fiend Water Tuner Level 1 400/400

When this card is Summoned, you can switch 1 face-up monster on the field to Defense Position. This cards Level increases by 1 for each Ice Counter on that monster. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Cold Enchanter

Spellcaster Water Spirit Level 3 800/1000

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. Once per turn, you can Tribute 1 monster with Ice Counter(s) to Special Summon 1 monster from your Graveyard with Level equal to or less then Level of Tributed monster + number of Ice Counter(s) that was on that monster. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

Kateshia

Spellcaster Fire Level 3 1600/1300

Once per turn, you can remove all Ice Counters from 1 face-up monster to lower that monster's ATK by 400, and inflict 300 damage to your opponent, for each Ice Counter removed. When Ice Counter(s) is placed on this card, you can place them on other face-up monster instead. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Nightqueen Catalina, Watcher of Crystal Palace

Spellcaster Earth Spirit Level 2 1100/600

This card returns to the owner's hand during the End Phase of the turn that this card is Summoned or flipped face-up. When this card is Summoned, you can distribute 2 Ice Counters on face-up monsters on the field. When monster with Ice Counters is attacked, you can discard this card to increase its ATK by 500, during Damage Step, for each Ice Counter on it. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

Glacial Spectre

Fiend Water Level 10 2700/1400

You can Special Summon this card by removing 1 Ice Counter from monster(s) that have total Level equal to Level of this card. When this card is Summoned place 1 Ice Counter on all face-up monsters on the field except this card. When monster is Summoned, place 1 Ice Counter on that monster. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Crystal Dragon

Dragon Water Level 9 2600/2100

1 Tuner with Ice Counters + 1 or more non-Tuner monsters

Once while this card is face-up on the field, when card effect is activated, you can remove 1 Ice Counter from the field and switch this card to Defense Position to negate that card activation, effect and return it to top of owner's Deck. Then, place 1 Ice Counter on 1 face-up monster on the field. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Endless Winter

Field Spell

During each Standby Phase turn Player distributes 2 Ice Counters on 2 different face-up monsters on the field. If monster have number of Ice Counters equal to or more then their Level, it is destroyed. ( Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Blizzard

Quick-Play Spell

Place 2 Ice Counters on 1 face-up monster on the field. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

Freezer

Continuous Spell

When WATER monster is Summoned place on it number of Ice Counters equal to half of their original Level. WATER monsters with Ice Counters cannot be destroyed as result of battle. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Glacial Tower

Continuous Spell

Ice Counters from monsters that are in same column as this card cannot be removed by any card effect. During your End Phase place 1 Ice Counter on all face-up monsters in same column as this card. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Pact with Ice Gods

Normal Spell

Remove from play 1 face-up monster on your side of the field with Ice Counters on it. Draw 2 cards, and inflict Damage to your opponent for each Ice Counter that was on removed monster x300. During this turn, place 1 Ice Counter on any monster that you Summon. ( Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Frozen Wave

Normal Trap

Activate when your opponent's monster attacks. Place 1 Ice Counter on each face-up monster your opponent controls. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Mountain Shelter

Continuous Trap

Select 1 face-up monster on the field and equip it with this card. Monster equipped with this card is unaffected by effect of Ice Counters. When equipped monster is removed from the field, you can select 1 other face-up monster and equip it with this card. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

 

[spoiler=Diablo Theme]

Sacred Diablo's Traitor of Darkness

Fiend Light Level 3 1600/900

When this card is Summoned, you can send 1 "Diablo" monster from your Deck to the Graveyard.

 

 

Diablo's Resurrector of Dark Hopes

Zombie Wind Gemini Level 4 1400/1100

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: •Once per turn, you can Special Summon 1 "Diablo" monster from the top of your Graveyard. When this card is removed from the field, destroy all monsters Summoned with this card effect.

 

 

Diablo's Prince of Knightmare

Fiend Wind Level 3 1500/1200

Once per turn, you can activate 1 of the following effects : •Discard 1 "Diablo" monster. Draw 1 card. •Return 1 monster from the top of your Graveyard to your Deck. Negate the attack of 1 of your opponent's monsters.

 

Diablo's Crush Virus Infiltrator

Zombie Dark Level 2 800/800

During Damage Calculation, increase this card's ATK by an amount equal to the half ATK of a monster that is on top of your Graveyard. While this card is on top of your Graveyard, you can remove it from play. Until the end of this turn, any monster with 1500 ATK or more that battles with a "Diablo" monster is destroyed at the end of the Damage Step.

 

 

Diablo's Infernal Gatekeeper

Pyro Fire Level 6 2200/1900

If you do not control any monsters, and your opponent does, by discarding 1 card you can Special Summon this card from your hand. While this card is on the top of your Graveyard, when your monster destroys an opponent's monster inflict 500 points of damage to your opponent's Life Points.

 

 

Diablo's Soldier of Crimsonpolis

Warrior Earth Lv4 1800/1400

By discarding this card, you can select 1 "Dark Cathedral" from your Deck, and add it to your hand. While this card is on top of your Graveyard, you can remove this card from play during any Player's turn to increase ATK of all "Diablo" monsters on the field by 500.

 

 

Diablo's Soul Ruler

Spellcaster Water Level 3 1000/1000

This card gains the effect(s) and name of the card that is on the top of your Graveyard. While this card is on top of your Graveyard, you can remove this card from play and select 1 "Diablo" monster you control. Until the End Phase, that monster is treated as a Tuner.

 

 

 

Diablo's Ruler of Apocalypse

Fiend Dark Lv8 2600/2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except from your hand and only if the top 3 cards of your Graveyard are all "Diablo" monsters. Once per turn, you can send 1 "Diablo" monster you control to the Graveyard to destroy 1 card on the field. While this card is on top of your Graveyard, you can return any "Diablo" monster that would be sent to the Graveyard to its owner's Deck instead. After this effect has been used 3 times, remove this card from play, then destroy all cards on the field.

 

 

Dark Cathedral

Field Spell

Once per turn, you can select 1 card in your Graveyard, and move it to top of your Graveyard. While this card is on top of your Graveyard, when a "Diablo" monster would be destroyed, you can remove this card from play instead.

 

 

Diablo Contract

Pay 1000 Life Points. Destroy 1 "Diablo" monster you control to take control of 1 opponent's monster. During this turn End Phase, return control of that monster to your opponent. Then, you can Special Summon 1 "Diablo" monster from the top of your Graveyard.

 

 

Spirit Reclamation

Normal Spell

Select 5 "Diablo" monsters that are removed from play, and return them to your Deck. Draw 2 cards, then send 1 card from your hand to the Graveyard.

 

 

Demonic Excalibur

Equip Spell

A "Diablo" monster equipped with this card gains 300 ATK for each "Diablo" monster on the field. While this card is on top of your Graveyard, you can equip it to a face-up "Diablo" monster you control.

 

 

Diablo's Cross

Continuous Spell

When card(s) are sent to the Graveyard, you can remove them from play by revealing 1 "Diablo" monster in your hand. You cannot reveal same monster during same turn. When "Diablo" monster is removed from play by this card effect, you can place 1 Doom Counter on this card. When there are 2 Doom Counters on this card, send this card to the Graveyard, and return all "Diablo" monsters removed from play by this card effect to your Graveyard. Then, destroy 1 card on the field.

 

 

El Diablo

Counter Trap

Negate the activation and effect of a card that is same Type as Type of card that is on top of your Graveyard and destroy it.

 

 

Infernal Suffering

Normal Trap

Activate while a "Diablo" monster is on top of your Graveyard. Both players take damage equal to half of that monster's ATK.

 

 

 

[spoiler= Spider Theme]

Red Spider

Level 4

FIRE Insect/Effect

1500 ATK

900 DEF

When this card destroys a monster by battle, you can equip it to this card instead of sending it to the Graveyard. (Only 1 card at a time can be equipped by this effect). If a monster is equipped to this card by this effect, you can send it to the Graveyard to destroy 1 monster your opponent controls with less ATK than the sent monster's DEF.

 

Green Spider

Level 4

EARTH Insect/Union

1000 ATK

1000 DEF

Once per turn, during your Main Phase, you can equip this card to 1 monster you control, OR unequip it to Special Summon this card in face-up Attack Position. When this monster, or a monster this card is equipped to destroys a monster by battle, add 1 Egg Counter to a face-up "Spider" monster you control. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, Special Summon this card instead.)

 

White Spider

Level 4

LIGHT Insect/Effect

400 ATK

1800 DEF

When your opponent's attacking monster battles with this card in Defense Position, you can equip it to this card at the end of the Damage Step. (Only 1 card at a time can be equipped by this effect). You can send the equipped monster to the Graveyard to add 1 Egg Counter to this card. This card gains 100 DEF for each Egg Counter on it.

 

Black Spider

Level 4

DARK Insect/Effect

1700 ATK

400 DEF

When this card destroys a monster by battle, you can equip it to this card instead of sending it to the Graveyard. (Only 1 card at a time can be equipped by this effect). While equipped by this effect, this card gains 300 ATK. You can send the equipped monster to the Graveyard to add 1 Egg Counter to this card.

 

Blue Spider

Level 4

WATER Insect/Effect

1200 ATK

1400 DEF

When this card destroys a monster by battle, you can equip it to this card instead of sending it to the Graveyard. (Only 1 card at a time can be equipped by this effect). While equipped by this effect, this card cannot be attacked. You can send the equipped monster to the Graveyard to add 1 Egg Counter to this card. This card gains 100 ATK for every Egg Counter on it.

 

Orange Spider

Level 4

WIND Insect/Effect

1600 ATK

700 DEF

When this card destroys a monster by battle, you can equip it to this card instead of sending it to the Graveyard. (Only 1 card at a time can be equipped by this effect). During either player's turn, if this card is equipped by its effect, you can send this card to the Graveyard to activate 1 "Spider Web" from your Deck.

 

Mountain Spider

Level 2

WIND Insect/Effect

500 ATK

500 DEF

When this card is destroyed by battle, you can Special Summon 1 "Spider" monster from your Deck with an ATK equal to or less than the ATK of the battling monster.

 

Ancient Spider

Level 5

EARTH Insect/Effect

2200 ATK

0 DEF

You can Special Summon this card by Tributing 1 "Spider" monster you control. Negate the effects of a monster destroyed by battle with this card.

 

Spider Web

Field Spell Card

Monsters, except "Spider" monsters, cannot attack during the turn they are Normal or Special Summoned. Once per turn, the Turn Player can remove 1 Egg Counter from a monster they control to increase its ATK by 200.

 

Egg Generation

Continuous Spell Card

Once per turn, during your Standby Phase, add 1 Egg Counter to each face-up "Spider" monster you control.

 

Egg Flurry

Trap Card

Remove all Egg Counters from the field and inflict damage to your opponent equal to the removed counters x 200.

 

Egg Focus

Spell Card

Remove 2 Egg Counters from card(s) you control and destroy 1 face-up card your opponent controls.

 

Egg Swarm

Spell Card

Select any number of cards on the field. Remove Egg Counters from card(s) you control equal to the number of cards you selected. For each card, roll 1 six-sided die, and if the result is not a 5 or a 6, destroy it.

 

Spider Revival

Equip Spell Card

Remove 1 Egg Counter from your side of the field. Special Summon 1 "Spider" monster from your Graveyard in Attack Position. If this card is destroyed, the equipped monster is also destroyed.

 

Venom Attack

Quick-Play Spell Card

Activate while you control a face-up "Spider" monster. Reduce the DEF of 1 face-up monster your opponent controls by 500 until the end of the turn. If it is in Attack Position, change it to Defense Position.

 

 

 

 

[spoiler=Burn Effect Monsters (Shuzitza Warrior Archtype)]

Sacrificial Incineration

Trap card

Tribute 1 face-up "Shuzitsa Warrior" monster you control, to inflict damage to your opponent equal to its ATK or DEF.

 

Shuzitsa Archers

Spell Card

Inflict 300 damage to your opponent for each face-up "Shuzitsa Warrior " you control.

 

Shuzitsa Hob Goblins

*/Fiend/EARTH

FLIP: Inflict 300 damage to your opponent for every "Shuzitsa Warrior" in your Graveyard.

ATK:400 DEF:300

 

Shuzitsa Warrior -Amren

****/Warrior/EARTH

Once per turn, you can discard 1 "Shuzitsa Warrior" from your hand, to have this card double its ATK until the End Phase. If this card did not declare an attack this turn inflict 550 damage to your opponent during the End Phase.

ATK:1000 DEF:1400

 

Shuzitsa Warrior - Bronya

****/Warrior/EARTH

If this card is the only "Shuzitsa Warrior" in your hand you can Special Summon it. If this card did not declare an attack this turn inflict 600 damage to your opponent during the End Phase.

ATK:1500 DEF:750

 

Shuzitsa Warrior - Cerys

****/Warrior/EARTH

When this card is Normal Summoned, you can discard 1 card from your hand to add 1 "Shuzitsa Warrior" to your hand from your Deck. If this card did not declare an attack this turn inflict 800 damage to your opponent during the End Phase.

ATK:1800 DEF:1150

 

Shuzitsa Warrior - Huelwen

***/Warrior/EARTH

If this card is the only face-up "Shuzitsa Warrior" you control you can Special Summon 1 "Shuzitsa Warrior" from your Deck. If this card did not declare an attack this turn inflict 450 damage to your opponent during the End Phase.

ATK:1250 DEF:1200

 

Shuzitsa Warrior - Morwth

******/Warrior/Synchro/EARTH

"Shuzitsa Warrior - Telyn" + 1 or more non-Tuner monsters

When this card is Synchro Summoned inflict 500 damage to your opponent. If this card did not declare an attack during this turn inflict 1000 damage to your opponent.

ATK:2200 DEF:1900

 

Shuzitsa Warrior - Rhys

***/Warrior/EARTH

As long as this card is face-up on the field your opponent cannot select another "Shuzitsa Warrior" as an attack target. If this card did not declare an attack this turn, inflict 600 damage to your opponent during the End Phase.

ATK:1400 DEF:300

 

Shuzitsa Warrior - Telyn

**/Warrior/Tuner/EARTH

If this card is selected as an attack target, you can discard 1 "Shuzitsa Warrior" from your hand to negate the attack. If this card did not declare an attack this turn inflict 400 damage to your opponent during the End Phase.

ATK:800 DEF:800

 

Shuzitsa's Tree House

Field Spell Card

Inflict 200 damage to your opponent every time a "Shuzitsa Warrior" inflicts effect damage.

 

Shuzitsa's Axe Grinder

Spell Card

Pay 2000 Life Points to activate this card. During this turn only all "Shuzitsa Warrior" monsters inflict there effect damage regardless of whether they declare an attack or not.

 

 

 

[spoiler=Innocence Theme]

 

The Innocence of Life

Spellcaster/Effect

Level 3 / Light

1200 ATK / 700 DEF

Effect:

“If you control 1 "Innocence" monster, you can pay 800 Life Points to Special Summon this card from your hand. You can discard 1 card from your hand, to put 1 Innocence Counters on this card for each “Innocence” monster on the field (max. 3). Once per turn, you can remove 2 Innocence Counters from this card to remove 1 card on the field from play.”

 

The Despair Innocence

Spellcaster/Effect

Level 4 / Dark

900 ATK / 1500 DEF

Effect:

“If you control 1 "Innocence" monster, you can pay 800 Life Points to Special Summon this card from your Graveyard. When this card is Summoned, put 1 Innocence Counters on this card for each Spell or Trap Card you control (max. 2). If your opponent activates the effect of a card, you can remove 2 Innocence Counters from this card to negate the card. If this card is destroyed by battle, you can pay 500 Life Points to place 2 Innocence Counters on an "Innocence" monster you control.”

 

 

The Joy Innocence

Spellcaster / Effect

Level 5 / Water

0 ATK / 1500 DEF

Effect:

“This card can only be Normal Summoned by Tributing 1 “Innocence” monster you control. When this card is Summoned, put 1 Innocence Counter on this card for each “Innocence” monster in your Graveyard (max. 3). Increase this card’s ATK by 1000 for each Innocence Counter on this card. Decrease this card’s ATK by 500 for each card your opponent controls. If the ATK of this card becomes 0 by this effect, remove 1 card on the field from play.”

 

Innocence Synchron

Spellcaster / Tuner

Level 3 / Light

0 ATK / 0 DEF

Effect:

“If you control 1 “Innocence” monster, you can pay 500 Life Points to Special Summon this card from your hand. If this card is Summoned by this effect, this card cannot be chained by an effect of a Spell or Trap Card. Increase this card’s Level by 1 for each “Innocence” monster in your Graveyard.”

 

 

 

 

 

The Innocent Bonds

Spell / Continuous

Effect:

“When this card is activated select 1 monster on the field. The select monster's name is treated as "Innocence - The Slave" and switches the Battle Position to Defense Position. If your opponent selects a monster you control as an attack target you can switch the attack to the selected monster. If the selected monster is destroyed by battle, remove this card from play and Special Summon 1 "Innocence" monster from your Deck with a Level equal to the Level of the selected monster.”

 

Spellbind Seal

Trap / Continuous

Effect:

“This card can only be activated if an “Innocence” monster you control is destroyed by the effect of a Spell or Trap Card. As long as you control this card, both players must pay 500 Life Points to activate a Spell or Trap Card. Each time a Spell or Trap Card is activated, put 1 Seal Counter on this card. Once per turn, you can remove 2 Seal Counters from this card to select 1 card in the Spell & Trap Card Zone. The selected card cannot be activated until the 2nd Standby Phase after this effect is activated.”

 

The Guardian Innocence

Warrior/Effect

Level 4/ Earth

1700 ATK / 1200 DEF

Effect:

“If you control 1 “Innocence” monster you can discard 1 card from your hand to Special Summon this card from your hand. Once per turn, if this card destroys a monster by battle, put 3 Innocence Counters on this card (max. 4). If a monster you control is an attack target, you can remove 2 Innocence Counters from this card to negate the attack. ”

 

The Spiritual Innocence

Spellcaster/Effect

Level 6/ Light

2000 ATK/1500 DEF

Effect:

“If you control no cards, you can remove from play 2 “Innocence” monsters in your Graveyard to Special Summon this card from your hand. Once per turn, you can send the top 2 cards of your Deck to the Graveyard to put 3 Innocence Counter on an “Innocence” monster you control. During your Standby Phase, you can remove this card from play to draw 1 card from your Deck.”

 

Angelic Gift

Spell / Quick-play

Effect:

“This card can only be activated if a monster you control is destroyed by the effect of a card. Remove from play any number of cards in your Graveyard to Special Summon an “Innocence” monster in your Deck with a Level equal or lower to the number of cards removed from play.”

 

 

 

 

[spoiler=Removal Theme (Envision Archtype)]

Entities of Envision

***/Reptile/EARTH

This card cannot be selected as an attack target if you control another face-up "Envision" monster. If a card in your hand would be destroyed by the effect of your opponent's card you can tribute this card to negate that cards effect and remove both it and this card from play.

ATK:1000 DEF:1000

 

Envision Magician

****/Spellcaster/DARK

Once per turn, you can pay Life Points in multiples of 500 per Level to remove an opponents monster from play with an equal Level to the amount payed. This card cannot declare an attack during the turn it uses this effect.

ATK: 1700 DEF:1100

 

Envision Flare Dragon

********/Dragon/FIRE

This card cannot be Special Summoned from the Graveyard. This cards original ATK is the number of monsters removed from play x300. Once per turn, you can add 2 monsters currently removed from play to their owner's Graveyard to return 1 Spell or Trap Card on the field to its owner's hand.

ATK DEF:1500

 

Horrid Envision Creature

**/Fiend/DARK

If a monster you control would be destroyed by battle, you can remove this card in your hand from play to negate the attack.

ATK:700 DEF:500

 

Envision Reloader

*****/Machine/EARTH

Once per turn, you can remove from play 1 "Envision" monster in your hand, to Special Summon 1 "Envision" monster that is 1 Level higher than the card removed that is currently removed from play during your next Standby Phase you cannot Normal Summon or Set during that turn.

ATK:1900 DEF:2250

 

Envision Scroll

Trap Card

You can Special Summon 1 "Envision Trio" from your hand or Deck when you activate this card. While this card is on the field, any card sent to the Graveyard is removed from play instead.

 

Envision Trio

***/Spellcaster/Tuner/LIGHT

If this card is the only face-up "Envision" monster you control, you can remove this card from play to remove up to 2 cards your opponent controls from play.

ATK:1200 DEF:450

 

Champion Envision Beast

****/Beast/EARTH

During your opponents Standby Phase, if this card is removed from play and you control no face-up monsters, you can Special Summon this card.

ATK:1900 DEF:1000

 

Herald of Envision

****/Reptile/WATER

When this card battles an opponent's monster, after damage calculation you can remove from play that monster and this card.

ATK:1400 DEF:1300

 

Magical Staff of Envision

Equip Spell Card

This card can only be equipped to an "Envision" monster. The equipped monster gains 400 ATK and DEF. The equipped monster cannot declare an attack and it gains this effect:

- Once per turn, remove from play up to 2 cards in either player's Graveyard.

 

Envision's Revival Jar

Trap Card

Pay 2000 Life Points to Special Summon 1 "Envision" monster that is currently removed from play.

 

Envision Chamber

Continuous Spell Card

Increase your Life Points by 500 each time a card(s) are removed from play.

 

 

 

[spoiler=The Magikan Theme]

Magikan - Trinity

Attrib: Dark

Type: Spellcaster

Level: 7

Atk: 2400

Def: 2100

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While in your Spell and Trap card zone, once per turn, you can Special Summon 1 Wizard Token (0/0/Spellcaster/DARK). When your opponent inflicts 1500 or more battle damage to you in one turn, you can Special Summon this card face-up on your field. While this card is on the field, all Wizard Tokens gain 1500 ATK and DEF.

 

Magikan - Dynasty

Attrib: Light

Type: Fairy

Level: 6

Atk: 1900

Def: 2100

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While in your Spell and Trap card zone, during your Standby Phase, you can Tribute 1 monster you control to gain 500 Life Points. When your opponent activates an effect that allows them to draw cards outside of the Draw Phase, you can Special Summon this card face-up on your field. While on the field, once per turn, you can remove from play 2 monsters in your Graveyard to gain 500 Life Points.

 

Magikan - Envy

Attrib: Fire

Type: Pyro

Level: 8

Atk: 2300

Def: 1600

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While this card is in your Spell and Trap card zone, all FIRE monsters gain 300 ATK and DEF. When your opponent Tribute Summons a 7 or 8 star monster, you can Special Summon this card face-up on the field. While on the field, this card gains 300 ATK and DEF for every FIRE monster under your control.

 

The Magikan are Born

Spell/Normal

Search your Deck for 1 card with "Magikan" in it's name and add it to your hand.

 

 

Magikan - Greed

Attrib: Earth

Type: Warrior

Level: 5

Atk: 1900

Def: 2400

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While this card is in your Spell and Trap card zone, all monsters you control gain 500 DEF. When your opponent destroys a monster you control in Defense Position, you can Special Summon this card face-up on the field. While on the field, this card can attack while in Defense Position.

 

 

Magikan Trainee

Attrib: Earth

Type: Spellcaster

Level: 4

Atk: 1700

Def: 1500

Monster/Tuner

This young, inspiring wizard is training to be a future Magikan.

 

Secret Book of Secrets

Spell/Equip

Equip this to a "Magikan Trainee". On the 2nd Standby Phase after this card's activation, you can Tribute the equipped monster to Special Summon 1 level 5 or higher "Magikan" monster, ignoring the summoning conditions.

 

The Magical Library

Trap/Continuous

Every time a monster is summoned, place 1 Magikan Counter on this card. By removing 5 Magikan Counters from this card, you can Special Summon 1 "Magikan" monster in your Spell and Trap card zone onto the field. This effect can only be activated twice. If this card is destroyed, any monster Special Summoned by this card's effect is returned to the Spell and Trap card zone, unless it is in the Graveyard.

 

Magikan - Devestation

Attrib: Dark

Type: Fiend

Level: 6

Atk: 2600

Def: 1400

This card cannot be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. When in your Spell and Trap card zone, any monster that battles is destroyed after damage calculation. When 6 monsters have been destroyed by this effect, you can Special Summon this card face-up on a monster card zone. While on a monster card zone, during the End Phase, destroy all monsters the turn player controls that did not declare an attack this turn.

 

Magikan - Entity

Attrib: Water

Type: Aqua

Level: 6

Atk: 2300

Def: 2200

This card cannot be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. When in your Spell and Trap card zone, once per turn, when a monster you control would be destroyed by battle, it is not. When an Aqua-Type monster you control is destroyed and sent to the Graveyard, you can Special Summon this card face-up on a monster card zone. While in a monster card zone, any Aqua-Type monsters you control, excluding "Magikan - Entity", cannot be destroyed by battle.

 

Sacred Castle of the Magikan

Spell/Field

All "Magikan" monsters on the field are treated as Spellcaster-Types, and all type effects are treated as effecting Spellcaster-Types. Once per turn, when a monster with "Magikan" in it's name is placed in a monster card zone on your field, place 1 Magikan Counter on this card. For each Magikan Counter on this card, increase the ATK and DEF of all "Magikan" monsters on your side of the field by 100. If this card is targetted by a card effect, you can remove 2 Magikan Counters from this card to negate the effect of the card and flip it face down.

 

Lost Dungeon of the Magikan

Trap/Continuous

Whenever a "Magikan" monster is destroyed by battle, remove from play the monster that destroyed it.

 

Black Magic

Spell/Equip

Equip this card only to a non Fiend-Type "Magikan" monster. The equipped card gains 500 ATK and DEF and is treated as the Fiend-Type. For every non Fiend-Type monster on the field, decrease the equipped cards ATK and DEF by 200.

 

Magikan - Chaos

Attrib: Dark

Type: Spellcaster

Level: 9

Atk: 3100

Def: 2700

Monster/Synchro

1 "Magikan Trainee" + 1 or more non tuner monsters.

This card cannot be Special Summoned except by Synchro Summon. When this card is Summoned, place 3 Magikan Counters on this card (max.3). For every Magikan Counter on this card, increase the ATK and DEF of all "Magikan" monsters you control by 200. If this card attacks your opponent directly and reduces their Life Points to 0, increase your opponent's Life Points by 50. During the End Phase, if this card did not inflict Battle Damage to your opponent destroy it.

 

 

 

[spoiler=Demon Gunman Theme]

These so don’t look like only 15 cards.

|Demon Gunman - Mehed|01|DGN|Warrior/Effect|Dark|4||1800|1200|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. When this monster is Special Summoned by its own effect, it is returned to your hand during the end of the Battle Phase. When this monster declares an attack on your opponents monster, it gains 1000 ATK during the Damage Step only.|

 

|Demon Gunman - Shopun|02|DGN|Warrior/Effect|Dark|4||1600|1400|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. When this monster is Special Summoned by its own effect, it is returned to your hand during the end of the Battle Phase. When this monster declares an attack on a face-down monster, when that monster is fliped face-up, you may destroy it without damage calculation. This card inflicts piercing damage.|

 

|Demon Gunman - Twoh Blistun|03|DGN|Warrior/Effect|Dark|4||1500|1000|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. When this monster is Special Summoned by its own effect, it is returned to your hand during the end of the Battle Phase. This monster may attack twice during the Battle Phase.|

 

|Demon Gunman - Cohlrat Cruudan|04|DGN|Warrior/Tuner/Effect|Dark|1||500|0|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 500. When this monster is Special Summoned by its own effect, it is returned to your hand during the end of the Battle Phase. When this monster declares an attack on an opponent's monster, after the damage step, you may send this card and the opponent's monster to the Graveyard, and Synchro Summon 1 monster from your Extra Deck with a level equal to the combined level of the monsters sent to the Graveyard by this effect.|

 

|Demon Gunman - Urler Byorsor|05|DGN|Warrior/Effect|Dark|4||1700|0|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. When this monster is Special Summoned by its own effect, it is returned to your hand during the end of the Battle Phase. When this card declares an attack on an opponent's Defence Position monster, your opponent's monster's DEF becomes equal to its ATK. This card inflicts piercing damage.|

 

|Demon Gunman - Cheba Ississoh|06|DGN|Warrior/Effect|Dark|4||2000|0|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. When this card attacks an opponent's monster decrease this cards ATK by 500. When this card attacks your opponen't Life Points directly, increase its ATK by 500.|

 

|Demon Gunman - Lpyss Bsoltyh|07|DGN|Warrior/Effect|Dark|4||1000|300|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. attacks or is attacked, you may discard 1 card to destroy the opposing monster without damage calculation, and increase this cards ATK by 1000.|

 

|Demon Gunman - Blazbick Shopun|08|DGN|Warrior/Effect|Dark|3||1300|200|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. When this card destroyes an opponent's monster by battle, return your opponent's monster to the top of your opponent's Deck.|

 

|Demon Gunman - Dohkryll Cohkyh|09|DGN|Warrior/Effect|Dark|3||1100|700|During the start of your Battle Phase, you may Special Summon this Monster from your hand and reduce its ATK by 1000. When this monster battles your opponent's monster during your Battle Phase, after damage calculation, add 1 "Demon Gun" counter to the opponent's monster. (When a monster with a Demon Gun counter battles a "Demon Gunman" monster, remove all Demon Gun counters from that monster and double the attack of the "Demon Gunman" monster).|

 

|Demon Gunman - Salvatore the Magnificent|10|DGN|Warrior/Effect|Dark|8||3000|2000|During the start of your Battle Phase, you may tribute 1 monster that was Normal Summoned to Special Summon this Monster from your hand and reduce its ATK by 1000. When this monster is Special Summoned by its own effect, it is returned to your hand during the end of the Battle Phase. If this monster is tribute summoned it may attack all monsters your opponent controls once each.|

 

|Demonic Gun Technique - Sharpshooting|11|DGN|Spell Card|Spell|||||Select 1 "Demon Gunman" monster. Its ATK is reduced by 1000 until the End Phase and it can attack your opponent's Life Points directly, and it can attack on the first turn of the duel.|

 

|Demonic Gun Technique - Armor Piercing|12|DGN|Spell Card|Spell|||||Select 1 "Demon Gunman" monster. It inflicts piercing damage until the End Phase.|

 

|Demonic Gun Techique - Rapid Fire|13|DGN|Spell Card|Spell||Quick-Play|||Select 1 "Demon Gunman" monster (you control) and roll 1 six-sided die. The selected monster gains 200 ATK X the roll of the die until the End Phase.|

 

|Demonic Gun Technique - Suppressive Fire|14|DGN|Spell Card|Spell||Quick-Play|||Activate only if you control a "Demon Gunman" monster. Switch 1 monster your opponent controls to Defence Position and reduce its DEF by 300 X then number of "Demon Gunman" monsters you control.|

 

|Demonic Gun Technique - Headshot|15|DGN|Spell Card|Spell|||||Select 1 "Demon Gunman" monster you control. If the selected monster battles this turn, destroy the opposing monster without Damage Calculation.|

 

|Demon Gun Brigade|16|DGN|Spell Card|Spell|||||Special Summon 1 "Demon Gunman" monster from your hand. It is returned to your hand during the End Phase.|

 

|Demon Arms - Twin Revolver|17|DGN|Spell Card|Spell||Equip|||Equip only to a "Demon Gunman" monster, it can attack twice during the Battle Phase.|

 

|Demon Arms - Rocket Launcher|18|DGN|Spell Card|Spell||Equip|||Equip only to a "Demon Gunman" monster. Once per turn you can destroy 1 monster your opponetn controls, if you use this effect, the equiped monster cannot declare an attack this turn.|

 

|Demon Arms - Rail Gun|19|DGN|Spell Card|Spell||Equip|||Equip only to a "Demon Gunman" monster, if the equiped monster attacks a monster in Defence Position, the DEF of the opposing monster becomes 0. The equiped monster inflicts piercing damage.|

 

|Demonic Gun Technique - Long Distance Shot|20|DGN|Spell Card|Spell|||||Show your opponent 1 "Demon Gunman" in your hand, destroy 1 monster on the field with an ATK that is less then the ATK of the monster you showed, then return the monster you showed to your deck.|

 

|Demonic Gun Technique - Snipe Shot|21|DGN|Trap Card|Trap|||||Activate only during the Battle Phase, select 1 "Demon Gunman" you control and one monster your opponent controls, the selected "Demon Gunman" monster then attacks your opponent's monster that you selected. If your "Demon Gunman" monster destroys your opponent's monster by battle, return it to your hand.|

 

|Demonic Gun Technique - Return Fire|22|DGN|Trap Card|Trap|||||Activate only after Damage Calculation during your opponent's Battle Phase, force the attack of 1 "Demon Gunman" monster you control and increace its ATK by 500 until the end of the Battle Phase.|

 

|Demonic Gun Technique - Cross Fire|23|DGN|Trap Card|Trap|||||Activate only when a "Demon Gunman" monster you control is selected as an attack target. Change that attack target to 1 "Demon Gunman"that you control.|

 

|Break Revolver|24|DGN|Trap Card|Trap||Counter|||Return 1 "Demon Gunman" you control to your hand to negate the activation and effect of a Spell or Trap card and destroy it.|

 

|Friendly Fire!|25|DGN|Trap Card|Trap||Counter|||Activate only when your opponent declares an attack and you control 1 or more "Demon Gunman" monsters, negate the attack then select 1 monster your opponent controls to be the new target of the attack.|

 

 

 

 

THIS ARE NOT ALL THEMES IN THIS GROUP SO CHECK OUT POST AFTER THIS ONE PLEASE..

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2nd PART ( all this themes are in same group as one in above post ) :

 

[spoiler=Ghost Hero Theme]

 

Ghost Hero Blando (Blue) DARK

Level 4

Zombie/Effect

Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's ATK is halved. If you control another "Ghost Hero" monster on the field, this card may attack your opponent's Life Points directly.

ATK/ 1600 DEF/ 0

 

Ghost Hero Gargo (Green) DARK

Level 3

Zombie/Effect

Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's ATK is halved. If you control another "Ghost Hero" monster, you may Special Summon this card from your hand.

ATK/ 1500 DEF/ 0

 

Ghost Hero Onanio (Orange) DARK

Level 4

Zombie/Effect

Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's ATK is halved. If you control another "Ghost Hero" monster on the field, when this card destroys a monster, inflict damage to your opponent equal to the destroyed monsters DEF.

ATK/ 1600 DEF/ 0

Ghost Hero Planio (Purple) DARK

Level 4

Zombie/Effect

Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's DEF is halved. When this card is Normal Summoned, switch this card to Defense position.

ATK/ 0 DEF/ 2000

 

Ghost Hero Ranto (Red) DARK

Level 4

Zombie/Effect

Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's ATK is halved. If you control another "Ghost Hero" monster on the field, this card gains 300 ATK for each one.

ATK/ 1800 DEF/ 0

 

Ghost Hero Yaxio (Yellow) DARK

Level 6

Zombie/Effect

Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's ATK is halved. If you control another "Ghost Hero" monster on the field, your opponent must attack this card.

 

Ghost Hero Inoxio (Indigo) DARK

Level 7

Zombie/Synchro/Effect

1 Tuner + 1 or more non-Tuner "Ghost Hero" monsters

Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's ATK is halved. When a "Ghost Hero" monster is Special Summoned from your graveyard, inflict 500 damage to your opponent.

ATK/ 2800 DEF/ 0

 

Ghost Hero Raizo (Rainbow) DARK

Level 8

Zombie/Fusion/Effect

1 "Ghost Hero" monster + 1 "Ghost Hero" monster + 1 "Ghost Hero" monster

 

This card can only be Fusion Summoned using the above Fusion Material monsters. Once during the duel, if this card is in the Graveyard, you may Special Summon it. If you do, this card's ATK is halved. During the turn when this card is destroyed, during the End Phase, Special Summon one "Ghost Hero monster from your Graveyard and halve its ATK.

ATK/ 3100 DEF/ 0

 

Graveyard

Field Spell card

Once per turn, when a "Ghost Hero" monster you control's effect is activated that halves its attack points, you can negate that effect.

 

Ghost Sword

Equip Spell Card

Equip only to a "Ghost Hero" monster that has been Special Summoned from the Graveyard by its effect. Double that card's ATK.

 

Ghost Kidnapping

Spell Card

Activate only when you control a "Ghost Hero" monster on the field. Destroy one monster on the field.

 

Disappearance of the Ghost

Trap Card

You may only activate this card when your opponent's monster attacks a face-up "Ghost Hero" monster you control. Negate the attack.

 

Ghost Reflection

Trap card

Activate only when a "Ghost Hero" monster you control is selected as an attack target. You may change the target to another "Ghost Hero" monster you control.

 

 

 

 

 

[spoiler=House of Cards Theme]

Ace of Spades

level 1, Dark

Spellcaster

0/0

 

When this card is Normal Summoned, you can Special Summon 1 level 6 or lower monster from your deck and equip it to this card. This card gains the Attack and Effect of the monster equipped to it. Any damge this card does is halved. When this card is destroyed, you take Damage equal to half the equipped card's Attack.

----

Ace of Hearts

lvl 1, Light

Spellcaster/Union

0/0

 

When this card is Summoned, you can Equip it to one of your Opponent's face-up monsters. When equipped to a monster by this effect you gain control of that monster. During each player's End Phase control of the equipped monster is switched.

 

----

Ace of Clubs

lvl 1, Dark

Spellcatser

500/0

 

When this card is Normal Summoned you can Equip this card with a Magic or Trap card from your Opponent's Graveyard. If equipped with a Magic card, negate the effects of all face-up Magic cards on the Field. If equipped with a Trap card, negate all face-up Trap card effects on the Field. This card gains 1000 attack while equipped with either card.

 

----

Ace of Diamonds

lvl 1, light

Spellcaster

1000/0

 

When this card is Summoned you can Equip a monster card from your Graveyard to this card. Once per turn you can send a card equipped to this card to the Graveyard to Destroy 1 monster on the Field. This card can't attack the turn this effect is used.

 

----

Jack of Spades

lvl 4, Dark

Warrior

1700/1000

 

Once per turn, if your opponent activates a monster effect you can negate that effect.

Jack of Hearts

Warrior

lvl 4, Fire

1900/1400

 

If this card is in your Graveyard you can Special Summon this card to your Opponent's side of the field once during the Duel. If this card is Summoned this way it gains 500 attack. This effect can be used once per Duel.

 

----

Jack of Clubs

Trap, Continuous

 

After activation, this card is treated as a Effect Monster Card (Warrior-Type/EARTH/Level 4/ATK 800/DEF 800), and is Special Summoned to your Monster Card Zone. (This card is also still treated as a Trap Card.)

Once during your Main Phase you can Set this card to destroy one Set Magic or Trap card on the Field.

 

----

Jack of Diamonds

lvl 4, Dark

Warrior

500/0

 

When this card is sent to the Graveyard, you can destroy 1 monster on the Field.

 

----

Queen of Spades

lvl 6, Dark

Warrior

1900/1500

 

You can Special Summon this card from your Hand by tributing "Jack of Spades". This card gains the effect of the monster tributed to summon it and also gains attack equal to the monster's level X 100.

Queen of Hearts

lvl 6, light

Spellcaster

1900/2000

 

You can Special Summon this card from your Hand by tributing "Jack of Hearts". Once per turn, you can switch control of 1 of your other face-up monsters with 1 of your Opponent's face-up monsters (Your opponent selects the card).

 

----

Queen of Clubs

lvl 6, Earth

Warrior

2200/1600

 

You can Special Summon this card from your Hand by tributing "Jack of Clubs". You can send 1 Magic or Trap card from your Hand to destroy 1 Magic or Trap card on the field.

 

----

Queen of Diamonds

lvl 6, fire

Warrior

2400/2000

 

You can Special Summon this card from your Hand by tributing "Jack of Diamonds". Once per turn, you can Tribute 1 of your monsters to destroy 1 monster card on your Opponent's side of the field. This card can't attack during the turn this effect is used.

 

----

Pair

Spell

 

Activate only if you have 2 cards with the same name of either "Ace", "Jack", "Queen", or "King". Discard those 2 cards to Draw 3 cards from your Deck.

 

----

Joker

Trap, Counter

 

If a card(s) would be destroyed by a card effect or battle, they are not destroyed.

 

 

 

[spoiler=Cybernetic Theme]

 

Cybernetic Dragon

ATK : 2000 DEF 1000

Level 6 / Machine / Effect / LIGHT

If your opponent controls monster(s) and you control no monsters, you can Special Summon this card from your hand. This card cannot be used in a Synchro Summon (This effect cannot be negated). Any Battle Damage this card's controller takes from a battle involving this card becomes 0. When this monster is destroyed by a card effect, draw 1 card.

 

Cyber Dimension Dragon

ATK/DEF ?/?

Machine/Fusion/Effect/LIGHT Level : 10

"Cybernetic Dragon" + 4 or more LIGHT Attribute Machine-Type Monsters

This card can only be controlled by it's owner. This card can only be Special Summoned from your Extra Deck by returning the above Fusion Materials from your Removed Zone to your Deck. This monster's original ATK and DEF becomes 400 X the number of Machine-Type Monsters used in this card's Fusion Summon. If this card is removed from play, this card must be sent to your graveyard. Remove from play 2 monsters from your Graveyard to activate one of the following effect(s): • Draw 1 Card. This effect can only be used twice per turn. • Remove from play 1 Card on your opponent's side of the field. • Special Summon 1 "Cyber" Machine-Type Monster from your Removed Zone. This effect can only be used Once per turn.

 

Extreme Polymerization

Normal Spell Card

Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand, or field to the Graveyard and Special Summon the Fusion Monster from your Extra Deck (This is treated as a Fusion Summon). You can also send 1 Fusion Material Monster from your Extra Deck to the graveyard that is listed on as a Fusion Material Monster by a Fusion Monster Card. If you use this effect, the fusion summoned monster cannot declare an attack or activate any of its effects until the End Phase of this turn. If this card is destroyed by a card effect, draw 1 card.

 

cybernetic Data Draw

Normal Spell Card

Discard 1 LIGHT "Cyber" Machine-Type Monster. Draw 2 Cards.

 

 

Advanced Cyber Wyvren

ATK 900 DEF 400

LV3 | Light / Machine-Type / Effect

Effect : When this card is sent to the graveyard or removed from play from your hand or field. Special Summon 1 Level 4 up to Level 8 "Cyber" Machine-Type Monster from your hand or Graveyard to your side of the field.

 

Cybernetic Frontier

Counter Trap Card

Only activate when an opponent's effect destroys Machine-Type monsters on your side of the field. Special Summon Machine-Type monsters from your Deck or Hand whose Levels are equal or lower to the Levels of the monsters that were destroyed.

 

Extreme Cyber Fusion

Continuous Trap Card

Only activate if your opponent declares a direct attack. This card is treated as a Continuous Spell Card after activation. Pay 2000 Life Points to Special Summon 1 Level 8 or lower Machine-Type Fusion Monster from your Extra Deck, ignoring any and all summoning conditions (This special Summon counts as a Fusion Summon). Your opponent cannot declare a direct attack unless the monster Special Summoned by this card is removed from the field. The Fusion Monster cannot attack or use it's effects until the End Phase of your next turn. If the Special Summoned monster is removed from the field, destroy this card.

 

The Last Machine

Normal Spell Card

Activate only at the start of your Main Phase 1 when you control no monsters and your opponent controls monsters. Special Summon 1 Level 10 LIGHT Machine-Type Monster from your Graveyard, ignoring any summoning conditions. It gains ATK equal to its original ATK. During the End Phase of this turn, you take damage equal to its original ATK. Spells, Traps and Effect Monsters' effects cannot be activated in response to this card's activation.

 

 

 

 

 

[spoiler=Iron Mirror Theme] |Curse of the Broken Mirror|X|CCG1|Spell Card|Spell||Field|||If an "Iron Mirror" monster is sent to the Graveyard, it is removed from play instead. During your opponent's End Phase, for each of your "Iron Mirror" monsters that is removed from play, your opponent must choose 1 of the following: •Tribute 1 card. •Discard 1 card. •Take 100 Damage. •Send 1 card from the top of their Deck to the Graveyard.|

|Iron Mirror - Atka|X|CCG1|Machine/Union/Effect|Earth|3||0|0|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up "Iron Mirror" monster you control as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-down Defense Position. If a monster equipped with this card is flipped face-down, Set this card in 1 of your Monster Card Zones. When this card is flipped face-up, this card gains 300 DEF for each time this card has been flipped face-up since this card was placed on the field, end the Current Phase, and you may equip this card to 1 face-up "Iron Mirror" monster you control. A monster equipped by this card gains ATK and DEF equal to this card's DEF.|

|Iron Mirror - Hifmildyr|1|IRMR|Machine/Effect|Earth|4||0|2000|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •If this card is flipped face-up by battle, you may change this card to face-up Attack Position, treat the name of this card as the name of the attacking monster, and have this monster gain the Level, Type, ATK, DEF, and effect of the attacking monster. This card is still treated as an "Iron Mirror"monster. Your opponent must then discard 1 card or the attack is then negated. When this card attacks a monster with the same name as this card, it is removed from play without applying damage calculation. When this card is destroyed, your opponent may Special Summon 1 of your opponent's removed from play monsters with the same name as this card.|

|Iron Mirror - Zyon|2|IRMR|Fiend/Effect|Earth|3||600|1200|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is flipped face-up, you may remove from play this card until your next End Phase to take control of 1 monster your opponent controls until your next End Phase. The effects of a monster targeted by this effect becomes the following: •This card becomes a Fiend-Type monster, is treated as an "Iron Mirror" monster, and gains 500 ATK and DEF. If this card is removed from the field, Special Summon 1 of your "Iron Mirror - Zyon" that is removed from play and it is treated as an Effect Monster, and gains its effect(s). Once per turn, if this card would be destroyed by a card effect, it is not destroyed.|

|Iron Mirror - Prisma|X|CCG1|Spellcaster/Effect|Earth|4||0|1900|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •Each time an "Iron Mirror" monster is flipped face-up, you may draw 2 cards. Each time an "Iron Mirror" monster is destroyed, you must discard 1 card.|

|Iron Mirror - Lydub|20|IRMR|Zombie/Effect|Earth|4||0|1500|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •Each time a monster is Special Summoned from the Graveyard, you may send 1 of your removed from play "Iron Mirror" monsters to the Graveyard to take control of that monster and treat it a Zombie-Type monster. Once per turn, you may remove from play 1 "Iron Mirror" monster in your hand to Special Summon 1 "Iron Mirror" monster from your Graveyard and treat it as a Zombie-Type monster. This card gains 500 ATK and DEF for each Zombie-Type monster on the field. When this card is removed from the field, the control of all monsters targeted by this card's effect returns to the original owner's, then this card is removed from play.|

 

Necro, short for Necrophilia, a fear of death/the dead

|Iron Mirror - Halnu|X|CCG1|Zombie/Effect|Earth|4||0|2000|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •You can flip this card into face-down Defense Position once per turn during your Main Phase. A monster that battles this card loses 500 ATK and DEF during each of its controller's End Phases. A monster whose DEF is reduced to 0 by this effect becomes a Zombie-Type monster, and you gain control of that monster, then its ATK becomes its original ATK. When this card is flipped face-down, you may rearrange the face-down Defense Position monsters you control, then return them in face-down Defense Position. You can only use this effect once per turn.|

 

Empathy

|Iron Mirror - Umpitre|7|IRMR|Fairy/Effect|Earth|3||0|1500|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •When this Defense Position card is attacked, if this card's DEF is lower than the ATK of the attacking monster, this card gains DEF equal to the difference, then you take an equal amount of Battle Damage. Once per turn, during the End Phase of your turn, you may halve the DEF of this card to inflict an equal amount of damage to your opponent's Life Points. (All halved amounts are rounded down.)|

 

Charity (As in the Virtue, not the modern use, though it certainly fits. The Virtue is also known as Love)

|Iron Mirror - Shurydi|14|IRMR|Fairy/Effect|Earth|2||0|0|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •You can flip this card into face-down Defense Position once per turn during your Main Phase. This card's DEF is equal to 1/4th of the combined DEF of all other monsters on the field. When this card is flipped face-up, both player's gain Life Points equal to 1/4th of the combined DEF of all monsters they control. When this card is destroyed, your opponent draws 1 card. Also, you may add 1 monster from your Graveyard or that is removed from play to your hand.|

 

|Mirrors Are Everywhere|21|IRMR|Trap Card|Trap||Continuous|||When an "Iron Mirror" monster would be destroyed by battle, halve that monster's ATK and DEF instead. If an "Iron Mirror" monster's ATK and DEF would be reduced to less than half its original ATK and DEF, it is destroyed. During your third Standby Phase after an "Iron Mirror" monster is destroyed by this card effect, you may remove it from play to Special Summon 1 "Iron Mirror" monster with an equal or lower Level from your hand.|

 

|Vanishing Mirrors|22|IRMR|Spell Card|Spell|||||Select any number of "Iron Mirror" monsters you control and switch them to face-down Defense Position. Then, rearrange the face-down Defense Position monsters on your side of the field, then return them in face-down Defense Position.|

 

|Reflection of Innocence|24|IRMR|Spell Card|Spell||Quick-Play|||Flip 1 face-down monster you control face-up. If the targeted card is a Fairy-Type "Iron Mirror" monster, draw 1 card and gain Life Points equal to the Level of the targeted monster x 400. If the targeted card is a Fiend or Zombie-Type "Iron Mirror" monster, when that monster is destroyed by battle, destroy and remove from play the monster that destroyed it. If the targeted card is a Machine, Spellcaster, or Warrior-Type "Iron Mirror" monster, that card gain DEF equal to its Level x 200 until your next End Phase.|

 

|Fake Reflection|26|IRMR|Spell Card|Spell|||||Return 1 face-down "Iron Mirror" monster you control to your hand and Special Summon 1 "Iron Mirror" monster other than the returned monster from your hand and treat it as an Effect Monster, and gains its effect(s).|

 

|Curse of Ytinasni|27|IRMR|Trap Card|Trap|||||This card can only be activated when an "Iron Mirror" monster you control is destroyed. Toss a coin, then roll a six-sided die, and apply the following effect based on the result of the coin toss: •Heads: If your opponent controls no monsters, the effect of this card becomes its Tails effect. Number your opponent's Monster Card Zones 1-5 from right to left. If you roll 6, or if there is no monster in the Monster Card Zone, roll again. If the monster is face-down, flip it face-up. Add 1 Insanity Counter (max 1) to a monster in the selected Monster Card Zone. A monster with an Insanity Counter on it can only attack monsters controlled by its controller, or attack its controller directly if it is the only monster its controller controls. The controller of a monster with an Insanity Counter must flip a coin and call it at the start of each of their Battle Phases. If they call it wrong, a monster with an Insanity Counter on it is switched to face-up Attack Position and must attack this turn if able. A monster with an Insanity Counter on it cannot be flipped face-down. If a monster battles with a monster with an Insanity Counter on it and that monster is not destroyed, remove 1 Insanity Counter from the monster with an Insanity Counter on it and place 1 Insanity Counter (max 1) on the opposing monster. •Tails: If there are no monsters on the field, each player's Life Points become half the combined Life Points of both players. If you control no monsters, the effect of this card becomes its Heads effect. Otherwise, apply the Heads effect of this card to your side of the field, numbering your Monster Card Zones 1-5 from left to right.|

 

|Hguor Ehtn Idnom Aid|30|IRMR|Trap Card|Trap|||||When this face-down card is removed from the field, you may reveal this card to your opponent and remove it from play to activate 1 of the following effects: •Draw 1 card for each face-up "Iron Mirror" monster you control. •Add 1 of your cards with "Mirror" in its card name that is removed from play to your hand. •Add 1 card with "Mirror" in its card name in your Graveyard to your hand. •Look at a number of cards from the top of your Deck equal to the number of your removed from play "Iron Mirror" monsters, and add 1 card among them to your hand.|

 

 

 

[spoiler=Radiant Guard Theme] |Tome of the Sun|1|RDGD|Spell Card|Spell|||||Flip all face-down monsters on the field face-up. During the End Phase, flip all face-up monsters your opponent controls face-down, but do not change their battle positions, and your opponent discards 1 card from the top of their Deck for each.|

 

Form (as represented by the fact it counts Types and Attributes, including its own)

|Radiant Guard - Zerl|2|RDGD|Warrior/Effect|Light|4||0|0|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. This card gains 800 ATK for each face-up monster with a different Type, and 400 ATK for each face-up monster with a different Attribute.|

 

Revelation (minus the n cause Najamydeuh looked kind of stupid)

|Radiant Guard - Najamydeu|3|RDGD|Warrior/Effect|Light|5||0|2500|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. Once per turn, during either player's turn, you may reveal any number of cards in your hand to increase the ATK of this card by 500 per card revealed until the end of the turn. When you use this effect, your opponent may reveal any number of cards in their hand to reduce this card's ATK by 300 per card revealed until the end of the turn.|

 

Life

|Radiant Guard - Meza|4|RDGD|Spellcaster/Effect|Light|3||0|1800|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. During your Standby Phase, roll 1 six-sided die. You gain Life Points equal to the number of face-up Spell and Trap Cards on the field x the result of the roll x 100. While there are 4 or more face-up cards on the field, when you gain Life Points, this card gains ATK equal to the amount of Life Points gained.|

 

Shining (originally Crehehk, but i thought Cretehk looked better)

|Radiant Guard - Cretehk|5|RDGD|Fairy/Effect|Light|4||800|1600|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. Once per turn, you may flip 1 face-down card on the field face-up. If that card is a monster card, this card gains ATK equal to that monster's ATK until the end of your opponent's next turn. If that card is a Spell Card, that card remains face-up on the field and this card gains 800 ATK until the end of your opponent's next turn. If that card is a Trap Card, that card remains face-up on the field and this card gains 1000 ATK until the end of your opponent's next turn.|

 

Karma

|Radiant Guard - Gurlu|6|RDGD|Fairy/Effect|Light|2||0|0|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. While you control at least 1 other face-up "Radiant Guard" monster, this card cannot be selected as an attack target. While you control at least 1 other face-up monster, when your opponent destroys a monster you control, destroy 1 monster your opponent controls whose ATK is closest to the ATK of the destroyed monster. (If its a tie, you choose. Face-down monsters are treated as having 0 ATK.)|

 

Future

|Radiant Guard - Zidina|7|RDGD|Spellcaster/Effect|Light|4||1000|1200|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. While there are 2 or more face-up monsters other than this card, during each player's Draw Phase, before they draw, look at a number of cards equal to the number of face-up monsters on the field other than this card on the top of the turn player's Deck. You may then arrange those cards in any order and replace them on top of the Deck. This card gains ATK equal to the combined Levels of any monsters revealed by this effect x 100 until the end of the turn. This card gains DEF equal to the number of any Spell Cards revealed by this effect x 300 until the end of the turn. You may add 1 Trap Card revealed by this effect to your hand. When that Trap Card is sent to the Graveyard, it is added to your opponent's hand.|

 

Protection

|Radiant Guard - Bredosdyen|8|RDGD|Warrior/Effect|Light|3||0|1600|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. When a face-up card would be destroyed, you may flip that card face-down instead.|

 

Redemption

|Radiant Guard - Nudumptoah|9|RDGD|Fairy/Effect|Light|4||0|1600|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. Tribute this card to Special Summon 1 monster from your opponent's Graveyard and treat it as a LIGHT monster. When a monster Special Summoned by this effect is removed from the field, Special Summon this card from your Graveyard in face-down Defense Position.|

 

|Radiant Sanctuary|10|RDGD|Spell Card|Spell||Field|||During each of your Standby Phases, this card gains 1 Holy Counter for each face-down card on the field. When a Monster Card is Set in Defense Position, you may remove 2 Holy Counters to negate that card's Set and it is Normal Summoned in face-up Defense Position instead. LIGHT monsters gain 300 ATK and DEF for each face-down card on the field.|

 

|Blessed Reincarnatin|11|RDGD|Spell Card|Spell||Continuous|||When a LIGHT monster is destroyed by battle, you may add 1 LIGHT monster with a different name from your Graveyard to your Deck. When a LIGHT monster is destroyed by a card effect, you may add 1 LIGHT monster with a different name of an equal or lower Level from your Deck to your hand.|

 

|Future Sight|12|RDGD|Trap Card|Trap||Continuous|||When a LIGHT monster is Summoned, toss a coin: •Heads: Both players flip their respective Decks upside downl. •Tails: Both players flip their respective Decks face-down.|

 

|Burst of Light|13|RDGD|Spell Card|Spell||Continuous|||As long as this card remains on the field, cards cannot be Set. Face-down cards on the field are flipped face-up. Any card that does not remain on the field is sent to the Graveyard after any effects that can activate resolve. During your next Draw Phase after this card is activated, it is Set face-down on your field. This card cannot be activated until your second Main Phase 2 after this card is Set.|

 

|Radiant Armor|14|RDGD|Spell Card|Spell||Equip|||This card can only be equipped to a "Radiant Guard" monster. When the equipped monster battles, this card gains 1 Holy Counter for each DARK monster on the field. The equipped monster gains 100 ATK and DEF for each Holy Counter on this card.|

 

|Shadin, Holy God of the Radiant Guard|15|RDGD|Thunder/Ritual/Divine Synchro/Divine Spirit/Effect|Light|12||0|0|This card is placed in your Extra Deck. This card can only be Ritual Summoned from the Extra Deck with the Ritual Spell Card, "Prayer of the Radiant". This card gains ATK equal to the combined ATK of the monsters used to Tribute Summon this card. This card gains 500 ATK for each Spell or Trap Card Tributed to Ritual Summon this card. This card cannot gain more than 4000 ATK. Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. Once per turn, you may destroy all cards your opponent controls in the same column as this card. This card cannot attack during the turn this effect is used. Your opponent takes 400 damage for each card destroyed by this effect.|

 

|Prayer of the Radiant|16|RDGD|Spell Card|Spell||Ritual|||This card is used to Ritual Summon "Shadin, Holy God of the Radiant Guard" from your Extra Deck. You must also Tribute LIGHT monsters whose total Levels equal 12 or more from the field or your hand. You may treat face-up Spell and Trap Cards you control as Level 1 LIGHT monsters for this card's effect.|

 

 

 

[spoiler=Legend Dragons Theme] Legend Dragon of Judgment, Purgatos

LIGHT/Dragon/8/2800/2400

If you control a "Legend Dragon", you can Normal Summon this card with 1 Tribute. Once per turn, destroy 1 card your opponent controls for each "Legend Dragon" you control.

 

Legend Dragon of Reverse Dimension, Dracma

DARK/Dragon/8/2800/2400

If you control a "Legend Dragon", you can Normal Summon this card with 1 Tribute. When this card is sent to the Graveyard, you can Special Summon 1 Dragon-Type monster that was removed from play or remove from play 1 card on the field.

 

Legend Dragon of Devastation, Pyros

FIRE/Dragon/6/2500/1500

This card can be Normal Summoned without Tribute. In that case, the original ATK of this card become 1900 until your next Standby Phase. Once per turn, during your Main Phase, you can destroy 1 Spell or Trap Card on the field to inflict 500 points of damage to the destroyed card's controller.

 

Legend Dragon of Creation, Arcrin

WATER/Dragon/6/2400/2000

When this card is sent from the field to the Graveyard, you can Special Summon 1 Dragon-Type monster in your Graveyard.

 

Legend Dragon of Changing, Celes

WIND/Dragon/6/2300/2100

Once per turn, if you control a "Legend Dragon", you can return 1 card on the field to the owner's hand.

 

Legend Dragon of Protection, Natron

EARTH/Dragon/6/2200/2600

When this card is Normal Summoned, you can Special Summon 1 Dragon-Type monster from your hand. While you control this face-up card, your opponent cannot select another monster as an attack target.

 

Legend Dragon of Nothingness, Zero

DARK/Dragon/4/1800/900

This card is not treated as a DARK monster while it is face-up on the field. When this card is Summoned, select 1 card on the field and remove it from play until the End Phase.

 

Sparkling Legend Dragon, Voljet

LIGHT/Dragon/2/900/500

If you control a "Legend Dragon" or "Drake" monster(s), you can Special Summon this card from your hand. When this card battles, you can double this card's ATK during your Battle Phase. When this card is removed from the field, you can select 1 of your removed from play "Legend Dragon" and add it to your hand.

 

Mythic Twilight Dragon

LIGHT/Dragon/Fusion/10/3000/2800

"Legend Dragon of Judgment, Purgatos" + "Legend Dragon of Reverse Dimension, Dracma"

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on the field to the Graveyard. (You do not use "Polymerization".) This card's Attribute is also treated as DARK. When this card is Summoned, destroy all monsters your opponent controls.

 

Mythic Tempest Dragon

WIND/Dragon/Fusion/8/2600/2400

"Legend Dragon of Changing, Celes" + "Legend Dragon of Creation, Arcrin"

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on the field to the Graveyard. (You do not use "Polymerization".) This card's Attribute is also treated as WATER. Once per turn, you can destroy all Spell and Trap Cards your opponent controls.

 

Mythic Vulcan Dragon

FIRE/Dragon/Fusion/8/2800/3000

"Legend Dragon of Devastation, Pyros" + "Legend Dragon of Protection, Natron"

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on the field to the Graveyard. (You do not use "Polymerization".) This card's Attribute is also treated as EARTH. While this card is face-up on your field, you can discard 1 card to negate the activation and effect of any Spell and Trap Cards and destroy them.

 

Cosmic Cyclone

Spell Card

You can only activate this card while you control a "Legend" Dragon-Type monster. Discard 1 card. Destroy all Spell and Trap Cards your opponent controls.

 

Legendary Fate

Spell Card

Send 1 "Legend Dragon" monster from your hand and 1 Dragon-Type monster from your Deck to the Graveyard. Draw 2 cards.

 

Ancient Call

Quick-Play Spell Card

Special Summon 1 Level 3 or lower Dragon-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.

 

Rule of the Legends

Continuous Trap Card

While you control a "Legend" Dragon-Type monster, each time a non-Dragon-Type monster is Summoned, the respective player receives 500 damage.

 

 

 

 

[spoiler=Naga Theme] Deep Sea Cavern (Field Spell)

The controller of this card must pay 1000 Life Points during each players' Standby Phases (this is not optional). During each players' End Phase, send all face-up Non-Water monsters on the field to the Graveyard. Increase the ATK of all Sea-Serpent-Types by 500 points.

 

Levia-Naga, Dweller Of The Deep Sea Cavern (Water/7-Star/2300ATK/2000DEF)

Sea-Serpent/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 Sea-Serpent-Type monsters in your Graveyard while there is a face-up "Deep Sea Cavern" on the field. Once per turn, you can destroy 2 cards on the field (except this card). If "Deep Sea Cavern" is no longer on the field while this card is face-up, immediately send this card to the Graveyard and inflict damage to both players equal to this card's original ATK.

 

Naga Kechil (Water/2-Star/300ATK/300DEF)

Sea-Serpent/Effect

You can discard this card to the Graveyard to add 1 "Deep Sea Cavern" from your Deck to your hand. You cannot activate any Spell Cards for the rest of this turn.

 

Naga Guard (Water/4-Star/1100ATK/1000DEF)

Sea-Serpent/Effect

While this card is face-up, if a "Deep Sea Cavern" you control would be removed from the field by the effect of a Spell Card, Trap Card, or Effect Monster your opponent controls, you can tribute this card to negate and destroy that card.

 

Naga Constricter (Water/3-Star/1000ATK/200DEF)

Sea-Serpent/Effect

As long as this card remains face-up on the field while you control a face-up "Deep Sea Cavern", neither player can activate or set a Field Spell. Once per turn, you can discard a Sea-Serpent-Type monster from your hand to destroy 1 face-down card your opponent controls.

 

Anak Naga (Water/1-Star/0ATK/100DEF)

Sea-Serpent/Effect

This card can be Special Summoned while you control a face-up "Levia-Naga, Dweller Of The Deep Sea Cavern". If this card is destroyed by the effect of "Levia-Naga, Dweller Of The Deep Sea Cavern", you gain 2000 Life Points. When this card is destroyed and sent to the Graveyard, you can add a "Naga" monster from your Deck to your hand, except "Levia-Naga, Dweller Of The Deep Sea Cavern".

 

Naga Devourer (Water/5-Star/1500ATK/1300DEF)

Sea-Serpent/Effect

This card can be Special Summoned while you control a face-up "Deep Sea Cavern". As long as this card remains face-up on your side of the field, whenever a "Naga" monster attacks a face-down Defense Position monster, destroy the face-down monster immediately with this card's effect without flipping it face-up or damage calculation.

 

Naga Sympathizer (Water/4-Star/900ATK/200DEF)

Sea-Serpent/Effect

While this card is face-up, pay 500 LP instead for the cost of "Deep Sea Cavern".

 

Naga Exhumer (Water/6-Star/1900ATK/400DEF)

Sea-Serpent/Effect

When this card is Tribute Summoned, send 2 Sea-Serpent-Type monsters from your deck to the graveyard. Then, draw a card.

 

Atmospheric Catastrophe (Normal Spell)

Send a "Deep Sea Cavern" on the field to the Graveyard. Send all cards in both players' hands and on the field to the Graveyard.

 

Atmospheric Pressure Rush (Quick-Play Spell)

This card can only be activated when you control a "Deep Sea Cavern". Tribute all "Naga" monsters you control, except "Levia-Naga, Dweller Of The Deep Sea Cavern". Inflict damage to your opponent equal to half of their combined original ATK.

 

Exposure To Atmospheric Pressure (Normal Spell)

This card can only be activated at the start of your Main Phase 1. Until your next turn, you and your opponent cannot Set any cards on the field.

 

Pressure Crush (Normal Spell)

Tribute a Sea-Serpent-Type monster you control. Destroy 1 face-down card your opponent controls.

 

Explosive Treasure Chest (Normal Trap)

When this face-down card is destroyed and sent to the Graveyard, draw 2 cards from your Deck, and you take 1200 damage.

 

Atmospheric Barrier (Continuous Trap)

This card can only be activated while you control a "Deep Sea Cavern". Once during your opponent's Battle Phase, you can pay 500 LP to negate 1 attack. Destroy this card if "Deep Sea Cavern" is removed from the field.

 

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Card group / name of group

 

 

[spoiler= 1) 1 Level 5-6 Normal Monster with at least 2500 ATK]

 

Dark Messiah

Fairy Dark Level 5 2600/1000

It is said that when the end comes, he will resurrect. The sun will shine no more, flowers will not bloom, all hope will be lost.Then, after his smile the world will vanish once again.

 

Zephyr Angel

*****/Fairy/LIGHT

This angel sweeps through the clouds at high speeds and dazzles opponents with its rainbow colored wings.

ATK: 2500 DEF:2100

 

Being of Corruption

Fiend|Dark|6||2600|2400

Living in the darkest areas of the underworld for so many has driven this creature insane.

 

 

Moonlight Paladin

LIGHT

Level 6

Warrior

A brave warrior born under the moon, he fights for peace and freedom.

ATK/DEF: 2600/0

 

Royal Yeti

6/Beast/Water

2600/1400

The king of the Yeti race. He will defend his people with supreme force.

 

Dark Axwielder

Level 6

2600 ATK / 1000 DEF

DARK Beast-Warrior/Effect

This giant beast assaults its opponents with its giant axe. No man has fought against this creature and lived to tell about it.

 

 

Acid Elemental

Fire, Aqua, 6, 2600, 200

Although not very fast or bright, this creatures are capable of melting the hardest armors with a touch.

 

 

 

 

Demonic Metal Zombie

DARK

Level 6

Machine-Type

ATK 2500 DEF 1300

A metal devil created by the maddest scientists on the world, although the creators fear that their creation will become a Junked Scarecrow in the future.

 

 

 

 

[spoiler= 2) 1 Level 5-6 Normal Monster with at least 3000 DEF]

 

Soldier of Gaia

Rock Earth Level 6 0/3100

His tears makes his shield shine more then morning sun, while he is doomed to hold it for eternity to pay off sins of his darkness past.

 

Stone Golem

******/Rock/Earth

This giant behemoth, is slow to move but is almost like an impenetrable fortress.

ATK:500 DEF:3000

 

Gateway of Abiding

Rock|Earth|6||0|3100

After a sleep of many millenia, this creature has managed to build up a defense so strong that only the most powerful can break through it.

 

Renewed Metal Scarecrow

DARK

Level 5

Machine-Type

ATK 0 / DEF 3000

A Scarecrow rebuilt from new metal that can sustain most attacks, although his creators fear that he will become created by Scrap Junk.

 

Spark Dragon

5/Dragon/Light

900 / 3000

A weak dragon that can absorb the energy of any attack to defend itself.

 

Giant Soldier of Steel

Level 6

1700 ATK / 3000 DEF

EARTH Machine/Effect

A giant warrior made of steel. Its armor is said to be able to withstand a nuclear attack.

 

 

Giant Guardian Gnomes

Earth, Fairy, 6, 1600, 3200

Well known for their sturdy builds, the Giant Gnomes are often enslaved by powerful wizards to protect their treasures.

 

 

 

 

[spoiler= 3) A Ritual Spell Card that can be used to Ritual Summon any monster]

 

Dark Heaven's Ritual

Ritual Spell

Select 1 Ritual Monster in your hand. Pay Life Points equal to number of stars of selected Ritual Monster x 200. During your next Standby Phase, Ritual Summon selected monster from your hand.

 

Forgotten Ritual

Ritual Spell

Select 1 Ritual Monster in your hand. Remove 1 monster in your Deck from play with the same Level as the selected Ritual Monster's. Ritual Summon a card with the name of the selected Ritual Monster from your hand.

 

Ancient Elven Ritual

Ritual Spell

This card can be used to Ritual Summon any Ritual Type Monster from your hand. You must pay 100 Life Points per Level star and also offer monsters from your hand or the field, whose total Level stars are equal to or are greater than the selected Ritual Monsters Level.

 

Revert to the Ritual

Ritual Spell

Add to your hand 1 Ritual Spell Card from your Graveyard. Then, select 1 Ritual Monster and add it to your deck. Shuffle your deck afterwards.

 

Divine Ritual

Ritual Spell

This card is used to Ritual Summon any Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are Ritual Summoning.

 

Lucky Charm Ritual

Ritual Spell

Add 1 ritual monster in your deck to your hand. This card remains on the field face-up. During your second standby phase after this cards activation, ritual summon the ritual monster in your hand. If you cannot, send the ritual monster to the graveyard.

 

Rite of Blood

Ritual Spell

Ritual Summon 1 Ritual Monster fom your hand. Then, inflict 500 damage to your Life Points x the Summoned monsters' level. The Summoned monster cannot attack this turn.

 

 

Ritual Procedures

Ritual Spell

This card is used to Ritual Summon any Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels are equal to or greater than the Level of the Ritual Monster you are Ritual Summoning.

 

Gemfest

Ritual Spell

Tribute from your field or hand monsters that total star level equals 12.

Special summon a Ritual Monster in face up attack mode. During each of your battle phases while the selected monster is in play, discard 1 card from your graveyard to the bottom of your deck.

 

 

 

 

[spoiler= 4) A Field Spell Card that is not Type-Specific]

 

Crimsonpolis

Field Spell

The effects of all cards on the field are negated other than cards that are the same Type (Spell, Trap, or Monster) as the Type of card that is on top of the turn Player's Graveyard. If there are no cards in the turn Player's Graveyard, this card's effect is negated until the next Standby Phase. Once per turn, the turn Player can send 1 card from the top of their Deck to the Graveyard. While this card is on top of your Graveyard, you can send all cards you control to the Graveyard to activate this card from the Graveyard.

 

City in the Clouds

Field Spell

Increase the ATK of each face-up Attack Position monster by 200. As long as this card remains on the field all cards inflict Piercing Damage.

 

Reminice City

Field Spell

While this card is face-up on the field no player can declare an attack. Any monster Summoned while this card is on the field gains 300 ATK. This card is sent to the Graveyard during the 2nd End Phase after this card's activation.

 

War Zone

Field Spell

All monsters you control gain attack equal to their level * 100.

 

|Normal Neutralization|04|SET01|Spell Card|Spell||Field|||Increase the ATK of all Normal Monsters by 500. Once per turn you can negate the activation a Spell or Trap Card or the Effect of an Effect Monster that targets a face up Normal Monster on your side of the field.|

 

 

Scrap Junkyard

Field Spell Card

Decrease the ATK of all Level 5 or above monsters by 1000. Increase the ATK of all Level 4 or lower monsters by 500.

 

 

Parallel Universe

Field Spell Card

Switch the ATK and DEF of all monsters on the field. Pay 700 life points during each of your standby phases. If you cannot, this card is destroyed.

 

Butterfly Effect

Field Spell Card

As long as this card remains face-up on the field, both players must turn their respective Decks upside down. Once per turn, during the Main Phase, the turn player can pay 500 Life Points to shuffle either player's Deck.

 

Minefield-Ridden Desert (Field Spell)

Whenever a monster declares an attack, it's controller flips a coin. If the result is tails, that monster is destroyed at the end of the Damage Step.

 

Downgrade

Players cannot activate a Field Spell Card while this card is face-up on the field. When a monster is destroyed, this card controller can select 1 face-up monster on the field. Decrease the selected monster Level equal to the Level of the destroyed monster until the End Phase.

 

 

 

 

[spoiler= 5) A card that sends cards from the top of your opponent's deck to the Graveyard.]

 

Deck Collapse

Continuous Spell

When Player activates Spell/Trap Card, he/she sends 1 card from top of his/her Deck to the Graveyard.

 

Chop From Above

Spell Card

This card can only be activated during either player's Main Phase 1. Pay 500 points to have your opponent discard the top 3 cards of there Deck.

 

Grenade

Spell Card

Send the top card of your opponents deck to the Graveyard.

 

Heavy Mortgage!! (Normal Trap)

Activate only at the start of your opponent's Main Phase 1. Select 1 random card from your opponent's hand. If your opponent summons or activates that card this turn, send the top 3 cards of your opponent's deck to the graveyard.

 

Corrupt Resources

Trap

Discard 1 monster from your hand, your opponent must then send cards from the top of their deck to the graveyard equal to the monster’s level.

 

Junk Picker

Normal Spell Card

Release 1 monster you control and remove cards from the top of your opponent's deck equal to the level of the Released monster.

 

Maggot Dig

Continous Trap card

Each time you inflict battle damage to your opponent, the top 2 cards on your opponents deck are sent to the graveyard.

 

Fog Jar

Level 3

900 ATK

600 DEF

WIND Rock/Effect

FLIP: Both players send cards from the top of their Deck to the Graveyard equal to the number of cards in their hand.

 

 

Insanity Mine

Normal Trap

Activate only when an opponent's monster declares an attack. Send 5 cards from the top of your opponent's deck to the Graveyard. Then, if a monster with the same name as the attacking monster exists in a Graveyard, return it to it's owner's hand.

 

 

 

 

[spoiler=6) A card that can take control of 1 of your opponent's monsters]

 

Brain Oblivion

Equip Spell

Take control of 1 opponent's face-up monster and equip that monster with this card. That monster's effects are negated, it cannot declare an attack, and it cannot be used for Synchro, or Tribute Summon.

 

Trust and Betrayal

Normal Spell

Select 1 face up monster your opponent controls. Pay Life Points equal to the ATK of the selected monster and take control of that monster until the End Phase.

 

Odd Allegiance

Trap Card

Activate this card when your opponent Summons a monster take control of that monster until the end of your next turn unless your opponent pays 1000 Life Points if they do add this card back to your hand.

 

Brain Slug Pit

Normal Trap

Activate by tributing a face-up monster when an opponent successfully Summons a monster. Take control of the summoned monster.

 

Alluring Witch (Dark/4-Star/800ATK/800DEF)

Spellcaster/Effect

Once per turn, you can remove a Dark monster in your hand from play. Take control of a monster on your opponent's side of the field. That monster cannot be used as a Tribute or for a Fusion/Ritual/Synchro Summon. If this card is no longer face-up or removed from the field, return monster(s) you control by this card's effect back to your opponent.

 

 

Subjugate

Normal Trap Card

Pay 1000 life points. Take control of 1 face-down monster on the field until the end of the turn.

 

Allure Magician

Level 1

100 ATK

100 DEF

LIGHT Spellcaster/Effect

FLIP: Pay 500 Life Points. Take control of one of your opponent's face-up monsters until your next End Phase. That monster cannot be used as a Tribute or for a Synchro Summon.

 

Scrap Brainwash

Equip Spell Card

Equip this card to one of your opponent's face-up monster and switch control of it. During your Main Phase, pay half your Life Points. If you don't, destroy this card and inflict damage to your Life Points equal to the monster's original ATK.

 

 

 

 

 

[spoiler=7) A card that supports Normal Monsters]

 

No Mercy

Quick-Play Spell

Special Summon 1 Normal Monster from your hand. If you activate this effect, you cannot Special Summon any other monster(s) during this turn. If you Special Summoned Level 3 or less Normal Monster with this effect, you can draw 1 card.

 

Common Revival

Equip Spell

Pay 800 Life Points. Special Summon 1 Normal Monster from your Graveyard and equip it with this card. If monster equipped with this card is removed from field , this card is destroyed. If this card is removed from the field , destroy the equipped monster.

 

Enhancement Potion

Equip Spell Card

A Normal monster equipped with this card gains 200 ATK and is unaffected by the effects of Trap Cards.

 

Superiority Of Normalcy (Continuous Trap)

Whenever an effect of a Magic/Trap card activates that destroys Normal monster(s) on the field, you can discard a card from your hand to negate and destroy that card. Destroy this card if you have no face-up Normal Monsters on your side of the field.

 

Evening the Odds

Counter Trap

Activate only if you control a Normal Monster. Negate the activaton and effect of an effect monster and destroy it.

 

 

Aid the Norms

Spell

Tribute 1 Normal Monster to Special Summon 1 Normal Monster from your deck.

 

 

Normal Revolution!

Counter Trap Card

This card can only be activated when 1 face-up Normal monster you control is destroyed by card effects. Inflict damage to your opponent's Life Points equal to the monster's ATK.

 

 

Soul Guard

Counter Trap card

Negate the activation of an effect monster's effect that affects normal monster(s) and destroy it.

 

Dismissal

Spell Card

Return 1 Normal Monster from your hand to your Deck, and roll 1 six-sided die. Pick up cards from the top of your Deck and if a monster exists with a Level equal to or less than the returned monster, select 1 of those monster(s) and Special Summon it. Return the remaining cards to the Deck.

 

Komouri Blast

Normal Trap Card

This can only be activated on your opponent's Battle Phase or your End Phase. Tribute 1 Level 4 Normal Monster on your side of the field. Special Summon 1 Level 8 Normal Monster from your deck.

 

 

Quick Spell Card:

Remove from play 1 Normal Monster in your Graveyard. All Normal Monsters on the field gains 300 ATK and cannot be removed from the field until the End Phase. If this card is sent from your Deck to your Graveyard, add 1 Level 4 or lower Normal Monster from your Graveyard to your hand.

 

 

 

 

[spoiler=8 ) A fusion between 2 specific Effect monsters from set 0]

 

 

 

Dijinn - Lord of the Sky

********/Spellcaster/Fusion/Wind

"God of the Wind - Fujin" + "Life Stealing Magican"

This card can only be Fusion Summoned with the above monsters. When this card is Fusion Summoned successfully return 1 card on the field to its owners hand. Once per turn, when this card inflicts Battle Damage to your opponent, you can pay Life Points equal to the amount of damage this card inflicted to have this card attack again.

ATK: 2700 DEF:2200

 

Thunder Lizard

LIGHT

Level 6

Reptile/Fusion/Effect

Ruby Chameleon + Voltage Blaster

When this card is destroyed by battle and sent to the Graveyard, increase your Life Points by 300 for each card in your Graveyard.

ATK/DEF: 2000/2300

 

Voltage Reactor

Thunder Light Fusion Lv8 2700/2000

Voltage Blaster + Voltage Blaster + Voltage Blaster

This card can only be Fusion Summoned. This card can only be Special Summoned from your Fusion Deck, by returning the above cards you control to the Deck. Increase this card ATK by 100 for each Thunder-Type monster in both Player's Graveyard. When card effect is activated, you can remove this card from play. If you use this effect, Special Summon this card to your side of the field during this turn End Phase.

 

 

Hell Cerberus

Fiend-Fusion/FIRE/LV7/2300/1800

"Hell Hound" + "Diablo, Dark Shadow of the Cathedral"

During each of your opponent's standby phases, they take damage equal to the number of monsters removed from play X200.

 

 

Radark the Dark Dragon Rider

******/Warrior/DARK

"Corrupted Clown" + "Ruby Chameleon"

This card cannot be Summoned except by Fusion Summon. If this card is destroyed by battle and sent to Graveyard your opponent skips their next 2 Draw Phases.

ATK:2600 DEF:2300

 

 

 

 

 

[spoiler=9) An equip card that increases the stats of the equipped monster]

 

Brutal Axe

Equip Spell

Increase ATK of 1 face-up monster on the field by 800. When that monster is removed from the field, and this card is sent to the Graveyard, you can equip this card to another correct target.

 

Bright Shining Wand

Equip Spell

Increase the ATK of 1 monster by 800. If this card is destroyed, you can pay 800 points to add it to the top of your Deck.

 

Diamond Dagger

Equip Spell

The equipped monster gains 200 ATK and DEF for each card in your hand.

 

Archfiend Blade

Equip Spell

The equip card gains 1000 attack. When this card is sent to the graveyard you may tribute 1 monster you control to return this card and one other Equip Spell from your graveyard to your hand.

 

Power of the Powerful

Equip Spell Card

The equipped monster gains ATK equal to its Level x 200.

 

Scrap Cannon

Equip Spell Card

This card can only be equipped to a Level 1 Monster Card. Increase the ATK of the equipped monster by 3000 ATK.

 

Spiral bow

The equiped monster gains 400 ATK and DEF. When the equiped monster is destroyed, equip this card to 1 monster on the field to decrease its ATK and DEF by 400. If the equiped monster is Tributed, its controller takes 1000 damage.

 

Regenerating Stinger

Equip Spell

Increase the ATK of the equipped monster by 500 points. When this face-up card is destroyed and sent to the

Graveyard, return it to your hand during your next Stand-by Phase.

 

 

 

 

[spoiler=10) A quick-play Spell or Trap Card that increases the stats of a monster]

 

Omega Rage

Quick-Play

Increase ATK of 1 face-up monster on the field by 1000 until this turn End Phase.

 

 

Suspicious Stare

Quick play Spell

Select 1 monster on the field. Select 1 effect:

Increase its level by 1.

Increase its attack by 700.

 

Extra Jolt

Quick-Play Spell

Increase the ATK of 1 face-up monster by 700 until the End Phase.

 

 

 

Word of Strenght

Normal Trap

Increase the ATK of a monster by 1000 this turn. If you activate this card during your Main Phase, that monster gains piercing this turn.

 

 

 

Ancestry

Normal Spell card

Until the end of the turn, target monster gains 1000 Atk for every monster with the same name in your graveyard, until the end of the turn.

 

Absorption - Trap Card - Discard 1 monster. Select 1 face-up monster on the field. It gains ATK equal to half the ATK of the discarded monster until the end of the turn. During the End Phase, if that monster is still face-up on the field, take damage equal to half of its ATK.

 

Short-Lasting Endorphin Booster (Quick-Play Spell)

Increase the ATK of 1 face-up monster on the field by 1000. That monster is changed to Defense Position at the end of the turn. That monster's battle position cannot be changed until the end of the next turn, except with a card effect.

 

 

 

 

[spoiler=11) A quick-play Spell or Trap Card that decreases the stats of a monster]

 

Necklace of the Forgotten

Quick-Play Spell

Decrease the ATK and DEF of 1 monster on the field by 100 for every face-down card on the field.

 

Deafening Screech

Quick Play Spell

Select 1 monster on the field. Select 1 effect:

Decrease its level by 2.

Decrease its attack and defence by 700.

 

Collapse

Quick-Play

ATK of 1 face-up monster becomes equal to its original DEF, and DEF of that monster becomes equal to its original ATK until this turn End Phase.

 

Sudden Fragility (Quick-Play Spell)

Decrease the ATK of 1 face-up monster your opponent controls by 700.

 

 

Haunting Requiem

Quickplay Spell Card

Until the end of the turn, all your opponents monsters lose ATK and DEF equal to the number of monsters in your graveyard x50.

 

Rejection - Trap Card - Discard 1 monster. Select 1 face-up monster on the field. It loses ATK equal to half the ATK of the discarded monster until the end of the turn. During the End Phase, if that monster is still face-up on the field, gain Life Points equal to half of its ATK.

 

Word of Weakness

Normal Trap

Decrease the ATK of a monster by 1000 this turn. If you activate this card during your Main Phase, that monster cannot activate its effects this turn.

 

 

 

 

[spoiler=12) A level 7-8 Normal Monster with 2500+ ATK. This card should be the weaker rival of Dragon Lord of the Forgotten Kingdom.]

 

Abyssal Dragon

********/Dragon/FIRE

This dragon came from the fiery depths of hell, to cause havoc and suffering on earth.

ATK:2800 DEF:2200

 

 

|Eclipse Dragon of the Sacred Kingdom|X|CCG1|Dragon|Light|7||2400|2100|Some say that when this dragon unleashes its true power, the heat around it rivals the sun and the winds from its wingbeat is more powerful than even the strongest of hurricanes. Others state at they have even seen the dragon transform upon being wounded and unleash the fury of the sun.|0|

 

 

 

 

[spoiler=13) An Effect Monster that is a Union monster]

 

Crazy Cupid

Fairy Light Union Level 2 700/300

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, when equipped monster destroys monster as result of battle, you can draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed by battle, destroy this card instead.)

 

Parasitic Code - Anti-Spam (Wind/1-Star/0ATK/0DEF)

Insect/Union

Once per turn, if you control this monster on the field, you can equip it to a face-up Wind monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect:

- Your opponent can only activate 1 Spell/Trap card per turn. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

(check the last group for more!!)

 

 

Vile Parasite

***/Insect/Union/EARTH

Once per turn, if you control this monster on the field, you can equip it to a face-up monster you control as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains 400 ATK and DEF. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

ATK:500 DEF:500

 

Rubber Armor

Warrior-Union/EARTH/Lv3/500/500

Once per turn, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster loses 500 ATK and DEF, and cannot be destroyed in battle.(1 monster can only be equipped with 1 Union Monster at a time.)

 

Beast of Frost and Flame

Water, Pyro - Union - Effect, 4, 1500, 1500

The attribute of this card is also treated as FIRE. Once per turn,during your Main Phase, if you control this monster on the field, you can equip it to a monster you control as an Equip Spell Card OR unequip the Union equipment and Special Summon this card in face-up Attack Position. Increase the ATK of the equipped monster by 500 points. Whenever equipped monster inflicts battle damge, destroy 1 card on the field. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

 

 

 

 

[spoiler=14) An Effect Monster that is a Spirit monster]

 

Shishi Hunter

Beast-Warrior Earth Spirit Lv4 1700/900

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. This card can attack twice per turn. When this card attacks, Trap cards cannot be activated.

 

Mechanical Clone

****/Machine/Spirit/EARTH

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, destroy up to 2 Spell & Trap Cards on the field.

ATK:1650 DEF:1300

 

Inari

Light, Spellcaster - Spirit - Effect, 4, 1400, 1100

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, Special Summon 2 Kitsune Tokens (Beast-type, FIRE, level 1, 300 ATK, 200 DEF). This tokens cannot be tributed except for the tribute summon of a Spirit monster.

 

 

Akuma

Fairy-Spirit/DARK/Lv4/1600/1300

This card cannot be special summoned. This card returns to the owners hand during the end phase of the turn this card is normal summoned or flipped face-up. When this card inflicts battle damage to your opponents life points, you can remove from play up to 3 cards from either player's graveyard.

 

 

Princess Of Mount Ophir (Light/8-Star/2500ATK/2200DEF)

Fairy/Spirit

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up, unless you remove from play 1 other Spirit monster you control. Once per turn, Special Summon 1 Spirit monster from your graveyard, ignoring its Summoning conditions. That monster's effect is negated, and cannot be used as a Tribute or for a Fusion/Ritual/Synchro Summon. If this card is no longer face-up or removed from the field, remove from play all monsters Special Summoned by this card's effect.

 

Zombie Spirit Imazami

Dark/Level 6

Zombie/Spirit

ATK 2300 DEF 0

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, destroy all face-down cards on the field. If you destroys a monster(s) by this effect, negate this card effects. When this card returns to your hand by its effect, take 1000 damage for each card destroyed during this turn.

 

 

 

 

 

[spoiler=15) An Effect Monster that is a Gemini monster]

 

Effigy of Mirrors

Earth, Rock - Gemini, 3, 0, 2200

This card is treated as a Normal Monser while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

The ATK of all face-up monsters becomes equal to their DEF.

 

Soulkiller Whale

Water Fish Gemini Lv4 1600/1400

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: You can send this face-up card to the Graveyard to negate the Summon of 1 of your opponents monsters, and remove it from play.

 

Were-Dragon

Dragon/Gemini/Effect|Earth|6||2400|2000

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: • Once per turn you can Special Summon 1 Level 4 or lower Dragon-Type monster from your hand or Graveyard.

 

Coffin Queen

***/Zombie/Gemini/DARK

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

? Once per turn, discard 2 cards from your hand to add 1 Zombie-Type monster from your Graveyard to the top of your Deck.

ATK:1400 DEF:1000

 

Mind Infiltrator (Dark/3-Star/1300ATK/800DEF)

Psychic/Gemini

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

- Equip this card to a monster on your opponent's side of the field and treat it as an Equip Card. Take control of the equipped monster. Pay 800 LP during each of your Standby Phases.

 

 

Mobius the Retrained

Aqua-Gemini/WATER/Lv6/2400/1000

This card is treated as a normal monster while on the field or in the graveyard. If this card is face-up, you can normal summon it to have it be treated as an effect monster with this effect:

*Once per turn, you can destroy 1 spell or trap card on the field. No cards can be chained to this effect. This card cannot attack the turn you use this effect.

 

 

Dual Mind

Light level 3

Psychic/gemini

ATK 800 DEF 1700

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

-When this card is destroyed, Special Summon 2 Level 2 or Lower LIGHT mosnter from your hand, Deck or Graveyard.

 

 

 

 

[spoiler=16) Any card to support DARK monster(s)]

 

Darkest Nights

Continuous Trap

DARK monsters cannot be selected as an attack target.

 

Shapeshifting Shadow

Fiend/Effect|Dark|2||1200|800

When this card is removed from play, you can select 1 DARK monster (excluding "Shapeshifting Shadow") that was removed from play and add it to your hand during the 2nd Standby Phase.

 

Putrid Cyclops

***/Fiend/DARK

Once per turn, you can pay Life Points in multiples of 500 (Max 1500), to have 1 DARK monster you control gain ATK equal to the amount you paid until the End Phase. At the End Phase the selected monsters ATK is treated as 0 until your next Standby Phase.

ATK:400 DEF:1000

 

Darkness Falls

Continuous Spell

Every time a DARK monster is summoned, place 1 Dark Counter on this card. By removing 3 Dark Counters from this card, increase the ATK of 1 DARK monster you control by 500 until the End Phase.

 

Sudden Eclipse!! (Normal Trap)

Activate only during the start of your opponent's Main Phase 1 while you control a Dark monster(s). Your opponent cannot summon this turn.

 

 

Underworld Embrace

Normal Trap

Decrease the ATK and DEF of a face-up monster by 300 points for each DARK monster in either player's Graveyard. Then, if that monster's DEF becomes 0, destroy it.

 

Shadow Servant

DARK

Level 1

Fiend/Effect

AS long as this card remains face-up on the field, other DARK monsters you control gain 300 ATK and DEF.

ATK/DEF: 200/0

 

Shadow Reaper

4/Dark/Fiend

0/0

This card cannot be destroyed in battle. When a Dark monster is removed from play draw 1 card if the drawn card is a DARK monster you may discard it to draw another card.

 

Wicked Plot

Normal Spell Card

Discard 1 card. Add 1 Level 4 or lower DARK monster from your graveyard to your hand.

 

 

 

 

[spoiler=17) Any card to support EARTH monster(s)]

 

Earthquake

Quick-Play Spell

You can activate this card only when you control EARTH monster. Flip all face-up monsters to face-down Defense Position, and all face-down monsters to face-up Attack Position.

 

Fiber Dragon

Plant/Effect|Earth|5||2100|1600

This card is also treated as a Dragon-Type monster. When there is a face up EARTH monster on your side of the field, you can pay 1000 Life Points to Special Summon this card from your hand. If you Release an EARTH monster for the Advanced Summon of this card, draw 1 card. If you draw an EARTH monster with this cards effect you can show it to your opponent to draw 1 more card. You can only control 1 "Fiber Dragon" monster at a time.

 

Bounded Stone

Equip Spell

Select 1 EARTH monster on the field. The selected monster gains 1 of the following effects:

- This card can attack twice per turn.

- This card inflicts piercing damage.

- This card cannot be targeted by the effects of Trap Cards.

 

 

Gaia's Blessing

Quick-play Spell

EARTH monsters you control have their ATK increased by 700 points until the end of the turn.

 

 

Golem Cyclops

3/Earth/Rock

1200/2000

Once per turn you may change this card to face-down defence position. When this card is Flip Summoned return 1 card on the field to its owners hand for each Earth monster you control.

 

Mud Mole

Beast/EARTH/Lv3/500/500

Remove this card from your graveyard. Target EARTH monster gains 500 ATK and DEF, until the end of the turn. This can be activated during either player's turn.

 

Tectonic Shift!! (Normal Trap)

Activate only at the start of your opponent's Main Phase 1 while you control an Earth monster(s). Any monster your opponent summons this turn is changed to Defense Position.

 

 

 

 

[spoiler=18 ) Any card to support WIND monster(s)]

 

Cyclone of Lost Hopes

Normal Trap

Discard 1 WIND monster. Return 1 card on the field to top of its owner Deck.

 

 

Intense Hurricane!! (Normal Trap)

Activate only at the start of your opponent's Main Phase 1 while you control a Wind monster(s). Your opponent cannot set any Spell/Traps this turn.

 

Wind Slicer

Warrior/Effect|Wind|4||1600|1400

Once per turn, you can Special Summon 1 "Wind Slicer" card from your hand by removing 1 WIND monster in your graveyard from play. While you control a WIND monster (other than this card), you can return this card from the field to your hand to return 1 card on the field to its owner’s hand.

 

 

Uprising Currents

Continuous Spell

Level 4 and lower WIND monsters may attack directly if your opponent controls no Spell or Trap cards.

 

Speed Ninja

Warrior/WIND/Lv4/1200/0

During either players Battle Phase, before damage calculation, you can return a number of WIND monsters from your field to your hand. Increase this cards attack by 1000 X the number of monsters returned by this effect, until the end of the turn.

 

 

Destruction From Above

Trap Card

Destroy all non WIND monsters on the field.

 

Twin Hurricanes

Quick-play Spell

Activate by selecting 2 WIND monsters on your side of the field. Return 1 of those monsters to its owner's hand and return a card in your opponent's side of the field to the bottom of its owner's deck.

 

 

Armored Silver Wings

Equip Spell Card

This card can only be equiped to a WIND monster. The equiped monster gains 200 ATK and DEF. When a card that destroys Spell or Trap card(s) on the field is activated, you can add this card to the bottom of your Deck to negate the activation and effect of that card and destroy it.

 

 

 

 

[spoiler=19) Any card to support FIRE monster(s)]

 

Card Blaster

Attrib: Fire

Type: Machine/Effect

Level:3

Atk: 500

Def: 1000

Once per turn, you can send up to 3 cards from the top of your Deck to the Graveyard to inflict 400 damage to your opponent for each FIRE monster sent in this way. This card gains 500 ATK for each FIRE monster on your side of the field. When this card on your side of the field is destroyed and sent to your Graveyard, you can draw 1 card.

 

Flame Shaman

Spellcaster/Tuner/Effect|Fire|2||800|600

During you Main Phase while there is a face up FIRE monster on your side of the field, you can pay 1000 Life Points to Special Summon this card from your hand or Graveyard. If you do, remove this card from play when it is removed from the field.

 

Krakatoa Eruption!! (Normal Trap)

Activate only at the start of your opponent's Main Phase 1 while you control a Fire monster(s). Your opponent must pay 300 Life Points per card to Normal Summon, Special Summon, Set or activate cards from his/her hand this turn.

 

Flame Wall

Trap Card

Activate this card when a FIRE monster you control is selected as an attack target. Destroy the attacking monster and inflict damage to your opponent equal to the destroyed monsters Level x100.

 

Pyronic, King of Flames

4/Fire/Pyro

1800/100

Each time a FIRE monster inflicts effect damage to your opponent(except “Pyronic, King of Flames”) inflict 800 more damage.

 

Burning Passion

Normal Spell card

Tribute 1 FIRE monster you control. Inflict damage to your opponent's life points equal to that monster's original ATK. Then, you can add a monster with the same name from your deck to your hand.

 

Reignition

Normal Trap

Discard up to 3 cards. Special Summon an equal number of FIRE monsters from your Graveyard. The Special Summoned monsters cannot attack this turn.

 

 

 

 

[spoiler=20) Any card to support WATER monster(s)]

 

Clear Sight

Normal Trap

Tribute 1 WATER monster. Look at all cards on opponents side of the field and in opponents hand and for next 3 turns every card opponent draw. Your opponent cannot use card(s) during turn he/she draws them, or adds them to his/her respective hand.

 

Seeker Shark

Fish/Effect|Water|4||1700|1000

Once per turn you can discard 1 WATER monster from your hand to add 1 level 4 or lower WATER monster from your Deck to your hand.

 

Rip Tide Rascal

****/Aqua/WATER

When this card is Normal Summoned, you can pay 2000 Life Points to Special Summon 1 "Rip Tide Rascal" from your hand or Deck. When this card is the only face-up WATER monster you control it gains 200 ATK. Once per turn, you can discard 1 card from your hand to look at 1 card in your opponent's hand. When this card is destroyed and sent to the Graveyard except by battle add 1 WATER monster to your hand from the Deck.

ATK:1500 DEF:1300

 

 

Deep Sea Warfare

Spell

Activate only if you control a WATER monster, your opponent must discard 1 card from their hand.

 

Rising Tide

Quick-play Spell

Return 1 face-up card to its owner's hand. During your Stand-by Phase, you can discard 1 WATER monster from your hand to return this card from your Graveyard to your hand.

 

Submerge

Equip Spell Card

Equip only to WATER monsters. Decrease the level of the equipped monster by 1. You can choose which spell/trap cards affect the equipped monster.

 

 

Huge Tsunami!! (Normal Trap)

Activate only at the start of your opponent's Main Phase 1 while you control a Water monster(s). Your opponent can only activate 1 Spell/Trap card this turn.

 

 

 

 

[spoiler=21) Any card to support LIGHT monster(s)]

 

Swords of Flashing Holiness

Continuous Spell

Your opponent can attack only once per turn. If there is no face-up LIGHT monster on your side of the field this card is destroyed.

 

Vanishing Light

Counter Trap

Discard 1 LIGHT monster. Negate the effect and activation of a Spell or Trap card and remove that card from play. Your opponent(s) cannot activate cards with the same name as that card.

 

 

 

 

Blinding Brightness!! (Normal Trap)

Activate only during the start of your opponent's Main Phase 1 while you control a Light monster(s). Any monster your opponent summons this turn has its effect negated until the end of the turn.

 

|Hope-Angel of Blessing|21|SET01|Fairy/Effect|Light|2||900|800|This card cannot be Special Summoned.Once per turn you can discard 1 LIGHT monster from you hand to add 1 Spell Card from your Graveyard to your hand.|

 

 

Light Shines Through

Normal Spell

You can only activate this card if there are no LIGHT monsters on the field. Remove from play 1 LIGHT monster in your Graveyard to Special Summon 1 LIGHT monster from your Deck with an equal Level to the removed monster.

 

Intervention of the Lord

Counter Trap

Activate only if you control a LIGHT monster. Negate the activation of card that would remove a Light monster from the field. Remove 2 LIGHT monsters from your graveyard to add this card from your graveyard to your hand.

 

Aura Refraction

Normal Trap Card

Activate only when you control a LIGHT monster and your opponent controls a face-up monster. Increase your life points equal to the combined level of those 2 monsters x300.

 

 

 

 

[spoiler=22) Any Field Spell Card to support DARK monster]

 

Lurking Shadows (Field Spell)

During a player's turn, if that player does not have any monsters on his/her side of the field, that player can Special Summon 1 Dark monster from his/her graveyard. If this effect is activated, that player cannot summon any other monsters on that turn.

 

 

Nightmare Castle

Field Spell

During each End Phase, decrease ATK of all monsters on the field by 100 for each DARK monster in both Players Graveyard. When non-DARK monster's ATK is reduced to 0 by this effect, that monster is destroyed.

 

Dimension of Despair

Field Spell

Increase the ATK of all DARK monsters for every monster removed from play x 100. Whenever a DARK monster is sent to the Graveyard, you can remove it from play instead. When a DARK monster destroys an opponents monster by battle, you can remove that monster from play instead of sending it to the Graveyard.

 

Eternal Darkness

Field Spell

Increase the ATK and DEF of all face-up DARK monsters by 400. Once per turn, if the turn player controls no DARK monsters they receive 500 damage, if they do control a DARK monster inflict 500 damage to opponent.

 

Surrounding Shadows

Field Spell

All DARK monsters you control gain 800 attack, in addition all non-dark monsters can only attack monsters in the same column as itself.

 

Evil Temple

Field Spell Card

Increase the ATK and DEF of all DARK monsters by 300. A player can tribute a DARK monster to skip their opponent's next Battle Phase.

 

Death's Reign

Field Spell Card

Increase the ATK of all face-up DARK monsters by 500 ATK. All cards removed from the field is removed from play instead except for DARK Monster Cards.

 

 

 

 

[spoiler=23) Any Field Spell Card to support EARTH monster]

 

 

 

Forest of Fear

Field Spell

Increase the ATK of all EARTH monsters by 300. When a EARTH monster attacks a Defense Position monster whose DEF is lower than the ATK of the attacking card, inflict the difference as Battle Damage to your opponent. If a EARTH monster attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

 

Barren Wasteland

Field Spell

Increase the ATK of all face-up Attack Position EARTH monsters by 300 and increase the DEF of all face-up Defense Position EARTH monsters by 500. As long as this card remains on the field EARTH monsters cannot be removed from play by your opponent's Spell or Trap Cards.

 

Bottomless Chasm

Field Spell

During each of your End Phases you can Tribute 1 EARTH monster to destroy one card on the field.

 

 

 

Gaia Fortress

Field Spell

Increase DEF of all EARTH monsters on the field by 500. When EARTH monster is attacked, you can change it to Defense Position.

 

Ground Zero (Field Spell)

Increase the ATK of all Earth monsters by 700. When an Earth monster is destroyed, it is removed from play instead.

 

 

 

 

[spoiler=24) Any Field Spell Card to support WIND monster]

 

Tornado Zone

Field Spell

Increase ATK of all WIND monsters on the field by number of empty opponent's Spell/Trap zones x100. When WIND monster is Normal Summoned, you can return 1 Spell or Trap on the field to its owner's hand.

 

Tempest of Torment

Field Spell

Increase the ATK of all WIND monsters by 300. When a WIND monster destroys a face up attack position monster on the field, you can return it to the bottom of the owner's Deck instead of sending it to the Graveyard.

 

Sanctum in the Sky

Field Spell

All WIND monsters gain 200 ATK. If your opponent selects a WIND monster as an attack target, you can destroy this card to negate the attack.

 

Eye Of The Storm (Field Spell)

A player that does not control a Wind monster cannot set any monsters.

 

Forgotten Nest

Field Spell

All WIND monsters gain 500 attack during each of your End Phases. You may reduce the attack of one WIND monster you control to 0 to destroy 1 Spell or Trap on the field.

 

Storm Zone

Field Spell card

All WIND monsters gain 300 atk and def. If a player controls no spell/trap cards (excluding this card) during their standby phase, they must return 1 monster they control to the owner's hand.

 

 

 

 

[spoiler=25) Any Field Spell Card to support FIRE monster]

 

 

 

Heat of Hatred

Field Spell

Increase the ATK of all FIRE monsters by 300. When a FIRE monster destroys an opponents monster by battle, inflict damage equal to the Level of the destroyed monster x 200. Once per turn you can Release 1 FIRE monster on your side of the field and inflict damage equal to the Level of that monster x 200.

 

Wall of Fire

Field Spell

Increase the ATK of all FIRE monsters by 350.

 

Blazing Grasslands

Field Spell

Increase ATK and DEF of all FIRE monsters on the field by 300. When FIRE monster is Summoned, inflict 500 Damage to its controller opponent.

 

 

Pyronic Lands

Field Spell

Any effect damage dealt to you is reduced to 0. When a FIRE monster is sent from the field to the graveyard you can discard 1 card from your hand to return it to your hand.

 

Overheat Furnace (Field Spell)

Increase the attack of all Fire monsters by 800. When a Fire monster is destroyed, it's controller takes 800 damage.

 

Volcanic Furnace

Field Spell Card

Increase the ATK and DEF of all FIRE monsters by 300. During the turn player's end phase, they take 100 damage for each FIRE monster their opponent controls.

 

 

 

 

[spoiler=26) Any Field Spell Card to support WATER monster]

 

 

Sea of Sorrow

Field Spell

Increase the ATK of all WATER monsters by 300. When a WATER monster destroys an opponents monster by battle, you can return that monster to their hand instead of sending it to the Graveyard, then randomly discard 1 card from your opponents hand.

 

Ruins of Atlantis

Field Spell

Increase the ATK of all WATER monsters by 400. If you control no monsters during your Standby Phase, you can skip your Main Phase 1 to Special Summon 1 Level 4 or lower WATER monster.

 

Kraken’s Lair

Field Spell

All WATER monsters gain 800 attack. Tribute this card and 1 WATER monster you control to Special Summon 1 WATER monster from your graveyard.

 

 

Atlantis

Field Spell

Increase ATK of all WATER monsters by 200.

During your opponents turn when 2 or more WATER monsters was destroyed by your opponent, destroy all monsters on the field, and send this card to Graveyard.

 

 

Sunken Ship

Field Spell Card

Increase the ATK and DEF of all WATER monsters by 300. Decrease the Level of all WATER monsters in the Hand, Field or graveyard by 1. If a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster.

 

Mirage Reservoir (Field Spell)

Whenever a face-up Water monster is attacked, it's controller flips a coin. If the result is Heads, negate that attack. If the result is Tails, destroy that monster without performing damage calculation.

 

 

 

 

[spoiler=27) Any Field Spell Card to support LIGHT monster]

 

Lost Eden

Field Spell

Increase ATK of all LIGHT monsters on the field by 200. When LIGHT monster is Summoned, increase Life Points of its owner equal to the Level of Summoned monster x200.

 

Purity of Punishment

Field Spell

Increase the ATK of all LIGHT monsters by 300. Once per turn if your opponent controls 1 or more monster(s) then you do, you can Special Summon 1 LIGHT monster from your hand.

 

Bright Hope

Field Spell

Decrease the ATK of all LIGHT monsters by 700. All LIGHT monsters can attack your opponent directly.

 

Spiritual Haven (Field Spell)

During a player's Draw Phase, he/she can draw 1 more card by Tributing a Light monster he/she controls.

 

Illuminating Spark

Field Spell

A monster that battles with a LIGHT monster you control is destroyed during your next End Phase.

 

Mirror Hall

Field Spell Card

Increase the ATK and DEF of all LIGHT monsters by 300. When your opponent targets a LIGHT monster you control with a spell or trap card, by paying 800 life points, you can switch the target to another correct target.

 

 

 

 

[spoiler=28-35) Support cards for a certain Type - you must pick 8 winner cards in this category]

 

 

 

 

Stone Soldier

Rock Earth Level 4 1600/1900

When this face-up Attack Position monster battles, if this card's DEF is higher then ATK of monster that is battling with this card, this card is not destroyed as result of that battle. Once per turn, during any Players turn, you can discard 1 Rock-Type monster to change 1 face-up monster to face-down Defense Position, or flip 1 face-up Spell/Trap face-down.

 

 

Vortex Dragon

Dragon/Effect|Light|4||1700|800

When there is a face up Dragon-Type monster on your side of the field you can discard this card from your hand to destroy 1 monster on the field. During your Main Phase, you can return this card from the field to it's owner's hand.

 

Eye of the Warrior

Continuous Trap Card

Once per turn, if you control a face-up Warrior-Type monster you can look at 1 card in your opponent's hand, or flip 1 face-down monster they control into face-up Attack Position.(Any Flip Effects are negated.)

 

Spirit Controller of the Forest

Spell Card

Discard 2 cards from your hand to Special Summon 1 Level 5 or lower Beast or Beast-Warrior-Type monster from your Deck.

 

Corpse Shield

Continuous Spell

Once per turn, you can remove from play 1 Zombie-Type monster in your Graveyard to negate opponents attack.

 

Sacred Keris (Equip Spell)

Equip only to a Warrior-Type Monster. Increase the ATK of the equipped monster by 400. When it battles a Fiend/Zombie-Type monster, destroy that monster without applying Damage Calculation.

 

 

Iron Dragon

********/Dragon/EARTH

This card is also treated as a Machine-Type monster. When this card is Tribute Summoned, inflict 200 damage to your opponent for every Dragon-Type monster in the Graveyard. If your opponent selects another Machine-Type monster you control as an attack target, you can decrease this cards attack by 500 to negate the attack.

ATK:2750 DEF:2350

 

 

Death Calibur Venom

Reptile Dark Lv6 2400/2000

When card effect is activated Release this card to negate that card activation and effect and destroy it (this is not optional). When you use this effect by sending 1 Reptile-Type monster from your hand to Graveyard you can Special Summon this card to your side of the field during this Turn End Phase.

 

Avalanche (Normal Trap)

Tribute 1 Rock-Type monster. Destroy 2 cards your opponent controls.

 

Upstream Downstream (Normal Trap)

Activate only during your turn. Special Summon any number of Fish-Type monsters from your graveyard. You cannot summon/set any other monsters this turn. All monsters Special Summoned by this effect are removed from play during the End Phase this turn.

 

By The Hammer Of Thor!! (Quick-Play Spell)

Activate only during your Battle Phase. Special Summon 1 Thunder-Type monster from your deck. That monster is destroyed during the End Phase this turn, and you take damage equal to that monster's original ATK.

 

Giganotosaurus (Earth/10-Star/3000ATK/0DEF)

Dinosaur/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play all Dinosaur-Type monsters in your graveyard. For each Dinosaur-Type monster removed from play to summon this card, inflict 200 damage to your opponent.

 

Strong-Willed (Equip Spell)

Equip only to a Psychic-Type monster you control. You can pay 600 LP to negate the effects of a card your opponent controls that designate the equipped monster as a target.

 

Mighty Ox (Earth/4-Star/1400ATK/1000DEF)

Beast-Warrior/Effect

Once per turn, you can pay up to 500 LP. Increase the ATK of all Beast-Warrior-Type monsters by that amount until the End Phase this turn.

 

Mad Cow Special!! (Quick-Play Spell)

Increase the ATK of 1 face-up Beast-Type monster on the field by 1200. That monster is destroyed during the End Phase this turn.

 

Tailwind (Normal Spell)

Select a face-up Winged-Beast-Type monster you control. During this Battle Phase, that monster can attack your opponent directly.

 

 

 

Cyclone Dragon

Dragon/Effect|Wind|4||1700|800

When there is a face up Dragon-Type monster on your side of the field you can discard this card from your hand to destroy 1 Spell or Trap Card on the field. During your Main Phase, you can return this card from the field to it's owner's hand.

 

 

 

Fairies Take Flight

Continuous Trap Card

You can only activate this card during your Main Phase 1. During the turn you activate this card, you can Special Summon 1 Level 4 or lower Fairy-Type monster from your Deck. As long as this card remains on the field all Fairy-Type monsters in your hand are Downgraded by 1 Level and all Fairy-Type monsters on the field gain 400 ATK and DEF.

 

Mecha Unit

Spell

Special Summon 1 Level 4 or lower UNION monster your graveyard, it is destroyed during your next Standby Phase.

 

Thunder Avenger

Attrib: Wind

Type: Thunder/Effect

Level:6

Atk: 2100

Def: 1400

When your opponent attacks, you can remove from play 1 Thunder-Type monster in your Graveyard to Special Summon this card from your hand, and redirect the attack to this card.

 

Recharge

Normal Spell

Discard 1 card. Select 2 Thunder-Type monsters in your Graveyard, and add them to your hand.

 

 

Venomous Alien

3/Reptile/Dark

1500/1000

All Reptile-Type monsters gain 300 attack. When this card is destroyed and sent to the graveyard add 1 Reptile from your deck to your hand.

 

|Dark Mage of Chaos|30|SET01|Spellcaster/Effect|Dark|8||2500|2100|This card can only be Special Summoned by removing 1 LIGHT and 1 DARK Spellcaster-Type monster in your Graveyard from play. Once per turn you can remove 2 Spell Cards in your Graveyard from play, select 1 Spell Card in your Graveyard and add it to your hand.|

 

 

Black Rose

Plant/4/Dark

900/1000

Each time a PLANT type Token is Special Summoned increase this cards attack by 800. When this card is removed from the field Special Summon 1 Level 4 or Lower PLANT from your deck.

 

Vegan Dragon

2/Dragon/Tuner/Earth

800/1400

This card gains 200 Attack for each PLANT in your graveyard. When this card is used in the Synchro Summon of a PLANT Synchro Monster draw 1 card.

 

Devouer of Fallens

Zombie Dark lv8 800/700

By Tributing 1 Zombie-Type monster, you can destroy 1 face-up monster on the field that have same or less Level then monster Tributed.

 

Necromaniac

Zombie Earth 1500/1800

When this card is destroyed as result of battle, and sent to the Graveyard, you can Special Summon 1 Zombie-Type monster except "Necromaniac" from your Graveyard with ATK 2000 or less.

 

 

Time Spell

Spell

Activate only if you control 3 or more Spellcaster – Type monsters. Destroy all cards your opponent controls.

 

Contents of the Spell Book

Spell

Add 1 level 5 or higher Spellcaster from your deck to your hand.

 

Florescent Sprinkle Moth

***/Insect/LIGHT

If this card is the only Insect-Type monster in your hand you can Special Summon it. If this card is selected as an attack target, you can remove an Insect-Type monster in your Graveyard from play to negate the attack. Once per turn, add 1 Florescent Dust Counter to this card (max 5). You can Tribute this card with 5 Florescent Dust Counters on it, to Special Summon 1 "Trojan Moth" from your hand or Deck.

ATK:700 DEF:1200

 

Trojan Moth

********/Insect/DARK

Once per turn, inflict 300 damage to your opponent for every other Insect-Type monster on the field. If this card destroys an opponents monster by battle, you can Special Summon 1 "Moth Token" (Insect-Type/DARK/Level 1/ATK 500/DEF 500) in Defense Position. If this card is destroyed by battle, destroy 1 card your opponent controls for every face-up Insect-Type monster you control.

ATK:2700 DEF:2100

 

 

 

Golden Dragon

5/Dragon/Light

1900/1000

When this card destroys a monster in battle return 1 DRAGON from your graveyard to your hand.

 

Legendary Command of Freed

Trap

Special Summon 1 Level 4 or lower Warrior from either Player’s Graveyard, If the Special Summoned monster was a Normal Monster you may Special Summon 1 Level 2 or lower monster from your deck.

 

Cursed Moonlight

Normal trap card

Special summon 1 Level 4 or lower zombie-type monster from your graveyard.

 

 

Adrenaline

Normal Spell card

Select 1 Warrior-type monster with 1500 or less original ATK. This turn, the selected monster can attack twice per turn.

 

Sacred Spellbook of Secret Arts

Equip Spell Card

Equip only to a Spellcaster-type monster. It gains 300 ATK and DEF. When a player activates a spell card, increase the ATK of the equipped monster further by 200 points.

 

Miracle Seeds

Normal Spell Card

Remove 1 Plant-type monster in your graveyard to activate this card. Special summon 1 "Seed token" (Plant/EARTH/Lv1/0/0). It cannot be tributed for a tribute summon. During your next standby phase, tribute the token to special summon 1 Plant-type monster from your deck, whose level is equal to the monster you removed from play to activate this card.

 

Bug Hive

Continous Spell card

Whenever a player summons an Insect-type monster, they can special summon all monsters with the same name as that monster from their hand.

 

Mass Manufacture

Normal Spell Card

Select a level 3 or lower machine-type monster you control. Special summon 1 "Factory" token. It always have the same ATK, DEF, Type, Attribute, Level and effect as the machine-type monster. When that selected monster is removed from the field, destroy the token.

 

Pufferfish Armor

Equip Spell card

Equip to fish-type monsters. Increase the ATK and DEF of the equipped monster by 700 points. Destroy a monster that battles with the equipped monster after 2 of your opponents standby phases have passed. When this card is sent from the field to the graveyard, destroy 1 spell or trap card on the field.

 

 

Deathly Ritual (Spell Card)

All Battle Damage involving a Level 2 or lower Zombie-Type monster you control becomes 0. Also, all Level 4 and 7 Zombie-Type monster on the field lose 1 Level. If a Level 2 or lower Zombie-Type monster would be destroyed by your opponent's card effect, you can send 2 Level 2 or lower Zombie-Type monsters from your Deck to yhe Graveyard instead. During each of yours End Phases, take 600 damage for each Level 2 or lower Zombie-Type monster on the field.

 

Evil Curse from the Hell (Quick Spell)

Pay 1000 Life Points. The DEF of all face-up Zombie-Type monsters on the field becomes 0. Then inflicts damage to your opponent equal to the half of the original DEF of all face-up Zombie-Type monsters on the field (you cannot inflict more than 3000 damage by this effect). If you have 3 or more Zombie-Type monster in your Graveyard, all Zombie-Type monsters you control with 0 DEF cannot be destroyed this turn.

 

The Death Emerges (trap card)

Activate only when your opponent declares an attack to a face-up Zombie-Type monster you control. Destroy the attacking monster. Then, Special Summon 1 monster from any Graveyard in face-up Attack Position in your opponent's side of field. That monster battles with a Zombie-Type monster you control during this turn.

 

 

 

 

[spoiler=36-38 ) Tuner monsters - you must pick 3 winner cards in this category]

 

 

Prototype Destructor

**/Machine/Tuner/LIGHT

Once per turn, you can pay 500 points to increase this cards Level by 1 and increase its ATK by 400. Pay 1000 points to destroy all face-up monsters on the field with a lower Level then this card. If you activate this effect this card is returned to its original Level and ATK.

ATK:800 DEF:600

 

Hive Mind

Insect-tuner/WIND/lv2/500/1700

When this card is normal summoned, you can special summon any monsters from the graveyard which have the same name as monsters you control, except "Hive Mind". These monsters cannot attack.

 

Master of Judo

Warrior-tuner/EARTH/Lv1/300/1000

Increase this cards ATK and level by the monster your opponent controls with the lowest DEF.

 

Obsessed Artist

Spellcaster-tuner/LIGHT/Lv3/200/1600

Whenever a monster is normal summoned, special summon 1 "Portrait token" (Rock/LIGHT/lv1/0/0) to your side of the field. These tokens cannot be tributed for a tribute summon.

 

Synchro Supporter

Spellcaster Light Synchro Tuner Level 4 2000/2000

1 Tuner monster + 1 or more non Tuner monster(s)

When this card is Synchro Summoned, you can Special Summmon as many Level or lower monsters from your hand as possible. Each time you Synchro Summon a monster, draw 1 card.

 

-yes, this one is Synchro, and Tuner at same time..

 

 

Fickle Flea (Wind/2-Star/400ATK/200DEF)

Insect/Tuner

This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of an Insect-Type Synchro Monster.

 

Volatile Vixen (Fire/3-Star/900ATK/100DEF)

Beast/Effect

If this card is used for a Synchro Summon, send the top 3 cards of your deck to the graveyard.

 

Prissy Python (Water/4-Star/1200ATK/500DEF)

Reptile/Tuner

If this card is used for a Synchro Summon, the other Synchro Material Monster(s) cannot be Level 4.

 

Ambushing Troops

3/Tuner/Warrior/Earth

1000/1000

You may Special Summon this card from your hand when your opponent Special Summons a monster with 2000 or less attack.

 

 

Scrap MECHANIC

DARK

Level 3

Machine-Type/Tuner/Effect

ATK 1500 DEF 750

Once per turn, during your Standby Phase, add 1 SCRAP Counter (15 max.) on this card. When this card has 15 SCRAP Counters, you can Release this card to Special Summon 1 "Scrap" monster from your hand, deck, or Graveyard.

 

 

Elusive Cricket

EARTH, Insect - Effect - Tuner, 4, 1700, 1600

You can set this card in your Spell/Trap Card Zone. When this card is destroyed while face-down in the Spell/Trap card zone, Special Summon it to your side of the field.

 

 

Lord of Jubilees

WIND, Winged Beast - Effect - Tuner, 6, 2500, 1200

When this monster is successfully Tribute Summoned, you can decrease the level of this monster by the level of the tributed monster. When this card is used as a Synchro Material for a Synchro Summon, you can return it to the top of your deck instead of sending it to the Graveyard.

 

 

 

Nereid Triplets

WATER, Fish - Effect - Tuner, 3, 700, 1700

During your Stand-by Phase, you can discard 1 Spell card from your hand to gain control of 1 monster on your opponent's side

of the field until the end of the turn. That monster cannot attack or be used as a tribute this turn.

 

 

Scrap MANUFACTURER

DARK

Level 6

Machine-Type/Tuner

ATK 2300 DEF 1500

A bunch of metal put together to help an army become the true master.

 

Scrap MINCER

DARK

Level 4

Machine-Type/Tuner

ATK 2000 DEF 1000

A machine higher then the Scrap MECHANIC, but lower then the Scrap MANUFACTURER. It helps the world by cutting things up to make them more "fluid".

 

 

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[spoiler=39-41) Ritual monsters - you must choose 3 cards in this group]

 

Pot of Dark Desires

Rock Dark Ritual Level 1 300/300

This card can be Summoned only by Ritual Summon. This card cannot be destroyed as result of battle. During his/her Standby Phase, turn Player can draw 2 cards. If he/she uses this effect, he/she cannot activate any card, or card effect until his/her next Standby Phase.

 

Cameo, Sealer of Black Magic

Spellcaster Light Ritual Level 5 2200/1800

This card can be Summoned only by Ritual Summon. Spell cards cannot be activated, and their effects are negated.

 

Dark-Eyes Crimson Phoenix

Winged Beast Fire Ritual Level 8 2500/2300

This card can be Summoned only by Ritual Summon. When this card is Summoned, inflict Damage to both Players equal to number of cards on the field, and in both Player's hand x200. When this card is destroyed, you can Special Summon it during your End Phase by discarding any number of cards in your hand. For each card discarded this way, inflict additional 400 Damage to your opponent's Life Points.

 

 

Scrap Lord

EARTH

Level 11

Machine-Type/Ritual/Effect

ATK 3200 DEF 4000

This card can only be Ritual Summoned. Increase the ATK of this card x300 for each Level 4 or lower monster in your hand or Graveyard. When this card is destroyed by a card effect, Special Summon this card during your next Standby Phase.

 

 

Dark Scarecrow

Fiend-Ritual/EARTH/Lv5/?/?

This card gains ATK and DEF equal to the total levels of monsters used to ritual summon this card x400. If a spell or trap card targets this card, you can tribute 1 monster you control to negate that card and destroy it.

 

 

 

Howling Spirit of Rot

Wind, Zombie - Ritual - Effect, 5, 2000, 0

This card cannot be attacked(If this is the only monster on your side of the field, your opponent can attack you directly). This monster can attack your opponent's Life Points directly. Once per turn, you can Special Summon a monster from your Graveyard to either player's side of the field. The Special Summoned monster is treated as a Zombie-type monster.

 

 

Lava Nightmare

Fire, Fiend - Ritual - Effect, 8, 2800, 2200

When this card inflicts battle damage, Special Summon "Lava Imp" token(s)(Fiend-type, FIRE, 1, 200, 200) in all empty monster card zones. When this card is destroyed and sent to the Graveyard, return it to its owner's hand during his/her next Stand-by Phase.

 

 

Angel of Vengeance

Light, Fairy - Ritual - Effect, 6, 2500, 2500

When this monster is summoned and at the start of each battle phase, you can destroy a monster that has dealt battle damage to a player.

 

|Master of Hypnosis|39|SET01|Spellcaster/Ritual/Effect|Dark|8||2500|2400|Once per turn you can discard 1 monster from you hand to take control of 1 monster on your opponents side of the field equal to or less then the attack of the monster discarded until the End Phase.|

 

 

|Wrath, Warrior of the Apocalypse|40|SET01|Warrior/Ritual/Effect|Dark|8||2400|2000|By paying 2000 Life Points, destroy all cards on the field except this card. If you activate this effect you cannot conduct your Battle Phase.|

 

 

 

 

[spoiler=42-44) Synchro monsters - you must choose 3 cards in this group]

 

Plasmatrode

Thunder Light Synchro Level 4 1000/2100

1 Tuner monster + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can Special Summon up to 2 "Plasma Snail" Tokens ( Thunder Light Level 1 500/500) to your side of the field. "Plasma Snail" Tokens can attack your opponent's Life Points directly. They cannot be selected as attack target while this card remains face-up on the field.

 

 

Raging Tusker

Beast Earth Synchro Level 6 2400/1000

1 Tuner monster + 1 or more non-Tuner monsters

When this card attacks monster, switch attacked monster to Defense Position.

 

-Rumbler TUmbler killer

 

Chrismodia, Queen of Order

Fairy Light Synchro Level 8 2700/2200

1 Tuner monster + 1 or more non-Tuner monsters

This card can attack your opponent ignoring any card effect on his/her side of the field.

 

-anti stall card

 

Cartayus the Rising Brute

********/Fiend/Synchro/DARK

1 Tuner + 1 or more non-Tuner monsters

If this card battles with a LIGHT monster, increase its ATK by 400 during the Damage Step only. Once per turn, if your opponent controls 2 or more monsters you can Special Summon 1 Level 4 or lower non-Tuner Fiend-Type monster until the End Phase if you use this effect decrease this cards ATK by 200.

ATK:2800 DEF:2300

 

Desolate Sea Scourger

*****/Sea Serpant/Synchro/WATER

1 Tuner + 1 or more non-Tuner monsters

Once per turn, you can roll a die and pay Life Points equal to the result rolled x100 to destroy 1 card on the field. If this card is targeted by the effect of a Spell Card you can decrease this cards ATK by 300 to negate the cards effect and return it to your opponent's hand.

ATK:2500 DEF:1500

 

 

Pentarch Paladin

*******/Warrior/Synchro/LIGHT/2200 ATK /2000 DEF

1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can discard your entire hand to Special Summon 1 Warrior-Type monster with a Level equal to the amount of cards discarded. This card cannot be selected as an attack target if it is the only card you control.

 

Abstract Legend

Spellcaster-Synchro/LIGHT/Lv5/1500/2400

"One Tuner" + "One or more non-tuner monsters"

Once per turn, you can special summon 1 "Artpiece Token" (Rock/LIGHT/Lv2/500/500).

 

Swarm Of Bedbugs (Dark/6-Star/2800ATK/1000DEF)

Insect/Synchro/Effect

1 Insect-Type Tuner + 1 or more non-Tuner Insect-Type monsters

This card can attack all monsters on your opponent's side of the field once each. If this card is declared as an attack target, flip this card into face-down Defense Position.

 

Eerie Iguana (Water/7-Star/2600ATK/1700DEF)

Reptile/Synchro/Effect

1 Aqua/Reptile-Type Tuner + 1 or more non-Tuner Aqua/Reptile-Type monsters

When this card is Synchro Summoned, send up to 4 Aqua-Type monsters from your deck to the graveyard. For each Aqua-Type monster sent to the graveyard this way, activate the following effects (you cannot activate any effect more than twice):

- Special Summon 1 Reptile-Type monster from your graveyard.

- Destroy 1 monster.

- Destroy 1 Spell/Trap Card.

 

Sky Palace Dragon (Light/8-Star/2400ATK/2200DEF)

Dragon/Synchro/Effect

1 Tuner + 1 or more non-Tuner monsters

This card can attack your opponent directly if you control a face-up Field Spell while you have no other monsters on your side of the field.

 

 

Demon's Gate

Level 4

Dark Fiend/Synchro/Effect

While this card is face-up on the field, cards that would be sent to the Graveyard are returned to their owners' Decks instead.

 

Armored Golem

ATK : 1000 DEF : 2700

Rock/Synchro/Tuner/Effect / EARTH / LEVEL 5

When this card is sent to the graveyard by a card effect, draw 1 card. Any Battle Damage this card's controller takes from a battle involving this card becomes 0. When this card is used for a Synchro Summon, increase the selected Synchro Monster's original DEF by 1000 until the end of the duel.

 

 

Dragon of Life - Dawn

Dragon Light Synchro Level 8 2600/2000

1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can Special Summon 1 non-Tuner Level 2 or lower monster from your Graveyard. As long as this card remains face-up on the field, Level 2 or lower monsters cannot be attacked or destroyed by card effects.

 

 

Deepsea Kraken

Water, Sea Serpent - Synchro - Effect, 7, 2600, 2300

1 Tuner + 1 or more non-Tuner WATER monsters

When this monster is successfully Summoned, remove from play a number of face-up monsters with combined levels of 6 or less. Once per turn, you can discard 1 card from your hand to flip this card into face-down defense position.

 

 

Thieving Shade

Dark, Warrior - Synchro - Effect, 4, 1600, 1900

1 Tuner + 1 or more non-Tuner monsters

This monster can attack your opponent's Life Points directly. When this monster inflicts Battle Damage to your opponent, draw 1 card.

 

 

Basilisk

Earth, Reptile - Synchro - Effect, 5, 2300, 2400

1 Tuner + 1 or more non-Tuner monsters

Any monster that battles with this card is destroyed at the end of the damage step. At the start of your opponent's Battle Phase, you can select 1 monster on your opponent's side of the field and have it attack this card. While this card is in a Graveyard, Field Spells cannot be activated.

 

 

 

 

[spoiler=45-47) Fusion monsters - you must pick 3 winner cards in this category]

 

|Vengeful Valkyria|38|SET01|Fairy/Fusion/Effect|Light|7||2100|1600|1 Fairy-Type Monster + 1 Warrior-Type Monster When this card destroys a monster as a result of battle it can attack once more. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.|

 

 

Magma Golem

Pyro Fire Fusion Lv7 2600/1000

2 FIRE monsters

This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can send 2 cards from top of your Deck to Graveyard. Add 1 Pyro-Type monster from sent cards to your hand. When this card attacks, and card effect is activated, you can Tribute this card to inflict 1000 Damage to your opponent.

 

King of Rats

Beast Earth Fusion Level 6 2400/1400

1 EARTH + 1 WIND monster

This card can only be Fusion Summoned. When Player Special Summon monster you can Tribute this card to negate that monster's Summon, effect, and remove it from play.

 

Dragon of Cataclism

Dragon Light Fusion Level 10 3000/3000

4 monsters with different Attributes

This card can be Summoned only by Fusion Summon. This card is treated as it doesn't have Attribute. When this card is Summoned, you can declare 1 Attribute. Destroy all monsters on the field that have declared Attribute, and monsters with declared Attribute cannot be Summoned while this card remains face-up on the field.

 

|Molten Golem|37|SET01|Rock/Fusion/Effect|Fire|8||2900|2000|1 EARTH Monster + 1 FIRE Monster Once per turn you can switch this face up attack position monster to face up defense position to destroy 1 monster your opponent controls and inflict damage equal to that monsters Level x 100. If you activate this effect, this card's battle position cannot be changed until the end of your next turn, except with a card effect.|

 

 

|High-Voltage Lynx|36|SET01|Thunder/Fusion/Effect|Light|6|2000|1200|

Voltage Blaster + Electro Lynx

Once per turn you can Special Summon 1 Thunder-Type monster from your hand. While you control 2 or more Thunder-Type monsters, this card can attack your opponent's Life Points directly. If you do, the Battle Damage inflicted to your opponent's Life Points is halved. When this card is selected as an attack target, you can return this card to your Extra Deck to negate the attack. If you negate an attack this way, Special Summon this card from your Extra Deck during the End Phase.

 

 

|Five-Headed Mutation|01|SET01|Fiend/Fusion/Effect|Light||?|?|You can only Summon this card by Releasing 5 monsters with different types (except Machine-Type) (You do not use "Polymerization".) The ATK and DEF of this card is equal to the Combined Levels of the monsters used to Fusion Summon this card x 500. The Type of this card is equal to the Types of the Fusion Material Monsters used to Fusion Summon this card. The Attribute of this card is equal to the Attributes of the Fusion Material Monsters used to Fusion Summon this card.|

 

 

|Dealer of Darkness|36|SET01|Fiend/Fusion/Effect|Dark|8||2600|1800|1 Gemini Monster + 1 Gemini Monster Once per turn select 1 Gemini Monster on your side of the field, that monster is treated as a Effect Monster, and gains its effect.|

 

 

Playboard Knight

*******/Warrior/Fusion/DARK

1 Warrior-Type monster + 1 DARK monster

This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can change the Battle Position of 1 monster on the field.(Any Flip Effects are negated.) If this card is selected as an attack target you can reveal 2 face-down cards you control to negate the attack. When this card is destroyed and sent to the Graveyard, change the Battle Positions of every monster on the field (Flip Effects are negated) and they cannot change their positions for 3 turns.

ATK:2100 DEF:2400

 

 

 

 

 

[spoiler= 48-70) Can be anything - you must choose 23 cards in this group]

 

Ghost Eagle

WIND

Level 4

Winged-Beast/Effect

This card is treated as both a WIND and a DARK monster.

ATK 1500

DEF 1350

 

Crash and Burn

Normal Trap

Activate only when your opponent declares an attack. Negate the attack and and destroy one Level 3 or lower monster your opponent control.

 

Nightmare Eater

Zombie Earth 1800/1000

When this card is on field during each of your End Phase your opponent send 3 top cards from his Deck to Graveyard.

 

 

Inferno Scarecrow

Attrib: Fire

Type: Plant/Effect

Level:1

Atk: 0

Def: 0

During your Main Phase 1, you can return this face-up card to your hand. When your opponent attacks a FIRE monster you control, you can discard this card to inflict damage to your opponent by half the original ATK of the attacking monster. Then, send 2 cards from the top of your Deck to the Graveyard.

 

 

Clover

Plant/1/Earth

200/200

When this card is Tributed for the effect of a card Special Summon 1 “Leaf Token” (1/Plant/Earth/100/100) these tokens cannot be tributed on the turn they are summoned.

 

Lost Wizard – Delformat

6/Spellcaster/Fire

2300/1000

When this card is Normal Summoned inflict damage to your opponent equal to the number of Spells in your graveyard * 100.

When this card is Special Summoned add 1 Spell from your deck to your hand.

When this card is Flip-Summoned Draw 2 cards.

 

Necropolis Prison

Continuous Trap

Cards cannot be removed from play.

 

Cobra Soldier

Reptile Earth Level 2 600/600

FLIP: Remove from play 1 monster on the field.

 

Aquaman

*****/Aqua/WATER

When this card is destroyed by battle, Special Summon it to the field during the End Phase. Once per turn, you can remove from play 1 WATER monster in your Deck with an ATK of 1500 or less, to have this card gain ATK equal to the removed monsters original ATK until the End Phase. During your next Draw Phase, you can pay 1000 Life Points to add the removed monster to your hand.

ATK:0 DEF:0

 

 

Witch of the Deep

Attrib: Water

Type: Aqua/Effect

Level:4

Atk: 1800

Def: 0

Effect Monsters other than this one cannot activate or apply their effects during the same turn they are summoned.

 

 

 

Shadow Necrofear

Fiend Dark Lv8 2200/2800

This card cannot be Normal Summoned or Set. This cannot cannot be Special Summoned except by its own effect.

You can Set this card in your Spell/Trap zone and threat this card as Trap.

When your opponents monster attacks, you can pay half of your Life Points to activate this card in your Spell/Trap zone, and Special Summon it to your side of the field. Once per turn, you can discard 1 card to take control of 1 face-up opponent monster with same Level as discarded monster, until End Phase. If you use this effect this card cannot attack during this turn.

 

Holy Santano

Fairy Light Lv2 0/500

Once per turn, you can select 1 monster on field. Increase your and opponents Life Points by amount of selected monsters ATK. Any Battle Damage involving this card is reduced to 0. When this card is destroyed as result of battle and sent to the Graveyard, you can draw 1 card or Special Summon 1 "Santano" from your Deck.

 

 

 

Dark Angel – Gilomesh

5/Dark/Fairy

1700/1000

This card can be Special Summoned from your hand by removing 1 Trap from your graveyard. Whenever a Counter Trap is activated Special Summon 1 “Martyr Token” (2/Fairy/Dark/1000/1000).

 

Shapeshifter's Scout

***/Reptile/WATER

Once per turn, if this card is selected as an attack target you can direct the attack to 1 other monster you control. You can discard 1 card from your hand to have this card gain that cards effect until the End Phase.

ATK: 800 DEF:1500

 

 

Jinzo Glasses

Equip Spell

You can equip this card only to monster you control. Trap Cards cannot be activated, and the effects of Trap Cards are negated.

 

 

Pot of Insurance

Normal spell card

Select 1 monster on your side of the field. If is not destroyed as a result of battle this turn and is destroyed before your next standby phase, draw 2 cards.

 

 

Sundial of Sacrificial Success

Spell Card

Pay half your Life Points. After 18 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel.

 

 

Deck Harvest

Normal Spell

You can activate this card only at start of your Main Phase 1. Until your next Standby Phase, Player must send 2 cards from top of their Deck to the Graveyard, to activate card effect.

 

Secret Ancient cult member

Spellcaster/DARK/Lv6/2000Atk/2500Def

When this card is normal summoned, add 1 ritual spell card from your deck to your hand. When this card is Flipped face-up, add 1 ritual spell card from your graveyard to your hand. When this card is destroyed and sent to the graveyard, draw 1 card.

 

Warrior of the Shadows

****/Warrior/DARK

As long as this card remains face-up on the field, negate the effects of all Flip Effect Monsters your opponent controls.

ATK:1700 DEF:1150

 

Force Field

Normal trap card

Activate only when your opponents monster attacks you directly. Destroy that monster, then draw 1 card.

 

Darksteel Knight

Dark Warrior Level 3 1550/1700

Negate effects of all Synchro monsters on the field. Any Synchro Monster that battles with this card is destroyed at start of Damage Step.

 

Forbode the Ritual

Normal Spell

Return 1 Ritual Monster from your hand to your Deck. Draw 2 cards.

 

All Out War

Continuous Spell Card

As long as this card remains on the field no monsters can be Set, or placed in Defense Position. Every monster on the field must declare an attack during their controller's turn regardless of Card Effects. This card cannot be targeted by Spell or Trap Cards. Pay 1000 points during each of your Standby Phases if you cannot this card is removed from play.

 

Desperate Attempt

Normal Spell Card

Draw 4 cards, then you take 5000 damage. You can decrease this damage by 1000 points for every card you discard at this time.

 

Sand Turtle

Aqua/EARTH/Lv2/500/600

This card is not destroyed as a result of battle while in defense position. After this card is attacked 2 times in the same turn while in defense position, switch it to attack position.

 

Magical Grasshopper

Insect/WIND/Lv1/100/300

FLIP: See the top card on your deck. If it is a spell card, you can add it to your hand, or activate it's effect immediately. If not, you may shuffle your deck.

 

Book of Countercurses

Spellcaster/WIND/Lv4/0/2000

When this card is normal summoned, place it on the field in face-up defense position. Tribute this face-up card to negate the special summoning of a monster and remove it from play.

 

Polymorpher

Fairy/DARK/Lv4/1700/1900

Change the type or attribute of 1 monster on the field. You can only activate this effect once per turn.

 

Wall of Pain

Psychic/DARK/Lv3/500/500

Every time your life points are decreased through battle damage or by your own card effect, this card gains ATK equal to that amount.

 

Life Medic

Psychic/LIGHT/Lv3/500/500

Every time your life points are increased, increase this cards ATK and DEF equal to that amount.

 

Defense Amulet

Normal Trap card

This card becomes an equip spell card, and equip it to one of your monsters. The ATK of all attack-position monsters on the field with more ATK than the DEF of the attacked monster becomes 500 points less than the DEF of the attacked monster.

 

Stressed Scribe

Warrior/EARTH/Lv4/1000/1700

You may skip any of your standby phases.

 

The 8th Wonder of the World

Continuous Spell

Once per Turn you can remove from play 1 Continuous Trap card in your Graveyard. This card gain that card effect until your next Standby Phase.

 

Constrained Mutation

Normal Trap

During this turn, all Gemini monsters on the field gain their effects.

 

 

Tax of Darkness

Continuous Spell

A Player cannot declare an attack with a monster unless they pay Life Points equal to its Level x 100.

 

 

Breeding Room

Continuous Spell

Once per turn, if you don't control a monster, you can Special Summon 1 Gemini Monster from your hand (Tributes are required for Level 5 or higher monsters). Monsters Summoned this way cannot be Tributed for a Tribute Summon.

 

Bandit Fairy

***/Fairy/DARK

This card cannot be targeted by the effects of Spell, Trap or Effect Monsters. If this card is destroyed by battle and sent to the Graveyard, you can pay 1000 Life Points to add it back to your hand. Once per turn, remove from play either the top card of your Deck or 1 card from your hand to select and activate 1 of the following effects:

- Destroy 1 face-up monster your opponent controls and increase your Life Points by 100 x by the destroyed monsters Level.

- Your opponent must randomly discard 1 card from their hand.

- Your opponent must discard the top card of their Deck.

- Gain Life Points equal to the number of Spell and Trap Cards in both player's Graveyards x 100.

ATK:400 DEF:1000

 

 

My Shield as a Body

Continuous Trap Card

If you would take Battle Damage, you can destroy 1 Spell or Trap Card you control instead.

 

 

Peaceful Forest

Field Spell

All monsters on the field are changed to Attack Position (Flip Effects are not activated). Monsters cannot be Summoned in Defense Position, nor can they be changed to Defense Position. If a monster attacks, it is destroyed at the end of the Battle Phase. During the End Phase of a turn no monsters attack, the turn player draws cards until they have at least 1 card for each Plant-Type, Insect-Type, Winged Beast-Type, Beast-Type, and Beast-Warror-Type monster they control.

 

Mountain of Agony

Field Spell

Dragon, Dinosaur, Reptile, Winged Beast, Beast-Warrior, and Beast-Type monsters inflict Piercing damage. Each time a Dragon, Dinosaur, Reptile, Winged Beast, Beast-Warrior, or Beast-Type monster inflicts damage to its controller's opponent, inflict 500 damage to that monster's controller's opponent. When a player receives damage, if that player controlls a Plant or Insect-Type monster, reduce that damage by 200 for each Plant and Insect-Type monster they control.

 

 

Nature's Call

Continuous Spell

Once per turn, during your Main Phase, you may add 1 level 4 or lower monster from your deck OR a monster from your Graveyard to your hand, as long as that monster's Type is listed in the card text of a face-up Field Spell Card. You may not target a Fairy-Type, Fiend-Type, Machine-Type, Psychic-Type, Spellcaster-Type, Warrior-Type, or Zombie-Type monster for this card's effect.

 

Ambitious Hope

Continuous Spell Card

This card is unaffected by Spell Cards. Once per turn, you can pay half your Life Points to select up to 3 unoccupied Card Zones on your opponent's side of the field and place 1 Ambition Counter on each of them. When a card is placed in a Zone occupied by a Ambition Counter Flip a coin, if it lands on heads destroy the card if it lands on tails destroy the Ambition Counter.

 

Army of Ants

Insect/Effect|Earth|4||1000|800

This card gains ATK equal to the Level of the monster that it battles x 200 until the end of the turn. When this card destroys an opponent's monster by battle, the Battle Damage this card inflicts to your opponent's Life Points is doubled. This card is not destroyed by battle when this card battles with a monster with the same ATK. When this card is destroyed and sent to the Graveyard, Special Summon up to 2 "Army of Ants" from your Deck in face-up Attack Position. Negate the effects of any monsters Special Summoned by this card's effect until the end of the turn they are Summoned.

 

Swift Grizzly

Beast/Effect|Earth|5||1500|1300

This card can be Special Summoned from your hand during your Battle Phase if you control a Beast-Warrior-Type monster. If you Special Summon this monster, it gains ATK equal to its DEF until the end of the turn. When this card is attacked, it gains ATK equal to half its DEF until the end of the Damage Step.

 

Tigris

Beast-Warrior/Effect|Fire|3||1200|500

This card's Type is also treated as Winged Beast. When this card is Summoned or returned to the field, you may add 1 Field Spell Card from your deck or Graveyard to your hand. As long as this card is face-up on the field, a Field Spell Card you control with "Forest" in the name cannot be destroyed, and your opponent cannot play any Field Spell Cards from their hand.

 

Leo

Beast-Warrior/Effect|Dark|5||2000|600

When this card destroys a monster by battle, it may attack 1 monster that is adjacent to the destroyed monster, OR destroy 1 Spell or Trap card in the same column as the destroyed monster.

 

 

Rinse, Reuse, Recycle

Trap Card

This card can only be activated when you have exactly 2 cards in your hand. Draw 2 cards and add 2 cards to your hand from the Graveyard, shuffle the cards up then randomly discard 2 cards to the Graveyard and randomly select 2 cards to add to the Deck. The Deck is then shuffled.

 

Rejection of Nature

Counter Trap

Activate only if you control a face-up Field Spell Card. Negate the activation and effect of a Spell or Trap Card and destroy it, then return this card to your deck.

 

Anti-Zone - Nature's Resistance

Counter Trap

Activate only when your opponent activates the effect of a card. Discard 1 card from your hand of the same Type (Spell, Trap, or Monster), and until the effect of the card resolves, control of all cards on the field other than the activated card switches. This effect resolves immediately, before the current chain resolves. Cards do not change sides of the field, and you may activate the effects of any cards you control as normal. Any targets for effects activated before this card must be changed if their new target is no longer legal. This card does not count as part of a Chain when it is activated, and will be Chain Link 1 if any card is Chained to this card, forming a seperate Chain, before the original Chain will continue.

 

Nature's Immortality

Continuous Trap

When a Field Spell Card would be sent to the Graveyard, it is returned to the deck instead.

 

World-Wide Duel

Continuous Trap

Both players may have 1 Field Spell Card in play at the same time.

 

Delusion Magician

******/Spellcaster/DARK

This card cannot be destroyed by battle.(Damage calculation is applied normally). When this card is Tribute Summoned successfully you can discard the top 5 cards from your or your opponent's Deck, for each Monster Card discarded inflict 500 damage to your opponent, for each Spell Card increase your Life Points by 250, and for each Trap Card increase this cards ATK or DEF by 600.

ATK:100 DEF:200

 

Magnet

Continuous Trap

Your opponent can only select a monster in the same column as this card as an attack target. If you don't control a monster in the same column as this card, your opponent can attack directly. Battle Damage inflicted by that attack is halved.

 

Darkness Leech

Dark Insect Level 3 1000/1000

While this card is in your Graveyard, Battle Damage to both Players inflicted by attacking directly is halved.

 

-if you got 3 darkness leeches in your graveyard, battle damage will still be halved...not 8 times less Wink

 

 

- i am not sure is wording good, but both players are affected by it...if player wants to activated card effect , he needs to send 2 cards from top of deck to gy first...

 

Cursed Voodoo Doll

**/Zombie/DARK

This card cannot be destroyed by battle (Damage calculation is applied normally.) Once per turn, during your opponent's Main Phase 1, select 1 face-up monster your opponent controls and decrease its ATK by 500, the selected monster cannot attack and cannot be removed from the field until your opponent's next Main Phase 1. If your opponent controls no face-up monsters during your Standby Phase, destroy this card.

ATK:400 DEF:100

 

 

 

Laws of Nature

Trap Card

Activate only while there is a face-up Field Spell Card that lists a Type, Sub-Type, Attribute, or Archetype. When your opponent Summons a monster that does not have at least 1 Type, Sub-Type, Attribute, or Archetype that is listed on a face-up Field Spell Card, negate that card's Summon and destroy it, then Special Summon a monster with a Type, Sub-Type, Attribute, or Achetype that is listed on a face-up Field Spell Card from your hand.

 

The Way of the Jungle

Continuous Trap

Activate only while there is a face-up Field Spell Card that lists a Type, Sub-Type, Attribute, or Archetype. Pay 1000 Life Points. The effects of all face-up Effect Monsters whose Types do not include at least 1 Type, Sub-Type, Attribute, or Archetype listed on a face-up Field Spell Card are negated. If there is no face-up Field Spell Card on the field during the End Phase of a turn, destroy this card.

 

Bio Cross-Fusion

Continuous Trap

Activate only if there are 2 or more monsters with different Attributes or Types face-up on the field. Declare 1 Attribute or Type of a face-up monster on the field. All monsters in the Graveyard are treated as that Attribute or Type. Your opponent then declares 1 different Attribute or Type. All monsters on the field are treated as that Attribute or Type. Both player's roll 1 six-sided die. Whoever rolls highest may declare any Type or Attribute and treat all monsters in the Deck as that Type or Attribute OR all monsters in both player's hands as that Type or Attribute.

 

Solar Flare

Spell Card

Select 1 face-up "Eclipse Dragon of the Sacred Kingdom" you control. The selected "Eclipse Dragon of the Sacred Kingdom" cannot attack this turn. Inflict damage to your opponent equal to the ATK of the selected "Eclipse Dragon of the Sacred Kingdom".

 

Dagerlance

6 stars

Fire attribute

Machine/effect type

Effect: This card cannot be destroyed by the effects of Spell or Trap cards.

ATK:1700 DEF:1800

 

 

Vanquish Knight

*******/Warrior/DARK

When this card is Normal Summoned, destroy 1 card on the field and inflict damage to your opponent equal to the the Level of the destroyed card x100, Spell & Trap Cards are treated as Level 1. Once per turn, you can discard your entire hand to have this card gain ATK equal to the amount of cards discarded x100 until the End Phase. If this card is in your Graveyard during your Standby Phase, you can pay half your Life Points to Special Summon it, if you do so it is removed from play at the End Phase.

ATK:2500 DEF:2200

 

 

 

 

Overlord Dragon

9/Dragon/Dark

3000/4000

This card cannot be Special Summoned. Tribute 1 Dragon your control to inflict damage to your opponent equal to the Dragon's level * 200.

 

Creature of the Zodiac

****/Fiend/DARK

This card cannot be Special Summoned. If this card is the only card on the field destroy it. As long as this card remains face-up on the field no monsters can be Set. Once per turn, you can pay 800 Life Points to destroy 1 card on the field if the destroyed card is a monster card inflict damage to your opponent equal to its ATK, if it is a Spell or Trap Card remove the card from play.

ATK: 1600 DEF:1250

 

Tower of Ill Thoughts

Continuous Trap Card

Once per turn, during your Main Phase 1 both you and your opponent draw 1 card show it to your opponent and then flip a coin each if it lands on heads add the card to your hand if it lands on tails discard the card to the Graveyard.

 

 

Dollmaker's Inhuman Operation

Spell card

This card can only be activated if you control a face-up "Wicked Dollmaker". Select 1 "Wicked Doll Token" the selected token can declare an attack as long as this card remains face-up on the field.

 

Forward Slash

Spell

Activate only if you control a Warrior-Type monster.Select 1 Warrior you control then destroy a card in the same column as the selected Warrior.

 

Flanking Movements

Spell

Move 1 monster to an unoccupied monster zone on the same side of the field.

 

Blind Dragon

4/Dragon/Fire

1900/1000

This card can only attack monsters in the same column as itself. If there is no-monster in the opposite monster zone it may attack directly.

 

Primal Rage

Field Spell

Monsters can only attack monsters in the same column as thereselves. If this card is removed from the field you may Special Summoned 1 "Giant Ape" from your deck.

 

Giant Ape

6/Beast/Fire

2400/1000

When a Beast-Type monster you control is destroyed you may pay half your lifepoints to Special Summoned this card from your graveyard. While this card is on the field monsters can only attack monsters in the same column as themselves. When this card is sent to the graveyard you may add 1 "Primal Rage" from your deck to your hand.

 

Spear Headed Beast

2/Beast/Earth

1400/1000

This card can attack directly if your opponent controls no Spell or Trap cards.

 

Eye of Future

Quick-Play Spell

Select 5 cards from top of your Deck and return them in any order face-down to top or bottom of your Deck.

 

Spinning Roulette

Continuous Spell

When this card is removed from the field, it is returned to your Deck, and draw 1 card.

 

Venomiscus, Plant Dwelling Snake

****/Reptile/EARTH

This card is also treated as a Plant-Type monster. Once per turn, if this card is selected as an attack target, you can discard 2 cards from your hand to negate the attack. Once per turn, inflict 100 points of damage to your opponent for every card in there hand. If your opponent draws a card(s) outside of there Draw Phase, you can pay 500 points per card to place the card(s) at the bottom of the Deck.

ATK:1700 DEF:1000

 

 

Gear Factory

Continuous Spell

Once per turn, you can activate one of the following effects:

• Discard 1 monster with 500 or less ATK. Draw 1 card.

• Pay 800 Life Points. Return up to 3 monsters with 500 or less ATK from your Graveyard to your Deck.

 

 

Deathpult

Continuous Trap

Once per turn, you can roll a six-sided die. Treat your opponent's Monster Card Zone as #'s 1-5, counting from your right. Destroy the monster that is in the same Monster Card Zone as the die result. If the result is 6, return this card to your hand. When monster is destroyed by this card effect, inflict Damage to its owner equal to Level of destroyed monster x100.

 

Locked Coffin

Continuous Trap

Both players' Graveyards are treated as the top 3 cards of their Graveyards. Once per turn, you can remove from play 1 card in your Graveyard.

 

 

Protection of Spirits

Group: Spell Card

Type: Spell

Icon:Continuous

Continuous Spell Cards cannot be destroyed by a card effect other than this card's. Pay 500 Life Points during each of your Standby Phases; if you do not, destroy this card.

 

 

Eternal Ruler Neuro

Wind Psychic Lv6 2350/1700

When this card is Tribute Summoned, treat the Tributed monster as an Equip Card and equip it to this monster. This card gains the effect(s) of the equipped card. This card's ATK cannot be changed by its own effect.

 

 

Tribe Infecting Bacteria

Aqua Water Level 4 1600/1500

Once per turn, you can remove from play 1 monster in your Graveyard, and discard 1 card. Destroy all face-up monsters on the field with the same Type as Type of removed monster.

 

 

Mirror Dimension Destruction

Quick Play Spell

Name 1 monster card in either player's Graveyard. Flip a coin, if the result is heads inflict damage to your opponent equal to the monsters ATK, if the result is tails you receive damage equal to the selected monsters ATK.

 

 

Telepathic Response

Trap

If a monster you control would be destroyed in battle you may destroy 1 monster your opponent controls instead.

 

Raging Revival

Spell

Special Summon 1 monster in your graveyard, pay lifepoints equal to the monsters attack, it is destroyed during your second end phase after this cards activation.

 

 

Gravity Manipulation Device

Continuous Spell

During each of your Standby Phases select 1 effect :

Level 3 and lower monsters may attack directly.

Level 5 and higher monsters may not attack.

 

Archer of Time

4/Light/Warrior

1000/1300

Tribute a monster to destroy 1 monster to add 1 "Arrow of Destiny" from your deck to your hand.

 

Arrow of Destiny

Spell

If you control "Archer of Time" you can remove 1 card your opponent controls from play.

 

Searching Beckon

Spell

Select 1 Face-Down card on the field, your opponent must reveal it to you. If a card is chained to this card you may add 1 Level 4 or lower Warrior from your deck to your hand.

 

Bone Hand of Death

5/Fiend/Dark

?/?

This cards attack becomes the number of monsters in your graveyard * 400 and its attack becomes the number of monsters in your opponents graveyard * 100.

 

 

Evolving Fossil

Attrib: Earth

Type: Dinosaur/Gemini/Effect

Level:4

Atk: 1600

Def: 900

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the

field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Remove from play Fusion-Material Monsters you control, including this card, to Fusion Summon 1 Fusion Monster from your Extra Deck.

 

Baby Eclipse

Dragon/Effect|Light|4||1200|1050

This card gains 100 ATK for each face-up Dragon-Type monster your opponent controls. Tribute this face-up card to Special Summon "Eclipse Dragon of the Sacred Kingdom" from your hand.

 

Eclipse Dragon of the Sacred Kingdom

Dragon|Light|7||2400|2100

Some say that when this dragon unleashes its true power, the heat around it rivals the sun and the winds from its wingbeat is more powerful than even the strongest of hurricanes. Others state at they have even seen the dragon transform upon being wounded and unleash the fury of the sun.

 

Magnet Shield

Beast/Effect EARTH|8|0|0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by discarding 2 cards from your hand. When this monster is Special Summoned, place 10 Magnet Counters on it. This card cannot be in Attack Position. When a monster you control is targeted by an attack, by removing 1 Magnet Counter on this card, you can switch the target of the attack to this card, and during Damage Calculation only, this card gains DEF equal to half of the attacking monster's ATK, and half of the previously targeted monster's DEF (face-down monsters count as 0). If this card is selected as an attack target, you may discard one card from your hand to switch the target to another card on your field. This card's first effect cannot be activated during the turn this effect is activated.

 

Harbinger Of Doom (Dark/4-Star/1600ATK/0DEF)

Fiend/Effect

When this card is destroyed and sent to the graveyard, put this card face-up in your Deck and shuffle it. When you draw this face-up card, reveal it to your opponent and remove it from play. Destroy all cards on the field.

 

Embargo Escargot (Water/4-Star/1800ATK/1400DEF)

Insect/Effect

Control of your monsters cannot switch. During any turn, when this card is sent to the graveyard, your opponent cannot activate any Spell/Trap cards for the rest of that turn.

 

Merciful Deity (Light/6-Star/2200ATK/1800DEF)

Fairy/Effect

Once per turn, you can Special Summon a Level 4 or lower monster that was destroyed by battle with this card from your opponent's Graveyard to your side of the field. Monsters Special Summoned by this effect cannot attack.

 

Majestic Hydra (Water/8-Star/3000ATK/2300DEF)

Sea-Serpent/Effect

This card can be Special Summoned by discarding 2 Sea-Serpent-Type monsters from your hand. You can send 2 Sea-Serpent-Type monsters from your deck to the graveyard to negate the activation of a Spell, Trap, or Effect Monster's effect that targets a card(s) on the field and destroy it.

 

Ocean's Wrath (Quick-Play Spell)

Send all cards from your hand to the graveyard. Special Summon up to 2 Sea-Serpent-Type monsters from your graveyard. If any of the monsters are destroyed, destroy all cards on your side of the field.

 

Prudent Investment (Continuous Spell)

At the end of your opponent's 2nd turn, if this card is not destroyed, send this card to the graveyard. Draw 2 cards from your deck. You can only have 1 "Prudent Investment" on the field.

 

Wrath Of The Fallen (Normal Trap)

Activate when a monster you control is destroyed by battle and sent to the graveyard. Inflict damage to your opponent equal to the number of monsters in your graveyard x100.

 

Lethal Smokescreen (Counter Trap)

Pay 1000 LP. Negate the activation of an Effect Monster/Spell/Trap Card that designates 1 monster on the field as a target and destroy it.

 

 

Parasitic Code - Anti-Trojan (Earth/1-Star/0ATK/0DEF)

Insect/Union

Once per turn, if you control this monster on the field, you can equip it to a face-up Earth monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect:

- Your opponent can only Summon 1 monster per turn. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

 

Parasitic Code - Anti-Malicious (Light/1-Star/0ATK/0DEF)

Insect/Union

Once per turn, if you control this monster on the field, you can equip it to a face-up Light monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect:

- Your opponent can only set 1 card per turn. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

 

Parasitic Code - Anti-Spy (Water/1-Star/0ATK/0DEF)

Insect/Union

Once per turn, if you control this monster on the field, you can equip it to a face-up Water monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect:

- Face-down cards on your side of the field cannot be destroyed by any effects of a card your opponent controls. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

 

Parasitic Code - Anti-Virus (Dark/1-Star/0ATK/0DEF)

Insect/Union

Once per turn, if you control this monster on the field, you can equip it to a face-up Dark monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect:

- Monsters on your side of the field cannot be destroyed by any effects of a Spell/Trap card your opponent controls. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

 

Parasitic Code - Anti-Hack (Fire/1-Star/0ATK/0DEF)

Insect/Union

Once per turn, if you control this monster on the field, you can equip it to a face-up Fire monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains the following effect:

- Control of your monsters cannot switch. Monsters you control are unaffected by any effects of a card your opponent controls that designates any of them as a target. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

 

Symbiotic Relationship (Normal Spell)

Discard 1 card from your hand. Select 1 Union monster from your hand/deck/graveyard, then equip it to 1 appropriate monster you control.

 

 

 

Spectral Ocelot (Earth/4-Star/1400ATK/0DEF)

Beast/Spirit

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned, add 1 "Spectral" monster from your deck/graveyard to your hand (except Spectral Ocelot).

 

Spectral Garuda (Wind/3-Star/1200ATK/0DEF)

Winged-Beast/Spirit

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned, destroy 1 set Spell/Trap card your opponent controls.

 

Spectral Komodo (Fire/2-Star/800ATK/0DEF)

Reptile/Spirit

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned, you can inflict 400 damage to your opponent. If you activate this effect, this card cannot declare an attack this turn.

 

Spectral Kappa (Water/1-Star/400ATK/0DEF)

Aqua/Spirit

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned, you can send 1 "Spectral" monster from your hand to the graveyard to draw 2 cards from your deck.

 

Hang Tuah, The Legendary Laksamana (Earth/6-Star/2300ATK/1600DEF)

Warrior/Spirit

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned, destroy 1 card your opponent controls.

 

Spiritual Martyrs (Continuous Spell)

Whenever a Spirit monster is Summoned to your side of the field, Special Summon 1 "Martyr" token (Light/1-Star/Fairy/0ATK/0DEF) in Defense Position. The tokens cannot be used as a Tribute, except for Spirit monsters, or for a Fusion/Ritual/Synchro Summon. Control of the tokens cannot switch. Destroy this card if you control more than 2 "Martyr" tokens. If this card is removed from the field, destroy all "Martyr" tokens.

 

 

 

Gem Excavator (Earth/4-Star/1900ATK/600DEF)

Rock/Gemini

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

- During your Draw Phase, you can add 1 card from your graveyard to your hand instead of conducting your normal draw.

 

Evil Minatour (Fire/5-Star/2000ATK/1200DEF)

Beast-Warrior/Gemini

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

- Once per turn, you can destroy 1 monster your opponent controls. If you activate this effect, this card cannot declare an attack this turn.

 

Imperfect Necromancer (Dark/6-Star/2400ATK/0DEF)

Fiend/Gemini

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

- Once per turn, you can discard any number of cards from your hand to the graveyard. Special Summon that many Gemini monsters from your graveyard. Their effects are negated, and are destroyed during the End Phase this turn. If this card is removed from the field, destroy all monsters Special Summoned by this card.

 

Nitro Incinerator (Fire/8-Star/2700ATK/1600DEF)

Machine/Gemini

You can Tribute Summon this card by Tributing 1 Gemini monster. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

- Once per turn, you can discard 1 Gemini monster from your hand to the graveyard to destroy 2 cards your opponent controls.

 

Immortal Gardna (Light/2-Star/900ATK/0DEF)

Zombie/Gemini

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

- This card cannot be destroyed.

 

Gemini Galaxy (Field Spell)

When this card is successfully activated, place 3 counters on this card. Whenever a player summons a Gemini monster, they can remove a counter from this card. That monster is treated as an Effect Monster, and gain its effect. If there are no more counters on this card, destroy this card.

 

 

 

 

Baku Trooper

Beast/Spirit/Effect|Earth|5||1600|800

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, you may toss a coin and call it: •Heads: Discard 1 random card in your hand to gain Life Points equal to its Level x 300. If it is a Spell or Trap Card, you take 800 damage instead. •Tails: Your opponent discards 1 random card and gains Life Points equal to the Level of the discarded card x 300. If it is a Spell or Trap Card, inflict 800 damage to your opponent instead.

 

Spirit World

Field Spell

Each time a Spirit Monster returns to its owner's hand by its own effect, add 1 Spirit Counter to this card. All Spirit Monsters gain 100 ATK and DEF for each Spirit Counter on this card. When a Spirit Monster is destroyed, remove counters from this card equal to half that monster's Level, rounded down. Spirit Monsters you control do not have to have their effects that return them to the hand activated.

 

Byakko the White Tiger

Beast/Spirit/Effect|Light|4||2000|800

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If you have received no damage since your last turn when this card is Normal Summoned, you may Normal Summon 1 Spirit Monster from your hand. When this card battles a monster, this card inflicts no battle damage. When this card attacks a player directly, the battle damage this card inflicts is halved.

 

Gift to the Gods

Continuous Trap

Once per turn, you can pay 300 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase, and only to Normal Summon or Set Spirit Monsters.

 

The Demon's Immortality

Continuous Spell

Gain 500 Life Points every time cards return from the field to the owner's hand. During your Standby Phase, if you do not control a Spirit Monster, reveal 1 Spirit Monster from your hand, or reveal 1 face-down Spirit Monster you control, destroy this card.

 

Ungaikyogami

Equip Spell

Equip only to a Spirit Monster. Select 1 face-up monster your opponent controls when you activate this card. The equipped monster's effect becomes the effect(s) of the selected monster. During each of your Standby Phases, if this card is treated as an Equip Card, add 1 Tsukumogami Counter to this card. When this card has 5 or more Tsukumogami Counters, you can remove all Tsukumogami Counters from this card to Special Summon this card (This card is treated as a Spell Card and a Spirit Monster Card). This card's Name, Type, Attribute, Level, ATK, DEF, and Effect(s) become the same as the monster that was selected on this card's activation. During your 3rd End Phase after this card is Special Summoned, it is returned to its owner's hand.

 

Futakuchi-Onna

Fiend/Spirit/Effect|Dark|4||0|0

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If you control this card during your End Phase, you must Tribute 1 Level 3 or lower monster or pay 300 Life Points. If you control this card during your opponent's End Phase, your opponent must Tribute 1 Level 4 or higher monster or pay 600 Life Points.

 

 

Rokurokubi

Fiend/Spirit/Effect|Earth|4||1600|800

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. This card can attack your opponent directly. If it attacks with this effect, battle damage it inflicts is halved. When this card inflicts battle damage to your opponent, you may look at 1 random card in your opponent's hand.

 

 

Des Fairy Lily

Zombie/Toon

Atk 400 Def 1500

This card can attack directly. During the Damage Step, you can pay 2000 Life Points to increase the ATK of this card in 1000 for each other Zombie-Type monster you control. If you control another "Des fairy Lily", this card gains 2000 ATK instead.

 

Karakasagami

Trap Card

Activate only when an opponent's monster declares an attack, and you control a face-up Spirit Monster, reveal 1 Spirit Monster from your hand, or reveal 1 face-down Spirit Monster you control. Negate the attack and Set this card face-down again instead of sending it to the Graveyard. When this effect has been used 3 times, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Rock-Type/Spirit/EARTH/Level 6/ATK 0/DEF 2500). This card returns to its owner's hand during the End Phase of the turn this card is Special Summoned. While this card is face-up on the field, monsters cannot attack. (This card is still treated as a Trap Card.)

 

Kuchisake-Onna

Fiend/Spirit/Effect|Dark|4||2400|0

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When you Summon this monster, your opponent chooses the battle position of this monster. If they choose Defense Position, destroy 1 monster on the field. If they choose Attack Position, you must pay 800 Life Points and your opponent gains 800 Life Points.

 

Yama-Uba

Fiend/Tuner/Effect|Dark|1||0|0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 Spirit monsters in your Graveyard. The Level of this card becomes equal to 1/2 the combined Levels of the monsters used to Summon this card, rounded up, OR the Level of this card becomes equal to the Level of 1 of the mosters used to Summon this card. This card can only be used for a Synchro Summon with its own effect. This card cannot be destroyed by battle. When this card attacks, you take no battle damage from the battle. When this card battles with a monster, place 1 Trust Counter on that card after damage calculation. When this card battles with a monster with a number of Trust Counters on it equal to its Level, send both this monster and the opposing monster to the Graveyard to Synchro Summon 1 Spirit Synchro Monster from your Extra Deck.

 

Yama-Fukuhon

Spellcaster/Synchro/Spirit/Effect|Dark|7||0|0

"Yama-Uba" + 1 non-Tuner monster your opponent controls Once per turn, if this card is not equipped with a monster, you must select 1 monster on the field and equip it to this card as an Equip Spell Card. The ATK and DEF of this card become the same amounts as the monster equipped to this card. If this card is destroyed by battle, the equipped monster is returned to its owner's Deck instead, and any battle damage you received from the battle is also inflicted to the Life Points of the owner of the returned monster. During your End Phase, if this card is not equipped with a monster, return this card to your Extra Deck.

 

Yama no Shisha

Zombie/Synchro/Spirit/Effect|Dark|8||0|0

"Yama-Uba" + 1 non-Tuner monster your opponent controls Once per turn, you must remove from play 1 Monster in your opponent's Graveyard. Until your opponent's next End Phase, this card's name is treated as that monster's name, and it gains that monster's effect(s) and ATK. This card cannot attack your opponent directly. During your End Phase, if you have not removed a monster from play with this card's effect, return this card to your Extra Deck. When this card is removed from the field, your opponent selects 1 of the following effects: •Return all cards removed from play by this card's effect to their owner's Deck. •Return all cards removed from play by this card's effect to their owner's Graveyard.

 

Yamata no Orochi

Dragon/Synchro/Spirit/Effect|Dark|6||0|0

"Yama-Uba" + 1 non-Tuner monster your opponent controls Once per turn, you may reveal this card in your Extra Deck and select 1 monster your opponent controls to increase this card's Level by the Level of the selected monster until the end of the turn. This card's Level cannot be over 12. This card gains ATK equal to its Level x 300, and this card's DEF is equal to its ATK - 500. When this card inflicts damage to your opponent while you have fewer cards in your hand than your opponent, draw 1 card for every 500 points of damage inflicted until you have the same number of cards in your hand as your opponent. This card cannot attack your opponent directly.

 

 

Millennius the Dragon Warrior

LIGHT/Dragon/10/3500/3000

If you Tribute Summon this card, the Tributes must be Dragon-Type. By discarding 1 card from your hand, you can negate the activation and effect of any Spell and Trap Cards and destroy them.

 

Holy Guiding Dragon, Mythos

LIGHT/Dragon/7/2700/2400

This card can be Special Summoned from the Graveyard by removing from 1 LIGHT Dragon-Type monster in your Graveyard. When this card is Special Summoned this way, you can take control of 1 monster your opponent controls until your End Phase. While this card is face-up on the field, all non-Dragon-Type Monster Effect(s) are negated.

 

 

Primordial Wise Dragon

EARTH/Dragon/8/3000/2800

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 Level 5 or higher Dragon-Type monsters from your Graveyard. Once per turn, you can remove from play 2 Dragon-Type monsters from your Graveyard to destroy all monsters OR all Spell and Trap Cards your opponent controls.

 

Arbiter of the Ancients

WATER/Dragon/8/0/0

This card can only be Special Summoned once per Match. When this card is Summoned, select 1 Effect Monster in your Graveyard and remove it from play. This card gains the ATK, DEF, and effect(s) of the removed card in addition to it's own. If this card is destroyed by battle, Special Summon the removed monster. If that card cannot be Special Summoned, discard 2 cards.

 

Ultima

WIND/Dragon/Synchro/12/0/0

1 Dragon-Type Tuner monster + 2 or more non-Tuner Dragon-Type monster(s)

This card can only be Special Summoned by Synchro Summon. This card cannot be destroyed except by battle. The ATK and DEF of this card are equal to the sum of the ATK and DEF of the monsters used to Synchro Summon it. Once per turn, you can remove from play 1 Dragon-Type monster in your Graveyard to deal damage to your opponent equal to the ATK of that monster.

 

 

 

Dragon Mage

LIGHT/Dragon/3/1200/300

When this card is Special Summoned from your Deck, draw 1 card. When this card is removed from the field by a card effect, Special Summon 2 "Dragon Token" (Dragon-Type/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position.

 

Mirror Wyvern

LIGHT/Dragon/5/0/2000

You can Special Summon this card from your hand by sending the top card of your Deck to the Graveyard. If you Special Summon this card this way, you cannot Normal Summon or Set this turn. When this card is destroyed by battle, you can Special Summon a Dragon-Type monster from your hand up to the Level of the monster that destroyed it.

 

Neo Drake

LIGHT/Dragon/Tuner/2/500/400

When this card is successfully Normal Summoned, Special Summon 1 Level 3 or lower Dragon-Type monster from your Graveyard in Defense Position. You can discard 1 Dragon-Type monster from your hand to Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.

 

Dragon Vortex

Quick-Play Spell Card

Discard 1 Dragon-Type monster. Remove from play, from your hand, your side of the field or Graveyard Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If the Summoned monster has 2500 or less ATK points, you can pay 1000 Life Points to double the monster's ATK during the turn it is Special Summoned.

 

Dragon Lords Realm

Field Spell Card

Level 7 or higher Dragon-Type monsters require 1 less Tribute to Tribute Summon. Once per turn, during your Main Phase, you can Special Summon 1 Dragon-Type monster in any Graveyard that was destroyed by battle.

 

Dragon's Den

Continuous Spell Card

Once per turn, if you control no monsters, you can Special Summon 1 Dragon-Type monster from your hand.

 

Backup's Roar

Spell Card

Add 1 Level 4 or lower Dragon-Type monster from your Deck to your hand.

 

Assembly of Dragons

Continuous Spell Card

Each time a Dragon-Type monster is Special Summoned, draw 1 card.

 

Survival Cry

Trap Card

Activate only when a face-up Level 4 or lower Dragon-Type monster you control is selected as an attack target. Destroy all Attack Position monsters your opponent controls.

 

Trial of the Lords

Counter Trap Card

Tribute 1 Dragon-Type monster. Negate the activation of a Spell or Trap Card, or the Normal or Special Summon of a monster, and destroy that card.

 

Mythic Treasure

Spell Card

Draw 3 cards, then discard 2 Dragon-Type monsters from your hand. If you don't have 2 Dragon-Type monsters in your hand to discard, send all cards in your hand to the Graveyard.

 

United Dragon Blast

Quick-Play Spell Card

Activate only while you control 3 Dragon-Type monsters, including at least 1 Level 7 or higher Dragon-Type monster. Destroy all cards your opponent controls.

 

Devastating Dark Blast

Trap

Effect: You may only activate this card during your Main Phase. When this card is activated flip a coin and activate the effect matching to the result.

Heads: Roll a six-sided die your opponent discards cards from the top of their deck to the Graveyard equal to the result.

Tails: Roll a six-sided die you discard cards from the top of your deck to the Graveyard equal to the result.

 

Undecided Fate

Spell/Quick-Play

Effect: You may only activate this card when your opponent Normal Summons or Special Summons a monster, pay 1000 life points, flip a coin and call a result if you call it right destroy the summoned card and Special Summon it to your side of the feild during the End Phase of this turn.

 

Moon Tigress

LIGHT

Level 3

ATK/DEF: 1400/700

Beast/Tuner

Effect: This card cannot be destroyed by battle except with a monster with 2000 or more attack (damage is calculated normally).

 

Lunge of Fatal Strike!

Trap

Effect: Increase the ATK of 1 monster on the feild by 800 untill the End Phase.

 

Gaurdian Of Evil

LIGHT

level 6

ATK/DEF: 2600/1000

Fiend/Normal

Description: Although his apearence looks demonic, he helps to maintain the balance of LIGHT and DARK, he prevents Hell's evil from escaping it's imprisonment.

 

Blazing Tribute Totem

FIRE

level 2

ATK/DEF: 0/1800

Pyro/Tuner

Effect:When you Synchro Summon a monster using this card, the Summoned monster gains 500 ATK for each monster used to Synchro Summon that monster.

 

 

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Yes, he is ..

 

My votes (also example to others )..=)

 

 

0) Innocence Theme / Spider Theme

1) Acid Elemental

2) Stone Golem

3) Lucky Charm Ritual

4) Minefield-Ridden Desert

5) Maggot Dig

6) Trust and Betrayal

7) Aid the Norms

8 ) Radark the Dark Dragon Rider

9) Bright Shining Wand

10) Word of Strenght

11) Deafening Screech

12) Abyssal Dragon

13) Parasitic Code - Anti-Spam

14) Akuma

15) Effigy of Mirrors

16) Shapeshifting Shadow

17) Mud Mole

18 ) Wind Slicer

19) Flame Wall

20) Huge Tsunami!!

21) Blinding Brightness!!

22) Dimension of Despair

23) Forest of Fear

24) Storm Zone

25) Volcanic Furnance

26) Sea of Sorrow

27) Spiritual Haven

28-35) By The Hammer Of Thor!!/Mad Cow Special!!/Tailwind/Cyclone Dragon/Black Rose/Cursed Moonlight/Miracle Seeds/Bug Hive

36-38 ) Prototype Destructor/Obsessed Artist/Synchro Supporter

39-41) Howling Spirit of Rot/Lava Nightmare/Angel of Vengeance

42-44) Abstract Legend/Dragon of Life - Dawn/Sky Palace Dragon

45-47) Dealer of Darkness/Molten Golem/Playboard Knight

48-70) Dark Angel – Gilomesh/Pot of Insurance/Magical Grasshopper/Book of Countercurses/Polymorpher/Wall of Pain/Life Medic/Peaceful Forest/Byakko the White Tiger/Gift to the Gods/Rejection of Nature/The Way of the Jungle/Mirror Wyvern/Primal Rage/Giant Ape/Spear Headed Beast/Telepathic Response/Dragon Mage/Harbinger Of Doom/Embargo Escargot/Merciful Deity/Symbiotic Relationship/Symbiotic Relationship

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I finally finished my votes. There are some other cards I also wanted to vote in but, we must select one. Hopefully its like last time when some cards got in anyway.

 

[spoiler=My Votes]0) Diablo Theme/Radiant Guard Theme

1) Dark Messiah

2) Soldier of Gaia

3) Lucky Charm Ritual

4) Minefield-Ridden Desert

5) Junk Picker

6) Brain Oblivion

7) Aid the Norms

8) Dijinn - Lord of the Sky

9) Regenerating Stinger

10) Word of Strenght

11) Rejection

12) Eclipse Dragon of the Sacred Kingdom

13) Crazy Cupid

14) Akuma

15) Mobius the Retrained

16) Underworld Embrace

17) Earthquake

18) Cyclone of Lost Hopes

19) Card Blaster

20) Rip Tide Rascal

21) Vanishing Light

22) Death's Reign

23) Bottomless Chasm

24) Eye Of The Storm

25) Pyronic Lands

26) Kraken’s Lair

27) Lost Eden

28-35) Spirit Controller of the Forest/Death Calibur Venom/Strong-Willed/Recharge/Black Rose/Necromaniac/Contents of the Spell Book/Cursed Moonlight

36-38) Prototype Destructor/Obsessed Artist/Elusive Cricket

39-41) Cameo, Sealer of Black Magic/Dark-Eyes Crimson Phoenix/Howling Spirit of Rot

42-44) Sky Palace Dragon/Dragon of Life - Dawn /Thieving Shade

45-47) Magma Golem/High-Voltage Lynx/Playboard Knight

48-70) Inferno Scarecrow/Witch of the Deep/Secret Ancient cult member/Darksteel Knight/Forbode the Ritual/Magical Grasshopper/Book of Countercurses/Polymorpher/The 8th Wonder of the World/Breeding Room/My Shield as a Body/Rinse, Reuse, Recycle/Embargo Escargot/Majestic Hydra/Prudent Investment/Parasitic Code - Anti-Malicious/Parasitic Code - Anti-Virus/Symbiotic Relationship/Gem Excavator/Gemini Galaxy/Spirit World/Byakko the White Tiger/Dragon's Den

 

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I don't see my cards... Ghost Heroes? Could you please post them?

 

Anyway, my votes are...

0) Naga / Diablo

1) Moonlight Paladin

2) Soldier of Gaia

3) Rite of Blood

4) Butterfly Effect

5) Grenade

6) Brain Slug Pit

7) Enhancement Potion

8 )Thunder Lizard

9) Diamond Dagger

10) Short-Lasting Endorphin Booster

11) Rejection

12) card1

13) card1

14) card1

15) card1

16) card1

17) card1

18 ) card1

19) card1

20) card1

21) card1

22) card1

23) card1

24) card1

25) card1

26) card1

27) card1

28-35) card1/card2/card3/card4/card5/card6/card7/card8

36-38 ) card1/card2/card3

39-41) card1/card2/card3

42-44) card1/card2/card3

45-47) card1/card2/card3

48-70) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10/card11/card12/card13/card14/card15/card16/card17/card18/card19/card20/card21/card22/card23

 

Here is what I have so far... will post more tomorrow.


I don't see my cards... Ghost Heroes? Could you please post them?

 

Anyway, my votes are...

0) Naga / Diablo

1) Moonlight Paladin

2) Soldier of Gaia

3) Rite of Blood

4) Butterfly Effect

5) Grenade

6) Brain Slug Pit

7) Enhancement Potion

8 )Thunder Lizard

9) Diamond Dagger

10) Short-Lasting Endorphin Booster

11) Rejection

12) card1

13) card1

14) card1

15) card1

16) card1

17) card1

18 ) card1

19) card1

20) card1

21) card1

22) card1

23) card1

24) card1

25) card1

26) card1

27) card1

28-35) card1/card2/card3/card4/card5/card6/card7/card8

36-38 ) card1/card2/card3

39-41) card1/card2/card3

42-44) card1/card2/card3

45-47) card1/card2/card3

48-70) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10/card11/card12/card13/card14/card15/card16/card17/card18/card19/card20/card21/card22/card23

 

Here is what I have so far... will post more tomorrow.

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Here are my votes....

 

But why are some cards missing..??

 

0) Ice Counters Theme / Radiant Guard Theme

1) Royal Yeti

2) Giant Soldier of Steel

3) Lucky Charm Ritual

4) Parallel Universe

5) Deck Collapse

6) Subjugate

7) Evening the Odds

8 ) Thunder Lizard

9) Spiral Bow

10) Omega Rage

11) Sudden Fragility

12) (There can't only be 2 choices for this is there, i won't vote in this 1 is mine and other isn't even over 2500)

13) Crazy Cupid

14) Shishi Hunter

15) Effigy of Mirrors

16) Shadow Reaper

17) Fiber Dragon

18 ) Speed Ninja

19) Card Blaster

20) Huge Tsunami!!

21) Aura Refraction

22) Dimension of Despair

23) Ground Zero

24) Tornado Zone

25) Volcanic Furnace

26) Mirage Reservoir

27) Lost Eden

28-35) Vortex Dragon/Death Calibur Venom/Giganotosaurus/Avalanche/Cyclone Dragon/Legendary Command of Freed/Adrenaline/Necromaniac

36-38 ) Volatile Vixen/Nereid Triplets/Elusive Cricket

39-41) Wrath, Warrior of the Apocalypse/Howling Spirit of Rot/Master of Hypnosis

42-44) Swarm Of Bedbugs/Deepsea Kraken/Chrismodia, Queen of Order

45-47) High-Voltage Lynx/Molten Golem/Dragon of Cataclism

48-70) Nightmare Eater/Cobra Soldier/Force Field/Darksteel Knight/Life Medic/Army of Ants/Swift Grizzly/Blind Dragon/Telepathic Response/Parasitic Code - Anti-Trojan/Parasitic Code - Anti-Malicious/Parasitic Code - Anti-Spy/Parasitic Code - Anti-Virus/Parasitic Code - Anti-Hack/Evil Minatour/Symbiotic Relationship/Magnet/Leo/Jinzo Glasses/Tax of Darkness/Polymorpher/Wrath Of The Fallen/Forward Slash

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Tommers - which cards are missing??


 

 

Connorlong , this was cards you submitted :

Ghost Sword

Equip Spell Card

Equip only to a "Ghost Hero" monster that has been Special Summoned from the Graveyard by its effect. Double that card's ATK.

 

 

Ghost Kidnapping

Spell Card

Activate only when you control a "Ghost Hero" monster on the field. Destroy one monster on the field.

 

 

Ghost Reflection

Trap card

Activate only when a "Ghost Hero" monster you control is selected as an attack target. You may change the target to another "Ghost Hero" monster you control.

 

 

Stuff is that they support Ghost Hero monsters, and there is none Ghost Hero monster in CCG...so that they go in game, they wouldn't be usable..you should make Ghost Hero monsters with them so then i would add them..you can do that still, post it in Set 1 Submission Phase, and then i will add it...make that there is at least 3 different Ghost Hero monsters..

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Can u post it please so i place it there?

I wasn't sorting them, so person that did maybe made some mistakes..like i told before, it was much worse at start, all cards from "Other" category was missing, that is around more then 300 cards lol..but i managed to get them...so errors are possible, and i apologize...

Some themes like Ghost Heroes was thrown out because they was supporting something that don't exist, or they wasn't actually theme and they was in theme category (some of those i placed in any card group... i could throw much more cards out, but i let them be there, you will notice some are not in correct categories etc.

Also, ones that have picture without text was thrown out as well..(creators was informed that that will happen if they don't submit text version)

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Here is "Rip Tide Rascal"

 

Rip Tide Rascal

****/Aqua/WATER

When this card is Normal Summoned, you can pay 2000 Life Points to Special Summon 1 "Rip Tide Rascal" from your hand or Deck. When this card is the only face-up WATER monster you control it gains 200 ATK. Once per turn, you can discard 1 card from your hand to look at 1 card in your opponent's hand. When this card is destroyed and sent to the Graveyard except by battle add 1 WATER monster to your hand from the Deck.

ATK:1500 DEF:1300

 

I have seen some mistakes as well in cards, like 1s that have no attack (My Pentarch Paladin Synchro its 2200atk 2000def) cards that have no level... There could be more..

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