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Yu-Gi-Oh! The Created Card Game - Set 2 (Voting Phase YCCG Members ONLY)


fortycal86

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In this thread we will decide which cards will enter Set 2.

 

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

 

REWARDS : For every 3 cards of yours that get accepted you will get +1REP, I will think about something more that have something to do with the CCG for the person who gets the most cards in the SET.

 

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 the WATER Support group you must choose 3 cards, not 1.

 

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

 

4) Please no mentioning names of owners cards.

 

 

 

 

End Date: 11/12/2009.

 

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 Wink

 

 

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

 

1-3) card1/card2/card3

4-6) card1/card2/card3

7-9) card1/card2/card3

10-12) card1/card2/card3

13-15) card1/card2/card3

16-18) card1/card2/card3

19-20) card1/card2

21-22) card1/card2

23-24) card1/card2

25-26) card1/card2

27-28) card1/card2

29-30) card1/card2

31-32) card1/card2

33-34) card1/card2

35-36) card1/card2

37-38) card1/card2

38-40) card1/card2

41-42) card1/card2

43-44) card1/card2

45-46) card1/card2

47-48) card1/card2

49-50) card1/card2

51-52) card1/card2

53-54) card1/card2

55-56) card1/card2

57-58) card1/card2

59-60) card1/card2

61-66) card1/card2/card3/card4/card5/card6

67-68) card1/card2

69-70) card1/card2

71-72) card1/card2

73-74) card1/card2

75-76) card1/card2

77-78) card1/card2

79-80) card1/card2

81-100) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10/card11/card12/card13/card14/card15/card16/card17/card18/card19/card20

101-110) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10

111-120) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10

121-135) Theme 1

136-150) Theme 2

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[spoiler=01-03) Any card to support DARK Monster(s)]

|Dark Heart Magician|xx|CCG2|Spellcaster/Effect|DARK|5||2100|1700|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 1 DARK monster from play. Place 1 "Dark Heart Counter" (MAX 8.) on this card every time you Summona DARK monster. For every "Dark Heart Counter" on this card all DARK monsters you control gain 100 ATK.|

 

Dark Resistance

Group: Trap Card

Type: Trap

Icon:Continuous

Cards you control are not affected by and cannot be targeted by the effects of DARK monsters.

 

|Genocide|xx|CCG2|Spell Card|Spell|

Tribute 1 DARK monster. Destroy all monsters on the field.

 

|Body Theft|xx|CCG2|Trap Card|Trap|

Remove 1 monster in your Graveyard from play and select 1 face-up DARK monster. Until the End Phase, the selected monster gains the name of the removed monster and its ATK, DEF, type and level become equal to the ATK, DEF, type and level of the removed monster.

 

|Call of Madness|xx|CCG2|Spell Card|Spell|

Discard 1 card from your hand at random. If the discarded card is a DARK monster, Special Summon 1 monster from either player's Graveyard.

 

|D.D. Cyber Scout|xx|CCG2|Machine/Effect|Dark|2||1200|800|When this card is removed from play, you can select 1 DARK monster (excluding "D.D. Cyber Scout") that was removed from play and add it to your hand during the 2nd Standby Phase.|

 

|D.D. Raven|xx|CCG2|Winged Beast/Effect|Dark|1||100|100|During either player's turn, when there is a face up DARK monster on your side of the field, you can remove from play this card from your hand or Graveyard to remove from play 2 cards from your opponent's Graveyard.|

 

|Dark Vortex|xx|CCG2|Spell Card|Spell|||||Activate only when there are 5 or more of your DARK monsters removed from play. Remove from play all Monster Cards on the field.|

 

Dark chaser

Spellcaster/DARK/Lv4/1600/1600

You can pay 500 Life points to send 1 DARK monster from your deck to your graveyard. During the end phase of this turn, that monster is removed from play. When this card is sent from the field to the graveyard, you can return up to 2 DARK monsters removed from play to their owners graveyards.

 

Evil Beacon

Machine/DARK/Lv2/400/2000

As long as this card remains in your graveyard, your opponent cannot discard cards from their hand. As long as this card is removed from play, your opponent cannot remove cards from play. These effects are negated if there are less DARK monsters you control than any monsters your opponent controls.

 

Spiritual Plague

Continuous Spell card

When a Non-DARK monster is Normal Summoned, place 1 "Plague" counter on it. Once per turn, by Tributing a DARK monster you control, take control of a monster with a Plague counter until the end phase of this turn. When this card is destroyed, take 500 damage for every Plague counter on the field.

 

|The Hermit of Derdu Void|01|CCG1|Spellcaster/Effect|DARK|3||1000|1600|Once per turn, when you have no cards in your hand, you can add 1 DARK monster with 1500 or less DEF from your Graveyard to your hand.|

 

|Animated Soul Blade|02|CCG1|Warrior/Effect|DARK|4||1300|0|Once per turn, you discard 1 card. If you do, this card can attack twice this turn. When this card is sent to the Graveyard, increase the ATK of all face-up DARK monsters by 500.|

 

|Phantom of the Retribute|03|CCG1|Fiend/Effect|DARK|5||2100|1900|If you have only DARK monsters in your Graveyard, you can Normal Summon this card without tribute. Your opponent cannot select a level 4 or lower DARK monster as an attack target.|

 

 

 

[spoiler=04-06) Any card to support LIGHT Monster(s)]

|Light Flight Summon|xx|CCG2|Spell Card|Spell||Quick-Play|||When you Summon a LIGHT monster you can activate 1 of the following effects:

• Special Summon 1 LIGHT monster with 1200 ATK or less.

• Draw 1 card. If you drew a LIGHT monster Special Summon it in Defence Position.

• Tribute 1 LIGHT monster you control. Special Summon 1 LIGHT monster from your Deck.|

 

|Blinding Sunlight|xx|CCG2|Spell Card|Continuous Spell|

Non-LIGHT monsters cannot attack or change their battle position. This card cannot be destroyed by your opponent's card effects. Destroy this card during your 2nd Standby Phase after activation.

 

|Call of Duty|xx|CCG2|Trap Card|Trap|

Activate only if your opponent controls a monster and you control no monsters. Add 1 LIGHT monster from your deck to your hand.

 

|Faith over Fate|xx|CCG2|Trap Card|Trap|

Activate only when an opponent's monster declares a direct attack. Special Summon 1 level 7 or lower LIGHT monster from your Graveyard. This card's activation and effect cannot be negated.

 

|Purity of Light|xx|CCG2|Angel/Effect|Light|4||1100|1900|During either player's Damage Step, when this card battles, you can discard 1 LIGHT monster from your hand to the Graveyard to have this monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.|

 

|God of the Thunder and Lightning - Raijin|xx|CCG2|Demon/Effect|Light|5||2300|2000|When you Tribute Summon this card by Tributing a LIGHT monster, destroy 1 card your opponent controls. You can send this face-up card to the Graveyard to negate the Special Summon of 1 of your opponents monsters, and destroy it.|

 

|Wrath of Heaven|xx|CCG2|Spell Card|Spell||Quick-Play|||Remove from play 1 LIGHT monster from your Graveyard to remove from play 1 face up monster on the field with a ATK equal to or lower then the removed monster.|

 

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.

 

Meditation Monk

Rock/LIGHT/Lv3/1500/1800

This card cannot attack the turn it is summoned. When a LIGHT monster inflicts battle damage, increase your life points by half that amount.

 

Ghost Lanturn

Demon-Tuner/LIGHT/Lv1/0/0

This card can be Special Summoned from your hand when a LIGHT monster you control is destroyed by a card effect. You can discard 1 card from your hand to add 1 LIGHT monster from your graveyard to your hand.

 

Golden World - Vortex

Spell/Field

All LIGHT monsters gain 500 ATK and DEF points. When a card is destroyed by battle with a LIGHT monster, place the card on top of this card. The destroyed card is treated as if it were removed from play. For each card on top of this card, add 500 ATK and DEF points to all LIGHT monsters on the field. When this card has 5 cards on top of it, destroy this card. All cards on top of this card are removed from play.|

 

Golden World - Dynasty

Spell/Field

During your Standby Phase, select one LIGHT monster on the field. You can Tribute one other LIGHT monster of your field to subtract Life Points from your opponent equal to the selected monster's ATK.

 

Golden World - Afterlife

Spell/Field

During your Battle Phase, if a LIGHT monster is selected as an attack target, you can remove from play one card in your Graveyard to Negate the attack.

 

|Captain Sunseed|04|CCG1|Plant/Tuner/Effect|LIGHT|5||2000|2400|When a LIGHT monster you control destroys a monster as a result of battle, draw 1 card.|

 

|Hyper Shaman|05|CCG1|Spellcaster/Effect|LIGHT|4||1600|400|Level 4 or lower LIGHT monsters inflict piercing damage.|

 

|Pilgrimage Through Time|06|CCG1|Trap Card|Trap|||||Remove from play 1 LIGHT monster you control. During the End Phase, Special Summon that monster and it gains 500 ATK.|

 

 

 

[spoiler=07-09) Any card to support FIRE Monster(s)]

|Fire Slash Attack|xx|CCG2|Spell Card|Spell||Quick-Play|||When a FIRE monster you control attacks 1 of your opponents monster you can send 1 card from your hand to destroy the attacked monster. Your opponent doesn't lose|

 

|Blaze of Vengeance|xx|CCG2|Spell Card|Normal Spell|

Remove 1 FIRE monster in your Graveyard from play. Destroy all face-up non-FIRE monsters on the field with DEF equal or lower to the ATK of the monster you removed.

 

|Swords of Burning Rage|xx|CCG2|Spell Card|Equip Spell|

If the equipped monster is a FIRE monster increase its ATK by 300. Else, decrease its ATK by 600. Once per turn, if the equipped monster destroys a monster as result of battle, it can attack again in a row.

 

|Lava Bomb|xx|CCG2|Spell Card|Quick-play Spell|

Activate only during a turn in which a FIRE monster or a FIRE monster's effect have inflicted damage to your opponent. Remove 1 card on your opponent's side of the field from play.

 

|Two-Tailed Fox|xx|CCG2|Pyro/Effect|Fire|2||300|200|During your Standby Phase, if this card is in your Graveyard and you control no monsters, you can pay 500 Life Points to Special Summon this card from your Graveyard. You cannot activate this effect if there are any monsters in your Graveyard that are not FIRE monsters. By paying 500 Life Points you can treat this card as 2 Tributes for the Tribute Summon of a FIRE monster.|

 

|Burning Brimstone|xx|CCG2|Pyro/Effect|Fire|4||1000|1000|When there is a face up FIRE monster (other then this card) on your side of the field, you can Tribute this card to destroy 1 monster on the field. Inflict damage to your opponent equal to the Level of the destroyed monster x 200.|

 

|Pyroclastic Eruption|xx|CCG2|Spell Card|Spell|||||Remove from play up to 2 FIRE monsters from your Graveyard. Inflict damage to your opponents Life Points of the combined Level of the removed monsters x 100.|

 

Soul of Flames

Pyro/FIRE/Lv4/1800/200

When this card destroys an opponent’s monster in battle, you can tribute 1 FIRE monster you control to destroy a monster with DEF equal to or lower than the ATK of that monster.

 

Explosive Waves

Normal Spell Card

Tribute 1 FIRE monster. Inflict damage equal to half its ATK. Then, add 1 monster with the same name from your deck to your hand.

 

Lava Jelly

Aqua-Tuner/FIRE/Lv1/300/300

This card is not destroyed as a result of battle. When a player activates a Spell or Trap card, you must send 1 FIRE monster in your deck to your graveyard, or this card is destroyed.

 

Burning Hot Beast

FIRE

Demon/Effect

******

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 4 FIRE monsters in your hand or Graveyard. When this card is Summoned, destroy all WATER monsters on the field. Summon Burning Hot Tokens (Fiend-type/ FIRE 1-STAR/ 700 ATK/ 300 DEF) equaling the number of WATER monsters destroyed by this card's effect. For every Burning Hot Token on the field, decrease all non-FIRE monsters on the field by 500 ATK and DEF. After 5 turns, destroy this card. When destroyed, Special Summon 1 WATER monster on your field.

 

|Ruby Golem|07|CCG1|Spellcaster/Fusion/Effect|FIRE|5||2100|2600|"Ruby Chameleon" + 1 FIRE monster. Once per turn, you can substitute any FIRE monster in your hand or on your side of the field for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Your opponent cannot select another FIRE monster as an attack target.|

 

|Graceful Chimera|08|CCG1|Beast/Effect|FIRE|8||2400|2000|You can Special Summon this monster from your hand or Graveyard by tributing 2 FIRE monsters you control. During your turn, FIRE monsters are unaffected by your opponent's Spell and Trap Cards. During your opponent's turn, FIRE monsters are unaffected by your opponent's Monster Cards.|

 

|Into the Landmines|09|CCG1|Spell Card|Spell||Quick-Play|||Activate only when a FIRE monster is destroyed by an opponent's card effect, inflict damage to your opponent equal to the original ATK of the destroyed monster.|

 

 

 

[spoiler=10-12) Any card to support EARTH Monster(s)]

The Mountain Fortress - Gaurdreia

LV9 EARTH

Rock/Effect

0/4000

If an EARTH monster you control is selected as an attack target, you can change it to Defense Position and negate the attack.

 

|Bountiful Harvest|xx|CCG2|Spell Card|Spell|

Return 3 EARTH monsters in your Graveyard to the bottom of your deck. During your next Standby Phase, draw 2 cards.

 

|Fists of the Earth|xx|CCG2|Spell Card|Equip Spell|

Equip only to an EARTH monster. Equipped monster gains 500 ATK. When this face-up card is sent from the field to the Graveyard, add 1 Field Spell from your deck to your hand.

 

|Might of the Wild|xx|CCG2|Spell Card|Counter Trap|

Pay 500 Life Points. Negate the effect of a card that would destroy 1 or more face-up EARTH monsters on the field and destroy it. Then, increase the ATK of all face-up EARTH monsters by 500.

 

|Blossom Lily|xx|CCG2|Plant/Effect|Earth|3||400|1500|This card's effect can only be activated during the Damage Step of either player's turn when this card battles. Select up to 2 EARTH monsters in your Graveyard, return the selected cards to your Deck. Increase the ATK of this monster by 1500 points for each card that was returned, until the End Phase.|

 

|Prevention Stone|xx|CCG2|Rock/Effect|Earth|4||800|2000|When a face up EARTH monster is targeted by a card effect, you can remove from play this card from your hand or Graveyard to negate the effect of that card and destroy it.|

 

|Seismic Shift|xx|CCG2|Trap Card|Trap||Counter|||Select and activate 1 of the following effects: • Discard 1 EARTH monster from your hand, negate the activation of Spell or Trap Card and destroy it. • Tribute 1 EARTH monster on your side of the field, negate the Normal Summon, Flip Summon or Special Summon of a monster and destroy the Summoned monster.|

 

Desert Bandit

Warrior/EARTH/Lv3/1600/1300

When this card destroys a monster in battle, draw 1 card. If the drawn card is not an EARTH monster, send it to the graveyard.

 

Set in Stone

Continuous Spell Card

During the end phase of your turn, you can change up to 2 EARTH monsters on the field into face-down Defense position.

 

Mud Mole

Beast/EARTH/Lv3/700/700

Remove this card from your graveyard. Target EARTH monster gains 700 ATK and DEF, until the end of the turn. This can be activated during either player's turn.

 

 

 

[spoiler=13-15) Any card to support WATER Monster(s)]

|Magic Freezer|xx|CCG2|Spell Card|Counter Trap|

Activate only if you control a WATER monster. Negate the activation of a Spell or Trap card and remove it from play. During your opponent's third Stand-By Phase after this card's activation, that card's owner can return it to his/her hand.

 

|Piracy|xx|CCG2|Spell Card|Spell|

Activate by paying 1000 Life Points during a turn in which a WATER monster has inflicted damage to your opponent. Look at your opponent's hand and discard 1 card from it.

 

|Calming Mist|xx|CCG2|Spell Card|Continuous Spell|

During your Stand-by Phase, if you don't control a WATER monster, destroy this card. Your opponent's monsters cannot attack during the turn they are Normal Summoned or Special Summoned.

 

|Seeker Shark|xx|CCG2|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.|

 

|Sinister Sea Serpent|xx|CCG2|Sea Serpent/Effect|Water|1||300|200|During your Standby Phase, if this card is in your Graveyard, you can return it to your hand. You cannot activate this effect if there are any monsters in your Graveyard that are not WATER monsters. You can only activate the effect of 1 "Sinister Sea Serpent" during your Standby Phase.|

 

|Aqua Gardna|xx|CCG2|Aqua/Effect|Water|3||600|1300|When a face up WATER monster on your side of the field is attacked, you can remove from play this card in your Graveyard to return 1 monster on the field to its owner's hand.|

 

Wall of Water

Normal trap card

Activate only when your opponent declares an attack against a WATER monster. Negate the attack and switch the monsters battle position. You can add this card from your graveyard to your hand instead of conducting your draw phase.

 

Submerge

Equip Spell card

Equip only to a WATER monster. Decrease the Level of that monster by 1. The monster equipped is unaffected by any spell cards (except this one), and cannot be selected as an attack target (if it is the only monster you control, your opponent may attack you directly.)

 

Flood Swell

Continuous Trap Card

During each of your Standby Phases, place 1 “Flood Counter” on this card. By removing 1 WATER monster in your graveyard from play, select a number of face-down Spell and Trap cards equal to the number of flood counters on this card. Those cards cannot be activated. You cannot choose cards that are already affected by this card.

 

|Frozen Kracken|xx|CCG1|Aqua/Synchro/Effect|WATER|4|2100|1900|1 Tuner + 1 or more WATER non-tuner monsters. Once per turn, flip 1 monster on the field face-down. That monster cannot be Flip Summoned until your next Standby Phase.|

 

 

 

[spoiler=16-18) Any card to support WIND Monster(s)]

Wind Rat-Dragoon/LV6/WIND

ATK/2100 DEF/1050

Angel/Effect

This card gains the following effect while there is a face-up WIND monster on the field:

*Once per turn, you can send 1 card at the top of your opponent's Deck the Graveyard.

 

Trust, Spirit of the Wind/LV3/WIND

ATK/1300 DEF/1100

Angel/Effect

If you tribute this card for the Tribute summon of a WIND monster, you can Special Summon 1 Level 4 or lower monster from your hand.

 

Supersonic Dragonfly

LV4 WIND

Insect/Effect

1300/400

This monster gains 1 additional attack for each WIND monster you control other than this card.

 

|Whirlwind Barrier|xx|CCG2|Spell Card|Equip Spell|

Equipped monster cannot be targeted by your opponent's card efects. When the equipped monster battles, you can discard a card from your hand during the damage step to halve the original ATK and DEF of the monster it's battling. If the equipped monster is not a WIND monster, it cannot attack.

 

|Breath of Inspiration|xx|CCG2|Spell Card|Spell|

Activate this card only if you have Summoned a WIND monster this turn. Draw 2 cards. Then, you must discard cards from your hand until the number of cards in your hand is equal or lower to the number of WIND monsters in your Graveyard.

 

|Zephyr's Trickery|xx|CCG2|Spell Card|Quick-play Spell|

Activate only if you control a WIND monster. Destroy 1 card on your opponent's side of the field at random.

 

|Wind Slicer|xx|CCG2|Warrior/Effect|Wind|4||1600|1400|You can Special Summon this card from your hand by removing 1 WIND monster in your Graveyard from play. Once per turn, return 1 WIND monster (other than this card), on your side of the field to the bottom of your Deck to return 1 card on the field to the top of its owner’s Deck.|

 

|Falcon of Foresight|xx|CCG2|Winged Beast/Effect|Wind|4||1400|900|You can remove from play this card in your Graveyard to select 1 WIND monster from your Deck and place it on top of your Deck.|

 

|Back Draft|xx|CCG2|Trap Card|Trap|||||Select and activate 1 of the following effects: • While there is a face up WIND monster on your side of the field, you can return 1 card in your hand to the bottom of your Deck to return 1 card on the field to the top of the owner's Deck. • When a face up WIND monster on your side of the field is attacked return the attacking monster to the top of its owner's Deck.|

 

Speed Ninja

Warrior/WIND/Lv4/1200/400

When this card Attacks or is Attacked, during the damage step, you can return a number of WIND monsters you control to their owner’s hands, and increase the ATK of this monster by the number returned x1000 until the end of the damage step.

 

Hurricane Summon

Continuous spell card

You can normal summon twice per turn, as long as both monsters summoned are WIND monsters level 4 or less (this is optional). During the turn you use this effect, you cannot special summon.

 

Skeletal Bird

Undead/WIND/Lv6/2300/800

When you Tribute Summon this card by Tributing a WIND monster, return that monster to your hand at the end of the turn. Once per turn, you can return all Spell and Trap cards to their owner’s hands. If you activate this effect, you cannot declare an attack with this card during that turn.

 

 

 

[spoiler=19-20) Any card to support Demon-Type Monster(s)]

Blood Bribe

Counter Trap

Give control of 1 Demon-Type monster on your field to opponent.

Negate activation and effect of Spell,Trap,effect or Summon of monster and destroy it.

 

Evil Warrior of the Underworld DARK

Level 4

Demon/Effect

This card may attack your opponent's Life Points directly. If it does, halve the damage your opponent takes. If you control a non-Demon monster, destroy this card.

2000/1200

 

|Hellfire Pawn|xx|CCG2|Pyro/Effect|DARK|Level 1|500|0|

During your Standby Phase, if this card is in your Graveyard, you can pay 500 Life Points to Special Summon it to your side of the field. This card cannot be tributed, except for the Tribute Summon of a Demon-type monster or as the cost of a Demon-type monster's effect or maintenance cost.

 

|Infernal Pact|xx|CCG2|Spell Card|Quick-play Spell|

Special Summon 1 Demon-type monster from your deck. Inflict damage to your Life Points equal to the Special Summoned monster's level *500. You cannot activate another card named "Infernal Pact" this game.

 

|Shadow Necromancer|xx|CCG2|Demon/Effect|Dark|4||1400|1200|When this card is Normal Summoned or Special Summoned, you can send 1 Demon-Type monster from your Deck to the Graveyard. When this card is destroyed as a result of battle, you can Special Summon that monster from your Graveyard.|

 

|Devils Minions|xx|CCG2|Spell Card|Spell||Quick-Play|||Tribute 1 Demon-Type monster on your side of the field, Special Summon as many "Evil Minion Tokens" (Demon-Type/DARK/Level 1/ATK 0/DEF 0) equal to the Level of the Tributed monster in Defense Position. These tokens cannot be Tributed for a Tribute Summon, unless it is for a Demon-Type monster.|

 

Malicious Spirit

Normal Trap Card

Activate when your Demon-type monsters is destroyed by battle. Gain control of the monster that destroyed your monster, until your next end phase.

 

Hell's Portal

Equip Spell card

Equip only to a Demon-type monster you control. The equipped monster cannot attack. During each of your standby phases, special summon 1 "Demon Pawn Token" (Demon/FIRE/Lv1/500/500).

 

 

 

[spoiler=21-22) Any card to support Angel-Type Monster(s)]

Armaggedon Guard - Lucifo

Dark Fairy Lv6 2300/2100

You can Special Summon this card from your hand by removing from play 1 Fairy Type monster you control.

 

|Peacemaker|xx|CCG2|Angel/Effect|LIGHT|Level 4||1400|2000|

When this monster is Summoned, you can remove 1 Angel-type monster in your Graveyard from play to have your opponent skip his/her next Battle Phase.

 

|Fervant Prayer|xx|CCG2|Spell Card|Spell|

Select 1 Angel-type monster in your Graveyard. Gain Life Points equal to the selected monster's level *200. During your next Standby Phase, return the selected monster to your hand.

 

|Herald of Divine Light|xx|CCG2|Angel/Effect|Light|2||200|500|Remove from play this card and 1 other Angel-Type monster from your hand or Graveyard to activate this effect. Negate the activation of a Spell, Trap or an Effect Monster's effect, and destroy it. This effect can be activated during either player's turn.|

 

|Blessed Barrier|xx|CCG2|Trap Card|Trap|||||Tribute 1 Angel-Type monster on your side of the field. Increase your Life Points by half the ATK of the Tributed monster. You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.|

 

Faith

Normal Trap Card

Activate only when an Angel-type monster is selected as an attack target. That monster is not destroyed in that battle. If you would have taken battle damage in that battle, increase your life points by that amount instead. Change the Angel-type monster to Defense position at the end of the damage step.

 

 

 

[spoiler=23-24) Any card to support Beast-Type Monster(s)]

|Wildchild|xx|CCG2|Warrior/Effect|EARTH|Level 3||1400|1200|

If you control a Beast-type monster, you can Special Summon this card from your hand. Beast-type monsters you control are unaffected by Trap cards and gain 500 ATK.

 

|Heightened Senses|xx|CCG2|Trap Card|Continuous Trap|

While you control a Beast-type monster, the effects of your opponent's Traps and Quick-play Spells are negated and your opponent cannot activate Traps or Quick-play Spells.

 

|Betrayed Beast|xx|CCG2|Beast/Effect|Earth|6||2000|2000|When you Tribute Summon this card by Tributing a Beast-Type monster, you can Special Summon 1 Beast-Type monster from your Graveyard to your opponents side of the field in face up Attack Position. If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.|

 

|Rescue Dog|xx|CCG2|Beast/Effect|Earth|4||300|100|You can send this face-up card to the Graveyard to return 1 Level 6 Beast-Type monster in your Graveyard to your Deck, Special Summon 2 Level 3 or lower Beast-Type monsters from your Deck.|

 

Pack Leader

Beast/EARTH/Lv4/1800/1700

Your opponent cannot attack any beast-type monsters, except “Pack Leader.” Once per turn, you can increase the ATK of another beast-type monster you control by 400, as long as this card remains face-up on the field.

 

Who Let the Dogs Out?

Normal Spell Card

You cannot Normal or Special Summon any other monsters the turn this card is activated. Pay 1000 life points, and Special summon as many Level 3 or Lower Beast-type Monsters from your deck as you can. They cannot attack this turn, and cannot be used in a Synchro Summon, as long as they remain face-up.

 

 

 

[spoiler=25-26) Any card to support Beast-Warrior-Type Monster(s)]

|Werewolf Elder|xx|CCG2|Beast Warrior/Effect|EARTH|Level 5||2300|1500|

During your turn, Beast Warrior-type monsters are unaffected by Trap cards. When this card is destroyed and sent to the Graveyard, Special Summon 1 level 4 or lower Beast Warrior-type monster from your Graveyard.

 

|Moonstone|xx|CCG2|Spell Card|Equip Spell|

Equip only to a Beast Warrior-type monster. Equipped monster gains 1000 ATK. When this card is destroyed, destroy the equipped monster. During your Standby Phase, you can remove 1 Beast Warrior-type monster in your Graveyard from play to return this card from your Graveyard to your hand.

 

|Berserk Warwolf|xx|CCG2|Beast-Warrior/Effect|Fire|4||1600|600|This card can attack twice during the same Battle Phase by revealing 1 Beast-Warrior-Type monster in your hand.|

 

|Majestic Manticore|xx|CCG2|Beast-Warrior/Effect|Fire|5||2300|1000|When this card is in your Graveyard, you can send 1 Beast-Warrior-Type monster from your hand or your side of the field to the Graveyard, Special Summon this card from the Graveyard. If you do, remove this card from play when it is removed from the field. During battle between attacking Beast-Warrior-Type monsters on your side of the field and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.|

 

 

 

[spoiler=27-28) Any card to support Winged Beast-Type Monster(s)]

Deck Storm

Group: Spell Card

Type: Spell

Activate only while you control a Winged Beast-Type monster(s). Pick up cards from the top of your Deck until you pick up a Spell or Trap Card that can destroy Spells or Traps. Add that card to your hand and then return all other picked cards to your Deck.

 

|Sonic Boom|xx|CCG2|Spell Card|Normal Spell|

Select 1 level 5 or higher WIND monster you control. Return all other cards on the field to their owner's hand.

 

|Birdsong|xx|CCG2|Spell Card|Spell|

Activate only if you control a Winged Beast-type monster. Add 1 Winged Beast-type monster from your deck to your hand.

 

|Avian Assault|xx|CCG2|Winged Beast/Effect|Wind|2||600|800|As long as this card remains face up on the field all Winged Beast-Type monsters can attack directly. You can remove from play this card from your Graveyard to select 1 Winged Beast-Type monster on your side of the field, the selected monster can attack directly this turn.|

 

|Mother Bird|xx|CCG2|Winged Beast/Effect|Wind|5||2200|1400|When this card destroys a opponents monster by battle, Special Summon 1 Winged Beast-Type monster from your Deck with an ATK equal to or less then the destroyed monster.|

 

Wings of Steel

Equip Spell Card

Equip only to a Winged Beat-Type monster. The equipped monster cannot be destroyed by battle.

 

The Falconer

LV6 WIND

Warrior/Effect

1000/1000

Winged Beast-Type monsters you control gain 300 ATK. If you control a Winged Beast-Type monster, your opponent cannot select this monster as an attack target. During your main phase, if you do not control any Winged Beast-Type monsters, you can Special Summon 1 Winged Beast-Type monster from your Hand.

 

 

 

[spoiler=29-30) Any card to support Rock-Type Monster(s)]

Mother of Earth

Attrib: Earth

Type: Rock/Effect

Level:4

Atk: 1200

Def: 2000

When this card is destroyed by battle, Special Summon 1 Rock-Type monster with 2000 or less DEF from your Deck in face-down Defense Position. When this face-down card is targeted by a card effect, flip it face-up, then negate the effect of the card that targeted this card and destroy it.

 

|Golem's Interception|xx|CCG2|Trap Card|Trap|

Activate only when an opponent Summons a monster. Special Summon 1 Rock-type monster from your Graveyard in face-down Defense Position.

 

|Awakening Word - Truth|xx|CCG2|Spell Card|Equip|

Equip only to a Rock-type monster. The ATK of the equipped monster becomes equal to its DEF. During your opponent's turn, the equipped monster is unaffected by your opponent's card effects. When this card leaves the field, destroy the equipped monster.

 

|Seismic Stone Warrior|xx|CCG2|Rock/Effect|Earth|6||0|2400|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 Rock-Type monsters in your Graveyard. Once per turn you can remove 1 Rock-Type monster in your Graveyard to increase the ATK of this monster equal to the DEF of the removed monster.|

 

|Rock Slide|xx|CCG2|Spell Card|Spell|||||Tribute 1 Rock-Type monster on your side of the field. Destroy all face-up monsters on the field whose ATK is equal to or lower than the DEF of the Tributed monster.|

 

Heat and Pressure

Normal Spell Card

Remove 3 Rock-type Monsters in your graveyard. Draw 2 cards. If you drew a Rock-type monster(s), you may special summon it in face-down defense position.

 

Down to the Magma

Normal Trap Card

Select up to 2 of your Rock-type Monsters removed from play or in your graveyard. Shuffle them into your deck face-up. If you draw one of those monsters, you can special summon them in face-down defense position.

 

 

 

[spoiler=31-32) Any card to support Plant-Type Monster(s)]

|Combine Harvester|1|XCE|Machine/Effect|Wind|1||0|0| By returning 1 Plant-Type monster in your Graveyard to your Deck you can Special Summon this card from your hand to your side of the field. Once per Turn you can send 2 cards from top of your Deck to Graveyard. Special Summon 1 Level 3 or less Plant-Type monster sent to Graveyard with this card effect.|0|

 

Minions Hero

Plant Wind Lv4 1700/600

When this card is Normal Summoned, during your next Standby Phase by Tributing this card , you can select 1 Plant-Type monster from your Deck and add it to your hand.

 

Blooming Flower of Hope

LV1 LIGHT

Plant/Effect

250/100

This monster's Level is equal to the number of Plant-Type monsters in your Graveyard.

 

Withering Flower of Despair

LV12 DARK

Plant/Effect

2500/1000

This monster's Level is decreased by the number of Plant-Type monsters in you Graveyard.

 

|Composted Zombie|xx|CCG2|Undead/Effect|EARTH|Level 4||1500|1100|

You can shuffle this card from your Graveyard into your deck to Special Summon 1 Plant-Type monster from your Graveyard.

 

|Swarm of Sprouts|xx|CCG2|Spell Card|Continuous|

Select 1 Plant-type monster in your Graveyard. Once per turn, you can Special Summon 1 "Sprout token" (Plant-type / EARTH / level 2 / 800 / 800) to your side of the field. When the selected monster leaves the Graveyard, destroy this card.

 

|Water Sprout|xx|CCG2|Plant/Effect|Water|3||1400|500|Once per turn, you can Tribute 1 face-up Plant-Type monster on your side of the field to Special Summon 1 Plant-Type monster from your Deck. Negate the effect(s) of that monster, until your next Standby Phase.|

 

|Seed of Corruption|xx|CCG2|Spell Card|Spell|||||Return 3 Plant-Type monsters with the same name in your Graveyard to your Deck. Take control of up to 2 monsters on your opponents side of the field.|

 

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 or less than the monster you removed from play to activate this card.

 

Ultra Mulch

Plant/EARTH/Lv1/0/0

If this card is tribute summoned for a Plant-type Monster, that monster gains 300 ATK and DEF, and cannot be targeted by Spell or Trap cards. When that monster is removed from the field, special summon this card from your graveyard.

 

 

 

[spoiler=33-34) Any card to support Dinosaur-Type Monster(s)]

|Mating Instinct|xx|CCG2|Trap Card|Trap|

Select 1 face-up level 6 or lower Dinosaur-type or Reptile-type monster you control. Special Summon 1 monster with the same name as that monster from your deck. The Special Summoned monster cannot attack this turn.

 

|Jurassic Sovereignty|xx|CCG2|Trap Card|Counter|

Negate the activation of a Spell, Trap or Effect Monster's effect that targets 1 face-up Dinosaur-type monster and destroy it. Then, if you control a level 5 or higher Dinosaur-type monster, draw a card.

 

|Velocity Raptor|xx|CCG2|Dinosaur/Effect|Earth|3||1400|100|Once per turn, you can look at the top card of your Deck. If it is a Dinosaur-Type monster, you can send it to the Graveyard. During the Main Phase of your next turn, you can Special Summon that monster from your Graveyard. If the card is not a Dinosaur-Type monster, place it on the bottom of your Deck.|

 

|Fossil Fuel|xx|CCG2|Spell Card|Spell|||||Remove from play 3 Dinosaur-Type monsters with the same name from your Graveyard, draw 3 cards.|

 

Nest Pterodactyl

Dinosaur/WIND/Lv3/1300/700

When your opponent declares an attack, discard this card from your hand to the graveyard. Special summon 1 Dinosaur-type monster from your hand, and change the attack target to that monster.

 

Reign of the Ancients

Field Spell Card

All monsters can be Normal Summoned with 1 less Tribute Required.. A non-Dinosaur type monster summoned with this effect looses 1000 ATK and DEF. When this effect is used 3 times this card is Destroyed.

 

 

 

[spoiler=35-36) Any card to support Dragon-Type Monster(s)]

|Statue of the Forgotten Deities|xx|CCG2|Rock/Effect|EARTH|Level 2||300|1300|

When this card is destroyed as result of battle and sent to the Graveyard, you can Special Summon 1 Dragon-type or Sea Serpent-type monster from your Graveyard in face-up defense position. The Special Summoned monster cannot change its position during your next turn (except by card effects).

 

|Dragon's Secret Lair|xx|CCG2|Spell Card|Field Spell|

Increase the ATK and DEF of Dragon-type monsters by 300. When an opponent declares an attack with a level 4 or higher monster, destroy this card. When this card is destroyed, Special Summon 1 Dragon-type monster from your hand or Graveyard.

 

|Were-Dragon|xx|CCG2|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.|

 

|Vortex Dragon|xx|CCG2|Dragon/Effect|Wind|4||1500|800|While you control a face up Dragon-Type monster, 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.|

 

Red-Eyes Nightmare Dragon/LV10/DARK

ATK/3000 DEF/2800

Dragon/Effect

This card Cannot be Normal Summoned or Set. This card cannot be Special Summoned unless by removing from play 1 DARK Dragon-Type monster that you control or from your Graveyard. Once per turn, you can remove from play 1 monster from your Grveyard to Special Summon 1 Dragon-Type monster from your Graveyard. Up to twice per turn, when this card would be destroyed by battle or a card effect, you can remove from play 3 cards in your Graveyard to negate the effect(s) or attack and destroy the card that would've destroyed this monster.

 

Power Surge Dragon/LV6/LIGHT

ATK/1800 DEF/2500

Dragon/Synchro/Effect

1 Dragon-Type monster + 1 Level 3 or lower Tuner monster

Once per turn, you can equip 1 Level 4 or lower Dragon-Type monster in your hand to this card. (Only 1 card can be equipped by this effect at a time.) This card gains ATK equal to the Original ATK of the equipped monster. If this card would be destroyed, destroy the equipped monster instead. Once per turn, you can select 1 monster your opponent controls,discard 1 LIGHT Dragon-Type monster from your hand for the selected monster's ATK to be treated as 0 until the End Phase.

 

 

 

[spoiler=37-38) Any card to support Pyro-Type Monster(s)]

|Mad Pyromancer|xx|CCG2|Spellcaster/Effect|FIRE|Level 3||1500|1000|

Once per turn, you can discard 1 Pyro-type monster from your hand to select and activate 1 of the following effects:

* Special Summon 1 level 4 or lower Pyro-type monster from your Graveyard to either player's side of the field.

* Inflict 1500 damage to both players.

 

|Blaze of Ideas|xx|CCG2|Trap Card|Trap|

Activate only if you control a Pyro-type monster. Both players draw 3 cards, then discard 3 cards from their hands at random.

 

|Flint Striker|xx|CCG2|Pyro/Effect|Fire|4||1000|1100|Once per turn, if this card would be destroyed by battle, it is not destroyed. (Damage calculation is applied normally.) Inflict 300 damage to your opponents Life Points for each Pyro-Type monster on your side of the field, during the End Phase of your turn.|

 

|Speed Spark|xx|CCG2|Pyro/Effect|Fire|2||500|750|FLIP: Pick up cards from the top of your Deck until you pick up a Pyro-Type monster. Add that card to your hand and inflict damage to your opponents Life Points equal to the Level of that monster x 200. Send the remaining cards to the Graveyard.|

 

 

 

[spoiler=39-40) Any card to support Insect-Type Monster(s)]

|Antlion Hole|xx|CCG2|Trap Card|Trap|

Activate when your opponent Summon(s) a monster with 2000 or less ATK. Special Summon 1 level 4 or lower Insect-type monster from your deck. Increase the ATK of the Special Summoned monster by 500 points.

 

|Pheromone Frenzee|xx|CCG2|Trap Card|Trap|

Activate only when a face-up Insect-type monster you control is attacked. Gain control of the attacking monster until your next End Phase.

 

|Needle Beetle|xx|CCG2|Insect/Effect|Wind|2||750|600|FLIP: Discard 1 card from the top of your opponent's Deck to the Graveyard for each Insect-Type monster in your Graveyard.|

 

|Worm Meal|xx|CCG2|Spell Card|Spell|||||Discard 1 Insect-Type monster from your hand to the Graveyard to activate. Discard cards from the top of your opponent's Deck to the Graveyard with a Level equal to the discarded monster.|

 

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. Increase the ATK and DEF of all Insect-type monsters who have another monster on the field with the same name as them by 500.

 

Vermin Raiser

Insect/WIND/Lv8/2000/2300

When this card is Tribute Summoned, Special Summon 3 Insect-type monsters from your Deck with the same name. If you Summon an Insect-type monster from your hand, destroy all Insect-type monsters with the same name on the field. Then, you can special summon up to 2 Insect-type Monsters from your deck with the same name as the Summoned monster. When this card is destroyed, shuffle all Insect-type monsters in your graveyard to your deck. For every 3 monsters, draw 1 card.

 

 

 

[spoiler=41-42) Any card to support Machine-Type Monster(s)]

Repair Station

LV7 EARTH

Machine/Effect

0/3000

Once per turn, you can Special Summon 1 Machine-Type monster from your Graveyard. If you do, decrease the DEF of this card by 1000 until your next Standby Phase.

 

De-Combine

Normal Spell

Select 1 Level 5 or higher Machine-Type monster you control, return it to your Deck. Special Summon 2 Level 4 or lower Machine-Type monsters from your Deck.

 

|Technopath|xx|CCG2|Psychic/Effect|LIGHT|Level 3||900|1800|

Once per turn, you can remove 1 Machine-type monster in your hand from play and pay 1000 Life Points to add 1 Machine-type monster from your deck to your hand. While you control a Machine-type monster, this card cannot be attacked.

 

|Countertactics|xx|CCG2|Trap Card|Continuous|

While you control a Machine-type monster, your opponent cannot activate Spell or Trap cards with the same name as a card in either player's Graveyard and monsters with the same name as a card in either player's Graveyard cannot attack.

 

|Cybernetic Sniper|xx|CCG2|Machine/Effect|Dark|8||2400|2000|You can only Special Summon this card by removing 3 Machine-Type monsters with the same name in your Graveyard from play. This card cannot be destroyed by card effects. Once per turn, you can select and activate 1 of the following effects: • Select 1 random card in your opponents hand and call the type of the card (Monster, Spell, or Trap). If you call it right look at your opponent's hand, select 1 card in it and discard that card. • Select 1 card in your opponents hand and call the type of the card (Monster, Spell, or Trap). If you call it right destroy 1 card on your opponents side of the field.|

 

|Scrap Metal|xx|CCG2|Spell Card|Spell|||||Select 1 face up Machine-Type monster on your side of the field. Send up to 2 cards with the same name from your Deck to the Graveyard.|

 

Locking Mechanism

Machine/EARTH/Lv2/500/800

When this card is sent from the field to the graveyard, place it face up as a continuous spell card. While you control a Machine-type monster in the same column as this continuous spell card, that monster gains 600 ATK.

 

Reconfigure

Normal Trap Card

Select and Return 1 Machine-type monster to your hand. Special summon 1 other Machine-type monster with a level equal to or lower double the selected monster from your hand. The Returned monster cannot be Summoned or Set until the Special Summoned monster is removed from the field.

 

 

 

[spoiler=43-44) Any card to support Psychic-Type Monster(s)]

Psycho Esper - Derius

Psychic Dark Tuner Lv1 500/500

Once per Turn you can pick up 3 top cards of your Deck.This card gain Levels equal to number of Psychic Type monsters from picked cards.Then return picked cards in same position.If this card was picked up with card effect Special Summon it to your side of the field.

 

Psycho Esper - Telekinetic Dragon

Psychic Dark Lv8 2600/2300

This card cannot be Normal Summoned or Set. You can Special Summon this card only if at least 2 Psychic-Type monsters was destroyed during this turn. Once per turn, you can look at top 3 cards of your Deck. By removing from play 1 Psychic Type from picked cards you can destroy 1 card on field with Level higher then removed monster. Return other picked cards in any order to top or bottom of your Deck.

 

|Hypnomaster|xx|CCG2|Psychic/Effect|LIGHT|Level 6||1900|2600|

Monsters on your opponent's side of the field cannot change their battle position. When an opponent Summons a monster, you can pay 1000 Life Points and remove 1 Psychic-type monster in your Graveyard from play to change that monster to defense position.

 

|Mind Drain|xx|CCG2|Trap Card|Continuous|

During your Stand-by Phase, you must pay 800 Life Points. If you cannot, destroy this card. Negate the effects of all face-up Attack Position non-Psychic type monsters.

 

|Psychic Stabilizer|xx|CCG2|Psychic/Synchro/Effect|Light|7||2700|2100|1 Tuner + 1 or more non-Tuner Psychic-Type monsters As long as this card remains face up on the field, you do not have to pay Life Points to activate its effect(s) of Psychic-Type monsters.|

 

|Emergency Teleportation Device|xx|CCG2|Spell Card|Spell||Quick-Play|||You can only activate this card when there is a face up Psychic-Type monster on your side of the field. Special Summon 1 Level 3 or lower non Tuner Psychic-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.|

 

Mind Melter

Psychic/WATER/Lv3/900/1000

Increase this card’s ATK by 300 for each Psychic-type monster you control. When this card destroys a monster in battle, until the end of the turn, if you would take effect damage, gain life points equal to that amount instead.

 

The Precognitive

Psychic/EARTH/Lv4/1700/1500

Once per turn, you can reveal 1 Psychic-type monster from your hand. You take damage equal to that monsters Level x200. Until your next standby phase, your opponent cannot Summon a monster with an ATK Less than the ATK of the revealed monster.

 

 

 

[spoiler=45-46) Any card to support Warrior-Type Monster(s)]

Warrior of the Thunder

Level 4

Warrior/Effect

While there is another Warrior-type monster on your side of the field, this card may attack twice during the same Battle Phase. During the End Phase, if you control no other Warrior-type monsters on the field, this card is destroyed.

1800/1500

 

|Sword of the Champion|xx|CCG2|Spell Card|Equip Spell|

Equip only to a Warrior-type monster that has inflicted battle damage this turn. Equipped monster gains 1000 ATK and DEF and is unaffected by your opponent's Spell and Trap cards.

 

|Captain's Call|xx|CCG2|Spell Card|Spell|

Activate only if you control a Warrior-type monster. Special Summon 1 level 4 or lower Warrior-type monster from your hand. During your next Standby Phase, draw a card.

 

|Preparation of Warlords|xx|CCG2|Trap Card|Trap||Continuous|||Once per turn when a Warrior-Type monster on your side of the field is destroyed as a result of battle it is not destroyed. (Damage calculation is applied normally.)|

 

|Battle Cry|xx|CCG2|Trap Card|Trap|||||Select 1 Warrior-Type monster your control and increase the ATK and DEF by 1000 points. Your opponent must attack the selected monster with all face-up monsters on his/her side of the field.|

 

Armsman

Warrior/FIRE/Lv4/1400/1500

Whenever this card inflicts battle damage, you can select 1 Equip spell card in your graveyard and equip it to a Warrior-type monster you control.

 

Adrenaline

Normal Spell card

Select 1 Warrior-type monster with 1500 or less original ATK. It can attack twice each turn. This effect lasts until your 2nd standby phase after activation.

 

 

 

[spoiler=47-48) Any card to support Spellcaster-Type Monster(s)]

|Owl Familiar|xx|CCG2|Winged Beast/Effect|LIGHT|Level 3||1300|1400|

You can Special Summon this card from your hand if you control a Spellcaster-type monster. When this monster inflicts damage to your opponent, reveal the top card from your deck. If the revealed card is a Spell card, add it to your hand. Else, you can place it in the bottom of your deck.

 

|Arcane Rise|xx|CCG2|Spell Card|Spell|

Select 1 Monster in a Graveyard. If the selected monster's level is equal or lower than the combined level of all face-up Spellcaster-type monsters you control, Special Summon it. Else, remove it from play. You cannot declare attacks this turn.

 

|Skilled Dark Sorcerer|xx|CCG2|Spellcaster/Effect|Dark|4||1700|1400|Each time a Spell Card is activated, place 2 Spell Counters on this card. Once per turn select and activate 1 of the following effects: • Remove any number of Spell Counters from this card to Special Summon a Normal Spellcaster-Type monster from your hand, Deck or Graveyard whose Level is equal to the number of Spell Counters you removed. • Tribute this card to Special Summon Spellcaster-Type monster from your hand, Deck or Graveyard whose Level is equal to or less then the number of Spell Counters on this card.|

 

|Magical Drought|xx|CCG2|Spell Card|Spell|||||This card cannot be destroyed by card effects. After this card is activated, place 1 Spell Counter on this card for each Spellcaster-type monster you control. During each End Phase, remove 1 Spell Counter from this card. Destroy this card if there are no Spell Counters on it. Your opponent cannot activate Spell Cards while this card is face-up on the field.|

 

Cleric

Spellcaster/LIGHT/Lv3/600/2100

You can change this card to Defense position when it is summoned. When Spellcaster-type monsters you control (other than this card) would be destroyed in battle or by a card effect, they are not destroyed. This effect can only be used once for each monster.

 

 

 

[spoiler=49-50) Any card to support Aqua-Type Monster(s)]

|Giant Cephalopod|xx|CCG2|Aqua/Effect|WATER|Level 6||2800|2600|

During your Stand-by Phase, remove 1 Aqua or Fish-type monster in your Graveyard or your hand from play. If you can't, return this card to your hand. Once per turn, you can change the position of 1 face-up monster on your opponent's side of the field. While this card is face-up on the field, that monster cannot change its position and its effects are negated. When this card is returned to its owner's hand, destroy all monsters that have been selected by this effect.

 

|Hydrocycle|xx|CCG2|Trap Card|Trap|

Return 1 Aqua-type monster you control to your deck. Draw 2 cards.

 

|Morph Slime|xx|CCG2|Aqua/Effect|Water|4||1400|800|When this card is Summoned, you can select 1 Aqua-Type monster in your Graveyard and equip it to this card. This card gains the effect(s) of the equipped monster. (This monster can only be equipped with 1 Aqua-Type monster at a time. If this card is destroyed, you can destroy the equipped monster instead.)|

 

|Mutating Ooze|xx|CCG2|Aqua/Effect|Water|8||2400|2000|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 Aqua-Type monsters you control. Once per turn, you can select 1 face up monster on your opponent's side of the field and equip it to this card. (You can only equip 1 monster at a time to this card). This card gains the effect(s) of the equipped monster. (If this card is destroyed, you can destroy the equipped monster instead.)|

 

Liquidizer Transport

Quickplay Spell Card

Special summon 1 Aqua-type monster from your deck. It cannot be used in a Tribute summon, it's ATK and DEF become 0, and it's Level becomes 1 until your next end phase.

 

Ice Portrait

Aqua/WATER/Lv8/2400/3000

If the total level of all monsters your opponent controls is greater than or equal to the level of this card, by tributing 1 Aqua-type monster, you can special summon this card from your hand or graveyard. If you choose graveyard, you must also discard 1 card from your hand.

 

 

 

[spoiler=51-52) Any card to support Fish-Type Monster(s)]

|Golden Piranha|xx|CCG2|Fish/Effect|WATER|Level 2||1200|600|

A deck can contain any number of copies of this card. Increase the ATK of this card by 500 for each Fish-type monster on your side of the field. When this card inflicts damage to your opponent, increase the ATK of all Fish-type monsters by 500 until the End Phase.

 

|Mystical Coral|xx|CCG2|Rock/Effect|WATER|Level 3||200|1800|

Fish-type monsters cannot be attacked. When this card is destroyed and sent to the Graveyard, add 1 Fish-type monster from your deck to your hand.

 

|Ancient Jellyfish|xx|CCG2|Fish/Effect|Water|8||2600|1200|You can Tribute Summon this card in face-up Attack Position by Tributing 1 Fish-Type monster. While this card is face-up on the field, negate all the effects of face-up effect monsters your opponent controls.|

 

|Tuna|xx|CCG2|Fish/Tuner/Effect|Water|2||1200|400|When this card is selected as an attack target, you can return 1 Fish-Type monster in your Graveyard to your Deck to negate the attack.|

 

School Leader

Fish/WATER/Lv1/300/300

When this card is normal summoned, you can special summon any Level 4 or lower Fish-type monsters from your hand. If you special summon 2 or more monsters, draw 1 card.

 

Thorn Manta

Fish/WATER/Lv6/2100/2500

If you control a Fish-type monster, you can normal summon this card without tributing. During your end phase, you can change any of your Fish-type monsters to Defense Position. Once per turn, by tributing 1 Fish-type monster in face-up Defense Position, destroy 1 face-up monster on the field.

 

|Large Mouth Bass|xx|CCG1|Fish/Effect|WATER|5||2000|1000|When this card is destroyed and sent to the Graveyard, Special Summon Level 3 or lower Fish-type monsters from your Deck whose total level equals 4.|

 

 

 

[spoiler=53-54) Any card to support Sea Serpent-Type Monster(s)]

|Vindictive Selkie|xx|CCG2|Sea Serpent/Effect|WATER|Level 4||1600|1200|

You control the order and targets of your opponent's attacks. Increase the DEF of this monster by 500 for each Fish and Sea Serpent-type monster in your Graveyard.

 

|Persistent Leviathan|xx|CCG2|Sea Serpent/Effect|WATER|Level 5||2000|1300|

When a Sea Serpent-type monster is destroyed by a card effect, you can discard a card to Special Summon this card from your Graveyard. When this monster is sent to the Graveyard destroy 1 card on your opponent's side of the field.

 

|Evolution Eel|xx|CCG2|Sea Serpent/Effect|Water|4||1100|1200|When this card is destroyed as a result of battle and sent to the Graveyard, add 1 Sea Serpent-Type monster with a DEF equal to or less then the attacking monster from your Deck to your hand.|

 

|Ocean Lord Leviathan|xx|CCG2|Sea Serpent/Effect|Water|8||2600|1800|When a Sea Serpent-Type monster is destroyed by battle you can Special Summon this card from your hand. If this card was Special Summoned this way destroy all cards on your side of the field except this card. You can send this card and 1 other Sea Serpent-Type monster on your side of the field to the Graveyard to destroy all cards on the field. When this card is in your Graveyard you can discard 2 Sea Serpent-Type monsters from your hand to your Graveyard to return this card to your hand.|

 

|Retreat to Deep|xx|CCG1|Trap Card|Trap|||||Flip a Sea Serpent-Type monster you control face-down, draw 1 card. You can then flip 1 monster on the field face-down.|

 

 

 

[spoiler=55-56) Any card to support Thunder-Type Monster(s)]

|Stormcaller Shaman|xx|CCG2|Thunder/Tuner/Effect|Light|Level 2||1000|800|

When this monster is Summoned, both players can add 1 Thunder-type monster from their decks to their hands.

 

|Electromagnetic Noise Filter|xx|CCG2|Spell Card|Continuous|

Once per turn, you can discard 1 Thunder-type monster from your hand to draw 1 card.

 

|Charged Supercell|xx|CCG2|Spell Card|Spell|||||Discard 1 Thunder-Type monster from you hand. Add 2 cards with the same name as the monster discarded from your Deck or Graveyard to your hand.|

 

|Extermination Bolt|xx|CCG2|Spell Card|Spell|||||Remove from play 2 Thunder-Type monsters from your Graveyard to destroy 1 face down card on your opponents side of the field and remove it from play. Remove from play all cards of the same name from your opponents Deck.|

 

Compouneddon

Aqua/WATER/Lv4/1400/1300

By Tributing this card and removing 1 Thunder-type monster in your hand or graveyard from play, special summon 2 "Hydro Tokens" (Dinosaur/WATER/Lv1/300/300) and 1 "Oxy token" (Dinosaur/WIND/Lv2/600/600).

 

|Teslain the Rust-Knight|CCG1|Thunder/Gemini/Effect|EARTH|9|3300|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: *You can Normal Summon Thunder-Type monsters in your Graveyard as though they were in your hand.|

 

 

 

[spoiler=57-58) Any card to support Reptile-Type Monster(s)]

|Weakening Bite|xx|CCG2|Spell Card|Continuous|

The ATK and DEF of a monster that battles with a Reptile or Dinosaur-type monster is decreased by 800 after the Damage Step.

 

|Shed Skin|xx|CCG2|Trap Card|Trap|

Return 1 Reptile-type monster you control to its owner's hand. Draw 1 card.

 

|Vile Reptile|xx|CCG2|Reptile/Effect|Dark|3||1300|400|Once per turn you can decrease the ATK and DEF of 1 face-up monster your opponent controls by 200 points for each Reptile-Type monster in your Graveyard.|

 

|Venomous Exchange|xx|CCG2|Spell Card|Spell|||||Select up to 2 monster(s) your opponent controls. You can Tribute the selected monster(s) for the Tribute Summon of a Reptile-Type monster instead. That monster cannot attack during the turn that you activate this card.|

 

Skull-Marked Boa

Reptile/DARK/Lv3/1400/1400

This card can attack a number of times per turn equal to the number of Reptile-type monsters you control. This card is not destroyed as a result of battle when it attacks an opponents monster. Place 1 “Poison” counter on any opponent’s monster that battles with this card at the end of the damage step. The controller of a monster with a Poison counter takes 300 damage during their standby phase for each poison counter (this effect applies even when this card is not on the field.)

 

Venom Gun

Equip Spell card

When you activate this card, reveal any number of Reptile-type monsters from your hand. This card gains "Poison counters" equal to the number revealed. You can remove 1 Poison counter from this card, to destroy 1 face-up monster with a DEF equal to or lower than the ATK of the equipped monster.

 

 

 

[spoiler=59-60) Any card to support Undead-Type Monster(s)]

Necro Field

Field Spell

Undead-Type and Fiend-Type monsters that have 0 ATK and DEF cannot be destroyed as result of battle once per turn each. Once per turn, during opponents Battle Phase, when your opponent monster attacks by returning 1 Unead-Type or Fiend-Type monster that have 0 ATK and DEF from your Graveyard to your Deck face-up, you can select attack target of attacking monster.

 

Apokryltaros, King Of The Abyss/LV10/DARK

ATK/2400 DEF/3000

Zombie/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned unless you Remove from play all Zombie-Type monsters you control. This card gains ATK equal to the number of monsters removed from play by this effect x300. Once per turn, you can Inflict damage to your opponents life points for the number of Zombie-Type cards in the Graveyard x300, if you use this effect this card's ATK is treated as it's original ATK until the second End Phase after the activation of this effect.

 

Burning Marauder/LV3/FIRE

ATK/1200 DEF/400

Zombie/Effect

Your opponent cannot select another Zombie-Type monster you control as an attack target. When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower Zombie-Type monster from your hand. If you use this effect, when this card is destroyed by battle inflict damage to your opponent equal to the original ATK of the Special Summoned Monster.

 

Ruler of the Dead

Level 8

Undead/Effect

You must Tribute 3 monsters to Tribute Summon this card. Once per turn, you can discard one card to Special Summon one Level 4 or lower Undead-type monster from your Graveyard. All Undead-type monsters on your side of the field gain 500 ATK and 500 DEF, including this card.

2500/2450

 

|Solanum Hivemaggot|xx|CCG2|Insect/Effect|Earth|Level 2||800|300|

Once per turn, you can send 1 Undead-type monster from your deck to the Graveyard to increase the ATK of this monster by 800.

 

|Ghoul's Howl|xx|CCG2|Spell Card|Continuous Spell|

During each End Phase, send 1 card from the top of your opponent's deck to the Graveyard. When a monster card is sent to the Graveyard by this effect, destroy this card. When this card is destroyed by a card's effect, Special Summon 1 level 4 or lower Undead-type monster from either player's Graveyard.

 

|Vampire Lord of Darkness|xx|CCG2|Undead/Effect|Dark|8||2400|2200|You can Special Summon this card from your Graveyard by removing from play any number of Undead-Type monsters from your Graveyard whose total Levels equal 8. When this card is Summoned, select and activate 1 of the following effects: • This card cannot be destroyed by battle. • This card is unaffected by the effects of Spell Cards. • This card is unaffected by the effects of Trap Cards. • This card is unaffected by the effects of Effect Monsters.|

 

|Vamperialism|xx|CCG2|Trap Card|Trap||Continuous|||Select and activate 1 of the following effects: • All face up Undead-Type monsters on your side of the field are unaffected by the effects of Spell Cards. • All face up Undead-Type monsters on your side of the field are unaffected by the effects of Trap Cards. • All face up Undead-Type monsters on your side of the field are unaffected by the effects of Effect Monsters.|

 

Mutated Corpse

Undead/DARK/Lv3/1600/0

When an Undead-type monster you control is destroyed by battle, other than "Mutated Corpse", you can special summon this card from your graveyard in face-up Defense Position.

 

Loyal Guardians

Continuous Trap Card

During the End Phase of each turn, Special summon any number of Level 3 or lower Zombie-type monsters from your graveyard. Their effect(s) are negated. When it is removed from the field, remove it from play.

 

 

 

[spoiler=61-66) Any card to support Normal Monster(s)]

|Quantum Improbability|xx|CCG2|Trap Card|Continuous|

Select 1 face-up Normal monster to activate. Special Summon 1 monster with the same name as that monster from your deck. When this card leaves the field, destroy the selected and the Special Summoned monsters.

 

|Orange Fever|xx|CCG2|Trap Card|Trap|

The original ATK of all face-up Effect monsters on the field is halved this turn.

 

|Even the Odds|xx|CCG2|Trap Card|Counter Trap|

Activate only if you control a Normal monster. Negate the activation of an effect monster's effect and destroy it.

 

|Elemental Essence|xx|CCG2|Spell Card|Spell|

Remove 1 monster card in your Graveyard from play. Special Summon 1 level 4 or lower Normal monster from your deck with the same attribute as the removed monster.

 

|Normal Neutralization|xx|CCG2|Spell Card|Spell||Field|||Negate the effects of all Effect Monsters. If there are any Effect Monster Cards in your Graveyard destroy this card.|

 

|Ancient Armor|xx|CCG2|Spell Card|Spell||Equip|||Equip only to a Normal Monster. During your Standby Phase if this card exists in your Graveyard you can remove from play 2 Normal Monsters in your Graveyard to return this card to your hand. A monster equipped with this card cannot be destroyed by battle. (Damage calculation is applied normally.)|

 

|Sword of Salvation|xx|CCG2|Spell Card|Spell||Equip|||Equip only to a Normal Monster. A monster equipped with this card gains the following effects: Once per turn if the monster equipped with this card destroys a monster as a result of battle it can attack 1 more monster. When the monster equipped with this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.|

 

|Commoners Calling|xx|CCG2|Spell Card|Spell||Continuous|||When a Normal Monster is Normal Summoned to your side of the field, you can add 1 Normal Monster Card from your Deck to your hand with a Level lower than that monster. You can send this card on your side of the field to the Graveyard to Normal Summon or Set 1 extra monster. You can only control 1 face up "Commoners Calling" at a time.|

 

|Sundial Synchronization|xx|CCG2|Spell Card|Spell|||||Remove from play 1 Tuner Normal Monster + 1 or more non Tuner Normal Monsters in your Graveyard to Special Summon 1 Synchro Normal Monster from your Extra Deck whose Level equals the total Levels of the removed monsters.|

 

|Abnormal Annihilation|xx|CCG2|Trap Card|Trap|||||You can only activate this card while you control a face up Normal Monster. When your opponent Summons a Effect Monster(s) with 1500 or more ATK, destroy all face up Effect Monsters on the field.|

 

Transgenetic Lab

Field Spell

Once per turn , you can select 1 Normal Monster on your side of the field and remove from play 1 Effect Monster in your Graveyard. That monster's effects becomes same as effects of removed monster until your next Standby Phase.

 

Vanilla Pudding

Field Spell card

Decrease the Level of all Normal monsters in both players hands, fields, graveyards and decks by 1. Once per turn, you can discard 1 Normal monster from your hand to draw 1 card.

 

Last Stand

Continuous Spell Card

When a Level 2 or lower Normal monster you control is destroyed, increase the ATK of all Level 2 or lower monsters by 2000 until the end of the turn. This effect cannot be applied twice in the same turn.

 

|Body of One|09|CCG1|Spell Card|Spell|||||Pay 1000 Life Points. Special Summon 1 Normal Monster from your Deck or Graveyard (tributes are required for monsters level 5 and above). Then, if you control more than 1 monster, destroy monsters you control until you control only 1 monster. Then destroy 1 card on the field.|

 

 

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[spoiler=67-68) Any card to support Gemini Monster(s)]

|Duality Blast|xx|CCG2|Trap Card|Trap|

Activate only when a Gemini monster that has been Second Summoned is destroyed. Inflict damage equal to the ATK of the destroyed Gemini monster to both players and destroy 1 card on your opponent's side of the field.

 

|Caduceus|xx|CCG2|Sea Serpent/Gemini/Effect|Water|Level 6||2200|2200|

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 your opponent Summons a monster, you can Special Summon 1 Normal monster from your Graveyard. If that monster is a Gemini monster, it is treated as an effect monster and gains its effect. Once per turn, if this card would be destroyed by a card effect, you can discard 1 Gemini monster from your hand instead."

 

|Gemini Enchanter|xx|CCG2|Spellcaster/Gemini/Effect|Wind|6||2000|2000|You can remove from play 1 Gemini Monster on your side of the field and 1 Gemini Monster in your Graveyard to Special Summon this card from you hand. 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 remove from play 1 Gemini Monster from your Deck. This card gains the effect(s) of the removed monster until your next Standby Phase.|

 

|Birthstone Agate|xx|CCG2|Spell Card|Spell||Equip|||Equip only to a Gemini Monster. The equipped monster is treated as an Effect Monster, and gains its effect. When this face up card is sent to the Graveyard, you can equip it to 1 face up Gemini Monster on the field.|

 

Mutual Gain

Equip Spell Card

Equip only to a Gemini monster that is treated as an effect monster. All Gemini monsters are treated as effect monsters, and gain their effects.

 

|Double X Sparker|CCG1|Thunder/Gemini/Effect|LIGHT|4|0|2100|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, destroy 1 face-down card on the field. You can skip your Draw Phase to add 1 Gemini Monster from your Deck to your hand.|

 

 

 

[spoiler=69-70) Any card to support Union Monster(s)]

|Symbiotic Barrier|xx|CCG2|Trap Card|Counter Trap|

Activate if you control a monster equipped with a Union monster. Negate the activation of a Spell or Trap card and destroy it.

 

|Alien Brain Slug|xx|CCG2|Aqua/Union/Effect|Water|3||1600|1600|

Once per turn, you can equip this card 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 can be equipped with any number of Union monsters at a time and gains the following effect: • When the equipped monster destroys a card as result of battle, you can Special Summon 1 Union Monster from your Graveyard. (If the equipped monster would be destroyed by battle, this card is destroyed instead.)

 

|Allied Assault|xx|CCG2|Spell Card|Spell||Continuous|||When a Union Monster is destroyed while equipped to a monster place 1 Ally Counter on this card. Once per turn you can remove any number of Ally Counters from this card to select 1 Union Monster in your hand or Graveyard and Special Summon it to your side of the field.|

 

|Bond from a Different Dimension|xx|CCG2|Spell Card|Spell|||||Select 1 Union Monster that was removed from play and equip it to an appropriate monster on your side of the field.|

 

COMBINE!

Field Spell

You and your opponent can play Union monsters from your hand as if they were Equip Spell cards and directly equip them to a correct target. Union monsters that are equipped to a monster cannot be changed back to being monster cards.

 

|Tactics HQ|xx|CCG1|Spell Card|Spell||Field|||Level 5 or higher Union monsters can be Normal Summoned without tributes. When a Union monster is Normal Summoned, it cannot be destroyed until your next Standby Phase. You can Special Summon 1 Union monster equipped to a monster you control. This effect can be activated once during each player's turn.|

 

 

 

[spoiler=71-72) Any card to support Spirit Monster(s)]

|Haunted Forest|xx|CCG2|Plant/Effect|Light|3||0|2300|

During your Standby Phase, reveal 1 Spirit monster in your hand or destroy this card. Once per turn, you can pay 1000 Life Points to Normal Summon 1 Spirit monster from your hand (tributes are required for level 5 or higher monsters).

 

|Poltergeist|xx|CCG2|Trap Card|Trap|

Remove 1 Spirit monster in your Graveyard from play. Return all face-up monsters on the field to their owner's hand. Neither player can Special Summon Monsters this turn.

 

|Spiritual Enlightenment|xx|CCG2|Spell Card|Spell||Continuous|||Each time a Spirit Monster is returned to the owner's hand place 1 Spirit Counter on this card. Once per turn you can remove any number of Spirit Counters from this card to decrease the Level of all Spirit Monsters in your hand by the number of Spirit Counters you removed, until the End Phase.|

 

|Seal of Yata-Garasu|xx|CCG2|Trap Card|Trap|||||You can only activated this card when a Spirit Monster is returned to the owners hand. Your opponent must skip their next Draw Phase.|

 

Corporealize

Normal Trap Card

Activate only when your opponent declares a direct attack. Special summon 1 Spirit monster from your hand, ignoring the summoning conditions. It does not return to your hand at the end of the turn. When it is removed from the field, remove it from play.

 

|Soul Residue Wall|xx|CCG1|Spell Card|Spell||Continuos|||During your opponent’s Battle Phase, you can negate a number of attacks equal to the number of Spirit monsters which were returned to your hand during your last turn. Any number of times per turn, you can send 4 cards from the top of your Deck to the Graveyard to Normal Summon a Spirit monster in addition to your Normal Summon.|

 

 

 

[spoiler=73-74) Any card to support Tuner Monster(s)]

|Tuning Whistle|xx|CCG2|Spell Card|Spell|

Discard 1 non-Tuner monster. Add 1 Tuner monster with the same attribute and level as the tributed monster from your deck to your hand.

 

|El Mariachi|xx|CCG2|Spellcaster/Tuner|Fire|4||1400|1800|

You can use Tuner monsters for a Synchro Summon as though they were non-Tuner monsters. Once per turn, you can remove from play 1 Tuner monster in your Graveyard to upgrade this monster's level by 1 and increase this monster's ATK by 500.

 

|Fine Tuning|xx|CCG2|Spell Card|Spell||Field|||Once per turn you can increase or decrease the Level of a face up Tuner Monster you control by 1 Level.|

 

|Forced Amplification|xx|CCG2|Spell Card|Spell|||||Discard 1 Tuner Monster from your hand to Special Summon 1 Tuner Monster with the same name as the discarded monster from your Deck. The effect(s) of the monster Special Summoned by this effect is negated.|

 

Power Amp

Continuous Trap Card

Increase the Level of all Tuner monsters by 1 and their ATK by 400.

 

|Heat Morphing Fibers|CCG1|Machine/Tuner/Effect|FIRE|2|200|700|Once per turn, remove from play 1 Tuner monster in your Graveyard to add 1 card with the same name from your Deck to your hand. Discard 1 Monster Card the level of this card equal to the level of the discarded card.|

 

 

 

[spoiler=75-76) Any card to support Fusion Monster(s)]

|Soul Mate|xx|CCG2|Spell Card|Spell|

Reveal a Fusion monster card from your Extra Deck and reveal from your hand 1 Fusion Material Monster listed on that card. Add 1 different Fusion Material monster listed on that card from your deck or Graveyard to your hand.

 

|Fusion Impact|xx|CCG2|Spell Card|Spell|

Activate only during a turn in which a Fusion monster has inflicted damage to your opponent. Destroy all cards on your opponent's side of the field.

 

|Mutation|xx|CCG2|Spell Card|Spell|||||Tribute 1 monster on your side of the field. Special Summon 1 Fusion Monster from your Extra Deck with the same Level, Type and Attribute as the Tributed monster.|

 

|Equivalent Exchange|xx|CCG2|Spell Card|Spell|||||Reveal 1 Fusion Monster from your Extra Deck and discard 1 Fusion Material Monster with the same name listed on that card from your hand to the Graveyard. Draw 2 cards|

 

Elemental Bonding

Normal spell card

Send Non-DARK or LIGHT Fusion Material Monsters that are listed on a Non-DARK or LIGHT Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). If that monster is destroyed, you can remove this card from your graveyard to special summon 1 of the fusion monster’s fusion-material monsters from your graveyard.

 

Primordial Form

Normal Spell

Discard 1 card. Select 1 monster in your deck and put it in your extra deck. That monster is treated as a Fusion Monster. It can be Fusion Summoned with 2 monsters that have the same Type and/or Attribute as the monster (An effect that can Fusion Summon is still required).

 

|Combination Multiplication Zone|CCG1|Spell Card|Spell||Continuos|||Once per turn, send Fusion Material Monsters that are listed on a Fusion Monster Card from your side of the field to your hand, and Special Summon the Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).|

 

 

 

[spoiler=77-78) Any card to support Ritual Monster(s)]

Keeper of Ancient Scriptures

LV4 EARTH

Warrior/Effect

1000/1800

You can discard this card to the Graveyard to add 1 Ritual Spell card from your Deck to your hand. You can remove this card from your Graveyard to add 1 Ritual Spell card from your Deck to your hand.

 

|Sacrificial Temple|xx|CCG2|Spell Card|Field Spell|

When an opponent's monster is sent to the Graveyard, you can place Sacrifice Counters on this card equal to that monster's level. You can send this card to the Graveyard to Ritual Summon 1 Ritual Monster from your hand with a level equal or lower to the number of Sacrifice Counters on this card.

 

|Summoner's Staff|xx|CCG2|Spell Card|Equip Spell|

Equipped monster gains 500 ATK and DEF. Once per turn, you can reveal 1 Ritual monster from your hand to downgrade its level by an amount equal to the equipped monster's level.

 

|Ritual Recycle|xx|CCG2|Spell Card|Spell|||||Select 1 Ritual Monster from your Graveyard and return it to your Deck. Add 1 Ritual Monster Card with a different name from your Deck to your hand.|

 

|Different Dimension Ritual Art|xx|CCG2|Spell Card|Spell||Ritual|||Select 1 Ritual Monster in your hand. Remove from play 1 monster in your Deck 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.|

 

High Magic Casting

Ritual Spell Card

This card is used to Ritual Summon any Ritual monster. 2 or more tributes are required in this Ritual Summon.

 

Genetic Jellyfish

Aqua-Ritual/LIGHT/Lv4/1900/2400

When this card is Ritual Summoned, you can add a number of monsters from your deck to your hand equal to the number of tributed monsters used to Ritual Summon this monster. Each of those monsters must share Attribute(s) with at least 1 of the tributed monsters.

 

 

 

[spoiler=79-80) Any card to support Synchro Monster(s)]

|Perfect Harmony|xx|CCG2|Spell Card|Equip Spell|

Equip only to a Synchro monster. Monsters with a level lower to the equipped monster's level cannot attack and have their effects negated.

 

|Sounds of Silence|xx|CCG2|Trap Card|Trap|

Activate only when an opponent's monster declares a direct attack. Negate that attack and Special Summon 1 Synchro monster from your Graveyard in face-up defense position.

 

|Synchro Swap|xx|CCG2|Spell Card|Spell||Quick-Play|||Return 1 Synchro Monster on your side of the field to your Extra Deck. Special Summon 1 Synchro Monster from your Extra Deck with the same Level as the returned monster. This monster cannot declare an attack and its effect(s) are negated until your next Standby Phase.|

 

|Synchro Subjugation|xx|CCG2|Spell Card|Spell||Equip|||Select 1 face up Synchro Monster on your opponents side of the field. Remove from play the required Synchro Material Monsters listed on that card from your Graveyard. Take control of that monster and equip it with this card.|

 

Synchro Exaltation

Normal Spell

Discard 1 card. Select 1 monster in your deck and put it in your extra deck. That monster is treated as a Synchro monster, and can be synchro summoned. (one tuner and one or more non-tuner monsters are required.)

 

 

 

[spoiler=81-100) Can be any Monster Card you want.]

Sinister Gift Box

LV10 DARK

Demon/Effect

0/3300

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand to your opponent's side of the field by Tributing 1 monster your opponent controls and 1 monster you control. If you Special Summon this card, you cannot Normal Summon or Set this turn.

This monster cannot attack. Put 1 Sinister Counter on this card during each of your Standby Phases. If this card has 3 Sinister Counters on it, destroy all cards you control.

 

Bunshin Master

LV6 DARK

Warrior/Effect

2100/0

During your Standby Phase, you can decrease this monster's Level by 1 to Special Summon 1 "Bunshin Token"(Warrior-Type/DARK/Level 1/ATK 0/DEF 2000). If this card would be destroyed by battle, you can destroy 1 "Bunshin Token" you control instead.

 

Ragging Rock Golem

LV4 EARTH

Rock/Effect

0/2000

Once per turn, you can switch this monster's ATK and DEF until your next Standby Phase. During the End Phase, if this card is in attack position, change it to defense position.

 

Stressed Scribe

Warrior/WIND/Lv4/1200/1800

You may skip any of your Standby Phases.

 

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.)

 

Melody the Harpist

Angel/LIGHT/Lv6/2200/1500

When this card is changed from Attack Position to face-up Defense Position, draw 1 card.

 

Hand of the Crimson

Spellcaster/WIND/Lv4/300/300

You can tribute this face-up card to add 1 “Dark-Eyes Crimson Phoenix” from your deck or graveyard to your hand. If this card is in the graveyard while “Dark-Eyes Crimson Phoenix” is destroyed by an opponent’s card effect, you can remove this card from play instead of discarding 1 card for the cost.

 

Binding Force

Thunder/FIRE/Lv4/1300/1000

If this card is destroyed while in attack position, special summon it during your next standby phase in defense position.

 

Paper Crane

Angel-Tuner/WIND/Lv2/100/100

By returning 1 card from your hand to the top of your deck, you can special summon this card from your hand.

 

Illusionist

Psychic/EARTH/Lv5/500/2500

When this card is summoned put it in defense position. Your opponent cannot select monsters adjacent to this card as attack targets. If a monster adjacent to this card is destroyed by a card effect, draw 1 card.

 

Ascension

Warrior/WIND/Lv4/1300/1900

By returning this face-up card to your hand, you can normal summon 1 additional time this turn. You can only gain this effect once per turn.

 

Dark Tricky

Spellcaster/WIND/Lv5/1900/1100

This card can be special summoned by tributing 1 monster you control. If you tribute summon this card, draw 1 card. This card is also treated as a DARK monster.

 

Reckless Driver

Machine-Synchro/EARTH/Lv5/2000/0

[ 1 tuner + 1 or more Non-tuner]

This card is unaffected by the effects of whatever special summoned this card.

 

Tortured Soul

Warrior/DARK/Lv1/0/0

This card cannot be selected as an attack target, or be destroyed by battle. If this card is in Defense Position, destroy it. You must declare an attack with this card whenever possible. If you take 2000 or more damage with this card in a battle, draw 2 cards.

 

Chariot of Helios

Beast/FIRE/Lv3/400/800

This card is removed from play during your end phase, and Special Summoned during your standby phase. This card gains 500 ATK for each card in your hand, at the time this card is Special Summoned. When this card inflicts battle damage to your opponent, draw 1 card.

 

Whirlpool Serpent

Sea-Serpent/WATER/Lv4/1400/1300

Once per turn, during each of your end phases, place 1 “Whirlpool” Counter on this card. When your opponent summons a monster, you can remove a number of counters equal to or less than that monster’s DEF x500, to negate the summon and destroy the monster.

 

Monstrous Gora Turtle

Aqua/WATER/Lv5/2000/1100

When this card is summoned, select 1 of the following effects:

• Monsters Level 5 or Higher cannot declare an Attack

• Monsters Level 3 or Lower are unaffected by Spell and Trap cards that target them.

 

Air Force Gale Jet

Machine/WIND/Lv3/1000/400

When this card is normal summoned, return 1 card on the field to its owners hand.

 

Air Cannon

Machine-Tuner/WIND/Lv3/800/600

When this card is used in a Synchro Summon, your opponent randomly discards a number of cards until the number of cards in their hand is equal to the level of the Synchro Monster.

 

Gift Oyster

Fish/WATER/Lv4/500/2000

You cannot Normal Summon or Set monsters. Once per turn, you can remove 1 spell card from your graveyard to add 1 monster from your deck or graveyard to your hand. As long as that card is in your hand or on the field, it’s ATK and DEF are reduced to 0.

 

Blood Hound

Beast/DARK/Lv4/2300/1500

During each of your end phases, destroy 1 card you control or destroy this card.

 

Rusty Cog

Machine/LIGHT/Lv1/0/0

When this card is sent to the graveyard, activate 1 of the following effects:

* Reveal 1 "Rusty Cog" in your hand, and return this card to your hand.

* Shuffle this card and 1 other "Rusty Cog" in your graveyard to your deck. Draw 2 cards

 

|Senju's Stone|xx|CCG2|Rock/Effect|Earth|4||1400|1000|When this card is Summoned, you can add 1 Ritual Monster Card or 1 Ritual Spell Card that was removed from play to your hand. If you Ritual Summon a Ritual Monster, this 1 card can be used as the entire Tribute.|

 

|Makyura the Mirage|xx|CCG2|Warrior/Effect|Dark|4||1600|1200|During either player's turn, you can remove from play this card and 1 or more Trap Cards from your Graveyard. You can can activate Trap Card(s) from your hand equal to the number of Trap Card removed from play.|

 

|Magician of Hope|xx|CCG2|Spellcaster/Effect|Light|1||300|400|FLIP: Remove from play 1 Spell Card in your Graveyard. Add 1 Spell Card in your Graveyard to your hand.|

 

|Miracle of the Swamp|xx|CCG2|Aqua/Effect|Water|3||500|1100|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). You can remove from play this card in your Graveyard and 1 or more Fusion Material Monsters you control with the same names listed on a Fusion Monster Card, Special Summon that Fusion Monster from your Extra Deck. (You do not use "Polymerization". This Special Summon is treated as a Fusion Summon.) When that card is Special Summoned this way send all cards in your hand to the Graveyard.|

 

|Radio Frequency|xx|CCG2|Machine/Tuner/Effect|Wind|1||400|400|Once per turn, if this card is destroyed as a result of battle it is not destroyed. Send 1 card from the top of your Deck to the Graveyard. If a monster card was sent to the Graveyard by this effect increase this cards Level by the Level of that monster.|

 

|Flames of Tsurugi|xx|CCG2|Pyro/Effect|Fire|3||1300|700|Once per turn, you can Inflict Damage to your opponent's Life Points for each Spell and Trap Card they control x 400.|

 

|Ancient Arthropod|xx|CCG2|Rock/Effect|Earth|4||1800|1400|This card cannot be destroyed by battle. If there are any Spell Cards in your Graveyard destroy this card. When this card inflicts Battle Damage to your opponent by attacking directly, your opponent discards 1 random card.|

 

|Demotion Dragon|xx|CCG2|Dragon/Tuner/Effect|Wind|2||1200|600|You can remove from play this card in your Graveyard to decrease the Level of all Monster Cards in your hand by 2 until the End Phase.|

 

|Hydrageddon|xx|CCG2|Sea Serpent/Effect|Water|5||2200|1600|When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon 1 "Hydrageddon" from your Deck. During your Main Phase you can send this card to the Graveyard to randomly discard 1 card in your opponents hand.|

 

|Hydraw|xx|CCG2|Aqua/Effect|Water|4||1400|1000|When this face-up card on the field is changed to face-up Defense Position, draw 1 card.|

 

|Fiber Twin Dragon|xx|CCG2|Plant/Fusion/Effect|Earth|8||2800|2100|"Fiber Dragon" + "Fiber Dragon" This card can only be Fusion Summoned by returning the above Fusion Material Monsters in your hand or you control to your Deck. (You do not use "Polymerization".) This card cannot attack during the turn it was Special Summoned. This card can attack twice during the same Battle Phase, this card cannot attack during the turn it was Special Summoned. Once per turn you can return 1 EARTH monster from your hand to your Deck to return 1 card on the field to the owner's Deck, both players then draw 1 card. This card cannot attack during this turn you activated this effect.|

 

|Fiber Genesis Dragon|xx|CCG2|Plant/Fusion/Effect|Earth|10||4000|2800|"Fiber Dragon" + "Fiber Dragon" + "Fiber Dragon" This card can only be Fusion Summoned by returning the above Fusion Material Monsters in your hand or you control to your Deck. (You do not use "Polymerization".) This card cannot attack during the turn it was Special Summoned. During battle between this card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. You can return this card to your Extra Deck to have both players return all their respective cards on the field, in their hands, and in their Graveyards to their Decks and shuffle them. Then both players draw 5 cards.|

 

|Wrath, Warrior of the Apocalypse|xx|CCG2|Warrior/Ritual/Effect|Dark|8||2400|2000|This card cannot be Special Summoned except by Ritual Summon. By paying 1000 Life Points, destroy all cards on the field except this card. If you activate this effect you cannot conduct your Battle Phase.|

 

|Whirlwind Dragon|xx|CCG2|Dragon/Ritual/Effect|Wind|8||2500|2000|This card cannot be Special Summoned except by Ritual Summon. Once during either players turn, you can pay 1500 Life Points to negate the activation of a Spell or Trap Card or the effect of and Effect Monster Card and return it to the bottom of its owner's Deck.|

 

|Valkyrie Parshath|xx|CCG2|Angel/Ritual/Effect|Light|6||2100|1900|This card cannot be Special Summoned except by Ritual Summon. 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.|

 

|Chaos Magician of Darkness|xx|CCG2|Spellcaster/Synchro/Effect|Dark|8||2800|2600|1 Tuner monster + 1 or more non-Tuner Spellcaster-Type monsters When this card is Synchro Summoned, you can select 1 Spell Card in your Graveyard and add it to your hand. Monsters this card destroys by battle are removed from play instead of going to the Graveyard.|

 

|Burrow Worm|xx|CCG2|Insect/Synchro/Effect|Earth|5||2100|1400|1 Tuner + 1 or more non-Tuner Insect-Type monsters When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, discard 5 cards from the top of your opponent's Deck to the Graveyard.|

 

|Majesty of Mercury|xx|CCG2|Pyro/Synchro/Effect|Fire|8||2500|2100|1 Tuner monster + 1 or more non-Tuner Pyro-Type monsters While your Life Points are higher than your opponent's, you can Tribute this card to inflict damage to your opponent equal to the difference.|

 

|Freed the Fearless General|xx|CCG2|Warrior/Synchro/Effect|Earth|5||2300|1700|1 Tuner monster + 1 or more non-Tuner Warrior-Type monsters As long as this card remains face-up on the field, all face-up monsters on the field are changed to Attack Position and their battle position cannot be changed. Also as long as this card remains face-up on the field, you can add a Level 4 or lower Warrior-Type monster from your Deck to your hand per turn instead of drawing a card during your Draw Phase.|

 

|Serpent of the Abysmal Sea|xx|CCG2|Sea Serpent/Synchro/Effect|Water|6||2300|1400|1 Tuner + 1 or more non-Tuner Sea Serpent-Type monsters Once per turn you can discard 1 card from your hand to the Graveyard, return 1 card on the field to the owner's hand. When a monster is targeted by a card effect you can discard 1 card in your hand to the Graveyard to negate its activation and destroy the card.|

 

Slime Tuner

Aqua Water Tuner Lv1 500/500

By showing this card in your hand, you can reveal 1 face-down card in your opponents Spell/Trap zone.If revealed card is Trap, Special Summon this card to your side of the field. During turn this card is Summoned by its own effect, you cannot use this card for Synchro Summon except if other materials are Aqua-Type monster(s).

 

Twin-Voltage Blaster

Thunder Light Fusion Level 6 2000/1000

"Voltage Blaster+"Voltage Blaster"

This card can only be Fusion Summoned. When this card inflicts Battle Damage to your opponent, you can Special Summon 1 "Voltage Blaster" from your Graveyard. This card can attack twice per turn and it cannot attack opponent's Life Points directly.

 

Heagle

Fairy Wind Level 4 1800/1200

When this card inflicts Battle Damage to your opponent, increase your Life Points by half of that amount.

 

Dark Medician

Fairy Dark Tuner Lv3 ?/1000

When any Player's Life Points are increased with card effect, you can Special Summon this card from your Graveyard to negate that increase. Original ATK of this card becomes equal to negated amount. When this card Summoned this way is removed from the field , it is removed from play.

 

Voltage Leecher

Light Thunder Level 3 500/500

While this card is face-up on the field, this card name is treated as "Voltage Blaster". When your monster inflicts Battle Damage to your opponent, increase your Life Points by 500. When this card is attacked, you can return it to your hand.

 

Happy Cloud

Aqua Water Spirit Lv1 0/0

This card cannot be Special Summoned. When this card is Summoned succesfully, you can draw 1 card. This card returns to owner's hand during end of turn in which it is Summoned or flipped face-up.

 

 

|Ancient Trapcaster|11|-|Rock/Effect|Earth|1||0|0|Once per turn, if there is at least 5 Traps in your Graveyard, you can activate 1 Trap Card from your hand.|

 

Mramor Giant

Rock Earth Level 3 1500/2200

When this Attack Position card is attacked, if this card have greater DEF then ATK of attacking monster, it is not destroyed as result of that battle.

 

Venom of Ilussions

Reptile Dark Level 4 1600/1200

During your opponents turn you can activate Trap cards from your hand.

 

Cursed Siren

Sea Serpent Water Lv1 0/0

When your opponent monster attacks you can return this card and opponent monster to its owners hand.

 

Apocalypse Knight

Warrior Dark Spirit Level 9 2900/1900

This card cannot be Special Summoned. When this card destroys opponent monster as result of battle, destroy all monsters adjacented to that card and inflict damage to your opponent equal to total Level of destroyed monsters with this card effect x100. This card returns to owner's hand during End Phase.

 

Gravity Dancer

Rock Wind Lv4 1400/2000

When your opponent monster attacks you can change this card to Defense Position to redirect that monsters attack to this card.

 

Guardian of Minions

Plant Wind Lv7 2500/1900

You can Special Summon this card by removing from play 2 Tokens on your side of the field.

 

|Blood Queen|Fiend/Effect|Dark|8|0|0| When your opponent's monster declares an attack, you can Special Summon this card from your hand to negate that monster's attack. When this card is attacked, you can give control of 1 monster on your side of the field to opponent to negate attack and increase this cards ATK by ATK of given monster.|

 

|Ice Strike Fighter|xx|CCG2|Warrior/Synchro|LIGHT|8||2800|2400|1 LIGHT Tuner monster + 1 or more non Tuner monsters

This card cannot be Special Summoned except for Synchro Summon. Every time a monster is Summoned you can activate 1 of the following effects:

• Special Summon 1 Level 2 or lower monster from your Graveyard.

• Send 1 Spell Card from your Deck to your hand.

• Pay 500 Life Points and destroy the Summoned monster. You cannot conduct your Battle Phase during your next turn.|

 

|Stunning Ray|xx|CCG1|Fish/Effect|WATER|3|500|2000|A monster which battles with this monster cannot be tributed or used as Synchro-material while it is face-up on the field and its effect is negated.|

 

|Doom-Cyber Tuna|xx|CCG1|Fish/Tuner/Effect|WATER|1||100|100|When this card is used as Synchro Material for a Synchro Summon, return it to your Deck.|

 

|Torrent Master|xx|CCG1|Sea Serpent/Synchro/Effect|WATER|8||2500|1400|1 Tuner monster + 1 or more non-tuner monsters. FLIP: Destroy all monsters your opponent controls|

 

 

 

[spoiler=101-110) Can be any Spell Card you want.]

Rapid-Fire Spellbook

Normal Spell Card

Activate in the turn you have activated 2 or more Normal Spell cards. Draw 2 cards from your deck. If you draw “Rapid-Fire Spellbook” with this effect, remove it from play.

 

Mine Rats

Quick-play Spell card

See all face-down cards on your opponent's field and up to 2 cards in their hand. Gain Life Points equal to the number of Flip-effect monsters and Trap cards among them x400.

 

Blindfolded Spell

Quickplay Spell Card

Randomly add 1 Spell card from your graveyard to your hand. You cannot activate it this turn.

 

Battallion

Continuous spell card

During your main phase, you can destroy this card. Your opponent cannot select face-down monsters as attack targets, and you cannot set monsters.

 

Ecosystem Harmony

Field Spell Card

All Field Spell cards can and must be activated in an empty Spell & Trap card zone (more than 1 Field Spell card can be on the field at a time due to this effect). Each time a Field Spell card is activated, draw 1 card.

 

Falling Star

Normal Spell

Send any number of monsters from your extra deck to your graveyard. You take 200 damage for each monster.

 

Junk Salvage

Normal Spell

Return 3 monsters with 1000 ATK or less from your graveyard to your hand.

 

Façade

Normal Spell Card

Activate only during your main phase 2. Return 1 monster you control that hasn’t attacked this turn to your deck, and special summon 1 monster with 1 or 2 level(s) higher than that monster from your deck.

 

Nature’s Vitality

Equip spell card

The equipped monster is changed to defense position when this card is activated. Increase the DEF of the equipped monster by 1200. If the equipped monster would be destroyed by a card effect, you may destroy this card instead.

 

Search for a Cure

Continuous spell card

During each of your standby phases place 1 cure counter on this card. If you would take battle damage you can send this face-up card to the graveyard instead. When this card is sent to the graveyard, increase your life points by the number of counters on this card x400.

 

|Arms Choice|xx|CCG2|Spell Card|Spell|||||Select 2 Equip Spell Cards with different names from your Deck and show them to your opponent. Your opponent randomly selects 1 of those cards. Add the selected card to your hand and return the other card to your Deck.|

 

|Symbol of Hope|xx|CCG2|Spell Card|Spell|||||Activate only while there are 3 cards with the same name in your Graveyard. Select 1 of those cards and add it to your hand.|

 

|Mystery Box|xx|CCG2|Spell Card|Spell|||||Select 1 random card in your opponents hand and call the type of card (Monster, Spell, or Trap). If you call it right, add the selected card to your hand.|

 

|Pot of Prediction|xx|CCG2|Spell Card|Spell|||||Select the card on top of your Deck and call the type of that card (Monster, Spell, or Trap). If you call it right, add the selected card to your hand, then draw 1 card. If you call it wrong place the selected card on the bottom of your Deck.|

 

|Trust and Betrayal|xx|CCG2|Spell Card|Spell|||||Select 1 face up monster your opponent controls. Pay Life Points equal to half the ATK of the selected monster and take control of that monster until the End Phase.|

 

|Reckless Resurrection|xx|CCG2|Spell Card|Spell|||||Select 1 monster from either players Graveyard. Pay Life Points equal to the ATK of the selected monster to Special Summon it to your side of the field in Attack Position. That monster cannot be used for a Tributed or used for a Synchro Summon, until your next turn.|

 

|Parallel Dimension Return|xx|CCG2|Spell Card|Spell|||||Discard any number of cards to the Graveyard, both players can Special Summon monsters that have been removed from play equal or less then the number of cards discarded.|

 

|Reinforcement of the Fallen|xx|CCG2|Spell Card|Spell|||||Select 1 monster in your Deck or Graveyard, send 2 monsters with a combined ATK, DEF and Level equal to the selected monster from your Deck to the Graveyard to add the selected monster to your hand.|

 

|Tarot Card Reading|xx|CCG2|Spell Card|Spell|||||Look at the top 3 cards from your Deck. Then place them back on the top or bottom of your Deck in any order.|

 

|Book of Twilight|xx|CCG2|Spell Card|Spell||Quick-Play|||Select and activate 1 of the following effects: • Flip 1 face-up monster on the field into face-down Defense Position. • Flip 1 face-down monster on the field into face-up Attack Position.|

 

Name: Flames of Darkness

Card Type: Equip Spell

Set: Megaman Zero Hunter-series 001

Effect: This card is Equipped to one of your opponent’s monsters. That monster gains dark attribute and can’t be released and your opponent has to pay 500 life points during each of their standby phases.

 

Name: Awakening Will

Card Type: Equip Spell

Set: MegaMan Zero Hunter-Series 003

Effect: A monster equipped with this card gains light attributes and can be used to advance summon a level 7 or 8 monster.

 

Name: Ragnarok

Card Type: Continuous Spell

Set: MegaMan Zero Hunter-Series 021

Effect: During your opponent's turn, you can destroy 1 Spell or Trap card on your opponent's field. When this card is destroyed, you can pay 500 Life Points add 1 "Fall of Ragnarok" Spell card from your Deck or Graveyard to your hand.

 

Name: Fall of Ragnarok

Card Type: Continuous Spell

Set: MegaMan Zero Hunter-Series 022

Effect: During your opponent's turn, you can pay 500 Life Points to destroy 1 monster on your opponent's field. When "Fall of Ragnarok" is destroyed, you can pay 1000 Life Points to add 1 "Ragnarok Resurrection" Spell card from your Deck or Graveyard to your hand.

 

Name: Ragnarok Ressurection

Card Type: Field Spell

Set: MegaMan Zero Hunter-Series 023

Effect: This card cannot be sent to the Graveyard by the effects of Spell or Trap cards. When "Ragnarok Resurrection" is on the field, you can add 1 card from your Graveyard to your hand during your Draw Phase. When this card is sent to the Graveyard or removed from play, add all cards that are removed from play back to each player's respective Decks. Shuffle your Deck.

 

Name: Confrontation with the Past

Card Type: Continuous Spell

Set: MegaMan Zero Hunter-Series 007

Effect: By paying 500 Life Points, you can Special Summon 1 monster from either player's Graveyard. When a monster Special Summoned by this card's effect is destroyed, you can pay 500 Life Points to Special Summon 1 monster from either player's Graveyard. You cannot Special Summon a monster with the same name.

 

Name: Conversion of Light

Card Type: Ritual Spell

Set: MegaMan Zero Hunter-Series

Effect: During your Main Phase, you can send any number of ritual and fusion monsters on your side of the field to the Graveyard to Special Summon the same number of synchro monsters from your Deck or hand ignoring its Summoning Conditions.

 

Name: Conversion of Darkness

Card Type: Ritual Spell

Set: MegaMan Zero Maverick-Series 000

Effect: During your Main Phase, you can send any number of synchro monsters on your field to the Graveyard to Special Summon the same number of fusion/ritual monsters from your Deck or hand ignoring its Summoning Conditions.

 

Demonic Release

Quick-Play Spell

Activate only when 1 of your opponents monsters attacks your Life Points directly, destroy the attacking monster and Special Summon 1 "Release Token" (Fiend-Type/DARK/Level 8/ATK 2800/DEF 0) if the "Release Token" is removed from the field, both players take 1000 damage.

 

Run Fools, Run!!!

Quick-Play Spell

Activate only when a monster attacks a monster that your opponent controls, destroy all monsters your opponent controls with an ATK less than the attacking monster's ATK. (Excluding the attacking monster's battle target.) Any other monsters you control cannot attack in the same turn that this card is activated.

 

The Easy Way Out

Normal Spell

Select 1 Face-Up monster you control and destroy 1 Face-Up monster your opponent controls with an ATK equal to the selected monster’s. The selected monster is destroyed during the End Phase. When a monster destroyed by this effect is Special Summoned from the Graveyard while this card is in your Graveyard, remove from play the Special Summoned monster.

 

Spiritualize

Continuous Spell

Once per turn, if you control no monsters during your Stand By Phase, you must discard 1 card, Special Summon 1 monster from your opponent's Graveyard. Any monster Special Summoned by this effect is treated as a Zombie-Type monster.

 

Honey Meds

Quick-Play Spell

Increase your Life Points by 1500.

 

Jinzo Glasses

Equip Spell

You can equip this card only to monster you control. Negate effects of all Trap cards on the field, and Traps cannot be activated.

 

Gravity Collider

Continuous Spell

Once per turn, you can move 1 monster on the field to its controller's side emtpy Monster Zone.

 

 

Runaway Sheeps

Quick-Play Spell

Special Summon 2 "Black Sheep" Tokens ( Dark/Beast/0/0/Lv1) to your opponents side of the field in Defense Position. They cannot be Tributed or used for Synchro Summon.

 

Dark Feather

Group: Spell Card

Type: Spell

Pay 2000 Life Points and remove from play the top card of your Graveyard. Add 1 card from your Deck to your hand with the same name as the removed card. If this card would be sent to the Graveyard, it is removed from play instead.

 

 

 

[spoiler=111-120) Can be any Trap Card you want.]

Head for the Hills

Normal Trap

Activate only when a Face-Up Level 7 OR higher monster your opponent controls declares an attack. Return all Face-Up monsters with an ATK less than the ATK of the attacking monster to their owner’s hands. Any battle damage to either player for the next 2 turns is halved.

 

When Justice Fails Darkness Prevails

Normal Trap

When your opponent summons a LIGHT monster, your opponent must randomly select 1 card from your hand. If the selected card is a monster card, your opponent must select and execute one of the following effects:

*Destroy all Face-Up LIGHT monsters on the Field.

*Discard all LIGHT monsters in your hand.

 

Life Bond

Continuous Trap Card

Each time a monster you control is sent to the graveyard, you can send 1 monster from your deck to the graveyard with the same level as the destroyed monster.

 

Pain Leech

Normal Trap Card

Activate only in a turn that you took 2000 or more battle damage. Special summon “Pain Leech Tokens” (Insect/DARK/Lv1/0/0) to your side of the field in all your empty monster zones. These tokens cannot be tributed for a tribute or synchro summon, until your next end phase.

 

Innocence

Normal Trap Card

Activate only when your opponent attacks a monster with 0 ATK. Destroy all monsters with more than 1000 ATK on the field.

 

Fenced Off

Counter Trap Card

Negate the activation of a Spell, Trap or Monster Effect that does not activate on the field, and destroy it.

 

Vengeful Souls

Counter Trap Card

Activate only when your opponent activates a Spell or Trap card. Remove 3 monsters from your graveyard from play, to negate the activation of that card and destroy it. After that, you can set this card on your field instead of sending it to your graveyard.

 

Faith Barrier

Continuous Trap Card

Your opponent must skip his/her battle phase. Pay 1000 life points during your standby phase. If you cannot, this card is destroyed.

 

Tactical Offering

Continuous Trap Card

By paying 500 life points, you can set 1 monster from your hand.

 

Half-Life

Normal Trap Card

Tribute 1 monster. Special summon 2 non-tuner monsters from your deck with a level equal to half of the tributed monster’s level (rounded down). You cannot activate this card during your battle phase.

 

Premodern Tome

Continuous Trap Card

Toss 2 coins. For each heads, add 1 spell card from your graveyard to your hand. For each tails, add 1 trap card from your graveyard to your hand. If this card is not in your graveyard, those Spell/Trap card(s) cannot be activated.

 

Wheel of Misfortune

Normal Trap Card

Randomly set 1 Trap card from your graveyard on your field.

 

|Sand Trap Hole|xx|CCG2|Trap Card|Trap|||||When your opponent Summons a monster, destroy Spell or Trap Cards equal to or less then the number of monsters they control.|

 

|Tribal Trap Hole|xx|CCG2|Trap Card|Trap|||||When your opponent Summons a monster with 2000 or more ATK or DEF, destroy and remove from play that monster. Remove from play all cards of the same name from your opponents Deck.|

 

|Desperate Greed|xx|CCG2|Trap Card|Trap|||||Draw 1 card from your Deck. While you have no cards in your hand, draw 2 cards from your Deck.|

 

|Desperate Avarice|xx|CCG2|Trap Card|Trap|||||Draw 1 card from your Deck. While you have no cards in your hand, you can activate this card during the turn you Set it.|

 

|Proper Burial|xx|CCG2|Trap Card|Trap|||||Select any number of monster cards that are removed from play, and return them to their owners' Graveyards.|

 

|Spell Stealer|xx|CCG2|Trap Card|Trap|||||Remove from play 1 Spell Card in your Graveyard. Select 1 Spell Card in your opponents Graveyard with the same name as the selected card and add it to your hand.|

 

|Ring of Death|xx|CCG2|Trap Card|Trap|||||Activate 1 of the following effects: • Destroy 1 face-up monster your opponent controls, Inflict Damage to your Life Points equal to half that monsters ATK. • Destroy 1 face-up monster you control, Inflict Damage to your opponents Life Points equal to half that monsters ATK.|

 

|Forced Back Wind Blast|xx|CCG2|Trap Card|Trap||Counter|||Negate the Special Summon of a monster and return the monster to the top its owner's Deck.|

 

|Controlled Riot|xx|CCG2|Trap Card|Trap||Continuous|||Your opponent must pay 500 Life Points each time they declare an attack. Pay 100 Life Points during each of your Standby Phases. If you do not, destroy this card.|

 

|Damage Nullification Machine|xx|CCG2|Trap Card|Trap||Continuous|||As long as this card remains face-up on the field, negate the effects of all Effect Damage. When this face up card is sent to the Graveyard the controller of this card loses 2000 Life Points.|

 

Counter Drain

Continuous Trap

Negate effects of all face-up monsters with counter(s) on them.

 

Olympus Armor

Normal Trap

Select 1 face-up monster on the field. It is unaffected by Spells and Traps until your next Standby Phase.

 

Chaos Hurricane

Normal Trap

Both Players discard 1 card randomly from their hands.

 

|Last of the Pride|xx|CCG1|Trap Card|Trap||Continuos|||When a monster is destroyed as a result of battle, both players send all cards with the same name as the destroyed monster from their Deck to the Graveyard.|

 

 

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[spoiler=121-135) Theme's Part 1]

[spoiler=Alchemy Theme]

Alchemic Tour

Field Spell Card

Each time a Level 4 or lower EARTH, FIRE, WIND or WATER monster is destroyed, the monsters controller can Special Summon 1 Level 4 or lower monster from their hand with a different attribute than that monster. The monster must be Non-LIGHT or DARK. If a player controls at least 1 of each FIRE, WATER, WIND, EARTH monsters, they draw 1 card from their deck during each of their Main Phase 1.

 

Aether the Quintessential Element

Spellcaster/LIGHT/Lv8/3000/3000

This card cannot be normal summoned or set. This card cannot be special summoned except by removing 4 monsters, 1 each of FIRE, WATER, WIND, and EARTH monsters in your graveyard from play. FIRE monsters gain 500 ATK. WATER monsters cannot be destroyed in battle. WIND monsters can attack your opponent directly. EARTH monsters cannot be targeted by Spell or Trap Cards.

 

Alchemic Phoenix

Winged Beast/FIRE/Lv4/1600/1500

This card is also treated as a WIND monster. For every Spell and Trap card on the field, this card gains 100 ATK. "Alchemic" monsters other than “Alchemic Phoenix” can attack your opponent directly. Battle damage inflicted by that attack is halved.

 

Alchemic Hurricane

Aqua/WIND/Lv4/1800/500

This card is also treated as a WATER monster. Once per turn, you can return 1 Spell or Trap card on the field to it’s owners hand. That card cannot be set until your next standby phase. While you control another “Alchemic” monster other than “Alchemic Hurricane”, this card cannot be destroyed in battle.

 

Alchemic Qi Warrior

Pyro/WATER/Lv4/1700/1300

This card is also treated as a FIRE monster. If the number of monsters on both sides of the field are equal, your opponent cannot declare an attack. All “Alchemic” monsters other than “Alchemic Qi Warrior” gain 300 ATK.

 

Alchemic Engine

Machine/FIRE/Lv4/1850/300

This card is also treated as an EARTH monster. Destroy any Special Summoned monster that this card battles after damage calculation. Your opponent cannot select “Alchemic” monsters, other than “Alchemic Engine” as attack targets.

 

Alchemic Sky Fortress

Rock/WIND/Lv4/500/2100

This card is also treated as an EARTH monster. During each players end phases, you can change the battle position of 1 monster on the field. When your opponent activates a Spell or Trap card, you can return any “Alchemic” monsters, other than “Alchemic Sky Fortress” from the field to your hand.

 

Alchemic Rockfish

Fish/EARTH/Lv4/1500/1900

This card is also treated as a WATER monster. When this card inflicts Battle Damage to your opponent’s life points, you can special summon 1 Level 4 Non-LIGHT or DARK monster from your graveyard. When this face-up card is destroyed, add 1 Level 4 or lower “Alchemic” monster, except “Alchemic Rockfish” from your deck to your hand.

 

Fan the Flames

Normal Spell Card

Discard 1 WIND monster. All FIRE monsters you control gain Piercing as long as the WIND monster remains in your graveyard.

 

Molten Duo

Pyro/EARTH/Lv4/1500/1500

When this card is destroyed in battle and sent to the graveyard, special summon 1 Level 4 or lower FIRE or EARTH monster from your graveyard, except “Molten Duo.” A FIRE monster summoned by this effect gains 300 ATK. An EARTH monster summoned by this effect gains 500 DEF.

 

Sandstorm

Continuous Spell Card

Once per turn, you can tribute an EARTH monster to special summon a WIND monster from your hand, or return a WIND monster you control to your hand to special summon an EARTH monster from your graveyard.

 

Hot Spring

Continuous Spell Card

You can tribute a FIRE monster you control to increase the ATK of a WATER monster by the tributed monster’s original ATK. You can tribute a WATER monster and select 1 FIRE monster you control. Inflict damage equal to half of the FIRE monster’s original ATK.

 

Monster Mud

Aqua/EARTH/Lv4/1200/2000

WATER monsters you control are unaffected by spell cards. EARTH monsters you control are unaffected by trap cards.

 

The Undying Element

Normal Trap Card

Activate only when an “Alchemic” card you control is destroyed by your opponent’s card effect. Add it to your hand.

 

Aqua Fortis Wave

Normal Spell Card

Activate only when you have at least 1 or each EARTH, FIRE, WIND and WATER monster(s) in your graveyard. Special Summon 1 of those monsters and destroy 1 face-up monster on the field with more ATK and DEF than the Summoned Monster.

 

 

 

[spoiler=The Omega Crisis Theme]

Name: Desert Warrior Zero

Attribute: Light

Level: 4

Card Rarity: Rare

Type: Warrior / Effect

ATK: 1800 DEF 1500

Set: MegaMan Zero Hunter-Series 000

Effect: If a monster with Zero in its name is targeted by an opponent’s monster, you can tribute Desert Warrior Zero to lower the attack of your opponents monster equal to Desert Warrior Zero's total attack. After resolving this effect, all cards that were equipped to Desert Warrior Zero are equipped to the monster that was targeted by your opponent’s monster instead. When this card destroys an opponent’s monster, you can release it and special summon Dark Lord Zero from your deck or hand during your end phase.

 

Name: Dark Lord Zero

Attribute: Dark

Level: 6

Card Rarity: Rare

Type: Warrior / Effect

ATK: 2500 DEF:2100

Set: MegaMan Zero Hunter-Series 002

Effect: When this card destroys an opponent’s monster in battle, you can release it and summon Emissary of Light Zero from your deck hand or graveyard during your end phase. During your turn, you can pay 500 life points to lower Dark Lord Zero's attack by half and attack your opponent directly. When Dark Lord Zero is targeted by one of your opponent’s monsters, you can increase Dark Lord Zero's attack by 100 x the number of cards on your side of the field.

 

Name: Emissary of Light Zero

Attribute: Light

Level: 7

Card Rarity: Rare

Type: Warrior / Effect

ATK: 2600 DEF: 2400

Set: MegaMan Zero Hunter-Series 004

Effect: When this card destroys a monster in battle, you can send it to the graveyard and summon Shadow King Zero from your deck or hand during your end phase. When Emissary of Light Zero destroys a monster, you can increase your life points by half the destroyed monsters attack or defense. If Emissary of Light Zero is the first monster you attacked with, attack twice more with it and end the battle phase.

 

Name: Shadow King Zero

Attribute: Dark

Level: 8

Card Rarity: Super Rare

Type: Warrior / Effect

ATK: 2800 DEF:2500

Set: MegaMan Zero Hunter-Series 006

Effect: If Shadow King Zero is destroyed as a result of battle, you may special summon Sprinting Cerberus Gregar or Rising Phoenix Falzar from your deck or hand. If Shadow King Zero is the only monster on your side of the field at the start of the battle phase, you must attack all of your opponents monsters with this card. If this card is targeted by one of your opponents monsters, you can remove from play a card with zero in its name from your hand or grave to destroy your opponents monster.

 

Name: Omega the Destroyer

Attribute: Dark

Level: 4

Card Rarity: Common

Type: Warrior

ATK: 1400 DEF: 2200

Set: MegaMan Zero Maverick-Series EN001

Lore: Like Zero, Omega's history has been shrouded deep in mystery. Nobody knows the history of this "ultimate defense" that was created by the mad scientist Dr. Weil.

 

Name: Omega the Annihilator

Attribute: Dark

Level: 4

Card Rarity: Rare

Type: Warrior

ATK: 2100 DEF: 1400

Set: MegaMan Zero Maverick-Series EN002

Lore: After confronting the Guardians and Zero, Omega is ordered to flee by Weil. Vowing to avenge his defeat, Omega leaves the field of battle........for now...............

 

Name: Cursed Dark Elf:

Attribute: Dark

Level: 4

Card Rarity: Common

Type: Fairy / Tuner

ATK: 2300 DEF: 1700

Set: MegaMan Zero Maverick-Series EN003

Effect: When Cursed Dark Elf attacks, it is forced into defense position until your 2nd standby phase.

 

Name: Chaos Lord Omega

Attribute: Dark

Level: 7

Card Rarity: Rare

Type: Warrior / Effect

ATK: 2500 DEF: 2000

Set: MegaMan Zero Maverick Series - EN004

Effect: Cursed Dark Elf + one or more non-tuner monsters.

When Chaos Lord Omega is Synchro Summoned, you can add 1 "Will of the Creator" from your Deck to your hand. Once per turn, you can roll a six-sided die. If the result is 1, 3, or 5, destroy 1 of your cards. If it is a 2, 4, or 6, destroy 1 of your opponents cards.

 

Name: Will of the Creator

Spell Type: Ritual

Card Rarity: Super Rare

Set: MegaMan Zero Maverick Series - EN005

Effect: Remove Chaos Lord Omega or monsters whose total level equals 9 or more from play and pay 1000 life points to summon Dark King Omega Zero.

 

Name: Dark King Omega Zero

Attribute: Dark

Level: 9

Card Rarity: Super Rare

Type: Warrior / Effect

ATK: 2800 DEF: 2400

Set: MegaMan Zero: Maverick Series - EN006

Effect: You can only summon Dark King Omega Zero with the ritual spell card Will of the Creator. When Dark King Omega Zero is summoned, you can add any 2 cards from your deck to your hand. When Dark King Omega Zero is attacked, you can pay life points in multiples of 100 to increase its ATK or DEF for the remainder of the turn.

 

 

 

[spoiler=Ghost Hero Theme]

Ghost Hero Blando DARK

Level 4 Blue

Zombie/Effect

Once during the duel, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s ATK is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. If you control another "Ghost Hero" monster on the field, this card may attack your opponent's Life Points directly.

1600/0

 

Ghost Hero Ranto DARK

Level 4 Red

Zombie/Effect

Once during the duel, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s ATK is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. If you control another "Ghost Hero" monster on the field, this card gains 300 ATK.

1800/0

 

Ghost Hero Gargo DARK

Level 3 Green

Zombie/Tuner

Once during the duel, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s ATK is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. When this card is used for a Synchro Summon, remove the monsters used as Synchro Material from play. If you control another "Ghost Hero" monster on the field, you may Special Summon this card from your hand.

1500/0

 

Ghost Hero Onanio DARK

Level 4 Orange

Zombie/Effect

Once during the duel, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s ATK is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. While you control another "Ghost Hero" monster on the field, when this card destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's DEF.

1600/0

 

Ghost Hero Planio DARK

Level 3 Purple

Zombie/Effect

Once during the duel, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s DEF is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. When this card is Normal Summoned, switch this card to Defense Position.

0/2000

 

Ghost Hero Yaxio DARK

Level 6 Yellow

Zombie/Effect

Once during the duel, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s ATK is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. If you control another "Ghost Hero" monster on the field, your opponent must attack this card.

2200/0

 

Ghost Hero Ixonio DARK

Level 7 Indigo

Zombie/Synchro

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

Once during the duel, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s ATK is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. When a "Ghost Hero" monster is Special Summoned from your graveyard, inflict 500 damage to your opponent.

2800/0

 

Ghost Hero Raizo

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, you may Special Summon this card in face-up Attack Position from the Graveyard. If you do, this card’s ATK is reduced to 0, and when this card is destroyed, remove it from play. This card cannot be used for a Synchro or Fusion Summon or Tributed for a Tribute Summon on the turn it was Special Summoned from the Graveyard. When this card is destroyed, during the End Phase, Special Summon one "Ghost Hero monster from your Graveyard and reduce it's ATK to 0.

3100/0

 

Ghost Reflection

Quick-play spell

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

 

Disappearance of the Ghost

Trap

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

 

Ghost Bandit

Spell

Activate only while you control a face-up "Ghost Hero" monster. Destroy one Spell or Trap card on the Field.

 

Ghost Kidnapping

Spell

Remove from play one "Ghost Hero" monster you control to remove from play one card on you opponent's side of the field.

 

Ghost Sword

Equip Spell

Discard 1 card. Equip only to a "Ghost Hero" monster that has been Special Summoned from the Graveyard by its effect. Return that card's ATK to its original ATK.

 

Ghosts Don't Stay Dead!

Trap

Pay Life Points until you have 100 left. Special Summon as many "Ghost Hero" monsters as you can that are removed from play in face-up Defense Position. Reduce their ATK and DEF to 0, and they cannot be used in a Synchro or Fusion Summon this turn, and cannot be Tributed for a Tribute Summon during this turn.

 

Graveyard

Field Spell

Once per turn, when a "Ghost Hero" monster you control's effect is activated that reduces its ATK to 0, you can pay 1000 Life Points to negate that effect

 

 

 

[spoiler=Brave Adventurer Theme]

Brave Adventurer - Warrior Alex

LV4 EARTH

Warrior/Effect

1800/1000

This card's name is also treated as "Alex". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Healer" in its name: Your opponent can only select "Brave Adventurer" monsters that have "Warrior" in their name as attack targets.

*A monster that has "Archer" in its name: This card inflicts Piercing damage.

 

Brave Adventurer - Archer Will

LV 2 WIND

Warrior/Effect

700/500

This card's name is also treated as "Will". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: This card can attack your opponent directly.

*A monster that has "Supporter" in its name: This card gains 700 ATK during your turn.

 

Brave Adventurer - Healer Jeane

LV1 LIGHT

Spellcaster/Effect

100/700

This card's name is also treated as "Jeane". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: Each time a "Brave Adventurer" monster you control destroys a monster, increase you Life Points by 300.

*A monster that has "Healer" in its name: Increase your Life Points by 500 during each of your Standby Phase.

 

Brave Adventurer - Mage Maya

LV3 WATER

Spellcaster/Effect

1000/1300

This card's name is also treated as "Maya". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: Monsters your opponent controls lose 300 ATK.

*A monster that has "Assassin" in its name: Once per turn, you can change the Battle Position of 1 monster your opponent controls.

 

Brave Adventurer - Supporter Blackman

LV4 FIRE

Warrior/Effect

400/1800

This card's name is also treated as "Blackman". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: All "Brave Adventurer" monsters you control gain 300 DEF.

*A monster that has "Healer" in its name: Once per turn, if a "Brave Adventurer" monster would be destroyed by battle, it is not destroyed.

 

Brave Adventurer - Thief Dan

LV4 DARK

Warrior/Effect

1500/700

This card's name is also treated as "Dan". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: When this card inflicts Battle Damage to your opponent, your opponent discards 1 monster card from their hand.

*A monster that has "Assassin" in its name: When this card inflicts Battle Damage to your opponent, your opponent discards 1 random card from their hand.

 

Brave Adventurer - Assassin Frintz

LV4 DARK

Warrior/Effect

1700/500

This card's name is also treated as "Frintz". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: If this card destroys a monster, inflict 300 damage to your opponent.

*A monster that has "Thief" in its name: When this card inflicts Battle Damage to your opponent, inflict 300 damage to your opponent.

 

Brave Adventurer - Novice Ron

LV1 LIGHT

Warrior/Effect

100/100

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Brave Adventurer" monster from your Graveyard.

 

Brave Adventurer - Thief Will

LV4 DARK

Warrior/Effect

1700/300

This card's name is also treated as "Will".This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Mage" in its name: When this card inflicts Battle Damage to your opponent, your opponent discards 1 spell card from their hand.

*A monster that has "Supporter" in its name: When this card inflicts Battle Damage to your opponent, your opponent returns 1 face-down monster they control to their hand.

 

Brave Adventurer - Healer Blackman

LV4 LIGHT

Warrior/Effect

1500/200

This card's name is also treated as "Blackman". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Thief" in its name: When this card inflicts Battle Damage to your opponent, increase your Life Points by 700.

*A monster that has "Assassin" in its name: Each time you inflict damage to your opponent by the effect of a "Brave Adventurer" monster you control, increase your Life Points by 200.

 

Brave Adventurer - Assassin Dan

LV4 DARK

Warrior/Effect

1800/0

This card's name is also treated as "Dan". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Healer" in its name: Each time you increase your Life Points by an effect of a "Brave Adventurer" monster you control, inflict 500 damage to your opponent.

*A monster that has "Assassin" in its name: Each time you inflict damage to your opponent by the effect of a "Brave Adventurer" monster, inflict 200 damage to your opponent.

 

Class Change

Normal Spell

Tribute 1 "Brave Adventurer" monster you control. Special Summon 1 "Brave Adventurer" monster from your deck with the same name as the tributed monster.

 

Stat Buff

Quick Spell

You can only activate this card if you control a "Brave Adventurer" monster that has "Supporter" in its name. Select 1 of the following effects:

*Target "Brave Adventurer" monster gains 300 ATK until the end of this turn.

*Target "Brave Adventurer" monster gains 500 DEF until the end of this turn.

 

Invite to Group

Normal Spell

If you control only 1 "Brave Adventurer" monster, Special Summon 1 "Brave Adventurer" monster from your Deck that has a lower level than the monster you control.

 

Bulls Eye

Counter Trap

You can activate this card only if you control a "Brave Adventurer" monster that has "Archer" in its name. Negate the activation of a Spell or Trap card that targets a "Brave Adventurer" monster you control and destroy it.

 

 

 

[spoiler=Court Theme]

Court Jester

***

1400/800

Fire

Spellcaster

EFFECT:Once per turn turn you can discard 1 "Court" monster to return 1 monster on the field to the owner's hand. During your Standby Phase you can reveal this card in your hand to inflict damage to your opponent equal to the number of cards in his/her hand x100.

 

Court Guard

****

1900/1600

Light

Warrior

EFFECT:During your opponent's Standby Phase you can reveal this card in your hand to increase the ATK and DEF of all "Court" monsters you control by 400 until the End Phase.

 

 

Court Advisor

***

1100/1600

Wind

Spellcaster

FLIP:Return 1 "Court" monster in your Graveyard to your hand. During yourStandby Phase you can reveal this card in your hand to gain Life Points equal to the number of Spell and Trap Cards you control x100.

 

Court Sculptor

***

100/1000

Earth

Warrior

EFFECT:This card cannot be destroyed as a result of battle. During your

Standby Phase you can reveal this card in your hand to have this card gain

effect of 1 "Court" monster on the field when that monster is revealed.

 

Court Maid

**

300/200

Light

Warrior

EFFECT:When this card is destroyed by battle you can destroy 1 Spell or Trap card

on the field. During your Standby Phase you can reveal this card in your hand to select face-down 1 face-down Spell/Trap card on the field. The selected card cannot be activated this turn.

 

Court Royal

******

2300/2000

Earth

Warrior

EFFECT:All face-up "Court" monsters you control gain 300 ATK/DEF. During your Standby Phase

you can reveal this card in your hand to draw 1 card. If you activate this effect and this card is still in your hand during your End Phase discard your entire hand.

 

Court Mistress

*****

1800/2200

Dark

Spellcaster

EFFECT:Discard 1 "Court" monster to have this card gain ATK equal to that card's Level x200 until

the End Phase.During your opponent's Standby Phase you can reveal this card in your to have your opponent draw 1 card and reveal it to you. If they do not set or use that card that turn they lose 800 Life Points.

 

Court Spy

***

1100/800

Dark

Warrior

EFFECT:This card can attack your opponent Directly if he/she has no cards in their hand. During your opponent's Standby Phase you can reveal this card in your hand to see your opponent's hand.

 

Court Chef

***

700/1800

Fire

Warrior

EFFECT:Pay 500 Life Points for each face-up "Court" monster you control. Until the End Phase of the turn you activate this effect all face-up "Court" monsters you control are unaffected by Trap Cards. During your Standby Phase you can reveal this card in your hand to return 1 card in your Graveyard to the bottom of your Deck.

 

Court of Royalty

Spell

Field

Increase the ATK of all "Court" monsters the turn they are summoned by 200. During the Draw Phase you can return 1 face-up "Court" monster you control to your hand. That monster is Special Summoned during the Main Phase.

 

Court Treasury

Spell

Continuous

Destroy this face-up card if there is no "Court of Royalty" face-up on the field. If a "Court of Royalty" you control would be destroyed you can destroy this card instead. Each time a "Court" monster in your hand is revealed by it's own effect put 1 Counter on this card. When this card is destroyed gain 100 Life Points for each Counter on this card.

 

Court Armory

Trap

Continuous

Destroy this face-up card if there is no "Court of Royalty" face-up on the field. If a "Court of Royalty" you control your be destroyed you can destroy this card instead. Each time a "Court" monster in your hand is revealed by it's own effect put 1 Armory Counter on this card. You can remove 6 Armory Counters from this card to destroy 1 Spell/Trap Card on the field. You can remove 10 Armory Counters from this card to destroy 1 monster on the field

 

Court Chapel

Spell

Normal

Select 1 Level 4 or lower "Court" monster in your Graveyard and Special Summon it.

 

Blood Signature

Trap

Counter

Discard 1 "Court" monster and negate the activation of a Spell/Trap card and destroy it. During your End Phase you can pay Life Points equal the Level of the monster discarded for this effect x200 to place that monster back into your hand.

 

Court Executioner

Spell

Continuous

Each time a "Court" monster is destroyed by battle place 1 Blood Counter on this card(max. 10). Your opponent's monsters lose ATK and DEF equal to the number of Blood Counters on this card x100.

 

 

 

 

 

[spoiler=136-150) Theme's Part 2]

[spoiler=Counter Damage Theme]

 

Brittle Field

Field Spell Card

Damage calculation to a player(s) is resolved by comparing the ATK of the Attacking monster with the DEF of the attacked monster when both monsters are in Attack position. Damage to the monsters is calculated normally. When a monster attacks, and it’s DEF is lower than the ATK of it’s target, during damage calculation the monster’s controller takes battle damage equal to the difference. When this card is in the graveyard, you can add this card to your hand instead of conducting your draw phase.

 

Vibrato Singer

Warrior-Tuner/WATER/Lv3/1000/1900

While you control “Brittle Field”, destroy any monster that this card battles with a DEF lower than this card’s ATK at the end of the damage step.

 

Chrome Serpent

Machine/EARTH/Lv6/1900/2500

Battle damage to your opponent involving the DEF of this card is doubled.

 

Spiked Pestle

Equip Spell Card

The DEF of a monster that the equipped monster battles is halved before damage calculation. When the equipped monster is destroyed in battle and this card is sent to the graveyard, draw 1 card.

 

Glass Spirit

Rock/LIGHT/Lv1/0/1600

Discard this card from your hand to add 1 “Brittle Field” from your deck to your hand. During either player’s turn, you can remove this card from your graveyard to decrease the DEF of 1 monster by 500 until the end of the turn.

 

Glass Shrapnel

Normal Trap Card

Activate when a monster you control is destroyed by battle while in attack position. Special summon 1 monster from your deck with ATK equal to or less than double the damage your opponent took. It cannot be the target of an attack until the end of the turn.

 

Mirror Dragon – Ictinus

Sea-Serpent/WIND/Lv7/500/2600

By sending 1 “Brittle Field” you control to the graveyard, switch the ATK and DEF of all monsters on the field until the end of the turn. This card is not destroyed in battle while in Attack Position.

 

Shatter the Seal

Normal Spell Card

Decrease the DEF of a Defense-position monster you control in multiples of 1000, and select 1 monster in your hand. Decrease the number of tributes necessary to Tribute Summon the monster for each 1000 points.

 

Super Glue

Continuous Trap Card

During your turn, you can decrease the ATK of all monsters you control in multiples of 100, and increase their DEF by an equal amount. Their ATK and DEF returns to normal during your next standby phase.

 

Speed Tripwire

Pyro/FIRE/Lv2/0/1000

FLIP: Destroy all Face-up monsters with 500 or more ATK than their DEF. Destroy this card if it is face-up when this effect resolves.

 

Sailing Stone

Rock/EARTH/Lv3/0/2000

This card gains 1900 ATK when it attacks.

 

Shield Explosion

Quickplay Spell Card

Destroy 1 monster you control with 1000 or less ATK, and inflict damage to your opponent equal to half of it’s DEF. No cards can be chained to this card's activation.

 

Transmogrification of Dust

Continuous Spell Card

During each player's standby phase, put 1 "Dust" counter on each face-up monster your opponent controls. Monsters lose 100 DEF x the number of dust counters on them.

 

Matrix Magician

Psychic/DARK/Lv4/100/1800

Once per turn, you can pay 500 Life Points to Switch the ATK and DEF of all monsters you control, except this card, until the end phase. If this card is destroyed by battle while in Attack Position, Special Summon 1 Level 4 or Lower Monster from your deck with an ATK equal to or lower and a DEF equal to or higher than the difference between this card's ATK and the monster that destroyed this card. You cannot activate this effect more than once per turn.

 

 

 

[spoiler=Reign of the Cybeasts Theme]

Name: Beast King Gregar

Attribute: Earth

Level: 11

Card Rarity: Ultra Rare

Type: Warrior-Beast / Effect

ATK: 3600 DEF: 2800

Set: MegaMan Zero Hunter-Series 009

Effect: Unless this card was summoned using Sprinting Cerberus Gregars effect, you must release 3 monsters to summon it. Once during your main phase you can discard a card from your hand to destroy a card your opponent controls. When an opponent targets a monster that you control you can pay 500 life points to nullify the attack.

 

Name: Sky Master Falzar

Attribute: Wind

Level: 11

Card Rarity: Ultra Rare

Type: Warrior-Beast / Effect

ATK: 3800 DEF: 2800

Set: MegaMan Zero Hunter-Series 010

Effect: Unless this card was summoned using the effect of Rising Phoenix Falzar, you must release 3 monsters to summon it. All monsters you control gain 1000 attack and defense. During your draw phase you may draw a card from your graveyard in addition to your normal draw phase. When your opponent targets a monster you control, you can have your opponents monster target this card instead.

 

Name: Unification of the Beast

Spell Type: Ritual Spell

Card Rarity: Ultra Rare

Set: MegaMan Zero Hunter-Series 011

Effect: This card is used to summon Shadow Emperor Zerato. You must also remove from play a minimum of 3 monsters from the graveyard with Zero in their name and whose combined level equals 12 or more.

 

Name: Shadow Emperor Zerato

Attribute: Dark

Level: 12

Card Rarity: Ultimate Rare

Type: Beast-Warrior \ Effect

ATK: 4500 DEF: 3500

Set: MegaMan Zero Hunter-Series 012

Effect: This card cannot be normal or effect summoned. Shadow Emperor Zerato can only be special summoned by using the ritual spell Unification of the Beast. During your opponents battle phase you can select 2 monsters your opponent controls. Those monsters can’t attack or change their battle position and Shadow Emperor Zerato can’t attack until your 2nd standby phase. During your opponents battle phase you can remove this card from play and double the attack and defense of 2 of your monsters until your 2nd end phase.

 

Name: Hell Hound Gregar

Attribute: Dark

Level: 10

Card Rarity: Ultra Rare

Type: Beast-Warrior / Effect

ATK: 3500 DEF: 3000

Set: MegaMan Zero Maverick Series - EN007

Effect: You must tribute 3 monsters to normal summon Hell Hound Gregar. Once during your turn, you can destroy a monster, spell or trap card on the field, or add one counter to Hell Hound Gregar. If Hell Hound Gregar is targeted by an opponents monster, you can remove 3 counters to double its ATK. During your 3rd end phase after summoning Hell Hound Gregar, send it to the graveyard to summon Beast Master Gregar.

 

Name: Fallen Falcon Falzar

Attribute: Dark

Level: 10

Card Rarity: Super Rare

Type: Beast-Warrior / Effect

ATK: 3600 DEF: 2200

Set: MegaMan Zero Maverick Series - EN008

Effect: You must tribute 3 monsters to summon Fallen Falcon Falzar. When this monster is targeted by an opponents monster, if it is destroyed, destroy the attacking monster. If Fallen Falcon Falzar is not destroyed, Increase its attack by 1000 and attack your opponents monster. During the 3rd end phase after summoning Fallen Falcon Falzar, send it to the graveyard to summon Dark Master Falzar.

 

Name: Beast Master Gregar

Attribute: Dark

Level: 11

Card Rarity: Ultra Rare

Type: Beast-Warrior / Effect

ATK: 3700 DEF: 3200

Set: MegaMan Zero Maverick Series - EN009

Effect: You may choose one of the following effects on your turn.

1: If a face up attack monster on your opponents side of the field has an ATK higher then Beast Master Gregar's destroy it.

2: If a monster on your opponents side of the field is equipped with a spell/trap card(s), destroy it and lower the equipped monsters ATK points an additional 500 for each card destroyed in this way.

 

Name: Falzar the Dark One

Attribute: Dark

Level: 11

Card Rarity: Ultra Rare

Type: Beast-Warrior

ATK: 3900 DEF: 3400

Set: MegaMan Zero Maverick Series - EN010

Effect: You can choose one effect during your main phase 1.

1: Destroy spell and trap cards on your opponents side of the field equal to the amount of cards discarded from your hand this turn.

2: Discard a card from your hand to destroy an 8 star or lower monster.

 

Name: Fall of Darkness

Spell Type: Ritual

Card Rarity: Ultra Rare

Set: MegaMan Zero Maverick Series - EN011

Effect: This Card is used to summon Emperor of Darkness Zerato. You must also Remove from play a minimum of 3 monsters from the graveyard that have Omega in their name and a combined level of 12 or more.

 

Name: Emperor of Darkness Zerato

Attribute: Dark

Level: 12

Card Rarity: Secret Rare

Type: Beast-Warrior

ATK: 5500 DEF: 2000

Set: MegaMan Zero Maverick Series - EN012

Effect: This card cannot be normal, special, or effect summoned. Emperor of Darkness Zerato can only be summoned by the ritual spell card Fall of Darkness.

During your draw phase You can draw an extra card during your draw phase. During your opponents standby phase, you can send a random card from their hand to the graveyard. When Emperor of Darkness Zerato is targeted by an opponents monster, you can either double its ATK or destroy the attacking monster, and you must skip your next battle phase.

 

 

 

[spoiler=Envision Theme]

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:0 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=Spider Theme]

Ruby Spider

Level 4

FIRE Insect/Effect

1700 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). When this card is destroyed while it have equipped monster by its own effect, inflict damage to your opponent equal to original DEF of equipped monster.

 

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.

 

White Spider

Level 4

LIGHT Insect/Effect

400 ATK

2100 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 300 DEF for each Egg Counter on it.

 

Bubble Spider

Level 4

WIND Insect/Effect

1800 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). By sending the equipped card to the Graveyard, and 1 other Tuner monster on your side of the field to the Graveyard, you can Synchro Summon 1 Synchro monster from your Extra Deck that have Level equal to total Level of sent equipped monster, and other Tuner monster.

 

Spider Egg

Level 1

EARTH Insect/Tuner/Effect

0/0

When "Spider" monster destroys opponent's monster as result of battle you can Special Summon this card from your Graveyard to your side of the field. This card cannot be selected as Attack Target if you control other "Spider" monster. Increase ATK and DEF of all "Spider" monsters on the field by 200. If this card is sent to Graveyard after it was Special Summoned from Graveyard by its own effect, its removed from play instead.

 

Guardian Spider

Water Insect Lv3 1500/1000

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). When your opponent declares attack, you can send equipped monster to Graveyard to end this turn's Battle Phase.

 

Queen of Crying Forest

Wind Insect Lv12 3000/3000

This card cannot be Special Summoned. This card cannot be Normal Summoned except by Tributing 3 "Spider" monsters. When this card is Summoned in this way, select as much as possible face-up monsters on opponent's side of the field and equip them to this card. Once per turn, by sending 1 monster equipped to this card to Graveyard, you can negate activation and effect of 1 card on the field.

 

Spider Web

Field Spell Card

Monsters, except "Spider" monsters, cannot attack during the turn they are Normal or Special Summoned.

 

Wrath of Queen

Normal Spell

By sending monster that is equipped to "Spider" monster to the Graveyard, destroy 1 face-up monsters your opponent controls with less DEF than the original DEF of the sent monster.

 

Arachnophobia

Quick-Play Spell

This card can be activated only at start of opponent's Main Phase 2. Return 1 face-up monster on the field that didn't declare attack during this turn to top of owner's Deck.

 

Sixth Sense

Counter Trap

You can activate this card only when there is "Spider" monster on the field. Negate activation and effect of opponents Monster, Spell or Trap and return that card to bottom of opponent's Deck.

 

Shadow of Doppelganger

Normal Trap

Select 1 monster that is equipped to "Spider" monster by its own effect. Special Summon that monster to your side of the field. That monster is destroyed during End Phase.

 

 

 

[spoiler=Dharma Theme]

Dharma Autonomous Assault Unit/LV6/DARK

ATK/2300 DEF/2000

Machine/Effect

You can Special Summon this card by Tributing 1 Face-Up "Dharma Cannon #2" you control. As long as this card is Face-Up on the Field, decrease the level of all monsters your opponent controls by 2, any monster's level that is reduced to 0 is destroyed.

 

Dharma Shogun/LV4/DARK

ATK/0 DEF/0

Machine/Effect

This card cannot be destroyed by battle. Any battle damage you would take from this card becomes 0. A monster that battles with this card has it's level reduced by 2 until the End Phase.

 

Dharma Rail Gunner/LV4/DARK

ATK/1600 DEF/0

Machine/Effect

As long as this card is Face-Up on the Field, decrease the ATK of all monsters your opponent controls equal to the difference between the monster's level and 12 x200.

 

Dharma Tanker/LV8/DARK

ATK/2700 DEF/1800

Machine/Effect

You can Normal Summon this card by Tributing 1 "Dharma Cannon #2" you control. Once per turn, you can destroy 1 Level 4 OR lower monster your opponent controls.

 

Dharma-Copter/LV6/DARK

ATK/1900 DEF/2200

Machine/Effect

You can tribute this card to halve the Level of all monsters your opponent controls.

 

Dharma Unleashed/LV8/DARK

ATK/2800 DEF/2400

Warrior/Effect

This card can only be Special Summoned by this effect of "System Failure". When this card is Special Summoned, remove from play all Face-Up Level 3 or lower monsters your opponent controls. During each of your opponent's End Phases destroy all Face-Up Level 3 or lower monsters your opponent controls.

 

Dharma Jet-Fighter/LV6/DARK

ATK/2300 DEF/1700

Machine/Effect

You can Special Summon this card by Tributing 1 "Dharma Cannon #2" you control. When this card destroys a monster by battle, you can decrease the level of 1 monster your opponent controls by 3 until their second Stand By Phase after the activation of this effect.

 

Dharma Technician/LV3/DARK

ATK/400 DEF/1600

Machine/Effect

Up to twice per turn, when your opponent's monster is destroyed by a card effect you control, you can Special Summon 1 "Dharma Cannon #2" from your Graveyard.

 

Dharma Cannon #2/LV2/DARK

ATK/200 DEF/800

Machine

The first reiteration of the original Dharma Automated Assualt Unit simply titled "Dharma Cannon". This model lacks the advanced weaponry of the newest Dharma Automated Assault Units.

 

Dharma Cannon MK.II/LV8/DARK

ATK/2500 DEF/2000

Machine/Effect

You can Tribute 1 "Dharma Cannon #2" you control to Normal Summon this card. Once per turn, you can destroy 1 Level 6 or lower monster your opponent controls.

 

Dharma's Cybernetic Devil Fortress/LV8/DARK

ATK/3000 DEF/2500

Machine/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned unless you remove from play 3 "Dharma Cannon #2's" from your Graveyard. As long as this card is Face-Up on the Field, your opponent cannot activate Spells or Traps if they control a Level 3 OR lower monster. If this card is removed from the Field, remove it from play. If this card is removed from play by it's own effect it cannot be returned into the game.

 

Cybernetic Grid

Continuous Spell

All Face-Up "Dharma Cannon#2's" you control cannot be destroyed by battle. Each time a "Dharma Cannon #2" you control is Tributed for the Summoning of a monster or by a card effect, decrease the level of all monsters your opponent controls by 1. (This effect is applied to all monsters your opponent controls until this card is removed from the Field.)

 

System Failure

Normal Trap

Remove from play 1 Level 4 or lower monster your opponent controls and 1 "Dharma Cannon #2" that you control, Special Summon 1 "Dharma Unleashed" from your Deck or hand.

 

Dharma Remote-Controlled Assault Jet

Continuous Trap

After activation, Special Summon this card in Attack Position; it is treated as a Effect Monster Card (Machine-Type/DARK/Level 4/ATK 1800/DEF 1300). If this card is destroyed by battle, you can Special Summon 1 Level 6 OR lower monster from your hand. (This card is also still treated as a Trap Card.)

 

Star Shatter

Normal Spell

Select 1 monster your opponent controls. Inflict damage to your opponent equal to the difference between the monster's current level and it's original level x400.

 

 

 

 

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yeah right! i'm here to get my cards in! lol jk i do want my cards to be successful, but i want this created card game of ours to be epic more. XD

anyway cal, i have a bit of a bone to pic with you. if you want to have 'theme' or 'arc' somewhere in the name for the themes, that's okay. however, i would appreciate it if you did not just go and randomly changing the names of my themes/arcs, and how they are set up. please change them back to what they were now. there was a reason for why i had it set up the way that i did.

please my themes/arcs back to their original naming and format now. i do not wish to have my setup toyed with, even before they might be making it into the set.

Also, please reinstate the separation of the 2 parts of each theme. i ask this not because they are sub themes, but to emphasize that they are 2 seperate parts of the theme that form one whole, like 2 sides of the same coin. anyway, i am too tired to do any voting now, but i will make sure that i get to that tomorrow. until then, i hope to see that my themes and names are set back up to the way i had them back in the submission phase. if you do not recall exactly as to how it was done, then i ask that you please copy and paste them form my post in the submission phase. in case you have forgotten, the post that has my cards in it is post 30.

but yeah, please take care of this a.s.a.p. as i know i am not the only one that will be upset about his format being toyed with before there have even been votings and decisions made as to what cards do or do not go into the set.

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Never mind Des Crow I found it. Again I'm truly sorry I missed that. I didn't do the themes till last and I didn't paste it by accident because I got distracted for a moment.

 

Also shadow-zero I'm not separating them. If you decide to keep bothering me about it I will remove your cards instead. Also if I did separate them that would technically be 4 themes and 2 would have to be removed anyway.

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guh. there's just no talking you out of this is there? fine. however, i do not appreciate my themes/arcs layout being messed ewith before the voting phase has even begun. i'll go with it for the sake of my cards having a chance to make it in, nut just so you know, i view this sort of thing as a blatant violation of the highest order where my cards are concerened, especially since i wasn't even given due notice before hand! :evil:

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actually, i wasn't complaining about the seperation that time. more like i was complaining about not being given due notice like i felt i should have since they were my cards, but i am sure that you have your reasons. and yes, i am still up. i have things that i need to take care of before i go to bed. if not for that, i would already be in bed. DX anyway, i look forward to where the voting leads us.

and i wasn't complaining at all this time, merely explaining. so no card removals, okay?

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1-3) D.D. Cyber Scout/D.D. Raven/card3

4-6) Call of Duty/card2/card3

7-9) Lava Jelly/card2/card3

10-12) Prevention Stone/Seismic Shift/Might of the Wild

13-15) card1/card2/card3

16-18) Falcon of Foresight/Whirlwind Barrier/Breath of Inspiration

19-20) Evil Warrior of the Underworld/Hell's Portal

21-22) Blessed Barrier/Armaggedon Guard - Lucifo

23-24) Wildchild/Pack Leader

25-26) Moonstone/Berserk Warwolf

27-28) Birdsong/Mother Bird

29-30) Heat and Pressure/Seismic Stone Warrior

31-32) Minions Hero/Ultra Mulch

33-34) Jurassic Sovereignty/Velocity Raptor

35-36) Were-Dragon/Statue of the Forgotten Deities

37-38) Blaze of Ideas/card2

38-40) Needle Beetle/Worm Meal

41-42) De-Combine/card2

43-44) Mind Melter/Mind Drain

45-46) Warrior of the Thunder/Battle Cry

47-48) Arcane Rise/Owl Familiar

49-50) Hydrocycle/Liquidizer Transport

51-52) School Leader/card2

53-54) Persistent Leviathan/card2

55-56) card1/card2

57-58) Shed Skin/Vile Reptile

59-60) Solanum Hivemaggot/Mutated Corpse

61-65) Even the Odds/Sword of Salvation/card3/card4/card5/card6

66-68) card1/card2

69-70) Symbiotic Barrier/card2

71-72) Poltergeist/card2

73-74) card1/card2

75-76) Fusion Impact/card2

77-78) Genetic Jellyfish/card2

79-80) Synchro Swap/card2

81-100) Binding Force/Chariot of Helios/Whirlpool Serpent/Air Force Gale Jet/Blood Hound/Miracle of the Swamp/Hydraw/Whirlwind Dragon/Valkyrie Parshath/Slime Tuner/Twin-Voltage Blaster/Voltage Leecher/Happy Cloud/Cursed Siren/Guardian of Minions/card16/card17/card18/card19/card20

101-110) Ecosystem Harmony/Junk Salvage/Façade/Nature’s Vitality/Arms Choice/Parallel Dimension Return/Reinforcement of the Fallen/Book of Twilight/Runaway Sheeps/Spiritualize

111-120) Life Bond/Innocence/Fenced Off/Tactical Offering/Desperate Greed/Proper Burial/Damage Nullification Machine/Counter Drain/Olympus Armor/Chaos Hurricane

121-135) Alchemy Theme

136-150) Spider Theme

 

-FINAL-

 

Am I doing it right?

 

[spoiler=Here's a version with all areas filled, although I'm unsure about a lot of them and would rather the above votes were used]

1-3) D.D. Cyber Scout/D.D. Raven/Dark Vortex

4-6) Call of Duty/Blinding Sunlight/Wrath of Heaven

7-9) Lava Jelly/Two-Tailed Fox/Swords of Burning Rage

10-12) Prevention Stone/Seismic Shift/Might of the Wild

13-15) Piracy/Sinister Sea Serpent/Submerge

16-18) Falcon of Foresight/Whirlwind Barrier/Breath of Inspiration

19-20) Evil Warrior of the Underworld/Hell's Portal

21-22) Blessed Barrier/Armaggedon Guard - Lucifo

23-24) Wildchild/Pack Leader

25-26) Moonstone/Berserk Warwolf

27-28) Birdsong/Mother Bird

29-30) Heat and Pressure/Seismic Stone Warrior

31-32) Minions Hero/Ultra Mulch

33-34) Jurassic Sovereignty/Velocity Raptor

35-36) Were-Dragon/Statue of the Forgotten Deities

37-38) Blaze of Ideas/Mad Pyromancer

38-40) Needle Beetle/Worm Meal

41-42) De-Combine/Countertactics

43-44) Mind Melter/Mind Drain

45-46) Warrior of the Thunder/Battle Cry

47-48) Arcane Rise/Owl Familiar

49-50) Hydrocycle/Liquidizer Transport

51-52) School Leader/Mystical Coral

53-54) Persistent Leviathan/Evolution Eel

55-56) Stormcaller Shaman/Charged Supercell

57-58) Shed Skin/Vile Reptile

59-60) Solanum Hivemaggot/Mutated Corpse

61-65) Even the Odds/Sword of Salvation/Vanilla Pudding/Orange Fever/Quantum Improbability/Even the Odds

66-68) Mutual Gain/Caduceus

69-70) Symbiotic Barrier/Bond from a Different Dimension

71-72) Poltergeist/Corporealize

73-74) Fine Tuning/El Mariachi

75-76) Fusion Impact/Soul Mate

77-78) Genetic Jellyfish/Sacrificial Temple

79-80) Synchro Swap/Perfect Harmony

81-100) Binding Force/Chariot of Helios/Whirlpool Serpent/Air Force Gale Jet/Blood Hound/Miracle of the Swamp/Hydraw/Whirlwind Dragon/Valkyrie Parshath/Slime Tuner/Twin-Voltage Blaster/Voltage Leecher/Happy Cloud/Cursed Siren/Guardian of Minions/Stressed Scribe/Melody the Harpist/Paper Crane/Ascension/Dark Tricky

101-110) Ecosystem Harmony/Junk Salvage/Façade/Nature’s Vitality/Arms Choice/Parallel Dimension Return/Reinforcement of the Fallen/Book of Twilight/Runaway Sheeps/Spiritualize

111-120) Life Bond/Innocence/Fenced Off/Tactical Offering/Desperate Greed/Proper Burial/Damage Nullification Machine/Counter Drain/Olympus Armor/Chaos Hurricane

121-135) Alchemy Theme

136-150) Spider Theme

 

 

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My first votes:

1-3) Spiritual Plague/Dark chaser/Phantom of the Retribute

4-6)Meditation Monk /Golden World - Afterlife/Golden World - Vortex

7-9)Lava Jelly /Two-Tailed Fox/Burning Hot Beast

10-12) Desert Bandit/Seismic Shift/Mud Mole

13-15) Sinister Sea Serpent/Wall of Water/Submerge

16-18)Back Draft /Breath of Inspiration/Hurricane Summon

19-20) Malicious Spirit/Hell's Portal

21-22) card1/card2

23-24) card1/card2

25-26) card1/card2

27-28) card1/card2

29-30) card1/card2

31-32) card1/card2

33-34) card1/card2

35-36) card1/card2

37-38) card1/card2

38-40) card1/card2

41-42) card1/card2

43-44) card1/card2

45-46) card1/card2

47-48) card1/card2

49-50) card1/card2

51-52) card1/card2

53-54) card1/card2

55-56) card1/card2

57-58) card1/card2

59-60) card1/card2

61-65) card1/card2/card3/card4/card5/card6

66-68) card1/card2

69-70) card1/card2

71-72) card1/card2

73-74) card1/card2

75-76) card1/card2

77-78) card1/card2

79-80) card1/card2

81-100) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10/card11/card12/card13/card14/card15/card16/card17/card18/card19/card20

101-110) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10

111-120) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10

121-135) Theme 1

136-150) Theme 2

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1-3) Evil Beacon/Spiritual Plague/D.D. Cyber Scout

4-6) Ghost Lanturn/Golden World - Vortex/Call of Duty

7-9) Swords of Burning Rage/Graceful Chimera/Burning Brimstone

10-12) Set in Stone/Desert Bandit/Blossom Lily

13-15) Seeker Shark/Submerge/Frozen Kracken

16-18 ) Hurricane Summon/Speed Ninja/Trust, Spirit of the Wind

19-20) Blood Bribe/Hellfire Pawn

21-22) Fervant Prayer/Blessed Barrier

23-24) Betrayed Beast/Pack Leader

25-26) Berserk Warwolf/Moonstone

27-28 ) Mother Bird/Sonic Boom

29-30) Golem's Interception/Heat and Pressure

31-32) Water Sprout/Seed of Corruption

33-34) Fossil Fuel/Nest Pterodactyl

35-36) Statue of the Forgotten Deities/Were-Dragon

37-38 ) Speed Spark/Mad Pyromancer

38-40) Needle Beetle/Worm Meal

41-42) Scrap Metal/Technopath

43-44) The Precognitive/Hypnomaster

45-46) Preparation of Warlords/Armsman

47-48 ) Owl Familiar/Skilled Dark Sorcerer

49-50) Hydrocycle/Mutating Ooze

51-52) Large Mouth Bass/Tuna

53-54) Retreat to Deep/Evolution Eel

55-56) Teslain the Rust-Knight/Charged Supercell

57-58 ) Shed Skin/Skull-Marked Boa

59-60) Burning Marauder/Mutated Corpse

61-65) Sundial Synchronization/Vanilla Pudding/Orange Fever/Elemental Essence/Commoners Calling/Even the Odds

66-68 ) Caduceus/Gemini Enchanter

69-70) Allied Assault/Bond from a Different Dimension

71-72) Spiritual Enlightenment/Corporealize

73-74) El Mariachi/Forced Amplification

75-76) Equivalent Exchange/Soul Mate

77-78 ) Sacrificial Temple/Different Dimension Ritual Art

79-80) Synchro Swap/Synchro Exaltation

81-100) Stressed Scribe/Binding Force/Paper Crane/Ascension/Radio Frequency/Burrow Worm/Majesty of Mercury/Slime Tuner/Heagle/Happy Cloud/Cursed Siren/Gravity Dancer/Ice Strike Fighter/Doom-Cyber Tuna/Torrent Master/Blood Queen/Ancient Trapcaster/Mramor Giant/Twin-Voltage Blaster/Voltage Leecher

101-110) Junk Salvage/Falling Star/Search for a Cure/Symbol of Hope/Trust and Betrayal/Reckless Resurrection/Book of Twilight/Runaway Sheeps/Rapid-Fire Spellbook/Battallion

111-120) Life Bond/Pain Leech/Faith Barrier/Tactical Offering/Half-Life/Ring of Death/Head for the Hills/Vengeful Souls/Tribal Trap Hole/Desperate Greed

121-135) Ghost Hero Theme

136-150) Spider Theme

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1-3) Body Theft/Animated Soul Blade/Phantom of the Retribute

4-6) Call of Duty/Pilgrimage Through Time/Faith Over Fate

7-9) Swords of Burning Rage/Ruby Golem/Into the Landmines

10-12 ) Fists of the Earth/Prevention Stone/card3

13-15) Calming Mist/Sinister Sea Serpent/Frozen Kraken

16-18 ) Supersonic Dragonfly/Breath of Inspiration/Trust, Spirit of the Wind

19-20) Blood Bribe/Infernal Pact

21-22 ) Peacemaker/Blessed Barrier

23-24) Betrayed Beast/Rescue Dog

25-26) Moonstone/Berserk Warwolf

27-28 ) Mother Bird/The Falconer

29-30) Awakening Word - Truth/Mother of Earth

31-32) Composted Zombie/Withering Flower of Despair

33-34) Fossil Fuel/Velocity Raptor

35-36) Statue of the Forgotten Deities/Dragon's Secret Lair

37-38 )Flint Striker/Speed Spark

38-40) Needle Beetle/Worm Meal

41-42) Repair Station/De-Combine

43-44) Psycho Esper - Derius/Hypnomaster

45-46) Preperation of Warlords/Warrior of Thunder

47-48 ) Owl Familiar/Magical Drought

49-50) Morph Slime/Hydrocycle

51-52)Large Mouth Bass/Tuna

53-54) Vindictive Selkie/Retreat to Deep

55-56) Teslain the Rust-Knight/Stormcaller Shaman

57-58 ) Shed Skin/Vile Reptile

59-60)Solanum Hivemaggot/Ghoul's Howl

61-66) Sundial Synchronization/Ancient Armor/Elemental Essence/Quantum Improbability/Sword of Salvation/Even the Odds

67-68 ) Caduceus/Birthstone Agate

69-70) COMBINE!/Tactics HQ

71-72) Poltergeist/Spiritual Enlightenment

73-74) El Mariachi/Forced Amplification

75-76) Soul Mate/Equivalent Exchange

77-78 ) Summoner's Staff/Ritual Recycle

79-80) Sounds of Silence/Perfect Harmony

81-100) Demotion Dragon/Hydraw/Slime Tuner/Twin-Voltage Blaster/Dark Medician/Gravity Dancer/Apocalypse Knight/Guardian of Minions/Blood Queen/

Mramor Giant/Happy Cloud/Ragging Rock Golem/Doom-Cyber Tuna/Sinister Gift Box/Makyura the Mirage/Valkyrie Parshath/Heagle/Stunning Ray/Torrent Master/Radio Frequency

101-110) Symbol of Hope/Tarot Card Reading/Awakening Will/Conversion of Light/Conversion of Darkness/Gravity Collider/Honey Meds/Run Fools, Run!!!/Pot of Prediction/Parallel Dimension Return

111-120)Last of the Pride/Damage Nullification Machine/Counter Drain/Controlled Riot/Desperate Avarice/Proper Burial/Chaos Hurricane/Tribal Trap Hole/Sand Trap Hole/Head for the Hills

121-135) Court Theme

136-150) Envision Theme

 

 

Also in section 57 u forgot to put the name on the card labeled Reptile/DARK/Lv3/1400/1400 its called Skull-marked Boa

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Here are my votes so far.

 

1-3) Body Theft/Dark chaser/Phantom of the Retribute

4-6) Blinding Sunlight/Faith over Fate/Meditation Monk

7-9) Lava Bomb/Lava Jelly/Graceful Chimera

10-12) Might of the Wild/Desert Bandit/Set in Stone

13-15) Magic Freezer/Wall of Water/Frozen Kracken

16-18) Whirlwind Barrier/Speed Ninja/Hurricane Summon

19-20) Blood Bribe/Malicious Spirit

21-22) Peacemaker/Faith

23-24) Pack Leader/Who Let the Dogs Out?

25-26) Werewolf Elder/Moonstone

27-28) Sonic Boom/The Falconer

29-30) Golem's Interception/Heat and Pressure

31-32) Withering Flower of Despair/Composted Zombie

33-34) Jurassic Sovereignty/Nest Pterodactyl

35-36) Dragon's Secret Lair/Power Surge Dragon

37-38) Mad Pyromancer/Blaze of Ideas

38-40) Bug Hive/Vermin Raiser

41-42) De-Combine/Countertactics

43-44) Mind Melter/The Precognitive

45-46) Sword of the Champion/Armsman

47-48) Arcane Rise/Cleric

49-50) Hydrocycle/Ice Portrait

51-52) Thorn Manta/Large Mouth Bass

53-54) Persistent Leviathan/Retreat to Deep

55-56) Electromagnetic Noise Filter/Teslain the Rust-Knight

57-58) Shed Skin/Venom Gun

59-60) Ruler of the Dead/Ghoul's Howl

61-66) Orange Fever/Even the Odds/Transgenetic Lab/Vanilla Pudding/Last Stand/Body of One

67-68) Duality Blast/Mutual Gain

69-70) Symbiotic Barrier/COMBINE!

71-72) Poltergeist/Soul Residue Wall

73-74) El Mariachi/Power Amp

75-76) Soul Mate/Combination Multiplication Zone

77-78) Sacrificial Temple/Genetic Jellyfish

79-80) Perfect Harmony/Synchro Exaltation

81-100) Sinister Gift Box/Bunshin Master/Ragging Rock Golem/Hand of the Crimson/Illusionist/Ascension/Tortured Soul/Monstrous Gora Turtle/Blood Hound/Slime Tuner/Twin-Voltage Blaster/Heagle/Dark Medician/Voltage Leecher/Ancient Trapcaster/Mramor Giant/Guardian of Minions/Blood Queen/Doom-Cyber Tuna/Torrent Master

101-110) Rapid-Fire Spellbook/Mine Rats/Ecosystem Harmony/Search for a Cure/Conversion of Light/Conversion of Darkness/Run Fools, Run!!!/Gravity Collider/Runaway Sheeps/Dark Feather

111-120) Head for the Hills/Life Bond/Fenced Off/Vengeful Souls/Faith Barrier/Tactical Offering/Counter Drain/Olympus Armor/Chaos Hurricane/Last of the Pride

121-135) Theme 1

136-150) Theme 2

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Finalized.

 

1-3) Evil Beacon/D.D. Raven/Dark Heart Magician

4-6) Light Flight Summon/Ghost Lanturn/Captain Sunseed

7-9) Pyroclastic Eruption/Explosive Waves/Graceful Chimera

10-12) Mud Mole/The Mountain Fortress - Gaurdreia/Fists of the Earth

13-15) Magic Freezer/Calming Mist/Seeker Shark

16-18) Skeletal Bird/Speed Ninja/Zephyr's Trickery

19-20) Evil Warrior of the Underworld/

Hell's Portal

21-22) Faith/Peacemaker

23-24) Who Let the Dogs Out?/

Pack Leader

25-26) Majestic Manticore/Moonstone

27-28) Deck Storm/Avian Assault

29-30) Heat and Pressure/Golem's Interception

31-32) Blooming Flower of Hope/Composted Zombie

33-34) Velocity Raptor/Jurassic Sovereignty

35-36) Dragon's Secret Lair/Were-Dragon

37-38) Blaze of Ideas/Mad Pyromancer

38-40) Bug Hive/Antlion Hole

41-42) Cybernetic Sniper/De-Combine

43-44)Mind Drain/Psycho Esper - Telekinetic Dragon

45-46) Adrenaline/Warrior of the Thunder

47-48) Magical Drought/Arcane Rise

49-50) Mutating Ooze/Giant Cephalopod

51-52) Tuna/Thorn Manta

53-54) Persistent Leviathan/Vindictive Selkie

55-56) Stormcaller Shaman/Compouneddon

57-58) Skull-Marked Boa/Shed Skin

59-60) Necro Field/Ruler of the Dead

61-66) Orange Fever/Quantum Improbability/Sword of Salvation/Transgenetic Lab/Vanilla Pudding/Ancient Armor

67-68) Birthstone Agate/Duality Blast

69-70) Alien Brain Slug/COMBINE!

71-72) Haunted Forest/Soul Residue Wall

73-74) El Mariachi/Heat Morphing Fibers

75-76) Fusion Impact/Elemental Bonding

77-78) Summoner's Staff/Keeper of Ancient Scriptures

79-80) Synchro Swap/Perfect Harmony

81-100) Melody the Harpist/Bunshin Master/Ascension/Monstrous Gora Turtle/Blood Hound/Hydraw/Air Cannon/Sinister Gift Box/Cursed Siren/Ice Strike Fighter/Doom-Cyber Tuna/Heagle/Twin-Voltage Blaster/Slime Tuner/Valkyrie Parshath/Hydrageddon/Makyura the Mirage/Magician of Hope/Miracle of the Swamp/

Dark Tricky

101-110) Mine Rats/Falling Star/Façade/Parallel Dimension Return/Awakening Will/Honey Meds/Jinzo Glasses/Runaway Sheeps/Dark Feather/Rapid-Fire Spellbook

111-120) Life Bond/Innocence/Fenced Off/Half-Life/Desperate Avarice/Desperate Greed/Proper Burial/Olympus Armor/Counter Drain/Chaos Hurricane

121-135) Ghost Hero

136-150)Reign of the Cybeasts Theme

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1-3) Body Theft/Animated Soul Blade/Phantom of the Retribute

4-6) Golden World - Vortex/Pilgrimage Through Time/Light Flight Summon

7-9) Explosive Waves/Graceful Chimera/Fire Slash Attack

10-12) Bountiful Harvest/Might of the Wild/Blossom Lily

13-15) Flood Swell/Sinister Sea Serpent/Seeker Shark

16-18) card1/card2/card3

19-20) card1/card2

21-22) card1/card2

23-24) card1/card2

25-26) card1/card2

27-28) card1/card2

29-30) card1/card2

31-32) card1/card2

33-34) card1/card2

35-36) card1/card2

37-38) card1/card2

38-40) card1/card2

41-42) card1/card2

43-44) card1/card2

45-46) card1/card2

47-48) card1/card2

49-50) card1/card2

51-52) card1/card2

53-54) card1/card2

55-56) card1/card2

57-58) card1/card2

59-60) card1/card2

61-66) card1/card2/card3/card4/card5/card6

67-68) card1/card2

69-70) card1/card2

71-72) card1/card2

73-74) card1/card2

75-76) card1/card2

77-78) card1/card2

79-80) card1/card2

81-100) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10/card11/card12/card13/card14/card15/card16/card17/card18/card19/card20

101-110) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10

111-120) card1/card2/card3/card4/card5/card6/card7/card8/card9/card10

121-135) Theme 1

136-150) Theme 2

 

i shall update this post periodically. when i have voted on everything, you'll see something that says something like 'finalization complete' or something similar.

voting takes a while for me, since i look at every single card to find the one that is best, sp please try to be patient. i promise that i will vote on everything, given enough time, and that each vote is the best possible one that i can find.

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Wording error on a card:

73-74 (tuners):

My card is missing a word, a clause and a full stop, could you fix it to be easier to read?

|Heat Morphing Fibers|CCG1|Machine/Tuner/Effect|FIRE|2|200|700|Once per turn, remove from play 1 Tuner monster in your Graveyard to add 1 card with the same name from your Deck to your hand. Once per turn, discard 1 Monster Card. The level of this card becomes equal to the level of the discarded card.|

 

I've also updated my post with everything I'm voting for before the 'any spell' section - blank spaces mean that I don't vote for any card there.

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