Azuh Posted May 16, 2013 Report Share Posted May 16, 2013 Meklord Core [DARK / Machine / Effect / Level 1] Once per turn, if this card would be destroyed by battle, it is not destroyed. During either player's Main Phase, if this card was destroyed by a card effect and was sent to the Graveyard this turn, you can activate this effect in the Graveyard: ● Destroy all non-"Meklord" monsters you control and Special Summon up to 4 "Meklord" Union Monsters with different names from your hand, Deck or Graveyard. You cannot Summon other monsters, except "Meklord" monsters the turn this effect is activated. [ATK: 0 / DEF: 0] Meklord Top [EARTH / Machine / Union / Level 1] Once per turn, during your Main Phase, you can equip this card to a non-Union "Meklord" monster you control as an Equip Card, OR unequip it to Special Summon this card. While equipped to a monster by this effect, it gains 600 ATK and once per turn, you can target 1 face-up monster your opponent controls and its effect(s) are negated until the End Phase. (A monster can only be equipped with 1 "Meklord Top" at a time. If the equipped monster would be destroyed, destroy this card instead.) [ATK: 600 / DEF: 2000] Meklord Attack [DARK / Machine / Union / Level 1] Once per turn, during your Main Phase, you can equip this card to a non-Union "Meklord" monster you control as an Equip Card, OR unequip it to Special Summon this card. While equipped to a monster by this effect, it gains 1200 ATK and if the equipped monster attacks a Defense Position monster, inflict piercing Battle Damage to your opponent, and if it destroys the Defense Position monster by battle, it can attack once again in a row. (A monster can only be equipped with 1 "Meklord Attack" at a time. If the equipped monster would be destroyed, destroy this card instead.) [ATK: 1200 / DEF: 0] Meklord Carrier [WIND / Machine / Union / Level 1] Once per turn, during your Main Phase, you can equip this card to a non-Union "Meklord" monster you control as an Equip Card, OR unequip it to Special Summon this card. While equipped to a monster by this effect, it gains 700 DEF and the equipped monster is unaffected by the effects of Trap Cards. (A monster can only be equipped with 1 "Meklord Carrier" at a time. If the equipped monster would be destroyed, destroy this card instead.) [ATK: 700 / DEF: 700] Meklord Guard [LIGHT / Machine / Union / Level 1] Once per turn, during your Main Phase, you can equip this card to a non-Union "Meklord" monster you control as an Equip Card, OR unequip it to Special Summon this card. While equipped to a monster by this effect, it gains 1000 DEF, also you take no Battle Damage with battles involving the equipped monster and when another monster you control is selected as an attack target, you can switch the target to the equipped monster instead. (A monster can only be equipped with 1 "Meklord Guard" at a time. If the equipped monster would be destroyed, destroy this card instead.) [ATK: 0 / DEF: 1000] Meklord Altitude [Normal Spell] Each player draws 1 card, then each player destroys 1 card they control. You can only activate 1 "Meklord Altitude" per turn. You cannot Special Summon any monsters the turn you activate this card, except "Meklord" monsters. Meklord Gravitation [Normal Spell] Target 1 Synchro Monster in your opponent's Graveyard and Special Summon it to your opponent's side of the field in face-up Attack Position. Its effects are negated. Then you can destroy 1 card you control. Infinite Meklord [Normal Spell] Add 1 "Meklord" card from your Deck to your hand. Then, destroy 1 card you control. You can only activate 1 "Infinite Meklord" per turn. Meklord Imperial Creation [Equip Spell] Banish 1 "Wisel", "Granel", and "Skiel" monster from your Graveyard. Special Summon 1 "Meklord Astro" monster from your hand, Deck or Graveyard, ignoring its Summoning conditions. Then, equip this card to it. If the equipped monster would be destroyed, you can banish 1 "Meklord" monster from your Graveyard, instead. Meklord Ride [Quick-Play Spell] Target 1 "Meklord" monster you control and 1 Union Monster in your hand or Graveyard. Equip the Union Monster to an appropriate monster you control. Meklord Balance [Normal Trap] During the End Phase of the turn this card is activated, add any number of "Meklord" monster(s) from your Graveyard to your hand for each "Meklord" monster destroyed by a card effect during this turn. Meklord Corruption [Counter Trap] When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up Attack Position "Meklord" monster, negate the activation, and if you do, destroy that card and then destroy all "Meklord" monster(s) you control. Link to comment Share on other sites More sharing options...
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