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Energy World set 48 cards. The best set yet!


Zaca

Should I use a different pic for Energy Hunter?  

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  1. 1. Should I use a different pic for Energy Hunter?



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I'm making a new set called Energy World.

All the pictures are made by Wolfberserker.

Booster pack made by me, any recoloured cards are recoloured by me and all cards are holoed by me including the gold stickers. (2nd booster was made by pokeslob)

Hope you like them.

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[spoiler=Effect]

Tribute 2 DARK monsters that you control and randomly pick a card from your opponent's Deck without showing your opponent. Activate the following effect based on the Card Type.

-Spell: Inflict 500 points of damage to your opponent's Life Points.

-Monster: Increase the ATK of 1 monster that your opponent controls and 1 monster that you control by 400.

-Trap: Your opponent selects 2 monsters that you control and destroys them or destroy this card.

 

 

 

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[spoiler=Effect]

By removing the top 5 cards of your Deck from play, your opponent can only draw a card by paying 500 Life Point's until this card is removed from the field. At any time whilst this card is on the field you can pay 1000 Life Points to draw 1 card. Once this card is removed from the field, your opponent can Special Summon 1 Level 5 or lower monster from their Graveyard and you can Special Summon 1 Level 3 or lower monster from your Graveyard.

 

 

 

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[spoiler=Effect]

Send 1 "Energy Core" on your field to the Graveyard to increase the ATK of all WIND monsters that you control by 500 until 1 of them is destroyed. Once this card is destroyed, you can remove 1 "Energy Core" in your Graveyard from play and pay 500 Life Points to Special Summon 1 "Energy Lord" from your hand or Deck regardless of Summoning conditions. You can discard 3 cards from your hand to increase the ATK of 1 "Energy Lord" that you control by 500 if you Special Summon it through this cards effect.

 

 

 

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[spoiler=Effect]

This card cannot be Normal Summoned or Set. If you control 4 or more WIND monsters this card can deal damage to your opponent's Life Points equal to half of this cards ATK. Once this card has been removed from the field, activate the following effect based on the way you Summoned it.

-Tribute Summon: Pay 300 Life Points and Special Summon 1 WIND monster from your Graveyard.

-Special Summon: Increase the ATK of all WIND monsters you control by 300 until your next End Phase.

-Other: Send the top card of your Deck to the Graveyard and inflict 500 points of damage to your opponent's Life Points.

 

 

 

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[spoiler=Effect]

If this card is used as a Tribute to Summon a Warrior-Type monster with a higher Level than this card, increase the ATK of the monster by 400. If this card is equipped with a card with "Warrior" in it's name, Special Summon 1 WIND Warrior-Type monster from your Deck or Graveyard. If this card is destroyed by effect, destroy the card with the highest DEF that your opponent controls.

 

 

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[spoiler=Effect]

This card cannot be Normal Summoned or Set except by the effect of "Energy Assualt Commander". This card can only be Special Summoned by Tributing 1 or more Machine-Type monster(s) that you control. Activate the following effect based on how many cards you Tributed to Special Summon this card.

-1: Increase the ATK of this card by 200.

-2: Draw 2 cards.

-3: Special Summon 1 monster with "Energy" in it's name from your Graveyard and take control of 1 of your opponent's level 4 or lower monsters until your next End Phase.

-4 or more: Destroy this card and increase your Life Points by 1500 and end your turn.

 

 

 

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[spoiler=Effect] The recoloured and holod version is called "Enery Core" not "Energy Core". I will fix it soon.

This card can only be activated by Tributing 1 WIND monster, 1 DARK monster, 1 LIGHT monster and 1 WATER monster that you control. If you Special Summon a card by discarding 4 or more cards whilst this card is on the field, you can pay 500 Life Points to Special Summon up to 4 Level 4 or lower monsters from your Deck. If you Special Summon a monster by this cards effect, increase the ATK and DEF of all monsters with "Energy" in it's name by 400 unitl this card is removed from the field. If this card is sent to the Graveyard by the effect of one of your opponent's cards, inflict 500 points of damage to your Life Points or remove 1 "Energy Racoon" that you control from play.

 

 

 

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[spoiler=Effect]

If you Special Summon this card by negating the effects of 2 monsters that you control and discarding 1 WIND monster from your hand, increase the ATK of all WIND Warrior-Type monsters with "Energy" in it's name by 300 until this card is removed from the field. If your opponent attacks your Life Points directly whilst this card and "Energy Core" are face-up on your field, flip a coin. Activate the following effect based on the result:

-Heads: Special Summon 1 WIND monster from your Graveyard, if you Special Summon a WIND monster discarded to Special Summon this card, gain 300 Life Points.

-Tails: Select 2 Set cards on your opponent's field. If none of them are Trap Cards, Special Summon 1 "Energetic Token" (Fiend-Type/WIND/Level 3/ATK 1000/DEF 1000) from your hand or Deck. If 1 of them is a Trap Card, both players draw 1 card. If they are both Trap Cards, remove this card from play, your opponent draws 1 card.

 

 

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[spoiler=Effect]

FLIP: Select 1 EARTH monster that your opponent controls, as long as this card remains face-up in Attack Position, the selected monster takes up 2 Monster Card Zones. If you activate "Energy Core" whilst you control this card, this card gains 800 ATK and loses 300 DEF.

 

 

 

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[spoiler=Effect]

This card can only be Special Summoned if "Energy Core" is face-up on your field. If this card was Special Summoned, if "Energy Core" is removed from your field, this card is destroyed. As long as this card remains face-up in Attack Position, you can draw an extra card each turn during your Draw Phase. If you draw a card without "Energy" in it's name, place 1 Energy Counter on this card. Once this card has exactly 3 Energy Counters on it, remove it from play.

 

 

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[spoiler=Effect]

If your opponent Summons a LIGHT monster in any way except for Advance Summon, Draw 2 cards from your Deck. Special Summon any DARK monsters drawn regardless of summoning conditions and destroy the Summoned LIGHT monster. Your opponent's cannot declare an attack on any of the Special Summoned DARK monsters as long as "Energy Core" remains face-up on your field. If you did not draw a DARK monster, destroy the top 2 cards of your Deck and remove this card from play.

 

 

 

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[spoiler=Effect]

FLIP: Special Summon 2 Level 6 or lower WIND monsters with "Energy" in it's name to your field until your next End Phase. After your next End Phase activate 1 of the following effects:

-Remove the 2 Special Summoned cards from play and inflict 500 points of damage to your opponent's Life Points.

-Send the 2 Special Summoned monsters to the the Graveyard and destroy 1 level 4 or lower Fairy-Type monster that your opponent controls or draw 1 card.

-Pay 200 Life points and add the Special Summoned cards to your Deck. Your Deck is then shuffled.

 

 

 

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[spoiler=Effect]

As long as this card remains face-up in Attack Position on your field, you can only Summon FIRE and WIND monsters. Once every 3 turns whilst you control this card, you can discard 2 FIRE monsters with "Energy" in it's name to Special Summon 1 Level 7 or lower FIRE Pyro-Type monster from your hand, Deck or Graveyard.

 

 

 

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[spoiler=Effect]

Tribute 1 monster that you control. Special Summon 2 monsters with equal ATK of half the ATK of the Tributed monster. If one of the Special Summoned monsters if destroyed, remove the other Special Summoned monster from play. If this card is sent to the Graveyard whilst "Energy Core" is face-up on your field, you can remove 1 Set Spell card on your field from play to take control of 1 Level 3 or 4 monster that your opponent controls until "Energy Core" is removed from the field.

 

 

 

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[spoiler=Effect]

If you Special Summon this card by Tributing 1 Machine-Type and 1 Warrior-Type monster that you control, Normal Summon up to 3 "Energybot" from your hand or Deck. Once any "Energybot" are Normal Summoned Summoned successfully, negate their effects and half their ATK and DEF. If "Energy Core" is face-up on your field and you have Normal Summoned atleast 2 "Energybot" through this card's effect, you can pay 300 Life Points and destroy 1 "Energybot" that you control to send up to 3 Level 6 or under monsters that your opponent controls.

 

 

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[spoiler=Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 Spellcaster-Type monsters that you control. Once this card has been Special Summoned successfully, destroy 2 LIGHT monsters that your opponent controls. Send 1 "Energy Core" that you control to the Graveyard to add to cards from your opponent's Graveyard to your hand. You must Summon the added cards during your next 3 turns. If the added monsters are destroyed or removed from play during your next 3 turns after they were Summoned, destroy this card and add the cards to your opponent's Deck.

 

 

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[spoiler=Effect]

This card can only be Special Summoned if "Energy Core" is face-up on your field. If you Special Summon this card whilst "Energy Fireball" is not face-up on your field, you can add 1 "Energy Fireball" from your Deck to your hand. If you Special Summon this card whilst "Energy Fireball" is face-up on your field, you can activate 1 of the following effects:

-Select 3 random cards from your Deck. If you select any Spell cards, return the selected cards to your Deck and draw 4 cards without showing them to your opponent. Your opponent selects 1 of the cards you have just drawn and guesses if it is Spell, Trap or Monster. If your opponent guesses correctly, they take control of the drawn cards for 3 turns. After 3 turns they are sent to your Graveyard. If your opponent guesses incorrectly, return the drawn cards to your Deck and select up to 3 monsters with "Energy" in it's name that you control. The selected monsters cannot be destroyed by battle for 3 turns. If you do not select any Spell cards, end your turn and miss your next turn.

-Special Summon 2 FIRE monsters with "Energy" in it's name from your hand or Graveyard.

 

 

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[spoiler=Description]

This kid has been underestimated about his powers and many enimies have fallen in disbelief. This kids music is so loud and powerful that it has been known to slay even the greatest of enimies.

 

 

 

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[spoiler=Effect]

If "Energy Core" is face-up on your field, you can add 1 "Energy Guitar Boy" from your Graveyard to your hand. By paying 500 Life Points, if "Energy Core" is face-up on your field, increase the ATK of 2 monsters with "Energy" in it's name that you control by 1000 until this card is removed from the field. If this card is removed from play by the effect of a Trap card, you can discard 1 card to destroy 1 card that your opponent controls.

 

 

 

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[spoiler=Effect]

"Energy Guitar Boy" + "Energy Guitar Girl"

Once per turn you can remove 1 Level 6 or higher monster from play with "Energy" in it's name that you control to Special Summon 1 Level 6 or lower monster from your Graveyard regardless of summoning conditions. Place 1 Guitar Counter on this card (max 5) each time you do this. Once this card has exactly 5 Guitar Counters on it, remove 3 Guitar Counters off this card to increase the ATK of 1 card with "Energy" in it's name that you control by 500 until it is destroyed. If this card is selected as an attack target by a monster with less than 500 more ATK than this card, you can remove 2 Guitar Counters off this card to destroy a card with "Energy" in it's name that you control instead of this card. If this card had 5 Guitar Counters on it and drops down to under 2 Guitar Counters before it is removed from the field, remove this card from play.

 

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[spoiler=Effect]

This card can only be Ritual Summoned with the Ritual Spell Card, "Lezma Ritual". Select 1 Level 3 or lower monster that your opponent conrols and decrease it's ATK and DEF to 0 for 2 turns. If the selected monster is destroyed before 2 turns, draw 2 cards. If this card is destroyed by the effect of one of your opponent's monsters, your opponent can draw 1 card.

 

 

 

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[spoiler=Effect]

This card is used to Ritual Summon "Lezma From The Energy Skies".

 

 

 

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[spoiler=Effect]

Increase the ATK of all FIRE monsters with "Energy" in it's name by 500 and decrease the DEF of all non-FIRE monsters with "Energy" in it's name by 200. As long as this card remians face-up on your field, neither player can declare an attack with a WATER monster.

 

 

 

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[spoiler=Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing or discarding 3 Warrior-Type monsters with "Energy" in it's name. Activate the appropriate effect based on the way you Special Summoned it:

-Tribute: This card cannot be switched to Defense Position. Increase the DEF of all monsters you control by 500 until this card is destroyed (excluding this card.)

-Discard: Switch this card to Defense Position. This card can only be switched to Attack Position by removing the card with the highest ATK in your hand from play and can not be switched back. Destroy the monster with the lowest ATK and the monster with the lowest DEF that your opponent controls.

 

 

 

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[spoiler=Effect]

"Energy Spirit" + 1 or more non-Tuner monster(s) of the same Attribute.

Activate the appropriate effect based on the non-Tuners you used to Synchro Summon this card:

-1 WIND: Destroy 1 Level 4 monster that your opponent controls.

-1 WATER: Draw 1 card.

-1 EARTH: Take control of 1 Level 3 or lower monster that your opponent controls for 2 turns.

-1 FIRE: Inflict 300 points of damage to your opponent's Life Points.

-1 LIGHT: Increase your Life Points by 300.

1 DARK: Discard 1 card and Special Summon 1 Level 5 or lower monster with "Energy" in it's name from your hand or Deck.

-2 or more WIND: Increase the ATK of all WIND monsters on your field and in your hand by 400 until your next End Phase.

-2 or more WATER: Increase the DEF of all WATER monsers on your field and in your hand by 400 until your next End Phase.

-2 or more EARTH: Remove 1 Level 5 or lower monster that your opponent controls from play.

-2 or more FIRE: Destroy 2 cards in your opponent's hand.

-2 or more LIGHT: Special Summon 1 Level 6 or lower monster with "Energy" in it's name from your Graveyard.

-2 or more DARK: Negate the effects of 2 monsters that your opponent controls.

 

 

 

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[spoiler=Effect]

This card can only be Special Summoned by discarding 1 Spell Card from your hand. If "Energy Core" is face-up on your field, you can Normal Summon up to 2 Zombie-Type monsters during your next Main Phase 1 after this card was Summoned. If this card is used as a Tribute to Special Summon a Zombie-Type monster, select 1 face-down card on your opponent's field and flip it without activating it's effect. Activate the appropriate effect based on the Card Type.

-Monster: Return the selected card to your opponent's hand.

-Spell: Negate the selected card's effect.

-Trap: Activate the selected card's effect or remove this card from play.

 

 

 

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[spoiler=Effect]

If this card is used for a Synchro Summon, increase the ATK of the Synchro card by 400. If the Synchro card would be destroyed by battle you can destroy 1 WIND monster that you control to negate the attack. Each time this card destroys 1 of your opponent's monsters by battle, place 1 Energy Counter on this card (max 3.) Once this card has exacly 3 Energy Counters on it, add the top card of your Graveyard to your hand and remove all Energy Counters off this card.

 

 

 

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[spoiler=Effect]

Send 1 "Energy Assualt Commander" that you control to the Graveyard. Increase the ATK of 1 EARTH or WIND monster that you control with "Energy" in it's name by 100 and increase the DEF of all EARTH and WIND monsters on your field and in your hand by 300.

 

 

 

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[spoiler=Effect]

Once per turn you can discard 2 WATER monsters from your hand to inflict 100 points of damage to your opponent's Life Points for every unoccupied Spell and Trap Card Zone on the field. Once this card is destroyed, your opponent's gains 500 Life Points.

 

 

 

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[spoiler=Effect]

This card can only be activated when your opponent declares an attack on one of your WIND monsters. Destroy the WIND monster. As long as this card remains face-up on your field, your opponent only deals half the original damage to any WIND monsters that you control. When your opponent attacks one of your WIND monsters, negate the attacking monsters effect and disable it to attack for 3 turns.

 

 

 

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[spoiler=Effect]

Remove 1 card with "Energy Hero" in it's name from play to Special Summon this card from your hand to your field. Select 1 Quick-Play Spell Card in your hand and destroy it. During your next Main Phase 1, you can activate up to 3 Spell Cards from your Graveyard.

 

 

 

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[spoiler=Effect]

As long as this card and atleast 2 other monsters with "Energy Hero" in it's name remain face-up in Attack Position on your field, once per turn during your Standby Phase, increase the DEF of all WIND monsters you control by 300 and decrease the ATK of all WIND monsters you control by 400. At any time whilst this card and "Energy Core" is face-up on your field, you can pay 1000 Life Points to switch the ATK and DEF of all WIND monsters you control until they are destroyed.

 

 

 

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[spoiler=Effect]

As long as this card is in your hand, field or top 5 cards of your Graveyard, your opponent cannot attack your Life Points directly. Send 1 "Energy Core" on your field to the Graveyard to add 2 cards that your opponent controls to their hand. Once this card is destroyed, your opponent can take control of 1 monster with "Energy" in it's name that you control until it's destroyed.

 

 

 

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[spoiler=Effect]

If you Special Summon this card from your Graveyard by the effect of another card, destroy 1 face-down monster in Defence Position that your opponent controls and destroy it. If this card destroys a face-down Defence Position monster by battle, destroy all face-down Defence Position monster that your opponent controls with lower DEF than the destroyed monster. Negate the effect of 1 monster card in your hand for every 2 monsters destroyed by this card's effect.

 

 

 

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[spoiler=Effect]

"Energy Hero Blaje" + "Energy Hero Nasalous" + "Energy Hero Resery"

Once this card has been Fusion Summoned successfully, as long as this card remains in your control, increase the ATK of this card by 300 each time you Summon a monster with "Energy" in it's name. Once per turn by discarding 1 WIND monster, you can send up to 3 non-WIND monsters on the field to the owners hand.

 

 

 

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[spoiler=Effect]

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 WIND monster you control. At the end of the turn which this card was Special Summoned, you can pay 500 Life Points to negate the effects of all set Spell and Trap cards on your opponents field or send all monsters your opponent controls to their Deck. Your opponent's Deck is then shuffled. Once this card is destroyed, negate the effects of 2 Spell cards in your hand and inflict 300 points of damage to your opponent's Life Points. If you do not have 2 Spell cards in your hand, remove this card from play.

 

 

 

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[spoiler=Effect]

If this card is Special Summoned through the effect of another monster, discard 1 random card from your opponent's hand. You can destroy this card and send it to the Graveyard to Special Summon up to 2 monsters with "Energy Hero" in it's name from your Deck. Your Deck is then shuffled.

 

 

 

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[spoiler=Effect]

This card cannot be be Summoned directly from the Graveyard to the field. If this card is attacked by a FIRE monster, inflict half the ATK of the attacking monster to your opponent's Life Points. If the damage dealt to your opponent's Life Points was 1500 or more, discard 3 cards. If this monster is attacked by a WATER, skip your next turn.

 

 

 

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[spoiler=Effect]

"Energy Hero Flickino" + "Energy Hero Mephor" + "Energy Hero Snige"

Once this card has been Fusion Summoned successfully, draw 1 card. If you draw a card with "Energy Hero" in it's name, increase the DEF of this card by 500 and increase the ATK of all monsters with "Energy" in it's name on the field by 400. Each time you destroy 1 of your opponent's monsters whilst this card is in your control, place 1 Energy Hero Counter on this card. Increase the DEF of this card by 300 for every Energy Hero Counter on this card.

 

 

 

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[spoiler=Effect]

"Energy Hero Greenos" + "Energy Hero Goldos"

If your opponent selects this card as an attack target, you can tribute 2 monsters with "Energy" in it's name that you control to negate the attack. By disarding 3 cards, increase your Life Points by 1000 and descrese the ATK of all monsters with "Energy" in it's name that you control by 200. This card cannot be destroyed by the effect of a Spell Card.

 

 

 

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[spoiler=Effect]

Place 2 Energy Fire Counters on this card (max 6.) Place 1 Energy Fire Counter on this card for every card drawn by you whilst this card is on your field. When this card has no Energy Fire Counters on it, it is removed from play. By removing 2 Energy Fire Counters off this card, add 1 Level 4 or lower FIRE monster from your Graveyard to your hand. Each time this card destroys 1 of your opponent's monsters by battle, increase the ATK of 1 FIRE monster that you control by 200.

 

 

 

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[spoiler=Effect]

1 non-Tuner monster + 1 Dark Tuner monster.

As long as this card remians face-up on your field, increase the ATK of all DARK monsters on the field by 300. By Tributing 1 DARK monster you control, inflict damage to your opponent's Life Points equal to the Level of the Tributed monster x100. If this card is destroyed by the effect of a Spell or Trap Card, your opponent gains 500 Life Points.

 

 

 

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[spoiler=Effect]

This card can only be activated during your Battle Phase or during your opponent's Draw Phase. Activate the appropriate effect based on the way you activated this card.

-Flip: During your opponent's Draw Phase, if your opponent draws a card, your opponent must show you the card. If it is a DARK non-Zombie-Type monster, destroy it. If it is a DARK Zombie-Type monster, destroy it and take control of 2 DARK monsters in your opponent's Graveyard. (Excluding the drawn card.)

-Activated from your hand: During your Battle Phase, Special Summon 1 DARK monster from your hand regardless of Summoning conditions and half it's ATK and DEF. The Special Summoned monster must attack this turn. If the Special Summoned monster does not attack this turn, remove it from play.

 

 

 

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[spoiler=Effect]

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 treated as an Effect monster with this effect:

-If this card destroys a Beast, Beast-Warrior or a Winged Beast-Type monster, increase the ATK and DEF of all Warrior-Type monsters that you control by 300. If this card is destroyed by a non-Warrior-Type monster, Special Summon 1 "Energetic Token" (Fiend-Type/WIND/Level 3/ATK 1000/DEF 1000) to your field in Attack Position.

 

 

 

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[spoiler=Effect]

This card can only be activated when your opponent Summons a DARK monster in any way except Fusion or Ritual Summon. Special Summon 2 DARK Fiend-Type monsters from your hand or Graveyard and take control of your opponent's DARK monster. As long as this card remains face-up on your field, any DARK monsters you control cannot be attacked by LIGHT monsters.

 

 

 

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[spoiler=Effect]

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 2 DARK monsters whilst "Energy Core" is face-up on your field. In one of your Battle Phases you can negate the effects of 2 Set Spell or Trap Cards on your field and destroy them to allow this card to attack your opponent's Life Points directly once per dual. If any Tokens are on the field when this card is destroyed, increase the ATK of 1 DARK monster on the field by 1000 until the End Phase of your next turn.

 

 

 

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[spoiler=Effect]

By Tributing 2 Warrior-Type monsters you control, increase the ATK of this card by 400 and the ATK of all Warrior-Type monsters you control by 500 until the End Phase of your 3rd turn after this card was Summoned. If "Energy Core" is face-up on your field, you can add 1 "Energy Lord" from your Deck to your hand. Your Deck is then shuffled. If this card is destroyed by the effect of a Spell or Trap Card, you can pay 800 Life Points to Special Summon 1 "Energy Lord" from your hand to your field regardless of Summoning conditions.

 

 

 

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[spoiler=Effect]

Special Summon 2 FIRE monsters from your hand. Each time this monster battles with one of your opponent's monsters, add 1 FIRE monster with "Energy" in it's name from your Graveyard to your hand and place 1 Energy Loss Counter on this card (max.5.) Decrease your Life Points by 500 and decrease the ATK and DEF of all FIRE monsters you control by 400 for every Energy Loss Counter on this card.

 

 

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cool cards.......visit 'SPW - Shining Power'

and if you want...in Finished pack/sets(something like that) visit 'My first pack - SPW - Shining Power' and 'some of best cards in SPW - Shining Power'.

if you want to visit all of my threads...youll find them on finished pack/sets(or something like that)...pages:1, 2 and 3.....

thank you............

8.9/10


and


and enrgy


and energy racoon is so cool


sorry for mistakes....im from serbia:-(

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