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Yugioh Created Card Game Set 0 ( Final Phase )


Nightmarian

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Oh..god..i was working now like 2 hours on pics , and i was editing post..and suddenly i press on some button on keyboard that returned me to last page..when i come back , obviously all was lost :/


Good thing i remembered all..anyway , i think this 2 are only left to find :

Crystal Chameleon

Hurricane Pigeon

 

Names changes are possible but i want that Hurricane Pigeon is Winged Beast Type and for Crystal Chameleon -> it should have lot of colors or have ability to change shape etc..so look for pics like those 2..if u got other suggestion then give pic for that ...

 

Btw you can check all pics on page 8

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More fixes from Amon :

 

 

[spoiler=Tempest Storm]

Tempest Storm

Normal Spell

Select and activate 1 of the following effects:

-Destroy all face-down Spell and Trap Cards on the field.

-Destroy all face-up Spell Cards on the field.

-Destroy all face-up Trap Cards on the field.

 

 

[spoiler=Judgment Bolt]

Judgment Bolt

Quick-Play Spell

Pay 500 Life Points. Destroy 1 Spell or Trap Card your opponent controls.

 

 

[spoiler=Variable Storm]

Variable Storm

Normal Spell

Destroy 1 face-up Spell or Trap Card. If your opponent controls 3 or more face-up Spell or Trap Cards, destroy 2 instead.

 

 

[spoiler=Sudden Bolt]

Sudden Bolt

Normal Trap

Destroy 1 Spell or Trap Card. If the destroyed card was Set this turn, you can Set 1 Spell or Trap Card from your hand. That card can be activated this turn.

 

 

[spoiler=Lazy Typhoon]

Lazy Typhoon

Quick-Play Spell

This card can only be activated as Chain Link 2 or higher. Select one face-down Spell or Trap card, and destroy it.

 

 

[spoiler=Target Practice]

Target Practice

Normal Spell

Select a Spell or Trap Card on either players side of the field. Roll a 6-sided die and activate 1 of the following effects:

1: Inflict 800 damage to controller of selected card.

2,3,4: If any Spell or Trap cards are in adjacent card zones to the selected card, you must select one of them and destroy it.

5,6: Destroy the selected card.

 

 

[spoiler=Laser Transfer]

Laser Transfer

Continuous Spell Card

Destroy 1 face-up Spell or Trap Card on the field. If that card was a Continuous Spell or Trap Card, the effect of this card becomes the same as the destroyed card. Otherwise, destroy this card.

 

 

[spoiler=Cosmic Dancer]

Cosmic Dancer

Wind Psychic lv3 800/1000

Twice per turn, you can pay 800 Life Points to negate 1 of your opponents attacks. If this card is attacked when face-down, before damage calculation, you can flip this card face-up to negate the attack.

 

 

[spoiler=Bati, the Fat Guy]

Bati, the Fat Guy

Fiend/Earth

****

0/1800

Effect:

As long as a player has no cards in their Spell & Trap Card Zone, that player cannot enter their Battle Phase.

 

 

[spoiler=Cockroach]

Cockroach

***

EARTH

Insect/Effect

This card is changed to face-down Defense Position whenever a monster is summoned to the field. This card cannot be selected as Attack target if there is face-down monster on your side of the field. If this monster is attacked while in face-down Defense Position, it is not destroyed as a result of that battle.

1000/1600

 

 

[spoiler=Refueling]

Refueling

Quick-Play Spell

Activate by selecting 3 Monster Cards in your Graveyard. Return those monsters to your Deck, then draw 1 card.

 

 

[spoiler= Hell Force]

Hell Force

Trap/Normal

Effect:

You can only activate this card when your opponent declares an attack with a monster with 1500 or more ATK. Destroy all of your opponent's face-up Attack Position monsters.

 

 

[spoiler= Fracture]

Fracture

Normal Spell

Select 1 monster on the field with the lowest ATK and destroy it. If it's a tie, you get to choose.

 

 

[spoiler= Bomb of Destruction]

Bomb of Destruction

Trap/Normal

Effect:

You can only activate this card when a monster is Summoned. Destroy all face-up monsters on the field.

 

 

[spoiler=Summon Sensor]

Summon Sensor [spell]

(Normal)

The next monster Normal or Special Summoned after this card's activation is destroyed.

 

 

[spoiler=Demon Pit]

Demon Pit

Normal Trap

When your opponent Summons a monster(s) that has an ATK higher than the ATK of a monster you control, you can remove it from play.

 

 

[spoiler=Land Mine]

Land Mine

Trap Card

You cannot Set this card in the same column as an opponents monster. Activate this card only when an opponent's monster that is in the same column as this card declares an attack. Destroy all monsters in the same column as the attacking monster and all monsters in adjacent Monster Zones to the destroyed monsters.

 

 

[spoiler=Lightspeed Fusion]

Lightspeed Fusion

Trap Card

Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Extra Deck. If all the Fusion Material Monsters are on the field, you can activate this card from your hand.

 

 

[spoiler=Advanced Polymerization ]

Advanced Polymerization

Group: Spell Card

Type: Spell

Send Fusion Material Monsters that are listed on a 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. Draw 1 card.

 

 

[spoiler=Egg of Regeneration]

Egg of Regeneration

Continuous Spell Card

When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 4 Hatching Counters to this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose level is equal to or less than the number of Hatching Counters on this card.

 

 

[spoiler=Dimensional Resurrection]

Dimensional Resurrection

Continuous Trap

Pay 800 Life Points to Special Summon 1 monster from your opponents Graveyard and equip it with this card. If the monster equipped with this card is removed from the field , this card is destroyed. If this card is removed from the field, the monster that was equipped with this card is removed from play.

 

 

[spoiler=Sky Breaker]

Sky Breaker

Light Level 4

ATK 1600/DEF 200

Thunder/Effect

When this card is Normal Summoned, it gains the following effect: You can discard 1 card to destroy 1 Spell or Trap Card. This effect can only be used once while this card is face-up on the field.

 

 

[spoiler=Solomon’s Justice]

Solomon's Justice

Counter Trap

Pay half your Life Points. Negate the effect of a Spell, Trap, or Monster that activates on the field and destroy it.

 

 

[spoiler= Shameful Rejection]

Shameful Rejection

Counter Trap

Negate the activation of Spell, Trap or Monster Card Effect and Set the card. It cannot be activated or Flip Summoned until the end of this turn.

 

 

[spoiler= Horns of Hell]

Horns of Hell

Counter Trap

Discard 1 card. Negate the Summon of a monster and destroy it.

 

 

[spoiler=Chains of the Past]

Chains of the Past [Trap]

(Counter)

Negate the activation of a Spell or Trap card and remove it from play. This card can only be activated if there is a card with the same name as the negated card in either player's Graveyard.

 

 

[spoiler=Gentleman’s Duel]

Gentleman's Duel [spell]

(Continuous)

No monster can declare an attack against a monster of a Level lower than itself.

 

 

[spoiler=Gruesome Slimeyard]

Gruesome Slimeyard

Continuous Trap

When monster attacks, place 1 Slime Counter on it at end of Damage Step. Monsters with Slime Counters on them cannot declare an attack.

 

 

[spoiler=Haze Fairy]

Haze Fairy

Wind Level 3

ATK 1000/DEF 1700

Fairy/Effect

When this card is Normal Summoned, it gains the following effect: When this card is sent to the Graveyard, add 1 monster with 1500 ATK or less from your Deck to your hand.

 

 

[spoiler=Chaotic Draw]

Chaotic Draw

Group: Spell Card

Type: Spell

Icon:Quick-Play

Draw 3 cards and show them to your opponent. Your opponent selects 2 of them sends them to the Graveyard. If a monster is sent to the Graveyard by this effect, inflict 500 damage for each monster sent to the Graveyard this way. If a Spell or Trap Card is sent to the Graveyard by this effect, inflict 500 damage to your opponent for each Spell or Trap Card sent to the Graveyard this way.

 

 

[spoiler=Pyrotechnic Pixie]

Pyrotechnic Pixie

Fire Level 4

ATK 1000/ DEF 1000

Fiend/Effect

If your opponent has at least 1 card in their hand, you can discard 1 card and pay 800 Life Points to destroy 1 card on the field. Your opponent can discard 1 card of the same Type as selected one to negate this effect.

 

 

[spoiler=Forest Archer]

Forest Archer

Earth Lv4

1500/1100

Beast-Warrior/Effect

You can discard 1 card to select 1 card on the field, and roll a six-sided die. If the result is not a 6, return the selected card to it's owners hand.

 

 

[spoiler=Fist of Rage]

Fist of Rage

Normal Spell

Select 1 monster on your opponents side of the field with the lowest DEF and destroy it. If it's a tie, you get to choose.

 

 

[spoiler=Armor Break]

Armor Break

Normal Spell

Select 1 Defense Position monster on the field and remove it from play.

 

 

[spoiler=Sweep out from the Middle]

Sweep Out From the Middle

Normal Trap

Destroy 1 face-up monster on the field whose Level is closest to 6. If it's a tie, you get to choose.

 

 

[spoiler=Fluffy Invasion]

Fluffy Invasion

Group: Spell Card

Type: Spell

Icon:Quick-Play

If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 4 "Fluffy Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your side of the field. The "Fluffy Sheep Tokens" cannot be Tributed, or used for a Synchro Summon

 

 

[spoiler= Stabilization Dome]

Stabilization Dome

Normal Spell

Add 1 Field Spell from your Deck to your hand. When an effect would destroy a Field Spell, you can remove this card in your Graveyard from play to negate that effect.

 

 

[spoiler=Terracovery]

Terracovery

Quick Spell

Select 1 Field Spell in your Graveyard and activate it.

 

 

[spoiler=Mirror Knight]

Mirror Knight

Water Warrior Lv3 1500/1000

Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and remove from play 1 of the Fusion Material Monsters listed on that card in your Deck. Until the End Phase, this card's name is treated as the removed Fusion Material Monster's name. If this card have same Attribute as removed monster, it gains that monsters effects as well.

 

 

[spoiler=Crystal Chameleon]

Crystal Chameleon

Water Reptile Lv2 1200/1900

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). Discard this card from your hand to the Graveyard to add 1 Spell Card that can Fusion Summon monsters from your Deck to your hand. The Deck is then shuffled.

 

 

[spoiler=Ancient Ritual]

Ancient Ritual

Ritual Spell

This card is used to Ritual Summon any Ritual Monster. Select 1 Ritual Monster in your hand and remove from play any number of monsters in your Graveyard that have same Attribute as selected Ritual Monster and that have total Level equal to Level of selected Ritual Monster. Then, Special Summon that selected Ritual Monster.

 

 

[spoiler=Sparrow the Postman]

Sparrow The Postman

Wind Winged Beast Lv4 1500/1000

When this card is Summoned, add 1 Ritual Spell Card from your Deck to your hand.

 

 

 

[spoiler=Lava Worm]Lava Worm

Fire Pyro Lv4 1300/1500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 FIRE monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

 

[spoiler=Emerald Shell]Emerald Shell

Water Aqua Lv4 1300/1400

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

[spoiler=Corrupted Clown]Corrupted Clown

Dark Fiend Lv4 1300/0

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

[spoiler=Blind Mole]Blind Mole

Earth Beast Lv4 1300/500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 EARTH monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

 

[spoiler=Hurricane Pigeon]Hurricane Pigeon

Wind Winged Beast Lv4 1300/700

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

[spoiler=Electro Lynx]Electro Lynx

Light Thunder Lv4 1300/300

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 LIGHT monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

[spoiler=D.D. Guardian]D.D. Guardian

Light Warrior Lv4 1800/1000

While this card is face-up on the field, any monster that is sent to the Graveyard is removed from play instead.[/spoiler

 

 

[spoiler=Golden Tomb]

Golden Tomb

Normal Spell

Remove from play 1 monster in you Graveyard to activate this card. This card remains on the field. During your next Standby Phase, by sending this card to the Graveyard, add 1 monster of the same Type and Level as the monster you removed from play to activate this card from your Deck to your hand.

 

 

[spoiler=Psychic Demolition]

Psychic Demolition

Normal Spell

This card remains on the field. During your Standby Phase, you can send this face-up card to the Graveyard to destroy all face-up Attack Position monsters on the field.

 

 

[spoiler=Flaming Warrior]Flaming Warrior

FIRE

Level 4

Pyro

A legendary soldier who searches the land for worthy opponents. He uses fire attacks to overwhelm his opponents.

ATK/DEF: 1800/1200

 

 

[spoiler= Testing Laboratory]Testing Laboratory

Continuous Trap

The effects of all face-up monsters cannot be activated.

 

 

[spoiler= Prohibition of the Greedy]Prohibition of the Greedy

Continuous Trap Card

Neither player can draw cards outside of their Draw Phase.

 

 

[spoiler= Gravity Wind]Gravity Wind

Group: Spell Card

Type: Spell

Icon:Quick-Play

Pay 800 Life Points. Return 1 card on the field to its owner's hand.

 

 

[spoiler= Stopping the inevitable]Stopping the inevitable

Normal Trap

Activate when your Life Points are below 1500. Draw 2 cards, then skip your next Draw Phase.[/spoiler

 

[spoiler= The Time & Space Chamber]

The Time & Space Chamber

Normal Spell

Discard 1 card. Remove from play, or from your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).

 

 

[spoiler=Sinister Fiend]Sinister Fiend

DARK/Fiend

***

1500/1000

This fiend is a mercenary, working for whatever evil needs assistance.

 

 

[spoiler= Aqua Magician]

Aqua Magician

Water/Spellcaster/Effect

ATK/DEF: 2300/2100 Level 6

This card cannot be selected as a target of a Spell or Trap Card. If a monster you control is selected as a target of a Spell or Trap Card, you can change the target to a valid target that your opponent controls.

 

 

[spoiler=Pit of Sadness]

Pit of Sadness

Normal Spell

Select 1 monster from your Deck and send it to the Graveyard. While this card is in your Graveyard, until the End Phase of the turn this card was activated, if a monster with the same name as the monster sent to the Graveyard with this card's effect is face-up on the field, send it to the Graveyard.

 

 

 

 

[spoiler=Suicide Blast]

Suicide Blast

(Normal)

Activate only when a monster you control is selected as an attack target. Shuffle the attacking monster into it's owner's deck.

 

 

[spoiler=Solider Recruiting]

Soldiers Recruiting

Normal Spell

Select 1 Level 5 or lower Warrior-Type monster from your Deck and add it to your hand.

 

 

[spoiler=Destiny Emperor Zodiac 1rewording]

Destiny Emperor Zodiac

Attrib: Water

Type: Warrior/Effect

Level:6

Atk: 2400

Def: 1600

When this card is Tribute Summoned, declare 1 card name.

Remove from play all copies of the selected card in both player's Graveyard.

While this card is face-up on the field, the declared card cannot be played and it's effect(s) are negated.

 

 

[spoiler=Crazy Totem]

Crazy Totem

Earth Rock Tuner Lv2 600/600

When this card is Normal Summoned, you can increase or decrease the Level of 1 face-up monster on the field, other than this one, by 1. Once per turn, when this card is attacked, you can send the top 2 cards from your Deck to Graveyard to negate the attack.

 

 

[spoiler=Draw Hound 1]

Draw Hound

EARTH

****

Beast/Effect

When a player draws a card(s), both players look at the card(s) drawn. If the player drew a Monster Card, inflict damage to that player equal to 100x the level of the drawn monster. If more than 1 monster is drawn, the monster with the highest Level is selected.

1800/400

 

 

[spoiler=Counter Crusher]

Counter Crusher

EARTH Reptile lv4 1800/1050

When this card is face-up on the field no counters can be placed on cards. You can pay 100 Life Points to remove 1 counter on the field. You can activate this card's effect during either player's turn.

 

 

[spoiler=Greed Jar 1]

Greed Jar

Earth Rock Lv2 800/1000

FLIP : Each player discards their hand and draws the same number of cards they discarded.

 

 

[spoiler=bazaar deal]

Bazaar Deal

Normal Spell

Select 1 monster you control, and switch control of it with the face-up monster on your opponents side of the field with the lowest ATK. If it's a tie, you get to choose.

 

 

[spoiler=Sexy Aroma]

Sexy Aroma

Spell/Equip

Effect:

Your opponent cannot select monster(s) you control as attack target(s), except the equipped monster.

 

 

[spoiler=Sea Bound Lemming]

Sea-Bound Lemming

Earth/Beast/Effect/2 Stars

450/600

This card cannot be Tributed for a Tribute Summon. When this card is destroyed by battle and sent to the Graveyard, shuffle it into your deck. Then look at the top five cards of your deck, and Special summon any “Sea-Bound Lemming” monster in face-up defense position. Shuffle all other cards into the Deck

 

 

[spoiler=Magical Shapeshifter]

The Magical Shapeshifter

Wind Fairy tuner Lv1 0/500

Once per turn, during your Main Phase, you can increase this monster's Level by the number of monster(s) on the field.

 

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Tommers - i tested that pic in YCM , it looks really bad sorry...

 

Now..when we will transform cards to YCM format we obviously need - card number for each card and rarity for each card...

 

For all cards:

CIRCULATION = 1st Edition

SET ID , first part = CCG , second part = CARD NUMBER

 

RARITY LIST

 

 

COMMONS 33

Target Practice

Variable Storm

Fountain of Youth

Sudden Bolt

Egg of Regeneration

Chains of the Past

Fist of Rage

Stabilization Dome

Terracovery

Mirror Knight

Crystal Chameleon

Bati, the fat guy

Cockroach

Armor Break

Owl the Postman

Lava Worm

Shell Statue

Corrupted Clown

Blind Mole

Hurricane Pigeon

Electro Lynx

Flaming Warrior

Sinister Fiend

Sexy Aroma

Magical Shapeshifter

Sea bound lemming

Counter Crusher

Draw Hound

Stopping the invitable

Prohibition of the Greedy

Advanced Polymerization

Ancient Ritual

 

RARE 16

Aqua Magician

Suicide Blast

Pit of Sadness

D.D. Guardian

Sweep of from the middle

Shameful Rejection

Demon Pit

Refueling

Summon Sensor

Lightspeed Fusion

Horns of Hell

Land Mine

Sky Breaker

Laser Transfer

Lazy Typhoon

Pyrotechnic Pixie

 

SUPER RARE 12

Dimensional Resurrection

Fracture

Judgment Bolt

Cosmic Dancer

Chaotic Draw

Gentleman's Duel

Time and SPace Chamber

Crazy Totem

Destiny Emperor Zodiac

Soldiers Recruiting

Testing Laboratory

 

Ultimate Rare 8

Tempest Storm

Hell Force

Bomb of Destruction

Solomon's Justice

Forest Archer

Bazaar Deal

Greed Jar

 

 

SECRET RARE 6

Golden Tomb

Gruesome Slimeyard

Fluffy Invasion

Psychic Demolition

Haze Fairy

Gravity Wind

 

 

 

CARD NUMBERS :

0)

1)

2)

3)Sinister Fiend

4)Flaming Warrior

5)

6)Crazy Totem

7)Sea-Bound Lemming

8)D.D. Guardian

9)Crystal Chameleon

10)Cockroach

11)Counter Crusher

12)Draw Hound

13)Greed Jar

14)Sparrow The Postman

15)Lava Worm

16)Emerald Shell

17)Corrupted Clown

18)Blind Mole

19)Hurricane Pigeon

20)Electro Lynx

21)Mirror Knight

22)Cosmic Dancer

23)Pyrotechnic Pixie

24)Haze Fairy

25)Sky Breaker

26)Forest Archer

27)

28)

29)The Magical Shapeshifter

30)Bati the Fat Guy

31)

32)

33)

34)

35)Destiny Emperor Zodiac

36)Aqua Magician

37)

38)

39)

40)

41)

42)

43)

44)

45)

46)

47)

48)

49)

50)

51)

52)

53)

54)

55)Tempest Storm

56)Refueling

57)Summon Sensor

58)Armor Break

59)Target Practice

60)Advanced Polymerization

61)Egg of Regeneration

62)Variable Storm

63)Gruesome Slimeyard

64)Chaotic draw

65)Terracovery

66) Fist of Rage

67)gravity wind

68)Laser Transfer

69)Bazaar Deal

70)Fluffy Invasion

71)Sexy Aroma

72)Lazy Typhoon

73)The Time & Space Chamber

74)Soldiers Recruiting

75)Psychic Demolition

76)Pit of Sadness

77)Fountain of Youth

78)Fracture

79)Gentlemen's Duel

80)Judgment Bolt

81)Stabilization Dome

82)Golden Tomb

83)Ancient Ritual

84)Chains of the Past

85)Dimensional Resurrection

86)Sudden Bolt

87)Lightspeed Fusion

88)Hell Force

89)Solomn's Justice

90)Shameful Rejection

91)Bomb of Destruction

92)Testing Laboratory

93)Prohibition of the Greedy

94)Stopping the inevitable

95)Demon Pit

96)Land Mine

97)Horns of Hell

98)Sweep Out From the Middle

99)Suicide Blast

 

Erm, this is not complete but i don't have time right now...5 empty spots from this list will be thrown out..

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More fixes from Amon :

 

 

[spoiler=Tempest Storm]

Tempest Storm

Normal Spell

Select and activate 1 of the following effects:

-Destroy all face-down Spell and Trap Cards on the field.

-Destroy all face-up Spell Cards on the field.

-Destroy all face-up Trap Cards on the field.

 

 

[spoiler=Judgment Bolt]

Judgment Bolt

Quick-Play Spell

Pay 500 Life Points. Destroy 1 Spell or Trap Card your opponent controls.

 

 

[spoiler=Variable Storm]

Variable Storm

Normal Spell

Destroy 1 face-up Spell or Trap Card. If your opponent controls 3 or more face-up Spell or Trap Cards' date=' destroy 2 instead.[/b']

 

 

[spoiler=Sudden Bolt]

Sudden Bolt

Normal Trap

Destroy 1 Spell or Trap Card. If the destroyed card was Set this turn, you can Set 1 Spell or Trap Card from your hand. That card can be activated this turn.

 

 

[spoiler=Lazy Typhoon]

Lazy Typhoon

Quick-Play Spell

This card can only be activated as Chain Link 2 or higher. Select one face-down Spell or Trap card, and destroy it.

 

 

(There was nothing really wrong with how Target Practice was worded, but I was able to shorten it, so i did. only a few minor fixes were needed)

[spoiler=Target Practice]

Target Practice

Normal Spell

Select 1 Spell or Trap Card either player controls. Roll 1 six-sided die:

1: Inflict 800 damage to the selected card's controller.

2,3,4: If any Spell or Trap cards are in adjacent card zones to the selected card, you must select 1 of them and destroy it.

5,6: Destroy the selected card.

 

 

[spoiler=Laser Transfer]

Laser Transfer

Continuous Spell Card

Destroy 1 face-up Spell or Trap Card on the field. If that card was a Continuous Spell or Trap Card, the effect of this card becomes the same as the destroyed card. Otherwise, destroy this card.

 

 

[spoiler=Cosmic Dancer]

Cosmic Dancer

Wind Psychic lv3 800/1000

Twice per turn, you can pay 800 Life Points to negate 1 of your opponent's attacks. If this card is attacked while it is face-down, before damage calculation, you can flip this card face-up to negate the attack.

 

 

[spoiler=Bati, the Fat Guy]

Bati, the Fat Guy

Fiend/Earth

****

0/1800

Effect:

As long as a player has no cards in their Spell & Trap Card Zone, that player cannot enter their Battle Phase.

 

 

[spoiler=Cockroach]

Cockroach

***

EARTH

Insect/Effect

This card is changed to face-down Defense Position whenever a monster is Summoned to the field. This card cannot be selected as an attack target if there is face-down monster on your side of the field. If your opponent's monster attacks this face-down Defense Position card, it is not destroyed as a result of that battle.

1000/1600

 

 

[spoiler=Refueling]

Refueling

Quick-Play Spell

Activate by selecting 3 Monster Cards in your Graveyard. Return those monsters to your Deck, then draw 1 card.

 

 

[spoiler= Hell Force]

Hell Force

Trap/Normal

Effect:

You can only activate this card when your opponent declares an attack with a monster with 1500 or more ATK. Destroy all of your opponent's face-up Attack Position monsters.

 

 

(this card already lets you pick, so the last line was redundant)

[spoiler= Fracture]

Fracture

Normal Spell

Select 1 monster on the field with the lowest ATK and destroy it.

 

 

[spoiler= Bomb of Destruction]

Bomb of Destruction

Trap/Normal

Effect:

You can only activate this card when a monster is Summoned. Destroy all face-up monsters on the field.

 

 

[spoiler=Summon Sensor]

Summon Sensor [spell]

(Normal)

The next monster Normal or Special Summoned after this card's activation is destroyed.

 

 

[spoiler=Demon Pit]

Demon Pit

Normal Trap

When your opponent Summons a monster(s) that has an ATK that is higher than the ATK of a monster you control, remove it from play.

 

 

[spoiler=Land Mine]

Land Mine

Trap Card

You cannot Set this card in the same column as an opponents monster. Activate this card only when an opponent's monster that is in the same column as this card declares an attack. Destroy all monsters in the same column as the attacking monster and all monsters in adjacent Monster Card Zones to the destroyed monsters.

 

 

[spoiler=Lightspeed Fusion]

Lightspeed Fusion

Trap Card

Send, rom your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card and Special Summon the Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). If all the Fusion Material Monsters are on the field, you can activate this card from your hand.

 

 

[spoiler=Advanced Polymerization ]

Advanced Polymerization

Group: Spell Card

Type: Spell

Send Fusion Material Monsters that are listed on a 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). Draw 1 card.

 

 

[spoiler=Egg of Regeneration]

Egg of Regeneration

Continuous Spell Card

When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 4 Hatching Counters to this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose level is equal to or less than the number of Hatching Counters on this card.

 

 

[spoiler=Dimensional Resurrection]

Dimensional Resurrection

Continuous Trap

Pay 800 Life Points to Special Summon 1 monster from your opponent's Graveyard and equip it with this card. If the monster equipped with this card is removed from the field, this card is destroyed. If this card is removed from the field, the monster that was equipped with this card is removed from play.

 

 

[spoiler=Sky Breaker]

Sky Breaker

Light Level 4

ATK 1600/DEF 200

Thunder/Effect

When this card is Normal Summoned, it gains the following effect: You can discard 1 card to destroy 1 Spell or Trap Card. This effect can only be used once while this card is face-up on the field.

 

 

[spoiler=Solomon’s Justice]

Solomon's Justice

Counter Trap

Pay half your Life Points. Negate the effect of a Spell, Trap, or Effect Monster Card that activates on the field and destroy it.

 

 

[spoiler= Shameful Rejection]

Shameful Rejection

Counter Trap

Negate the activation of a Spell, Trap or Effect Monster Card and Set the card in its controller's appropriate Card Zone. It cannot be activated or Flip Summoned until the end of this turn.

 

 

[spoiler= Horns of Hell]

Horns of Hell

Counter Trap

Discard 1 card. Negate the Summon of a monster and destroy it.

 

 

[spoiler=Chains of the Past]

Chains of the Past [Trap]

(Counter)

Negate the activation of a Spell or Trap card and remove it from play. This card can only be activated if there is a card with the same name as the negated card in either player's Graveyard.

 

 

[spoiler=Gentleman’s Duel]

Gentleman's Duel [spell]

(Continuous)

No monster can declare an attack against a monster of a lower Level than itself.

 

 

[spoiler=Gruesome Slimeyard]

Gruesome Slimeyard

Continuous Trap

When a monster attacks, place 1 Slime Counter on it at the end of the Damage Step. Monsters with Slime Counters on them cannot declare an attack.

 

 

[spoiler=Haze Fairy]

Haze Fairy

Wind Level 3

ATK 1000/DEF 1700

Fairy/Effect

When this card is Normal Summoned, it gains the following effect: When this card is sent to the Graveyard, add 1 monster with 1500 ATK or less from your Deck to your hand.

 

 

[spoiler=Chaotic Draw]

Chaotic Draw

Group: Spell Card

Type: Spell

Icon:Quick-Play

Draw 3 cards and show them to your opponent. Your opponent selects 2 of them and sends them to the Graveyard. If a monster is sent to the Graveyard by this effect, inflict 500 damage for each monster sent to the Graveyard this way. If a Spell or Trap Card is sent to the Graveyard by this effect, inflict 500 damage to your opponent for each Spell or Trap Card sent to the Graveyard this way.

 

 

[spoiler=Pyrotechnic Pixie]

Pyrotechnic Pixie

Fire Level 4

ATK 1000/ DEF 1000

Fiend/Effect

If your opponent has at least 1 card in their hand, you can discard 1 card and pay 800 Life Points to destroy 1 card on the field. Your opponent can discard 1 card of the same Type as the targeted card to negate this effect.

 

 

[spoiler=Forest Archer]

Forest Archer

Earth Lv4

1500/1100

Beast-Warrior/Effect

You can discard 1 card to select 1 card on the field, and roll 1 six-sided die. If the result is not a 6, return the selected card to its owner's hand.

 

 

[spoiler=Fist of Rage]

Fist of Rage

Normal Spell

Select 1 monster your opponent controls with the lowest DEF and destroy it.

 

 

[spoiler=Armor Break]

Armor Break

Normal Spell

Select 1 Defense Position monster on the field and remove it from play.

 

 

[spoiler=Sweep Out from the Middle]

Sweep Out From the Middle

Normal Trap

Destroy 1 face-up monster on the field whose Level is closest to 6. If it's a tie, you get to choose.

 

 

[spoiler=Fluffy Invasion]

Fluffy Invasion

Group: Spell Card

Type: Spell

Icon:Quick-Play

If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 4 "Fluffy Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your side of the field. The "Fluffy Sheep Tokens" cannot be Tributed, or used for a Synchro Summon

 

 

[spoiler= Stabilization Dome]

Stabilization Dome

Normal Spell

Add 1 Field Spell Card from your Deck to your hand. When an effect would destroy a Field Spell Card, you can remove this card in your Graveyard from play to negate that effect.

 

 

[spoiler=Terracovery]

Terracovery

Quick Spell

Select 1 Field Spell in your Graveyard and activate it.

 

 

[spoiler=Mirror Knight]

Mirror Knight

Water Warrior Lv3 1500/1000

Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and remove from play 1 of the Fusion Material Monsters listed on that card in your Deck. Until the End Phase, this card's name is treated as the removed Fusion Material Monster's name. If this card's Attribute is the same as the removed monster's Attribute, it gains that monster's effects.

 

 

[spoiler=Crystal Chameleon]

Crystal Chameleon

Water Reptile Lv2 1200/1900

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). Discard this card from your hand to the Graveyard to add 1 Spell Card that can Fusion Summon monsters from your Deck to your hand. The Deck is then shuffled.

 

 

[spoiler=Ancient Ritual]

Ancient Ritual

Ritual Spell

This card is used to Ritual Summon any Ritual Monster. Select 1 Ritual Monster in your hand and remove from play monsters in your Graveyard that have the same Attribute as the selected Ritual Monster and whose total Levels are equal to that Ritual Monster's. Then, Ritual Summon that selected Ritual Monster.

 

 

[spoiler=Sparrow the Postman]

Sparrow The Postman

Wind Winged Beast Lv4 1500/1000

When this card is Summoned, add 1 Ritual Spell Card from your Deck to your hand.

 

 

 

[spoiler=Lava Worm]Lava Worm

Fire Pyro Lv4 1300/1500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 FIRE monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

 

[spoiler=Emerald Shell]Emerald Shell

Water Aqua Lv4 1300/1400

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

[spoiler=Corrupted Clown]Corrupted Clown

Dark Fiend Lv4 1300/0

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

[spoiler=Blind Mole]Blind Mole

Earth Beast Lv4 1300/500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 EARTH monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

 

[spoiler=Hurricane Pigeon]Hurricane Pigeon

Wind Winged Beast Lv4 1300/700

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

 

[spoiler=Electro Lynx]Electro Lynx

Light Thunder Lv4 1300/300

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 LIGHT monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

[spoiler=D.D. Guardian]D.D. Guardian

Light Warrior Lv4 1800/1000

While this card is face-up on the field, any monster that is sent to the Graveyard is removed from play instead.[/spoiler

 

 

[spoiler=Golden Tomb]

Golden Tomb

Normal Spell

Remove from play 1 monster in you Graveyard to activate this card. This card remains on the field. During your next Standby Phase, by sending this card to the Graveyard, add 1 monster of the same Type and Level as the monster you removed from play to activate this card from your Deck to your hand.

 

 

[spoiler=Psychic Demolition]

Psychic Demolition

Normal Spell

This card remains on the field. During your Standby Phase, you can send this face-up card to the Graveyard to destroy all face-up Attack Position monsters on the field.

 

 

[spoiler=Flaming Warrior]Flaming Warrior

FIRE

Level 4

Pyro

A legendary soldier who searches the land for worthy opponents. He uses fire attacks to overwhelm his opponents.

ATK/DEF: 1800/1200

 

 

[spoiler= Testing Laboratory]Testing Laboratory

Continuous Trap

The effects of all face-up monsters cannot be activated.

 

 

[spoiler= Prohibition of the Greedy]Prohibition of the Greedy

Continuous Trap Card

Neither player can draw cards outside of their Draw Phase.

 

 

[spoiler= Gravity Wind]Gravity Wind

Group: Spell Card

Type: Spell

Icon:Quick-Play

Pay 800 Life Points. Return 1 card on the field to its owner's hand.

 

 

[spoiler= Stopping the Inevitable]Stopping the Inevitable

Normal Trap

Activate when your Life Points are below 1500. Draw 2 cards, then skip your next Draw Phase.[/spoiler

 

[spoiler= The Time & Space Chamber]

The Time & Space Chamber

Normal Spell

Discard 1 card. Remove from play,from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).

 

 

[spoiler=Sinister Fiend]Sinister Fiend

DARK/Fiend

***

1500/1000

This fiend is a mercenary, working for whatever evil needs assistance.

 

 

[spoiler= Aqua Magician]

Aqua Magician

Water/Spellcaster/Effect

ATK/DEF: 2300/2100 Level 6

This card cannot be selected as the target of a Spell or Trap Card. If a monster you control is selected as the target of a Spell or Trap Card, you can change the target to a valid target that your opponent controls.

 

 

[spoiler=Pit of Sadness]

Pit of Sadness

Normal Spell

Select 1 monster from your Deck and send it to the Graveyard. While this card is in your Graveyard, until the End Phase of the turn this card was activated, if a monster with the same name as the monster sent to the Graveyard with this card's effect is face-up on the field, send it to the Graveyard.

 

 

 

 

[spoiler=Suicide Blast]

Suicide Blast

(Normal)

Activate only when a monster you control is selected as an attack target. Shuffle the attacking monster into it's owner's deck.

 

 

[spoiler=Solider Recruiting]

Soldiers Recruiting

Normal Spell

Select 1 Level 5 or lower Warrior-Type monster from your Deck and add it to your hand.

 

 

[spoiler=Destiny Emperor Zodiac 1rewording]

Destiny Emperor Zodiac

Attrib: Water

Type: Warrior/Effect

Level:6

Atk: 2400

Def: 1600

When this card is Tribute Summoned, declare 1 card name. Remove from play all copies of the selected card in both player's Graveyards. While this card is face-up on the field, cards with that name cannot be used and their effect(s) are negated.

 

 

[spoiler=Crazy Totem]

Crazy Totem

Earth Rock Tuner Lv2 600/600

When this card is Normal Summoned, you can increase or reduce the Level of 1 face-up monster on the field, other than this card, by 1. Once per turn, when this card is attacked, you can send the top 2 cards from your Deck to your Graveyard to negate the attack.

 

 

[spoiler=Draw Hound 1]

Draw Hound

EARTH

****

Beast/Effect

When a player draws a card(s), both players look at the card(s) drawn. If the player drew a Monster Card, inflict damage to that player equal to the level of the drawn monster x 100. If more than 1 monster is drawn, only the monster with the highest Level is counted for this effect.

1800/400

 

 

[spoiler=Counter Crusher]

Counter Crusher

EARTH Reptile lv4 1800/1050

When this card is face-up on the field no Counters can be placed on cards. You can pay 100 Life Points to remove 1 counter on the field. You can activate this card's effect during either player's turn.

 

 

[spoiler=Greed Jar 1]

Greed Jar

Earth Rock Lv2 800/1000

FLIP : Each player discards their hand and draws the same number of cards they discarded.

 

 

[spoiler=Bazaar Deal]

Bazaar Deal

Normal Spell

Select 1 monster you control, and switch control of it with 1 face-up monster on your opponents side of the field with the lowest ATK. If it's a tie, you get to choose.

 

 

[spoiler=Sexy Aroma]

Sexy Aroma

Spell/Equip

Effect:

Your opponent cannot select monster(s) you control as attack target(s), except the equipped monster.

 

 

[spoiler=Sea Bound Lemming]

Sea-Bound Lemming

Earth/Beast/Effect/2 Stars

450/600

This card cannot be Tributed for a Tribute Summon. When this card is destroyed by battle and sent to the Graveyard, shuffle it into your deck. Then look at the top 5 cards of your Deck, and Special summon any “Sea-Bound Lemming” monsters among them in face-up Defense Position. Shuffle all other cards into the Deck.

 

 

[spoiler=Magical Shapeshifter]

The Magical Shapeshifter

Wind Fairy tuner Lv1 0/500

Once per turn, during your Main Phase, you can increase this card's Level by the number of monsters on the field.

 

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[spoiler=The current cards in YVD set format, minus anything Nightmarian needs to add.]|Sinister Fiend|3|CCG0|Fiend|Dark|3||1500|1000|This fiend is a mercenary, working for whatever evil needs assistance.|

|Flaming Warrior|4|CCG0|Pyro|Fire|4||1800|1200|A legendary soldier who searches the land for worthy opponents. He uses fire attacks to overwhelm his foes.|

|Sea-Bound Lemming|7|CCG0|Beast/Effect|Earth|2||450|600|This card cannot be Tributed for a Tribute Summon. When this card is destroyed by battle and sent to the Graveyard, return it to your Deck. Then, pick up the top 5 cards of your Deck, and Special Summon any “Sea-Bound Lemming” monsters among them in face-up Defense Position. Return all other picked up cards to the Deck.|

|D.D. Guardian|8|CCG0|Warrior/Effect|Light|4||1800|1000|While this card is face-up on the field, any card that would be sent to the Graveyard is removed from play instead.|0|

|Crystal Chameleon|9|CCG0|Reptile/Effect|Water|2||1200|1900|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). Discard this card from your hand to the Graveyard to add 1 Spell Card that can Fusion Summon monsters from your Deck to your hand.|

|Cockroach|10|CCG0|Insect/Effect|Earth|3||1000|1600|When a monster is Summoned, flip this card into face-down Defense Position. This card cannot be selected as an attack target if you control a face-down monster. If a monster your opponent controls attacks this card in face-down Defense Position, it is not destroyed by that battle.|

|Counter Crusher|11|CCG0|Reptile/Effect|Earth|4||1800|1050|While this card is face-up on the field, no counters can be placed on cards. During either player's turn, you can pay 100 Life Points to remove 1 counter from the field.|

|Hell Hound|12|CCG0|Beast/Effect|Earth|4||1800|400|When a player draws a card(s), both players look at the card(s) drawn. If a Monster Card(s) is drawn, inflict damage to the player who drew the Monster Card with the highest ATK equal to its Level x 100.|

|Greed Jar|13|CCG0|Rock/Effect|Earth|2||800|1000|FLIP: Each player discards their hands and draws the same number of cards they discarded.|

|Sparrow the Postman|14|CCG0|Winged Beast/Effect|Wind|4||1500|1000|When this card is Summoned, add 1 Ritual Spell Card from your Deck to your hand.|

|Lava Worm|15|CCG0|Pyro/Effect|Fire|4||1300|1500|When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 FIRE monster with 1600 or less ATK from your Deck in face-up Attack Position.|

|Emerald Shell|16|CCG0|Aqua/Effect|Aqua|4||1300|1400|When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1600 or less ATK from your Deck in face-up Attack Position.|

|Corrupted Clown|17|CCG0|Fiend/Effect|Dark|4||1300|0|When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1600 or less ATK from your Deck in face-up Attack Position.|

|Blind Mole|18|CCG0|Pyro/Effect|Fire|4||1300|500|When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 EARTH monster with 1600 or less ATK from your Deck in face-up Attack Position.|

|Hurricane Pigeon|19|CCG0|Winged Beast/Effect|Wind|4||1300|700|When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1600 or less ATK from your Deck in face-up Attack Position.|

|Electro Lynx|20|CCG0|Thunder/Effect|Light|4||1300|300|When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 LIGHT monster with 1600 or less ATK from your Deck in face-up Attack Position.|

|Mirror Knight|21|CCG0|Warrior/Effect|Water|3||1500|1000|Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and remove from play 1 of the Fusion Material Monsters listed on that card in your Deck. Until the End Phase, this card's name is treated as the removed Fusion Material Monster's name. If this card's Attribute is the same as the removed monster's Attribute, and this card is used for a Fusion Summon during the turn you use this effect, you can draw 1 card.|

|Cosmic Dancer|22|CCG0|Psychic/Effect|Wind|3||800|1000|Twice per turn, you can pay 800 Life Points to negate 1 of your opponent's attacks. If this face-down card is attacked, you can flip this card face-up to negate the attack.|

|Pyrotechnic Pixie|23|CCG0|Fiend/Effect|Fire|4||1000|1000|Once per turn, if your opponent has at least 1 card in their hand, you can discard 1 card and pay 800 Life Points to destroy 1 card on the field. Your opponent can discard 1 card of the same type (monster, spell, or trap) as the targeted card to negate this effect. (If the targeted card was face-down, and your opponent discards a card to negate this effect, your opponent must reveal the targeted card.)|

|Haze Fairy|24|CCG0|Fairy/Effect|Wind|3||1000|1700|After this card is Normal Summoned, when it is sent to the Graveyard, add 1 monster with 1500 or less ATK from your Deck to your hand.|

|Sky Breaker|25|CCG0|Thunder/Effect|Light|4||1600|200|When this card is Normal Summoned, it gains the following effect: • You can discard 1 card to destroy 1 Spell or Trap Card on the field. This effect can only be used once while this card is face-up on the field.|

|Forest Archer|26|CCG0|Beast-Warrior/Effect|Earth|4||1500|1100|You can discard 1 card to select 1 card on the field, and roll a six-sided die. If the result is not 6, return the selected card to its owner's hand.|

|The Magical Shapeshifter|29|CCG0|Fairy/Tuner/Effect|Wind|1||0|500|Once per turn, during your Main Phase, you can increase this card's Level equal to the number of monsters on the field.|

|Bati, the Fat Guy|30|CCG0|Fiend/Effect|Earth|4||0|1800|As long as a player has no cards in their Spell & Trap Card Zone, that player cannot enter their Battle Phase.|

|Destiny Emperor Zodiac|35|CCG0|Warrior/Effect|Water|6|2400|1600|When this card is Tribute Summoned, declare 1 card name. Remove from play all copies of the selected card in both player's Graveyards. While this card is face-up on the field, cards with that name cannot be used and their effect(s) are negated.|

|Aqua Magician|36|CCG0|Spellcaster/Effect|Water|6||2300|2100|This card cannot be targeted by a Spell or Trap Card. If a monster you control is targeted by a Spell or Trap Card, you can switch the target to an appropriate monster your opponent controls.|

|Tempest Storm|55|CCG0|Spell Card|Spell|||||Select and activate 1 of the following effects: • Destroy all face-down Spell and Trap Cards on the field. • Destroy all face-up Spell Cards on the field. • Destroy all face-up Trap Cards on the field.|

|Refueling|56|CCG0|Spell Card|Spell||Quick-Play|||Activate by selecting 3 Monster Cards in your Graveyard. Return those monsters to your Deck, then draw 1 card.|

|Summon Sensor|57|CCG0|Spell Card|Spell|||||The next monster Normal or Special Summoned after this card's activation is destroyed.|

|Barrier Break|58|CCG0|Spell Card|Spell|||||Select 1 Defense Position monster on the field and remove it from play.|

|Target Practice|59|CCG0|Spell Card|Spell|||||Select 1 Spell or Trap Card on the field. Roll 1 six-sided die and apply the appropriate effect: • 1: Inflict 800 damage to the selected card's controller. • 2, 3, or 4: If any Spell or Trap Cards are in adjacent card zones to the selected card, you must select 1 of them and destroy it. • 5 or 6: Destroy the selected card.|

|Advanced Polymerization|60|CCG0|Spell Card|Spell|||||Send Fusion Material Monsters that are listed on a 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). Draw 1 card.|

|Egg of Regeneration|61|CCG0|Spell Card|Spell||Continuous|||When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 4 Hatching Counters to this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose Level is equal to or less than the number of Hatching Counters on this card.|

|Variable Storm|62|CCG0|Spell Card|Spell|||||Destroy 1 face-up Spell or Trap Card. If your opponent controls 3 or more face-up Spell or Trap Cards, destroy 2 instead.|

|Gruesome Slimeyard|63|CCG0|Trap Card|Trap||Continuous|||When a monster attacks, place 1 Slime Counter on it at the end of the Damage Step. Monsters with Slime Counters on them cannot declare an attack.|

|Chaotic Draw|64|CCG0|Spell Card|Spell||Quick-Play|||Draw 3 cards and show them to your opponent. Your opponent selects 2 of them and sends them to the Graveyard. If a monster is sent to the Graveyard by this effect, inflict 500 damage for each monster sent to the Graveyard this way. If a Spell or Trap Card is sent to the Graveyard by this effect, inflict 500 damage to your opponent for each Spell or Trap Card sent to the Graveyard this way.|

|Chains of the Past|65|CCG0|Trap Card|Trap||Counter|||Negate the activation of a Spell or Trap card and remove it from play. This card can only be activated if there is a card with the same name as the negated card in either player's Graveyard.|

|Fist of Rage|66|CCG0|Spell Card|Spell|||||Select 1 monster your opponent controls with the lowest DEF and destroy it.|

|Gravity Wind|67|CCG0|Spell Card|Spell||Quick-Play|||Pay 800 Life Points. Return 1 card on the field to its owner's hand.|

|Laser Transfer|68|CCG0|Spell Card|Spell||Continuous|||Destroy 1 face-up Spell or Trap Card on the field. If that card was a Continuous Spell or Trap Card, the effect of this card becomes the same as the destroyed card. Otherwise, destroy this card.|

|Bazaar Deal|69|CCG0|Spell Card|Spell|||||Select 1 monster you control, and switch control of it with 1 face-up monster on your opponents side of the field with the lowest ATK. (If it's a tie, you get to choose.)|

|Fluffy Invasion|70|CCG0|Spell Card|Spell||Quick-Play|||If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 4 "Fluffy Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your side of the field. The "Fluffy Sheep Tokens" cannot be Tributed, or used for a Synchro Summon.|0|

|Sexy Aroma|71|CCG0|Spell Card|Spell||Equip|||Your opponent cannot select a monster you control, except the equipped monster, as an attack target.|

|Lazy Typhoon|72|CCG0|Spell Card|Spell||Quick-Play|||Activate only as Chain Link 2 or higher. Destroy 1 face-down Spell or Trap Card.|

|The Time and Space Chamber|73|CCG0|Spell Card|Spell|||||Discard 1 card. Remove from play,from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).|

|Soldiers Recruiting|74|CCG0|Spell Card|Spell|||||Add 1 Level 5 or lower Warrior-Type monster from your Deck to your hand.|

|Psychic Demolition|75|CCG0|Spell Card|Spell|||||This card remains on the field. During your Standby Phase, you can send this face-up card to the Graveyard to destroy all face-up Attack Position monsters on the field.|

|Pit of Sadness|76|CCG0|Spell Card|Spell|||||Send 1 monster from your Deck to the Graveyard. Until the End Phase of the turn this card was activated, while this card remains in your Graveyard, if a monster with the same name as the monster sent to the Graveyard with this card's effect is face-up on the field, send it to the Graveyard.|0|

|Fountain of Youth|77|CCG0|Spell Card|Spell||Continuous|||Once per turn, during your Standby Phase, you can discard 1 card from your hand to increase your Life Points by 500 for each monster you control.|

|Fracture|78|CCG0|Spell Card|Spell|||||Select 1 monster on the field with the lowest ATK and destroy it.|0|

|Gentleman's Duel|79|CCG0|Spell Card|Spell||Continuous|||Monsters cannot select a monster with a lower Level as an attack target.|

|Judgment Bolt|80|CCG0|Spell Card|Spell||Quick-Play|||Pay 500 Life points. Destroy 1 Spell or Trap Card your opponent controls.|

|Stabilization Dome|81|CCG0|Spell Card|Spell|||||Add 1 Field Spell Card from your Deck to your hand. When an effect would destroy a Field Spell Card, you can remove this card in your Graveyard from play to negate that effect.|

|Golden Tomb|82|CCG0|Spell Card|Spell|||||Remove from play 1 monster in you Graveyard. This card remains on the field. During your next Standby Phase, by sending this card to the Graveyard, add 1 monster of the same Type and Level as the monster you removed from play to activate this card from your Deck to your hand.|

|Ancient Ritual|83|CCG0|Spell Card|Spell||Ritual|||This card is used to Ritual Summon any monster. Remove monsters in your Graveyard from play whose total Levels equal the Level of the Ritual Monster you are Ritual Summoning.|

|Terracovery|84|CCG0|Spell Card|Spell||Quick-Play|||Select 1 Field Spell Card in your Graveyard and activate it.|

|Dimensional Resurrection|85|CCG0|Trap Card|Trap||Continuous|||Pay 800 Life Points to Special Summon 1 monster from your opponent's Graveyard and equip it with this card. If the equipped monster is removed from the field, this card is destroyed. If this card is removed from the field, the equipped monster is removed from play.|

|Sudden Bolt|86|CCG0|Trap Card|Trap|||||Destroy 1 Spell or Trap Card on the field. If the destroyed card was Set this turn, you can Set 1 Spell or Trap Card from your hand. That card can be activated this turn.|

|Lightspeed Fusion|87|CCG0|Trap Card|Trap|||||Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card and Special Summon the Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If all the Fusion Material Monsters are on the field, you can activate this card from your hand.|

|Hell Force|88|CCG0|Trap Card|Trap|||||Activate when your opponent attacks with a monster that has 1500 or more ATK. Destroy all face-up Attack Position monsters your opponent controls.|

|Solomon's Justice|89|CCG0|Trap Card|Trap||Counter|||Pay half your Life Points. Negate the effect of a Spell, Trap, or Effect Monster Card that activates on the field and destroy it.|

|Shameful Rejection|90|CCG0|Trap Card|Trap||Counter|||Negate the activation of a Spell, Trap or Effect Monster Card and flip the card face-down.. It cannot be activated or Flip Summoned until the end of this turn.|

|Bomb of Destruction|91|CCG0|Trap Card|Trap|||||Activate only when a monster is Summoned. Destroy all face-upmonsters on the field.|

|Testing Laboratory|92|CCG0|Trap Card|Trap||Continuous|||The effects of all face-up monsters cannot be activated.|

|Prohibition of the Greedy|93|CCG0|Trap Card|Trap||Continuous|||Neither player can draw cards outside of their Draw Phase.|

|Stopping the Inevitable|94|CCG0|Trap Card|Trap|||||Activate when your Life Points are below 1500. Draw 2 cards, then skip your next Draw Phase.|

|Demon Pit|95|CCG0|Trap Card|Trap|||||When your opponent Summons a monster(s) that has an ATK that is higher than the ATK of a monster you control, remove it from play.|

|Land Mine|96|CCG0|Trap Card|Trap|||||You cannot Set this card in the same column as an opponent's monster. Activate this card only when an opponent's monster that is in the same column as this card declares an attack. Destroy all monsters in the same column as the attacking monster and all monsters in adjacent Monster Card Zones to the destroyed monsters.|

|Horns of Hell|97|CCG0|Trap Card|Trap||Counter|||Discard 1 card. Negate the Summon of a monster and destroy it.|

|Sweep Out from the Middle|98|CCG0|Trap Card|Trap|||||Destroy 1 face-up monster on the field whose Level is closest to 6. (If it's a tie, you get to choose.)|

|Suicide Blast|99|CCG0|Trap Card|Trap|||||Activate only when a monster you control is selected as an attack target. Return the attacking monster to its owner's Deck.|

 

 

The wording of the following cards has been updated:

 

Sea-Bound Lemming

D.D. Guardian

Cockroach

Counter Crusher

Hell Hound

Greed Jar

Mirror Knight

Cosmic Dancer

Pyrotechnic Pixie

Haze Fairy

Sky Breaker

Aqua Magician

Tempest Storm

Target Practice

Egg of Regerneration

Bazaar Deal

Fluffy Invasion

Pit of Sadness

Barrier Break (new name from Armor Break)

Fountain of Youth

Golden Tomb

Ancient Ritual

Terracovery

Dimensional Resurrection

Sudden Bolt

Lightspeed Fusion

Hell Force

Bomb of Destruction

Stopping the Inevitable

Land Mine

Sweep Out from the Middle (wording updated, also "from" should be lowercase)

Suicide Blast

 

And here's the list in plain text format.

 

CCG0-EN000

CCG0-EN001

CCG0-EN002

[spoiler=CCG0-EN003 Sinister Fiend]Sinister Fiend

Attrib: Dark

Type: Fiend

Level:3

Atk: 1500

Def: 1000

This fiend is a mercenary, working for whatever evil needs assistance.

 

[spoiler=CCG0-EN004 Flaming Warrior]Flaming Warrior

Attrib: Fire

Type: Pyro

Level:4

Atk: 1800

Def: 1200

A legendary soldier who searches the land for worthy opponents. He uses fire attacks to overwhelm his foes.

 

CCG0-EN005

CCG0-EN006

[spoiler=CCG0-EN007 Sea-Bound Lemming]Sea-Bound Lemming

Attrib: Earth

Type: Beast/Effect

Level:2

Atk: 450

Def: 600

This card cannot be Tributed for a Tribute Summon. When this card is destroyed by battle and sent to the Graveyard, return it to your Deck. Then, pick up the top 5 cards of your Deck, and Special Summon any “Sea-Bound Lemming” monsters among them in face-up Defense Position. Return all other picked up cards to the Deck

 

[spoiler=CCG0-EN008 D.D. Guardian]D.D. Guardian

Attrib: Light

Type: Warrior/Effect

Level:4

Atk: 1800

Def: 1000

While this card is face-up on the field, any card that would be sent to the Graveyard is removed from play instead.

 

[spoiler=CCG0-EN009 Crystal Chameleon]Crystal Chameleon

Attrib: Water

Type: Reptile/Effect

Level:2

Atk: 1200

Def: 1900

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). Discard this card from your hand to the Graveyard to add 1 Spell Card that can Fusion Summon monsters from your Deck to your hand.

 

[spoiler=CCG0-EN010 Cockroach]Cockroach

Attrib: Earth

Type: Insect/Effect

Level:3

Atk: 1000

Def: 1600

When a monster is Summoned, flip this card into face-down Defense Position. This card cannot be selected as an attack target if you control a face-down monster. If a monster your opponent controls attacks this card in face-down Defense Position, it is not destroyed by that battle.

 

[spoiler=CCG0-EN011 Counter Crusher]Counter Crusher

Attrib: Earth

Type: Reptile/Effect

Level:4

Atk: 1800

Def: 1050

While this card is face-up on the field, no counters can be placed on cards. During either player's turn, you can pay 100 Life Points to remove 1 counter from the field.

 

[spoiler=CCG0-EN012 Hell Hound]Hell Hound

Attrib: Earth

Type: Beast/Effect

Level:4

Atk: 1800

Def: 400

When a player draws a card(s), both players look at the card(s) drawn. If a Monster Card(s) is drawn, inflict damage to the player who drew the Monster Card with the highest ATK equal to its Level x 100.

 

[spoiler=CCG0-EN013 Greed Jar]Greed Jar

Attrib: Earth

Type: Rock/Effect

Level:2

Atk: 800

Def: 1000

FLIP: Each player discards their hands and draws the same number of cards they discarded.

 

[spoiler=CCG0-EN014 Sparrow the Postman]Sparrow the Postman

Attrib: Wind

Type: Winged Beast/Effect

Level:4

Atk: 1500

Def: 1000

When this card is Summoned, add 1 Ritual Spell Card from your Deck to your hand.

 

[spoiler=CCG0-EN015 Lava Worm]Lava Worm

Attrib: Fire

Type: Pyro/Effect

Level:4

Atk: 1300

Def: 1500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 FIRE monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

[spoiler=CCG0-EN016 Emerald Shell]Emerald Shell

Attrib: Aqua

Type: Aqua/Effect

Level:4

Atk: 1300

Def: 1400

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

[spoiler=CCG0-EN017 Corrupted Clown]Corrupted Clown

Attrib: Dark

Type: Fiend/Effect

Level:4

Atk: 1300

Def: 0

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

[spoiler=CCG0-EN018 Blind Mole]Blind Mole

Attrib: Fire

Type: Pyro/Effect

Level:4

Atk: 1300

Def: 500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 EARTH monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

[spoiler=CCG0-EN019 Hurricane Pigeon]Hurricane Pigeon

Attrib: Wind

Type: Winged Beast/Effect

Level:4

Atk: 1300

Def: 700

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

[spoiler=CCG0-EN020 Electro Lynx]Electro Lynx

Attrib: Light

Type: Thunder/Effect

Level:4

Atk: 1300

Def: 300

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 LIGHT monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

[spoiler=CCG0-EN021 Mirror Knight]Mirror Knight

Attrib: Water

Type: Warrior/Effect

Level:3

Atk: 1500

Def: 1000

Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and remove from play 1 of the Fusion Material Monsters listed on that card in your Deck. Until the End Phase, this card's name is treated as the removed Fusion Material Monster's name. If this card's Attribute is the same as the removed monster's Attribute, and this card is used for a Fusion Summon during the turn you use this effect, you can draw 1 card.

 

[spoiler=CCG0-EN022 Cosmic Dancer]Cosmic Dancer

Attrib: Wind

Type: Psychic/Effect

Level:3

Atk: 800

Def: 1000

Twice per turn, you can pay 800 Life Points to negate 1 of your opponent's attacks. If this face-down card is attacked, you can flip this card face-up to negate the attack.

 

[spoiler=CCG0-EN023 Pyrotechnic Pixie]Pyrotechnic Pixie

Attrib: Fire

Type: Fiend/Effect

Level:4

Atk: 1000

Def: 1000

Once per turn, if your opponent has at least 1 card in their hand, you can discard 1 card and pay 800 Life Points to destroy 1 card on the field. Your opponent can discard 1 card of the same type (monster, spell, or trap) as the targeted card to negate this effect. (If the targeted card was face-down, and your opponent discards a card to negate this effect, your opponent must reveal the targeted card.)

 

[spoiler=CCG0-EN024 Haze Fairy]Haze Fairy

Attrib: Wind

Type: Fairy/Effect

Level:3

Atk: 1000

Def: 1700

After this card is Normal Summoned, when it is sent to the Graveyard, add 1 monster with 1500 or less ATK from your Deck to your hand.

 

[spoiler=CCG0-EN025 Sky Breaker]Sky Breaker

Attrib: Light

Type: Thunder/Effect

Level:4

Atk: 1600

Def: 200

When this card is Normal Summoned, it gains the following effect: • You can discard 1 card to destroy 1 Spell or Trap Card on the field. This effect can only be used once while this card is face-up on the field.

 

[spoiler=CCG0-EN026 Forest Archer]Forest Archer

Attrib: Earth

Type: Beast-Warrior/Effect

Level:4

Atk: 1500

Def: 1100

You can discard 1 card to select 1 card on the field, and roll a six-sided die. If the result is not 6, return the selected card to its owner's hand.

 

CCG0-EN027

CCG0-EN028

[spoiler=CCG0-EN029 The Magical Shapeshifter]The Magical Shapeshifter

Attrib: Wind

Type: Fairy/Tuner/Effect

Level:1

Atk: 0

Def: 500

Once per turn, during your Main Phase, you can increase this card's Level equal to the number of monsters on the field.

 

[spoiler=CCG0-EN030 Bati, the Fat Guy]Bati, the Fat Guy

Attrib: Earth

Type: Fiend/Effect

Level:4

Atk: 0

Def: 1800

As long as a player has no cards in their Spell & Trap Card Zone, that player cannot enter their Battle Phase.

 

CCG0-EN031

CCG0-EN032

CCG0-EN033

CCG0-EN034

[spoiler=CCG0-EN035 Destiny Emperor Zodiac]Destiny Emperor Zodiac

Attrib: Water

Type: Warrior/Effect

Level:6

Icon:2400

Atk: 1600

Def: When this card is Tribute Summoned, declare 1 card name. Remove from play all copies of the selected card in both player's Graveyards. While this card is face-up on the field, cards with that name cannot be used and their effect(s) are negated.

 

[spoiler=CCG0-EN036 Aqua Magician]Aqua Magician

Attrib: Water

Type: Spellcaster/Effect

Level:6

Atk: 2300

Def: 2100

This card cannot be targeted by a Spell or Trap Card. If a monster you control is targeted by a Spell or Trap Card, you can switch the target to an appropriate monster your opponent controls.

 

CCG0-EN037

CCG0-EN038

CCG0-EN039

CCG0-EN040

CCG0-EN041

CCG0-EN042

CCG0-EN043

CCG0-EN044

CCG0-EN045

CCG0-EN046

CCG0-EN047

CCG0-EN048

CCG0-EN049

CCG0-EN050

CCG0-EN051

CCG0-EN052

CCG0-EN053

CCG0-EN054

[spoiler=CCG0-EN055 Tempest Storm]Tempest Storm

Group: Spell Card

Type: Spell

Select and activate 1 of the following effects: • Destroy all face-down Spell and Trap Cards on the field. • Destroy all face-up Spell Cards on the field. • Destroy all face-up Trap Cards on the field.

 

[spoiler=CCG0-EN056 Refueling]Refueling

Group: Spell Card

Type: Spell

Icon:Quick-Play

Activate by selecting 3 Monster Cards in your Graveyard. Return those monsters to your Deck, then draw 1 card.

 

[spoiler=CCG0-EN057 Summon Sensor]Summon Sensor

Group: Spell Card

Type: Spell

The next monster Normal or Special Summoned after this card's activation is destroyed.

 

[spoiler=CCG0-EN058 Barrier Break]Barrier Break

Group: Spell Card

Type: Spell

Select 1 Defense Position monster on the field and remove it from play.

 

[spoiler=CCG0-EN059Target Practice]Target Practice

Group: Spell Card

Type: Spell

Select 1 Spell or Trap Card on the field. Roll 1 six-sided die and apply the appropriate effect: • 1: Inflict 800 damage to the selected card's controller. • 2, 3, or 4: If any Spell or Trap Cards are in adjacent card zones to the selected card, you must select 1 of them and destroy it. • 5 or 6: Destroy the selected card.

 

[spoiler=CCG0-EN060 Advanced Polymerization]Advanced Polymerization

Group: Spell Card

Type: Spell

Send Fusion Material Monsters that are listed on a 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). Draw 1 card.

 

[spoiler=CCG0-EN061 Egg of Regeneration]Egg of Regeneration

Group: Spell Card

Type: Spell

Icon:Continuous

When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 4 Hatching Counters to this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose Level is equal to or less than the number of Hatching Counters on this card.

 

[spoiler=CCG0-EN062 Variable Storm]Variable Storm

Group: Spell Card

Type: Spell

Destroy 1 face-up Spell or Trap Card. If your opponent controls 3 or more face-up Spell or Trap Cards, destroy 2 instead.

 

[spoiler=CCG0-EN063 Gruesome Slimeyard]Gruesome Slimeyard

Group: Trap Card

Type: Trap

Icon:Continuous

When a monster attacks, place 1 Slime Counter on it at the end of the Damage Step. Monsters with Slime Counters on them cannot declare an attack.

 

[spoiler=CCG0-EN064 Chaotic Draw]Chaotic Draw

Group: Spell Card

Type: Spell

Icon:Quick-Play

Draw 3 cards and show them to your opponent. Your opponent selects 2 of them and sends them to the Graveyard. If a monster is sent to the Graveyard by this effect, inflict 500 damage for each monster sent to the Graveyard this way. If a Spell or Trap Card is sent to the Graveyard by this effect, inflict 500 damage to your opponent for each Spell or Trap Card sent to the Graveyard this way.

 

[spoiler=CCG0-EN065 Chains of the Past]Chains of the Past

Group: Trap Card

Type: Trap

Icon:Counter

Negate the activation of a Spell or Trap card and remove it from play. This card can only be activated if there is a card with the same name as the negated card in either player's Graveyard.

 

[spoiler=CCG0-EN066 Fist of Rage]Fist of Rage

Group: Spell Card

Type: Spell

Select 1 monster your opponent controls with the lowest DEF and destroy it.

 

[spoiler=CCG0-EN067 Gravity Wind]Gravity Wind

Group: Spell Card

Type: Spell

Icon:Quick-Play

Pay 800 Life Points. Return 1 card on the field to its owner's hand.

 

[spoiler=CCG0-EN068 Laser Transfer]Laser Transfer

Group: Spell Card

Type: Spell

Icon:Continuous

Destroy 1 face-up Spell or Trap Card on the field. If that card was a Continuous Spell or Trap Card, the effect of this card becomes the same as the destroyed card. Otherwise, destroy this card.

 

[spoiler=CCG0-EN069 Bazaar Deal]Bazaar Deal

Group: Spell Card

Type: Spell

Select 1 monster you control, and switch control of it with 1 face-up monster on your opponents side of the field with the lowest ATK. (If it's a tie, you get to choose.)

 

[spoiler=CCG0-EN070 Fluffy Invasion]Fluffy Invasion

Group: Spell Card

Type: Spell

Icon:Quick-Play

If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 4 "Fluffy Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your side of the field. The "Fluffy Sheep Tokens" cannot be Tributed, or used for a Synchro Summon.

 

[spoiler=CCG0-EN071 Sexy Aroma]Sexy Aroma

Group: Spell Card

Type: Spell

Icon:Equip

Your opponent cannot select a monster you control, except the equipped monster, as an attack target.

 

[spoiler=CCG0-EN072 Lazy Typhoon]Lazy Typhoon

Group: Spell Card

Type: Spell

Icon:Quick-Play

Activate only as Chain Link 2 or higher. Destroy 1 face-down Spell or Trap Card.

 

[spoiler=CCG0-EN073 The Time and Space Chamber]The Time and Space Chamber

Group: Spell Card

Type: Spell

Discard 1 card. Remove from play,from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).

 

[spoiler=CCG0-EN074 Soldiers Recruiting]Soldiers Recruiting

Group: Spell Card

Type: Spell

Add 1 Level 5 or lower Warrior-Type monster from your Deck to your hand.

 

[spoiler=CCG0-EN075 Psychic Demolition]Psychic Demolition

Group: Spell Card

Type: Spell

This card remains on the field. During your Standby Phase, you can send this face-up card to the Graveyard to destroy all face-up Attack Position monsters on the field.

 

[spoiler=CCG0-EN076 Pit of Sadness]Pit of Sadness

Group: Spell Card

Type: Spell

Send 1 monster from your Deck to the Graveyard. Until the End Phase of the turn this card was activated, while this card remains in your Graveyard, if a monster with the same name as the monster sent to the Graveyard with this card's effect is face-up on the field, send it to the Graveyard.

 

[spoiler=CCG0-EN077 Fountain of Youth]Fountain of Youth

Group: Spell Card

Type: Spell

Icon:Continuous

Once per turn, during your Standby Phase, you can discard 1 card from your hand to increase your Life Points by 500 for each monster you control.

 

[spoiler=CCG0-EN078 Fracture]Fracture

Group: Spell Card

Type: Spell

Select 1 monster on the field with the lowest ATK and destroy it.

 

[spoiler=CCG0-EN079 Gentleman's Duel]Gentleman's Duel

Group: Spell Card

Type: Spell

Icon:Continuous

Monsters cannot select a monster with a lower Level as an attack target.

 

[spoiler=CCG0-EN080 Judgment Bolt]Judgment Bolt

Group: Spell Card

Type: Spell

Icon:Quick-Play

Pay 500 Life points. Destroy 1 Spell or Trap Card your opponent controls.

 

[spoiler=CCG0-EN081 Stabilization Dome]Stabilization Dome

Group: Spell Card

Type: Spell

Add 1 Field Spell Card from your Deck to your hand. When an effect would destroy a Field Spell Card, you can remove this card in your Graveyard from play to negate that effect.

 

[spoiler=CCG0-EN082 Golden Tomb]Golden Tomb

Group: Spell Card

Type: Spell

Remove from play 1 monster in you Graveyard. This card remains on the field. During your next Standby Phase, by sending this card to the Graveyard, add 1 monster of the same Type and Level as the monster you removed from play to activate this card from your Deck to your hand.

 

[spoiler=CCG0-EN083 Ancient Ritual]Ancient Ritual

Group: Spell Card

Type: Spell

Icon:Ritual

This card is used to Ritual Summon any monster. Remove monsters in your Graveyard from play whose total Levels equal the Level of the Ritual Monster you are Ritual Summoning.

 

[spoiler=CCG0-EN084 Terracovery]Terracovery

Group: Spell Card

Type: Spell

Icon:Quick-Play

Select 1 Field Spell Card in your Graveyard and activate it.

 

[spoiler=CCG0-EN085 Dimensional Resurrection]Dimensional Resurrection

Group: Trap Card

Type: Trap

Icon:Continuous

Pay 800 Life Points to Special Summon 1 monster from your opponent's Graveyard and equip it with this card. If the equipped monster is removed from the field, this card is destroyed. If this card is removed from the field, the equipped monster is removed from play.

 

[spoiler=CCG0-EN086 Sudden Bolt]Sudden Bolt

Group: Trap Card

Type: Trap

Destroy 1 Spell or Trap Card on the field. If the destroyed card was Set this turn, you can Set 1 Spell or Trap Card from your hand. That card can be activated this turn.

 

[spoiler=CCG0-EN087]Lightspeed Fusion

Group: Trap Card

Type: Trap

Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card and Special Summon the Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If all the Fusion Material Monsters are on the field, you can activate this card from your hand.

 

[spoiler=CCG0-EN088 Hell Force]Hell Force

Group: Trap Card

Type: Trap

Activate when your opponent attacks with a monster that has 1500 or more ATK. Destroy all face-up Attack Position monsters your opponent controls.

 

[spoiler=CCG0-EN089 Solomon's Justice]Solomon's Justice

Group: Trap Card

Type: Trap

Icon:Counter

Pay half your Life Points. Negate the effect of a Spell, Trap, or Effect Monster Card that activates on the field and destroy it.

 

[spoiler=CCG0-EN090 Shameful Rejection]Shameful Rejection

Group: Trap Card

Type: Trap

Icon:Counter

Negate the activation of a Spell, Trap or Effect Monster Card and flip the card face-down.. It cannot be activated or Flip Summoned until the end of this turn.

 

[spoiler=CCG0-EN091 Bomb of Destruction]Bomb of Destruction

Group: Trap Card

Type: Trap

Activate only when a monster is Summoned. Destroy all face-upmonsters on the field.

 

[spoiler=CCG0-EN092 Testing Laboratory]Testing Laboratory

Group: Trap Card

Type: Trap

Icon:Continuous

The effects of all face-up monsters cannot be activated.

 

[spoiler=CCG0-EN093 Prohibition of the Greedy]Prohibition of the Greedy

Group: Trap Card

Type: Trap

Icon:Continuous

Neither player can draw cards outside of their Draw Phase.

 

[spoiler=CCG0-EN094 Stopping the Inevitable]Stopping the Inevitable

Group: Trap Card

Type: Trap

Activate when your Life Points are below 1500. Draw 2 cards, then skip your next Draw Phase.

 

[spoiler=CCG0-EN095 Demon Pit]Demon Pit

Group: Trap Card

Type: Trap

When your opponent Summons a monster(s) that has an ATK that is higher than the ATK of a monster you control, remove it from play.

 

[spoiler=CCG0-EN096 Land Mine]Land Mine

Group: Trap Card

Type: Trap

You cannot Set this card in the same column as an opponent's monster. Activate this card only when an opponent's monster that is in the same column as this card declares an attack. Destroy all monsters in the same column as the attacking monster and all monsters in adjacent Monster Card Zones to the destroyed monsters.

 

[spoiler=CCG0-EN097 Horns of Hell]Horns of Hell

Group: Trap Card

Type: Trap

Icon:Counter

Discard 1 card. Negate the Summon of a monster and destroy it.

 

[spoiler=CCG0-EN098 Sweep Out from the Middle]Sweep Out from the Middle

Group: Trap Cad

Type: Trap

Destroy 1 face-up monster on the field whose Level is closest to 6. (If it's a tie, you get to choose.)

 

[spoiler=CCG0-EN099 Suicide Blast]Suicide Blast

Group: Trap Card

Type: Trap

Activate only when a monster you control is selected as an attack target. Return the attacking monster to its owner's Deck.

 

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wow good job..

 

That is what i always was thinking are we all going to have to copy/paste the final set(transformed to yvd format) to our yvd thing there should be a thing showing how,and is their anyway that we can make it that the banlist works for us instead of actually checking if your card is banned/limited or semi-limited..??

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You have 2 options.

 

1. Open your YVD set with notepad and copy/paste this into the end. (If you are not using the TCG files feel free to just replace it.)

2. If you are not using your OCG (japanese card) file, you can also save it as "ocg.set" (with quotes if you're using notepad) and then have the CCG cards only. To load YVD using that set doing it this way, you'll have to go under the start menu and load it using OCG mode.

 

As far as ban list goes, short of editting your computer's host file to trick your computer into loading another website instead of xerocreative.com, there's no way to do it. And it's not practical anyway if you do visit xerocreative.com. Maybe we can have Nightmarian make us a deck editor :P

 

Keep in mind also this is not the final set. There are still the cards in the latest promo to be added and some changes he decided not to tell me yet.

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And finally, here it is...whole Set 0 in YCM format!!!!! I also posted here all cards in YVD format so you can use this cards in duels ( we already playing :p) with YVD program. All explanation how you can use YVD is written in this thread ( find IRC and YVD spoilers in first post), and also explanation how to connect to our IRC room.

http://forum.yugiohcardmaker.net/thread-100159.html

We also got our site now ( but it is in stage of development ) : createdcardgame.com , and our IRC server : irc.createdcardgame.com , we are mostly in room : #CCG.

 

So, what is this all about??? Well, we was working on this Set for like 4 months =/, mainly because we didn't have luck i would say , for example during my vacations i wasn't able to connect to internet so during that time all was going slowly...

We are making the game, that use all Yu-Gi-Oh! rules ( we got some differences in ban list rules, and some others, but game mechanic is the same), but we don't use TCG/OCG cards, but we use our own made cards instead.

This is first starting set, where we introduced lot of staples, and other cards that game really needs. All cards that are similar to TCG ones was balanced , either strengthen or weaken , but at end we got much better stuff then TCG have.

I would say much more balanced game, and slower game. Lot of good duelistsalready looked through our cards, and they all agree in that. Some cards always makes people wonder, why did u made it just like that, or for example for Soldiers Recruiting, they usually comment : "Isn't Reinforcement of the Army limited in TCG...and you are making it even stronger..?"..

My answer would be : "This is not TCG. We introduced this card in first set, because we will totally control what monsters will be Warrior-Types. Main idea is that there will be placed key cards for some strategies that can't work without them, and there will be never placed any overpowered monster (like E-Hero Stratos for example )....

We also made Synchros weaker, and made Fusions and Rituals much faster to get them back in game. Also, i would say that both rows, monster row, and spell/trap row, got same power in our game, while in TCG today, all is mostly about spell/trap zone.

 

I wanna say thanks to everyone that was working on this, and hope we will continue with this great project.

If anyone wanna join us, ask that in our club, we really need more help. Karl will be Set 1 leader because i am really busy right now with college and other things.

Also, don't be afraid and come to duel and try this. ^^ This cannot work without duelists obviously.

 

Please people comment&rate, and ask anything you don't understand. Anyone that find OCG error or some broken combo will get +1 REP. You can also check our ban list in our club thread.

 

CCG.SET (for YVD): http://forum.yugiohcardmaker.net/thread-108839.html (Karl needs to do some final changes)

 

 

 

 

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[spoiler=CCG0-EN000 The Stranger]

During either player's turn, you can discard this card to reduce the Level of all monsters in both players' hands and on the field by 1 until the end of the turn.

 

 

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[spoiler=CCG0-EN001 Stupid Cupid]

This angel is exiled from the heaven for its foolish and inappropriate behavior.

 

 

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[spoiler=CCG0-EN002 Death Plant]

A pitch black plant, it grows on the grounds of great and terrible battlefields, absorbing all the wicked souls that fell there.

 

 

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[spoiler=CCG0-EN003 Sinister Fiend]

This fiend is a mercenary, working for whatever evil needs assistance.

 

 

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[spoiler=CCG0-EN004 Flame Warrior]

A legendary soldier who searches the land for worthy opponents. He uses fire attacks to overwhelm his foes.

 

 

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[spoiler=CCG0-EN005 Ancient Mechanoid]

A blessed mechanical soldier, it is constantly learning new techniques to defeat its enemies.

 

 

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[spoiler=CCG0-EN006 Crazy Totem]

When this card is Normal Summoned, you can increase or decrease the Level of 1 other face-up monster by 1. Once per turn, when this card is attacked, you can send 2 cards from the top of your Deck to the Graveyard to negate the attack.

 

 

202617z.jpg

[spoiler=CCG0-EN007 Sea-Bound Lemming]

This card cannot be Tributed for a Tribute Summon. When this card is destroyed by battle and sent to the Graveyard, return it to your Deck. Then, pick up the top 5 cards of your Deck, and Special Summon any "Sea-Bound Lemming" monsters among them in face-up Defense Position. Return all other picked up cards to the Deck.

 

 

202617a.jpg

[spoiler=CCG0-EN008 D.D. Guardian]

While this card is face-up on the field, any card that would be sent to the Graveyard is removed from play instead.

 

202617q.jpg

[spoiler=CCG0-EN009 Ruby Chameleon]

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). Discard this card from your hand to the Graveyard to add 1 Spell Card that can Fusion Summon monsters from your Deck to your hand.

 

 

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[spoiler=CCG0-EN010 Cockroach]

When a monster is Summoned, flip this card into face-down Defense Position. This card cannot be selected as an attack target if you control a face-down monster. If a monster your opponent controls attacks this card in face-down Defense Position, this card is not destroyed by that battle.

 

 

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[spoiler=CCG0-EN011 Counter Crusher]

While this card is face-up on the field, no counters can be placed on cards. During either player's turn, you can pay 100 Life Points to remove 1 counter from the field.

 

 

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[spoiler=CCG0-EN012 Hell Hound]

When a player draws a card(s), both players look at the card(s) drawn. If a Monster Card(s) is drawn, inflict damage to each player equal to the Level of the monster they drew with the highest ATK x 100.

 

 

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[spoiler=CCG0-EN013 Greed Jar]

FLIP: Each player discards their hands and draws the same number of cards they discarded.

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[spoiler=CCG0-EN014 Owl The Wise]

When this card is Summoned, you can add 1 Ritual Spell Card from your Deck to your hand.

 

 

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[spoiler=CCG0-EN015 Lava Worm]

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 FIRE monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

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[spoiler=CCG0-EN016 Shell Statue]

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

202617q.jpg

[spoiler=CCG0-EN017 Corrupted Clown]

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

202617s.jpg

[spoiler=CCG0-EN018 Blind Mole]

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 EARTH monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

202617p.jpg

[spoiler=CCG0-EN019 Hurricane Hawk]

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

202617p.jpg

[spoiler=CCG0-EN020 Electro Lynx]

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 LIGHT monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

 

202617t.jpg

[spoiler=CCG0-EN021 Mirror Knight]

Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and remove from play 1 of the Fusion Material Monsters listed on that card in your Deck. Until the End Phase, this card's name is treated as the removed Fusion Material Monster's name. If this card's Attribute is the same as the removed monster's Attribute, and this card is used for a Fusion Summon during the turn you use this effect, you can draw 1 card.

 

 

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[spoiler=CCG0-EN022 Cosmic Prophet]

Twice per turn, you can pay 800 Life Points to negate 1 of your opponent's attacks.

 

 

202617m.jpg

[spoiler=CCG0-EN023 Pyrotechnic Pixie]

Once per turn, if your opponent has at least 1 card in their hand, you can discard 1 card and pay 800 Life Points to destroy 1 card on the field. Your opponent can discard 1 card of the same type (monster, spell, or trap) as the targeted card to negate this effect. (If the targeted card was face-down, and your opponent discards a card to negate this effect, your opponent must reveal the targeted card.)

 

 

202617k.jpg

[spoiler=CCG0-EN024 Haze Fairy]

After this card is Normal Summoned, when it is destroyed and sent to the Graveyard, you can add 1 monster with 1500 or less ATK from your Deck to your hand.

 

 

202617e.jpg

[spoiler=CCG0-EN025 Sky Breaker]

When this card is Normal Summoned, it gains the following effect: •You can discard 1 card to destroy 1 Spell or Trap Card on the field. This effect can only be used once while this card is face-up on the field.

 

 

202617ynl.jpg

[spoiler=CCG0-EN026 Forest Archer]

Once per turn, you can discard 1 card to select 1 card on the field, and roll a six-sided die. If the result is not 6, return the selected card to its owner's hand.

 

 

202617u.jpg

[spoiler=CCG0-EN027 Shell Knight]

Once per turn, you can remove from play 2 monsters in your Graveyard to Special Summon 1 Level 1 monster from your Deck. If you have more than 4000 Life Points, it cannot be used as a Tribute for a Tribute Summon and has its effects negated until the End Phase.

 

 

202617m.jpg

[spoiler=CCG0-EN028 Life Stealing Magician]

Once per turn, when you pay Life points, this card gains ATK and DEF equal to the Life Points paid until the End Phase (max. 1000). During your End Phase, pay 500 Life Points. If you do not, this card's ATK become 0 until your next Standby Phase.

 

 

202617y.jpg

[spoiler=CCG0-EN029 The Magical Shapeshifter]

When this card is Normal Summoned, and during each of your Standby Phases, increase this card's Level equal to the number of monsters on the field (excluding this card).

 

 

202617b.jpg

[spoiler=CCG0-EN030 Bati, the Fat Guy]

As long as a player has no cards in their Spell & Trap Card Zone, that player cannot enter their Battle Phase.

 

202617fgj.jpg

[spoiler=CCG0-EN031 Voltage Blaster]

Any Battle Damage to your opponent involving this card becomes 500. While you control at least 1 Thunder-Type monster, you can Special Summon this card from your hand. This card can attack your opponent directly. If this face-up card is attacked, you can return it to your hand.

 

 

202617a.jpg

[spoiler=CCG0-EN032 Lonely Oak]

When this card is Normal Summoned, you can Tribute 1 monster to add 1 monster of the same Attribute, Type, and Level from your Deck to your hand.

 

 

202617g.jpg

[spoiler=CCG0-EN033 Deck Reaper]

While this card is in face-up Attack Position, this card cannot be destroyed by battle. When this card inflicts Battle Damage to your opponent, you can declare 1 card type (Monster, Spell, or Trap). Your opponent selects 1 card of that type from their Deck and sends it to the Graveyard.

 

 

202617hud.jpg

[spoiler=CCG0-EN034 Blood Werehamster]

This card cannot be Tributed if it was Special Summoned during your opponent's turn. At the start of either player's Main Phase 1, you can Special Summon this card from your hand. While this card is face-up on the field, your opponent cannot activate or Set cards during the Main Phase 2.

 

 

202617cgp.jpg

[spoiler=CCG0-EN035 God of the Wind - Fujin]

When this card is Normal Summoned, you can return 1 card your opponent controls to its owner's hand. After that, if your opponent controls no cards, your opponent cannot Set cards during their next turn.

 

 

202617oii.jpg

[spoiler=CCG0-EN036 Diablo, Shadow of the Dark Cathedral]

This card cannot be Special Summoned except by removing from play 3 Spell or Trap Cards from the top of your Graveyard. Once per turn, you can remove from play 1 monster from the top of your opponent's Graveyard. This card gains its effects until the end of the turn. When this card is removed from the field, it is removed from play.

 

 

202617vnn.jpg

[spoiler=CCG0-EN037 Guardian of Lost Souls]

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn this card is Normal Summoned or flipped face-up. Monsters cannot be Special Summoned. When this card inflicts Battle Damage to your opponent, you can add 1 Spirit monster from your Deck to your hand.

 

 

202617.jpg

[spoiler=CCG0-EN038 Destiny Emperor Zodiac]

When this card is Tribute Summoned, declare 1 card name. Remove from play all copies of the selected card in both players' Graveyards. While this card is face-up on the field, cards with that name cannot be used and their effects are negated.

 

 

202617v.jpg

[spoiler=CCG0-EN039 Aqua Magician]

This card cannot be targeted by a Spell or Trap Card. If a monster you control is targeted by a Spell or Trap Card, you can switch the target to an appropriate monster your opponent controls.

 

202617u.jpg

[spoiler=CCG0-EN040 Dragon Lord of the Forgotten Kingdom]

There exists a kingdom separated from the rest of humanity. The people of that kingdom worship the dragon that resides there, for he is all-powerful and goes unchallenged by anything. Against those that do not worship him, however, he is a deadly foe that can destroy enemies in one swift strike.

 

 

202617ixj.jpg

[spoiler=CCG0-EN041 Destiny Overlord]

This card cannot be Special Summoned except from your hand when a card(s) is sent from your opponent's Deck to the Graveyard. When this card is Summoned, send the top 3 cards of your opponent's Deck to the Graveyard. There can only be 1 "Destiny Overlord" on the field.

 

 

202617.jpg

[spoiler=CCG0-EN042 Derias the Almighty Being]

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 monsters. A player cannot activate a Spell or Trap Card if they have activated a number of Spell or Trap Cards this turn equal to or greater than the number of cards in your hand.

 

 

202617n.jpg

[spoiler=CCG0-EN043 Rumbler Tumbler]

1 Tuner + 1 or more non-Tuner monsters

Once, while this card is face-up on the field, during either player's turn, you can switch 1 face-up monster to face-down Defense Position.

 

 

202617m.jpg

[spoiler=CCG0-EN044 Ocean Wave Master]

1 Tuner + 1 or more non-Tuner monsters

Your opponent's monsters cannot change their Battle Position except by card effect. When this card is attacked, you can switch it to Defense Position to switch attacking monster to face-down Defense Position.

 

 

202617a.jpg

[spoiler=CCG0-EN045 Black Spear Dragon]

1 Tuner + 1 or more non-Tuner monsters This card inflicts Piercing damage. When this card inflicts Battle Damage to your opponent, you can reduce that damage to 0 to destroy 1 face-up monster on the field with DEF equal to or lower than the damage this card would have inflicted.

 

 

202617q.jpg

[spoiler=CCG0-EN046 Armes, General of the Fallen Army]

1 Tuner + 1 or more non-Tuner monsters

This card gains ATK equal to the Level of the monster that is on right side of this card * 100, and it gains DEF equal to the Level of the monster that is on the left side of this card * 100. When the monster on the right side of this card is removed from the field, change this card to Defense Position. When the monster on the left side of this card is removed from the field, change this card to Attack Position. When this card destroys a monster by battle, destroy all monsters your opponent controls that are in same column as monsters you control that are adjacent to this card.

 

 

202617j.jpg

[spoiler=CCG0-EN047 Meteorsaurus]

1 Tuner + 1 or more non-Tuner monsters

This card can attack twice during each Battle Phase. This card cannot attack your opponent's Life Points directly.

 

 

202617n.jpg

[spoiler=CCG0-EN048 Swamp Terror]

This card cannot be Special Summoned except by Ritual Summon. This card returns to its owner's hand during the End Phase of the turn it is Summoned or flipped face-up. This card can attack your opponent's Life Points directly. When this card inflicts Battle Damage to your opponent, you can draw 1 card. When this card is returned to your hand by its own effect, you can select 1 Ritual Spell Card in your Graveyard that was used to Ritual Summon this card and add it to your hand.

 

 

202617f.jpg

[spoiler=CCG0-EN049 Giant Schizomida]

This card is treated as a Normal Monster while face-up o 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 a card effect is activated, you can Tribute this face-up card to negate that card's activation and effect and remove it from play. When this card is selected as an attack target, you can discard 1 card to negate that attack.

 

 

202617.jpg

[spoiler=CCG0-EN050 Evil Engine]

Once per turn,you can send any number of monsters you control to the Graveyard. For each card sent to the Graveyard this way, place 1 counter on this card. Once per turn, you can remove 1 counter from this card to destroy 1 card on the field. During the End Phase of a turn you activated this effect, if there are no counters on this card, destroy it.

 

 

202617a.jpg

[spoiler=CCG0-EN051 Wicked Dollmaker]

Once per turn, you can discard 1 monster to Special Summon 1 "Wicked Doll Token" with the same Attribute, Type, Level, original ATK, and original DEF as the discarded card. This Token cannot attack or be Tributed for a Tribute Summon. When this card is removed from the field, destroy all "Wicked Doll Tokens" on the field.

 

 

202617d.jpg

[spoiler=CCG0-EN052 Neuromancer Octopus]

1 Normal Monter + 1 Normal Monster Once per turn, during your Main Phase, if you control this card, you can equip it to 1 Gemini monster you control, OR unequip it and Special Summon this card in Attack Position. A Gemini monster equipped with this card is treated as an Effect Monster, and gains its effect(s). When this card is sent to the Graveyard while equipped to a monster by this card's effect, you can Special Summon this card. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)

 

 

202617d.jpg

[spoiler=CCG0-EN053 Moss Giant]

1 Normal Monster + 1 Normal Monster

This card gains ATK equal to the combined original ATK of the monsters used to Fusion Summon it, and loses ATK equal to the combined original DEF. Any damage involving this card is halved. When this card inflits Battle Damage, switch it to Defense Position.

 

 

202617h.jpg

[spoiler=CCG0-EN054 Scorching Demon]

"Flame Warrior" + "Sinister Fiend"

This card cannot be Summoned except by Fusion Summon. This card's Attribute is also treated as DARK. When this card is removed from the field by your opponent, you can select 1 face-up monster on the field and inflict damage to your opponent equal to the half of selected monster's original ATK.

 

 

202617fwp.jpg

[spoiler=CCG0-EN055 Tempest Storm]

Select and activate 1 of the following effects: •Destroy all face-down Spell and Trap Cards on the field. •Destroy all face-up Spell Cards on the field. •Destroy all face-up Trap Cards on the field.

 

 

202617kxg.jpg

[spoiler=CCG0-EN056 Refueling]

Activate by selecting 3 Monster Cards in your Graveyard. Return those monsters to your Deck, then draw 1 card.

202617s.jpg

[spoiler=CCG0-EN057 Summon Sensor]

The next monster Normal or Special Summoned after this card's activation is destroyed.

 

 

202617f.jpg

[spoiler=CCG0-EN058 Barrier Break]

Select 1 Defense Position monster on the field and remove it from play.

 

 

202617tkp.jpg

[spoiler=CCG0-EN059Target Practice]

Select 1 Spell or Trap Card on the field. Roll 1 six-sided die and apply the appropriate effect: •1: Inflict 800 damage to the selected card's controller. •2, 3, or 4: If any Spell or Trap Cards are in adjacent card zones to the selected card, you must select 1 of them and destroy it. •5 or 6: Destroy the selected card.

 

202617wwv.jpg

[spoiler=CCG0-EN060 Advanced Polymerization]

Send Fusion Material Monsters that are listed on a 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). Draw 1 card.

 

202617l.jpg

[spoiler=CCG0-EN061 Egg of Regeneration]

When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 3 Hatching Counters to this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose Level is equal to or less than the number of Hatching Counters on this card.

 

 

202617fyl.jpg

[spoiler=CCG0-EN062 Variable Storm]

Destroy 1 face-up Spell or Trap Card. If your opponent controls 3 or more face-up Spell or Trap Cards, destroy 2 instead.

 

 

202617mem.jpg

[spoiler=CCG0-EN063 Gruesome Slimeyard]

When a monster attacks, place 1 Slime Counter on it at the end of the Damage Step. Monsters with Slime Counters on them cannot declare an attack.

 

 

202617d.jpg

[spoiler=CCG0-EN064 Chaotic Draw]

Draw 3 cards and show them to your opponent. Your opponent selects 2 of them and sends them to the Graveyard. If a monster is sent to the Graveyard by this effect, inflict 500 damage for each monster sent to the Graveyard this way. If a Spell or Trap Card is sent to the Graveyard by this effect, inflict 500 damage to your opponent for each Spell or Trap Card sent to the Graveyard this way.

 

 

202617y.jpg

[spoiler=CCG0-EN065 Terracovery]

Select 1 Field Spell Card in your Graveyard and activate it.

 

 

202617v.jpg

[spoiler=CCG0-EN066 Fist of Rage]

Activate when your opponent controls 2 or more face-up monsters. Select 1 monster your opponent controls with the lowest DEF and destroy it.

 

 

202617i.jpg

[spoiler=CCG0-EN067 Gravity Wind]

Pay 800 Life Points. Return 1 card on the field to its owner's hand.

 

 

202617c.jpg

[spoiler=CCG0-EN068 Laser Transfer]

Destroy 1 face-up Spell or Trap Card on the field. If that card was a Continuous Spell or Trap Card, the effect of this card becomes the same as the destroyed card. Otherwise, destroy this card.

 

 

202617p.jpg

[spoiler=CCG0-EN069 Bazaar Deal]

Select 1 monster you control, and switch control of it with 1 face-up monster your opponent controls with the lowest ATK. (If it's a tie, you get to choose.)

 

 

202617o.jpg

[spoiler=CCG0-EN070 Fluffy Invasion]

If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 4 "Fluffy Sheep Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your side of the field. The "Fluffy Sheep Tokens" cannot be Tributed, or used for a Synchro Summon.

 

 

202617flj.jpg

[spoiler=CCG0-EN071 Sexy Aroma]

Your opponent cannot select a monster you control, except the equipped monster, as an attack target.

 

 

202617z.jpg

[spoiler=CCG0-EN072 Lazy Typhoon]

Activate only as Chain Link 2 or higher. Destroy 1 face-down Spell or Trap Card.

 

 

202617wge.jpg

[spoiler=CCG0-EN073 The Time and Space Chamber]

Discard 1 card. Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).

 

 

202617m.jpg

[spoiler=CCG0-EN074 Soldiers Recruiting]

Add 1 Level 5 or lower Warrior-Type monster from your Deck to your hand.

 

 

202617.jpg

[spoiler=CCG0-EN075 Psychic Demolition]

This card remains on the field. During your Standby Phase, send this face-up card to the Graveyard to destroy all face-up Attack Position monsters on the field.

 

 

202617l.jpg

[spoiler=CCG0-EN076 Pit of Sadness]

Send 1 monster from your Deck to the Graveyard. During this turn's End Phase, if this card is in your Graveyard and that monster is face-up on the field, send that monster to the Graveyard.

 

 

202617e.jpg

[spoiler=CCG0-EN077 Fountain of Youth]

Once per turn, during your Standby Phase, you can discard 1 card from your hand to increase your Life Points by 500 for each monster you control.

 

 

202617p.jpg

[spoiler=CCG0-EN078 Fracture]

Select 1 monster on the field with the lowest ATK and return it to its owner's hand.

 

 

202617.jpg

[spoiler=CCG0-EN079 Gentleman's Duel]

Monsters cannot select a monster with a lower Level as an attack target.

 

 

202617k.jpg

[spoiler=CCG0-EN080 Judgment Bolt]

Pay 800 Life points. Destroy 1 Spell or Trap Card your opponent controls.

 

 

202617e.jpg

[spoiler=CCG0-EN081 Stabilization Dome]

Add 1 Field Spell Card from your Deck to your hand. When an effect would destroy a Field Spell Card, you can remove this card in your Graveyard from play to negate that effect.

 

 

202617b.jpg

[spoiler=CCG0-EN082 Golden Tomb]

Remove from play 1 monster in your Graveyard. This card remains on the field. During your next Standby Phase, by sending this card to the Graveyard, add 1 monster of the same Type and Level as the monster you removed from play to activate this card from your Deck to your hand.

 

 

202617a.jpg

[spoiler=CCG0-EN083 Ancient Ritual]

This card is used to Ritual Summon any monster. Remove monsters in your Graveyard from play whose total Levels and Attributes equal that of the Ritual Monster you are Ritual Summoning.

 

 

202617wkj.jpg

[spoiler=CCG0-EN084 Chains of the Past]

Negate the activation of a Spell or Trap Card and remove it from play. This card can only be activated if there is a card with the same name as the negated card in either player's Graveyard.

 

 

202617d.jpg

[spoiler=CCG0-EN085 Dimensional Resurrection]

Pay 800 Life Points to Special Summon 1 monster from your opponent's Graveyard and equip it with this card. If the equipped monster is removed from the field, this card is destroyed. If this card is removed from the field, the equipped monster is removed from play.

 

 

202617i.jpg

[spoiler=CCG0-EN086 Sudden Hurricane]

Destroy 1 Spell or Trap Card on the field. If the destroyed card was Set this turn, you can Set 1 Spell or Trap Card from your hand. If the card you Set is a Trap Card or Quick-Play Spell Card, it can be activated this turn.

 

 

202617h.jpg

[spoiler=CCG0-EN087 Lightspeed Fusion]

Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card and Special Summon the Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If all the Fusion Material Monsters are on the field, you can activate this card from your hand.

 

 

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[spoiler=CCG0-EN088 Hell Force]

Activate when your opponent attacks with a monster that has 1500 or more ATK. Destroy all face-up Attack Position monsters your opponent controls.

 

 

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[spoiler=CCG0-EN089 Solomon's Justice]

Pay half your Life Points. Negate the effect of a Spell, Trap, or Effect Monster Card that activates on the field and destroy it.

 

 

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[spoiler=CCG0-EN090 Shameful Rejection]

Negate the activation of a Spell, Trap or Effect Monster Card and flip the card face-down.. It cannot be activated or Flip Summoned until the end of this turn.

 

 

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[spoiler=CCG0-EN091 Bomb of Destruction]

Activate only when a monster is Summoned. Destroy all face-up monsters on the field.

 

 

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[spoiler=CCG0-EN092 The Laws of Netherworld]

The effects of all face-up monsters cannot be activated.

 

 

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[spoiler=CCG0-EN093 Prohibition of the Greedy]

Card effects which allow a player to draw card(s) are negated.

 

 

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[spoiler=CCG0-EN094 Stopping the Inevitable]

Activate when your Life Points are below 1500. Draw 2 cards, then skip your next Draw Phase.

 

 

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[spoiler=CCG0-EN095 Demon Pit]

When your opponent Summons a monster(s) that has an ATK that is higher than the ATK of a monster you control, remove it from play.

 

 

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[spoiler=CCG0-EN096 Land Mine]

You cannot Set this card in the same column as monster your opponent controls. Activate this card only when an opponent's monster that is in the same column as this card declares an attack. Destroy all monsters in the same column as the attacking monster and all monsters in adjacent Monster Card Zones to the destroyed monsters.

 

 

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[spoiler=CCG0-EN097 Horns of Hell]

Discard 1 card. Negate the Summon of a monster and destroy it

 

 

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[spoiler=CCG0-EN098 Sweep Out from the Middle]

Activate this card only if there are 3 or more face-up monsters on the field. Destroy 1 face-up monster on the field whose Level is closest to 6. (If it's a tie, you get to choose.)

 

 

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[spoiler=CCG0-EN099 Suicide Blast]

Activate only when a monster you control is selected as an attack target. Return the attacking monster to its owner's Deck.

 

 

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