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AstralStarZero last won the day on July 8 2019

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About AstralStarZero

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  1. HERO Team Normal Spell Reveal 1 "Elemental HERO" Fusion Monster in your Extra Deck; add "Elemental HERO" monsters with different names from your Deck to your hand, up to the number of Fusion Materials on that revealed monster, but the next monster you Special Summon this turn must be that revealed monster. Otherwise, you cannot Special Summon monsters for the rest of the turn. You can banish this card from your GY, then discard 1 card; add 1 "Polymerization" from your Deck or GY to your hand. You can only activate 1 "HERO Team" per turn. N/C: Skyrocket Warrior
  2. Collapse Synchron Level 2 EARTH Machine/Effect During your Main Phase: you can reveal 1 “Warrior” Synchro Monster from your Extra Deck; Special Summon Monsters from your Deck whose combined levels are equal to the revealed monster’s level -2, with their effects negated, but the Zones they were Special Summoned into cannot be used for another monster until the end of this turn. You can only use this effect of “Collapse Synchron” once per turn. A Synchro Monster that used this card as Synchro Material cannot be destroyed by battle. ATK/200 DEF/700 next: Shark Bait
  3. Shrine of the Egyptian Gods Continuous Spell Card During your Main Phase, you can Normal Summon 1 DIVINE monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn). If you Normal Summon a DIVINE Monster, You can apply 1 of these effects; ● Draw 2 cards. ● Special Summon 2 "Disciple Tokens" (Fairy-Type/LIGHT/Level 1/ATK 0/DEF 0). ● Gain 2000 LP. You do not have to activate the effects of Special Summoned DIVINE monsters you control that would send them to the Graveyard during the End Phase. Next: Chaos Gaia the Fierce Knight
  4. Adult Movies Fairy Luly/R-Rated Lullaby Level 3 EARTH Fairy/Effect If this card is destroyed by battle, Target 1 Monster your opponent controls: equip it to that monster. While this card is equipped to a Monster on the field, if the equipped monster battles an opponent’s monster, the equipped monster loses ATK equal to the original ATK of the opponent’s monster. If the Equipped Monster’s ATK is 0 while this card is equipped to that monster, destroy the equipped monster. ATK/300 DEF/1200 Next: Cornered Opponent
  5. Number C1000: Numerronius Rank 12 LIGHT Fiend Xyz/Effect 5 Level 12 monsters Must be Xyz Summoned. This card gains 10,000 ATK. At the end of the Battle Phase, if this card battled: You can detach 1 material from this card; destroy as many monsters on the field as possible, except this card, then you can Special Summon 1 monster from either GY. If this card would be destroyed by a card effect, you can send 1 other monster you control to the GY instead. If this card on the field is destroyed: You can Special Summon 1 "Number iC1000: Numerronius Numerronia" from your Extra Deck, and if you do, attach this card to that monster as material. ATK ? DEF 1000 N/C: Battledrone Seargent
  6. Armored Xyz Normal Spell Card Target 1 Xyz Monster in your GY; equip that target to 1 face-up Xyz Monster you control. While equipped with that monster, the equipped monster's name, effect, and ATK become the same as that target, and the equipped monster’s original effect is negated while equipped with the target. During the Battle Phase, if the equipped monster attacked this turn: You can send the monster equipped to it by this effect to the Graveyard; that monster can attack once again in a row. Next: ZW - Sylphid Wing
  7. Paradise is in my Hand Continuous Spell Card Activate only at the start of Main Phase 1. Both players shuffle their entire hand into their deck and add as many Field Spells from their Deck to the hand as possible. Field Spells cannot be activated. Next: Elemental HERO Neos Paladin
  8. Spectral Amphitheatre Continuous Spell Card When this card is activated: add 1 Spirit Monster from your Deck to your hand. During your Main Phase, if you Normal Summoned a Spirit Monster this turn, you can: Immediately after this effect resolved Normal Summon 1 Spirit Monster from your hand (You can only gain this effect once per turn). During the End Phase: you can target cards in your GY equal to the number of Spirit Monsters you control; shuffle them into your deck. You can only control 1 “Spectral Amphitheatre”. N/C: Red-Eyes Symbiote (When I mean by Symbiote, it’s by a theory I have that the Red-Eyes is an artificial creation that bonds with other creatures, hence why we have things like Red-Eyes Gearfried)
  9. Merfae Roleplay Quick-Play Spell Reveal Any Number of “Merfae” monsters in your hand; Special Summon those monsters, and if you do, your opponent must Special Summon 1 monster from their hand, but until the end of your opponent’s next turn, effects of monsters with that card’s name are negated, and monsters with that card’s name cannot be used as Material for the Summon of an Extra Deck Monster. You can only Special Summon Beast monsters for the rest of the turn. You can only activate 1 “Merfae Roleplay” once per turn. N/C: Time Thief
  10. Element Dragon Level 4 LIGHT Dragon/Effect This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field: FIRE: Once per Battle Phase, during damage calculation, if a monster you control battles an opponent's monster with a higher original ATK than this card’s: Double your battling monster’s ATK and halve your opponent’s monster’s ATK. WIND: If this card destroys a monster by battle, it can make a second attack each Battle Phase this turn. Your opponent cannot activate cards or effects until the end of the Damage Step. ATK/1500 DEF/1200 N/C: Element Saurus
  11. Alien Crawler Level 2 EARTH Reptile/Effect During the Main Phase (Quick Effect): You can target 1 face-up monster your opponent controls with an A-Counter; equip this card from your hand or field to that target. While this card is equipped to a monster by this effect, take control of that monster, but it cannot attack directly. During the End Phase, if this card is equipped to a monster by this card's effect: Send both this card and the equipped monster to the GY, and if you do, add 1 "Alien" monster from your Deck to your hand, except "Alien Crawler", then you can place 1 A-Counter on 1 face-up monster your opponent controls. ATK/0 DEF/0 Next: Megalith
  12. March of the Penguins Continuous Trap Your opponent cannot target other "Penguin" cards and face-down Defense Position monsters you control with card effects. Once per turn, when a Special Summoned monster your opponent controls activates its effect: You can change 1 face-up or face-down Defense Position "Penguin" monster you control to face-up Attack Position, and if you do, negate the activation, then, if you control 3 or more "Penguin" monsters, you can Return that opponent's monster to the hand. Next: Red Dragon Archfiend
  13. Geargiaxis Continuous Spell Card You can only control 1 "Geargiaxis". Once per turn, you can target 1 face-up "Geargia" monster you control; change that target to face-down Defense Position, and if you do, you can return 1 card your opponent controls to the hand and Special Summon 1 monster in the GY to their side of the field, but it's effects are negated. If this card leaves the field, you can draw cards equal to the number of "Geargia" cards you control. You can only use this effect of "Geargiaxis" once per turn. Next: Time Thief
  14. Destiny HERO - Double Dude Level 6 DARK Warrior/Effect You can send this card from your hand or field to the GY; Special Summon 1 "Destiny HERO" monster from your hand or GY. This card can attack twice directly during each Battle Phase. During your Standby Phase, if this card is in your GY: You can Special Summon 2 "Double Dude Tokens" (Warrior-Type/DARK/Level 4/ATK 1000/DEF 1000). You can only use each effect of "Destiny HERO - Double Dude" once per turn. ATK/1000 DEF/1000 Alluding to Jekyll and Hyde, Double Dude discards itself to summon another Destiny HERO from your hand or GY. Can now attack directly. Doesn't need to be destroyed, only need to be in the GY to special summon 2 tokens. Next: Halfway to Forever
  15. Forge Imprisoner Level 7 FIRE Rock Synchro/Effect 1 Tuner + 2 or more non-Tuner Monsters Once per turn, you can discard 1 card; treat 1 card on the field with the same Card Type as the discarded card (Monster, Spell, Trap) as an Equip Card, then Equip it to this card, and if you do this card is unaffected by the card effects of the same Card Type. If this card has three different Card Types Equipped to this card, this card’s ATK becomes double its original ATK and cannot be destroyed by battle. ATK/2400 DEF/2000 Next: World Chalice Crusadia Avidatramax
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