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manjarola

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  1. manjarola

    Licker

    Warrior / DARK / Level 1 / ATK 0 / DEF 0 When a card or effect is activated (Quick Effect): You can place this card from your hand at the top of your opponent's Deck, and if you do, negate the activation.
  2. manjarola

    Pikachu

    Thunder / LIGHT / Level 3 / ATK 1300 / DEF 500 Once per turn (Quick Effect): You can target 1 monster your opponent controls; decrease its ATK and DEF by 2000. If this card is selected as an attack target: You can move this card to the nearest empty Main Monster Zone, and if you do, negate the attack. You can only use this effect if there's a monster on the field that was affected by "Pikachu" first effect.
  3. Fairy / LIGHT / Level 12 / ATK ? / DEF ? Cannot be Summoned/Set. When a card or effect is activated: You can discard this card; negate the activation, and if you do, destroy it. If you activated this effect, you cannot activate cards or effects for the rest of the turn.
  4. Fairy / LIGHT / Level 1 / ATK 0 / DEF 250 You can Tribute this card; banish all DARK monsters on the field. If this card is in your GY: You can Special Summon this card 3 turns after this effect resolves. You can only use this effect of "Jesus Christ" once each 3 turns.
  5. Hi. That's a Pokémon card
  6. Item When your opponent activates a Supporter card, you can activate this card from your hand. Discard 1 card; negate the activation, and if you do, destroy it.
  7. Quick-Play Spell If your card or activated effect is negated by your opponent: Draw 1 card, also your opponent cannot negate your cards and effects until the End Phase of the next turn. Neither player can activate cards or effects in response to this card's activation.
  8. Stadium Pokémons your opponent controls cannot attack the turn they are Summoned. Pokémons you control can attack twice, but halve any damage your opponent would take.
  9. Trainer | Item Discard any number of cards; place damage counters on 1 Pokémon your opponent controls equal to the number of cards discarded this way.
  10. Trainer | Supporter Tribute your Active Pokémon; take control of 1 Pokémon your opponent controls, until the end of the turn, also your opponent Summons a Pokémon from their hand or bench to their field. The Summoned Pokémon returns to the previous location when the other Pokémon returns to their field.
  11. Aggressive Poké Ball Trainer | Item If your active Pokémon took 50 or more damage in your opponent's last turn, add 1 Pokémon from your Deck to your hand, and if you do, place 5 damage counters in your opponent's active Pokémon. You can only activate 1 "Poké Ball" per turn.
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