CNo.101 S.H. Death Knight Posted July 23, 2011 Report Share Posted July 23, 2011 so i stand corrected, it been over resourced :/ at this rate all cards i make will be giant waste of time? oh on side note: Messiah is a lot faster than you think because i didn't add Spiritual Dimension Conversion Spell card actually xD Link to comment
.Rai Posted July 23, 2011 Report Share Posted July 23, 2011 Not over-resourced at all. Just sufficiently resourced and any more would be over resourcing it. The only thing that it's been resourced in more than most is draw power. The rest of it is standard for a theme/archetype (searching, recycling/recovering, swarm). And all of it is usually released in one set. The only reason it has a lot of draw power is that spirits can't maintain field presence so they come back in other factors. The main reason a lot of your cards aren't considered are that they don't take in the current level of balance in the meta. They make Spirits too 'toolboxy' if you get what I mean. [quote]at this rate all cards i make will be giant waste of time?[/quote] Absolutely not. At the moment, in SET1 (Neo Olympia), the following things aren't needed and will break/not help the format: - More Mill Fairy support - More Spirit support - Thunder support - Fast-paced Tuners - Too many new themes - Staples Anything else is pretty much appreciated. So basically make generic cards. Next set, themed cards will be appreciated. Link to comment
CNo.101 S.H. Death Knight Posted July 23, 2011 Report Share Posted July 23, 2011 [quote name='Cursed Reaction' timestamp='1311453126' post='5381115'] Not over-resourced at all. Just sufficiently resourced and any more would be over resourcing it. The only thing that it's been resourced in more than most is draw power. The rest of it is standard for a theme/archetype (searching, recycling/recovering, swarm). And all of it is usually released in one set. The only reason it has a lot of draw power is that spirits can't maintain field presence so they come back in other factors. The main reason a lot of your cards aren't considered are that they don't take in the current level of balance in the meta. They make Spirits too 'toolboxy' if you get what I mean. Absolutely not. At the moment, in SET1 (Neo Olympia), the following things aren't needed and will break/not help the format: - More Mill Fairy support - More Spirit support - Thunder support - Fast-paced Tuners - Too many new themes - Staples Anything else is pretty much appreciated. So basically make generic cards. Next set, themed cards will be appreciated. [/quote] i would have put as much generic as you want if pics wouldn't so heavily needed though Link to comment
.Rai Posted July 23, 2011 Report Share Posted July 23, 2011 Pics aren't heavily needed, just heavily wanted. I don't know why that matters though. Themed cards are even harder to find images for while generics are pretty easy =/ Takes two seconds. Good image sites: [url]http://s825.photobucket.com/albums/zz178/JazinKay/[/url] [url]http://s1204.photobucket.com/albums/bb401/Svedde_Detskriverjagjuinte/TCIAL/[/url] [url]http://duelmasters.wikia.com/wiki/Duel_Masters_Wiki[/url] For the last link, search 1 of the following pages: - Light - Fire - Water - Nature - Dark - Spells Quite obvious what they are. At the bottom of the page is a categories bar. Click on the "Spells" category if you chose "Spells". "Light" if you chose "Light" etc. Or, if you chose one of the 5 elements, just click one of the races and you'll get more specific pictures. Click on a card within the category and do this: 1. Take a picture. 2. Edit and resize to a 40x40 picture. 3. Done. It takes less time than it looks. I do each picture in 1-2 minutes. Link to comment
CNo.101 S.H. Death Knight Posted July 23, 2011 Report Share Posted July 23, 2011 [quote name='Cursed Reaction' timestamp='1311455628' post='5381194'] Pics aren't heavily needed, just heavily wanted. I don't know why that matters though. Themed cards are even harder to find images for while generics are pretty easy =/ Takes two seconds. Good image sites: [url]http://s825.photobucket.com/albums/zz178/JazinKay/[/url] [url]http://s1204.photobucket.com/albums/bb401/Svedde_Detskriverjagjuinte/TCIAL/[/url] [url]http://duelmasters.wikia.com/wiki/Duel_Masters_Wiki[/url] For the last link, search 1 of the following pages: - Light - Fire - Water - Nature - Dark - Spells Quite obvious what they are. At the bottom of the page is a categories bar. Click on the "Spells" category if you chose "Spells". "Light" if you chose "Light" etc. Or, if you chose one of the 5 elements, just click one of the races and you'll get more specific pictures. Click on a card within the category and do this: 1. Take a picture. 2. Edit and resize to a 40x40 picture. 3. Done. It takes less time than it looks. I do each picture in 1-2 minutes. [/quote] it matter because Themed and archetype are so easy for me but generic are not. I took a lot from there and you guys used a lot of pics that my generics have as well i tried a lot to match each card like example try finding a pic for a card title "Gift of Unknown Charity" or so Link to comment
Cody Frost Posted July 24, 2011 Report Share Posted July 24, 2011 Submit without pics? That might work. Link to comment
SirtyStan Posted July 24, 2011 Report Share Posted July 24, 2011 Just posting to keep things fresh! Link to comment
-Griffin Posted July 25, 2011 Report Share Posted July 25, 2011 Those of you who haven't added me on MSN: PM me you MSN Those of you who have added me on MSN: Be online more often, dammit. Link to comment
D.A._Sakuyamon Posted July 25, 2011 Report Share Posted July 25, 2011 Instead of MSN, could we I don't know, get a mibbit chat room? Cause I don't have the memory for MSN and I wouldn't install it even if I did. Link to comment
-Griffin Posted July 25, 2011 Report Share Posted July 25, 2011 http://explore.live.com/windows-live-messenger?os=other C'mon bro, first result on Google. I shouldn't have to link these things. @DA: A mibbit room could kinda work but MSN is just better. You don't have to download anything if you don't want to, you can just use Ebuddy.com Link to comment
Cody Frost Posted July 25, 2011 Report Share Posted July 25, 2011 Using ebuddy, made an account and don't judge me for not using google I'm a bit "hot headed" atm from riding around doing some errands and am barely cooling off... Link to comment
.Rai Posted August 9, 2011 Report Share Posted August 9, 2011 Well, it's going through the dead phase once again. ..Wait till the heart of the next holidays, I guess. Added some extra cards though: |Lady Fortuna|0|NEOL|Fairy/Effect|Light|7||2600|2000|Cannot be Normal Summoned or Set. When your opponent Special Summons a monster while you control no Spell or Trap Cards: You can Special Summon this card from your hand. Discard this card from your hand: Select 1 card from both players' hands and return them to their owner's Decks.| |Tribal Shaman|0|NEOL|Spellcaster/Effect|Earth|4||1000|1000|Once per turn: You can look at the top card of your opponent's Deck and return it on the top or bottom of your opponent's Deck. When this card is destroyed by battle: Inflict 800 damage to your opponent.| |Sea Nymph||NEOL|Aqua/Tuner|Water|2||1000|800|During the start of either player’s Main Phase 1: You can discard this card from your hand; increase the ATK of 1 WATER monster you control by 1000. | |Midas Touch||NEOL|Spell Card|Spell||Quick-Play|||Tribute 1 monster you control: Special Summon 1 “Golden Token” (Rock-Type/EARTH/Level 7/ATK ?/DEF ?) on your side of the field. Its ATK and DEF are equal to the ATK and DEF of the Tributed monster. “Golden Tokens” cannot be destroyed by card effects and cannot declare an attack. | |Chimera Potion|0|NEOL|Spell Card|Spell||None|||Select up to 3 monsters in your hand, Graveyard or on your side of the field; Banish them and Special Summon 1 "Chimera Token" (Beast-Type/EARTH/Level 7/ATK 0/DEF 0) on your side of the field. The "Chimera Token" gains ATK and DEF equal to the total ATK and DEF of the monsters. When the "Chimera Token" is destroyed; Your opponent takes damage equal to its ATK and DEF.| |Tychian Darts|0|NEOL|Spell Card|Spell||None|||Flip a coin. If the result was heads: Special Summon 1 Level 4 or lower LIGHT monster from your Graveyard in face-up Defense Position. If the result was tails: Send the top 2 cards of your Deck to the Graveyard. | |Neo Olympian Oasis||NEOL|Spell Card|Spell||Field|||Destroy this card during your Standby Phase unless you reveal 1 WATER or LIGHT monster in your hand. Once per turn: You can activate 1 of the following effects: - Destroy 1 card you control; Special Summon 1 Level 4 or lower WATER or LIGHT monster from your Deck. - Discard 1 card from your hand; Add 1 Level 4 or lower WATER or LIGHT monster from your Graveyard to your hand.| |Reverberating Bells|0|SET0|Trap Card|Trap||None|||Tribute 1 monster you control; Draw 1 card and change the Battle Position of 1 monster on the field.| Link to comment
SirtyStan Posted August 12, 2011 Report Share Posted August 12, 2011 Well... This thread is in MAJOR hibernation... Hmm... Link to comment
Saima Posted August 14, 2011 Report Share Posted August 14, 2011 I would like to join, if this is still going on. YVD: Saima Anything else I need to do? I've skimmed over the thread, but I'm still not sure of the card suggestion process. Mind giving me a little heads up? Link to comment
.Rai Posted August 14, 2011 Report Share Posted August 14, 2011 Make a card in YVD format. There's a stickied thread that tells you how. Post it here. If we like it, we'll put it in the current set. Accepted, but beware that it may be a little inactive for now. Link to comment
Saima Posted August 14, 2011 Report Share Posted August 14, 2011 Alright. I'm not sure how fast the meta is, so I added cards of various speeds. Please tell me which are closest to the current game balance. That said, here are some generics I've been using in a CCG with my friends. |Monster Crush|0|SET0|Spell Card|Spell|||||Destroy 1 Monster your opponent controls. You cannot Normal Summon or enter your Battle Phase this turn.| |Future Draw|0|SET0|Spell Card|Spell|||||Activate one of the following effects: - Banish the top card of your deck face-down. Add it to your hand during your next Draw Phase - Banish the top 2 cards of your deck face-down. Add them to your hand during your third Draw Phase after activating this card.| |Card Sniper|0|SET0|Fiend|Earth|4||1400|1500|Once per turn, you can discard 1 card and target 2 cards your opponent controls. Your opponent picks one of those targets, and destroys it. | |Spell Removal|0|SET0|Spell Card|Spell||Quick-Play|||Activate only while your opponent controls 2 or more Spell or Trap cards. Destroy 1 Spell or Trap card on the field.| |Flash Fader|0|SET0|Warrior/Effect|Light|1||900|100|When your opponent Special Summons a level 7 or higher Monster, you can discard this card and end the turn.| |Desperate Betrayal|0|SET0|Trap Card|Trap|||||Activate only when your opponent Summons a monster during their turn. Shuffle it into their deck. Your opponent can Normal Summon an additional time this turn.| |Crash Landing|0|SET0|Trap Card|Trap|||||Activate only when your opponent Special Summons a monster. Banish that monster, then add it to your oppponent's hand during your next End Phase.| |Spell Regulator|0|SET0|Spellcaster/Effect|Light|4||1500|1000|Once per turn during either player's turn, you can Banish 1 card in your hand to negate the activation and effect of a Spell Card and destroy it.| |Gift of Silence|0|BASE|Spell Card|Spell||Quick-Play|||Select 1 monster on the field and change it to face-up defense position.| [color=#d3d3d3]Please don't kill me if these are broken.[/color] One last question. I found the .set information, but I'm wondering if there's an easy download for the images. Thanks for helping me get started Link to comment
CNo.101 S.H. Death Knight Posted August 19, 2011 Report Share Posted August 19, 2011 [quote name='Cursed Reaction' timestamp='1313343621' post='5442302'] Make a card in YVD format. There's a stickied thread that tells you how. Post it here. If we like it, we'll put it in the current set. Accepted, but beware that it may be a little inactive for now. [/quote] It's possible most of the discussions from here and other things are taken to MSN or so because even though LCCG look quite inactive here but it was actually very active on the other side 35+ people so far:/ (tbh with too many people it make it harder to squeeze in cards evenly in every set =_=) Link to comment
.Rai Posted August 19, 2011 Report Share Posted August 19, 2011 Well, a lot of the conversation is on MSN these days but we do hibernate every so often Link to comment
LinkTheGHhero14 Posted August 28, 2011 Report Share Posted August 28, 2011 Is this thing still going? I'd really like to join. I've got a couple of cards I'd like to contribute, too. I just can't fit them all in a post at the moment. Link to comment
.Rai Posted August 28, 2011 Report Share Posted August 28, 2011 Sure, but it's probably gonna be inactive for a while. Link to comment
keter keter keter Posted August 29, 2011 Report Share Posted August 29, 2011 [quote name='.Kowalski' timestamp='1301780100' post='5108950'][list] [*][b]What is this?[/b] Some people might not know what is this in first place. This is a CCG, means Created Card Game. Basically, we submit out custom cards, and duel with them. Simple, no? Once we get rolling, we'll also organize tournaments, leagues etc. [/list] [list] [*][b]Member List:[/b] .Kowalski / Paradox. -Griffin CDDRodrigo / CDDRodrigo Mikhail Tal / Alfred HP Doom Yusei & Akiza / Scheath666 Cursed Reaction Cody Frost / Wolfy_eddy Ba'al General Blaze / Ayuki Godfather Zandaa / Yamashita Donvermicelli / Donvermo J-Max [/list] [list] [*][b]Joining[/b] If you wish to join, just tell us. We'll accept pretty much everyone with at least a little bit of knowledge about competitive play. [/list] [list] [*][b]First Set - name TBA[/b] Will contain 250 cards. Pretty much no quality filtering in this set, but please use common sense. No TCG/OCG cards in this set. Also, each member can submit 1 of their cards to be the cover card of the set. Then, we will vote on the best one, which will become set's cover. [/list] [list] [*][b]Keep those rules in mind while submitting a card:[/b] [/list][list=1] [*]Use common sense [*]There is no limit to the number of cards 1 person can submit, but don't overdo it [*]You must give pictures for all of your cards. It can be anything, even some simple pattern. Just anything to represent the card. [*]To make our lives easier, post your cards in YVD format. [/list] [list] [*][b]Important links:[/b] [url="http://occg.tiddlyspace.com/"]http://occg.tiddlyspace.com/[/url] - Wiki of our CCG [url="http://www.xerocreative.com/?goto=downloads"]http://www.xerocreat...?goto=downloads[/url] - Download of YVD, the program we will use to duel [url="http://henrik.tekshare.co.uk/Yangninja%27s%20YVD%20Set%20Studio.exe"]http://henrik.teksha...et%20Studio.exe[/url] - a program used to convert cards into YVD format [/list] [spoiler=Current .set file] Aesirson: |Cloakwater|0|SET0|Sea Serpent/Effect|Water|4||1500|1200|FLIP: Destroy 1 card on the field. If you control another WATER monster, you can Tribute this card to draw 1 card.| |Hydrohead Turtle|0|SET0|Sea Serpent/Effect|Water|5||2200|800|When this card is Normal Summoned, remove from play 2 WATER monsters in your Graveyard from play to deal 1000 damage to your opponent.| |Jiabisu|0|SET0|Sea Serpent/Effect|Water|4||1800|800|You can discard this card to add 1 "Realm of Neptune" from your Deck or Graveyard to your hand.| |Blackwater Stalker|0|SET0|Aqua/Effect|Water|2||600|200|If there is a face-up "Realm of Neptune" on the field, this card can attack your opponent directly. When this card deals damage to your opponent, draw 1 card.| |Element Shogun|0|SET0|Warrior/Effect|Light|3||1200|1000|When this card is Summoned, you can discard 1 EARTH, WIND, FIRE or WATER monster from your hand to the Graveyard. This cards Attribute is the same as the discarded monster's Attribute. Increase the ATK of this card by 200 for each card in your Graveyard with the same Attribute as this card.| |Nami|0|SET0|Fairy/Effect|Water|6||2400|1000|When this card is Summoned, you can discard 1 card to Special Summon 1 WATER monster from your hand. When this card is sent to the Graveyard, if you control another WATER monster, Special Summon this card from your Graveyard. If you do, remove from play this card when it is sent to the Graveyard.| |Deeplight|0|SET0|Thunder/Effect|Water|6||1800|400|When this card is Summoned, increase its ATK by 200 for each card you control. When this card attacks, you can destroy 1 Spell or Trap card on the field.| |Elementalon|0|SET0|Fairy/Effect|Light|5||2000|2000|When this card deals battle damage to your opponent, send the top 3 cards of your opponents Deck to the Graveyard. Destroy 1 card on the field for each EARTH, WIND, FIRE and WATER monster sent to the Graveyard by this card's effect. If this card is destroyed by its own effect, draw 1 card.| |Judge of the Just|0|SET0|Fairy/Effect|Light|2||0|1000|When an opponent's monster declares a direct attack, you can discard this card and end the Battle Phase. If you do, send 1 card from the top of your opponent's Deck for each multiple of 500 of the attacking card's ATK.| |Puppet Messiah|0|SET0|Fairy/Effect|Light|4||200|1700|FLIP: Both players send cards from the top of their Decks equal to the number of cards on their respective fields. Increase the DEF of this card by 100 for each card sent to the Graveyard by this effect.| |Lord Neptune|0|SET0|Sea Serpent/Effect|Water|9||2800|2500|When this card is Normal Summoned, you can activate 1 "Realm of Neptune" from your Deck or Graveyard. If there was a Field Spell Card on the field prior to this cards Normal Summon, you can destroy 1 card on the field. If there is no face-up "Realm of Neptune" on the field, this card cannot attack. You can Tribute 1 WATER monster to draw 2 cards, this card cannot attack the turn you used this effect.| |Realitylord Apoph|0|SET0|Fairy/Effect|Dark|9||1000|3000|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by having 10 or more cards in your Graveyard. When this card is Special Summoned, remove from play all Fairy-Type monsters in both players' Graveyards. Your opponent then sends a number of cards from the top of his/her Deck equal to the number of cards removed from play this way. Increase the ATK of this card by 200 for each card in both players' Graveyards. Once per turn, when this card would have been destroyed by a card effect, it is not destroyed.| |Razael the Holy Juggernaut|0|SET0|Fairy/Effect|Light|6||0|3000|This card can be Special Summoned from your hand when your opponent controls a monster and you control no monsters. This card cannot be Tributed for the Tribute Summon of a monster or used as a Synchro Material Monster for the Synchro Summon of a Synchor Monster. Whenever a card(s) is sent from the top of your opponent's Deck, Special Summon 1 "Razael Token" (Fairy-Type/LIGHT/Level 1/ATK ?/DEF 1000) to your field. The Special Summoned "Razael Token"s Level is equal to the number of cards sent, and its ATK is equal to the number of cards sent x300.| |Waterbreak|0|SET0|Spell Card|Spell||None|||Activate only if you control a face-up "Realm of Neptune". Special Summon 1 WATER monster from your hand, Deck or Graveyard with an ATK equal to or lower than the total number of cards on the field x400.| |Realm of Neptune|0|SET0|Spell Card|Spell||Field|||Both players can Tribute Summon WATER monsters with 1 less Tribute than required. Once per turn, when a WATER monster on the field would be destroyed by battle, it is not destroyed.| |Element of Water|0|SET0|Spell Card|Spell||None|||Return cards on your opponents field equal to the number of Level 4 or lower WATER monsters you control.| |Aqualight|0|SET0|Spell Card|Spell||Field|||This cards name is treated as "Realm of Neptune". When a WATER monster you control battles, you can send 1 WATER monster in your hand to the Graveyard to increase the ATK of that monster by 1000. Once per turn, if you control no monsters and your opponent controls a monster, you can draw 1 card. | |Descent of a Demigod|0|SET0|Spell Card|Spell||None|||Activate during the start of your Main Phase 1. During your End Phase, draw 1 card for every 2 cards sent from the top of your opponent's Deck during this turn.| |Hollow Force|0|SET0|Spell Card|Spell||Quick-Play|||Activate only when you control 2 or more face-up Fairy-Type monsters. Send 1 Fairy-Type monster you control to the Graveyard to destroy 1 card on the field and send cards from the top of your opponent's Deck equal to the Level of the sent Fairy-Type monster.| |Hand of God|0|SET0|Trap Card|Trap||None|||Activate only when a card(s) is sent from the top of your opponent's Deck to the Graveyard. Special Summon 1 Fairy-Type monster from your hand or Deck with a Level equal to or lower than the number of cards sent.| |Hollow Shield|0|SET0|Trap Card|Trap||None|||Activate only when a face-up Fairy-Type monster you control is selected as an attack target. Negate the attack and send cards from the top of your opponent's Deck equal to the Level of the selected Fairy-Type monster.| HP Doom: |Ice Cream Collector|0|SET0|Aqua/Effect|WATER|4||1400|1800|When this card is Normal Summoned, select 1 Level 4 or lower Normal Monster from your Graveyard and Special Summon it. You can remove from play 1 Normal Monster you control to add this card from your Graveyard to your hand.| |Inspirited Core|0|SET0|Thunder/Tuner/Normal|DARK|2||1100|700|This unstable being, driven by constant decay, trys to find other weak beings to create new, strong entities.| |Inspirited Drill of Deep Sea|0|SET0|Machine|WATER|3||400|1900|A machine, in a mythical way inspirited with life. It gathers metal parts from the bottom of the sea to upgrade itself.| |Possessed Kraken of Deep Sea|0|SET0|Machine/Effect|DARK|8||3200|2800|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 2 monsters, including at least 1 "Inspirited Drill of Deep Sea". When this card is removed from the field, select 1 monster your opponent controls and equip it with "Dark Soul" from your hand, Deck or Graveyard.| |Suterusu, the Ninja of Hidden Storms|0|SET0|Warrior/Effect|WIND|4||1800|500|When a Spell or Trap Card is activated, remove from play this card. During your next Standby Phase, return this card to your field and select 1 Spell or Trap Card on the field. Return it to its owner's hand.| |Green Fairy of Fortune|0|SET0|Fairy/Effect|LIGHT|1||0|0|During a turn a Spell Card was activated, you can Special Summon this card from your Graveyard or your Removed from Play Zone. The effect of "Green Fairy of Fortune" can only be used once per turn. Both Player's can use the effect of "Green Fairy of Fortune" only twice per duel.| |Nova, Source of Creation|0|SET0|Rock/Effect|FIRE|10||2500|2500|This card cannot be Normal Summoned or Set. If it is not your first turn, you can Special Summon this card from your hand or Graveyard by discarding 2 cards while you control no cards. During your End Phase, remove from play this card until your next Standby Phase. When this card returns to the field, it gains 1 of the following effects, until the End Phase: • Once per turn, you can send 1 card your opponent controls to the Graveyard. Then, select 1 monster from either Player's Graveyard and Special Summon it to your opponent's side of the field in face-up Defense Position. • Once per turn, you can Special Summon 1 monster from your Graveyard. Then, send 1 other monster you control to the Graveyard.| |Electricity Manipulator|0|SET0|Thunder/Effect|LIGHT|4||1700|1000|When this card is Summoned, discard 1 card to add 1 Level 4 or lower Thunder-Type monster from your Deck to your hand. Once per turn, you can discard 1 Thunder-Type monster to have 1 monster your opponent controls lose 1000 ATK. If the ATK of a monster is reduced to 0, it is destroyed.| |Electrifying Archfiend|0|SET0|Thunder/Effect|LIGHT|3||1000|1000|All monsters your opponent controls lose ATK equal to the number of Thunder-Type monsters in your Graveyard x 100. When this card is destroyed by battle and sent to the Graveyard, return 1 Thunder-Type monster from your Graveyard to your hand. You can only control 1 "Electrifying Archfiend".| |Red, Heartless Black Mage|0|SET0|Spellcaster/Tuner/Effect|DARK|3||0|0|When this card is Normal Summoned, place 3 Heartless Counters on this card. This card gains 400 ATK for each Heartless Counter on it. Once per turn, you can remove 1 Heartless Counter from this card to increase or decrease this card's Level by 1. If this card is used for a Synchro Summon, the other Synchro Material monster(s) must be "Heartless" monster(s). When this card is destroyed by battle, Special Summon 1 monster with 0 ATK and DEF from your Deck.| |Greed, Heartless Venus Flytrap|0|SET0|Plant/Effect|DARK|4||0|0|When this card is Summoned, place 3 Heartless Counters on this card. This card gains 700 ATK for each Heartless Counter on it. This card must attack if able. When this card battles, after Damage Calculation, remove 1 Heartless Counter from this card.| |Gold, Heartless Seraph|0|SET0|Fairy/Effect|DARK|5||0|0|When this card is Special Summoned, place 5 Heartless Counters on this card. When this card is Tribute Summoned, place 8 Heartless Counters on this card. This card gains 300 ATK for each Heartless Counter on it. Once during either player's turn, you can remove 1 Heartless Counter from 1 monster you control to place 1 Heartless Counter on a card that you can place a Heartless Counter on.| |Naive, Heartless Jellyfish|0|SET0|Aqua/Effect|DARK|1||0|0|When this card is Summoned, place 1 Heartless Counter on this card. This card gains 500 ATK for each Heartless Counter on it. During your Standby Phase, you can remove 1 Heartless Counter from 1 monster you control to Special Summon this card from your Graveyard. You can only control 1 "Naive, Heartless Jellyfish".| |Blood Rage Dragon|0|SET0|Dragon/Effect|DARK|4||1800|0|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by having exactly 5 monsters in your Graveyard. When this card is Summoned, remove from play all monsters from your Graveyard and destroy all other monsters you control. This card gains 200 ATK for each card destroyed this way. During either player's turn, you can place 1 Rage Counter on this card for each monster your opponent controls. You can only activate this effect once per turn. This card gains 400 ATK for each Rage Counter on it. During the End Phase, remove all Rage Counters from this card.| |Mechanized Dragon|0|SET0|Dragon/Effect|WIND|4||1100|1900|When this card is flipped face-up, equip 1 appropriate Equip Spell card from your Deck to this card. Then, if this card is flipped face-up during the Battle Phase, you can discard 1 card to end the Battle Phase.| |Armed Dragoon|0|SET0|Dragon/Effect|FIRE|5||1600|2200|You can tribute 1 monster equipped with an Equip Spell card to Special Summon this card from your hand. Then, select 1 appropriate Equip Spell card from your Deck and equip it to this card.| |Dragon Cannon|0|SET0|Dragon/Effect|FIRE|2||500|1500|You can tribute this card to add 1 Equip Spell card from your Graveyard or Deck to your hand.| |Dual Wielder|0|SET0|Dragon/Effect|DARK|4||500|0|When you equip an Equip Spell card to this card, you can select 1 Equip Spell card in your Graveyard that has the same name as the Equip Spell card equipped to this card and equip it to this card. This effect can only be activated once while this card is face-up on the field. You cannot equip more than 2 cards to this card.| |Three Headed Tianlong|0|SET0|Dragon/Effect|LIGHT|9||2000|2700|You can send 2 Equip Spell cards you control to the Graveyard to Special Summon this card from your hand. When this card is Summoned, destroy all other monsters you control. Then, select a number of Equip Spell cards from your Deck or Graveyard equal to the number of monsters destroyed by this effect and equip them to this card.| |Club Swinging Caiman|0|SET0|Beast-Warrior/Effect|WATER|5||2000|1000|You can destroy 1 Beast-Warrior monster with a total ATK and DEF of 3000 to Special Summon this card from your Graveyard.| |Forest King Thirr|0|SET0|Plant/Effect|EARTH|6||500|2700|You can return 1 Plant-Type monster from each, your hand and Graveyard, to your Deck to Special Summon this card from your hand. When this card is Summoned, select 2 Level 4 or lower Plant-Type monster from your Deck and place them face-up in your Spell and Trap Card Zone. During each of your Standby Phases after you Summoned this card, Special Summon 1 of the monsters in face-up Attack Position.| |Moss Dragon|0|SET0|Plant/Effect|EARTH|4||1900|1000|When this card destroys an opponent's monster by battle, send 1 Plant-Type monster from your Deck to your Graveyard.| |Wooden Groundsmen|0|SET0|Plant/Effect|EARTH|2||200|1700|You can send this card from your hand to your Graveyard to add 1 "Grafting" from your Deck to your hand.| |Rampaging Foliage|0|SET0|Plant/Effect|WIND|3||0|0|If this card is destroyed and sent to the Graveyard, you can discard 1 Plant-Type monster to draw 2 cards.| |Thunderbolt Wyvern|0|SET0|Dragon/Synchro/Effect|LIGHT|6||2400|2400|1 Tuner + 1 or more non-Tuner monsters - When this card is Synchro Summoned, you can return 1 Thunder-Type monster in your Graveyard to your Deck to Special Summon 1 monster from your hand in face-up Defense Position with a Level equal to or less than the Level of the returned monster.| |Lightning Drake|0|SET0|Thunder/Synchro/Effect|LIGHT|5||1800|1800|1 Tuner + 1 or more non-Tuner monsters - When this card is Synchro Summoned, draw 1 card. During either Player's turn, you can tribute this card and select 1 monster on the field. Its effect is negated and its ATK is reduced to 0.| |Chilong, the Dragon Lord|0|SET0|Dragon/Fusion/Effect|FIRE|10||3300|1100|3 Dragon-Type monsters with different Attributes - All monsters on the field are changed to Attack Position. Neither player can Set monsters. Once per turn, you can Special Summon 1 Level 4 or lower Dragon-Type monster from your Graveyard. It cannot attack the turn it's Summoned.| |Wood Sovereign Leontarr|0|SET0|Plant/Fusion/Effect|EARTH|8||2700|2700|"Forest King Thirr" + 1 Plant-Type monster - Each of these effects can be activated once per turn: * Return 1 Plant-Type monster from your Graveyard to your Deck to negate the effect of a card that destroys this card and destroy that card * Return 1 Plant-Type monster from your Graveyard to your Deck to negate the Special Summon of an opponents monster and destroy that monster. * Return 1 Plant-Type monster from your Graveyard to your Deck and select 1 monster on the field. Its ATK and DEF become the ATK and DEF of the monster returned to your Deck.| |Yellow Calling Spell|0|SET0|Spell Card|Spell|||||Select 1 Normal Monster from your Deck and add it to your hand| |Secret Art of Revival - Phoenix|0|SET0|Spell Card|Spell|||||You can only actiavate this card during your Main Phase 2, when you don't control more monsters than your opponent. Special Summon 1 Monster from your Graveyard.| |Scare Off|0|SET0|Spell Card|Spell||Quick-Play|||Reveal 1 Level 8 or higher monster in your hand to return 1 Level 7 or lower monster on the field to its owner's Deck.| |Power of the Mighty|0|SET0|Spell Card|Spell|||||Return 1 Level 8 or higher monster from your hand to your Deck to draw 1 card. Then, Special Summon 1 Level 3 or lower monster from your hand.| |Pot of Magic|0|SET0|Spell Card|Spell||Continous|||Each time a Spell Card is activated, put 1 Counter on this card. Once during either player's turn, you can remove 3 Counters from this card to draw 1 card.| |Volcanic Hammer|0|SET0|Spell Card|Spell||Equip|||The equipped monster gains 800 ATK and inflicts Piercing Damage. Each time a monster equipped with an Equip Spell card inflicts Battle Damage to your opponent, place 1 Heat Counter on this card. When there are 3 Heat Counters on this card, destroy this card and add 2 "Volcanic" Spell cards from your Deck to your hand.| |Volcanic Axe|0|SET0|Spell Card|Spell||Equip|||The equipped monster gains 500 ATK and inflicts Piercing Damage. Each time a monster equipped with an Equip Spell card inflicts Battle Damage to your opponent, place 1 Heat Counter on this card. The equipped monster gains ATK equal to the number of Heat Counters on this card x 200.| |Volcanic Collar|0|SET0|Spell Card|Spell||Equip|||The equipped monster's ATK is reduced to 0, its DEF becomes 1400. It is changed to Defense Position and cannot be destroyed by battle. If the equipped monster is declared as an attack target, no Spell or Trap cards can be activated, until the End of the Damage Step.| |Dragon Pact|0|SET0|Spell Card|Spell|||||Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Extra Deck. If your opponent controls a monster and you control no monsters, you can remove from play the Fusion Material Monsters from your Graveyard instead.| |Grafting|0|SET0|Spell Card|Spell|||||Send, from your hand and your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Plant-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Extra Deck. During your End Phase, you can return this card from your Graveyard, 1 Plant-Type monster from your field and your hand to your Deck and draw 1 card.| |Sacrifice|0|SET0|Trap Card|Trap|||||Destroy 1 monster you control and 1 card your opponent controls.| |Double Devastation|0|SET0|Trap Card|Trap|||||You can only activate this card at the start of your Main Phase 1 or your opponent's turn. Discard 1 card to destroy 1 Spell or Trap card and 1 monster card your opponent control. Until your next Main Phase 1, you cannot Summon any monsters.| |Mighty Apple|0|SET0|Trap Card|Trap|||||Remove from play 1 card from your hand and select 1 monster on the field. It gains 1000 ATK and cannot be removed from the field, until the End Phase.| |Dark Soul|0|SET0|Trap Card|Trap|||||You can only activate this card during your opponent's turn. Send 1 "Inspirited" monster from your hand or Deck to the Graveyard. Select 1 monster your opponent controls and gain control of it, until the End Phase. If this card was put into play by the effect of "Possessed Kraken of Deep Sea", it is treated as an Euqip Card. Control of the equipped card is switched.| |Contract of Mutual Support|0|SET0|Trap Card|Trap|||||Pay 500 Life Points. Each player selects 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.| |Spell Syphon|0|SET0|Trap Card|Trap|||||The effects of all Spell Cards are negated, until the End Phase.| |Weapon Throw|0|SET0|Trap Card|Trap|||||Send 1 Equip-Spell card you control to the Graveyard. Your opponent selects 1 card they control and returns it to their hand. Then, select 1 card your opponent controls and destroy it.| |Spell Syphon|0|SET0|Trap Card|Trap|||||The effects of all Spell Cards are negated, until the End Phase.| -Griffin: |Windseeker Prophet|0|SET0|Winged Beast/Effect|Wind|5||2200|2000|If your opponent controls a monster, you can Normal Summon this card without tribute. When you draw a card, you can pay 800 Life Points to return that card to the bottom of your Deck, then draw a card.| |Plasmoid Herculus|0|SET0|Insect/Effect|Fire|4||1700|1700|When this card is destroyed as a result of battle, you can destroy 1 card you control to add 1 Trap Card from your Deck or Graveyard to your hand.| |Tribal Bearfighter|0|SET0|Beast-Warrior/Effect|Earth|4||1800|1200|This card inflicts piercing damage. When this card inflicts battle damage, it gains 200 ATK.| |Martial Tiger|0|SET0|Beast-Warrior/Effect|Fire|3||1200|1800|When this card battles a monster, you can discard 1 card. If you do, this card gains 1000 ATK during damage calculation.| |Hermit Scuttler|0|SET0|Aqua/Effect|Water|2||800|1600|If this card is destroyed by battle, place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card. During your End Phase, you can remove from play 3 cards in your Graveyard to Special Summon this card from your Spell & Trap Card Zone.| |Capture Moray|0|SET0|Fish/Effect|Water|3||1900|2200|When this card battles a monster, tribute this card and add the monster this card battled to your hand. This card cannot declare an attack. You cannot Normal Summon the monster added with this card's effect.| |Glide Snake|0|SET0|Reptile/Effect|Wind|4||1700|1500|When a card effect is activated, return this card to your hand and Special Summon 1 "Gust Token" (Fairy-Type/WIND/Level 1/ATK 0/DEF 0)| |Baby Ward Dragon|0|SET0|Dragon/Effect|Fire|2||800|400|You can discard 1 card to Special Summon this card. You can negate an attack against this card and tribute this card to draw 1 card. You can return this card in your Graveyard to your Deck to reduce the ATK of all face-up monsters by 400.| |Mighty Jackal|0|SET0|Fiend/Effect|Wind|8||2800|1400|This card cannot be Special Summoned. During each player's End Phase, send 2 cards from the top of their Deck to the Graveyard. When another card's effect is activated, its owner must remove from play 2 cards from their Graveyard. If they cannot, its effect is negated. Once per turn, when the effect of a card is activated, you can remove from play 4 cards in your Graveyard to negate its effect and destroy it. This card cannot be targeted by cards you control. | |Masked Spiritwolf|0|SET0|Fiend/Effect|Dark|3||1500|1400|When a monster you control is destroyed as a result of battle, you can discard this card to end the battle phase and discard 1 random card from your opponent's hand.| |Crystal Behemoth|0|SET0|Rock/Effect|Light|6||2500|2000|When this card is removed from the field, pick up cards until you pick up a Spell Card. If it can be activated, activate it. Then, return all picked up cards to the Deck.| |The Destructive Trunk|0|SET0|Beast-Warrior/Effect|Earth|6||2300|700|You can Normal Summon this card without tribute. If you do, destroy 1 Beast-Warrior-Type monster with a total ATK and DEF of 3000 other than "The Destructive Trunk" in your Deck or destroy this card. When this card is destroyed, destroy 1 card on each player's side of the field.| |Bore Gore Rage Bull|0|SET0|Beast-Warrior|Dark|6||2600|400|The warriors of the Triga Clan were battle-hardened warriors. Seeking glory for their name, they roamed the land in search of. Upon finding a small shrine, inhabited by priests, they quickly raided what treasure they could find, only to learn that the Shrine's god was very real, and quickly cursed them, fusing their bodies with the animals of the forest around, and warping their minds to think of nothing but destruction.| |Jazoro, Inexorable Assassin|0|SET0|Warrior/Effect|Dark|4||1800|0|During your Standby Phase, if this card is in your Graveyard, Special Summon it in Attack Position. This card cannot be tributed or used as a Synchro Material monster. When this card is sent to the Graveyard, except from the field, remove it from play. When this card destroys a monster as a result of battle, remove both monsters from play. This card must declare an attack if able. Reduce the ATK and DEF of a monster that battles this card by 500.| |Gillman Summoner|0|SET0|Beast-Warrior/Effect|Water|3||1500|1500|When this card is destroyed, Special Summon 1 "Enrage Token" (Beast-Warrior-Type/FIRE/Level 12/ATK 3000/DEF 0). When this token declares an attack, select 1 monster you control. That monster cannot declare an attack during this turn. This token is destroyed during the End Phase.| |Razor-Claw Scorpio|0||Insect/Effect|Earth|4||1600|1400|You can discard 1 Monster Card to destroy 1 Monster Card on the field with a lower level than the discarded monster.| |Slakk - Temple Beast|0|SET0|Beast|Earth|4||1900|2000|A relic of a guardian, Slakk has grown feeble compared to his once mighty form that guarded a temple entrance. Despite that, the beast will stand to guard it's home until its last breath.| |Spring-a-Sprong|0|SET0|Machine/Tuner/Normal|Light|1||800|800|A mechanic, in a drunken state, began to put together all sorts of random parts in a nonsensical manner. When, sober, he saw the machine the next day, he promptly hauled it to the scrapyard outside - a tarnish on his record best forgotten. Little did he know that, in his drunken state, he'd put magical components in the old metal chassis. When the mechanic had left, the little machine burst into life, bouncing out of the scrapyard with dreams of exploring the world and making friends. | |Bird of Illusion|0|SET0|Winged Beast/Effect|Light|4||1700|0|When this card battles a monster, you can remove this card from play before Damage Calculation to Special Summon 1 Level 6 or lower monster from your Deck. It's ATK and DEF are reduced to 0. Then, the monster this card was battling and the Summoned monster battle.| |Rainbow Wing|0|SET0|Winged Beast/Effect|Wind|4||1400|0|By discarding this card, or when this card is destroyed as a result of battle and sent to the Graveyard, your opponent declares 2 attributes. Send 1 card from your Deck to the Graveyard that does not have one of the declared attributes, or take 1000 damage.| |Restless Remains|0|SET0|Zombie/Effect|Dark|2||1000|0|If a monster you control is sent to the Graveyard, you can discard 1 card to Special Summon this monster from your Graveyard. If this effect is activated, this card is removed from play when it is removed from the field.| |Light Bender|0|SET0|Spellcaster/Effect|Light|3||1000|1700|Once per turn, negate an attack.| |Papergeist|0|SET0|Zombie/Effect|Wind|4||1200|900|Once per turn, send the top two cards of your Deck to the Graveyard to increase the ATK of this card by 400.| |Viral Jelly|0|SET0|Aqua/Union/Effect|Dark|1||500|500|Once per turn, you can equip this card to a monster as an Equip Card, OR unequip it to Special Summon this card. The equipped monster loses 700 ATK, and cannot be tributed or used as a Synchro, Fusion or Exceed Material monster. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, equip this card to another monster on the field or destroy this card instead.)| |Bone Beserker|0|SET0|Zombie/Effect|Dark|4||2000|0|When this card is Summoned, you can remove from play up to 5 monsters in your Graveyard. If you do, this card gains 200 ATK for each, but cannot inflict battle damage. During the End Phase, destroy this card. While this card is in your Graveyard, monsters you control gain 100 ATK.| |Hippogriffin|0|SET0|Winged Beast/Effect|Light|5||2300|1300|You can discard 2 cards to Special Summon this card from your hand or Graveyard. Once per turn, you can remove from play 2 DARK "Griffin" monsters in your Graveyard to destroy 1 card on the field.| |Obsidian Griffin|0|SET0|Winged Beast/Effect|Dark|5||2300|1300|If you control no monsters, this card can be set without tribute. When this card is destroyed as a result of battle, you can add 1 LIGHT "Griffin" monster from your Deck to your hand.| |Astral Griffin|0|SET0|Winged Beast/Effect|Light|4||1700|1600|If your opponent controls more monsters than you, and you control a "Griffin" monster, you can Special Summon this card from your hand. You can remove from play 1 DARK "Griffin" monster in your Graveyard to change 1 monster your opponent controls to Defense Position.| |Night Griffin|0|SET0|Winged Beast/Effect|Light|4||1700|1600|When this card is Normal Summoned, select and activate one of the following effects: - •Discard 1 Spell or Trap Card to add 1 LIGHT "Griffin" monster from your Deck to your hand. - •Discard 1 LIGHT "Griffin" monster to destroy a level 6 or lower monster your opponent controls. - •Discard 1 card to increase the ATK of this card by 800 until the End Phase.| |Big-Paw Rabbit|0|SET0|Beast/Effect|Wind|4||1700|1400|When your opponent activates a Trap Card, you can reduce this card's ATK by 900 to negate the card's activation and destroy it.| |Mariella, Lost Soul of the Sea|0|SET0|Aqua/Spirit/Effect|Water|4||0|2000|This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Summoned, look at the top 3 cards of your Deck, place 1 card on top of your Deck, and return the other 2 to the bottom of your Deck. When this card is returned to your hand, you can negate 1 attacks during your opponent's next Battle Phase.| |Auros, Steed of Salvation|0|SET0|Machine/Fusion/Effect|Light|10||3000|3000|1 Spell Card + 1 Trap Card + 1 Normal Monster + 3 Monsters with different attributes. - You can Fusion Summon this card by removing from play its materials in the Graveyard. If you have more cards in your hand and field combined than your opponent, return this card to your Extra Deck. Once per turn, you can add one of the cards used as this card's Fusion Material to your hand. When this card would be removed from the field, you can remove from play all other cards you control or all cards in your hand instead. All Battle Damage is halved.| |Wall Breaker|0|SET0|Spell Card|Spell||None|||Destroy cards your opponent controls until both players control the same number of cards. You cannot activate this card if you have more cards in your hand than your opponent.| |Forced Recycle|0|SET0|Spell Card|Spell||Continuous|||During each player's End Phase, they must return the top 2 cards in their Graveyard to the bottom of their Deck to add the top card of their Graveyard to their hand. If they cannot, destroy this card.| |Black Cross|0|SET0|Spell Card|Spell||None|||Activate only while you control an Attack Position monster. Destroy all Attack Position monsters on the field. All Battle Damage becomes 0 until your next Standby Phase.| |Vector Beam|0|SET0|Spell Card|Spell||None|||Remove from play 2 cards in your Graveyard to remove from play all monsters in the same column as this card. You cannot Special Summon monsters during the turn you activate this card.| |Draining Spell|0|SET0|Spell Card|Spell||Quick-Play|||Reduce to ATK of 1 monster you control by 500. During your Draw Phase, you can change 1 monster your opponent controls to Defense Position to add this card from your Graveyard to your hand. This card cannot be sent to the Graveyard as a cost.| |Reflective Armour|0|SET0|Spell Card|Spell||Equip|||When this card is activated, select 1 monster on the field. When the equipped monster would be destroyed, destroy the selected monster instead. If the selected monster is removed from the field, select another monster on the field.| |Nap Time|0|SET0|Spell Card|Spell||Quick-Play|||Activate only during your Standby Phase. Until your next Standby Phase attacks cannot be declared, and apply one of the following effects until your next Standby Phase: - •Monsters cannot be destroyed by card effects. - •Monsters cannot be Special Summoned.| |Assassination of the Baron|0|SET0|Spell Card|Spell||Quick-Play|||Send 1 monster from your hand or field to the Graveyard. Then, send the monster with the highest ATK on the field to the Graveyard.| |Serrated Star Blade|0|SET0|Spell Card|Spell||Equip|||Increase the equipped monster's ATK by 600. When the equipped monster destroys a mosnter as a result of battle, destroy 1 face-down card on the field.| |Sign of Saviour|0|SET0|Spell Card|Spell||None|||Activate while you control no monsters and your opponent controls at least 2 monsters. Special Summon 1 monster from your Graveyard. It cannot be removed from the field during this turn. You cannot Summon other monsters during this turn.| |Lightning Pact|0|SET0|Trap Card|Trap||Counter|||Activate in response to a Spell or Trap Card your opponent controls.Take 1000 damage and destroy 1 card on the field. If you have less than 1000 Life Points, you do not take any damage.| |Constriction Totem|0|SET0|Trap Card|Trap||Continuous|||After activation, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Reptile-Type/DARK/Level 4/ATK 1000/DEF 1600). During either player's turn, you can tribute this card to change a monster your opponent controls to defense position. | |Visionary Force|0|SET0|Trap Card|Trap||Continuous|||When your opponent draws a card, activate one of the following effects: • See the card your opponent drew. • Destroy this card and declare 1 card name. Your opponent must discard 1 card with that name.| |Protective Radiance|0|SET0|Trap Card|Trap||Counter|||Activate when a card(s) would be destroyed. Return the card(s) to their owner's hand, instead.| |Flint Arrows|0|SET0|Trap Card|Trap||None|||Reduce the ATK of an attacking monster by 900. During this turn, if that monster is destroyed as a result of battle, draw 1 card.| Godfather Zandaa: |Nanotech Gate|0|SET0|Machine/Effect|Light|2||0|0|This card cannot be Special Summoned expect by the effects of "Nanotech" cards. When this card is Summoned, you can reveal 1 "Nanotech" monster card from your hand and remove it from play to Special Summon 1 Level 4 or lower removed from play "Nanotech" monster, except the monster removed from play by this effect.| |Nanotech Soldier|0|SET0|Machine/Effect|Light|4||1500|0|This card cannot be Special Summoned expect by the effects of "Nanotech" cards. When this card is Normal Summoned, you can reveal 1 "Nanotech" card from your hand to remove from play 1 "Nanotech" monster from your Deck. When this card is removed from the field, draw 1 card.| |Nanotech Core|0|SET0|Machine/Effect|Light|1||0|0|This card cannot be Special Summoned expect by the effects of "Nanotech" cards. When this card is Summoned, you can select 1 "Nanotech" card from your hand or Graveyard and remove it from play. When this card is removed from play, select 1 removed from play "Nanotech" monster and Special Summon it.| |Nanotech Data Master|0|SET0|Machine/Effect|Light|6||2200|1800|This card cannot be Special Summoned expect by the effects of "Nanotech" cards. When this card is Summoned, reveal the top card of your Deck. If the revealed card is a "Nanotech" monster card, remove it from play and destroy 1 card on the field. If it's not, return it to the bottom of your Deck.| |Nanotech Data Motherboard|0|SET0|Machine/Synchro/Effect|Light|5||2400|1800|1 Tuner monster + 1 or more non-Tuner "Nanotech" monsters - When this card is Synchro Summoned, remove from play all other "Nanotech" monsters you control. When this card is removed from the field, add 1 removed from play "Nanotech" card to your hand and return 1 removed from play "Nanotech" card to the top of your Deck.| |Ignition Blast!|0|SET0|Spell Card|Spell||None|||Reveal 1 FIRE monster from your hand. Your opponent chooses 1 monster they control and destroys it. Then remove from play the revealed monster.| |Impact Roar!|0|SET0|Spell Card|Spell||None|||Select 1 Beast-Type monster you control. If the selected monster destroys a monster by battle, your opponent takes damage equal to the difference of the selected monsters and the destroyed monsters original ATK. If more than 1000 points of damage was inflicted by this effect, draw 1 card during your End Phase.| |Nanotech Cloning Device|0|SET0|Spell Card|Spell||Continuous|||Once per turn, when a "Nanotech" monster is removed from play, Special Summon 1 "Nanoclone Token". It always has the same Type, Attribute, Level, ATK and DEF as the removed from play monster.| |Nanotech Research Achivement|0|SET0|Spell Card|Spell||Field|||Each time a "Nanotech" monster is removed from play, place 1 Achivement Counter on this card. Once per turn, you can select 1 of your removed from play "Nanotech" monsters. Remove Achivement Counters from this card equal to the selected cards Level and Special Summon it.| |Nanotech Data Research|0|SET0|Spell Card|Spell||None|||Remove from play 1 "Nanotech" monster you control to add 1 removed from play "Nanotech" card to your hand, expect the card removed from play by this card.| |Solemn's Staff|0|SET0|Trap Card|Trap||None|||Select 1 face-down Spell or Trap Card on the field. Call the type of the card (Spell, or Trap), and your opponent reveals the selected card (the effect of the selected card isn't activated). If you called the revealed cards type right, destroy it. If you called it wrong, the revealed card is returned to it's original position, and you take 1000 points of damage.| |Arcane Magic Deauxh|0|SET0|Trap Card|Trap||None|||Activate if you control no monsters. Remove from play 1 Spell Card from your hand and 1 Spellcaster-Type monster from your Graveyard to Special Summon 1 Level 5 or lower Spellcaster-Type monster from your Deck.| .Kowalski: |Jetstream|0|SET0|Machine/Effect|Earth|4||1000|1000|If your opponent declares a direct attack, you can discard this card to negate the attack and end the Battle Phase. If you Summon a monster, you can remove this card from your Graveayrd from play to increase the ATK of that monster on the field by 1000.| |Darkroad Guardian|0|SET0|Fiend/Union/Effect|Dark|1||0|0|If you control less monsters than your opponent, you can Special Summon this card from your hand. Once per turn, during your Main Phase, you can equip this card to a monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)| |Guard Drum|0|SET0|Machine/Effect|Earth|4||1000|1800|If you control a face-up "Assault Drum", you can Special Summon this card from your hand. Once per turn, if a monster you control would be destroyed by battle or by a card effect, it is not destroyed. (Damage Calculation is applied normally.)| |Assault Drum|0|SET0|Machine/Effect|Earth|4||1800|1000|If you control a face-up "Guard Drum", you can Special Summon this card from your hand. Once per turn, during battle between an attacking monster you control, except this card, and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.| |Mystical Cannoneer|0|SET0|Spellcaster/Effect|Dark|4||1200|1000|Once per turn, you can remove from play 1 card you control, except this card. If the removed card was a Spell or Trap Card, draw 1 card. If the removed card was a monster, destroy 1 card on the field. If this card is destroyed by battle, add 1 of your removed from play cards to your hand.| |Mental Sucker|0|SET0|Psychic/Effect|Light|3||1600|300|Once per turn, you can select 1 face-up monster on the field. Gain Life Points equal to half of its ATK. This card cannot attack this turn.| |Temporal Spirit Malkuth|0|SET0|Fiend/Effect|Light|8||2500|0|This card cannot be Special Summoned. When this card is Tribute Summoned, you can Special Summon 1 monster from your hand. Once per turn, you can return all other face-up cards on the field to their owner's hands. If this card battles, at the end of Damage Step, inflict 1000 damage to both players. During your Draw Phase, you can skip your normal draw to look at the top 3 cards of your Deck, select 1 of them and add it to your hand.| |Pirate Captain LV3|0|SET0|Warrior/Effect|Water|3||1500|800|Once per turn, you can discard 1 card to select 1 Spell or Trap Card your opponent controls. Destroy it. If you control no WATER monster except "Pirate Captain LV3", this effect is negated. During your Standby Phase, you can send this card to the Graveyard to Special Summon 1 "Pirate Captain LV5" from your hand or Deck.| |Pirate Captain LV5|0|SET0|Warrior/Effect|Water|5||2000|1300|This card can be only Special Summoned by the effect of "Pirate Captain LV3". Once per turn, you can select 1 Spell or Trap Card your opponent controls. Acttivate it as your own. This card cannot attack this turn. During your Standby Phase, you can send this card to the Graveyard to Special Summon 1 "Pirate Captain LV5" from your hand or Deck.| |Pirate Captain LV7|0|SET0|Warrior/Effect|Water|7||2500|1800|This card cannot be Normal Summoned or Set. This card can be only Special Summoned by the effect of "Pirate Captain LV7". Once per turn, you can discard 1 card and select 1 Spell or Trap Card in your opponent's Graveyard. Add it to your hand.| |Aura Pixie|0|SET0|Fairy/Tuner/Effect|Light|3||800|500|If you control a face-up "Aura" monster, you can discard 1 card to Special Summon this card from your hand. If this card is used as a Synchro Material Monster, gain Life Points equal to the number of "Aura" monsters in your Graveyard x 300.| |Aura Magician|0|SET0|Spellcaster/Effect|Light|4||0|2100|When this card is Summoned, you can change its Battle Position. Once per turn, you can send 1 "Aura" monster from your hand to the Graveyard to Special Summon 1 Level 4 or lower "Aura" monster from your Graveyard.| |Aura Scyther|0|SET0|Warrior/Effect|Light|4||2100|0|This card cannot declare an attack unless you control a face-up "Aura" monster, except "Aura Scyther". When your opponent declares an attack, you can Tribute this card to negate the attack and gain Life Points equal to the half of the attacking monster's ATK.| |Aura Shaman|0|SET0|Spellcaster/Effect|Light|4||1500|0|When you gain Life Points, you can send this card from your hand to the Graveyard to draw 2 cards. You can activate the effect of "Aura Shaman" only once per turn.| |Spirit of Yamatano Orochi|0|SET0|Dragon/Effect|Dark|4||1200|1800|If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. Once while this card is face-up on the field, while you have no cards in your hand and a monster you control inflicts Battle Damage to your opponent, you can draw 2 cards. During your End Phase, you can return this face-up card to your hand.| |Crimson Familiar Duo|0|SET0|Fiend/Effect|Fire|1||0|0|During either player's turn, you can discard this card to select 1 face-up monster on the field. If it is destroyed this turn, Special Summon this card from your Graveyard. During the turn this card is Special Summoned, it cannot be destroyed by battle or by card effects. (Damage Calculation is applied normally.)| |Grim Reaper|0|SET0|Zombie/Effect|Dark|5||2100|0|If a face-up monster you control is removed from the field by a card effect, you can Special Summon this card from your hand. This card inflicts Piercing Damage.| |Masked Skull Knight|0|SET0|Warrior/Effect|Dark|6||2400|1000|You can Normal Summon this card without Tributing. If you do, its ATK becomes 1600. this card can attack twice during each Battle Phase. Battle Damage this card inflicts is halved.| |Mech-Lion|0|SET0|Machine/Effect|Earth|4||1900|500|This card is also treated as a Beast-Type monster. Once per turn, you can destroy 1 card you control. If you do, this card gains 800 ATK until the End Phase. If this card you control is destroyed by a card effect, during the End Phase, you can Special Summon 1 "Raging Mech-Lion" from your hand or Deck.| |Raging Mech-Lion|0|SET0|Machine/Effect|Earth|8||2800|0|This card is also treated as a Beast-Type monster. This card cannot be Special Summoned, except by the effect of "Mech-Lion". Once per turn, you can send 1 Monster Card from your hand to the Graveyard and apply 1 of the following effects: •This card can attack twice during this turn's Battle Phase. •This card inflicts Piercing Damage this turn.| |Battlechanted Drum|0|SET0|Machine/Fusion/Effect|Earth|8||2000|2000|"Assault Drum" + "Guard Drum". This card can be only Special Summoned from your Extra Deck by returning the above cards you control to your Deck. Once per turn, you can select 1 monster on the field. Halve its ATK until the End Phase. This card inflicts Piercing damage. If this card is selected as an attack target, you can negate the attack, return this card to your Extra Deck and Special Summon 1 "Guard Drum" or "Assault Drum" from your Deck.| |Aura Berserker|0|SET0|Warrior/Synchro/Effect|Light|7||2500|500|1 "Aura" Tuner + 1 or more non-Tuner monsters. When this card is Synchro Summoned, gain 1000 Life Points. This card inflicts Piercing Damage. When this card inflicts Battle Damage to your opponent, gain the same amount of Life Points. During the End Phase, return this card to your Extra Deck and Special Summon 1 "Aura" Tuner from your Graveyard.| |Mechanized Battle Call|0|SET0|Spell Card|Spell||None|||Discard 1 card. Add 1 Machine-Type monster from your Deck to your hand.| |Spell of Chaos|0|SET0|Spell Card|Spell||None|||Until the end of your opponent's next turn, all of your opponent's monsters that would be sent to the Graveyard are removed from play instead.| |Lifesaving Escape|0|SET0|Spell Card|Spell||Quick-Play|||Activate only when a monster declares an attack. Discard 1 card and shuffle all face-up Attack Position monsters on the field to their owners' Decks.| |Wondrous Orb|0|SET0|Spell Card|Spell||Quick-Play|||Destroy 1 monster you control. During your next Standby Phase, draw 2 cards. You cannot declare an attack the turn you activate this card and when you draw by this card's effect.| |Aura Life Station|0|SET0|Spell Card|Spell||Continuous|||If you control a face-up "Aura" monster, each time you Summon a monster, gain Life Points equal to its Level x 300.| |Aura Magic|0|SET0|Spell Card|Spell||Quick-Play|||Send 1 "Aura" monster you control to the Graveyard. Draw 2 cards.| |Brimstone Core|0|SET0|Spell Card|Spell||Quick-Play|||Select 1 monster you control. If it is destroyed this turn, select 1 card on the field and destroy it.| |Sheer Force Sword|0|SET0|Spell Card|Spell||Equip|||Equip only to a monster you control. The equipped monster gains 1000 ATK. If the equipped monster would be destroyed by battle, you can destroy this card instead.| |Feather of Salvation|0|SET0|Spell Card|Spell||Equip|||If the equipped monster is destroyed by battle, you can Special Summon it. During your Standby Phase, if this card is in your Graveyard, you can discard 1 card and equip it to a face-up monster you control.| |Chains of Sacrifice|0|SET0|Spell Card|Spell||Equip|||Equip only to a monster you control. If a monster you control, except the equipped monster, destroys an opponent's monster by battle, you can send this card to the Graveyard and return the equipped monster to the Deck to draw 2 cards.| |Hurricane Snatch|0|SET0|Spell Card|Spell||Quick-Play|||Activate only when your opponent activates a card targeting a monster on the field. Change the target to another monster on the field.| |Grudge Reborn|0|SET0|Trap Card|Trap||None|||Activate only when a monster you control is destroyed by battle. Activate 1 of the following effects: •Send the monster that destroyed it to the Graveyard. •Special Summon the destroyed monster from the Graveyard.| |Aura Recovery|0|SET0|Trap Card|Trap||None|||Special Summon 1 "Aura" monster from your Graveyard. Destroy it at the End Phase of this turn.| |Heaven Piercing Drill|0|SET0|Trap Card|Trap||None|||Select 1 monster you control equipped with an Equip Card and 1 face-up Attack Position monster your opponent controls. Send the Equip Card to the Graveyard and reduce the opponent's monsters ATK to 0, until the End Phase.| Cursed Reaction: |Bushi, Samurai Keeper|0|SET0|Warrior/Effect|Light|4||1800|1500|Neither player can add cards from their Deck to their hand except by drawing. When this card is Normal Summoned, you can select 1 card on your side of the field and destroy it then select 1 card on your opponent's side of the field and return it to their hand.| |Dino Flyer|0|SET0|Dinosaur/Tuner/Effect|Wind|2||800|300|When this card is Normal Summoned while you control no other cards, you can Special Summon 1 Level 3 monster from your Graveyard. During the turn this card was Normal Summoned, the effects of your face-up monsters are negated.| |Chaotic Fiend|0|SET0|Fiend/Effect|Dark|5||2100|0|While you only control at least 1 LIGHT and DARK monster, you can Normal Summon this card without Tributes. When this card is Normal Summoned, discard 1 random card from your opponent's hand.| |Nightmare Sceptic|0|SET0|Fiend/Effect|Light|1||0|0|This card is also treated as DARK. You can Special Summon this card from your hand by discarding 1 card from your hand. If this card was Special Summoned in this way, it cannot be used as a Tribute for a Tribute Summon or as a Synchro Material Monster.| |Aura Conductor|0|SET0|Fairy/Effect|Light|3||?|0|This card's ATK is equal to the amount of cards in your hand X 200. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 3 or lower LIGHT monster from your Deck. It is returned to the top of your Deck when it is removed from the field.| |Demented Cuckoo|0|SET0|Machine/Effect|Light|1||600|100|When this card is destroyed by battle and sent to the Graveyard, draw 1 card. You can remove this card in your Graveyard from play to gain 400 Life Points.| |Marebito|0|SET0|Fairy/Spirit/Effect|Light|4||1800|800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, select 1 Spirit Monster in your Graveyard and add it to your hand. You can Normal Summon 1 additional time this turn if you Normal Summon the selected monster.| |Kendo-no-Yasha|0|SET0|Fairy/Spirit/Effect|Earth|4||1900|1600|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If this card destroys a monster your opponent controls, you can return that card to its owner's hand to destroy 1 Set Spell or Trap card on the field.| |Kabuki-no-Kami|0|SET0|Fairy/Spirit/Effect|Wind|4||1500|1800|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. You can remove from play 2 Spirit Monsters in your Graveyard to draw 1 card.| |Amanojaku|0|SET0|Fiend/Spirit/Effect|Dark|3||1400|900|This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, select 1 Spirit monster in your Deck and add it to your hand.| |Hanei-no-Ryu|0|SET0|Dragon/Effect|Light|5||1900|1900|You can Special Summon this card from your hand if you control at least 1 Spirit monster. If you Special Summon this card in this way, return 1 monster you control to your hand. Once per turn, if this card or a Spirit monster you control attacks, your opponent cannot activate Trap cards until the end of the Damage Step.| |Keeper Angel|0|SET0|Fairy/Effect|Light|4||1800|800|When this card is Normal Summoned, you can select 1 card in your opponent's Graveyard and place it on the top of your opponent's Deck then shuffle his/her Deck. You can remove this face-up card from play to negate the Special Summon of a monster and destroy it.| |Red Lightning Technoni|0|SET0|Fiend|Dark|4||2000|0|This demon came about when scientists tried to analyze a fragment of some Japanese war armour. In the armour, unknown to those scientists, was the spirit of a Japanese demon, supposedly sealed within the armour. A sudden short-circuiting from the computer released the fiend from the armour, left to roam the world for vengeance.| |Techno de Sol|0|SET0|Machine/Effect|Light|8||2500|3000|This card cannot be Normal Summoned or Set. This card can only be Special Summoned except by removing from play 2 face-up Defense Position monsters you control. During each of your opponent's End Phases, by discarding 1 card from your hand, you can select 1 card on the field and return it to the top of its owner's Deck then select 1 card on the field and return it to its owner's hand. You cannot conduct your next Battle Phase if you activate this card's effect. When this card is removed from the field, you can look at your opponent's hand and add any number of cards from either players' hands to their respective Decks and shuffle them. Then both players draw the same number of cards that were returned to their Deck.| |Hyper Highway|0|SET0|Spell Card|Spell||Field|||During each Standby Phase, place 1 Speed Counter (max. 3) on this card. You can remove 3 Speed Counters from this card to draw 1 card then send the top card of your Deck to your Graveyard. If the drawn card was a Spell Card, you can discard it to gain 800 Life Points.| |Torrential Galaxy|0|SET0|Spell Card|Spell||Field|||All monsters your opponent control lose 200 ATK and DEF for each card on your side of the field.| |Paradisial Arena|0|SET0|Spell Card|Spell||Field|||All monsters you control are changed to face-up Defense Position and cannot change their Battle Position, except with a card effect. If this card is destroyed, select 2 cards on the field and change them to face-down Defense Position.| |Cloud Spore Arena|0|SET0|Spell Card|Spell||Field|||Once per turn, you can select 1 card in your opponent's hand. If it was a Spell Card, remove it from play. If it was a Monster or Trap Card, take 300 damage.| |Planetary Orbit|0|SET0|Spell Card|Spell||Quick-Play|||Select 1 Field Spell Card in your Deck. Send the top card of your Deck to the Graveyard then place the selected card on the top of your Deck.| |Spirit Prayers|0|SET0|Spell Card|Spell||None|||Remove from play 1 Spirit monster in your Graveyard and return 1 Spirit monster you control to your hand. Draw 2 cards. You cannot Special Summon or conduct your next Battle Phase during the same turn you activate this card.| |Bountiful Empire|0|SET0|Spell Card|Spell||Quick-Play|||Remove from play 2 LIGHT monsters you control. Select up to 2 LIGHT monsters in your Deck and place them on the top of your Deck.| |Spirit Gate|0|SET0|Spell Card|Spell||Continuous|||Each time a Spirit Monster is Normal Summoned or returned to the hand, place 1 Spirit Counter (max. 6) on this card. You can remove Spirit Counters from this card then draw 1 card for every 3 Spirit Counters removed in this way.| |Neko Dance|0|SET0|Spell Card|Spell||Normal||| Select and remove from play 1 card in your Deck. During your second Standby Phase after this card's activation, add the removed card to your hand.| |Earth-Shattering Meteor|0|SET0|Trap Card|Trap||None|||Destroy 1 Field Spell Card you control. Destroy all face-up monsters your opponent controls OR face-down monsters your opponent controls. Then, inflict 1000 damage to both players.| |Heaven's Call|0|SET0|Trap Card|Trap||None|||Add 1 Fairy-Type monster from your Deck to your hand.| |Cataclysmic Hurricane|0|SET0|Trap Card|Trap||Counter|||Activate only if a Spell or Trap card you control is destroyed by an opponent’s card effect. Return up to 2 cards on the field to their owners’ hands.| |Hearth Feather|0|SET0|Trap Card|Trap||None|||Discard 1 card from your hand. Select 1 card in your Graveyard and place it on the top of your Deck. You cannot activate it during the turn you draw it.| |Triple Dose Needle|0|SET0|Trap Card|Trap||None|||Activate during your opponent’s End Phase by paying 300 Life Points. If you took 3000 or more damage this turn, gain 3000 Life Points and you can Special Summon 1 Level 3 or lower monster from your hand. Then, if you control less than 3 cards, send the bottom 3 cards of your Deck to the Graveyard and shuffle it.| Cody Frost: |Furiance, Creator of the Flame Barrier|0|SET0|Pyro/Effect|Fire|4||0|800|When this card is destroyed, both players take 800 points of damage. This card's battle position cannot be switched except by card effect. Once per turn, you can send 1 "Flame Barrier" monster from your Deck to the Graveyard and take 800 points of damage to Special Summon 1 "Flame Barrier" monster from your Deck whose level is lower than the sent monster's. You cannot Special Summon "Furiance, Creator of the Flame Barrier" or Tuner Monsters with this effect. This card can only be used for the Synchro Summon of a FIRE Synchro Monster.| |Vulf, Hunter of the Flame Barrier|0|SET0|Pyro/Effect|Fire|4||1900|800|When this card is destroyed, both players take 800 points of damage. Then you can Special Summon 1 level 4 or lower "Flame Barrier" monster from your Deck in face-up Defense Position. It is destroyed during the End Phase of this turn.| |Pyrotrack, Mage of the Flame Barrier|0|SET0|Spellcaster/Effect|Fire|4||1700|800|When this card is destroyed, both players take 800 points of damage. When this card attacks, increase this card's ATK by 400 points during the Damage Step only. When this card is attacked, decrease this card's ATK by 400 points during the Damage Step only.| |Hurdan, Warrior of the Flame Barrier|0|SET0|Warrior/Effect|Fire|4||1600|800|When this card is destroyed, both players take 800 points of damage. Then you can Special Summon 1 "Flame Barrier" monster from your Graveyard in face-up Defense Position other than "Hurdan, Warrior of the Flame Barrier". You take damage equal to its DEF during your next Standby Phase.| |Guroo, Spirit of the Flame Barrier|0|SET0|Pyro/Effect|Fire|2||600|800|When this card is destroyed, both players take 800 points of damage. If this card is destroyed by a card effect, inflict damage to both players equal to the number of "Flame Barrier" monsters on your Graveyard x 300.| |Kirya, Phoenix of the Flame Barrier|0|SET0|Pyro/Tuner/Effect|Fire|2||600|800|When this card is destroyed, both players take 800 points of damage. Then you can add 1 "Flame Barrier" card from your Deck to your hand.| |Kurru, Lightning of the Flame Barrier|0|SET0|Thunder/Tuner/Effect|Fire|4||1400|800|When this card is destroyed, both players take 800 points of damage. If this card is Special Summoned or destroyed by the effect of a "Flame Barrier" card, you can remove this card and 1 or more non-Tuner "Flame Barrier" monsters from your Graveyard from play to Special Summon 1 Synchro monster from your Extra Deck whose level is equal to the total levels of the monsters removed by this card’s effect. This is treated as a Synchro Summon.| |Kyoko, Flame of the Flame Barrier|0|SET0|Pyro/Tuner/Effect|Fire|1||200|800|When this card is destroyed, both players take 800 points of damage. Then you can destroy 1 monster your opponent controls.| |Surgoth, Pyro Lord of the Flame Barrier|0|SET0|Pyro/Effect|Fire|5||2000|800|When this card is destroyed, both players take 800 points of damage. This card can be Special Summoned from your hand while you control 2 different "Flame Barrier" monsters on the field. While this card is face-up on the field, FIRE monsters you control other than this card are unaffected by your opponent’s Trap cards.| |Vargon, Moth of the Flame Barrier|0|SET0|Insect/Tuner/Effect|Fire|3||1200|800|When this card is destroyed, both players take 800 points of damage. During the turn this card was summoned, you can Special Summon 1 level 4 or lower "Flame Barrier" Tuner monster from your Deck or Graveyard in face-up Defense Position other than "Vargdon, Moth of the Flame Barrier". You take damage equal to the Summoned monster's DEF and that monster cannot attack during this turn.| |Moon Archer|0|SET0|Spellcaster/Tuner/Effect|Dark|3||1200|1000|Once per turn, you can send 1 Spell Card from your hand to the Graveyard to destroy 1 face-up card on the field.| |Archlord Arcana|0|SET0|Fairy/Effect|Light|8||2800|2100|This card can attack twice per turn. Any Battle Damage this card inflicts is halved. Once per turn, you can discard 1 Fairy-Type monster from your hand to send a number of cards from the top of both players Decks to the Graveyard equal to the level of the discarded monster.| |Elie'As, Emblem of Heaven|0|SET0|Fairy/Effect|Light|6||2100|2000|You can Special Summon this card from your Graveyard by removing from play 1 Fairy-Type monster on your side of the field. Each time a card is sent from a player’s Deck to the Graveyard, gain 200 life points.| |Burning Flare Dragon|0|SET0|Dragon/Synchro/Effect|Fire|8||2600|1800|1 Tuner monster + 1 or more non-Tuner monsters - Once per turn, you can remove 1 FIRE or Dragon-Type monster from your Graveyard to destroy 1 card on the field.| |Emperor Zerozian|0|SET0|Aqua/Synchro/Effect|Water|7||2500|1400|1 Tuner monster + 1 or more non-Tuner monsters - When this card is Synchro Summoned, no card effects can be activated until the End Phase of this turn.| |Gux the Infernal Chariot|0|SET0|Pyro/Synchro/Effect|Fire|8||2800|1800|1 FIRE Tuner monster + 1 or more non-Tuner monsters - When this card battles a Defense Position monsters whose DEF is less than the ATK of this card inflict the difference as damage to your opponent’s Life Points. Once per turn, you can remove from play 1 FIRE monster from your Graveyard to inflict damage to your opponent equal to half the removed from play monster’s original ATK.| |Junk Fastgun|0|SET0|Warrior/Synchro/Effect|Earth|7||2200|1700|1 Tuner monster + 1 or more non-Tuner monsters - If this card is Synchro Summoned using a Machine or Warrior-Type monster, destroy 1 card on the field. Once per turn, you can add 1 Machine or Warrior-Type monster from your Deck to your hand.| |Magma Dragmored|0|SET0|Zombie/Synchro/Effect|Fire|6||1200|1000|1 Tuner monster + 1 or more non-Tuner monsters - Once per turn, you can remove from play the top card of your Deck to Special Summon 1 level 4 or lower monster from your Graveyard. This card gains ATK and DEF equal to half the original ATK and DEF of monsters Special Summoned by this effect. Monsters Special Summoned by this effect cannot be used for the Synchro Summon of a Synchro Monster the turn they are Summoned.| |Oro the Flare|0|SET0|Machine/Synchro/Effect|Fire|9||3000|2500|1 Tuner monster + 2 or more non-Tuner monsters - You can send 1 card from your hand to the Graveyard to destroy 1 Spell or Trap Card on the field. If this card destroys a card using this effect, your opponent draws 1 card.| |Saraph, Emblem of Eclipse|0|SET0|Spellcaster/Synchro/Effect|Dark|7||2400|1900|1 Tuner monster + 1 or more non-Tuner monsters - While this card is face-up on the field, its Attribute is also treated as LIGHT. Once per turn, you can remove 2 cards in your Graveyard from play to add 1 Spell Card from your Graveyard to your hand. That card cannot be activated or Set during this turn| |Gift of Inheritance|0|SET0|Spell Card|Spell||None|||Remove 1 monster from your hand from play and select 1 face-up monster you control. The selected monster gains all the effects of the monster that was removed from play by this effect.| |Soul Break|0|SET0|Spell Card|Spell||None|||Send 1 monster you control to the Graveyard. All face-up monsters on the field with an ATK equal to or less than the ATK of the sent monster are destroyed.| |Bluerite Sword|0|SET0|Spell Card|Spell||Equip|||Equip only to a level 4 or lower monster. Increase the equipped monster‘s ATK and DEF by 800. Monsters that battle the monster equipped with this card are removed from play at the End of the Battle Phase.| |Overheat|0|SET0|Trap Card|Trap||None|||Activate only when your opponent Summons a monster(s) with 1500 or more ATK. Destroy the Summoned monster(s). If 2 or more monsters sharing the same Type or Attribute are destroyed by this effect, your opponent draws 1 card.| Tempest of Reach: |Storm - Aquosis|0|SET0|Aqua/Effect|Water|4||1600|1600|When this card is destroyed by battle, you can Special Summon a level 4 “Storm” monster with a different attribute from your Graveyard. If you do, return this card to your deck. During your Standby Phase, gain Life Points equal to this monsters level x100.| |Storm - Flarzaqus|0|SET0|Pyro/Effect|Fire|4||1800|0|When this card is destroyed by battle, you can Special Summon a level 4 “Storm” monster with a different attribute from your Graveyard. If you do, return this card to your deck. During your Standby Phase, deal damage to your opponent equal to this monsters level x100.| |Storm - Bresalve|0|SET0|Winged Beast/Effect|Wind|4||1900|0|When this card is destroyed by battle, you can Special Summon a level 4 “Storm” monster with a different attribute from your Graveyard. If you do, return this card to your deck. This card can attack your opponent directly. If it does, half the battle damage.| |Storm - Nighatim|0|SET0|Fiend/Effect|Dark|4||1700|0|When this card is destroyed by battle, you can Special Summon a level 4 “Storm” monster with a different attribute from your Graveyard. If you do, return this card to your deck. Once per turn if this card has destroyed a monster, this card can destroy a card on the field.| |Storm - Shinseus|0|SET0|Warrior/Effect|Light|4||0|2000|When this card is destroyed by battle, you can Special Summon a level 4 “Storm” monster with a different attribute from your Graveyard. If you do, return this card to your deck. Once per turn, this card can negate the activation off a card which destroys a monster on the field.| [/spoiler] If something is wrong, tell me [/quote] hola podrias explicarme bien como se utiliza ese programa? Link to comment
LinkTheGHhero14 Posted August 29, 2011 Report Share Posted August 29, 2011 Por que se cita que todo el asunto? (lo siento, mi ordenador no esta heco para escribir en espanol) Link to comment
thekazu4u Posted November 2, 2011 Report Share Posted November 2, 2011 I would like to join Also, are the TCG/OCG cards allowed in this format? I would encourage doing this as [i]most [/i]are well designed and it is much harder to create the game from scratch. Link to comment
InoshimaLance Posted November 16, 2011 Report Share Posted November 16, 2011 I wanna join, if you don't mind of course... I still don't have a YVD name, I'm downloading the program right now... But first, I need to ask some questions... First of all... Are all Card Types Accepted, I mean Synchros, Xys, Fusion, etc... And are also non-Official types accepted, like Dark Synchros and Dark Tuners? Second... I don't know how to work with YVD Format, so, care to explain? Also, the images, do they have to be the full card or just the avatar image of the card? Should I post em here, I mean the images? Third... Images used by other cards are out of the question or can be used? And that includes also the images of the Official Game... Fourth... I just wanted to say that the convertor to YVD format's link is dead, don't know what happened, it won't oppen... Is it nessesary? That's all... And don't worry, I'm still joining regardless the answers to my questions, they arejust info I need... Link to comment
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