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Justice HERO [16/??]


Medivh

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[spoiler=Monsters (7/??)]Justice HERO Gallen
Lv. 4
Warrior / FIRE
ATK: 1700 / DEF: 1200
[i]A HERO who watches over Nui City, protecting it from all evil.[/i]

Justice HERO Ritus
Lv. 4
Warrior / DARK / Effect
ATK: 1500 / DEF: 1400
When this card destroys a monster by battle: You can add 1 Ritual Spell Card from your deck to your hand.

Justice HERO Solemnis
Lv. 4
Warrior / FIRE / Effect
ATK: 1900 / DEF: 1000
Once per turn: You can pay 500 Life Points; Double this card's Level, until the End Phase.

Justice HERO Agenda
Lv. 4
Warrior / DARK / Effect
ATK: 1600 / DEF: 900
When this card is destroyed by Battle: Activate 1 of these effects:
● Destroy the monster that destroyed this card.
● Add 1 Ritual Monster from your graveyard to your hand.

Justice HERO Kargemonn
Lv. 4
Warrior / FIRE / Effect
ATK: 1700 / DEF: 1050
This card gains 100 ATK for every Ritual Spell Card in either player's graveyard.

Justice HERO Mashin
Lv. 4
Warrior / DARK / Effect
ATK: 1550 / DEF: 200
Once per turn: You can banish 1 Ritual Monster card from your graveyard; Add 1 Ritual Spell card from your Graveyard to your hand.

Justice HERO Frederick
Lv. 8
Warrior / FIRE / Ritual / Effect
ATK: 2600 / DEF: 1550
You can Ritual Summon this card with any "Justice" Ritual Spell Card. This card gains 200 ATK for each monster used in the Ritual Summon of this card. Once per turn: You can discard 1 Ritual Monster or Ritual Spell Card; Destroy 1 card your opponent controls.

Justice HERO Ultor
Lv. 8
Warrior / DARK / Ritual / Effect
ATK: 2850 / DEF: 2000
You can Ritual Summon this card with any "Justice" Ritual Spell Card. Once per turn: You can pay any number of Life Points in multiples of 500; Draw 1 card for every multiple of 500 Life Points you paid. Add all Ritual Spell Cards and Ritual Monster Cards drawn to your hand, and shuffle the rest back into the deck.

Justice HERO Telum
Lv. 6
Warrior / FIRE / Ritual / Effect
ATK: 2400 / DEF: 1800
You can Ritual Summon this card with any "Justice" Ritual Spell Card. Once per turn: You can reveal 1 Ritual Spell card or Ritual Monster card in your hand; Destroy 1 Spell or Trap card on the field. When this card attacks a Defense Position monster: Inflict Piercing Damage to your opponent.
[/spoiler]


[spoiler=Spells (7/??)]Justice Seal
Spell / Ritual
This card can be used to Ritual Summon any "HERO" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon. During your Draw Phase, if this card is in your Graveyard, you can add this card to your hand instead of drawing.

Justice Descendant
Spell / Ritual
This card can be used to Ritual Summon any "HERO" Ritual Monster from your Graveyard. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon. When this card leaves the field, it is banished instead of being sent to the graveyard.

Nui City Laboratory
Spell / Ritual
This card can be used to Ritual Summon any "HERO" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon. The monster summoned by this card's effect ATK is doubled, but it is destroyed during the End Phase. You can Banish 1 Ritual Spell Card or Ritual Monster Card during each of your End Phases to negate this effect.

Nui City
Spell / Field
All face-up Ritual and "HERO" monsters on the field gain 200 ATK and DEF. Once per turn; You can discard 1 card; Add 1 Ritual Spell card from your deck or graveyard to your hand. You can send this card to the graveyard to pay the cost for any Ritual Spell Card.

Justice Bond
Spell / Equip
Equip only to a "HERO" Ritual Monster. The equipped card gains 300 ATK for every Ritual and "HERO" monster on the field.

Justice Cannon
Spell / Quickplay
Tribute 1 "Justice HERO" monster you control; Negate the activation of a card or card effect and destroy it.

Justice Eclipse
Spell / Continuous
During each End Phase: Set cards your opponent controls up to the number of "HERO" Ritual Monsters you control.
[/spoiler]

[spoiler=Traps (2/??)]Ritualization
Trap / Normal
Banish 1 "Polymerization" in your hand or graveyard and Tribute 1 "HERO" Ritual Monster you control; Special Summon 1 "HERO" Fusion Monster from your Extra Deck whose Level is equal to the monster tributed by this effect (This Special Summon is treated as a Fusion Summon).

Justice Draw
Trap / Normal
Draw 1 card. If the card you drew was a Ritual Spell card or Ritual Monster card, you can reveal it and draw 1 more card.

Justice Mask
Trap / Normal
After activation, equip to a face-up "Justice HERO" monster you control. The equipped monster gains 1000 ATK during the Battle Phase only.
[/spoiler]

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