Agro Posted July 29, 2012 Report Share Posted July 29, 2012 [u][b]Retro Renewal Booster Packs[/b][/u] [b]Retro Renewal Packs bring back reprints of old cards as well as support for any and all cards reprinted in these sets.[/b] [b]Each Retro Renewal Pack Set is split into 3 parts. Part 1:[/b] 50 Newly Supported, Reprinted Cards [b]Part 2:[/b] 60 Brand New Support Cards [b]Part 3:[/b] 20 Powerful Card Reprints [b]In each Retro Renewal Pack there will be 10 cards, including:[/b] ● 8 Cards from Parts 1 and 2 Including 1 Rare (or two if one Rare is above normal Rarity. ● 1 Ultimate Rare Card from Part 3 ● 1 Ultimate Rare Card OR Secret Rare Card from Part 3 [b]Rarity Ratios Are As Follows: From Parts 1 & 2: 53[/b] Common Cards [b]22[/b] Rare Cards [b]16[/b] Super Rare [b]11[/b] Ultra Rare [b]8[/b] Ghost Rare [b]From Part 3: 15[/b] Ultimate Rare [b]5[/b] Secret Rare [b]There are a total of 130 cards in each Retro Renewal Pack[/b] [b]This is the third of my Retro Renewal Packs:[/b] [u][b]Oracle Awakening (RP03)[/b][/u] - Includes support for "Dark Scorpions", "VWXYZ", "Dark Blade", "Vampire", "Spirit Guardians", "Gagagigo", and "Archfiends". - Includes cards from the anime used by Kaiba, Chazz Princeton, Don Zaloog, Titan, and Rafael. [spoiler='EN001-050'][b][color=#daa520]EN001 V-Tiger Jet EN002 X-Head Cannon (Ultra Rare) EN003 Dark Blade (Ghost Rare) EN004 Gigobyte EN005 Gagagigo (Ghost Rare) EN006 Giga Gagagigo EN007 Gogiga Gagagigo[/color] [color=#ff8c00]EN008 Don Zaloog (Ghost Rare) EN009 Dark Scorpion - Chick the Yellow EN010 Dark Scorpion - Cliff the Trap Remover EN011 Dark Scorpion - Gorg the Strong EN012 Dark Scorpion - Meanae the Thorn (Rare) EN013 Dark Scorpion Burglars EN014 W-Wing Catapult EN015 Y-Dragon Head EN016 Z-Metal Tank EN017 Dark Blade the Captain of the Evil World EN018 Pitch-Dark Dragon EN019 Vampire Baby [Red-Moon Baby] EN020 Vampire Lady EN021 Vampire Lord (Ghost Rare) EN022 Vampire's Curse (Rare) EN023 Spirit Guardian Baou [Guardian Baou] EN024 Spirit Guardian Ceal [Guardain Ceal] (Super Rare) EN025 Spirit Guardian Grarl [Guardian Grarl] (Super Rare) EN026 Spirit Guardian Elma [Guardian Elma] EN027 Spirit Guardian Kay'est [Guardian Kay'est] EN028 Spirit Guardian Tryce [Guardian Tryce] EN029 Spirit Guardian Eatos [Guardian Eatos] (Ghost Rare) EN030 Arsenal Summoner (Rare) EN031 Vilepawn Archfiend EN032 Infernal Queen Archfiend EN033 Terrorking Archfiend (Ghost Rare) EN034 Archfiend General[/color] [color=#800080]EN035 VW-Tiger Catapult (Rare) EN036 XY- Dragon Head (Rare) EN037 XZ- Tank Cannon (Rare) EN038 YZ-Tank Dragon (Rare) EN039 XYZ- Dragon Cannon (Ultra Rare) EN040 VWXYZ- Dragon Catapult Cannon (Ghost Rare)[/color] EN041 Awakened Brave Warrior - Gagagigo (Ghost Rare) [color=#008000]EN042 Overpowering Eyes EN043 Wicked-Breaking Flambere - Baou EN044 Shooting Star Bow - Ceal EN045 Gravity Axe - Grarl EN046 Rod of Silence - Kayest (Super Rare) EN047 Twin Swords of Flashing Light - Tryce (Ultra Rare) EN048 Falling Down EN049 Pandemonium[/color] [color=#ee82ee]EN050 Archfiend's Roar[/color][/b][/spoiler] [spoiler='EN051-060'][color=#ff8c00][b]EN051 A-Machine Powertool (Rare) EARTH / Level 4 [ Machine / Effect ] This card cannot be Normal Summoned or Set, this card can only be Special Summoned (from your hand) if you control at least 1 face-up Level 4 Machine-Type Normal Monster. If Special Summoned this way, this card cannot be used as Synchro or Xyz Material and is destroyed at the End Phase. Once per turn: You can target 1 Machine-Type Union Monster in your Graveyard; have this card's name be treated as the targeted Monster's name until the End Phase. You can only activate the effects of "A-Machine Powertool" once per turn. ATK / 1800 DEF / 1000 EN052 B-Machine Partcollector (Super Rare) EARTH / Level 4 [ Machine / Effect ] When this card is flipped face-up: Special Summon 1 Level 4 Machine-Type Normal Monster from your Deck. That monster cannot be used as Xyz Material. Once per turn: You can target 1 Machine-Type Union Monster in your Graveyard; have this card's name be treated as the targeted Monster's name until the End Phase. ATK / 900 DEF / 1900 EN053 C-Machine Mechamaker EARTH / Level 4 [ Machine / Effect ] When this card is Normal Summoned: You can add 1 "D.D. Assault Craft" from your Deck to your hand. Once per turn: You can target 1 Machine-Type Union Monster in your Graveyard; have this card's name be treated as the targeted Monster's name until the End Phase. ATK / 1700 DEF / 1400 EN054 Dark Blade Berserker (Rare) DARK / Level 4 [ Warrior / Gemini ] This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● Once per turn: You can target 1 "Dark Blade" monster you control equipped with a card and 2 Union Monsters in your Graveyard; Send any card equipped to the targeted "Dark Blade" monster to the Graveyard and equip the targeted Union Monsters to any 1 "Dark Blade" monsters you control. (A Union Monster equipped with this effect is considered to have been equipped by its own effect.) ATK / 1600 DEF / 1500 EN055 Dark Blade General DARK / Level 4 [ Warrior / Effect ] This card is treated as "Dark Blade" while face-up on the field. Once per turn: You can target 1 banished DARK Union Monster and equip it to this card. (A Union monster equipped with this card is considered to have been equipped by its own effect.) ATK / 1800 DEF / 1500 EN056 Darkworld Dragon DARK / Level 3 [ Dragon / Union ] Once per turn, you can either: Target 1 "Dark Blade" monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped to a monster by this card's effects, increase the ATK/DEF of the equipped monster by 300, and each time it destroys a monster as a result of battle: Banish 1 DARK monster in your Graveyard; Draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.) ATK / 1300 DEF / 600 EN057 Sprite Dragon (Rare) DARK / Level 3 [ Dragon / Union ] Once per turn, you can either: Target 1 "Dark Blade" monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped to a monster by this card's effects, increase the ATK/DEF of the equipped monster by 400, and if the equipped monster inflicts damage to your Opponent's Life Points: You can add 1 "Dark Blade" card from your Deck to your hand. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.) ATK / 1400 DEF / 400 EN058 Vampire Bat (Super Rare) DARK / Level 3 [ Zombie / Effect ] If this card is sent from the field to the Graveyard: You can send 1 "Vampire Bat" from your hand or Deck to the Graveyard; Special Summon this card from the Graveyard. This card cannot be used as Synchro or Xyz material, or Tributed for a Tribute Summon, except for the Synchro, Xyz, or Tribute summon of a Zombie-Type monster. ATK / 800 DEF / 800 EN059 Vampire Darkness DARK / Level 4 [ Zombie / Effect ] If you Tribute Summon a "Vampire" monster, you can Special Summon this card from your hand or Graveyard and increase it's level by 1. If Special Summoned by this effect, discard 1 card, if you cannot, this card is banished. If this card inflicts battle damage to your Opponent's Life Points: Send the top card of your Opponent's Deck to the Graveyard. If the sent card is a Monster card: Banish the sent monster. ATK / 1600 DEF / 0 EN060 Spirit Guardian Dreadscythe (Ultra Rare) EARTH / Level 8 [ Zombie / Effect ] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned from the hand unless you have 5 or more "Spirit Guardian" monsters in your Graveyard. When this card is summoned: You can reveal 1 "Spirit Guardian" monster in your hand; add from your Deck to your hand 1 Equip Spell card that is listed in the targeted monster's effect. If this card is destroyed: You can add 1 "Spirit Guardian" from your Graveyard to your hand. ATK / 2500 DEF / 2000[/b][/color][/spoiler] [spoiler='EN061-070'][color=#ff8c00][b]EN061 Mage of the Spirit Guardians EARTH / Level 4 [ Spellcaster / Effect ] Once per turn: You can reveal 1 "Spirit Guardian" monster in your hand; reveal the top 3 cards of your Deck and add any Equip Spell Cards from your Deck to your hand, then return the cards to the Deck in any order. ATK / 1500 DEF / 1900 EN062 Armory Summoner WIND / Level 4 [ Spellcaster / Effect ] FLIP: Add 1 "Celeastial Sword - Eatos", "Rod of Silence - Kay'est", "Monarch Butterfly Dagger - Elma", "Gravity Axe - Grarl", "Wicked-Breaking Flamberge - Baou", "Shooting Star Bow - Ceal", "Twin Swords of Flashing Light - Tryce", or "Scythe of the Reaper - Deathscythe" from your Deck to your hand. ATK / 1600 DEF / 1600 EN063 Gigogrand (Rare) WATER / Level 4 [ Reptile / Effect ] You can discard this card: Add 1 "Gigoground" from your Deck or Graveyard to your hand. If "Gigoground" and this card are both face up on the field, you can Normal Summon 1 Normal "Gigo" monster in addition to your Normal Summon or Set. ATK / 1850 DEF / 1000 EN064 Gigoguard WATER / Level 1 [ Reptile / Effect ] You can tribute this card to target 1 Normal "Gigo" Monster you control; Special Summon, from your hand or Graveyard, any other copies of the targeted monster. ATK / 150 DEF / 0 EN065 Gigoghost WATER / Level 1 [ Reptile / Effect ] When this card is sent to the Graveyard: Add 1 "Gigo" card from your Deck to your hand. ATK / 50 DEF / 100 EN066 Ruinknight Archfiend (Super Rare) WIND / Level 4 [ Fiend / Effect ] The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. Once per turn, when an "Archfiend" monster is Summoned: You can target 1 card on both sides of the field; destroy the targeted cards. ATK / 1900 DEF / 1400 EN067 Abysbishop Archfiend WATER / Level 4 [ Fiend / Effect ] The controller of this card pays 800 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. You can Special Summon this card from your hand if you control an "Archfiend" monster. This card is unaffected by card effects while you control another "Archfiend" monster. This card cannot be used as Xyz Material. ATK / 1800 DEF / 900 EN068 Miserrook Archfiend LIGHT / Level 4 [ Fiend / Effect ] This card's controller must pay 600 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. If you control another Fiend-Type "rook" monster, this card cannot be destroyed by card effects and all "Archfiend" monsters gain 500 ATK and DEF. ATK / 1500 DEF / 2000 EN069 Wickedpawn Archfiend (Rare) EARTH / Level 3 [ Fiend / Effect ] The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. if this card is flipped face-up: Add 1 "Archfiend" monster from your Deck to your hand. If this card is destroyed: Add 1 "Check" card (other than "DNA Checkup") from your Deck to your hand. ATK / 1700 DEF / 0 EN070 Foulpawn Archfiend EARTH / Level 2 [ Fiend / Tuner ] The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When this card is flipped face-up: You can add 1 "Pandemonium" from your Deck to your hand. If this card is destroyed: You can add 1 "Check" card (other than "DNA Checkup") from your Deck to your hand. ATK / 1000 DEF / 600[/b][/color][/spoiler] [spoiler='EN071-080'][color=#ff8c00][b]EN071 Shadepawn Archfiend (Super Rare) EARTH / Level 3 [ Fiend / Effect ] The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When this card is destroyed: Special Summon 2 Fiend-Type "pawn" monster from your Deck in face-down Defense Position. ATK / 200 DEF / 1200[/b][/color] [color=#800080][b]EN072 Dark Blade Dragun (Ultra Rare) DARK / Level 6 [ Dragon / Fusion / Union ] 1 Dragon-Type Union monster + 1 "Dark Blade" monster This card cannot be Special Summoned, except by Fusion Summon. A Fusion Summon of this card can use a Dragon-Type Union Monster being treated as an Equip Spell Card as one of its materials. Once per turn, you can either: Target 1 "Dark Blade" monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped to a monster by this card's effects, increase the ATK/DEF of the equipped monster by 1000, and if it destroys a monster as a result of battle: Inflict Damage to your Opponent's life points equal to the ATK of the destroyed monster. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, destroy this card instead.) ATK / 1800 DEF / 1800 EN073 Dark Blade the Dragon Rider (Super Rare) DARK / Level 6 [ Warrior / Fusion / Effect ] 1 "Dark Blade" monster + 1 Dragon-Type Union monster This card cannot be Special Summoned, except by Fusion Summon. A Fusion Summon of this card can use a Dragon-Type Union Monster being treated as an Equip Spell Card as one of its materials. If this card inflicts battle damage to your Opponent's life points, you can shuffle 1 "Dark Blade Fusion" from your Graveyard into your Deck; Draw 1 card. ATK / 2400 DEF / 1000 EN074 Dark Blade the Dragon Master (Ultra Rare) DARK / Level 8 [ Warrior / Fusion / Effect ] 1 "Dark Blade" monster + 1 Dragon-Type Union monster This card cannot be Special Summoned, except by Fusion Summon. A Fusion Summon of this card can use a Dragon-Type Union Monster being treated as an Equip Spell Card as one of its materials. Once per turn: You can target 1 banished monster and equip it to this card. (A Union monster equipped to this card by this effect is considered to have been equipped by its own effect.) This card gains 200 ATK for every card equipped to it. Negate the effects of any monster that this card battles during the Damage Step. ATK / 2200 DEF / 2200[/b][/color] [color=#a9a9a9][b]EN075 Grandmaster Archfiend (Ultra Rare) DARK / Level 6 [ Fiend / Synchro / Effect ] 1 "Foulpawn Archfiend" + 1 or more "Archfiend" monsters The controller of this card pays 1000 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2, 3, or 5, negate the effect and destroy the opponent's card. If a Fiend-Type "pawn" monster you control is destroyed: You can Special Summon 1 Level 4 or lower "Archfiend" monster from your Graveyard, except for a Fiend-Type "pawn" monster. ATK / 2600 DEF / 1000[/b][/color] [b]EN076 Dark Scorpion Strike Team A (Super Rare) DARK / Rank 4 [ Warrior / Xyz / Effect ] 2 Level 4 Warrior-Type monsters If this card inflicts Battle Damage to your Opponent's Life Points, you can activate one of the following effects: ● Add 1 "Dark Scorpion" monster or "Don Zaloog" from your Deck to your hand. ● Add 1 "Dark Scorpion" Spell/Trap card from your Graveyard to your hand. ATK / 2200 DEF / 1700 EN077 Dark Scorpion Strike Team B (Ultra Rare) DARK / Rank 3 [ Warrior / Xyz / Effect ] 2 Level 3 "Dark Scorpion" monsters If this card inflicts Battle Damage to your Opponent's Life Points, you can activate one of the following effects: ● Your Opponent Discards 2 cards of their choice. ● Your Opponent sends the top 4 cards from their Deck to the Graveyard. ATK / 1700 DEF / 1000 EN078 Vampire Overlord (Ultra Rare) DARK / Rank 5 [ Zombie / Xyz / Effect ] 2 Level 5 Zombie-Type monsters If this card is sent from the field to the Graveyard, if the only monsters in your Graveyard are Zombie-Type monsters: You can target Level 4 or lower Zombie-Type monsters in your Graveyard, up to the number of Xyz Materials attached to this card when sent to the Graveyard; Special Summon the targeted monsters. If this card inflicts Battle Damage to your Opponent's Life Points: Detach 1 of this card's Xyz Materials to declare either Monsters, Spells, or Traps; your Opponent must send 2 of the declared type of card from their Deck to the Graveyard. ATK / 2550 DEF / 2100 EN079 Young Trickster - Gigobyte (Super Rare) WATER / Rank 1 [ Reptile / Xyz ] 3 Level 2 WATER Monsters ATK / 1850 DEF / 1000 EN080 Mechanized Fighter - Giga Gagagigo (Ultra Rare) WATER / Rank 5 [ Reptile / Xyz ] 3 Level 5 WATER Monsters ATK / 3350 DEF / 2500[/b][/spoiler] [spoiler='EN081-090'][color=#008000][b]EN081 Dark Scorpion Tragedy of Love (Super Rare) Spell / Quickplay Activate only if you control at least 1 "Don Zaloog" and at least 1 "Dark Scorpion - Meanae the Thorn". Tribute 1 "Dark Scorpion - Maenae the Thorn" to activate one of the following effects: ● Target 2 face-up monsters your Opponent controls; Destroy the targeted monsters. ● Draw 2 cards. EN082 Dark Scorpion Toolkit Spell / Equip Equip only to a "Dark Scorpion" monster. The equipped monster gains 500 ATK. If the equipped monster inflicts battle damage to your Opponent's Life Points, activate one of the following effects: ● Your Opponent Discards 1 card ● Add 1 "Dark Scorpion" Spell/Trap card from your Graveyard to your hand. EN083 Mecha Robo Launch Pad Zeta (Super Rare) Spell / Field Once per turn: You can Special Summon Machine-Type "W-", "Y-", or "Z-" Fusion Monsters from your Extra Deck using Fusion Material Monsters from your hand. Once per turn, if this card would be destroyed, you can return 2 banished "V-", "W-", "X-", "Y-", or "Z-" monsters to your Deck instead. EN084 Dark Blade Fusion (Ultra Rare) Spell Send, from your side of the field to the Graveyard, Fusion Material monsters listed on a "Dark Blade" Fusion Monster and Special Summon that Fusion Monster from the Extra Deck. (This is considered a Fusion Summon.) If this card is in your Graveyard: You can return this card to the Deck to target 1 "Dark Blade" Fusion Monster on the field; return it to the Deck. Then, if all materials used for the Fusion Summon of that monster are in your Graveyard, you can Special Summon them to your side of the field. EN085 Genesis Crisis Spell / Equip Equip only to a Level 5 or higher Zombie-Type "Vampire" monster. Once per turn, during your Standby Phase: You can add 1 Zombie-Type monster from your Deck to your hand. If this card is removed from the field, destroy every monster you control. EN086 Scythe of the Reaper - Dreadscythe (Super Rare) Spell / Equip This card can only be equipped to a "Spirit Guardian" monster. When this card is equipped to a "Spirit Guardian Dreadscythe": Send all "Spirit Guardian" monsters on the field to the Graveyard, except the equipped monster. The equipped monster gains 500 ATK for each "Spirit Guardian" monster in your Graveyard and inflicts piercing battle damage. If the equipped monster inflicts piercing battle damage, return this card to the Deck at the End Phase of the turn. EN087 Celesial Sword - Eatos (Super Rare) Spell / Equip This card can only be equipped to a "Spirit Guardian" monster. When this card is equipped to a "Spirit Guardian Eatos": Banish all "Spirit Guardian" monsters in the Graveyard. The equipped monster gains 300 ATK for every banished "Spirit Guardian". The equipped monster can attack all monsters your Opponent controls. If the equipped monster attacks more than one monster in one turn, return this card to the Deck at the End Phase. EN088 Monarch Butterfly Dagger - Elma (Rare) Spell / Equip Increase the ATK of a monster equipped with this card by 300. At the End Phase of a turn where this card was sent to the Graveyard: You can return this card to the Owner's hand. Each player can only activate "Monarch Butterfly Dagger - Elma" once per turn. EN089 Spirit Guardian Shield Spell / Equip This card can only be equipped to a "Spirit Guardian" monster. It gains 300 DEF. The equipped monster cannot be targeted by Monster Effects. If a monster would be destroyed, you can send this card to the Graveyard instead. When this card is sent to the Graveyard: You can banish 1 "Spirit Guardian" monster in your Graveyard; add, from your Deck to your hand, 1 Equip Spell card listed in the effect of the banished monster. EN090 Return of the Guardians (Super Rare) Spell / Continuous Once per turn: If an Equip Spell card is sent to the Graveyard; banish 1 Equip Spell Card from your Deck. Add a card banished by this effect to your hand at the End Phase. You must control a "Spirit Guardian" monster to resolve this effect.[/b][/color][/spoiler] [spoiler='EN091-100'][color=#008000][b]EN091 Gigoguild (Rare) Spell Send 1 "Gigo" card from your Deck to the Graveyard; add 1 "Gigo" monster from your Deck to your hand. EN092 Gigogrounds (Super Rare) Spell / Field All non-Effect WATER monsters gain 500 ATK. The Summon of "Gigo" monsters cannot be negated and Set Spell or Trap cards cannot be activated in response to the summon of a "Gigo" monster. If a "Gigo" monster attacks, Spell and Trap cards cannot be Activated until the end of the Damage Step. EN093 En Passant (Rare) Spell Destroy 1 Fiend-Type "pawn" monster you control and 1 face-up monster your Opponent controls. Then, you can Special Summon 1 Fiend-Type "pawn" monster from your hand. EN094 Discovered Check Spell Target 1 "Archfiend" monster you control and 1 monster controlled by your Opponent; destroy the targeted monsters. At the End Phase of this turn, Special Summon the targeted monsters from the Graveyard. EN095 Double Check Spell If you control 1 more monster than your Opponent, target 2 "Archfiend" monsters you control and 1 monster your Opponent controls. If the combined ATK of your targeted monsters is greater than the ATK of the Opponent's targeted monster: Destroy the Opponent's monster and inflict damage to your Opponent's Life Points equal to the difference between the destroyed monster ATK and the combined ATK of your targeted monsters. The targeted monsters cannot declare an attack this turn.[/b][/color] [color=#ee82ee][b]EN096 Dark Scorpion Invasion Technique (Super Rare) Trap / Continuous You can activate this card if you take Battle Damage. Target 1 "Dark Scorpion" Monster in your Graveyard; Take control of 1 Monster your Opponent controls with a Level equal to or lower than the Level of the targeted monster, then Special Summon the targeted monster from your Graveyard. If this card is removed from the field, destroy the targeted monster and return control of all face-up monsters to their owners. You can send this card from your field to the Graveyard, send 2 cards from the top of your Opponent's Deck to the Graveyard. EN097 Dark Scorpion Retreat Trap / Continuous Activate only if you control a face-up "Dark Scorpion" monster. When this card is activated: return all "Dark Scorpion" monsters to your hand to target a number of face-up cards your Opponent controls equal to the number of "Dark Scorpion" monsters returned. At the End Phase of the turn this card was activated: Destroy this card and return all cards targeted by this card to the Deck. EN098 Dark Scorpion Shadow Attack (Rare) Trap Activate only if you control at least 1 "Dark Scorpion" monster. Special Summon 1 "Dark Scorpion" monster from your Graveyard. EN099 Dark Scorpion Ambush Trap All Opponent's monsters are changed to Defense Position and cannot change their Battle Positions until the End Phase of your Opponent's next turn. Until your Opponent's Next Turn, all "Dark Scorpion" monsters or "Don Zaloog" gain 300 ATK and inflict piercing battle damage. You must control a "Dark Scorpion" monster or "Don Zaloog" to activate and resolve these effects. EN100 D.D. Assault Craft (Rare) Trap Return banished Fusion Material monsters to your Deck that are listed on a Machine-Type "V-", "W-", "X-", "Y-", or "Z-" Fusion Monster in your Extra Deck, and Special Summon that Fusion Monster from the Extra Deck. (Ignore any Summoning Conditions.)[/b][/color][/spoiler] [spoiler='EN101-110'][color=#ee82ee][b]EN101 Machine Shop (Rare) Trap Target 1 Level 4 Normal Machine-Type monster on the field and reveal 1 Fusion Monster in your Extra Deck that lists that monster as Xyz Material: Special Summon up to 2 Level 4 Machine-Type Union monsters from your hand or Graveyard that are also listed as Fusion Materials on that card. These monsters cannot be used as Xyz or Synchro Material, cannot attack or be tributed, and are banished at the End Phase. EN102 Dark Blade Arsenal Trap Activate only when a Union Monster is Summoned: Special Summon 1 "Dark Blade" from your Deck in face up Attack Position and equip it with 1 Union Monster you control. (A Union Monster equipped to a monster with this effect is treated as if it was equipped by its own effect.) EN103 Blood Curse (Rare) Trap Activate only when a Zombie-Type monster you control is destroyed and sent to the Graveyard. Send 1 Zombie-Type monster from your Deck to the Graveyard; Special Summon 1 Level 4 or lower Zombie-Type "Vampire" monster from your Deck. EN104 Arsenal Renewal (Super Rare) Trap / Continuous Banish 1 "Spirit Guardian" monster in your Graveyard to activate. If an Equip Spell card is sent to the Graveyard, you can return it to the top of the Deck instead. EN105 Guardian Force Trap / Counter If you have no monsters in your Graveyard: Return 1 banished "Spirit Guardian" monster to the Graveyard, and negate the activation of an Opponent's Spell, Trap or Monster effect and destroy it. EN106 Guardian Formation (Rare) Trap Activate only when a "Spirit Guardian" monster you control is targeted by an attack. Negate the attack, then activate 1 Spell Card from your hand. At the End Phase, destroy 1 card you control. EN107 Gigogaff (Rare) Trap Equip to a "Gigo" monster. That monster gains 700 ATK and if it attacks, your Opponent cannot activate Spell/Trap effects until the end of the Damage Step. If it destroys a monster as a result of battle: Special Summon 1 "Gigo" monster from your Graveyard. EN108 Gigogallantry Trap Detach all Xyz Materials from 1 "Gigo" monster you control. That "Gigo" monster gains 500 ATK for every Material, but loses 400 ATK x its Rank. EN109 Trading Off Trap / Continuous Once per turn: You can send 1 "Archfiend" monster from your hand to the Graveyard to target 1 monster your Opponent control with the same Level or Rank as the Level of the sent monster; destroy the targeted monster. EN110 Cross-Check (Rare) Trap Activate only when you take direct damage: Special Summon 1 "Archfiend" monster from your Deck with an ATK equal to or less than the amount of damage you took and inflict damage to your Opponent's Life Points equal to the ATK of the Special Summoned monster.[/b][/color][/spoiler] [spoiler='EN111-130'][color=#ff8c00][b]EN111 King Tiger Wanghu (Ultimate) EN112 Dark Dust Spirit (Ultimate) EN113 Breaker the Magical Warrior (Ultimate) EN114 Helpoemer (Ultimate) EN115 Lava Golem (Ultimate) EN116 Apprentice Magician (Ultimate) EN117 Royal Magical Library (Ultimate) EN118 Magical Merchant (Ultimate) EN119 D.D. Warrior Lady (Ultimate)[/b][/color] [color=#008000][b]EN120 Book of Moon (Secret) EN121 Terraforming (Ultimate) EN122 Wave Motion Cannon (Ultimate) EN123 My Body as a Shield (Secret) EN124 Precious Cards from Beyond (Ultimate) EN125 Dragged Down into the Grave (Ultimate) EN126 Final Countdown (Ultimate)[/b][/color] [color=#ee82ee][b]EN127 Raigeki Break (Secret) EN128 Rivalry of Warlords (Ultimate) EN129 Skill Drain (Secret) EN130 Sakuretsu Armor (Secret)[/b][/color][/spoiler] [u][b]Cards EN001-110 Sorted by Archetype[/b][/u] [spoiler='Dark Scorpions (8 New Cards)'][color=#ff8c00][b]Don Zaloog Dark Scorpion - Chick the Yellow Dark Scorpion - Cliff the Trap Remover Dark Scorpion - Gorg the Strong Dark Scorpion - Meanae the Thorn Dark Scorpion Burglars[/b][/color] [b]Dark Scorpion Strike Team A DARK / Rank 4 [ Warrior / Xyz / Effect ] 2 Level 4 Warrior-Type monsters If this card inflicts Battle Damage to your Opponent's Life Points, you can activate one of the following effects: ● Add 1 "Dark Scorpion" monster or "Don Zaloog" from your Deck to your hand. ● Add 1 "Dark Scorpion" Spell/Trap card from your Graveyard to your hand. ATK / 2200 DEF / 1700 Dark Scorpion Strike Team B DARK / Rank 3 [ Warrior / Xyz / Effect ] 2 Level 3 "Dark Scorpion" monsters If this card inflicts Battle Damage to your Opponent's Life Points, you can activate one of the following effects: ● Your Opponent Discards 2 cards of their choice. ● Your Opponent sends the top 4 cards from their Deck to the Graveyard. ATK / 1700 DEF / 1000[/b] [color=#008000][b]Dark Scorpion Tragedy of Love Spell / Quickplay Activate only if you control at least 1 "Don Zaloog" and at least 1 "Dark Scorpion - Meanae the Thorn". Tribute 1 "Dark Scorpion - Maenae the Thorn" to activate one of the following effects: ● Target 2 face-up monsters your Opponent controls; Destroy the targeted monsters. ● Draw 2 cards. Dark Scorpion Toolkit Spell / Equip Equip only to a "Dark Scorpion" monster. The equipped monster gains 500 ATK. If the equipped monster inflicts battle damage to your Opponent's Life Points, activate one of the following effects: ● Your Opponent Discards 1 card ● Add 1 "Dark Scorpion" Spell/Trap card from your Graveyard to your hand.[/b][/color] [color=#ee82ee][b]Dark Scorpion Invasion Technique Trap / Continuous You can activate this card if you take Battle Damage. Target 1 "Dark Scorpion" Monster in your Graveyard; Take control of 1 Monster your Opponent controls with a Level equal to or lower than the Level of the targeted monster, then Special Summon the targeted monster from your Graveyard. If this card is removed from the field, destroy the targeted monster and return control of all face-up monsters to their owners. You can send this card from your field to the Graveyard, send 2 cards from the top of your Opponent's Deck to the Graveyard. Dark Scorpion Retreat Trap / Continuous Activate only if you control a face-up "Dark Scorpion" monster. When this card is activated: return all "Dark Scorpion" monsters to your hand to target a number of face-up cards your Opponent controls equal to the number of "Dark Scorpion" monsters returned. At the End Phase of the turn this card was activated: Destroy this card and return all cards targeted by this card to the Deck. Dark Scorpion Shadow Attack Trap Activate only if you control at least 1 "Dark Scorpion" monster. Special Summon 1 "Dark Scorpion" monster from your Graveyard. Dark Scorpion Ambush Trap All Opponent's monsters are changed to Defense Position and cannot change their Battle Positions until the End Phase of your Opponent's next turn. Until your Opponent's Next Turn, all "Dark Scorpion" monsters or "Don Zaloog" gain 300 ATK and inflict piercing battle damage.[/b][/color][/spoiler] [spoiler='VWXYZ (6 New Cards)'][b][color=#daa520]V-Tiger Jet X-Head Cannon[/color][/b] [color=#ff8c00][b]W-Wing Catapult Y-Dragon Head Z-Metal Tank[/b][/color] [color=#800080][b]VW-Tiger Catapult XY-Dragon Head XZ-Tank Cannon YZ-Tank Dragon XYZ-Dragon Cannon VWXYZ-Dragon Catapult Cannon[/b][/color] [color=#ff8c00][b]A-Machine Powertool EARTH / Level 4 [ Machine / Effect ] This card cannot be Normal Summoned or Set, this card can only be Special Summoned (from your hand) if you control at least 1 face-up Level 4 Machine-Type Normal Monster. If Special Summoned this way, this card cannot be used as Synchro or Xyz Material and is destroyed at the End Phase. Once per turn: You can target 1 Machine-Type Union Monster in your Graveyard; have this card's name be treated as the targeted Monster's name until the End Phase. You can only activate the effects of "A-Machine Powertool" once per turn. ATK / 1800 DEF / 1000 B-Machine Partcollector EARTH / Level 4 [ Machine / Effect ] When this card is flipped face-up: Special Summon 1 Level 4 Machine-Type Normal Monster from your Deck. That monster cannot be used as Xyz Material. Once per turn: You can target 1 Machine-Type Union Monster in your Graveyard; have this card's name be treated as the targeted Monster's name until the End Phase. ATK / 900 DEF / 1900 C-Machine Mechamaker EARTH / Level 4 [ Machine / Effect ] When this card is Normal Summoned: You can add 1 "D.D. Assault Craft" from your Deck to your hand. Once per turn: You can target 1 Machine-Type Union Monster in your Graveyard; have this card's name be treated as the targeted Monster's name until the End Phase. ATK / 1700 DEF / 1400[/b][/color] [color=#008000][b]Mecha Robo Launch Pad Zeta Spell / Field Once per turn: You can Special Summon Machine-Type "W-", "Y-", or "Z-" Fusion Monsters from your Extra Deck using Fusion Material Monsters from your hand. Once per turn, if this card would be destroyed, you can return 2 banished "V-", "W-", "X-", "Y-", or "Z-" monsters to your Deck instead.[/b][/color] [color=#ee82ee][b]D.D. Assault Craft Trap Return banished Fusion Material monsters to your Deck that are listed on a Machine-Type "V-", "W-", "X-", "Y-", or "Z-" Fusion Monster in your Extra Deck, and Special Summon that Fusion Monster from the Extra Deck. (Ignore any Summoning Conditions.) Machine Shop Trap Target 1 Level 4 Normal Machine-Type monster on the field and reveal 1 Fusion Monster in your Extra Deck that lists that monster as Xyz Material: Special Summon up to 2 Level 4 Machine-Type Union monsters from your hand or Graveyard that are also listed as Fusion Materials on that card. These monsters cannot be used as Xyz or Synchro Material, cannot attack or be tributed, and are banished at the End Phase.[/b][/color][/spoiler] [spoiler='Dark Blade (9 New Cards)'][color=#daa520][b]Dark Blade[/b][/color] [color=#ff8c00][b]Dark Blade the Captain of the Evil World Pitch-Dark Dragon[/b][/color] [color=#ff8c00][b]Dark Blade Berserker DARK / Level 4 [ Warrior / Gemini ] This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● Once per turn: You can target 1 "Dark Blade" monster you control equipped with a card and 2 Union Monsters in your Graveyard; Send any card equipped to the targeted "Dark Blade" monster to the Graveyard and equip the targeted Union Monsters to any 1 "Dark Blade" monsters you control. (A Union Monster equipped with this effect is considered to have been equipped by its own effect.) ATK / 1600 DEF / 1500 Dark Blade General DARK / Level 4 [ Warrior / Effect ] This card is treated as "Dark Blade" while face-up on the field. Once per turn: You can target 1 banished DARK Union Monster and equip it to this card. (A Union monster equipped with this card is considered to have been equipped by its own effect.) ATK / 1800 DEF / 1500 Darkworld Dragon DARK / Level 3 [ Dragon / Union ] Once per turn, you can either: Target 1 "Dark Blade" monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped to a monster by this card's effects, increase the ATK/DEF of the equipped monster by 300, and each time it destroys a monster as a result of battle: Banish 1 DARK monster in your Graveyard; Draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.) ATK / 1300 DEF / 600 Sprite Dragon DARK / Level 3 [ Dragon / Union ] Once per turn, you can either: Target 1 "Dark Blade" monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped to a monster by this card's effects, increase the ATK/DEF of the equipped monster by 400, and if the equipped monster inflicts damage to your Opponent's Life Points: You can add 1 "Dark Blade" card from your Deck to your hand. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed as a result of battle, destroy this card instead.) ATK / 1400 DEF / 400[/b][/color] [color=#800080][b]Dark Blade Dragun DARK / Level 6 [ Dragon / Fusion / Union ] 1 Dragon-Type Union monster + 1 "Dark Blade" monster This card cannot be Special Summoned, except by Fusion Summon. A Fusion Summon of this card can use a Dragon-Type Union Monster being treated as an Equip Spell Card as one of its materials. Once per turn, you can either: Target 1 "Dark Blade" monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped to a monster by this card's effects, increase the ATK/DEF of the equipped monster by 1000, and if it destroys a monster as a result of battle: Inflict Damage to your Opponent's life points equal to the ATK of the destroyed monster. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, destroy this card instead.) ATK / 1800 DEF / 1800 Dark Blade the Dragon Rider DARK / Level 6 [ Warrior / Fusion / Effect ] 1 "Dark Blade" monster + 1 Dragon-Type Union monster This card cannot be Special Summoned, except by Fusion Summon. A Fusion Summon of this card can use a Dragon-Type Union Monster being treated as an Equip Spell Card as one of its materials. If this card inflicts battle damage to your Opponent's life points, you can shuffle 1 "Dark Blade Fusion" from your Graveyard into your Deck; Draw 1 card. ATK / 2400 DEF / 1000 Dark Blade the Dragon Master DARK / Level 8 [ Warrior / Fusion / Effect ] 1 "Dark Blade" monster + 1 Dragon-Type Union monster This card cannot be Special Summoned, except by Fusion Summon. A Fusion Summon of this card can use a Dragon-Type Union Monster being treated as an Equip Spell Card as one of its materials. Once per turn: You can target 1 banished monster and equip it to this card. (A Union monster equipped to this card by this effect is considered to have been equipped by its own effect.) This card gains 200 ATK for every card equipped to it. Negate the effects of any monster that this card battles during the Damage Step. ATK / 2200 DEF / 2200[/b][/color] [color=#008000][b]Dark Blade Fusion Spell Send, from your side of the field to the Graveyard, Fusion Material monsters listed on a "Dark Blade" Fusion Monster and Special Summon that Fusion Monster from the Extra Deck. (This is considered a Fusion Summon.) If this card is in your Graveyard: You can return this card to the Deck to target 1 "Dark Blade" Fusion Monster on the field; return it to the Deck. Then, if all materials used for the Fusion Summon of that monster are in your Graveyard, you can Special Summon them to your side of the field.[/b][/color] [color=#ee82ee][b]Dark Blade Arsenal Trap Activate only when a Union Monster is Summoned: Special Summon 1 "Dark Blade" from your Deck in face up Attack Position and equip it with 1 Union Monster you control. (A Union Monster equipped to a monster with this effect is treated as if it was equipped by its own effect.)[/b][/color][/spoiler] [spoiler='Vampire (5 New Cards)'][color=#ff8c00][b]Vampire Baby (Red-Moon Baby) Vampire Lady Vampire Lord Vampire's Curse[/b][/color] [color=#008000][b]Overpowering Eyes[/b][/color] [color=#ff8c00][b]Vampire Bat DARK / Level 3 [ Zombie / Effect ] If this card is sent from the field to the Graveyard: You can send 1 "Vampire Bat" from your hand or Deck to the Graveyard; Special Summon this card from the Graveyard. This card cannot be used as Synchro or Xyz material, or Tributed for a Tribute Summon, except for the Synchro, Xyz, or Tribute summon of a Zombie-Type monster. ATK / 800 DEF / 800 Vampire Darkness DARK / Level 4 [ Zombie / Effect ] If you Tribute Summon a "Vampire" monster, you can Special Summon this card from your hand or Graveyard and increase it's level by 1. If Special Summoned by this effect, discard 1 card, if you cannot, this card is banished. If this card inflicts battle damage to your Opponent's Life Points: Send the top card of your Opponent's Deck to the Graveyard. If the sent card is a Monster card: Banish the sent monster. ATK / 1600 DEF / 0[/b][/color] [b]Vampire Overlord DARK / Rank 5 [ Zombie / Xyz / Effect ] 2 Level 5 Zombie-Type monsters If this card is sent from the field to the Graveyard, if the only monsters in your Graveyard are Zombie-Type monsters: You can target Level 4 or lower Zombie-Type monsters in your Graveyard, up to the number of Xyz Materials attached to this card when sent to the Graveyard; Special Summon the targeted monsters. If this card inflicts Battle Damage to your Opponent's Life Points: Detach 1 of this card's Xyz Materials to declare either Monsters, Spells, or Traps; your Opponent must send 2 of the declared type of card from their Deck to the Graveyard. ATK / 2550 DEF / 2100[/b] [color=#008000][b]Genesis Crisis Spell / Equip Equip only to a Level 5 or higher Zombie-Type "Vampire" monster. Once per turn, during your Standby Phase: You can add 1 Zombie-Type monster from your Deck to your hand. If this card is removed from the field, destroy every monster you control.[/b][/color] [color=#ee82ee][b]Blood Curse Trap Activate only when a Zombie-Type monster you control is destroyed and sent to the Graveyard. Send 1 Zombie-Type monster from your Deck to the Graveyard; Special Summon 1 Level 4 or lower Zombie-Type "Vampire" monster from your Deck.[/b][/color][/spoiler] [spoiler='Spirit Guardians (11 New Cards)'][color=#ff8c00][b]Spirit Guardian Baou (Guardian Baou) Spirit Guardian Ceal (Guardain Ceal) Spirit Guardian Eatos (Guardian Eatos) Spirit Guardian Grarl (Guardian Grarl) Spirit Guardian Elma (Guardian Elma) Spirit Guardian Kay'est (Guardian Kay'est) Spirit Guardian Tryce (Guardian Tryce) Arsenal Summoner[/b][/color] [color=#008000][b]Wicked-Breaking Flamberge - Baou Shooting Star Bow - Ceal Gravity Axe - Grarl Rod of Silence - Kay'est Twin Swords of Flashing Light - Tryce[/b][/color] [color=#ff8c00][b]Spirit Guardian Dreadscythe EARTH / Level 8 [ Zombie / Effect ] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned from the hand unless you have 5 or more "Spirit Guardian" monsters in your Graveyard. When this card is summoned: You can reveal 1 "Spirit Guardian" monster in your hand; add from your Deck to your hand 1 Equip Spell card that is listed in the targeted monster's effect. If this card is destroyed: You can add 1 "Spirit Guardian" from your Graveyard to your hand. ATK / 2500 DEF / 2000 Mage of the Spirit Guardians EARTH / Level 4 [ Spellcaster / Effect ] Once per turn: You can reveal 1 "Spirit Guardian" monster in your hand; reveal the top 3 cards of your Deck and add any Equip Spell Cards from your Deck to your hand, then return the cards to the Deck in any order. ATK / 1500 DEF / 1900 Armory Summoner WIND / Level 4 [ Spellcaster / Effect ] FLIP: Add 1 "Celeastial Sword - Eatos", "Rod of Silence - Kay'est", "Monarch Butterfly Dagger - Elma", "Gravity Axe - Grarl", "Wicked-Breaking Flamberge - Baou", "Shooting Star Bow - Ceal", "Twin Swords of Flashing Light - Tryce", or "Scythe of the Reaper - Deathscythe" from your Deck to your hand. ATK / 1600 DEF / 1600[/b][/color] [color=#008000][b]Scythe of the Reaper - Dreadscythe Spell / Equip This card can only be equipped to a "Spirit Guardian" monster. When this card is equipped to a "Spirit Guardian Dreadscythe": Send all "Spirit Guardian" monsters on the field to the Graveyard, except the equipped monster. The equipped monster gains 500 ATK for each "Spirit Guardian" monster in your Graveyard and inflicts piercing battle damage. If the equipped monster inflicts piercing battle damage, return this card to the Deck at the End Phase of the turn. Celesial Sword - Eatos Spell / Equip This card can only be equipped to a "Spirit Guardian" monster. When this card is equipped to a "Spirit Guardian Eatos": Banish all "Spirit Guardian" monsters in the Graveyard. The equipped monster gains 300 ATK for every banished "Spirit Guardian". The equipped monster can attack all monsters your Opponent controls. If the equipped monster attacks more than one monster in one turn, return this card to the Deck at the End Phase. Monarch Butterfly Dagger - Elma Spell / Equip Increase the ATK of a monster equipped with this card by 300. At the End Phase of a turn where this card was sent to the Graveyard: You can return this card to the Owner's hand. Each player can only activate "Monarch Butterfly Dagger - Elma" once per turn. Spirit Guardian Shield Spell / Equip This card can only be equipped to a "Spirit Guardian" monster. It gains 300 DEF. The equipped monster cannot be targeted by Monster Effects. If a monster would be destroyed, you can send this card to the Graveyard instead. When this card is sent to the Graveyard: You can banish 1 "Spirit Guardian" monster in your Graveyard; add, from your Deck to your hand, 1 Equip Spell card listed in the effect of the banished monster. Return of the Guardians Spell / Continuous Once per turn: If an Equip Spell card is sent to the Graveyard; banish 1 Equip Spell Card from your Deck. Add a card banished by this effect to your hand at the End Phase. You must control a "Spirit Guardian" monster to resolve this effect.[/b][/color] [color=#ee82ee][b]Arsenal Renewal Trap / Continuous Banish 1 "Spirit Guardian" monster in your Graveyard to activate. If an Equip Spell card is sent to the Graveyard, you can return it to the top of the Deck instead. Guardian Force Trap / Counter If you have no monsters in your Graveyard: Return 1 banished "Spirit Guardian" monster to the Graveyard, and negate the activation of an Opponent's Spell, Trap or Monster effect and destroy it. Guardian Formation Trap Activate only when a "Spirit Guardian" monster you control is targeted by an attack. Negate the attack, then activate 1 Spell Card from your hand. At the End Phase, destroy 1 card you control.[/b][/color][/spoiler] [spoiler='Gagagigo (9 New Cards)'][color=#daa520][b]Gigobyte Gagagigo Giga Gagagigo Gogiga Gagagigo[/b][/color] [b]Awakened Brave Warrior - Gagagigo[/b] [color=#ff8c00][b]Gigogrand WATER / Level 4 [ Reptile / Effect ] You can discard this card: Add 1 "Gigoground" from your Deck or Graveyard to your hand. If "Gigoground" and this card are both face up on the field, you can Normal Summon 1 Normal "Gigo" monster in addition to your Normal Summon or Set. ATK / 1850 DEF / 1000 Gigoguard WATER / Level 1 [ Reptile / Effect ] You can tribute this card to target 1 Normal "Gigo" Monster you control; Special Summon, from your hand or Graveyard, any other copies of the targeted monster. ATK / 150 DEF / 0 Gigoghost WATER / Level 1 [ Reptile / Effect ] When this card is sent to the Graveyard: Add 1 "Gigo" card from your Deck to your hand. ATK / 50 DEF / 100[/b][/color] [b]Young Trickster - Gigobyte WATER / Rank 1 [ Reptile / Xyz ] 3 Level 2 WATER Monsters ATK / 1850 DEF / 1000 Mechanized Fighter - Giga Gagagigo WATER / Rank 5 [ Reptile / Xyz ] 3 Level 5 WATER Monsters ATK / 3350 DEF / 2500[/b] [color=#008000][b]Gigoguild Spell Send 1 "Gigo" card from your Deck to the Graveyard; add 1 "Gigo" monster from your Deck to your hand. Gigogrounds Spell / Field All non-Effect WATER monsters gain 500 ATK. The Summon of "Gigo" monsters cannot be negated and Set Spell or Trap cards cannot be activated in response to the summon of a "Gigo" monster. If a "Gigo" monster attacks, Spell and Trap cards cannot be Activated until the end of the Damage Step.[/b][/color] [color=#ee82ee][b]Gigogaff Trap Equip to a "Gigo" monster. That monster gains 700 ATK and if it attacks, your Opponent cannot activate Spell/Trap effects until the end of the Damage Step. If it destroys a monster as a result of battle: Special Summon 1 "Gigo" monster from your Graveyard. Gigogallantry Trap Detach all Xyz Materials from 1 "Gigo" monster you control. That "Gigo" monster gains 500 ATK for every Material, but loses 400 ATK x its Rank.[/b][/color][/spoiler] [spoiler='Archfiend (12 New Cards)'][color=#ff8c00][b]Vilepawn Archfiend Infernal Queen Archfiend Terrorking Archfiend Archfiend General[/b][/color] [color=#008000][b]Falling Down Pandemonium[/b][/color] [color=#ee82ee][b]Archfiend's Roar[/b][/color] [color=#ff8c00][b]Ruinknight Archfiend WIND / Level 4 [ Fiend / Effect ] The controller of this card pays 900 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. Once per turn, when an "Archfiend" monster is Summoned: You can target 1 card on both sides of the field; destroy the targeted cards. ATK / 1900 DEF / 1400 Abysbishop Archfiend WATER / Level 4 [ Fiend / Effect ] The controller of this card pays 800 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. You can Special Summon this card from your hand if you control an "Archfiend" monster. This card is unaffected by card effects while you control another "Archfiend" monster. This card cannot be used as Xyz Material. ATK / 1800 DEF / 900 Miserrook Archfiend LIGHT / Level 4 [ Fiend / Effect ] This card's controller must pay 600 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. If you control another Fiend-Type "rook" monster, this card cannot be destroyed by card effects and all "Archfiend" monsters gain 500 ATK and DEF. ATK / 1500 DEF / 2000 Wickedpawn Archfiend EARTH / Level 3 [ Fiend / Effect ] The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. if this card is flipped face-up: Add 1 "Archfiend" monster from your Deck to your hand. If this card is destroyed: Add 1 "Check" card (other than "DNA Checkup") from your Deck to your hand. ATK / 1700 DEF / 0 Foulpawn Archfiend EARTH / Level 2 [ Fiend / Tuner ] The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When this card is flipped face-up: You can add 1 "Pandemonium" from your Deck to your hand. If this card is destroyed: You can add 1 "Check" card (other than "DNA Checkup") from your Deck to your hand. ATK / 1000 DEF / 600 Shadepawn Archfiend EARTH / Level 3 [ Fiend / Effect ] The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When this card is destroyed: Special Summon 2 Fiend-Type "pawn" monster from your Deck in face-down Defense Position. ATK / 200 DEF / 1200[/b][/color] [color=#a9a9a9][b]Grandmaster Archfiend DARK / Level 6 [ Fiend / Synchro / Effect ] 1 "Foulpawn Archfiend" + 1 or more "Archfiend" monsters The controller of this card pays 1000 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2, 3, or 5, negate the effect and destroy the opponent's card. If a Fiend-Type "pawn" monster you control is destroyed: You can Special Summon 1 Level 4 or lower "Archfiend" monster from your Graveyard, except for a Fiend-Type "pawn" monster. ATK / 2600 DEF / 1000[/b][/color] [color=#008000][b]En Passant Spell Destroy 1 Fiend-Type "pawn" monster you control and 1 face-up monster your Opponent controls. Then, you can Special Summon 1 Fiend-Type "pawn" monster from your hand. Discovered Check Spell Target 1 "Archfiend" monster you control and 1 monster controlled by your Opponent; destroy the targeted monsters. At the End Phase of this turn, Special Summon the targeted monsters from the Graveyard. Double Check Spell If you control 1 more monster than your Opponent, target 2 "Archfiend" monsters you control and 1 monster your Opponent controls. If the combined ATK of your targeted monsters is greater than the ATK of the Opponent's targeted monster: Destroy the Opponent's monster and inflict damage to your Opponent's Life Points equal to the difference between the destroyed monster ATK and the combined ATK of your targeted monsters. The targeted monsters cannot declare an attack this turn.[/b][/color] [color=#ee82ee][b]Trading Off Trap / Continuous Once per turn: You can send 1 "Archfiend" monster from your hand to the Graveyard to target 1 monster your Opponent control with the same Level or Rank as the Level of the sent monster; destroy the targeted monster. Cross-Check Trap Activate only when you take direct damage: Special Summon 1 "Archfiend" monster from your Deck with an ATK equal to or less than the amount of damage you took and inflict damage to your Opponent's Life Points equal to the ATK of the Special Summoned monster.[/b][/color][/spoiler] Link to comment
Zeppeli Gyro Supreme Posted July 31, 2012 Report Share Posted July 31, 2012 Young Trickster Gigobyte is Rank 1, but it says "3 Level 2 WATER monsters". Mechanized Fighter also doesn't look very good at all, especially considering the other choices available. I didn't really get to look through all of the cards, though it's sad to see Archfiends put together like a swarm Archetype, when really all they want to do is be boss monsters. =[ Link to comment
Agro Posted July 31, 2012 Author Report Share Posted July 31, 2012 [quote name='slayer_supreme' timestamp='1343696610' post='5993156'] Young Trickster Gigobyte is Rank 1, but it says "3 Level 2 WATER monsters". Mechanized Fighter also doesn't look very good at all, especially considering the other choices available. [b]Mishap in designing the card had me accidentally think that Gigobyte was Level 2. Safe to say I'll go edit that. Any suggestions for Mechanized Fighter? Higher ATK doesn't feel like it'll help, but I can't really give it an effect...[/b] I didn't really get to look through all of the cards, though it's sad to see Archfiends put together like a swarm Archetype, when really all they want to do is be boss monsters. =[ [b]Just look through an archetype and see the support cards is really all I care about, doesn't have to be all of them, just whatever you can/want to get to.[/b] [b]As for the archfiends, as far as I can tell, it's a lot more swarming of lower-level monsters to set up the big guns. The basic idea is play it out like a game of chess. In an archfiend game, you want the game to play almost like chess plays. Not really sure how well I did though...[/b] [/quote] Link to comment
-Doodle Posted August 1, 2012 Report Share Posted August 1, 2012 Gigogrand adds "Hall of the Hero", is that Gigoground? And Gigoguild and Gigoghost look loke they have too much synergy imo (activate guild and you get 2 gigos in your hand and a monster in the grave...) Also 3 materials seem a bit too much for Mechanized Fighter, maybe reduce it to 2 materials? And Gigogallantry will work (in a good way) only with that rank 1 Gigo, I think you should remove the "Lose 400 for rank" clause. But I absolutely love the Gigo support As for the Spirit Gaurdians (nice name change btw), I really like what you did with them. My only "complain" is Guardian Formation- Maybe make it so it activates an equip from your graveyard, so at the end phase you won't lose advantage (just a thought). Vampires- What about Vampire Genesis? was it not included because it sucks or because of a reason I'm not aware of? And Vampire Darkness might make too much shenanigans no? I suggest you change it to a once per turn summonable monster and\or make it banished when it leaves the field (after it was summoned from the graveyard). Dark Scorpions- I really like the Dark Scorpion Strike Teams, but I think in Strike Team B you have a mistake- the first effect includes the second effect in addition to the first effect. Dark Scorpion Toolkit seems a bit too much. You have already cards that do the same. maybe make-up some new effects instead of those 2? Also, I never played Dark Scorpions before, let alone have the option to play with this support, but isn't Dark Scorpion Tragedy of Love situational? I would remove the condition or change it and the cost to something else. Anyway, I didn't read all the cards you made but I liked what you did with those that I did read (the 4 I commented about). Link to comment
Agro Posted August 1, 2012 Author Report Share Posted August 1, 2012 [quote name='-Doodle' timestamp='1343827522' post='5994362'] Gigogrand adds "Hall of the Hero", is that Gigoground? [b]Editing mix-up, fixed.[/b] And Gigoguild and Gigoghost look loke they have too much synergy imo (activate guild and you get 2 gigos in your hand and a monster in the grave...) [b]Meh, probably.[/b] Also 3 materials seem a bit too much for Mechanized Fighter, maybe reduce it to 2 materials? [b]Possibly.[/b] And Gigogallantry will work (in a good way) only with that rank 1 Gigo, I think you should remove the "Lose 400 for rank" clause. [b]Is anyone gonna use the Rank 1 at that point...?[/b] But I absolutely love the Gigo support [b]Everyone does![/b] As for the Spirit Gaurdians (nice name change btw), I really like what you did with them. My only "complain" is Guardian Formation- Maybe make it so it activates an equip from your graveyard, so at the end phase you won't lose advantage (just a thought). [b]That's probably the better idea, I'll probably edit it later.[/b] Vampires- What about Vampire Genesis? was it not included because it sucks or because of a reason I'm not aware of? [b]It's because it's garbage. 8D[/b] And Vampire Darkness might make too much shenanigans no? I suggest you change it to a once per turn summonable monster and\or make it banished when it leaves the field (after it was summoned from the graveyard). [b]Well it already is once per turn, unless you're running bad cards, but I don't see it as a problem in that regard. Also, making it banish itself when it leaves the field seems rather pointless since it'll be used as Xyz and bypass it anyway. It's a rather tough decision on how to balance it.[/b] Dark Scorpions- I really like the Dark Scorpion Strike Teams, but I think in Strike Team B you have a mistake- the first effect includes the second effect in addition to the first effect. [b]Edited it out on one... forgot the other.[/b] Dark Scorpion Toolkit seems a bit too much. You have already cards that do the same. maybe make-up some new effects instead of those 2? [b]The idea is to make every one of the Dark Scorpions gain a little effect, plus give boosts to the others. For now, I'll keep it as is.[/b] Also, I never played Dark Scorpions before, let alone have the option to play with this support, but isn't Dark Scorpion Tragedy of Love situational? I would remove the condition or change it and the cost to something else. [b]It's an anime card, of course it's situational![/b] Anyway, I didn't read all the cards you made but I liked what you did with those that I did read (the 4 I commented about). [/quote]Thanks for reading through what you did, always good to see commentators on things like these, seeing as how most people pass it by thinking it looks to daunting a task. Link to comment
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