Agro Posted August 24, 2012 Report Share Posted August 24, 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]Chaos Kingdom[/b][/u][u][b] (RP04)[/b][/u] - Includes support for "D.D.", "Ninja", "Crane", "Elephant Statue", "Pharaoh", "Jackal", and "LV" archetypes [spoiler='EN001-EN050'][color=#daa520][b]EN001 Pharaoh's Servant EN002 Pharaonic Protector[/b][/color] [color=#ff8c00][b]EN003 D.D. Assailant EN004 D.D. Destroyer EN005 D.D. Scout Plane EN006 D.D. Sprite EN007 D.D. Survivor EN008 D.D. Warrior EN009 D.D. Warrior Lady (Ghost Rare) EN010 Armed Ninja EN011 Crimson Ninja EN012 Goe Goe the Gallant Ninja EN013 Ninja Lady Yae EN014 Masked Ninja Ebisu EN015 Ninja Grandmaster Sasuke (Ghost Rare) EN016 Senior Silver Ninja EN017 Upstart Golden Ninja EN018 White Ninja EN019 Sacred Crane (Ghost Rare) EN020 Elephant Statue of Disaster EN021 Elephant Statue of Blessing EN022 Spirit of the Pharaoh (Ghost Rare) EN023 Mystical Knight of Jackal EN024 Ghost Knight of Jackal (Ghost Rare) EN025 Armed Dragon LV3 EN026 Armed Dragon LV5 EN027 Armed Dragon LV7 EN028 Armed Dragon LV10 EN029 Horus the Black Flame Dragon LV4 EN030 Horus the Black Flame Dragon LV6 EN031 Horus the Black Flame Dragon LV8 (Ghost Rare) EN032 Silent Magician LV4 EN033 Silent Magician LV8 (Ghost Rare) EN034 Silent Swordsman LV3 EN035 Silent Swordsman LV5 EN036 Silent Swordsman LV7 (Ghost Rare)[/b][/color] [color=#008000][b]EN037 D.D. Designator EN038 D.D.R. - Different Dimension Reincarnation EN039 Dimensional Fissure EN040 The Second Sarcophagus EN041 The Third Sarcophagus EN042 Level Up! EN043 The Graveyard in the Fourth Dimension[/b][/color] [color=#ee82ee][b]EN044 D.D. Trap Hole EN045 Return from the Different Dimension EN046 Escape from the the Dark Dimension EN047 Ninjutsu Art of Transformation EN048 Ninjutsu Art of Duplication EN049 Ninjutsu Art of Decoy EN050 The First Sarchophagus[/b][/color][/spoiler][spoiler='EN051-060'][color=#daa520][b]EN051 Ninja Soldier Katana EARTH / Level 3 [ Warrior ] ATK / 400 DEF / 400[/b][/color] [color=#ff8c00][b]EN052 D.D. Transporter DARK / Level 3 [ Machine / Effect ] If this card on the field is banished: Add 1 Level 5 or lower "D.D." monster from your Deck to your hand OR banish 1 "D.D." monster from your Deck. ATK / 400 DEF / 500 EN053 D.D. Striker DARK / Level 8 [ Warrior / Effect ] Once per turn: You can banish 1 other monster you control to target 1 other banished monster with a level equal to or less than the monster banished for this effect; Special Summon the targeted monster. ATK / 2800 DEF / 2400 EN054 Ninja Commander Ikusa DARK / Level 3 [ Warrior / Effect ] FLIP: Special Summon 1 "Ninja Soldier Katana" monster from your Deck. ATK / 700 DEF / 700 EN055 Ninja Commando Kabuki EARTH / Level 3 [ Warrior / Effect ] When this card is Normal Summoned or flipped face up: Special Summon 1 Level 3 or lower "Ninja" monster from your hand or Graveyard in face-up Defense Position or face-down Defense Position. ATK / 700 DEF / 700 EN056 Ninja Master Shogun DARK / Level 5 [ Warrior / Effect ] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up "Ninja" monsters. When this card is Summoned this way: Special Summon 2 Level 3 or lower "Ninja" monsters from your Deck in face-down Defense Position. You cannot target this card or use this card as a cost for a "Ninjitsu" Trap card. ATK / 1600 DEF / 1600 EN057 Abyss Crane WATER / Level 4 [ Winged Beast / Effect ] If you draw a "Crane" monster: You can banish this card from the Graveyard; Special Summon that monster. ATK / 1600 DEF / 400 EN058 Resurrection Crane LIGHT / Level 4 [ Winged Beast / Effect ] If this card is Normal Summoned: Special Summon 1 "Sacred Crane" from your hand or Graveyard. ATK / 1600 DEF / 400 EN059 Copy Crane DARK / Level 4 [ Winged Beast / Effect ] This card's name is treated as "Sacred Crane" while in the hand or Graveyard. ATK / 0 DEF / 0 EN060 Great Crane WIND / Level 5 [ Winged Beast / Effect ] You can discard this card from your hand: Special Summon 1 "Crane" monster from your hand other than "Great Crane". Once per turn, if a "Crane" monster is Special Summoned: Draw 1 card. ATK / 2000 DEF / 800[/b][/color] [/spoiler][spoiler='EN061-070'][color=#ff8c00][b]EN061 Elephant Statue of Rebirth EARTH / Level 4 [ Rock / Effect ] If this card is sent from your hand to the Graveyard by an Opponent's card effect: Add 1 "Elephant" statue cards from your Graveyard to your hand, other than "Elephant Statue of Rebirth" ATK / 0 DEF / 1500 EN062 Elephant Statue of Collapse EARTH / Level 4 [ Rock / Effect ] If this card is sent from your hand to the Graveyard by an Opponent's card effect.: Destroy 1 face-up monster your Opponent controls and inflict damage to your Opponent's Life Points equal to half its original ATK. ATK / 1500 DEF / 0 EN063 Pharaonic Robber DARK / Level 2 [ Zombie / Effect ] You can discard 2 Level 2 or lower Zombie-Type monsters to Special Summon this card from your hand or Graveyard. During either player's turn, if you control "The First Sarcophagus": You can tribute this card; place 1 "The Second Sarcophagus" or "The Third Sarcophagus" from your hand or Deck. (Cards placed by this effect are treated as being placed on the field by "The First Sarcophagus".) ATK / 1000 DEF / 300 EN064 Pharaoh's Priest LIGHT / Level 2 [ Zombie / 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: ● All face-up "Pharaoh's" Gemini Monsters on the field are treated as Effect Monsters, and gain their effects. ATK / 300 DEF / 500 EN065 Pharaoh's Agent DARK / Level 2 [ Zombie / 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: ● All Level 2 or lower Zombie-Type monsters gain 1500 ATK. ATK / 100 DEF / 800 EN066 Pharaoh's Knight EARTH / Level 2 [ Zombie / 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: ● This card inflicts piercing battle damage. When this card inflicts damage to your Opponent's Life Points, send 1 Level 2 or lower Zombie-Type Gemini or Normal Monster from your Deck to the Graveyard; add 1 Level 2 or lower "Pharaoh" monster from your Deck to your hand. ATK / 400 DEF / 400 EN067 Pharaoh's Double DARK / Level 2 [ Zombie / 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: ● "Pharaoh" monsters cannot be destroyed by Trap cards. "Spirit of the Pharaoh" cannot be targeted by card effects and gains 500 ATK. ATK / 200 DEF / 600 EN068 Hand of Jackal LIGHT / Level 4 [ Beast-Warrior / Effect ] This card cannot be used as Synchro or Xyz material. You can reveal 1 "Jackal" monster in your hand, other than "Dark Hand of Jackal"; Special Summon this card from your hand. The effect of "Dark Hand of Jackal" can only be used once per turn. ATK / 500 DEF / 1900 EN069 Shadow Knight of Jackal EARTH / Level 5 [ Beast-Warrior / Effect ] When this card destroys an Opponent's monster as a result of battle: Target 1 "Jackal" monster in your Graveyard and 1 face-up monster your Opponent controls; shuffle your targeted "Jackal" monster into the Deck, and destroy the Opponent's targeted monster. ATK / 1800 DEF / 1500 EN070 Sacred Knight of Jackal LIGHT / Level 7 [ Beast-Warrior / Effect ] When this card destroys an Opponent's monster as a result of battle: Add 1 "Jackal" monster from your Deck to your hand. ATK / 2600 DEF / 1300[/b][/color] [/spoiler][spoiler='EN071-080'][color=#ff8c00][b]EN071 Masked Knight LV3 EARTH / Level 3 [ Warrior / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Masked Knight LV5" from your hand or Deck. Once per turn: You can inflict 400 damage to your Opponent's Life Points. If you activate this effect, this card cannot attack during this turn. ATK / 1500 DEF / 800 EN072 Masked Knight LV5 EARTH / Level 5 [ Warrior / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Masked Knight LV7" from your hand or Deck. (You cannot activate this effect the turn this card is Special Summoned.) Once per turn: You can inflict 1000 damage to your Opponent's Life Points. If you activate this effect, this card cannot attack during this turn. ATK / 2300 DEF / 1300 EN073 Masked Knight LV7 EARTH / Level 7 [ Warrior / Effect ] This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Masked Knight LV5". Once per turn: Inflict 1500 damage to your Opponent's Life Points. ATK / 2900 DEF / 1800 EN074 Moonbeam Swordsman LV4 DARK / Level 4 [ Insect / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Moonbeam Knight LV6" from your hand or Deck. Once per turn: You can Special Summon 1 Level 6 or lower "LV" monster from your hand. ATK / 1900 DEF / 1600 EN075 Moonbeam Swordman LV6 DARK / Level 6 [ Insect / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Moonbeam Knight LV8" from your hand or Deck. Once per turn: You can Special Summon 1 Level 6 or lower "LV" monster from your hand or Graveyard. ATK / 2400 DEF / 1600 EN076 Moonbeam Swordsman LV8 DARK / Level 8 [ Insect / Effect ] This card cannot be Normal Summon or Set. This card can only be Special Summoned by the effects of "Moonbeam Knight LV6". Once per turn, during your Standby Phase: You can Special Summon 1 Level 6 or lower "LV" monster from your hand, Graveyard, or Deck. Once per turn, during your End Phase: You can tribute 1 other "LV" monster; Special Summon 1 monster from your Deck that is written on the card text of the tributed monster. (Ignoring the Summoning conditions.) You cannot Special Summon another monster the turn this card is Special Summoned. ATK / 3100 DEF / 1600[/b][/color] [color=#a9a9a9][b]EN077 Ice Dragon Archfiend DARK / Level 9 [ Fiend / Synchro / Effect ] 1 Tuner + 2 or more non-Tuner monsters Once per turn: Banish 1 DARK monster from your Graveyard; banish 1 card in your Opponent's Hand, Graveyard, or side of the field. ATK / 2700 DEF / 2400[/b][/color] [b]EN078 Ninja Master of Scouting DARK / Rank 3 [ Warrior / Xyz / Effect ] 2 Level 3 "Ninja" monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up Flip Effect monster on the field; activate its effect. ATK / 1900 DEF / 1800 EN079 Double-Headed Crane LIGHT / Rank 4 [ Winged Beast / Xyz / Effect ] 2 Level 4 Winged Beast-Type monster When you draw a card, place 1 Crane Counter on this card. This card gains 100 ATK for every Crane Counter on it. If this card would be destroyed, you can remove 2 Crane Counters instead. Once per turn: You can remove 2 Crane Counters from this card and detach 1 of this card's Xyz Materials; add 1 "Crane" monster from your Graveyard to your hand. ATK / 1800 DEF / 600 EN080 Anubis Knight - Mystical Jackal DARK / Rank 7 [ Beast-Warrior / Xyz / Effect ] 2 Level 7 monsters When this card destroys an Opponent's monster as a result of battle: Detach 1 Xyz Material from this card to target 1 monster in either player's Graveyard with a level equal to or lower than the destroyed monster's; Special Summon it. ATK / 2800 DEF / 1000[/b] [/spoiler][spoiler='EN081-090'][color=#008000][b]EN081 Dimension Rift Spell Pay 1000 Life Points: Special Summon 1 banished DARK monster. EN082 D.D. Fusion Spell Banish 2 monsters in your Graveyard to target 1 other banished "D.D." monster: Special Summon the targeted monster. EN083 Ninjitsu Art of Recoil Spell / Quickplay Change 1 "Ninja" monster you control into face-down Defense Position to target 1 monster your Opponent controls; return the targeted monster to its Owner's hand. EN084 Ninjitsu Art of Reinforcement Spell Send 1 face-up Continuous "Ninjitsu" card from your side of the field to the Graveyard: Add 1 Level 4 or lower "Ninja" monster from your Deck to your hand. EN085 Crane Crane Spell / Continuous If you control no monsters, you can banish 1 "Crane" monster from your Graveyard; Special Summon 1 "Crane" monster from your hand. When this card is destroyed by and Opponent's card effect: Special Summon 1 of your banished "Crane" monsters. EN086 Crane Game Spell Shuffle 2 banished "Crane" monsters into your deck and Draw 1 card. If the drawn card is a "Crane" monster: Draw 1 more card. EN087 Statue Construction Spell Add 1 "Elephant Statue" card from your Deck to your hand. EN088 Elephant Statue Renewal Spell Add 2 "Elephant Statue" monsters from your Graveyard to your hand. EN089 Forbidden Elephant Statue Spell / Quick-Play If an Opponent's Effect Monster's effect is activated: Pay 500 Life Points; the effect of that Effect Monster becomes "Your Opponent sends 2 "Elephant Statue" cards from their hand to the Graveyard. EN090 Elephant Statue Sanctuary Spell / Continuous Special Summon 1 "Elephant Statue" from your Graveyard to your Opponent's side of the field. The effect of the Special Summoned monster becomes "Once per turn, during your End Phase: Your Opponent must reveal every card in their hand and send all "Elephant Statue" cards from their hand to the Graveyard.[/b][/color] [/spoiler][spoiler='EN091-100'][color=#008000][b]EN091 Fate of the Servants Spell Send 2 Level 2 or lower Zombie-Type Gemini or Normal monsters from your Deck to the Graveyard. EN092 Fruits of the Sarcophagus Maker Spell Discard 1 Level 2 or lower Zombie-Type monster; add 1 "Sarcophagus" Trap card from your Deck to your hand. EN093 Breakneck Burial Spell Target 1 "The First Sarcophagus" you control. You can place 1 "The Second Sarcophagus" and 1 "The Third Sarcophagus" from your hand or Deck onto the field. EN094 Doomfire Armory Spell / Continuous Once per turn: You can banish 1 "Jackal" monster from your Graveyard; banish 1 "Jackal" Trap card from your Deck. At your Opponent's End Phase, add the banished Trap card to your hand. EN095 Level Copy Spell / Quickplay Target 1 face-up "LV" monster you control; Special Summon 1 monster from your hand or Deck with the same name as the targeted monster.[/b][/color] [color=#ee82ee][b]EN096 Dimension Trap Trap Banish 1 "D.D." Monster you control to target 1 Normal Trap Card in your Graveyard; The effect of this card is the same as the targeted Trap Card. EN097 Dimensional Regression Trap Shuffle 5 of your banished monsters into the Deck, then Draw 2 cards. EN098 Ninja Smoke Ball Trap / Counter Activate only when a face-up "Ninja" monster is targeted for an attack. Negate the attack and end the Battle Phase. Then flip all "Ninja" monsters into face-down Defense Position. EN099 Ninjitsu Art of Deliberation Trap / Continuous Banish 2 "Ninja" monsters from your Graveyard to target 1 monster your Opponent controls; the targeted monster's effects are negated and it cannot attack. At your Opponent's next End Phase: Banish the targeted monster. Then return 2 banished "Ninja" monsters to the Deck. EN100 Crane Tame Trap Banish 1 "Crane" monster you control: Take control of 1 Level 4 monster your Opponent controls until the End Phase.[/b][/color] [/spoiler][spoiler='EN101-110'][color=#ee82ee][b]EN101 Crane Chain Trap / Continuous Target 1 "Crane" monster you control. Its ATK and DEF become 0. At each of your Standby Phases, Draw 1 card. When the targeted monster leaves the field, destroy this card. When this card is destroyed, add 1 "Crane" monster from your Graveyard to your hand. EN102 Giga-Ton Elephant Statue Trap / Counter When your Opponent activates a Trap Card: Discard 1 card; the effect of that Trap Card becomes "Your Opponent sends 1 "Elephant Statue" card from their hand to the Graveyard." If this card is sent from the hand to the Graveyard by an Opponent's card effect: Target all set Spell/Trap cards your Opponent controls; destroy the targeted Spell/Trap cards. EN103 The Sarcophagus of Resurrection Trap If you control no monsters: Return "The First Sarcophagus", "The Second Sarcophagus", and "The Third Sarcophagus" from your side of the field or Graveyard to the Deck; Special Summon 1 "Spirit of the Pharaoh" from your Graveyard. (Regardless of its Summoning Conditions) EN104 The Sarcophagus of Expansion Trap This card is treated as "The First Sarcophagus". During each of your Opponent's End Phases, attach 1 card to this card as an Overlay Unit in this order: "The Second Sarcophagus", "The Third Sarcophagus". During your Standby Phase: You can send this card with "The Second Sarcophagus" and "The Third Sarcophagus" as Overlay Units to Special Summon 1 "Spirit of the Pharaoh" from your hand, Deck, or Graveyard. If this card would be destroyed, you can send 1 face-up Level 2 or lower Zombie-Type monster you control to the Graveyard instead. EN105 Jackal Kataras Trap / Continuous Target 1 "Jackal" monster you control; equip this card to that target. It gains 100 ATK for each of your Opponent's banished monsters. If the targeted monster destroys an Opponent's monster by battle: You can banish the destroyed monster. EN106 Jackal Khanda Trap / Continuous Target 1 "Jackal" monster you control; equip this card to that target. The targeted monster gains 100 ATK for every monster your Opponent controls. If the targeted monster is tributes for the tribute summon of a "Jackal" monster, the summoned monster gains 300 ATK. EN107 Jackal Pata Trap / Continuous Target 1 "Jackal" monster you control; equip this card to that target. The targeted monster gains 700 ATK. If the targeted monster destroys a monster as a result of battle and sends it to the Graveyard: You can Special Summon 1 "Jackal" monster from your hand. A monster Special Summoned by this effect cannot attack this turn. EN108 Level Bond Trap Target 1 "LV" monster you control and 1 Level 6 or lower "LV" monster in your Graveyard; Special Summon the targeted monster from the graveyard. (Ignoring the Summoning conditions). Your Opponent draws 1 card. EN109 Level Change Trap Send 1 "LV" monster you control to the Graveyard; Special Summon 1 monster from your Deck that is written on the card text of the sent monster. (Ignoring the Summoning conditions.) EN110 Level Soul Trap Tribute 1 monster and banish 1 "LV" monster from your Graveyard; Special Summon 1 monster from your Deck that is written on the card text of the banished monster. (Ignoring the Summoning conditions.)[/b][/color] [/spoiler][spoiler='EN111-130'][color=#ff8c00][b]EN111 Chaos Emperor Dragon - Envoy of the End (Ultimate Rare) EN112 Chaos Sorcerer (Secret Rare) EN113 Freed the Brave Warrior (Ultimate Rare) EN114 Black Luster Soldier - Envoy of the Beginning (Ultimate Rare) EN115 Dark Magician of Chaos (Ultimate Rare) EN116 Manju of the Ten Thousand Hands (Ultimate Rare) EN117 Invader of Darkness (Ultimate Rare) EN118 Zaborg the Thunder Monarch (Ultimate Rare) EN119 Mobius the Frost Monarch (Ultimate Rare) EN120 King of the Swamp (Ultimate Rare)[/b][/color] [color=#008000][b]EN121 Smashing Ground (Secret Rare) EN122 Dimension Fusion (Ultimate Rare) EN123 Salvage (Ultimate Rare) EN124 Enemy Controller (Ultimate Rare) EN125 Monster Gate (Ultimate Rare) EN126 Dark Factory of Mass Production (Ultimate Rare) EN127 Hammer Shot (Ultimate Rare)[/b][/color] [color=#ee82ee][b]EN128 Chain Disappearance (Secret Rare) EN129 Compulsory Evacuation Device (Secret Rare) EN130 Mind Crush (Secret Rare)[/b][/color][/spoiler] [u][b]Cards Sorted By Archetype[/b][/u] [spoiler='D.D.']D.D. Assailant D.D. Destroyer D.D. Scout Plane D.D. Sprite D.D. Survivor D.D. Warrior D.D. Warrior Lady D.D. Designator D.D. Trap Hole D.D.R. - Different Dimension Reincarnation Return from the Different Dimension Dimensional Fissure Escape from the Dark Dimension D.D. Transporter DARK / Level 3 [ Machine / Effect ] If this card on the field is banished: Add 1 Level 5 or lower "D.D." monster from your Deck to your hand OR banish 1 "D.D." monster from your Deck. ATK / 400 DEF / 500 D.D. Striker DARK / Level 8 [ Warrior / Effect ] Once per turn: You can banish 1 other monster you control to target 1 other banished monster with a level equal to or less than the monster banished for this effect; Special Summon the targeted monster. ATK / 2800 DEF / 2400 Ice Dragon Archfiend DARK / Level 9 [ Fiend / Synchro / Effect ] 1 Tuner + 2 or more non-Tuner monsters Once per turn: Banish 1 DARK monster from your Graveyard; banish 1 card in your Opponent's Hand, Graveyard, or side of the field. ATK / 2700 DEF / 2400 Dimension Rift Spell Pay 1000 Life Points: Special Summon 1 banished DARK monster. D.D. Fusion Spell Banish 2 monsters in your Graveyard to target 1 other banished "D.D." monster: Special Summon the targeted monster. Dimension Trap Trap Banish 1 "D.D." Monster you control to target 1 Normal Trap Card in your Graveyard; The effect of this card is the same as the targeted Trap Card. Dimensional Regression Trap Shuffle 5 of your banished monsters into the Deck, then Draw 2 cards. [/spoiler][spoiler='Ninjas']Armed Ninja Crimson Ninja Goe Goe the Gallant Ninja Ninja Lady Yae Masked Ninja Ebisu Ninja Grandmaster Sasuke Senior Silver Ninja Upstart Golden Ninja White Ninja Ninjustu Art of Transformation Ninjutsu Art of Duplication Ninjutsu Art of Decoy Ninja Soldier Katana EARTH / Level 3 [ Warrior ] ATK / 400 DEF / 400 Ninja Commander Ikusa DARK / Level 3 [ Warrior / Effect ] FLIP: Special Summon 1 "Ninja Soldier Katana" monster from your Deck. ATK / 700 DEF / 700 Ninja Commando Kabuki EARTH / Level 3 [ Warrior / Effect ] When this card is Normal Summoned or flipped face up: Special Summon 1 Level 3 or lower "Ninja" monster from your hand or Graveyard in face-up Defense Position or face-down Defense Position. ATK / 700 DEF / 700 Ninja Master Shogun DARK / Level 5 [ Warrior / Effect ] This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up "Ninja" monsters. When this card is Summoned this way: Special Summon 2 Level 3 or lower "Ninja" monsters from your Deck in face-down Defense Position. You cannot target or use this card as a cost for a "Ninjutsu" Trap card. ATK / 1600 DEF / 1600 Ninja Master of Scouting DARK / Rank 3 [ Warrior / Xyz / Effect ] 2 Level 3 "Ninja" monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up Flip Effect monster on the field; activate its effect. ATK / 1900 DEF / 1800 Ninjutsu Art of Recoil Spell / Quickplay Change 1 "Ninja" monster you control into face-down Defense Position to target 1 monster your Opponent controls; return the targeted monster to its Owner's hand. Ninjitsu Art of Reinforcement Spell Send 1 face-up Continuous "Ninjitsu" card from your side of the field to the Graveyard: Add 1 Level 4 or lower "Ninja" monster from your Deck to your hand. Ninja Smoke Ball Trap / Counter Activate only when a face-up "Ninja" monster is targeted for an attack. Negate the attack and end the Battle Phase. Then flip all "Ninja" monsters into face-down Defense Position. Ninjitsu Art of Deliberation Trap / Continuous Banish 2 "Ninja" monsters from your Graveyard to target 1 monster your Opponent controls; the targeted monster's effects are negated and it cannot attack. At your Opponent's next End Phase: Banish the targeted monster. Then return 2 banished "Ninja" monsters to the Deck. [/spoiler][spoiler='Crane']Sacred Crane Abyss Crane WATER / Level 4 [ Winged Beast / Effect ] If you draw a "Crane" monster: You can banish this card from the Graveyard; Special Summon that monster. ATK / 1600 DEF / 400 Resurrection Crane LIGHT / Level 4 [ Winged Beast / Effect ] If this card is Normal Summoned: Special Summon 1 "Sacred Crane" from your hand or Graveyard. ATK / 1600 DEF / 400 Copy Crane DARK / Level 4 [ Winged Beast / Effect ] While in the hand or Graveyard, this card's name is treated as "Sacred Crane". ATK / 0 DEF / 0 Great Crane WIND / Level 5 [ Winged Beast / Effect ] You can discard this card from your hand: Special Summon 1 "Crane" monster from your hand other than "Great Crane". Once per turn, if a "Crane" monster is Special Summoned: Draw 1 card. ATK / 2000 DEF / 800 Double-Headed Crane LIGHT / Rank 4 [ Winged Beast / Xyz / Effect ] 2 Level 4 Winged Beast-Type monster When you draw a card, place 1 Crane Counter on this card. This card gains 100 ATK for every Crane Counter on it. If this card would be destroyed, you can remove 2 Crane Counters instead. Once per turn: You can remove 2 Crane Counters from this card and detach 1 of this card's Xyz Materials; add 1 "Crane" monster from your Graveyard to your hand. ATK / 1800 DEF / 600 Crane Crane Spell / Continuous If you control no monsters, you can banish 1 "Crane" monster from your Graveyard; Special Summon 1 "Crane" monster from your hand. When this card is destroyed by and Opponent's card effect: Special Summon 1 of your banished "Crane" monsters. Crane Game Spell Shuffle 2 banished "Crane" monsters into your deck and Draw 1 card. If the drawn card is a "Crane" monster: Draw 1 more card. Crane Tame Trap Banish 1 "Crane" monster you control: Take control of 1 Level 4 monster your Opponent controls until the End Phase. Crane Chain Trap / Continuous Target 1 "Crane" monster you control. Its ATK and DEF become 0. At each of your Standby Phases, Draw 1 card. When the targeted monster leaves the field, destroy this card. When this card is destroyed, add 1 "Crane" monster from your Graveyard to your hand. [/spoiler][spoiler='Elephant Statue']Elephant Statue of Disaster Elephant Statue of Blessing Elephant Statue of Rebirth EARTH / Level 4 [ Rock / Effect ] If this card is sent from your hand to the Graveyard by an Opponent's card effect: Add 1 "Elephant" statue cards from your Graveyard to your hand, other than "Elephant Statue of Rebirth" ATK / 0 DEF / 1500 Elephant Statue of Collapse EARTH / Level 4 [ Rock / Effect ] If this card is sent from your hand to the Graveyard by an Opponent's card effect.: Destroy 1 face-up monster your Opponent controls and inflict damage to your Opponent's Life Points equal to half its original ATK. ATK / 1500 DEF / 0 Statue Construction Spell Add 1 "Elephant Statue" card from your Deck to your hand. Elephant Statue Renewal Spell Add 2 "Elephant Statue" monsters from your Graveyard to your hand. Forbidden Elephant Statue Spell / Quick-Play If an Opponent's Effect Monster's effect is activated: Pay 500 Life Points; the effect of that Effect Monster becomes "Your Opponent sends 2 "Elephant Statue" cards from their hand to the Graveyard. Elephant Statue Sanctuary Spell / Continuous Special Summon 1 "Elephant Statue" from your Graveyard to your Opponent's side of the field. The effect of the Special Summoned monster becomes "Once per turn, during your End Phase: Your Opponent must reveal every card in their hand and send all "Elephant Statue" cards from their hand to the Graveyard. Giga-Ton Elephant Statue Trap / Counter When your Opponent activates a Trap Card: Discard 1 card; the effect of that Trap Card becomes "Your Opponent sends 1 "Elephant Statue" card from their hand to the Graveyard." If this card is sent from the hand to the Graveyard by an Opponent's card effect: Target all set Spell/Trap cards your Opponent controls; destroy the targeted Spell/Trap cards. [/spoiler][spoiler='Pharaoh']Spirit of the Pharaoh The First Sarcophagus The Second Sarchophagus The Third Sarcophagus Pharaoh's Servant Pharaonic Protector Pharaonic Robber DARK / Level 2 [ Zombie / Effect ] You can discard 2 Level 2 or lower Zombie-Type monsters to Special Summon this card from your hand or Graveyard. During either player's turn, if you control "The First Sarcophagus": You can tribute this card; place 1 "The Second Sarcophagus" or "The Third Sarcophagus" from your hand or Deck onto the field. (Cards placed by this effect are treated as being placed on the field by "The First Sarcophagus".) ATK / 1000 DEF / 300 Pharaoh's Priest LIGHT / Level 2 [ Zombie / 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: ● All face-up "Pharaoh" Gemini Monsters on the field are treated as Effect Monsters, and gain their effects. ATK / 300 DEF / 500 Pharaoh's Agent DARK / Level 2 [ Zombie / 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: ● All Level 2 or lower Zombie-Type monsters gain 1500 ATK. ATK / 100 DEF / 800 Pharaoh's Knight EARTH / Level 2 [ Zombie / 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: ● This card inflicts piercing battle damage. When this card inflicts damage to your Opponent's Life Points, send 1 Level 2 or lower Zombie-Type Gemini or Normal Monster from your Deck to the Graveyard; add 1 Level 2 or lower "Pharaoh" monster from your Deck to your hand. ATK / 400 DEF / 400 Pharaoh's Double DARK / Level 2 [ Zombie / 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: ● "Pharaoh" monsters cannot be destroyed by Trap cards. "Spirit of the Pharaoh" cannot be targeted by card effects and gains 500 ATK. ATK / 200 DEF / 600 Fate of the Servants Spell Send 2 Level 2 or lower Zombie-Type Gemini or Normal monsters from your Deck to the Graveyard. Fruits of the Sarcophagus Maker Spell Discard 1 Level 2 or lower Zombie-Type monster; add 1 "Sarcophagus" Trap card from your Deck to your hand. Breakneck Burial Spell Target 1 "The First Sarcophagus" you control. You can place 1 "The Second Sarcophagus" and 1 "The Third Sarcophagus" from your hand or Deck onto the field. The Sarcophagus of Resurrection Trap If you control no monsters: Return "The First Sarcophagus", "The Second Sarcophagus", and "The Third Sarcophagus" from your side of the field or Graveyard to the Deck; Special Summon 1 "Spirit of the Pharaoh" from your Graveyard. (Regardless of its Summoning Conditions) The Sarcophagus of Expansion Trap This card is treated as "The First Sarcophagus". During each of your Opponent's End Phases, attach 1 card to this card as an Overlay Unit in this order: "The Second Sarcophagus", "The Third Sarcophagus". During your Standby Phase: You can send this card with "The Second Sarcophagus" and "The Third Sarcophagus" as Overlay Units to Special Summon 1 "Spirit of the Pharaoh" from your hand, Deck, or Graveyard. If this card would be destroyed, you can send 1 face-up Level 2 or lower Zombie-Type monster you control to the Graveyard instead. [/spoiler][spoiler='Jackal']Mystical Knight of Jackal Ghost Knight of Jackal Dark Hand of Jackal EARTH / Level 4 [ Beast-Warrior / Effect ] This card cannot be used as Synchro or Xyz material. You can reveal 1 "Jackal" monster in your hand, other than "Dark Hand of Jackal"; Special Summon this card from your hand. The effect of "Dark Hand of Jackal" can only be used once per turn. ATK / 500 DEF / 1900 Shadow Knight of Jackal EARTH / Level 5 [ Beast-Warrior / Effect ] When this card destroys an Opponent's monster as a result of battle: Target 1 "Jackal" monster in your Graveyard and 1 face-up monster your Opponent controls; shuffle your targeted "Jackal" monster into the Deck, and destroy the Opponent's targeted monster. ATK / 1800 DEF / 1500 Holy Knight of Jackal LIGHT / Level 7 [ Beast-Warrior / Effect ] When this card destroys an Opponent's monster as a result of battle: Add 1 "Jackal" monster from your Deck to your hand. ATK / 2600 DEF / 1300 Anubis Knight - Mystical Jackal DARK / Rank 7 [ Beast-Warrior / Xyz / Effect ] 2 Level 7 monsters When this card destroys an Opponent's monster as a result of battle: Detach 1 Xyz Material from this card to target 1 monster in either player's Graveyard with a level equal to or lower than the destroyed monster's; Special Summon it. ATK / 2800 DEF / 1000 Doomfire Armory Spell / Continuous Once per turn: You can banish 1 "Jackal" monster from your Graveyard; banish 1 "Jackal" Trap card from your Deck. At your Opponent's End Phase, add the banished Trap card to your hand. Jackal Kataras Trap / Continuous Target 1 "Jackal" monster you control; equip this card to that target. It gains 100 ATK for each of your Opponent's banished monsters. If the targeted monster destroys an Opponent's monster by battle: You can banish the destroyed monster. Jackal Khanda Trap / Continuous Target 1 "Jackal" monster you control; equip this card to that target. The targeted monster gains 100 ATK for every monster your Opponent controls. If the targeted monster is tributes for the tribute summon of a "Jackal" monster, the summoned monster gains 300 ATK. Jackal Pata Trap / Continuous Target 1 "Jackal" monster you control; equip this card to that target. The targeted monster gains 700 ATK. If the targeted monster destroys a monster as a result of battle and sends it to the Graveyard: You can Special Summon 1 "Jackal" monster from your hand. A monster Special Summoned by this effect cannot attack this turn. [/spoiler][spoiler='LV']Armed Dragon LV10 Armed Dragon LV3 Armed Dragon LV5 Armed Dragon LV7 Horus the Black Flame Dragon LV4 Horus the Black Flame Dragon LV6 Horus the Black Flame Dragon LV8 Silent Magician LV4 Silent Magician LV8 Silent Swordsman LV3 Silent Swordsman LV5 Silent Swordsman LV7 Level Up! The Graveyard in the Fourth Dimension Masked Knight LV3 EARTH / Level 3 [ Warrior / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Masked Knight LV5" from your hand or Deck. Once per turn: You can inflict 400 damage to your Opponent's Life Points. If you activate this effect, this card cannot attack during this turn. ATK / 1500 DEF / 800 Masked Knight LV5 EARTH / Level 5 [ Warrior / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Masked Knight LV7" from your hand or Deck. (You cannot activate this effect the turn this card is Special Summoned.) Once per turn: You can inflict 1000 damage to your Opponent's Life Points. If you activate this effect, this card cannot attack during this turn. ATK / 2300 DEF / 1300 Masked Knight LV7 EARTH / Level 7 [ Warrior / Effect ] This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Masked Knight LV5". Once per turn: Inflict 1500 damage to your Opponent's Life Points. ATK / 2900 DEF / 1800 Moonbeam Swordsman LV4 DARK / Level 4 [ Insect / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Moonbeam Knight LV6" from your hand or Deck. Once per turn: You can Special Summon 1 Level 6 or lower "LV" monster from your hand. ATK / 1900 DEF / 1600 Moonbeam Swordman LV6 DARK / Level 6 [ Insect / Effect ] During your Standby Phase: You can send this face-up card to the Graveyard; Special Summon 1 "Moonbeam Knight LV8" from your hand or Deck. Once per turn: You can Special Summon 1 Level 6 or lower "LV" monster from your hand or Graveyard. ATK / 2400 DEF / 1600 Moonbeam Swordsman LV8 DARK / Level 8 [ Insect / Effect ] This card cannot be Normal Summon or Set. This card can only be Special Summoned by the effects of "Moonbeam Knight LV6". Once per turn, during your Standby Phase: You can Special Summon 1 Level 6 or lower "LV" monster from your hand, Graveyard, or Deck. Once per turn, during your End Phase: You can tribute 1 other "LV" monster; Special Summon 1 monster from your Deck that is written on the card text of the tributes monster. (Ignoring the Summoning conditions.) You cannot Special Summon another monster the turn this card is Special Summoned. ATK / 3100 DEF / 1600 Level Copy Spell / Quickplay Target 1 face-up "LV" monster you control; Special Summon 1 monster from your hand or Deck with the same name as the targeted monster. Level Bond Trap Target 1 "LV" monster you control and 1 Level 6 or lower "LV" monster in your Graveyard; Special Summon the targeted monster from the graveyard. (Ignoring the Summoning conditions). Your Opponent draws 1 card. Level Change Trap Send 1 "LV" monster you control to the Graveyard; Special Summon 1 monster from your Deck that is written on the card text of the sent monster. (Ignoring the Summoning conditions.) Level Soul Trap Tribute 1 monster and banish 1 "LV" monster from your Graveyard; Special Summon 1 monster from your Deck that is written on the card text of the banished monster. (Ignoring the Summoning conditions.) [/spoiler] Link to comment
Love of Ghibli Posted August 25, 2012 Report Share Posted August 25, 2012 Well I love all the D.D. support I find it flawless. I'm sad Ninjas didn't get Great Kite of Ninja lol The Crane support is innovative seeing as it is a whole set of cards for one monster. I guess the elephant statue spells would pretty much have to be that overpowered to compensate for how under-powered the monsters are. Logical. Drastically speeding up the process of making Spirit of the Pharaoh seems like a good idea I don't know how playable that makes it though. It seems like you need so many cards just to achieve this increased speed that you hardly have any room for more staple cards. The first two Jackal trap cards seem underwhelming, would you ever really need to use the second one over a lance, or a rush recklessly its a simple attack boost. AS for the first one I would think that their gimmick of non graveyard shenanigans was cool because it included everything but banishing, which wouldn't allow Leviair to be useful. Then again that is just my personal preference. Well Moon Beams definitely make it easier to spam Horus, but let me get this straight if you drop LV 8 during the stand-by phase he can then grab horus level 6 correct? Link to comment
Agro Posted August 25, 2012 Author Report Share Posted August 25, 2012 [quote name='Beginning446' timestamp='1345871724' post='6012478'] Well I love all the D.D. support I find it flawless. [b]Wait for it to be used in other decks. That's what would break it.[/b] I'm sad Ninjas didn't get Great Kite of Ninja lol [b]I didn't want to make a situational card for the Ninjas... much. I just didn't want to make it when it came down to it.[/b] The Crane support is innovative seeing as it is a whole set of cards for one monster. [b]Only thing is, I wonder how much draw power the deck has. Better than infinite searchability though, amirite? /fookinhieratics[/b] I guess the elephant statue spells would pretty much have to be that overpowered to compensate for how under-powered the monsters are. Logical. [b]No one else will ever support them, why not give them cards that force player interaction when attempting to burn for game?[/b] Drastically speeding up the process of making Spirit of the Pharaoh seems like a good idea I don't know how playable that makes it though. It seems like you need so many cards just to achieve this increased speed that you hardly have any room for more staple cards. [b]Well there's actually two different ways developed to speed up Spirit of the Pharaoh. You can either use the underlay unit way or the regular way. Both ways are supported and offer different support and strategy. So you'd technically not have all the cards that are listed there, and probably wouldn't run all of the select level 2 targets for SotP.[/b] The first two Jackal trap cards seem underwhelming, would you ever really need to use the second one over a lance, or a rush recklessly its a simple attack boost. AS for the first one I would think that their gimmick of non graveyard shenanigans was cool because it included everything but banishing, which wouldn't allow Leviair to be useful. Then again that is just my personal preference. [b]They're thing was: you can't use your Graveyard, whether Leviair, which isn't as broken with TGU @2, exists or not.[/b] Well Moon Beams definitely make it easier to spam Horus, but let me get this straight if you drop LV 8 during the stand-by phase he can then grab horus level 6 correct? [/quote][b]Correct, though I'm unsure if that's exactly what I wanted to do with it...[/b] Link to comment
Love of Ghibli Posted August 25, 2012 Report Share Posted August 25, 2012 1st: *scrambles to make custom D.D. Teledad*...What? Don't judge me lol 2nd: Aww I like the thought of kite lol 3rd: Since there is no obvious win condition just glorious hand advantage I do not think the cranes are problematic. 4th: Very true 5th: Even if I pick one method of summoning (sounds like a CFV discussion lol) how many of these gemini zombies should I be running. Also why am I just realizing that Spirit is a gachi spammer. 6th: I will concede that point still the second trap is what a 500 atk boost at best? Like I said rush reckless is almost better option. 7th: Sooo Level Up is the new win condition I like it lol! Moonbeam 4 + Level Up= Moonbeam 6, let it live through your opponents turn (which actually doesn't matter thanks to Level Soul), and by the end of your next turn you'll have 2 3k beaters with spells on lock. Yeah its not as fast and unholy as Chaos Dragons but the pay off is better imo. Link to comment
Agro Posted August 26, 2012 Author Report Share Posted August 26, 2012 Soooo... gonna edit Moonbeam. Link to comment
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