The Highlander Posted October 5, 2020 Report Share Posted October 5, 2020 Psychic Armor Head EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Psychic Armor Head". This card cannot attack. During your Draw Phase, you can add 1 Armor monster or "Armor" Spell/Trap card from your Deck to your hand instead of conducting your normal draw. During your Standby Phase, if this card is in your Graveyard, you can Special Summon it in face-up Attack Position. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 500 Active Guard EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Active Guard". This card cannot attack. If you would take damage, you can activate this effect: You take no damage during this turn. Destroy this card during the End Phase of a turn in which the above effect was activated. If you control 2 or more Armor monsters, and 1 is selected as an attack target, you can change the target to another Armor monster you control. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 2500 Over Boost EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Over Boost". This card cannot attack. If an Armor monster attacks an opponent's monster, until the end of the Damage Step, negate the effects of that monster while it is face-up on the field (but its effect can still be activated). You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 1000 Buster Knuckle EARTH Lv 3 Machine/Armor/Effect You can only control 1 "Buster Knuckle". This card gains 400 ATK for each face-up Armor monster you control andfor each Armor monster treated as a Continuous Spell card you control. This card inflicts piercing damage. Other monsters you control cannot declare an attack. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 0 Burning Knuckle EARTH Lv 3 Machine/Armor/Effect You can only control 1 "Burning Knuckle". This card gains 400 ATK for each face-up Armor monster you control andfor each Armor monster treated as a Continuous Spell card you control. At the end of the Damage Step, if this card battles an opponent's monster that monster loses ATK and DEF equal to this card's ATK. Other monsters you control cannot declare an attack. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/1000 Buster Pyle EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Buster Pyle". At the start of the Damage Step, if this attacking card you control battles an opponent's monster: Destroy that monster and inflict 500 damage to your opponent. Other monsters you control cannot declare an attack. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 0 Big Bang Blow EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Big Bang Blow". At the start of the Damage Step, if you control 2 or more other Armor monsters: Destroy all monsters on the field, and if you do, inflict damage to each player equal to the combined original ATK of their destroyed monsters. Other monsters you control cannot declare an attack. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 0 Advanced Shield EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Advanced Shield". This card cannot attack. The first time an Armor monster(s) you control would be destroyed by battle or an opponent's card effect each turn, it is not destroyed. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 1000 DEF/ 0 Jet Gauntlet EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Jet Gauntlet". This card cannot attack. During your opponent's turn (Quick Effect): You can target 1 card your opponent controls; Destroy both this card and that target. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 1500 Black Hole Shield EARTH Lv 4 Machine/Armor/Effect You can only control 1 "Black Hole Shield". This card cannot attack. (Quick Effect): You can tribute this card; Until the End Phase Armor monsters you control cannot be destroyed by battle or your opponent's card effects and neither player takes battle damage from battle involving Armor monsters. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 0 Trap Buster EARTH Lv 3 Machine/Armor/Effect You can only control 1 "Trap Buster". This card cannot attack. Once per turn, when your opponent activates a Trap card or effect or a card or effect targeting an Armor monster: You can negate that effect and if you do destroy that card. You can shuffle this card from your hand into your Deck; add 1 "Armor" or "Gravitation" Spell/Trap card from your Deck to your hand. (You can only gain this effect twice per turn.) ATK/ 0 DEF/ 0 Double Cloth Armor EARTH Lv 6 Machine/Armor/Effect This card cannot attack. When an Armor monster you control is targeted for an attack or by an opponent's card effect; Special Summon this card (from your hand) and if you do, if this card is in a Monster Card Zone. change the target of that attack or effect to this monster. Before damage calculation, if this card battles an opponent's monster: Inflict damage to your opponent equal to half of that monster's original ATK, also destroy this card and the monster it battles. You can only use each effect of "Double Cloth Armor" once per turn. ATK/ 0 DEF/ 0 Armored Gravitation Spell (Normal) If you control an Armor monster: Special Summon up to 4 Level 4 or lower Armor monsters, with different names, from your Deck in Attack Position, but the monsters Summoned by this effect cannot be used as material for a Summon. You can only activate 1 "Armored Gravitation" per turn. Full Armor Gravitation Spell (Normal) Excavate the top 12 cards of your Deck, the Special Summon as many excavated Level 4 or lower Armor monsters, with different names, in Attack Position as possible, but they cannot be used as material for a Summon, then shuffle all remaining Armor monsters and "Armor" and "Gravitation" Spell/Trap cards in your Deck, also banish all remaining cards face-down. You can only activate 1 "Full Armor Gravitation" per turn. Phoenix Gravitation Spell (Normal) Special Summon as many Armor monsters, with different names, from your Graveyard in Attack Position as possible, but they cannot be used as material for a Summon. You can only activate 1 "Phoenix Gravitation" per turn. Data Brain Spell (Equip) (This card is always treated as an "Armor" card.) When this card is activated: You can Special Summon 1 "Psychic Armor Head" from your Deck or Graveyard in Attack Position and if you do equip this card to it. During your next Main Phase, after this card was sent to your Graveyard, you can activate one of the following effects: • Add 1 Spell card from your opponent's Graveyard to your hand. • Target 1 Equip Spell card your opponent controls: Place this card in your Spell & Trap Zone and equip this card to an Armor monster you control, this card's effects become the effects of the targeted card while equipped. You can only activate 1 of these effects of "Data Brain" per turn, and only once per turn. Magnet Armor Trap (Normal) Special Summon 1 Armor monster from your Graveyard. If all monsters you control and in your Graveyard are Armor monsters, you can activate this card from your hand. During either player's turn, except the turn this card was sent to your Graveyard: You can banish this card from your Graveyard, target 3 Armor monsters in your Graveyard; Shuffle all 3 into your deck, then draw 1 card. You can only activate each effect of "Magnet Armor" once per turn. Extinction Fist Trap (Normal) (This card is always treated as an "Armor" card.) Banish 1 monster your opponent controls that was Tribute Summoned, Ritual Summoned or Special Summoned from the Extra Deck, then your opponent can Special Summon as many monsters from their Graveyard as possible that were used to Summon that monster, the if this card was activated during the Battle Phase, end the Battle Phase. Your opponent cannot activate that target's effects in response to this card's activation. If all monsters you control and in your Graveyard are Armor monsters (min. 1), you can activate this card from your hand. You can only activate 1 "Extinction Fist" per turn. Armor Soul Spell (Field) (This card is always treated as a "Gravitation" card.) All Armor monsters you control gain 500 ATK. When you would Special Summon an Armor monster, you can place eitherit or an Armor monster you control face-up in your Sepll & Trap Zone as a Continuous Spell card with the following effect: • Once per turn, you can either Special Summon this card from your Spell & Trap Zone in Attack Position or place 1 Armor monster you control face-up in your Spell & Trap Zone as a Continuous Spell card, it gains this effect, while treated as a Continuous Spell card and if you do, Special Summon this card from your Spell & Trap Zone in Attack Position. Armor Shot Spell (Quick-Play) During your Main Phase, banish up to 2 Armor monsters and/or "Armor" Spell/Trap cards from your Graveyard, the target that many cards on the field; destroy them. You can only activate 1 "Armor Shot" per turn. Link to comment Share on other sites More sharing options...
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