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Some of the TDGS exclusives


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Found this on another site.

 

 

TDGS-EN000 Avenging Knight Parsath

LIGHT/Fairy - Synchro/8/2600/2100

1 Tuner + 1 or more non-Tuner Light monsters

Once per turn, you can change the battle position of 1 face-up monster your opponent controls. During battle between the attacking card and a Defense position monster whose DEF is lower than the ATK of this card inflict the difference in Battle Damage tor your opponent.

Secret Rare

 

TDGS-EN081 Counselor Lily

Earth/Fairy - Tuner/3/400/1500

When this card is sent to the Graveyard for a Synchro Summon, you can pay 500 Life Points to have that Synchro monster gain 1000 ATK until the End Phase.

Super Rare

 

TDGS-EN082 Herald of Orange Light

Light/Fairy - Tuner/2/300/500

You can send this card and 1 other Fairy-Type monster from your hand to the Graveyard to negate the activation of an effect of an Effect Monster your opponent controls, and destroy it. You can activate this effect during either player's turn.

Rare

 

TDGS-EN083

 

TDGS-EN084 Maiden of Macabre

Dark/Spellcaster/4/1700/0

When this card destroys a monster your opponent controls by battle, place 1 Spell Counter on it. It gains 200 ATK for each Spell Counter on it.

Rare

 

TDGS-EN085

 

TDGS-EN086

 

TDGS-EN087

 

TDGS-EN088 Telekinetic Charging Cell

Equip Spell

Equip only to a Psychic-Type monster. You do not have to pay Life Points to activate its effect(s). When the equipped monster is destroyed and this card is sent to the Graveyard, you can pay 1000 Life Points to return this card to your hand.

Rare

 

TDGS-EN089

 

TDGS-EN090 The Tricky

Wind/Spellcaster/5/2000/1200

You can discard 1 card to Special Summon this card from your hand.

Rare

 

TDGS-EN091

 

TDGS-EN092

 

TDGS-EN093

 

TDGS-EN094 Splendid Venus

Light/Fairy/8/2800/2400

All non-Fairy-Type monsters lose 500 ATK and DEF. The activation and effect of Spell and Trap Cards you control cannot be negated.

Secret Rare

 

TDGS-EN095

 

TDGS-EN096 Cold Enchanter

Water/Aqua/4/1600/1200

You can discard 1 card to place 1 Ice Counter on 1 face-up monster. This card gains 300 ATK for each Ice Counter on the field.

Rare

 

TDGS-EN096

 

TDGS-EN097

 

TDGS-EN098

 

TDGS-EN099

 

TDGS-EN0??

Trap of Darkness

Normal Trap

Activate only by paying 1000 Life Points while you have 3000 Life Points or less. Select a Normal Trap Card in your Graveyard. This card's effect is the same as that Trap Card's. Remove from play that Normal Trap Card.

Ultra Rare

 

TDGS-EN0??

The Selection

Counter Trap

Pay 1000 Life Points. Negate the Summon of a monster that has the same Type as a monster on the field, and destroy it.

Ultra Rare

 

TDGS-EN0??

Kunai with Chain

Normal Trap

Choose 1 or both of these effects:

• Activate only when an opponent's monster attacks. Change the attacking monster to Defense Position.

• Equip this card to a monster you control. It gains 500 ATK.

Super Rare

 

TDGS-EN0??

Tricky Spell 4

Quick-Play Spell

Send 1 face-up "The Tricky" you control to the Graveyard. For each monster your opponent controls, Special Summon a "Tricky Token" (Spellcaster-Type/WIND/Level 5/ATK 2000/DEF 1200) in Defense Position. "Tricky Tokens" cannot declare an attack.

Rare

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the tricky is sweet, and works in a lot of decks. ditch that 4 star (r less) and get to the bigger stuff faster, and he was special summoned, which mean you can ditch him to get out something even better on the same turn!

 

i use him in a ds deck i have, tribute him for Dark m girl, sages stone, then through the light and darkness, sages stone again, and one card left over for next turn, or now maybe if I'm going second. three monsters on the field in one turn and all of them bigger than a cyber, I'm happy!

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You don't have it posted Ben, but Charge of the Light Brigade is absolutely awesome.

 

Normal Spell

Discard 3 cards from the top of your deck to the Graveyard. Add one Level 4 or lower "Lightsworn" monster from your deck to your hand.

 

Seriously, not only does it basically resurrect the Lumina/Garoth play, it increases your chances of hitting Wulves before the battle phase, and makes Lightsworn nearly as toolboxy as G-Beasts.

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