Cards you want to see but probably won't

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Here are some more cards I would like to see:

WHITE HORN DRAGON
Dark/Dragon/6/2200/1400
When this card is Normal Summoned or Special Summoned successfully, remove up to 5 Spell Cards in your opponent's Graveyard from play. Increase the ATK of this card for each Spell Card removed by the effect of this card x300 points.

MUTANT HIGHBRAIN
Dark/Spellcaster/6/0/2500
This effect can only be activate when this card declare attack. Choose a face-up monster in attack mode on opponent's field and take control of it until the end of battle phase, and that monster would attack instead. However, that monster cannot direct attack.

SAINT KNIGHT ISAAC
Light/Warrior/6/2300/1800
The monsters destroy by this card as a result of battle would be removed from the game.

DEATH CALIBUR KNIGHT
Dark/Fiend/4/1900/1800
This card cannot be Special Summoned. When an effect Monster activates its effect, you must tribute this face-up card on your side of the field to negate the effect and destroy that Monster.

HERO HALO
Normal Trap
This card becomes an Equip Spell Card after activation, and equip it to a Warrior-Type Monster with an ATK of 1500 or less. The equipped monster cannont be targeted for an attack my opponent's monster's with an ATK of 1900 points or more.

IRON DEMON VISER DEATH
Dark/Fiend/4/500/1200
When this card is successfully Normal Summoned, 1 selected
Monster of your opponent is destroyed during your third Standby
Phase. Until the end of the effect, this card can't be destroyed
as a result of Battle. (Damage Calculation is done as normal.)

DEVIL'S SANCTUARY
Normal Magic
Special Summon 1 [Metal Devil Token] (Fiend/Dark/1/0/0) to the Field. This token can't attack. Direct Damage done to the
[Metal Devil Token]'s controller due to it being in Battle is
done to the opponent instead. During each of your Standby
Phases, pay 1000 Life Points. If you don't pay, destroy the
[Metal Devil Token].

METAL REFLECT SLIME
Continuous Trap
After activating, this card becomes a Monster Card
(Aqua/Water/10/0/3000) and is Special Summoned to your Monster Card Zone in defense mode. This card can't attack. (This card is also treated as a Trap Card.)

SATELLITE CANNON
Light/Machine/5/0/0
This card can't be destroyed as a result of Battling a Monster
with Level 7 or less. During each of your End Phases, increase
this card's attack strength by 1000. Once this card attacks, its
attack strength becomes 0 again.

HANNIBAL NECROMANCER
Dark/Spellcaster/4/1400/1800
When this card is successfully Normal Summoned, put 1 Spell counter on this card (to a maximum of 1). You can remove 1 Spell counter from this card to destroy 1 face-up Trap card on the Field.

GELNIA
Dark/Zombie/4/1100/1200
If an opponent's effect destroys and sends this card to the
Graveyard while face-up, it is Special Summoned to your Field
during your next Standby Phase.

GREEN GADGET
Earth/Machine/4/1400/600
When this card is successfully Normal Summoned or Special
Summoned, you can put 1 [Red Gadget] from your deck into your hand.

RED GADGET
Earth/Machine/4/1300/1500
When this card is successfully Normal Summoned or Special
Summoned, you can put 1 [Yellow Gadget] from your deck into your hand.

YELLOW GADGET
Earth/Machine/4/1200/1200
When this card is successfully Normal Summoned or Special
Summoned, you can put 1 [Green Gadget] from your deck into your hand.

MOBILE FORTRESS STRONGHOLD
Normal Trap
After activating this card, it becomes an Monster card
(Machine/Earth/4/0/2000), and is Special Summoned to your Monster Zone in defense mode. If a [Green Gadget], [Red Gadget] and [Yellow Gadget] are all face-up on your Field, this card's attack strength becomes 3000. (This card is also treated as a Trap card).

DEAD SPIRIT ZOMA
Continuous Trap
After activating, this card becomes a Monster card
(Zombie/Dark/4/1800/500), and is Special Summoned to your Monster Card Zone in defense mode. When this card is destroyed as a result of Battle, do damage to your opponent's Life equal to the attack strength of the Monster that destroyed this one. (This card is also treated as a Trap card).

GRASP OF THE EARTHBOUND SPIRIT
Normal Trap
You can activate this card when an opponent's Monster declares an attack. The controller of this card chooses the attack target of the attacking Monster.

BLOODSUCKER
Dark/Zombie/4/1300/1500
If this card does Battle Damage to your opponent, send the top
card of your opponent's deck to his or her Graveyard.

GEMINI DEVIL
Dark/Fiend/4/1000/1000
When your opponent activates a card that includes the effect of
discarding cards from your hand, you can put this card into your
Graveyard from your hand to negate that activation and effect,
destroy that card, then draw 1 card.

RETURN ZOMBIE
Dark/Zombie/4/1000/1600
During your Standby Phase, if this card is in your Graveyard and
you have 0 cards in your hand, pay 500 Life Points and put this
card into your hand.

SHIELD CRUSH
Normal Magic
Choose 1 Monster on the Field in defense mode and destroy it.

COERCIVE MAGIC STARE
Normal Magic
Choose 1 Zombie Sub-Type Monster on your Field with an attack
strength of 2000 or less. During this turn, the chosen Monster
can attack your opponent directly.

KUNAI WITH CHAIN
Normal Trap
When you activate this card, you can change 1 of your opponent's attacking Monsters to defense mode. And, you may Equip this card on 1 of your Monsters, increasing its attack strength by 500. You may activate this card for only 1 of the effects.

METEOR DRAGON
Earth/Dragon/6/1800/2000

METEOR BLACK DRAGON
Fire/Dragon/8/3500/2000
Fusion: [Red Eyes Black Dragon] + [Meteor Dragon]

COPYCAT
Light/Spellcaster/1/0/0
When this card is successfully Normal Summoned, Reverse Summoned or Special Summoned, this Monster's base attack and defense strengths become that of 1 opponent's Monster.

BLAST SPHERE
Dark/Machine/4/1400/1400
When this Monster is attacked while face-down by an opponent's Monster, it becomes an Equipment card on the attacking Monster (do not calculate damage). During your opponent's next Standby Phase, destroy this card and the Equipped Monster. At that time, do damage to your opponent equal to the Equipped Monster's attack strength.

TIME MACHINE
Normal Trap
When a Monster is sent to the Graveyard due to Battle, return that Monster to the Field in the same mode. (This is not considered a Summon.)

I'll post some more later...
 
I saw a review of Time Machine on Pojo, and although it was originally said that it wasn't a Special Summon, just a "put it here", it was discovered later that it was in fact a Special Summon. It was mentioned in a later review.
 
Maruno said:
I saw a review of Time Machine on Pojo, and although it was originally said that it wasn't a Special Summon, just a "put it here", it was discovered later that it was in fact a Special Summon. It was mentioned in a later review.

That's interesting. Most of the translations I've read all include that little extra bit of text, but it never made much sense to me...

Anyway, as promised, here are some more promos we'll probably never get:

MAGIC ARM SHIELD
Normal Trap
You may activate this card when your opponent attacks.
Gain control of 1 of your opponent's face up monsters other than the attacker. That monster receives the attack instead of your monster. At the end of the Battle Phase, return control of that monster.

MAGIC LAMP
Wind/Spellcaster/3/900/1400
If this Monster is attacked by an opponent while in face-
down defense mode, you may redirect that attack strength to 1 of your opponent's Monsters. While this card is on the Field, you may Special Summon any La Jinn the Mystical Genie of the Lamp from your hand.

MAGIC SHARD EXCAVATION
Normal Magic
You can discard 2 cards from your hand to put 1 Magic card from your Graveyard into your hand.

PHARAOH'S SHRINE
Continuous Magic
This card's controller can activate Trap cards during the turn
they are Set. Also, you can send this card and [Holy Beast
Ser-Ket] on the Field to the Graveyard to choose 1 Monster card in your hand, deck or Fusion deck, and Special Summon it.

HOLY BEAST SER-KET
Earth/Fairy/6/2500/2000
If a [Pharaoh's Shrine] isn't on your Field, this card is
destroyed. For each Monster that this card destroys as a result
of Battle, the destroyed Monster is removed from the game, and
increase this card's attack strength by 500.

CURSE OF PAIN
Quickplay Magic
Negate one instance of the damage of an effect of a card
controlled by your opponent, and do that amount of damage to your opponent.

SOUL LINE
Normal Trap
You can activate this card when a Monster on your Field is
destroyed and goes to a Graveyard. Pay 1000 Life Points and you can Special Summon 1 Level 4 Monster from your deck.

YU-JYO - FRIENDSHIP
Normal Magic
Offer a handshake to your opponent. If your opponent accepts the handshake, each player's Life Points become half the total of
both player's Life Points. If you have a [Kessoku - Unity] in
your hand, you can show it to your opponent, and your opponent must accept the handshake.

KESSOKU - UNITY
Quickplay Magic
Choose 1 Monster on your Field. Until the End Phase, the defense strength of the chosen Monster becomes the total of the base defense strengths of all face-up Monsters on your Field.

JUDGEMENT OF THE PHARAOH
Normal Trap
Pay half your Life Points. Choose 1 of the following effects
that you could satisfy the requirements for and activate it.
- If you have a [Yu-Jyo - Friendship] in your Graveyard, your opponent can't Set, Summon, Reverse Summon, Special Summon or activate the effects of Effect Monsters until the end of the turn.
- If you have a [Kessoku - Unity] in your Graveyard, until the end of the turn, negate the effects of Magic and Trap cards on your opponent's Field. Also, your opponent can't activate or Set any Magic or Trap cards.

DARK KING DRAGON VANDALGION
Dark/Dragon/8/2800/2500
If you negated the activation of a card your opponent controls by a Counter Trap, you can Special Summon this card from your hand. If this card is successfully Special Summoned in this way,
activate one of the following effects based on the type of the
negated card.
- Magic: Do 1500 points of damage to your opponent's Life.
- Trap: Choose 1 card on your opponent's Field and destroy it.
- Effect Monster: Choose 1 Monster from your Graveyard and Special Summon it to your Field.

REMAINS OF YATA-GARASU
Normal Trap
Choose 1 of the following effects and activate it.
- Draw 1 card from your deck.
- You can activate this effect if there if a face-up Spirit
Monster on your opponent's Field. Draw 2 cards from your deck.

TRICKY'S MAGIC 4
Quickplay Magic
Put 1 face-up [The Tricky] from your Field into the Graveyard and activate. Special Summon a number of [Tricky Token] (Spellcaster/Wind/5/2000/1200) to your Field equal to the number of Monsters on your opponent's Field at the time that this card's effect resolves. These tokens can't declare an attack.

CASTLE GATE
Earth/Rock/6/0/2400
This card can't be destroyed as a result of Battle. When this
card is in face-up attack mode, by sacrificing 1 Monster on your
Field, do damage to your opponent's Life equal to the base attack strength of that Monster. You can use this effect only 1 time per turn.

UNION ATTACK
Normal Magic
Choose 1 face-up Monster on your Field and activate. During this turn's Battle Phase, the chosen Monster's attack strength is
increased by the total attack strength of other face-up attack
mode Monsters on your Field. This Monster can't do Battle Damage to the opposing player. Also, other face-up attack mode Monsters can't attack during this turn.

SEAL OF THE OWNER
Normal Magic
Control of all Monsters on the Field return to their owners.

SILENT DEAD
Normal Magic
Special Summon 1 Normal Monster from your Graveyard in face-up defense mode. While that card is on the Field, it can't attack.

MAGICIAN'S VALKYRIA
Light/Spellcaster/4/1600/1800
While this card is face-up on the Field, your opponent can't choose your other face-up Spellcaster Sub-Type Monsters as an
attack target.

SOUL TAKER
Normal Magic
Destroy 1 face-up Monsters on your opponent's Field. After being destroyed by this effect, your opponent gains 1000 Life Points.

MONSTER RELIEF
Normal Trap
You can activate when an opponent declares an attack during the Battle Step. Return 1 Monster on your Field to your hand, and Special Summon 1 Level 4 Monster from your hand.

AMBUSH
Normal Trap
You can activate when your opponent successfully Normal Summons or Reverse Summons a Monster. Special Summon 1 Level 4 or less Dark Main-Type Monster from your hand.

MARSHMALLON'S EYEGLASSES
Continuous Magic
While this card and a [Marshmallon] are face-up on your Field,
your opponent can't choose an attack target other than a
[Marshmallon].

BLACK MAGIC CURTAIN
Normal Magic
When you play this card, you could not and can not Summon or
Special Summon any Monsters during that turn. Pay half of your
Life Points and Special Summon a [Dark Magician] from your deck.

I think I've covered all the best promos, but I know there are plenty more.
 
Time machine's text was translated by most along the lines of
"this doesn't count as a summon"

Time machine was released a long time ago, when the mechanics-- specifically special summons-- of the games were not yet defined.

What the japanese text was saying is that it doesn't count as your normal summon for the turn.
Special Summons were not yet defined, so it did not say "special summon a monster destroyed in battle"¦"

Cards released in the TCG also had some related issues: (Mystic Tomato etc. Toon Monsters)
Although the mechanics were defined before their TCG release, Konami didn't feel it necessary to alter the card text.
 
DaGuyWitBluGlasses said:
Time machine's text was translated by most along the lines of
"this doesn't count as a summon"

Time machine was released a long time ago, when the mechanics-- specifically special summons-- of the games were not yet defined.

What the japanese text was saying is that it doesn't count as your normal summon for the turn.
Special Summons were not yet defined, so it did not say "special summon a monster destroyed in battle"¦"

Cards released in the TCG also had some related issues: (Mystic Tomato etc. Toon Monsters)
Although the mechanics were defined before their TCG release, Konami didn't feel it necessary to alter the card text.

Thanks for clearing that up, that wording always seemed kinda iffy to me...
 
I posted this shortly after I joined on a different thread, people seemed to like the idea so I'll throw it into this thread as well....

Casheir's Nightmare

Normal Spell Card

Effect:
Inflict 476 points of damage to opponent's life points. If your opponent cannot calculate the damage without use of a calculator, inflict an additional 459 points of damage, continue inflicting damage in decending multiples of 17 life points until your opponent can calculate their correct life point total without the aid of a calculator.
 
John Danker said:
I posted this shortly after I joined on a different thread, people seemed to like the idea so I'll throw it into this thread as well....

Casheir's Nightmar

Normal Spell Card

Effect:
Inflict 476 points of damage to opponent's life points. If your opponent cannot calculate the damage without use of a calculator, inflict an additional 459 points of damage, continue inflicting damage in decending multiples of 17 life points until your opponent can calculate their correct life point total without the aid of a calculator.
You evil, evil man!
 
HAHA! An interesting card indeed John...but tell me, is there a way we could work in the value "pi"?

THAT would be a right pain for duelists everywhere (and may encourage more maths teachers/students to join the game...which is always needed)
 
well for everybodys's info, i saw the spoiler for the Spellcaster deck.

and surprise surprise

2x dimensional Magic
1x Iron Cage of Nightmares
1x Mystic box of death

that so made me get back in the game.
 
Iron Cage of Nightmares = Nightmare's Steelcage: Essentially, neither player can attack. This card kills itself after 2 of your turns.

Mystic Box of Death = Mystic Box: Destroy one of your opponent's monsters. Give control of 1 of your monsters to your opponent.

-chaosruler
 
Thats right... Thats Ture..

and i know Xeno is gonna love the caster deck, i bet hes gonna buy like a whole case of thouse things. lol
 
Here's some more for ya:

WARRIOR FROM ANOTHER DIMENSION
Earth/Warrior/4/1200/1000
When this Monster attacks or is attacked, remove this
Monster and the opposing Monster from the game.

CLONE DUPLICATION
Normal Trap
You can activate this card when your opponent successfully Normal Summons or Reverse Summons a Monster. Special Summon 1 [Clone Token] with the base Sub-Type, Main-Type, Level, Attack and Defense Strengths of that Monster to your Field. If that Monster is destroyed and goes to the Graveyard, destroy this token.

MAGICIAN'S TOME
Equip Magic
Can only be Equipped on a [Dark Magician] or [Dark Magician Girl]. Increase the Equipped Monster's attack strength by 700. When this card goes to the Graveyard from the Field, you gain 1000 Life Points.

MAKIYU
Normal Magic
Choose 1 [Summoned Skull] or Thunder Sub-Type Monster on your Field. Destroy all face-up Monsters on your opponent's Field with defense strength less than or equal to the chosen Monster's attack strength. If you activate this card, you do not get a Battle Phase during this turn.

MYSTICAL REFPANEL
Normal Trap
Change the target of a Magic effect that targets 1 player to
another player.

BLADED PENDULUM TORTURE MACHINE
Dark/Machine/6/1750/2000

SKELENGEL
Light/Fairy/2/900/400
Flip: Draw 1 card.

FIREWING PEGASUS
Fire/Beast/6/2250/1800

MAGICIAN OF BLACK CHAOS
Dark/Spellcaster/8/2800/2600
Summon by a [Black Magic Ritual]. You must sacrifice
monsters from your hand and/or in play with total levels of 8 or
more.

BLACK MAGIC RITUAL
Ritual Magic
Used to summon a [Magician of Black Chaos]. Sacrifice monsters from your hand and/or in play with total levels of 8 or more, or you cannot summon a [Magician of Black Chaos].

DARK-EYES ILLUSIONIST
Dark/Spellcaster/2/0/1400
Flip: While this card is on the Field, 1 selected Monster of
your opponent permanently can't attack.

MAXIMUM SIX
Earth/Warrior/6/1900/1600
When this card is successfully Sacrifice Summoned, roll 1 six-
sided die. Increase this card's attack strength by 200 times the
die roll while this card is face-up on the Field.

DANGEROUS MACHINE TYPE-6
Continuous Magic
During each of your Standby Phases, roll one six-sided die. Use
the effect corresponding to the die roll. 1: Discard 1 card from
your hand. 2: Your opponent discards 1 card from his or her hand. 3: Draw 1 card. 4: Your opponent draws 1 card. 5: Destroy 1 Monster on your opponent's Field. 6: Destroy this card.

SIXTH SENSE
Normal Trap
State two numbers, from 1 to 6. Your opponent rolls one six-
sided die, and if the roll is either of the stated numbers, draw
that many cards. If not, put a number of cards from the top of
your deck into your Cemetery equal to the die roll.

DUNAMIS VALKYRIA
Light/Fairy/4/1800/1050

GARUMASWORD
Dark/Warrior/7/2550/2150
Summoned by a [Vow of the Garumasword]. You must sacrifice cards from your play and/or your hand with total levels of 7 or more.

VOW OF THE GARUMASWORD
Ritual Magic
Needed to summon a [Garumasword]. You must sacrifice cards with total Levels of 7 or more from play and/or your hand, or you
can't summon a [Garumasword].

CYBER-TECH ALLIGATOR
Wind/Machine/5/2500/1600

HYPNOSIS
Normal Magic
During your opponent's next turn after this card is used, your
opponent can't change the modes of his or her Monsters.

ALLIGATOR'S SWORD
Earth/Beast/4/1500/1200

ALLIGATOR'S SWORD DRAGON
Wind/Dragon/5/1700/1500
[Baby Dragon] + [Alligator's Sword]
If the only Monsters on your opponent's Field are Earth, Water
and/or Fire Main-Type Monsters, this card can attack your opponent directly.

TOON DARK MAGICIAN GIRL
Dark/Spellcaster/6/2000/1700
Can't be Special Summoned unless a you have a [Toon World] in
play. If a [Toon World] is destroyed, this card is also
destroyed. If your opponent controls no Toons, this card can
attack your opponent directly, but if he or she controls a Toon,
choose a Toon Monster as the attack target. Also, increase this
card's attack strength by 300 for each [Darkk Magician] and
[Magician of Black Chaos] in your Graveyard and your opponent's
Cemetery.

MAGIC EFFECT ARROW
Quickplay Magic
Destroy all face-up Magic cards on the Field controlled by your
opponent. Do 500 points of damage to your opponent for each
Magic card destroyed in this way.

ELECTROMAGNETIC BUG
Light/Insect/3/200/1400
Flip: Gain control of 1 of your opponent's Machine Sub-Type
Monsters in play until your next End Phase. Reduce the attack
and defense strengths of a Monster that destroys this card as a
result of Battle by 500.

RIGOROUS REAPER
Fire/Plant/3/1600/100
Flip: Each player chooses 1 card from his or her hand and
discards it. Reduce the attack and defense strengths of a
Monster that destroys this card as a result of Battle by 500.

BURFOMET
Dark/Fiend/5/1400/1800
When this card is successfully Summoned you can put 1 [Phantom Beat King Gazelle] from your deck into your hand.

CHIMERA THE WINGED MYTHICAL BEAST
Wind/Beast/6/2100/1800
[Gazelle the King of Mythical Beasts] + [Burfomet]
When this card is destroyed, you can Special Summon 1 [Phantom Beast King Gazelle] or [Baffomet] from your Graveyard to the Field.

MAGIC REMOVAL VIRAL CANNON
Normal Trap
Sacrifice {any number of} your Monsters on the Field (excluding
tokens). Your opponent chooses a number of Magic cards in his or her deck equal to the number of Monsters sacrificed, and puts
them into his or her Graveyard, and shuffles his or her deck
afterward.

MULTIPLY
Quickplay Magic
Sacrifice 1 face-up [Kuriboh]. Special Summon [Kuriboh Token]
(Dark/Fiend/1/300/200) in all of your empty Monster Zones in
defense mode. (They can't be sacrificed for a Sacrifice Summon.)

ZERA THE MANT
Dark/Demon/8/2800/2300
Summon by a [Ritual of Zera]. You must sacrifice
monsters from your hand and/or in play with total levels of 8 or
more.

ZERA RITUAL
Ritual Magic
Used to summon a [Zera the Mant]. Sacrifice monsters from your hand and/or in play with total levels of 8 or more, or you cannot summon a [Zera the Mant].

FORTRESS WHALE
Water/Fish/7/2350/2150
Summon by a [Fortress Whale's Oath]. You must
sacrifice monsters from your hand and/or in play with total
levels of 7 or more.

FORTRESS WHALE'S OATH
Ritual Magic
Used to summon a [Fortress Whale]. Sacrifice monsters
from your hand and/or in play with total levels of 7 or more, or
you cannot summon a [Fortress Whale].
 
The most feasible way I can think of of getting us all these promos is for UDE to release a bunch of new exclusive packs, something like:

Exclusive Pack Kaiba
BEUD (Ultra)
Crush Card (Ultra)
Warrior from Another Dimension (Ultra)
Magic Removal Viral Cannon
Shrink
Magic Lamp
Silent Dead
Satellite Cannon
Devil's Sanctuary
Shield Crush

Exclusive Pack Yugi
Master of Dragon Soldier (Ultra)
Magician of Black Chaos (Ultra)
Marshmelon (Ultra)
Marshmelon's Eyeglasses
The Tricky
Tricky's Magic 4
Black Magic Ritual
Black Magic Curtain
Burfomet
Chimera the Winged Mythical Beast

Exclusive Pack Joey
Meteor Black Dragon (Ultra)
Maximum Six (Ultra)
Dangerous Machine Type Six (Ultra)
Kunai with Chain
Magic Arm Shield
Alligator's Sword
Alligator's Sword Dragon
Meteor Dragon
Foolish Burial
Copycat

Exclusive Pack Marik
Masked Beast Death Guardius (Ultra)
Metal Reflect Slime (Ultra)
Soul Line (Ultra)
Bequethed Mask
Magical Shard Excavation
Hannibal Necromancer
Iron Demon Viser Death
Legend Devil
Curse of Pain
Unholy Calamity

Exclusive Pack Bakura
Puppetmaster (Ultra)
Dead Spirit Zoma (Ultra)
Death Calibur Knight (Ultra)
Gelnia
Goblin Zombie
Gemini Devil
Return Zombie
Ambush
Grasp of the Earthbound Spirit
Skelengel

Exclusive Pack Keith
Zera the Mant (Ultra)
Time Machine (Ultra)
Blast Sphere (Ultra)
Zera Ritual
Clone Duplication
Pendulum Machine
Castle Gate
Soul Taker
Cyber-Tech Alligator
Monster Relief

and even all that wouldn't get us completely caught up to Japan :(
 
krazykidpsx said:
and i know Xeno is gonna love the caster deck, i bet hes gonna buy like a whole case of thouse things. lol

What do you mean "buy a case" ?

I'm plotting to raid the entire UDE factory as we speak!! hehe.
 
Ooooh, excellent idea, Vampiric Cthulhu. I doubt we'd ever be fortunate to have such a great collection, but that would be incredibly awesome!

Nice ideas.
 
Jathro said:
Ooooh, excellent idea, Vampiric Cthulhu. I doubt we'd ever be fortunate to have such a great collection, but that would be incredibly awesome!

Nice ideas.

Thanks ;)

Anyway, here are some more cards we don't have:

GALE DOGRA
Earth/Insect/2/650/600
At the cost of 3000 Lifepoints, you can discard 1 monster from your fusion deck to your graveyard.

NEEDLE BALL
Dark/Fiend/2/750/700
Flip: You can inflict 1000 points of direct damage to your opponent's Lifepoints at the cost of 2000 of your own Lifepoints.

CRIMSON SUNBIRD
Fire/Winged Beast/2300/1800
[Faith Bird] + [Skull Red Bird]

THE SNAKE HAIR
Dark/Zombie/1500/1200

GREAT MAMMOTH OF GOLDFINE
Dark/Zombie/6/2200/1800
[The Snake Hair] + [Dragon Zombie]

SKELGON
Dark/Zombie/6/1700/1900
[The Snake Hair] + [Blackland Fire Dragon]

DARK CHIMERA
Dark/Fiend/5/1610/1460

MONSTER EYE
Dark/Fiend/1/250/350
At the cost of 1000 Lifepoints, you can return 1 [Polymerization] from your graveyard to your hand.

HOURGLASS OF COURAGE
Light/Fairy/4/1100/1200
For 3 turns (including your opponent's)following the summon of this card, the attack and defense of this monster is halved. Afterwards, both the attack and defense of this card are doubled for the remainder of the duel.

INVADER FROM ANOTHER DIMENSION
Dark/Fiend/4/950/1400

SOUL HUNTER
Dark/Fiend/6/2200/1800
[Lord of the Lamp] + [Invader from Another Dimension]

GIL GARTH
Dark/Fiend/4/1800/1200

FAIRY DRAGON
Wind/Dragon/4/1100/1200

KAISER DRAGON
Light/Dragon/7/2300/2000
[Winged Dragon, Guardian of the Fortress #1] + [Fairy Dragon]

BAROX
Dark/Fiend/5/1380/1530
[Frenzied Panda] + [Ryu-Kishin]

BRACCHIO-RAIDUS
Water/Dinosaur/6/2200/2000
[Two-Headed King Rex] + [Crawling Dragon #2]

ZONE EATER
Water/Aqua/1/250/200
A monster attacked by this card will be destroyed at the end phase of the 5th turn after the attack.

AMAZON OF THE SEAS
Water/Fish/4/1300/1400

AQUA DRAGON
Water/Sea Serpent/6/2250/1900
[Fairy Dragon] + [Amazon of the Seas] + [Zone Eater]

DARK ARTIST
Dark/Fiend/3/600/1400
The defense of this card is halved when it is attacked by a Light monster.

DARK RABBIT
Dark/Beast/4/1100/1500

ELEMENTAL HERO STEAM HEALER
Water/Warrior/5/1800/1000
[Elemental Hero Burstinatrix] + [Elemental Hero Bubbleman]
This card cannot be Special Summon other than Fusion Summon. When this card destroy an opponent's monster as a result of battle and send it to Graveyard, you gain lifepoints equal to the attack strength of the destroyed monster.

BUBBLE SHOT
Equip Magic
This card can only be equipped on [Elemental Hero Bubbleman]. Increase the equipped monster's attack strength by 800. If the equipped monster would be destroyed as a result of battle, destroy this card instead, and damage done to the controller of the equipped monsters would become 0.

ARMED DRAGON LV10
Wind/Dragon/10/3000/2000
This card cannot be Normal Summon. This card can only be special summon by sacrificing an [Armed Dragon LV7] on your field. Discard one card from your hand to destroy all face-up monsters on opponent's field.

ELEMENTAL HERO MUDBALL MAN
Earth/Warrior/6/1900/3000
[Elemental Hero Bubbleman] + [Elemental Hero Clayman]
This card cannot be special summon other than Fusion Summon.

BLOCKMAN
Earth/Rock/4/1000/1500
Sacrifice this card, special summon a number of [Block Token] (Earth/Rock/4/1000/500) onto your field in defense mode equal to number of your turns this card is face-up on your field. The tokens cannot declare attack.
 
krazykidpsx said:
Hypnosis got released in the Dawn of Destiny Video Game in Europe.

:)

we got ra, they got hypnosis, now thats kool huh.

Wow, we got kinda gyped. Sure, Hypnosis isn't that great, but anything's better than Ra...
 
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