Enemy of Justice Full Spoiler w/ Pictures

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Full spoiler, thanks to DM Comet. Pictures provided by Spoontang of Pojo who got it from "Shriek".

http://dmcomet.net/eoj.txt

http://photobucket.com/albums/f304/shriek7/Enemy of Justice/?start=0

Rarity List for this set:
Ultimate Rare (11):
D-Hero Dreadguy (004)
Cyber Prima (007)
Cyber Phoenix (009)
Victory Viper XX03 (011)
Lightning Gear - Gouryuu (016)
Giver of Judgment - Boltenis (023)
Super Electromagnetic Operating Voltic Dragon (031)
E-Hero Phoenix Guy (032)
E-Hero Shining Phoenix Guy (033)
E-Hero Wild Wingman (035)
Clocktower of Seclusion (048)

Ultra Rare (4):
D-Hero Dreadguy (004)
Giver of Judgment - Boltenis (023)
E-Hero Phoenix Guy (032)
E-Hero Shining Phoenix Guy (033)

Super Rare (7):
Cyber Prima (007)
Cyber Phoenix (009)
Victory Viper XX03 (011)
Lightning Gear - Gouryuu (016)
Super Electromagnetic Operating Voltic Dragon (031)
E-Hero Wild Wingman (035)
Clocktower of Seclusion (048)

Rare (14):
D-Hero Diamondguy (003)
Harpy Pet Baby Dragon (013)
Lightning Gear - Sakuraka (015)
Green Declarer (018)
Purple Declarer (019)
Bringer of Sparking Light (022)
Hero Flash!! (042)
Guard Penalty (045)
Lifechanger (049)
Destiny Destroy (051)
D-Time (053)
Elemental Absorber (056)
Miracle Arrival (058)
Kickback (060)
------------------------------------------------------
EOJ-JP001
D-Hero Devilguy
Dark/Warrior/3/600/800
When this card is in face-up attack mode, once per turn you can remove an opponent's monster from the game. The player that use this effect cannot battle during that turn. The monster removed by this effect, at your second Standby Phase, would return onto opponent's field in the same mode.

EOJ-JP002
D-Hero Diehardguy
Dark/Warrior/3/800/800
When this card is face-up on the field, if a monster with [D-Hero] in its name other than this card would be destroy as result of battle and sent to Graveyard, special summon that monster onto your field during your next Standby Phase. This effect can only be used once per turn.

EOJ-JP003
D-Hero Diamondguy
Dark/Warrior/4/1400/1600
When this card is face-up on the field, you can look at the top card on your deck. If that card is a Normal Magic sends it to Graveyard, and you can activate the effect of that Normal Magic at the Main Phase of your next turn. If outside of Normal Magic card put it to bottom of the deck. This effect can only be activate once per turn.
Rare

EOJ-JP004
D-Hero Dreadguy
Dark/Warrior/8/?/?
When special summon by effect of [Clocktower of Seclusion], destroy all monsters on your field except cards with [D-Hero] in its name. Afterward, you can special summon up to 2 monsters with [D-Hero] in its name from your Graveyard. During the turn this card is special summon, when monster with [D-Hero] in its name on your field would be destroy as result of battle, the battle damages done to controller would become 0. This card's attack and defense strength is equal to the total original attack strength of all monsters with [D-Hero] in its name outside of this card.
Ultra/Ultimate Rare

EOJ-JP005
Cyber Tutu
Earth/Warrior/3/1000/800
When all monsters on opponent's field have their attack strength higher than this card's attack strength, this card can attack opponent directly.

EOJ-JP006
Cyber Gymnastics
Earth/Warrior/4/800/1800
Discard a card from hand. Destroy a monster in face-up attack mode on opponent's field. This effect can only be use once per turn.

EOJ-JP007
Cyber Prima
Light/Warrior/6/2300/1600
When this card is successfully sacrificed summon, destroy all face-up Magic cards on the field.
Super/Ultimate Rare

EOJ-JP008
Cyber Giraffe
Light/Machine/3/300/800
Sacrifice this card. Until End Phase of that turn, all damages done to this card's controller by effect of cards would become 0.

EOJ-JP009
Cyber Phoenix
Fire/Machine/4/1200/1600
When this card is face-up on the field, negate all effects of Magic/Trap cards that target a Machine sub-type monster on your field. When this card is destroy and sent to Graveyard as result of battle when it's face-up, draw a card from your deck.
Super/Ultimate Rare

EOJ-JP010
Searchlightman
Light/Machine/3/1000/1000
Reverse: Opponent cannot set card(s) this turn.

EOJ-JP011
Victory Viper XX03
Light/Machine/4/1200/1000
When this card successfully destroy an opponent's monster, choose one of the following effects and
activate.
- Increase this card's attack strength by 400.
- Destroy a face-up Magic/Trap card on the field
- Special Summon a [Option Token] onto your field that have the same Main-Type, sub-type, level, attack, and defense strength as this card.
Super/Ultimate Rare

EOJ-JP012
Birdman of Gale - Joe
Wind/Bird/6/2300/1400
When this card is successfully sacrificed summon by sacrificing a Wind main-type monster, return all Magic/Trap cards on the field to owner's hand.

EOJ-JP013
Harpy Pet Baby Dragon
Wind/Dragon/4/1200/600
This card gains effect text equal to number of monster with [Harpy] in its name on your field other than [Harpy Pet Baby Dragon]. 1 - When this card is face-up on the field, opponent cannot choose monsters with [Harpy] in its name on your field as target of attack other than [Harpy Pet Baby Dragon] 2 - Doubled this card's attack and defense strength 3 - Once per turn, you may destroy a card on opponent's field.
Rare

EOJ-JP014
Lightning Gear - Skyflash (Lightning Gear - Hiramakuu)
Light/Angel/4/1000/500
When this card attack opponent's lifepoints directly, draw a card from your deck. Send this card to Graveyard during the End Phase of the turn this card is successfully Normal Summoned, Reversed Summon, or Special Summon.

EOJ-JP015
Lightning Gear - Sakuraka
Light/Angel/6/2400/1400
This card can be Summoned without sacrifice. If summon by this way, send this card to Graveyard at End Phase.
Rare

EOJ-JP016
Lightning Gear - Rumbling Dragon (Lightning Gear - Gouryuu)
Light/Angel/8/2900/1800
This card can be Summoned by sacrificing 1 monster. If summoned by this way, send this card to Graveyard at End Phase. When this card attack a monster in defense mode, and the attack strength exceed that defense strength, do battle damages to opponent equal to the difference.
Super/Ultimate Rare

EOJ-JP017
Royal Knights
Light/Angel/3/1300/800
When this card destroy a monster as result of battle and send to Graveyard, increase your lifepoints equal to that monster's defense strength.

EOJ-JP018
Green Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from your hand to Graveyard to activate. Negate an activation of an opponent's Magic card and destroy it. This effect can only be use in opponent's turn.
Rare

EOJ-JP019
Purple Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from your hand to Graveyard to activate. Negate an activation of an opponent's Trap card and destroy it. This effect cannot be use in opponent's turn.
Rare

EOJ-JP020
Artemis of Harvest
Light/Angel/4/1600/1700
When this card is face-up on the field, draw a card every time a Counter Trap would be activate.

EOJ-JP021
Reiyad of Relief
Light/Angel/4/1400/1500
When this card is face-up on the field, whenever a Counter Trap would be activate return 2 Angel sub-type monsters that are removed from game into your hand.

EOJ-JP022
Bringer of Sparking Light
Light/Angel/3/1600/0
When this card is face-up on the field, all cards that would send to Graveyard would be removed from the game instead.
Rare

EOJ-JP023
Giver of Judgment - Boltenis
Light/Angel/8/2800/1400
When you successfully activate a Counter Trap, this card may be special summon by sacrificing all monsters on your field. When this card is successfully special summon this way, you may destroy number of cards on opponent's field equal to number of Angel sub-type monsters sacrificed.
Ultra/Ultimate Rare

EOJ-JP024
Guard Dog
Earth/Beast/3/1500/500
Reverse: Opponent player cannot special summon during this turn.

EOJ-JP025
Vacuum Itachi ("Vacuum Weasel")
Wind/Beast/3/500/1500
Reverse: Opponent cannot activate Magic/Trap during this turn.

EOJ-JP026
Beating Aos
Earth/Spellcaster/4/800/1500
Sacrifice an Earth main-type monster outside of this card from your field, special summon an Earth main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Beating Aos] leaves field.

EOJ-JP027
Raging Eria
Water/Spellcaster/4/800/1500
Sacrifice a Water main-type monster outside of this card from your field, special summon a Water main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Raging Eria] leaves field.

EOJ-JP028
Blazing Hiita
Fire/Spellcaster/4/800/1500
Sacrifice a Fire main-type monster outside of this card from your field, special summon a Fire main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Blazing Hiita] leaves field.

EOJ-JP029
Devastating Wynn
Wind/Spellcaster/4/800/1500
Sacrifice a Wind main-type monster outside of this card from your field, special summon a Wind main-type monster from your hand. This effect can only be activate once per turn. The monsters special summon by this effect would be destroy when [Devastating Wynn] leaves field.

EOJ-JP030
Battery Man D
Light/Thunder/1/0/1900
When this card is face-up on the field, opponent cannot choose a Thunder sub-type monster as target
of attack other than [Battery Man D].

EOJ-JP031
Super Electromagnetic Operating Voltic Dragon
Light/Thunder/5/2400/1000
When you successfully sacrificed summon by using one of following monsters, this card gain respective
effect.
- Battery Man D: Negate the Magic/Trap effect that target this card.
- Battery Man C: When this card attacks a monster in defense mode, and the attack strength is higher than the defense strength, do battle damages to opponent equal to the difference.
- Battery Man AA: Increase this card's attack strength by 1000.
Super/Ultimate Rare

EOJ-JP032
E-Hero Phoenix Guy
Fire/Warrior - Fusion/6/2100/1200
[E-Hero Featherman] + [E-Hero Burst Lady]
This card can only be Special summon by Fusion Summon. This card cannot be destroy as result of battle.
Ultra/Ultimate Rare

EOJ-JP033
E-Hero Shining Phoenixguy
Fire/Warrior - Fusion/8/2500/2100
[E-Hero Sparkman] + [E-Hero Phoenixguy]
This card can only be special summon by Fusion Summon. Increase this card's attack strength by 300 for each monsters with [E-Hero] in its name in your Graveyard. This card cannot be destroy as result of battle.
Ultra/Ultimate Rare

EOJ-JP034
E-Hero Sailorman
Water/Warrior - Fusion/5/1400/1000
[E-Hero Bubbleman] + [E-Hero Featherman]
This card can only be special summon by Fusion Summon. When you have set Magic/Trap card, this card can attack opponent directly.

EOJ-JP035
E-Hero Wild Wingman
Earth/Warrior - Fusion/8/1900/2300
[E-Hero Wildman] + [E-Hero Featherman]
This card can only be Special summon by Fusion Summon. Discard a card from your hand, destroy a Magic/Trap card on the field.
Super/Ultimate Rare

EOJ-JP036
E-Hero Necroid Shaman
Dark/Warrior - Fusion/6/1900/1800
[E-Hero Wildman] + [E-Hero Necrodarkman]
This card can only be Special summon by Fusion Summon. When this card is successfully special summon, destroy a monster on opponent's field. Afterward, choose a monster in opponent's Graveyard and special summon it to opponent's field.

EOJ-JP037
Misfortune
Magic - Normal
Choose a face-up monster on opponent's field to activate. Do damage to opponent equal to halved of the original attack strength of the chosen monster. Your monster cannot attack during this turn.

EOJ-JP038
H - Heat Heart
Magic - Normal
Choose a face-up monster on your field to activate. Increase the chosen monster's attack strength by 500. When that monster attack a monster in defense mode, and the attack strength is higher than the defense strength, do battle damages to opponent equal to the difference. This card's effect would lasted until end of turn.

EOJ-JP039
E - Emergency Call
Magic - Normal
Choose a monster with [E-Hero] in its name from your deck and add it into your hand.

EOJ-JP040
R - Right Justice
Mgaic - Normal
For each monster with [E-Hero] in its name on your field, destroy a Magic/Trap card.

EOJ-JP041
O - Over Soul
Magic - Normal
Choose a monster with [E-Hero] in its name from your Graveyard, special summon it to the field.

EOJ-JP042
Hero Flash!!
This card can only be activate when you remove [H - Heat Heart], [E - Emergency Call], [R - Right Justice], and [O - Over Soul] from your Graveyard from the game. Special Summon a Normal Monster with [E-Hero] in its name from your deck. During this turn all Normal Monsters with [E-Hero] in its name can attack opponent directly.
Rare

EOJ-JP043
Power Capsule
Magic - Normal
Choose one of the effects of a [Victory Viper XX03] face-up on your field. This card's
effect would become that effect.

EOJ-JP044
Deification of Light
Magic - Quickplay
Special Summon an Angel sub-type monster from your hand. That monster's attack strength would be halved, and destroy it at the end of turn.

EOJ-JP045
Guard Penalty
Magic - Quickplay
Choose a monster on the field. When the chosen monster would switch to defense mode during this turn, draw a card from your deck.
Rare

EOJ-JP046
Grand Cross
Magic - Quickplay
This card can only be activate when [Macrocosmo] is on your field. Do 300 lifepoint damages to opponent, and destroy all monsters on the field.

EOJ-JP047
Dimensional Rip
Magic - Continuous
All monsters that would send to Graveyard would be removed from game instead.

EOJ-JP048
Clocktower of Seclusion
Magic - Field
During each Standby Phase of opponent's turn, put a Time Counter onto this card. When this card have four or more Time Counters on it, battle damages would not be done to this card's controller. When this card is destroy and send to Graveyard while it have 4 or more Time Counters, special summon a [D-Hero Dreadguy] from your hand or deck.
Super/Ultimate Rare

EOJ-JP049
Lifechanger
Trap - Normal
This card can only be activate when your lifepoints is 8000 or more less than opponent. Both player's lifepoints become 3000.
Rare

EOJ-JP050
Elemental Charge
Trap - Normal
For each monsters on your field with [E-Hero] in its name, increase your lifepoints by 1000.

EOJ-JP051
Destiny Destroy
Trap - Normal
Send the top 3 cards on your deck to Graveyard. For each Magic/Trap card send to Graveyard by this effect, you take 1000 lifepoints damages.
Rare

EOJ-JP052
Destiny Signal
Trap - Normal
This card can only be activate when one of your monster on the field is destroyed as a result of battle. Special summon a monster with [D-Hero] in its name that is Level 4 or lower from your hand or deck.

EOJ-JP053
D-Time
Trap - Normal
This card can only be activate when a monster with [E-Hero] in its name on your field leaves the field. Add a monster with [D-Hero] in its name with level lower than that monster into your hand from your deck.
Rare

EOJ-JP054
D-Shield
Trap - Normal
This card can only be activate when a monster in attack mode with [D-Hero] in its name on your field would be target of attack. This card would become an equipment card, and equipped on the attacked monster and strength it to defense mode. The equipped monster cannot be destroy as result of battle.

EOJ-JP055
God Bird Attack
Trap - Normal
Sacrifice a Bird sub-type monsters fron your field. Destroy 2 cards on the field.

EOJ-JP056
Elemental Absorber
Trap - Continuous
Remove a monster card from your hand from the game. All opponent's monsters with the same main-type as that card, as long as this card is on the field, cannot declare attack.
Rare

EOJ-JP057
Macrocosmo
Trap - Continuous
You may special summon a [Primerval Sun - Helios] from your hand or deck. When this card is face-up on the field, all cards that would send to Graveyard would be removed from game instead.

EOJ-JP058
Miracle Arrival
Trap - Continuous
Special Summon one of your Angel sub-type monster that is removed from game. When this card leaves the field, destroy that monster. When that monster is destroy this card is destroy.
Rare

EOJ-JP059
Cracking Hatchet
Trap - Continuous
Choose a face-up monster on the field to activate. When this card is face-up on the field, the attack strength of the chosen monster is decrease by 500 during each of your Standby Phase. When that monster is destroy, destroy this card.

EOJ-JP060
Kickback
Trap - Counter
Negate the Normal or Reverse Summon of a monster, and return that monster to owner's hand.
Rare

END.
 
Like, probably take forever. It's either not released in JPN yet or just got released.

Man, I want Cyber Phoenix. Uber effect IMO. I mean, it can walk through decent number of cards and when it dies, YOU DRAW A CARD!

EOJ-JP011
Victory Viper XX03
Light/Machine/4/1200/1000
When this card successfully destroy an opponent's monster, choose one of the following effects and
activate.
- Increase this card's attack strength by 400.
- Destroy a face-up Magic/Trap card on the field
- Special Summon a [Option Token] onto your field that have the same Main-Type, sub-type, level, attack, and defense strength as this card.
Super/Ultimate Rare

WOW! [KICKIN'] ABILITY FOR A lvl 4 MONSTER! Not the increase in ATK strength, but the fact your spamming extra tokens with decent ATK strength. (i.e. more tribute food and more swarm.) is insane! And free s/t buster!

Man, SOOO many good lights... no worries about chaos food now.
 
magnumcyclonex said:
EOJ-JP031
Super Electromagnetic Operating Voltic Dragon
Light/Thunder/5/2400/1000
When you successfully sacrificed summon by using one of following monsters, this card gain respective
effect.
- Battery Man D: Negate the Magic/Trap effect that target this card.
- Battery Man C: When this card attacks a monster in defense mode, and the attack strength is higher than the defense strength, do battle damages to opponent equal to the difference.
- Battery Man AA: Increase this card's attack strength by 1000.
Super/Ultimate Rare

...Batterys=sweet. Thunder=sweet. 3400 ATK LV5=sweet. Untargetable LV5=sweet. This card=Willy Wonka who?

magnumcyclonex said:
EOJ-JP038
H - Heat Heart
Magic - Normal
Choose a face-up monster on your field to activate. Increase the chosen monster's attack strength by 500. When that monster attack a monster in defense mode, and the attack strength is higher than the defense strength, do battle damages to opponent equal to the difference. This card's effect would lasted until end of turn.

EOJ-JP039
E - Emergency Call
Magic - Normal
Choose a monster with [E-Hero] in its name from your deck and add it into your hand.

EOJ-JP040
R - Right Justice
Mgaic - Normal
For each monster with [E-Hero] in its name on your field, destroy a Magic/Trap card.

EOJ-JP041
O - Over Soul
Magic - Normal
Choose a monster with [E-Hero] in its name from your Graveyard, special summon it to the field.

EOJ-JP042
Hero Flash!!
This card can only be activate when you remove [H - Heat Heart], [E - Emergency Call], [R - Right Justice], and [O - Over Soul] from your Graveyard from the game. Special Summon a Normal Monster with [E-Hero] in its name from your deck. During this turn all Normal Monsters with [E-Hero] in its name can attack opponent directly.
Rare

Let me first say that E-Heros FINALLY do something. I wouldn't use "Hero Flash!!" myself, simply because swining for a direct 1600 seems like a waste of a card (since that is likely to be all you are going to do with it), and it just isn't worth the miserable topdeck this could be. That being said, "H" is pretty much crap, as extra ATK has never proven to be much of a sticking point in major play, especially if it's only until end of turn. "E" is a great RotA sub that can also pull Engineman should the need arise. "R" is the big winner here, as E-Heros have always needed a way to nuke the back row, and this is quite possibly the coolest way of doing it I have ever seen. It can easily be a 241, after setting a first turn Clayman. "O" is what E-Hero's have really needed all along, unlimited recursion. Engineman wants blood...

magnumcyclonex said:
EOJ-JP055
God Bird Attack
Trap - Normal
Sacrifice a Bird sub-type monsters fron your field. Destroy 2 cards on the field.

BIRD ROCKZORZ!!! A great response to Sakuretsu, Smashing Ground, Snatch Steal, Swing with a monster, etc.

magnumcyclonex said:
EOJ-JP046
Grand Cross
Magic - Quickplay
This card can only be activate when [Macrocosmo] is on your field. Do 300 lifepoint damages to opponent, and destroy all monsters on the field.

EOJ-JP057
Macrocosmo
Trap - Continuous
You may special summon a [Primerval Sun - Helios] from your hand or deck. When this card is face-up on the field, all cards that would send to Graveyard would be removed from game instead.

...okay, this is officially the most sex that there has ever been in one set...
 
To be honest, this set is so so. There are only a few cards I would consider using:

EOJ-JP009
Cyber Phoenix
(protects Machines and pays for itself when destroyed by battle)

and

EOJ-JP031
Super Electromagnetic Operating Voltic Dragon
(I would only use this with Batteryman AA to make this a 3400 1 tribute monster in a semi competitive deck)


New decks will also be based on Return from the Different Dimension and:

EOJ-JP047
Dimensional Rip

and

EOJ-JP058
Miracle Arrival

if the deck is Angel based.

E Heros get lots of support too. They have searchability, destruction and revival, and more fusions. They're going to be more annoying than ever 3 months down the road...

This set was just released in Asia. We get this around May/June.
 
magnumcyclonex said:
EOJ-JP011
Victory Viper XX03
Light/Machine/4/1200/1000
When this card successfully destroy an opponent's monster, choose one of the following effects and
activate.
- Increase this card's attack strength by 400.
- Destroy a face-up Magic/Trap card on the field
- Special Summon a [Option Token] onto your field that have the same Main-Type, sub-type, level, attack, and defense strength as this card.
Super/Ultimate Rare


EOJ-JP043
Power Capsule
Magic - Normal
Choose one of the effects of a [Victory Viper XX03] face-up on your field. This card's
effect would become that effect.
I'm not sure how Power Capsule would cope with Vic's first effect.


magnumcyclonex said:
EOJ-JP013
Harpy Pet Baby Dragon
Wind/Dragon/4/1200/600
This card gains effect text equal to number of monster with [Harpy] in its name on your field other than [Harpy Pet Baby Dragon]. 1 - When this card is face-up on the field, opponent cannot choose monsters with [Harpy] in its name on your field as target of attack other than [Harpy Pet Baby Dragon] 2 - Doubled this card's attack and defense strength 3 - Once per turn, you may destroy a card on opponent's field.
Rare
Interesting. Although what would happen with 4 monsters on the field with Harpie in their names? And are these effects cumulative or specific to how many monsters there are?


magnumcyclonex said:
EOJ-JP018
Green Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from your hand to Graveyard to activate. Negate an activation of an opponent's Magic card and destroy it. This effect can only be use in opponent's turn.
Rare


EOJ-JP019
Purple Declarer
Light/Angel/2/300/500
Discard this card and another Angel sub-type monsters from your hand to Graveyard to activate. Negate an activation of an opponent's Trap card and destroy it. This effect cannot be use in opponent's turn.
Rare
Nice. Great way around Royal Decrees and such. Your opponent won't be running many ways to negate this kind of effect.


magnumcyclonex said:
EOJ-JP022
Bringer of Sparking Light
Light/Angel/3/1600/0
When this card is face-up on the field, all cards that would send to Graveyard would be removed from the game instead.
Rare


EOJ-JP047
Dimensional Rip
Magic - Continuous
All monsters that would send to Graveyard would be removed from game instead.
Banisher of the Light? Seriously?


magnumcyclonex said:
EOJ-JP056
Elemental Absorber
Trap - Continuous
Remove a monster card from your hand from the game. All opponent's monsters with the same main-type as that card, as long as this card is on the field, cannot declare attack.
Rare
Aah, nice one. Nice one indeed.


magnumcyclonex said:
EOJ-JP057
Macrocosmo
Trap - Continuous
You may special summon a [Primerval Sun - Helios] from your hand or deck. When this card is face-up on the field, all cards that would send to Graveyard would be removed from game instead.
More Banisher of the Light. I shouldn't think anyone will use the Special Summon part of this Ability (Primeval Sun - Helios: Light/Pyro/4/?/?, where ? = 100 x number of monsters removed from play), not even because of Helios Duo Megistos (Light/Pyro/6/?/?, where ? = 200 x number of monsters removed from play; can only be Special Summoned by Tributing Primeval).



Otherwise, they're really pushing the Fairy stuff here. There are some good cards in this set.
 
Maruno said:
Interesting. Although what would happen with 4 monsters on the field with Harpie in their names? And are these effects cumulative or specific to how many monsters there are?

I'm thinking no, simply because it says "This card gains effect text equal to number of monster with [Harpy]...".
3!=2!=1, so I think you wouldn't get 3 and 1, or 3 and 2, or 2 and 1. It seems a lot like Cyber Blader in that respect.

Has anyone else noticed how incredibly sweet the picutres are? Especially for the 2800 Counter Trap Angel and Misfortune...
 
who was the one saying the next structure deck wasnt going to be pure harpy[or atleast mostly]?

i belive EOJ just answered alot of Doubts that were running in peoples mind.

that harpy deck is gonna be sick.
 
EOJ-JP014
Lightning Gear - Skyflash (Lightning Gear - Hiramakuu)
Light/Angel/4/1000/500
When this card attack opponent's lifepoints directly, draw a card from your deck. Send this card to Graveyard during the End Phase of the turn this card is successfully Normal Summoned, Reversed Summon, or Special Summon.
Reversed Summon? Is this the way Japan refers to flip?
 
drzero7 said:
Like, probably take forever. It's either not released in JPN yet or just got released.

Man, I want Cyber Phoenix. Uber effect IMO. I mean, it can walk through decent number of cards and when it dies, YOU DRAW A CARD!

EOJ-JP011
Victory Viper XX03
Light/Machine/4/1200/1000
When this card successfully destroy an opponent's monster, choose one of the following effects and
activate.
- Increase this card's attack strength by 400.
- Destroy a face-up Magic/Trap card on the field
- Special Summon a [Option Token] onto your field that have the same Main-Type, sub-type, level, attack, and defense strength as this card.
Super/Ultimate Rare

WOW! [KICKIN'] ABILITY FOR A lvl 4 MONSTER! Not the increase in ATK strength, but the fact your spamming extra tokens with decent ATK strength. (i.e. more tribute food and more swarm.) is insane! And free s/t buster!

Man, SOOO many good lights... no worries about chaos food now.
It's a good thing the token doesn't also get the EFFECT of the monster, otherwise a person could conceivably fill their whole field in one turn after Ojama Trio / Scapegoat is played.
 
EOJ-JP020
Artemis of Harvest
Light/Angel/4/1600/1700
When this card is face-up on the field, draw a card every time a Counter Trap would be activate.

EOJ-JP021
Reiyad of Relief
Light/Angel/4/1400/1500
When this card is face-up on the field, whenever a Counter Trap would be activate return 2 Angel sub-type monsters that are removed from game into your hand.
Congratulations, Negate Attack is now officially broken.
 
Any one notice that,

EOJ-JP010
Searchlightman

Looks like the Pirate King from "Fooly Cooly". Pretty cool resemblence if you ask me.

FC.gif
 
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