Fantasy Card Review - Spells

The Chartreuse Avenger
FIRE/Pyro-Effect/6*/ATK 2000/DEF 2000
While this card is face-up on the field, your opponent cannot summon monsters with the word "Hero" in their card name. Inflict 500 points of Direct Damage to your opponent at the end of each of your Standby Phases.
 
Hey, Digital Jedi? This is the Spell card thread, not Monsters.

Dark Prophecy
Continuous Spell
Send, from your Deck to the Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card that can only be Special Summoned with "Dark Fusion", and select that 1 Fusion Monster from your Fusion Deck. Special Summon the selected Fusion Monster during your 2nd Standby Phase after this card's activation. (This Special Summon is treated as a Fusion Summon with "Dark Fusion".) When this card is removed from the field, destroy that monster. When the monster is destroyed, destroy this card.
 
VEX
Normal Spell
Select and activate one of the following effects:
  • Remove from play 1 "Vampire Bat" or "Vampire Lady" you control to Special Summon 1 "Vampire Lord" from your hand, Deck or Graveyard.
  • Remove from play 1 "Vampire Lord" you control to Special Summon 1 "Vampire Genesis" from your hand, Deck or Graveyard, ignoring the summoning conditions.
 
Divine Alchemy
Normal Spell
Activate only by Tributing 1 "Winged Kuriboh LV10" and discarding your hand. Your opponent draws 1 card for each card less than 5 you discarded. Special Summon 1 LIGHT Fusion Monster from your Fusion Deck that can be Fusion Summoned, ignoring the Summoning Conditions.
 
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Dynasty of Light
Normal Spell
Select and activate one of the following effects:
-Send 1 "Majestic Mech - Senku" you control to the Graveyard to Special Summon 1 "Majestic Mech - Ohka" from your hand or Deck.
-Send 1 "Majestic Mech - Ohka" you control to the Graveyard to Special Summon 1 "Majestic Mech - Goryu" from your hand or Deck.
 
EX E Shuffle
Normal Spell
Tribute a "Neo-Spacian" Fusion Monster to Special Summon 1 "Elemental Hero" monster from your hand, Deck or Graveyard.
 
Age of Chaos
Field Spell
Activate only by removing from play 1 of the following you control: "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", "Raviel, Lord of Phantasms". You and your opponent pay 1000 Life Points during your respective Standby Phases (this is not optional). If either of you do not, this card is destroyed. Monsters the controller of this face-up cards controls you control gain 1000 ATK and DEF and cannot be destroyed by effects of Effect Monsters.
 
Dimensional Junkyard
Normal Spell
Select up to 3 Field Cards from your Deck and send them to your Graveyard.
 
Necro Gauntlet
Equip Spell
Equip only to "Elemental Hero Necroshade". The equipped monster gains 600 ATK and DEF. When the equipped monster inflicts Battle Damage to your opponent, remove from play 1 card in your opponent's Graveyard.
 
Outback Attack!
Quick-Play Spell
Activate only by selecting 1 "Koala" monster, "Master of Oz", "Des Kangaroo" or "Des Wombat" you control. Until the end of this turn, the selected monster gains 2000 ATK.
 
Cyber Cache
Normal Spell
If you begin the Match with 3 copies of this card in your Deck, you can have up to 3 more cards in your Side Deck and your Extra Deck at the beginning of the Match.
 
Cybernetic Schematic
Normal Spell
If this card is in your Deck at the beginning of the Match, you can begin the Match with 1 extra "Cyber Dragon" or Fusion Monster that lists "Cyber Dragon" as a Fusion-Material Monster in your Deck, Extra Deck or Side Deck.
 
Chaos Enigma
Normal Spell
Pay 1000 Life Points. Remove from play 1 monster you control to select 1 card in your hand named "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms". Your opponent guess which of the previously mentioned cards is the selected card. If they guess correctly, remove the selected card from play. If they guess incorrectly, Special Summon the selected card, ignoring any and all summoning conditions.
 
Chaos Ruler
Continuous Spell
Activate only by removing from play 1 monster you control. Monsters your opponent controls can't attack you directly if they have ATK less than the removed from play monster. Once per turn, during your Main Phase, you can destroy 1 face-up monster your opponent controls with less original ATK than the removed from play monster, then inflict 1000 damage to your opponent.
 
Man on First
Normal Spell
Activate only during a turn a "Kid" monster you control inflicted damage to your opponent. Add 2 "Kid" monsters from your Deck to your hand.
 
Man on Second
Normal Spell
Activate only if you control 2 or more "Kid" monsters. Special Summon 1 "Kid" monster from your hand or Graveyard.
 
Who didn't see this coming?

Grand Slam Win!
Normal Spell
Activate only by removing from play the following cards in your Graveyard: "Man on First", "Man on Second", "Man on Third". This turn, the ATK of each face-up "Kid" monster you control becomes 1000, and "Kid" monsters you control can attack your opponent directly.
 
Super Swap
Normal Spell
Activate only by selecting 1 face-up Fusion Monster you control. Discard 1 card from your hand to return the selected monster to the Deck, then Special Summon 1 Fusion Monster from your Extra Deck with the same Fusion-Material Monsters as the returned monster (This Special Summon is treated as a Fusion Summon with "Super Polymerization"). Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation.
 
Chaos Fusion
Normal Spell
Activate only by removing from play 1 random card in your Extra Deck. Select 1 Fusion Monster in your Extra Deck at random. Remove from play, from your hand, Deck and Graveyard, the Fusion-Material Monsters listed on the selected card and Special Summon it (This Special Summon is treated as a Fusion Summon).
 
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