antilegend
New Member
Counter-Counter
Counter Trap
You can activate this card only when a card that can negate the effect of a card is activated (or summoned, if it is a monster). Negate the activation (or summon) of that card and destroy it.
Rarity: Normal
Limit: None
Permanent Barrier of Light
Continuous Trap
This card cannot be activated in the Damage Step. All effect damage done to your life point becomes 0. Decrease the ATK of all DARK monsters by 200. Send one Light monster from your hand or your side of the field to the graveyard during your Standby Phase or destroy this card.
Rarity: Rare
Limit: None
Permanent Barrier of Darkness
Continuous Trap
This card cannot be activated in the Damage Step. Monsters on your side of the field are not destroyed as a result of battle. In that case, if an opponent monster attacks one of your monster in DEF position with less DEF than the ATK of the attacking monster, inflict the difference as battle damage to your Life Point. Decrease the ATK of all LIGHT monsters by 100. Send one DARK monster from your hand or your side of the field to the graveyard during your Standby Phase or destroy this card.
Rarity: Rare
Limit: None
Strike Back
Trap
You can only activate this card when you receive battle damage in your opponent's turn. Tribute two monsters to inflict damage to your opponent's Life Point equals to twice as much as the damage you received.
Rarity: Super Rare
Limit: One or Two
Forever Depts
Continuous Trap
When a player pay a cost to activate a card of an effect of a card, he/she has to pay the cost twice.
Rarity: Super Rare
Limit: None
Rob and Run
Trap
You can activate this card when your opponent has 3 or more cards than you have in his/her hand. Discard 1 card to activate this card. Select one random card from your opponent's hand and add it to your hand. When that card is sent to the graveyard while it is under your control, inflict 700 damage to your Life Point and remove that card from play.
Ruling:
If a player use Rob and Run to grab a card, then the control of the card Shift back to the opponent then the player again (via Exchange etc.), the condition for Rob and Run has been reset and no damage would be inflicted nor is the card removed from play.
Rarity: Rare
Limit: None
Swamp!!
Normal Trap
Pay half of your Life Point. Special Summon 5 monsters from your hand to your side of the field. Those monsters cannot be tributed and their ATK and DEF are halved. You cannot conduct your Battle Phase in the turn you activated this card. (Or your next turn if this card is activated in your opponent's turn)
Rarity: Ultra Rare
Limit: None
I don't know you?
Normal Trap (with a picture of Mauranding Captain, pointing at Goblin Attack Force, wondering who he is)
Select one monster that can be normal summon from your hand, and declare its Attribute, Type, and Level. Then your opponent guess the name of the card. If he/she guesses it right, the selected card is removed from play. If he/she guesses it wrong, special summon the selected card.
Rarity: Rare
Limit: None
Counter Trap
You can activate this card only when a card that can negate the effect of a card is activated (or summoned, if it is a monster). Negate the activation (or summon) of that card and destroy it.
Rarity: Normal
Limit: None
Permanent Barrier of Light
Continuous Trap
This card cannot be activated in the Damage Step. All effect damage done to your life point becomes 0. Decrease the ATK of all DARK monsters by 200. Send one Light monster from your hand or your side of the field to the graveyard during your Standby Phase or destroy this card.
Rarity: Rare
Limit: None
Permanent Barrier of Darkness
Continuous Trap
This card cannot be activated in the Damage Step. Monsters on your side of the field are not destroyed as a result of battle. In that case, if an opponent monster attacks one of your monster in DEF position with less DEF than the ATK of the attacking monster, inflict the difference as battle damage to your Life Point. Decrease the ATK of all LIGHT monsters by 100. Send one DARK monster from your hand or your side of the field to the graveyard during your Standby Phase or destroy this card.
Rarity: Rare
Limit: None
Strike Back
Trap
You can only activate this card when you receive battle damage in your opponent's turn. Tribute two monsters to inflict damage to your opponent's Life Point equals to twice as much as the damage you received.
Rarity: Super Rare
Limit: One or Two
Forever Depts
Continuous Trap
When a player pay a cost to activate a card of an effect of a card, he/she has to pay the cost twice.
Rarity: Super Rare
Limit: None
Rob and Run
Trap
You can activate this card when your opponent has 3 or more cards than you have in his/her hand. Discard 1 card to activate this card. Select one random card from your opponent's hand and add it to your hand. When that card is sent to the graveyard while it is under your control, inflict 700 damage to your Life Point and remove that card from play.
Ruling:
If a player use Rob and Run to grab a card, then the control of the card Shift back to the opponent then the player again (via Exchange etc.), the condition for Rob and Run has been reset and no damage would be inflicted nor is the card removed from play.
Rarity: Rare
Limit: None
Swamp!!
Normal Trap
Pay half of your Life Point. Special Summon 5 monsters from your hand to your side of the field. Those monsters cannot be tributed and their ATK and DEF are halved. You cannot conduct your Battle Phase in the turn you activated this card. (Or your next turn if this card is activated in your opponent's turn)
Rarity: Ultra Rare
Limit: None
I don't know you?
Normal Trap (with a picture of Mauranding Captain, pointing at Goblin Attack Force, wondering who he is)
Select one monster that can be normal summon from your hand, and declare its Attribute, Type, and Level. Then your opponent guess the name of the card. If he/she guesses it right, the selected card is removed from play. If he/she guesses it wrong, special summon the selected card.
Rarity: Rare
Limit: None