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were does that translation come from?

is it edo? please post some credit to the person that translated it.

either way its not broken period, dot, question mark. lol
 
Vampiric Cthulhu said:
Hmm, DMcomet's translation is a little different...

SOI-JP056
Full Burst
Trap - Normal
After this card is activate, send your entire hand to Graveyard. Do damages to opponent equal to number of cards send this way * 200.

Not so broken after all...

I said it right there :)
 
Krazy, you've always had an interesting concept of what is and what isn't broken. It seems, if it is something that you personally are not worried about, then it is not broken by your definition. Although it is still a powerful effect or whathaveyou, your not worried about it, so the rest of us shouldn't be. I must say though, a lot of the effects that you have been defending lately ARE, in fact, broken, relatively speaking. Maybe not to you. But in the meta itself, it's going to be problem for most people. "Broken" is defined by the prevelence it makes on the meta, but you frequently make statements to the effect, 'It's not broken, cause I'm not worried about it.' :rolleyes:
 
Ok if it says send your hand then it is complete jank but if it is both then that is very broken. I go first set my hand and end, you go draw for turn and I play that you lost all 6 from your hand. Thats not broken?
 
Well, that kills my whole plot. At least the meta won't be refined. The more I look at this set (ESPECIALLY with the new translations) the more I think, "You know, this is just plain stupid." This set is going to alter the meta about as much as TLM would have WITHOUT Brain Control... In other words, everything in here has SOME potential, but unless they give it more support, none of these cards will see competitive play.

-pssvr
 
pssvr said:
Well, that kills my whole plot. At least the meta won't be refined. The more I look at this set (ESPECIALLY with the new translations) the more I think, "You know, this is just plain stupid." This set is going to alter the meta about as much as TLM would have WITHOUT Brain Control... In other words, everything in here has SOME potential, but unless they give it more support, none of these cards will see competitive play.

-pssvr

I wouldn't say that. Insect looks like it might actually become semi-playable with Chainsaw Insect and Devildozer, all it needs is some spell/trap support (Here's hoping for an Insect version of Book of Life or Reinforcement of the Army in Enemy of Justice).

Damage Condenser is also pretty neat and might see a bit of play (the discard cost hurts it though...), and I can see Memory Destructor become a side-deck staple to punish people like myself who use needlessly huge fusion decks. And those "Evil God Cards" look like they could make a fun casual deck, or at the very least they'll be awesome n00b-bait...

I like this set. Not as much as I like EEN, but it's WAAAAY better than TLM....
 
Wow, when you guys quit spamming, this thread just died :p :p

But seriously, does it seem to you like this is isn't going anywhere... Like the batterymen, or amazons? Like they're just wasting our life with janky themes that we all know they'll never go back and support?

-pssvr

<EDIT: And the vampire beat me to it...>
 
Okay...Cyber Dragon sees play, yes? Sangan sees play, yes? SOME kind of beatdown sees play, yes? Then Insects may very well impact the meta VERY powerfully. A 2800/2600 special summon at no cost to your field presence is pretty nasty, and these new bugs (along with the Swarms from PGD) could kick some butt and take some names. Forget that Devildozer has another effect. It won't ever mean anything.

Some of the rest of the cards are kind of lack luster, but plenty of them are good enough to see constructed play. That Yellow Spring Frog is crazy support in a tribute heavy deck, and Antique Gear Castle is one of the nastiest things I have ever seen. That 300 ATK lets Antique Gear Beast sneak over the omnipresent Cyber Dragon, and that whole "Hey, you know those tributes? We'll let you get those on credit" thing is awfully nice. The Gear Drill has potential to be incrediblly broken, should you have ANY S/T protection OR search out a quickplay spell card (like...Scapegoats?).

This set breaks some major ground. It let's you tutor spells, introduces the whole "NEO" idea, and does some terrific things flavor-wise. And we haven't even seen the whole set yet! Imagine what sort of madness might ensue should the Ritual monsters that resemble the Envoys be anywhere near as good as the originals (but fair, because Rituals are HELLA tough to pull out). It may not be the best set powerwise (ie. IOC), but it does provide some insane cards that push the respective deck "over the top", as it were, and into constructed play.

This set is incredibly sexy.
 
Mark my words: Insect will never be a competitive strategy. I can see a day when some of these cards become splashable, but never competitive as a whole. The same goes for Antiques, Dinosaurs, and plants. I hope I'm wrong, of course, but I doubt it.

-pssvr
 
kagadesires said:
Okay...Cyber Dragon sees play, yes? Sangan sees play, yes? SOME kind of beatdown sees play, yes? Then Insects may very well impact the meta VERY powerfully. A 2800/2600 special summon at no cost to your field presence is pretty nasty, and these new bugs (along with the Swarms from PGD) could kick some butt and take some names. Forget that Devildozer has another effect. It won't ever mean anything.

Some of the rest of the cards are kind of lack luster, but plenty of them are good enough to see constructed play. That Yellow Spring Frog is crazy support in a tribute heavy deck, and Antique Gear Castle is one of the nastiest things I have ever seen. That 300 ATK lets Antique Gear Beast sneak over the omnipresent Cyber Dragon, and that whole "Hey, you know those tributes? We'll let you get those on credit" thing is awfully nice. The Gear Drill has potential to be incrediblly broken, should you have ANY S/T protection OR search out a quickplay spell card (like...Scapegoats?).

This set breaks some major ground. It let's you tutor spells, introduces the whole "NEO" idea, and does some terrific things flavor-wise. And we haven't even seen the whole set yet! Imagine what sort of madness might ensue should the Ritual monsters that resemble the Envoys be anywhere near as good as the originals (but fair, because Rituals are HELLA tough to pull out). It may not be the best set powerwise (ie. IOC), but it does provide some insane cards that push the respective deck "over the top", as it were, and into constructed play.

This set is incredibly sexy.

I doubt insect will become as powerful as you think. It shares the same problem that fiends have had, it lacks decent Spell & Trap support. Untill it gets themed support as good as Book of Life or Reinforcement of the Army, I doubt pure insect decks are gonna be taking any SJCs. I DO think we're gonna see some of these new Insects splashed into quite a few CC decks, however.

I agree though. This set is quite sexy...
 
Digital Jedi said:
Krazy, you've always had an interesting concept of what is and what isn't broken. It seems, if it is something that you personally are not worried about, then it is not broken by your definition. Although it is still a powerful effect or whathaveyou, your not worried about it, so the rest of us shouldn't be. I must say though, a lot of the effects that you have been defending lately ARE, in fact, broken, relatively speaking. Maybe not to you. But in the meta itself, it's going to be problem for most people. "Broken" is defined by the prevelence it makes on the meta, but you frequently make statements to the effect, 'It's not broken, cause I'm not worried about it.' :rolleyes:
ah but see why worry about it, when you have been able to see chaos decks die?


see the defenition of broken would be an effect so insane, that it redefines the way the game is played. The chaos monsters did this.


would you consider Cyber Dragons broken? While yes its a quick summon, its not broken, there are 2 things for this

1. Your opponent need to have no field presence to freebie summon.
2. They are very easy to destroy (bottomless, sakuretsu, Widespread Ruin, etc..)
3. Hand Disadvantage, in a meta were an easy draw isnt possible i see this as, If it doesnt win you the game, then you are giving your opponent the win.


We all know that in the end most of these translations change, and its true. We have seen it numerous times. We have gotten shady rulings on cards that stayed along with the fan translations. so this trap card, over all we cannot judge it, its effect mostly right now is discard and deal damage.

the card leaves both players at hand disadvantage. The only difference is that the player that played it has counters, or suppose counters.

now, lets talk about yet other "broken" cards, Needle Worm, who thinks the worm is broken?

I dont, do you? possible, I mean 5 cards from the top of your deck is preatty crazy.

now lets think about it, i have opening hand a Exchange of the spirits, is the opponents Needle Worm broken?

nope, why? because it is benefitting my cause, 3 of their worms = activation of my 1 trap that will deck them out.

and ive done this before. you could easily say that Exchange of the spirits is broken, but is it?

an active Royal Decree can stop it, Graveyard control can anahilate it, and quite frankly the effect is what makes people believe if its broken or not.

to me the activation requirements lead to such a good effect. you did the deed, you earned that effect.

thats how i see it. the past few sets have all have the most ballanced cards in the game.

the only few to ever get restricted were Phoenix and Lightning Vortex.

and even then, the card them selve take work to pull off.

the Vlord, would you say its broken? i wouldnt, with Cyber Dragon flying along vlord is just a quick 2k hitter.

see at this point in the game we should be thinking "OMG this is so broken" but more like, What is the best way to make the most of this card.

funny enough your the one that loves JANK decks, surprise that you would ever consider a card "broken", knowing that card is only broken, when it alone can make or break a meta.

chaos, made a new meta and broke the old meta.

what will be the next? who knows, everything is comming out extremely ballanced.

heck Brain Control is insanely balanced. Im surprised people said it was broken when it was first released.
 
That was way lengthier then my brain could handle at 8:00 in the mourning. Suffuce it to say, my definition of broken is not your definition of broken. If it's easy to get off then I consider it broken. If it gains you huge advantage with reasonable effort, then I consider it broken. Just because it's not AS broken as chaos in no way makes an effect not broken to me.

Less broken, in my defintion is the same as being "Less Pregnant". It still the same thing.
 
Full Spoiler. "Chaos" is "remade" and they're worth the effort!

Thanks to all the contributors such as DM Comet, HaneKuriboh, GONDORA etc.

This latest completed file is from DM Comet. Feel free to update the first post and/or clean up the presentation.

Ultimate Rare (11):
Divine Flame Emperor - Uria (001)
Descending Thunder Emperor - Hamon (002)
Phantom Emperor - Ravel (003)
Cyber Barrier Dragon (006)
Cyber Laser Dragon (007)
Giant Battleship - Covered Core (013)
Divine Dragon - Excelion (033)
Goddess of Extermination - Ruin (034)
King of the End - Demise (035)
Antique Gear Castle (047)
Damage Condenser (052)

Ultra Rare (4):
Divine Flame Emperor - Uria (001)
Descending Thunder Emperor - Hamon (002)
Phantom Emperor - Ravel (003)
Cyber Laser Dragon (007)

Super Rare (7):
Cyber Barrier Dragon (006)
Giant Battleship - Covered Core (013)
Divine Dragon - Excelion (033)
Goddess of Extermination - Ruin (034)
King of the End - Demise (035)
Antique Gear Castle (047)
Damage Condenser (052)

Rare (14):
Proto Cyber Dragon (010)
Instantaneous Bomber (011)
Chainsaw Insect (021)
Devildozer (024)
Yomigaeru (025)
Princess - Pikeru (027)
Princess - Kuran (028)
Memory Crusher (029)
Martyr of Phantoms (041)
Cyclone Boomerang (042)
Karma Cut (053)
Option Hunter (058)
Goblin's Perfunctory Action (059)
Malfunction (060)
------------------------------------------------------
SOI-JP001
Divine Flame Emperor - Uria
Fire/Pyro/10/0/0
This card cannot be Normal Summon. This card cannot be special summon other than sending 3
face-up Trap cards from your field to Graveyard. This card's attack strength would be
increase by 1000 for each Continuous Trap cards in your Graveyard. Once per turn, you may
destroy a Magic/Trap card that is set on opponent's field. The effect of that Magic/Trap
card cannot be activate.
Ultra/Ultimate Rare

SOI-JP002
Descending Thunder Emperor - Hamon
Light/Thunder/10/4000/4000
This card cannot be Normal Summon. This card cannot be special summon other than sending 3
Continuous Magic cards from your field to Graveyard. When this card destroy an opponent's
monster and it's send to Graveyard, do 1000 damages to opponent's lifepoints. When this
card is on your field in face-up defense mode, opponent cannot choose other monsters as
target of attack.
Ultra/Ultimate Rare

SOI-JP003
Phantom Emperor - Ravel
Dark/Demon/10/4000/4000
This card cannot be Normal Summon. This card cannot be special summon other than by sacrifice
3 Demon sub-type monsters on your field. Whenever opponent summon a monster, special summon
a "Phantom Token" (Dark/Demon/1/1000/1000) to your field. The tokens cannot declare attack.
Once during your turn, you may sacrifice a monster on your field, this card's attack
strength would be increase by the original attack of that monster until the End Phase of
the turn.
Ultra/Ultimate Rare

SOI-JP004
E-Hero Bubbleman Neo
Water/Warrior/4/800/1200
This card cannot be Normal Summon. This card can only be special summon by sending a
[E-Hero Bubbleman] on your field and a [Metamorphosis] in your hand to Graveyard. When this
card is face-up on the field, this card have the name [E-Hero Bubbleman]. Destroy the
opponent's monster battling with this card at the end of Damage Step.

SOI-JP005
Hero Kids
Earth/Warrior/2/300/600
When this card is successfully special summon, you may special summon any number of
[Hero Kids] from your deck to the field.

SOI-JP006
Cyber Barrier Dragon
Light/Machine/6/800/2800
This card cannot be Normal Summon. This card can only be special summon by the effect of
[Attack Reflector Unit]. When this card is in face-up attack mode, once per turn you can
negate the attack of one of opponent's monster.
Super/Ultimate Rare

SOI-JP007
Cyber Laser Dragon
Light/Machine/7/2400/1800
This card cannot be Normal Summon. This card can only be special summon by the effect of
[Photon Generator Unit]. Once during your Main Phase, you can choose and destroy a monster
on opponent's field with attack or defense strength higher than this card's.
Ultra/Ultimate Rare

SOI-JP008
Antique Gear
Earth/Machine/2/100/800
When [Antique Gear] is face-up on your field, you may special summon any copy of this card
in your hand to the field in attack mode.

SOI-JP009
Antique Gear Cannon
Earth/Machine/2/500/500
Sacriface this card, do 500 damages to opponent's lifepoints. During this turn's battle
phase no player can activate Trap cards.

SOI-JP010
Proto Cyber Dragon
Light/Machine/3/1100/600
When this card is face-up on the field, the name of this card is treated as [Cyber Dragon]
Rare

SOI-JP011
Instantaneous Bomber
Wind/Machine/3/1000/1000
When this card is attacked by opponent's monster when in face-down defense mode,
damage calculation would not be deal and this card would become an equipment card onto the
attacking monster. During the next opponent's Standby Phase, destroyed the equipped monster.
Rare

SOI-JP012
Machine King - Prototype
Earth/Machine/3/1600/1500
The attack and defense strength of this card is increased by 100 for each Machine sub-type
monsters on the field other than this card.

SOI-JP013
Giant Battleship - Covered Core
Earth/Machine/7/2500/800
When this card is Normal Summon put two counters on this card. This card cannot be destroy
as result of battle. When this card battle, at the end of Damage Step flip a coin. If
it's head, remove a counter from this card. When this card do not have counters on it and
battle, destroy it at the end of Damage Step.
Super/Ultimate Rare

SOI-JP014
Guide of Another Dimension
Dark/Warrior/4/1400/1000
When this card is successfully Normal Summon, give control of this card to opponent. During
each End Phase, opponent chooses a card in this card's controller's Graveyard and remove
it from the game.

SOI-JP015
Chain Slasher
Wind/Warrior/4/1000/600
In additional to the normal attack, this card can attack another time during Battle Phase
for each [Chain Slasher] in your Graveyard.

SOI-JP016
Successor of Magic Sealing
Light/Warrior/4/1700/800
When this card is successfully summon, reversed summon, or special summon, for each
[Successor of Magic Sealing] in your Graveyard, name a main-type. When this card attack
monsters with the named main-type, destroy them without going into damage calculation.

SOI-JP017
Tenkabito Shien ("Conqueror of Heaven - Shien")
Fire/Pyro/4/1500/1000
This card is not affect by effect of Trap cards.

SOI-JP018
Parasitic Body - Dani (Kisentai Dani)
Earth/Insect/1/?/?
This card attack and defense strength is equal to the number of token monsters on the
field x500.

SOI-JP019
Gokipon
Earth/Insect/2/800/800
When this card is destroy in battle and sends to Graveyard, add a Insect sub-type monster
with attack strength of 1500 or less from your deck to hand.

SOI-JP020
Silent Insect
Earth/Insect/2/200/300
When this card is successfully Normal Summoned or Reverse Summoned put it in defense mode.
When this card is face-up on the field, negate the effects of all Continuous Magic and
Continuous Trap cards.

SOI-JP021
Chainsaw Insect
Earth/Insect/4/2400/0
When this card battle, at the end of Damage Step opponent draw a card.
Rare

SOI-JP022
Ooarikuikuiari ("Giant Anteater Eating Ant")
Earth/Insect/5/2000/500
This card cannot be Normal Summon. This card cannot be special summon other than by
sending two Magic/Trap cards on your field to Graveyard. Instead of this card attacking,
you can destroy a Magic/Trap card on opponent's field.

SOI-JP023
Saber Beetle
Earth/Insect/6/2400/600
When this card 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.

SOI-JP024
Devildozer
Earth/Insect/8/2800/2600
This card cannot be Normal Summon. This card cannot be special summon other than by
removing 2 Insect sub-type monsters from your Graveyard. When this card does battle
damages to opponent, send the top card from opponent's deck to Graveyard.
Rare

SOI-JP025
Yomigaeru ("Yomi Frog")
Water/Aqua/1/100/100
When this card is in your Graveyard at your Standby Phase, and you don't have Magic/Trap
cards on your field, you can special summon this card to your field. This effect
cannot be activate if a [Yomigaeru] is face-up on your field.
Rare

SOI-JP026
Devil Frog
Water/Aqua/3/1200/800
This card's attack strength is increase by number of [Tadpole] in your Graveyard * 300.

SOI-JP027
Princess - Pikeru
Light/Spellcaster/4/2000/0
This card can't be normal summon. This card can only be special summon by the effect of
[Ordeal of Princess]. During your Standby Phase, gain Lifepoint equal to the number of
monster on your field x800.
Rare

SOI-JP028
Princess - Kuran
Dark/Spellcaster/4/2000/0
This card can't be normal summon. This card can only be special summon by the effect of
[Ordeal of Princess]. During your Standby Phase, do damages to opponent's lifepoints equal
to number of opponent's monsters on the field x600.
Rare

SOI-JP029
Memory Crusher
Dark/Demon/3/1000/600
When this monster successfully direct attack opponent, do damage to opponent equal to
number of monsters in opponent's Fusion deck x100.
Rare

SOI-JP030
Amplified Malice
Dark/Undead/4/700/1000
When this card is face-up on the field, during opponent's standby phase, for each
[Amplified Malice] in your Graveyard, discard a card from the top of opponent's deck.

SOI-JP031
Grass Phantom
Water/Plant/3/1000/1000
This card's attack strength is increase by number of [Grass Phantom] in your Graveyard
* 500.

SOI-JP032
Sandmoth
Earth/Rock/4/1000/2000
When this card is destroy while in face-down defense mode other than by battle and send
to Graveyard, special summon this card to your field with original attack and defense
strength switch.

SOI-JP033
Divine Dragon - Excelion
Light/Dragon/5/1500/900
When this card is Normal Summoned, for each [Divine Dragon - Excelion] in your Graveyard,
you get one of the following effect. You cannot get the same effect more than once.
- Increase this card's attack strength by 1000.
- When this card destroy an opponent's monster, this card can attack once more in continuous
- When this card destroy an opponent's monster and send it to Graveyard, do damage to
opponent equal to the attack strength of the destroyed monster.
Super/Ultimate Rare

SOI-JP034
Goddess of Extermination - Ruin
Light/Angel - Ritual/8/2300/2000
Descended by [End of the World]. You must sacrifice cards from your hand and/or field with
total levels of 8. When this card would destroy an opponent's monster in battle, this
card can continue to attack once again.
Super/Ultimate Rare

SOI-JP035
King of the End - Demise
Dark/Demon - Ritual/8/2400/2000
Descended by [End of the World]. You must sacrifice cards from your hand and/or field with
total levels of 8. Pay 2000 lifepoints, destroy all cards on the field except this card.
Super/Ultimate Rare

SOI-JP036
Frog Sandeath
Water/Aqua - Fusion/8/2500/2000
[Death Frog] + [Death Frog] + [Death Frog]
When this card is Fusion Summon, it can only be done by the above cards. This card's
attack strength would be increase by 500 for each [Yomigaeru] in your Graveyard.

SOI-JP037
Hero Heart
Magic - Normal
This card can only be activate when you choose a face-up monster with [E-Hero] in its name
on your field. Half the attack strength of the chosen monster, and it can attack two times
during a battle phase.

SOI-JP038
Magnet Circle LV2
Magic - Normal
Special Summon a Machine sub-type monster from your hand with Level 2 or lower.

SOI-JP039
Antique Gear Factory
Magic - Normal
Choose a monster card with [Antique Gear] om its name in your hand. Remove from game cards
with [Antique Gear] in their name from your Graveyard until the level of them is doubled of
the chosen card. The chosen card, during this turn, can be summon without sacrifice.

SOI-JP040
Antique Gear Drill
Magic - Normal
This card can only be activate when there's a monster with [Antique Gear] in its name
on your field and discard a card from your hand. Choose a Magic card from your deck, and
set it onto your field. That Magic card cannot be activate during this turn.

SOI-JP041
Martyr of Phantoms
Magic - Normal
This card can only be activate when your have two or more cards in your hand, and you have
face-up [Divine Flame Emperor - Uria] and [Descending Thunder Emperor - Hamon] on your
field. Send all cards from your hand to Graveyard, special summon 3 [Martyr of Phantoms
Token] (Dark/Demon/1/0/0) in attack mode to your field.
Rare

SOI-JP042
Cyclone Boomerang
Magic - Equipment
This card can only be equipped on [E-Hero Wildman]. Increase the attack strength of the
equipped monster by 500. If the equipped monster is destroy by other cards' effect and
send to Graveyard, destroy all Magic/Trap cards on the field. Do damages to opponent
equal to number of destroyed Magic/Trap cards * 100.
Rare

SOI-JP043
Seal of Heritance
Magic - Equipment
This card can only be activate when you have 3 monsters with the same name in your
Graveyard. Choose one of those monsters and special summon it on to your field, and
equipped this card onto it. When this card is destroy, destroy the equipped monster.

SOI-JP044
Ordeal of Princess
Magic - Equipment
This card can only be equipped on a [White Magician - Pikeru] or [Black Magician - Kuran].
The attack strength of the equipped monster is increased by 800. When the equipped monster
destroy a monster with level of 5 or higher in battle, sacrifice the equipped monster, and
special summon a [Princess - Pikeru] if this card is equipped on [White Magician - Pikeru],
or [Princess - Kuran] if this card is equipped on [Black Magician - Kuran], from your
hand or deck to the field.

SOI-JP045
Photon Generator Unit
Magic - Quickplay
This card can only be activate by sacrificing two [Cyber Dragon] on your field. Special
Summon a [Cyber Laser Dragon] from your hand, deck, or Graveyard to the field.

SOI-JP046
End of the World
Magic - Ritual
This card is needed for descendance for [Goddess of Extermination - Ruin] and [King of the
End - Demise]. From your hand and/or field, sacrifice monster cards with the total level
same as the monster to be Ritual Summon.

SOI-JP047
Antique Gear Castle
Magic - Continuous
Increase the attack strength of all face-up monsters on the field with [Antique Gear] in its
name by 300. Whenever a monster is Normal Summon, put a counter on this card. Whenever a
monster with [Antique Gear] in its name would be sacrifice summoned, you may remove counters
from this card equal to the number of sacrifices required instead of sacrifices.
Super/Ultimate Rare

SOI-JP048
Reincarnation
Magic - Continuous
Monsters sacrifice for Ritual Summons would not goes into Graveyard, but owner's deck
instead. Shuffle the deck afterward.

SOI-JP049
Super Junior Showdown!
Trap - Normal
This card can be activate when opponent's monster declare attack. Negate that battle,
and a monster in face-up attack mode with attack strength lower than that monster on
opponent's field and a monster in face-up defense mode with defense strength lower than
that monster on your field would battle instead. At the end of that battle, Battle Phase
would end.

SOI-JP050
Miracle Kids
Trap - Normal
Until End Phase of this turn, decrease the attack strength of an opponent's monster
by number of [Hero Kids] in your Graveyard * 400.

SOI-JP051
Attack Reflector Unit
Trap - Normal
This card can only be activate by sacrificing a [Cyber Dragon] on your field. Special
summon a [Cyber Barrier Dragon] from your hand or deck.

SOI-JP052
Damage Condensar
Trap - Normal
This card can only be activate when you receive battle damages, and discard a card from
your hand. Special summon a monster from your deck to the field with attack strength
lower than amount of battle damages received in face-up attack mode.
Super/Ultimate Rare

SOI-JP053
Karma Cut
Trap - Normal
Discard a card from your hand. Remove a face-up monster on opponent's field from the
game. If there're monsters card with the same name as the removed card in opponent's
Graveyard, remove all of those cards from the game.
Rare

SOI-JP054
Lost Next
Trap - Normal
Choose a face-up monster on your field. Send a monster with the same name as that monster
from your deck into Graveyard.

SOI-JP055
Generation Change
Trap - Normal
Destroy one face-up monster on your field. Add the card with the same name as the destroyed
card from your deck to hand.

SOI-JP056
Full Burst
Trap - Normal
After this card is activate, send your entire hand to Graveyard. Do damages to
opponent equal to number of cards send this way * 200.

SOI-JP057
Successful Rating 0%
Trap - Normal
Randomly send two Fusion monsters from opponent's Fusion deck to Graveyard.

SOI-JP058
Option Hunter
Trap - Normal
This card can only be activate when a monster card on your field is destroy in battle
and sent to Graveyard. Increase your lifepoints equal to the original attack strength of
the destroyed monster.
Rare

SOI-JP059
Goblin's Perfunctory Action
Trap - Counter
Pay 500 lifepoints, negate an activation of a Magic card, and return that Magic card back
to owner's hand.
Rare

SOI-JP060
Malfunction
Trap - Counter
Pay 500 lifepoints, negate an activation of a Trap card, and return it set.
Rare

END.
 
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