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    [Deck Masters]

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    God of Sorrow
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    Posts : 31
    Join date : 2014-07-29

    [Deck Masters]

    Post by God of Sorrow on Tue Aug 26, 2014 5:06 pm

    The following is a list of Deck Master abilities that have currently been recorded. The list will be updated as more abilities are realized.

    B = Unlockable
    I = RPly Obtained


    NORMAL MONSTERS:

    Dark Magician:

    • Spell Mastery - Once per turn,you can pay 1000 Life Points and banish 1 Normal/Quick-Play Spell Card in either player's Graveyard to activate that card's effect (if the timing is correct).



    Dark Rabbit:

    • You gain 1 extra SC during your turn.
    • Storytime - At the start of your turn, you can add 1 "Toon World" in your Deck to your hand, OR you can reveal 1 "Toon World" in your hand to add 1 "Toon" card in your Deck to your hand. The activation of "Toon World" cannot be negated. Once per turn, "Toon World" cannot be targeted by or destroyed by card effects.
    • Gotta Go Fast - Toon monsters you control can attack monsters your opponent controls the turn they are Summoned.
    • Old-Time Cartoons - While "Toon World" is face-up on the field, Toon monsters you control cannot be destroyed by battle and you take no battle damage from battles involving them.



    Elemental HERO Neos:

    • Neo-Barrier - Once per turn, if a "Neo-Spacian" monster you control would be destroyed by battle or by a card effect, you can negate that destruction.
    • Contact Fusion! - Once per turn, while this card is in the Deck Master Zone, you can use this card and any number of "Neo-Spacian" monsters you control for the Fusion Summon of a "Neos" Fusion Monster in your Extra Deck. (The Fusion Material Monsters are returned to the Deck.) If that monster is removed from the field, you can Special Summon this card in your Deck or hand to your Deck Master Zone as your new Deck Master.



    Gem-Knight Crystal:

    • You gain 1 extra SC during your turn.
    • Gem Blaze - Once per turn, when a "Gem-Knight" monster you control battles, you can reveal 1 "Gem-Knight Garnet" in your hand to increase its ATK by 400.
    • Gem Spark - Once per turn, when a "Gem-Knight" monster you control is targeted for a card effect, you can reveal 1 "Gem-Knight Tourmaline" in your hand to negate that card's effects.
    • Gem Wave - Once per turn, when a "Gem-Knight" monster you control would be destroyed by battle or by a card effect, you can reveal 1 "Gem-Knight Sapphire" in your hand to prevent that destruction.
    • Crystal Luster - Once per turn, you can discard 1 card in your hand to add 1 "Gem-Knight Fusion" in your Deck or Graveyard to your hand.



    Gigobyte:

    • Honor of Allies - When a Level 1 monster you control would be destroyed by battle, you can negate that destruction, but you take double Piercing battle damage. If a card you control would negate battle damage, you only take half damage instead if you use this effect.
    • Familiar Protection - If an "Eria the Water Charmer" you control is targeted for an attack, make that attack a direct attack. If you do, halve the battle damage you take.



    Mist Valley Watcher:

    • One With Wind - Once per turn, you can discard a WIND monster in your hand to add 1 WIND monster in your Deck to your hand with a Level lower than the discarded monster.
    • Judgment of the Mist - Once per turn, if a "Mist Valley" monster you control is returned to the hand, you can return 1 other face-up monster on the field to the hand.
    • Great Gale - N/A



    Wattaildragon: 

    • Voltic Aura - Once per turn, 1 "Watt" monster you control cannot be destroyed by battle, also you take half damage from battles involving it.





    EFFECT MONSTERS:

    [Field Searchers]: 

    • Terra Calling - Once per turn, you can discard 1 card in your hand to add 1 Field Spell Card in your Deck to your hand. 



    Alien Warrior: 

    • Assimilate - Once per turn, if a monster you control is destroyed by battle, you can put 1 A-Counter on the monster that destroyed it.



    Artifact Scythe: 

    • Ancient Slayer - Once per turn, if you control no other monsters, you can pay 4 SC to destroy 1 Spell or Trap Card you control.



    Cocoon of Evolution: 

    • Cannot be Special Summoned from the Deck Master Zone. 
    • You do not gain SC. 
    • Great Evolution - If this card is face-up as Deck Master for 4 of your turns, you can send it to the Graveyard to make 1 “Great Moth” in your Hand or Deck your new Deck Master. 
    • Perfect Evolution - If this card is face-up as Deck Master for 5 of your turns, you can send it to the Graveyard to make 1 “Perfectly Ultimate Great Moth” in your hand or Deck your new Deck Master.



    Commander Gottoms, Swordmaster:

    • All "X-Saber" monsters you control gain 400 ATK.



    Consecrated Light:

    • Halve the damage you take from DARK monsters (either by battle or by a card effect) and negate the effects of DARK monsters your opponent controls.



    Cyber Dragon Core: 

    • Proto-Advance - Once per turn, you can pay 5 SC and banish a Machine-Type monster in your Graveyard to Special Summon 1 "Cyber Dragon" from your Deck. You cannot Normal Summon the turn you use this effect.



    Cyber Esper: 

    • Cybernetic Vision - Once per turn, you can pay 1 SC to randomly reveal an equal number of cards from your opponent's hand.



    Cyber Prima: 

    • "Cyber" monsters you control gain 500 ATK and DEF.
    • Nouvelle Pointe - If the ATK of a Warrior or Fairy-Type "Cyber" monster you control is lower than the ATK of your opponent's monsters, it can attack your opponent directly.
    • Ending Reverence - You can pay 2 SC to destroy 1 Spell or Trap Card on the field.
    • Full Encore - Once per turn, you can discard 1 card to Special Summon 1 "Cyber" monster in your Graveyard.
    • [Cyber Call] - Once per Duel, you can add 1 Ritual Spell Card in your Deck or Graveyard to your hand, OR Special Summon 1 Level 4 or lower "Cyber" monster or "Blade Skater" in your Deck.



    Cyber Tutu: 

    • Nouvelle Pointe - If the ATK of a Warrior or Fairy-Type "Cyber" monster you control is lower than the ATK of your opponent's monsters, it can attack your opponent directly.
    • Encore - Once per turn, you can discard 1 card in your hand to add 1 Warrior or Fairy-Type "Cyber" monster or from your Graveyard to your hand.
    • Prime Light - You can pay 6 SC and send 1 "Prima Light" in your hand to the Graveyard to send this card to the Graveyard and make 1 "Cyber Prima" your new Deck Master.
    • [Cyber Call] - Once per Duel, you can add 1 Ritual Spell Card in your Deck or Graveyard to your hand, OR Special Summon 1 Level 4 or lower "Cyber" monster or "Blade Skater" in your Deck.



    Dark Magician Knight:

    • All Spellcaster-Type monsters you control are also treated as Warrior-Type monsters.
    • Spellsword - Once per turn, you can negate the activation of a Spell Card on the field and destroy it.



    Doctor Cranium:

    • Mental Process - Once per turn during your Main Phase, If you control no monters, you can Special Summon 1 Psychic-Type monster in your Deck by paying Life Points equal to the monster's Level x 200.



    Dragon Queen of Tragic Endings: 

    • Sorrowful Memories - You can banish 1 card in your Graveyard to add 1 card in your Deck with the same name to your hand.
    • Unwavering Truth - If you would take damage, you can send 1 Continuous Spell or Trap Card you control to the Graveyard instead.
    • Atrocious Day - Once per turn, if a monster you control inflicts battle damage by a direct attack, your opponent discards 1 card in their hand and you draw 1 card.



    Diabolos, King of the Abyss: 

    • All DARK monsters you control gain 300 ATK
    • Devil Lord's Vision - During your opponent's Draw Phase, before their draw, look at the top card of their Deck, then put that card on the top or bottom of their Deck.
    • Dark Devastation - During your Main Phase, you can tribute 1 DARK monster you control with 2000 or more ATK. Check your opponent's hand, all monsters your opponent controls, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters with 1500 or less ATK.



    Elemental HERO Ocean: 

    • Gift of the Sea Goddess - Once per turn, during your Standby Phase, you can remove 2 SC from this card to add 1 non-Fusion "HERO" monster from your Graveyard to your hand. (This effect cannot be activated while you have 5 cards in your hand.)



    Endymion, the Master Magician 

    • Arcane Restore - You can remove SC from this card to put an equal amount of Spell Counters on cards you control that can have a Spell Counter on them.
    • Arcane Recharge - You can remove Spell Counters on the field to place an equal amount of SC on this card.



    Erebus the Netherworld Monarch 

    • The Emperor's Command - Once per turn, if you control no monsters, you can discard 1 card in your hand and reveal 1 "Monarch" monster in your hand to add 1 "Vassal" monster with the same attribute in your Deck to your hand.
    • Fortitude - If this card that was Summoned would be removed from the field, you can return it to the Deck Master Zone instead. If you do, it's Deck Master Effects are negated.



    Exodia Necross: 

    • You cannot win by the effect of a "Forbidden One" card. 
    • Ancient Decay - Once per turn, you can discard 1 "Forbidden One" monster in your hand to draw 1 card. 
    • Wicked Revival - Cannot be Special Summoned except by activating "Contract with Exodia" with 5 "Forbidden One" card with different names in your Graveyard and by paying 2000 Life Points.



    Fire King Avatar Garunix

    • Rebirth by Fire - When a FIRE monster you control is destroyed by a card effect and sent to the Graveyard, you can add 1 FIRE monster in your Deck with a Level lower than the Level/Rank of the destroyed monster.



    Fluffal Bear

    • You can only use 1 Deck Master effect of "Fluffal Bear" per turn.
    • Fur Change - Once per turn, you can discard 1 "Fluffal" monster in your hand to add 1 "Fluffal" monster in your Deck to your hand.
    • Blade Swap - Once per turn, you can discard 1 "Edge Imp" monster to add 1 "Edge Imp" monster in your Deck to your hand.



    Fossil Dyna Pachycephalo:

    • Prehistoric Evolution - Once per turn, if your opponent controls a monster and you control no monsters, you can pay 4 SC to add 1 "Fossil Fusion" in your Deck or Graveyard to your hand.



    Galaxy-Eyes Cloud Dragon: 

    • Galaxy Space - Once per turn, you can Tribute 2 "Photon" monsters you control with 2000 or more ATK to Special Summon 1 "Galaxy-Eyes Photon Dragon from your hand or Graveyard.



    Great Moth: 

    • Cannot be made Deck Master except by the effect of Cocoon of Evolution. 
    • During each Standby Phase, your opponent’s monsters lose 100 ATK and DEF.



    Great Shogun Shien: 

    • All monsters your opponent controls lose 300 ATK and DEF.



    Goddess with the Third Eye: 

    • Fusion Vision - Once per turn, if you would Fusion Summon, you can use one of the monsters in your Deck as Fusion Material. If you do, the other Fusion Material Monsters must be the correct ones.



    Hero Kid:

    • Hero's Shield - Once per Duel, When your opponent's monster declares an attack, you can pay half your Life Points to negate that attack, then you can add 1 monster in your Deck to your hand.
    • Unity Beam - Once per Duel, you can reduce the ATK and DEF of one monster on the field by 200 for each monster in your Graveyard.



    Honest:

    • Monsters you control cannot have their effects negated or their ATK and/or DEF reduced by a card effect your opponent controls.
    • Final Sacrifice - Once per Duel, if your Life Points would become 0, they become 100 instead. This card cannot use its Deck Master effects for the rest of the Duel.



    Ignoble Knight of Black Laundsallyn:

    • DARK "Noble Knight" monsters you control gain 300 ATK.
    • Betrayal - Once per turn, you can re-equip 1 Equip Spell Card on the field to another appropriate target you control.



    Jinzo:

    • All monsters you control and in your hand, Deck, Graveyard and Extra Deck are also treated as Machine-Type monsters.
    • Psycho Shock - If your opponent activates a Trap Card, destroy that card. Once per turn, 1 monster you control is unaffected by the effect of a Trap Card your opponent controls.



    Jinzo - Lord:

    • You gain 1 extra SC during your turn.
    • All monsters you control and in your hand, Deck, Graveyard and Extra Deck are also treated as Machine-Type monsters.
    • Psycho Control - If your opponent activates a Trap Card, destroy that card. Once per turn, you can negate the activation and/or effect of a Trap Card your opponent controls and destroy it.



    Junk Collector:

    • Recycling - Once per turn, you can return 1 "Junk" monster in your Graveyard to your Deck, then add 1 "Junk" monster with a different name in your Deck to your hand.



    Kaibaman:

    • Dragon-Type monsters you control gain 300 ATK. 
    • Call of the Dragon Summoner - Once per turn, you can pay 8 SC to Special Summon 1 Dragon-Type monster in your hand or Deck



    King of the Swamp:

    • Devil Contract - Once per turn, you can discard 1 card to add 1 "Polymerization" in your Deck to your hand.




    Larvae Moth:

    • Insect Call - Once per turn, you can remove 1 SC to discard a card in your hand and add 1 Level 2 or lower Insect-Type monster in your Deck to your Hand. 
    • Metamorphosis - You can send this card to the Graveyard to make 1 “Cocoon of Evolution” in your hand your new Deck Master.



    Lumina, Lightsworn Summoner:

      During each of your End Phases, send 1 card from the top of your Deck to the Graveyard.
    • Guiding Light - Once per turn, you can discard 1 card in your hand to add 1 "Lightsworn" monster in your Graveyard to your hand.



    Malicevorous Fork/Knife/Spoon:

    • Wicked Feast - Once per turn, you can pay 2 SC to add 1 Level 2 DARK monster in your Deck to your hand.



    Majiosheldon:

    • Devotion - During your Standby Phase. if you Tributed a monster(s) your previous turn, you can Special Summon 1 of those monsters. You cannot Special Summon monsters from the Extra Deck the turn you use this effect.



    Manju of the Ten Thousand Hands:

    • Sacred Rite - Once per duel, you can add 1 Ritual Monster or Ritual Spell Card in your Deck to your hand.



    Ninja Grandmaster Hanzo:

    • Ninja Style: Duality - Once per turn, when a monster you control battles, you can activate one of the following effects:
    • Substitution - If your monster is being attacked, negate the attack.
    • Shuriken Storm - If your monster is attacking, your battling monster can attack all monsters your opponent controls once each.

    Parasite Paracide:

    • All non-Machine or Plant-Type monsters on the field become Insect-Type.



    Perfectly Ultimate Great Moth:

    • Cannot be made Deck Master except by the effect of Cocoon of Evolution. 
    • During each Standby Phase, your opponent’s monsters lose 200 ATK and DEF.



    Photon Lizard:

    • Photon Path - Once per turn, you can pay 1 SC and discard a card to add 1 Level 4 or lower Photon monster in your Deck to your hand.



    Rainbow Kuriboh:

    • Prismatic Barrier - Once per turn, when an opponent's monster declares a direct attack that would bring your Life Points to 0, you can negate that attack.



    Ritual Raven:

    • Dark Sacrifice - Once per Duel, you can conduct a Ritual Summon of a DARK Ritual Monster using only 1 monster you control as the Tribute (except Tokens).



    Rose Tentacles:

    • Weeding - Once per turn, you can destroy 1 Level 3 or lower Plant-Type monster on the field and if you do, inflict 600 damage to your opponent.



    Skull Archfiend of Lightning:

    • You pay 500 Life Points during each of your Standby Phases. (this is not optional) 
    • “Archfiend” monsters you control gain 500 ATK and DEF. 
    • Daemon Negation - Before resolving an opponent's card effect that targets an “Archfiend” card you control, roll a six-sided die, negate the effect if you roll 1, 3 or 6, and if you do, destroy that card.



    Stardust Phantom:

    • Starlight Revival - Once per Duel, you can banish 1 Tuner Monster and 1 non-Tuner Monster in your Graveyard to Special Summon 1 "Stardust" or "Shooting" monster in your Graveyard. If that Special Summoned monster would be destroyed, you can reduce its ATK and DEF by 500 instead. 



    Stygian Street Patrol:

    • Criminal Hunting - When a monster you control destroys a monster by battle, inflict damage to your opponent equal to the Level of the destroyed monster in the Graveyard x 200. 



    Super Crashbug:

    • Power Glitch - Once per turn, during either player's turn, you can target 1 monster on the field; Switch the ATK and DEF of that monster while it's in face-up Attack Position.



    Superheavy Samurai Swordsman:

    • Power Swap - "Once per turn, 1 "Superheavy Samurai" monster you control can attack while it is in face-up Defense Position. If it does, apply its DEF instead of ATK for damage calculation.



    Tethys, Goddess of Light:

    • Angel's Blessing - If you draw a Fairy-Type monster(s), you can reveal 1 of those monsters to draw another card.



    Terrorking Archfiend:

    • Advance - If a "Vilepawn Archfiend" you control successfully declares a direct attack, you can return it to the Deck, then Special Summon 1 "Desrook Archfiend", "Shadowknight Archfiend", "Darkbishop Archfiend", or "Infernalqueen Archfiend" from your Deck. That monster cannot attack or be used for [Capture] this turn.
    • Capture - Once per turn during your Main Phase 1, if you control an "Archfiend" monster, you can activate one of these effects depending on the name of the monster. It cannot attack the turn this effect is used.:
      "Vilepawn" - You can destroy 1 face-up card in your opponent's Monster Card Zones that is adjacent to this card's column.
      "Desrook" - You can destroy the closest face-up card in your opponent's Card Zones in the same column as this card.
      "Darkbishop" - You can destroy the closest face-up card in your opponent's Monster or Spell & Trap Card Zones that is diagonal to this card.
      "Shadowknight" - You can destroy 1 face-up card in your opponent's Monster Card Zones that is 2 columns adjacent to this card's column OR 1 face-up card in your opponent's Spell & Trap Card Zones that is adjacent to this card's column.
      "Infernalqueen" - You can destroy the closest face-up card in your opponent's Card Zones in the same column as this card or that are diagonal to this card's Monster Card Zone.
      "Terrorking" - You can destroy 1 card in your opponent's Monster Card Zones in the same column as this card or that are adjacent to this card's column.



    Vampire Lady:

    • When a "Vampire" monster you control inflicts damage to your opponent, you gain Life Points equal to half the damage dealt.
    • Bloodlust - When a "Vampire" monster you control attacks a non-Machine, Rock, or Zombie-Type monster, it gains 300 ATK until the end of the Damage Step.



    Vampire Lord:

    • You pay 1 less SC for the Normal Summon of a "Vampire" monster.
    • When a "Vampire" monster you control inflicts damage to your opponent, you gain Life Points equal to half the damage dealt.
    • Bloodlust - When a "Vampire" monster you control attacks a non-Machine, Rock, or Zombie-Type monster, it gains 300 ATK until the end of the Damage Step.
    • Eye of Coercion - Once per turn, you can switch 1 monster your opponent controls with a Level lower than this card's to Defense Position, and if you do, its effects are negated until the end of the turn.



    Vampire Genesis:

    • You pay 1 less SC for the Normal Summon of a "Vampire" monster.
    • When a "Vampire" monster you control inflicts damage to your opponent, you gain Life Points equal to half the damage dealt.
    • Bloodlust - When a "Vampire" monster you control attacks a non-Machine, Rock, or Zombie-Type monster, it gains 300 ATK until the end of the Damage Step.
    • Eye of Coercion - Once per turn, you can switch 1 monster your opponent controls with a Level lower than this card's to Defense Position, and if you do, its effects are negated until the end of the turn.
    • Vampiric Command - Once per turn, when a "Vampire" monster you control destroys an opponent's monster by battle and inflicts battle damage, you can switch control of that monster to your side of the field in Attack Position instead of sending it to the Graveyard. Its effects are negated and cannot be activated and it cannot change its battle position.



    Vennominaga the Deity of Poisonous Snakes:

    • You draw an extra card during your Draw Phase.
    • Your hand size limit becomes 6.
    • Venom End - When you inflict damage, place 1 Venom End Counter on this card. When 3 Venom End Counters are on this card, you win the Duel.



    Volcanic Slicer:

    • Volcan Gun - Once per turn, you can inflict 400 damage to your opponent.



    Volcanic Hammerer:

    • Magma Hammerfist - Once per turn, you can Tribute 1 Pyro-Type monster you control to destroy one monster your opponent controls whose DEF is less than the Tributed monster's Level x 200, then inflict damage to your opponent equal to the Tributed monster's Level x 200. You cannot attack the turn you use this effect.



    Volcanic Doomfire:

    • All Attack Position monsters your opponent controls must attack, if able.
    • Molten Cannon - Once per turn, you can banish 1 Pyro-Type monster in your Graveyard to inflict damage to your opponent equal to the banished monster's level x 200.



    Warrior Lady of the Wasteland:

    • Recruit - Once per turn, if a Warrior-Type monster you control is destroyed, you can add 1 EARTH Warrior-Type monster in your Deck to your hand..





    FUSION MONSTERS:

    Contrast HERO Chaos:

    • You gain 1 extra SC during your turn.
    • Masked Force - You can discard 1 "Polymerization" card or 1 "Fusion" card in your hand to add 1 "Mask Change in your Deck or Graveyard to your hand.
    • Duality Beam - Once per turn, you can negate the effect of 1 card on the field until the End Phase.



    Elemental HERO Electrum:

    • You gain 1 extra SC during your turn.
    • FIRE, WATER, EARTH, and WIND monsters you control gain 300 ATK and DEF.
    • Heroic Unity - Once per turn, you can discard 1 card in your hand to return 1 of your banished "HERO" cards to your hand.
    • Heroic Fusion - Once per Duel, you can banish 1 "Polymerization" card or 1 "Fusion" card in your Graveyard to activate that card's effect.



    Frightfur Chimera:

    • You can only activate one of the following effects per turn.
    • Middle Head - Once per turn, you can discard 1 monster in your hand to add 1 "Fluffal" or "Edge Imp" monster in your Deck to your hand.
    • Left Head - Once per turn, when a "Frightfur" monster you control battles a monster with a lower Level, you can switch the attack target's battle position.
    • Right Head - Once per turn, when 1 "Fluffal" or "Frightfur" monster you control battles, you can have that monster be unaffected by your opponent's Spell or Trap Cards.



    Frightfur Tiger:

    • Shreddin' Scizzors - Once per turn, you can discard 1 "Fluffal" monster in your hand to add 1 "Edge Imp" monster in your Deck to your hand.
    • Fortitude - If this card that was Summoned would be removed from the field, you can return it to the Deck Master Zone instead. If you do, it's Deck Master Effects are negated.





    RITUAL SPELLS:

    Black Luster Ritual:

    • Banish "Black Luster Soldier" in your Deck at the start of the Duel. 
    • Cannot be Special Summoned to the field.
    • You can send 1 LIGHT monster and 1 DARK monster from your hand then Tribute 1 Warrior-Type monster on your side of the field to send this card to the Graveyard and Special Summon 1 “Black Luster Soldier” from your hand or Deck and treat it as your Deck Master.



    Luminous Dragon Ritual:

    • Banish "Paladin of Photon Dragon" in your Deck at the start of the Duel. 
    • Cannot be Special Summoned to the field.
    • You can send 1 Dragon-Type monster and 1 Warrior-Type monster on your side of the field to the Graveyard to send this card to the Graveyard and Special Summon 1 “Paladin of Photon Dragon” from your hand or Deck and treat it as your Deck Master.



    Ritual of the Matador:

    • Banish "Archfiend Matador" in your Deck at the start of the Duel.
    • Cannot be Special Summoned to the field.
    • You can banish 1 "Picador Archfiend" and 1 "Banderillero Archfiend" from your side of the field or Graveyard to send this card to the Graveyard and Special Summon 1 "Archfiend Matador" and treat it as your Deck Master.





    RITUAL MONSTERS:

    Archfiend Matador:

    • "Archfiend" monsters you control gain 500 ATK and DEF.
    • Maletilla - Once per turn, when your opponent's monster declares an attack on a monster you control, you can Special Summon 1 "Archfiend" monster in your hand, then that monster becomes the new attack target.
    • Maestro - When an opponent's monster declares a direct attack, destroy that monster after damage calculation.



    Black Luster Soldier:

    • This card is treated as a LIGHT and DARK monster. 
    • Chaos Slash - While this card is in the Deck Master Zone it gains the following effect: Once per turn you can banish 1 monster your opponent controls. You cannot conduct your Battle Phase the turn you use this effect.



    Magician of Black Chaos:

    • You gain 1 extra SC during your turn.
    • This card is treated as a LIGHT and DARK monster.
    • Chaos Magic - Once per turn, you can discard 1 Spell Card in your hand to add 1 Spell Card of the same type (Normal/Quick-Play/Continuous/Field/Equip/Ritual) to your hand.
    • Spell Dominion - Once per turn, you can negate the activation of a Spell Card and destroy it.



    Paladin of Photon Dragon:

    • Photon Brilliance - “Photon” monsters you control gain 300 ATK. 
    • Photon Gate - Once per turn, you can discard 1 card in your hand to add 1 “Photon” card in your Deck to your hand.





    TUNER MONSTERS:

    Debris Dragon:

    • Debris Barrier - If a Tuner Monster you control would be destroyed by battle or by a card effect, you can remove SC from this card equal to half the Tuner Monster's Level (rounded down) to negate that destruction.



    Mach Synchron:

    • Recovery Sync - Once per turn, when you Synchro Summon, you can return 1 of the Synchro Material Monsters to your hand.



    Majestic Dragon:

    • Final Hope - Once per Duel, if your Life Points are 2000 or less, you can use this card in your Deck Master Zone for the Synchro Summon of a "Majestic" Synchro Monster in your Extra Deck. That monster becomes your new Deck Master. If that monster is removed from the field, Special Summon this card from your Graveyard to your Deck Master Zone and make it your Deck Master.



    T.G. Cyber Magician:

    • Mechanization - All "Tech Genus" monsters you control are also treated as Machine-Type monsters.
    • Tech Regulation - Once per turn, you can pay 2 SC and discard 1 Monster Card in your hand to add 1 "Tech Genus" monster with a Level equal to or lower than the discarded monster in your Deck to your hand.





    SYNCHRO MONSTER:

    Formula Synchron:

    • Boost Sync - During either player's turn, You can Synchro Summon 1 monster.



    Ignoble Knight of High Laundsallyn:

    • Call to Arms - If a "Noble Arms" Equip Spell Card you control is sent to the Graveyard, you can add 1 "Noble Arms" Equip Spell Card in your Deck to your hand.
    • Fortitude - If this card that was Summoned would be removed from the field, you can return it to the Deck Master Zone instead. If you do, it's Deck Master Effects are negated.





    XYZ MONSTERS:

    Bujintei Kagutsuchi:

    • You gain 1 extra SC during your turn.
    • LIGHT monsters you control gain 300 ATK. 
    • Sun of Musubi - Once per turn, if a "Bujin" monster you control would be destroyed by battle or by a card effect, you can banish 1 "Bujin" monster in your Graveyard instead.



    Crimson Knight Vampire Bram:

    • You pay 1 less SC for the Normal Summon of a "Vampire" monster.
    • Hemosword - Once per turn, when a "Vampire" monster you control attacks an opponent's monster, you can reduce this card's ATK by up to 1000 (in multiples of 100) to increase the ATK of your battling monster by an equal amount x 100 until the end of the Damage Step.
    • Hemoshield - Once per turn, when a "Vampire" monster you control would be destroyed, you can negate that destruction by reducing this card's ATK by an amount equal to that monster's Level/Rank x 100.



    CXyz Dark Fairy Cheer Girl:

    •  - All monsters you control gain 500 ATK during your Battle Phase.
    •  - Once per turn, you can discard 1 Fairy-Type monster you control to draw 1 card.
    •  - When a monster you control destroys a monster your opponent controls by battle, inflict damage to your opponent equal to the number of cards in their hand x 100.


    Dante, Traveler in the Burning Abyss 

    • The Divine Comedy - Once per turn, you can pay 3 SC to return 1 "Burning Abyss" monster in your Graveyard to your Deck, then inflict 500 damage to your opponent.
    • Fortitude - If this card that was Summoned would be removed from the field, you can return it to the Deck Master Zone instead. If you do, it's Deck Master Effects are negated.



    Fairy Cheer Girl:

    • Pom-Pom Power - All monsters you control gain 500 ATK during your Battle Phase.
    • Mystic Chanting - Once per turn, you can discard 1 Fairy-Type monster you control to draw 1 card.
    • Chaos Evolution - You can discard 1 "Rank-Up-Magic" card in your hand to send this card to the Graveyard and make "CXyz Dark Fairy Cheer Girl" your new Deck Master.



    Number 6: Chronomaly Atlandis:

    • This card cannot be destroyed by battle, except with a "Number" monster. 
    • OOPActivation - Once per turn, you can discard 1 "Chronomaly" Spell or Trap Card to add 1 "Chronomaly" monster in your Deck to your hand, OR discard 1 "Chronomaly" monster to add 1 "Chronomaly" Spell or Trap Card in your Deck to your hand.



    Number 104: Masquerade:

    • This card cannot be destroyed by battle, except with a "Number" monster. 
    • Hypocrite Sunder - If a monster you control inflicts damage to your opponent (either by battle or by a card effect), your opponent sends 1 card from the top of their Deck to the Graveyard. 



    Outer God - Nyarla:

    • Crawling Chaos - During your Main Phase, you can have this card’s ATK, DEF, Level, Type, attribute, Card Type, monster effects and Deck Master effects become the same as your opponent’s Deck Master's.



    Unformed Void:

    • Inversion Field - Once per turn, you can negate the effects of 1 Xyz Monster on the field until the End of your opponent's next turn. 
    • Gateway to Nothingness - Xyz Monsters on the field that are destroyed are banished.





    PENDULUM MONSTERS:

    Crystal Defender:

    • Crystal Fate - During your Draw Phase, if you control no monsters, you can add 1 "Crystal Beast" monster in your Deck to your hand.
    • Bright Luster - Once per turn, you can discard 1 Spell Card in your hand to activate its effect.



    Crystal Vanguard:

    • Crystal Fate - During your Draw Phase, if you control no monsters, you can add 1 "Crystal Beast" monster in your Deck to your hand.
    • Dark Luster - "Crystal Beast" monsters you control cannot be destroyed by their own effect and gain 500 ATK and DEF and inflict Piercing damage while treated a DARK monsters.



    DD Proud Chevalier:

    • DD Energy Blade - Once per turn, you can target 1 face-up monster your opponent controls; that monster loses 100 ATK for each "DD" card you control + 100 until your opponent's next End Phase. You cannot use this card's Spell Effect in the same turn.



    DD Magical Sage Kepler:

    • Dimension Return - Once per turn, you can return 1 "DD" monster you control to your hand.



    Odd-Eyes Pendulum Dragon:

    • Pendulum Light - Once per turn, during your End Phase, you can remove 1 SC from this card to discard 1 card and add 1 Pendulum Monster in your Deck to your hand.



    Performapal Trampolynx:

    • Bounce Back - Once per turn, you can return 1 Pendulum Monster in your Pendulum Zones to your hand.

      Current date/time is Sun Dec 17, 2017 1:00 am