Friday, August 13, 2010

Le Duelist Pack Edition Judai

Light/Angel
300/200
This effect would be activate when this card is destroyed and sent to Graveyard from the field. After the activation, all battle damages done to this card's controller are reduced to zero until the end of turn.
Hane Kuriboh LV10
Light/Angel/
300/200
This card cannot be Normal Summon. This card can only be special summon by the effect of [Evolution Wings]. Sacrifice this face-up monster from your field, destroy all face-up monsters on opponent's field, and do damage to opponent equal to the total original attack of those monsters. This effect can only be activate during opponent's battle phase.
Friend Dog
Earth/Machine
800/1200
When this card is destroy as a result of battle and would be sent to Graveyard, put a monster with [E-Hero] in its name and a [Fusion] card from your Graveyard into your hand.
Dark Catapaulter
Earth/Machine
1000/1500
During your Standby Phase, if this card is in defense mode, put a counter on this card. Remove the same number of card from your Graveyard equal to the number of counter on this card, destroy the same number of Magic/Trap cards on the field. Remove all counters from this card afterward.
Water/Warrior
800/1200
If this card is the only card in your hand, you may special summon this card. When this card is summon, reversed summon, or special summon, if you have no other cards on your field and hand, you may draw 2 cards from your deck.
E-Hero Flame Wingman
Wind/Warrior - Fusion
2100/1200
[E-Hero Featherman] + [E-Hero Burst Lady] This card can only be Special Summoned by Fusion Summon. When this card destroys and send opponent's monster to Graveyard, do lifepoint damages to your opponent equal to the attack strength of the destroyed monster.
E-Hero Thunder Giant

Light/Warrior - Fusion

2400/1500

[E-Hero Sparkman] + [E-Hero Clayman] This card can only be special summoned by Fusion Summon. Discard a card from your hand, destroy a face-up monster with attack strength lower than this card. This effect can only be activate once per turn during your main phases.

E-Hero Rampart Gunner

Earth/Warrior - Fusion

2000/2500

[E-Hero Burst Lady] + [E-Hero Clayman] This card can only be Special summon by Fusion Summon. When this card is in face-up defense mode, you can direct attack opponent while it's still in defense mode. If so, the battle damages done would be halved during Damage Calculation.

E-Hero Steam Healer

Water/Warrior - Fusion

1800/1000

[E-Hero Burst Lady] + [E-Hero Bubbleman] This card can only be special summon by Fusion Summon. When this card destroy a monster as a result of battle and sent it to Graveyard, increase your lifepoint equal to the attack strength of the destroyed monster.

Fusion

Magic - Normal

Choose Fusion material monsters from your hand and/or field and put them into Graveyard, special summon a Fusion monster from your Fusion deck.

Fusion Sage

Magic - Normal

Put a Magic card [Fusion] from your deck into your hand. Shuffle your deck afterward.

Warrior's Revival

Magic - Normal

Choose a Warrior sub-type monster in your Graveyard and add it to your hand.

Feather Shot

Magic - Normal

Choose a face-up [E-Hero Featherman] on your field to activate this card. During this turn, the selected card can attack up to the number of monsters on your field. If so, you cannot direct attack opponent, and all of your other monsters cannot attack.

Evolution Wing

Magic - Quickplay

Send a [Hane Kuriboh] from your field and 2 cards from your hand into Graveyard. Special Summon a [Hane Kuriboh LV10] from your hand or deck.

Bubble Shuffle

Magic - Quickplay

This card can only be activate when [E-Hero Bubbleman] is face-up on the field. Change the mode of a [E-Hero Bubbleman] in face-up attack mode on your field and a monster on opponent's field in face-up attack mode to defense mode. Sacrifice a [E-Hero Bubbleman] in defense mode, special summon a monster with [E-Hero] in its name from your hand to the field.

Spark Gun

Magic - Equipment

This card can only be equipped on [E-Hero Sparkman]. During your Main Phase, you may choose to change the mode of a face-up monster on the field. After this effect is use 3 times, destroy this card.

Skyscraper

Magic - Field

When monsters with [E-Hero] in its name attack and the attack strength of the attacking monster is less than the attack strength of the attacking target monster, the attack strength of the attacking monster is increase by 1000 during Damage Calculation.

Burst Return

Magic - Normal

This card can only be activate when a [E-Hero Burst Lady] is face-up on your field. Return all monsters with [E-Hero] in its name except [E-Hero Burst Lady] into their owner's hand.

Bubble Shot

Magic - Equipment

This card can only be equipped on [E-Hero Bubbleman]. Increase the equipped monster's attack strength by 800. If the equipped monster would be destroy as a result of battle, destroy this card instead, and damages done to the controller of the equipped monsters would become 0.

Bubble Illusion

Magic - Quickplay

This card can only be activate when a [E-Hero Bubbleman] is face-up on your field. During this turn, you may activate a Trap card from your hand.

Hero Emerge

Trap - Normal

When opponent declare attack, opponent player randomly choose a card in your hand. Special Summon the card to your field if it's a monster. Otherwise send it to Graveyard.

Drain Shield

Trap - Normal

Negate the attack of one opponent's monster, increase your lifepoints equal to the attack strength of that monster.

Attack Nullification

Trap - Counter

This card can only be activate when opponent's monster attack, negate the attack, and end the Battle Phase.

Hero 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 [E-Hero] in its name that is Level 4 or lower from your hand or deck.

Feather Wind

Trap - Counter

This card can only be activate when a [E-Hero Featherman] is on face-up your field. Negate an activation of a Magic/Trap card and destroy it.

Clay Charge

Trap - Normal

This card can only be activate when a [E-Hero Clayman] on your field would be target of attack (If the chosen card would be set, this card is turned over and confirm). Destroy the attacking monster and the chosen [E-Hero Clayman], and do 800 damages to opponent's lifepoints.

Y - Dragon Head

Light/Machine - Union

1500/1600 Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [X-Head Cannon], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, increase the attack and defense strength of the Equipped Monster by 400. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead).

Z - Metal Caterpillar

Light/Machine - Union

1500/1300

Once per turn during your Main Phase, you may treat this card as an Equipment card and Equip it on 1 of your [X-Head Cannon] or [Y-Dragon Head], or remove it from being an Equipment card and place it in face-up attack mode. While this card effect is treated as an equipment card, increase the Equipped Monster's attack and defense strengths by 600. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, this card would be destroyed instead).

W - Wing Catapult

Light/Machine - Union/

1300/1500

Once during your Main Phase, you may treated this card as an equipment card and equip it on your [V - Tiger Jet], or remove it from being equipment and special summon it in face-up attack mode. Increase the equipped monster's attack and defense strength by 400. (A Monster can only have one Union Equipment card Equipped on it. If the Equipped Monster would be destroyed as a result of battle, destroy this card instead.)

Flame Majin - Hell Burner

Fire/Demon

2800/1800

This card cannot be Normal Summoned other than by discard all cards in your hand other than this card into Graveyard and sacrifice a monster on your field with attack strength of 2000 or more. For each monster card on opponent's field, increase this card's attack strength by 200. For each monster card on your field other than this card, decrease this card's attack strength by 500.

Armed Dragon LV3

Wind/Dragon

1200/900

During your standby phase, you may put this face-up card into the Graveyard to special summoned a [Armed Dragon LV5] from your deck or hand.

Armed Dragon LV5

Wind/Dragon

2400/1700

Discard a monster card from your hand to the Graveyard to destroy a monster on your opponent's field with attack strength equal or below the attack strength of the monster discarded. During the End Phase of a turn that this card destroyed a monster as a result of battle, the controller of this card may put this card into the Graveyard to Special Summon a [Armed Dragon LV7] from his/her hand or deck.

Armed Dragon LV7

Wind/Dragon

2800/1000

This card cannot be Normal Summon. This card can only be special summon by the effect of [Armed Dragon LV5]. Discard a monster card from your hand, destroy all face-up monsters on opponent's field with attack strength lower than the discarded monster.

Armed Dragon LV10

Wind/Dragon

3000/2000

This card cannot be Normal Summon. This card can only be special summon by sacrificing an [Armed Dragon LV7] on your field. Discard one card from your hand to destroy all face-up monsters on opponent's field.

[Ojama Green] + [Ojama Yellow] + [Ojama Black]
When this card is face-up on the field, up to 3 opponent's monster space cannot be use.
VW - Tiger Catapult
Light/Machine - Fusion
2000/1500
[V - Tiger Jet] + [W - Wing Catapult]
This card is special summon by removing the above monsters on your field from the game (The card [Fusion] is not required). Discard a card from your hand, change the mode of a monster on opponent's field (Reverse effects of reversed monsters are not activated).
VWXYZ - Dragon Catapult Cannon
Light/Machine - Fusion
3000/2800
[VW - Tiger Catapult] + [XYZ - Dragon Cannon]
This card is special summon by removing the above monster on your field from game (The card [Fusion] is not required). Once during your turn, you may remove a card on opponent's field from game. When this card attack, you may change the mode of the monster this card attack (Reverse effects of reversed monsters are not activated).
Ojama Delta Hurricane!!
Magic - Normal
This card can only be activate when you have [Ojama Green], [Ojama Yellow] and [Ojama Black] face-up on your field. Destroy all cards on opponent's field.
Level Tuning
Magic - Normal
Your opponent draw 2 cards. Choose a monster with [LV] in its name from your Graveyard, special summon it and ignore the summoning condition. The monster special summon by this effect cannot attack, cannot activate effect, and effect would not be activate during that turn.
Ojamagic
Magic - Normal
When this card is sent from your hand or field to Graveyard, add a [Ojama Green], [Ojama Yellow] and [Ojama Black] from your deck to your hand.
Ojamuscle
Magic - Normal
Select a face-up [Ojama King] on the field. Other than the selected [Ojama King], destroy all monsters with [Ojama] in their name. Increase the attack strength of that [Ojama King] by 1000 for each monsters destroyed by this effect.
Hell Alliance
Magic - Equipment
The attack strength of equipped monster would be increase by 800 for each monster with the same name as the equipped monster on the field.
Armed Changer
Magic - Equipment
Discard an Equipment card from your hand to activate. When the equipped monster destroy a monster as a result of battle, the controller of the equipped monster may add a monster with attack strength less than the equipped monster from his/her Graveyard to his/her hand.
Mallet of Luck
Magic - Normal
Shuffle any number of cards from your hand into your deck, draw from your deck that number of cards afterward.

Reckless Summoning of Hell

Magic - Quickplay

This card can only be activate when opponent have a face-up monster on his/her field, and you successfully special summon a monster with attack strength of 1500 or less. Special Summon any number of monster cards that have the same name as the monster that was special summon from your your hand, deck, or Graveyard in attack mode. Afterward, opponent choose one of the monster on his/her field and he/she special summon any number of the chosen monster from his/her deck, hand, or Graveyard.

Defense Ring

Magic - Quickplay

The damages as result from effect of Trap card would become 0.

Ojama Trio

Trap - Normal

Special Summon 3 [Ojama Token] (Light/Beast/2/0/1000) on opponent's field in defense mode (they cannot be sacrifice as sacrifice summon). When a [Ojama Token] is destroy, do 300 damages to the controller of the token.

Hell Blast

Trap - Normal

This card can only be activated when a face-up monster on your field is destroyed and sent to Graveyard. Destroy the face-up monster with lowest attack strength on the field and each player would receive damage equal to half of the attack strength of the monster destroyed by this card's effect.

Hell Polymer

Trap - Normal

This card can only be activate when your opponent Fusion Summon a Fusion monster. Sacrifice a monster on your field to gain control of that Fusion monster.

Graveyard of Revival

Trap - Normal

This card can only be activate when you have a monster that is destroy as result of battle and sent to Graveyard. Both players special summon a monster on his/her field in face-up defense mode. The monsters special summon this way cannot change their mode.

No comments:

Post a Comment