| · Forum Rules · Portal |
Help
Search
Members
Calendar
|
| Welcome Guest ( Log In | Register ) | Resend Validation Email |
| Announcements | ||
![]() ![]() ![]() |
| CS Ryan - God of Destruction |
Posted: Jun 7 2007, 07:15 PM
|
|
Wind Scar copycat! Group: Regular Posts: 125 Member No.: 56 Joined: 25-May 07 |
These are the first Create-a-Cards I ever made. These were all made when Yu-Gi-Oh! began airing in North America, and I made these while watching Duelist Kingdom.
S117-EN 001 Friends Spell You are allowed 2 Normal Summons/Sets this turn. S117-EN 002 Future Summon Spell Select 1 monster from your deck that can be Sp. Summoned normally. Remove it from play face-down. In 3 turns, Sp. Summon the removed monster. S117-EN 003 Prohibition Ritual Spell Destroy all “Prohibition” cards on the field. Then Sp. Summon from your hand 1 of the monsters that was originally prohibited by one of the “Prohibition” cards. S117-EN 004 Magic Recycle Spell Select 1 Spell card in your Graveyard and shuffle it back into your Deck. S117-EN 005 Return from the Beyond Trap Select up to 3 removed cards and return them to their owner’s Decks. S117-EN 006 Middle Ring Spell Cut the LP of all players in half. S117-EN 007 Dark Loan Spell Gain 2000 LP. At your 3rd End Phase after activation, take 4000 damage. This damage cannot be negated. S117-EN 008 Dragon’s Call Spell Select 1 Dragon-type monster in your Deck and add it to your hand. S117-EN 009 Healing Orb Trap Activate when one of your opponent’s monster’s is destroyed. Gain LP equal to the destroyed monster’s ATK. S117-EN 010 Card Drain Spell Select 1 player. Discard the top 5 cards of their Deck to the Graveyard. S117-EN 011 Meteor Spell Deal 500 damage to your opponent. S117-EN 012 Different Dimension Rip Trap Select 1 of your removed cards and add it to your hand. S117-EN 013 Book of Alchemic Arts Equip Spell Equip to a Spellcaster-type monster. Select 2 of the following Attributes: FIRE, WATER, EARTH, WIND, LIGHT, DARK. The equipped monster now has those 2 Attributes. S117-EN 014 Share the Greed Spell All players draw 1 card. S117-EN 015 Healing Trap Trap The player who destroys this face-down card gains 1000 LP. S117-EN 016 Destruction Trap Trap The player who destroys this face-down card takes 1000 damage. S117-EN 017 Offer to Switch Sides Spell Offer an amount of LP that you have to your opponent. If they accept the LP trade, select 1 of their monsters to control. S117-EN 018 Type Change – Dragon Equip Spell The equipped monster now has the Dragon-type. S117-EN 019 Type Change – Warrior Equip Spell The equipped monster now has the Warrior-type. S117-EN 020 Type Change – Spellcaster Equip Spell The equipped monster now has the Spellcaster-type. S117-EN 021 Type Change – Beast Equip Spell The equipped monster now has the Beast-type. S117-EN 022 Type Change – Beast-Warrior Equip Spell The equipped monster now has the Beast-Warrior-type. S117-EN 023 Type Change – Zombie Equip Spell The equipped monster now has the Zombie-type. S117-EN 024 Type Change – Aqua Equip Spell The equipped monster now has the Aqua-type. S117-EN 025 Type Change – Pyro Equip Spell The equipped monster now has the Pyro-type. S117-EN 026 Type Change – Machine Equip Spell The equipped monster now has the Machine-type. S117-EN 027 Type Change – Fiend Equip Spell The equipped monster now has the Fiend-type. S117-EN 028 Type Change – Thunder Equip Spell The equipped monster now has the Thunder-type. S117-EN 029 Type Change – Insect Equip Spell The equipped monster now has the Insect-type. S117-EN 030 Type Change – Dinosaur Equip Spell The equipped monster now has the Dinosaur-type. S117-EN 031 Type Change – Plant Equip Spell The equipped monster now has the Plant-type. S117-EN 032 Type Change – Sea Serpent Equip Spell The equipped monster now has the Sea Serpent-type. S117-EN 033 Type Change – Rock Equip Spell The equipped monster now has the Rock-type. S117-EN 034 Type Change – Fish Equip Spell The equipped monster now has the Fish-type. S117-EN 035 Type Change – Reptile Equip Spell The equipped monster now has the Reptile-type. S117-EN 036 Type Change – Fairy Equip Spell The equipped monster now has the Fairy-type. S117-EN 037 Type Change – Winged-Beast Equip Spell The equipped monster now has the Winged-Beast-type. S117-EN 038 Type Change – Divine-Beast Equip Spell The equipped monster now ahs the Divine-Beast-type. S117-EN 039 Type Change – NetNavi Equip Spell The equipped monster now has the NetNavi-type. S117-EN 040 Type Change – Virus Equip Spell The equipped monster now has the Virus-type. S117-EN 041 Type Change – Genetic Equip Spell The equipped monster now has the Genetic-type. S117-EN 042 Attribute Change – Fire Equip Spell The equipped monster now has the FIRE Attribute. S117-EN 043 Attribute Change – Water Equip Spell The equipped monster now has the WATER Attribute. S117-EN 044 Attribute Change – Earth Equip Spell The equipped monster now has the EARTH Attribute. S117-EN 045 Attribute Change – Wind Equip Spell The equipped monster now has the WIND Attribute. S117-EN 046 Attribute Change – Light Equip Spell The equipped monster now has the LIGHT Attribute. S117-EN 047 Attribute Change – Dark Equip Spell The equipped monster now has the DARK Attribute. S117-EN 048 Attribute Change – Divine Equip Spell The equipped monster now has the DIVINE Attribute. S117-EN 049 Spellcaster’s Rage Quick-Play Spell When all players have a Spellcaster-type monster on the field, select 1 of the opponent’s Spellcaster-type monsters and control it for the turn. S117-EN 050 Reversal Discard Spell Activate from your hand when you discard cards from your hand due to a card effect (not this card.). Pay 1000 LP. Your opponent discards the cards instead of you. S117-EN 051 Fire Burst Continuous Spell During a player’s Standby Phase, that player must choose one of the following: -Discard the top 5 cards of their Deck to the Graveyard. -Take 1000 damage. S117-EN 052 Ember Seeds Spell Flip 3 coins. Deal 300 damage to the opponent for each Heads. S117-EN 053 Peace Offering Spell Pay 1000 LP. Your opponent cannot declare an attack for their next two turns. S117-EN 054 Plague of Extinction Continuous Spell Pay 2000 LP each Standby Phase to keep this card in play. If you do not, destroy this card. When this card is played, select 1 monster type. Destroy all monsters on the field with that type, including when they are summoned, for as long as this card is in play. S117-EN 055 Heal on Suffering Trap Negate the attack of one of your opponent’s monsters. Gain LP equal to that monster’s ATK. S117-EN 056 Spellbinding Circle V2 Trap Select one of your opponent’s monsters. That monster cannot attack or switch battle positions. Decrease its ATK by 700. This card is destroyed during your first End Phase after activation. S117-EN 057 Gambler Spell Shuffle your hand into your Deck. Roll a dice. Draw cards equal to the number on the die. S117-EN 058 Spider Sense Trap If your opponent activates a Trap card, discard 1 card from the top of your Deck to return that Trap back face-down. Your opponent cannot activate it again this turn. S117-EN 059 Equal Sacrifice Spell Discard 1 Monster card from your hand. Look at your opponent’s hand and discard 1 monster from their hand. S117-EN 060 Typhoon Continuous Trap This card stays face-up until your opponent’s third End Phase after activation, then destroy this card. Your opponent cannot declare direct attacks. S117-EN 061 Attack Drain Spell Select 1 face-up monster on the field. Its ATK is now 0. S117-EN 062 Apocalypse Counter Trap Activate only when a monster on the field is destroyed. Destroy all monsters on the field. S117-EN 063 Reset Trap Trap Activate only after one of your other non-Continuous Trap cards. The previous Trap card is returned back face-down after it’s effect resolves instead of going to the Graveyard. S117-EN 064 Mind Control Wave Spell Take control of one of your opponent’s monsters for the turn. S117-EN 065 Spiritual Replenish Spell Remove all monsters in all players Graveyards from play. Gain 200 LP for each monster removed. S117-EN 066 Monster Canceller Continuous Spell As long as this card stays on the field, neither player can play monster cards. Pay 2000 LP at each Standby Phase to keep this card in play. If you don’t, destroy this card. S117-EN 067 No More Tricks Continuous Trap As long as this card is on the field, everyone must play with their hands face-up. S117-EN 068 Renewal Quick-Play Spell Shuffle 1 monster and all cards equipped with it into your Deck. Then draw 1 card. S117-EN 069 Back to Hiding Equip Spell Equip to a face-down monster. If the monster is flipped, return it back face-down at the End Phase of that turn. This card stays equipped while the monster is face-down. S117-EN 070 Life Spell Continuous Spell Gain 500 LP at each of your Standby Phases. S117-EN 071 Death Spell Continuous Spell Your opponent takes 500 damage at each of their End Phases. S117-EN 072 Lock-On Continuous Spell As long as this card is on the field, your monsters’ attack and effect targets cannot be changed, and you can target any monster, regardless of card effects on the field. S117-EN 073 Double or Nothing Spell Activate after a card that deals with an amount. Flip a coin. If heads, double the amount. If tails, negate the effect of the previous card. S117-EN 074 Stick Equip Spell Increase ATK by 1. After the equipped monster is involved in a battle, destroy this card. S117-EN 075 Dual Commanders Equip Spell Select 1 monster on your field. Pay 1000 LP at each of your Standby Phases; if you do not, destroy this card. Both you and your opponent can attack with the equipped monster. S117-EN 076 Team Battle Spell Select 1 of your monsters and 1 of your partner’s monsters. When your selected monster attacks this turn, increase ATK by the ATK of your partner’s selected monsters. S117-EN 077 Team Sharing Quick-Play Spell Add up the LP of both you and your partner, then divide the amount equally between you and your partner. S117-EN 078 Guard Ally Continuous Trap When one of your monsters is selected as an attack target, you may select 1 of your partner’s monsters to be the new attack target. S117-EN 079 Mass Level Downgrade Continuous Spell As long as this card is in play, all monsters in all players’ hands, Graveyards, field, and removed cards go down 1 Level. Level 1 monsters do not drop. S117-EN 080 Quick-Attack Spell If this is the first turn of the Duel, or a monster’s effect prevents it from attacking this turn, you may attack with those monsters this turn. S117-EN 081 Fire Watermelon Equip Spell Increase ATK by 250. The Attribute of the equipped monster is also FIRE. S117-EN 082 Ice Watermelon Equip Spell Increase ATK by 250. The Attribute of the equipped monster is also WATER. S117-EN 083 Power Axe Equip Spell Increase ATK by 1000. S117-EN 084 Star Rod of Shape Trap Select 1 of your monsters on the field and destroy it. Select a monster that can be Normal Summoned from your Deck with at least 1 lower level than the destroyed monster and Sp. Summon it. S117-EN 085 Boo Snatch Spell Pay 100 LP. Look at your opponent’s hand and add one of their cards to your hand. S117-EN 086 Flamesummon Ritual Spell This card is used to Ritual Summon “Flame of the Ancients”. Use monsters from your hand or the Field whose total Levels equal 5 or more. S117-EN 087 Equip Seal Continuous Spell Select one Continuous or Equip Spell on the field. As long as this card is on the field, the selected card cannot be removed from the field. S117-EN 088 Fire Flower Trap Flip 1 coin for each of your opponent’s monsters. If heads, destroy that monster. S117-EN 089 Dragon Wing Equip Spell Increase ATK and DEF of a Dragon-type monster by 300. S117-EN 090 Speed Trap Zone Continuous Spell As long as this card is on the field, all players can activate trap cards from their hands. S117-EN 091 Fusion Return Spell Return 1 “Quick-Poly” and 1 monster that was used in a Fusion Summon from your Graveyard to your hand. S117-EN 092 Heart of the Wheeler Continuous Spell During your Draw Phase, if you draw an Effect Monster, show it to your opponent to attack again. S117-EN 093 Lightpost Evasion Counter Trap Activate after a ‘Lightpost’ card. Negate the ‘Lightpost’ card and destroy it. Draw 1 card. S117-EN 094 Break the Rules – Attack Break Quick-Play Spell Activate when a card effect prevents or already has prevented one of your monsters from attacking. Pay 1000 LP. The monster is now able to attack this turn. S117-EN 095 Quick-Poly Quick-Play Spell Select Fusion Material monsters from your hand or the field and send them to the Graveyard. Fusion Summon 1 Fusion monster from your Fusion Deck that required the sent monsters. S117-EN 096 Lightpost Continuous Trap When activated, Sp. Summon this card to your field. (LIGHT / Machine / Level 1 / ATK 0 / DEF 1500). This card cannot attack. If a ‘Damon’ monster battles this card, destroy it immediately. S117-EN 097 D. D. Grave Reversal Spell Switch all the cards in your Graveyard with all the cards in your removed pile. You can only activate one copy of this card per Duel. S117-EN 098 Reborn from the Different Dimension Spell Sp. Summon 1 monster in either player’s removed pile. |
| Dark Master Bakura |
Posted: Jun 8 2007, 05:17 AM
|
|
True Justice Group: Team Omega Member Posts: 993 Member No.: 3 Joined: 21-October 06 |
I really like a lot of these cards. The only one that I see any brokeness in is the one where it says "Select 1 player. He/She discards 5 cards from the top of their deck." or something like that. I dunno, just seems too easy mill.
|
| CS Ryan - God of Destruction |
Posted: Jun 8 2007, 11:45 AM
|
|
Wind Scar copycat! Group: Regular Posts: 125 Member No.: 56 Joined: 25-May 07 |
I haven't made a ban list yet for these.
|
eternaldeath09 |
Posted: Jun 8 2007, 11:50 AM
|
|
(Z->)90°-(E-N²W)90°t=1 Group: Admin Posts: 1,818 Member No.: 1 Joined: 20-October 06 |
Some are good, some have been done before, some a bit broken, and some extremly original. Stuff like this I can induce into UOCG since I don't need like a whole set.
UOCG is like our own format where we play with created cards or unreleased cards and stuff. It was thought up by our VP whose on a long hiatus so it hasn't really been updated. |
| CS Ryan - God of Destruction |
Posted: Jun 8 2007, 07:41 PM
|
|
Wind Scar copycat! Group: Regular Posts: 125 Member No.: 56 Joined: 25-May 07 |
Whatever, Konami just ended up stealing my Friends and Heal on Suffering cards.
Called 'em 'Dual Summon' and 'Draining Shield'... |
| CS Ryan - God of Destruction |
Posted: Jun 11 2007, 07:39 PM
|
|
Wind Scar copycat! Group: Regular Posts: 125 Member No.: 56 Joined: 25-May 07 |
S117-EN 099 Team Fusion
Spell Select Fusion Material monsters from the hands and fields of both you and your partner and send them to the Graveyard. Fusion Summon 1 Fusion monster from your Fusion Deck that required the sent monsters. S117-EN 100 Necromancer’s Curse Continuous Spell During your End Phase, you may select 1 Zombie-type monster in your Graveyard or removed cards. Pay 200 LP x the Level of the selected monster and Sp. Summon the selected monster to your field. You can only do this once per turn. |
| CS Ryan - God of Destruction |
Posted: Jun 17 2007, 11:12 AM
|
|
Wind Scar copycat! Group: Regular Posts: 125 Member No.: 56 Joined: 25-May 07 |
S117-EN 101 Ultimate Level Up!
Spell Send 1 face-up ‘LV’ monster on your field to the Graveyard. Sp. Summon a monster with the same name, but a higher LV number from your hand or your Deck to your field, regardless of the summoning conditions. Ex: Level Up! Armed LV3 to Armed LV10! S117-EN 102 Emoticon Overload Trap Activate if your opponent has at least 3 of any combination of NetNavi-type and Virus-type monsters on their field. Destroy all your opponent’s monsters and deal 200 damage to your opponent for each one destroyed. S117-EN 103 Desperate Draw Quick-Play Spell Activate this card by discarding 1 card from your hand. During your next Draw Phase, draw 3 cards instead of one. During your next End Phase, discard 2 cards from your hand. Limited S117-EN 104 Altered Bargain Trap Activate when your opponent must select a card or effect option. Pay 1000 LP. You make the selection instead. S117-EN 105 Steal Summon Spell Activate if you haven’t Normal Summoned this turn. Sp. Summon 1 Level 4 or lower monster from your opponent’s Deck to your field. You cannot Normal Summon this turn. |
| CS Ryan - God of Destruction |
Posted: Dec 20 2007, 08:18 PM
|
|
Wind Scar copycat! Group: Regular Posts: 125 Member No.: 56 Joined: 25-May 07 |
S117-EN 106 Secret Expedition
Spell Select 1 card from your Deck and remove it from play face-down. On your 2nd Standby Phase after activation, add the removed card to your hand. S117-EN 107 Reckless Attack Counter Trap Activate when your opponent declares an attack. Negate the attack and choose 1 of the following effects: -Destroy the attacking monster -Deal damage to your opponent equal to the ATK of the attacking monster S117-EN 108 Crystal Corporation Crash! Spell Destroy all 'Crystal Beast' monsters on the field. S117-EN 109 South Academy Crash! Spell Instantly lose the Duel. S117-EN 110 Pimpin’ Blaster Equip Spell Equip to ‘CS Andy – Weapon Specialist’. Increase ATK by 500. You do not have to discard a card to attack directly. S117-EN 111 Faulty Fusion Spell Select Fusion Material monsters from your hand or the field and send them to the Graveyard. Fusion Summon 1 Fusion monster from your Fusion Deck that required the sent monsters. Increase ATK of the summoned monster by 500 for the turn. During your End Phase, you take 500 damage. S117-EN 112 Broken Space Typhoon Quick-Play Spell Pay 500 LP. Destroy 1 Spell or Trap card on the field. S117-EN 113 Damaged Mirror Force Activate by discarding 1 card from your hand when your opponent’s monster declares an attack. Destroy all your opponent’s face-up Attack mode monsters. S117-EN 114 Negate Strike Counter Trap End your opponent’s Battle Phase. You cannot attack on your next turn. S117-EN 115 Call of the Wicked Continuous Trap Sp. Summon 1 Level 4 or lower monster from your Graveyard in Attack mode. If either this card or the summoned monster is removed from the field, destroy both cards. S117-EN 116 Minor Battle Wound Quick-Play Spell Activate during either player’s Battle Phase when you take Battle Damage or Effect Damage. During your End Phase, gain LP equal to the damage you took at the time of activation. S117-EN 117 Form Swap Spell Select 1 monster on the field. Send it to the owner’s Deck, then Sp. Summon 1 monster that has all or part of the name of the original monster to the field the original monster was on. S117-EN 118 Bad Hole Spell Destroy 1 monster on your opponent’s field and all monsters on your field. S117-EN 119 Ban-Hammer! Equip Spell Increase ATK by 500. When the equipped monster destroys a monster by battle, remove the destroyed monster from play. S117-EN 120 Graveyard Fusion Spell Discard 1 Spell or Trap card from your hand. Select Fusion Material monsters from your Graveyard and Fusion Summon 1 Fusion monster from your Fusion Deck that required the sent monsters. S117-EN 121 Punishing Draw Continuous Trap When your opponent draws cards, they must select 1 of the following: -Discard the cards they drew. -Take 300 damage for each card they drew. S117-EN 122 Type Change – FM-Warrior Equip Spell The equipped monster is now FM-Warrior-type. S117-EN 123 Type Change – EM-Virus Equip Spell The equipped monster is now EM-Virus-type. S117-EN 124 Break Out! Continuous Trap When one of your monsters attacks a Defense monster, decrease the ATK of your monster by 1000 and decrease the DEF of your opponent’s monster to 0. This effect applies to that battle only. S117-EN 125 Last Chance Spell Activate when you have no other cards on the field and your opponent has at least 1 monster card and at least 1 Spell or Trap card. Draw 2 cards. S117-EN 126 Sacred Beast Ritual Ritual Spell Activate 1 of the following effects: -Send 3 monsters from your hand to the Graveyard. Sp. Summon 1 ‘Raviel’ monster from your hand. -Send 3 Spells from your hand to the Graveyard. Sp. Summon 1 ‘Hamon’ monster from your hand. -Send 3 Traps from your hand to the Graveyard. Sp. Summon 1 ‘Uria’ monster from your hand. S117-EN 127 Alchemic Fusion Spell Select 1 FIRE, WATER, EARTH, or WIND monster in your Fusion Deck. Send monsters from your hand and/or the field to the Graveyard whose Levels equal at least twice the Level of the Fusion monster. Sp. Summon the selected Fusion Monster from your Fusion Deck. S117-EN 128 Strength Paralyzer Equip Spell Negate all increases and decreases of the equipped monster’s ATK & DEF. S117-EN 129 Strength Paralyzer Field Field Spell Negate all card effects that increase and decrease the ATK & DEF of monsters on the field. S117-EN 130 Wasp Stunger Equip Spell Equip only to ‘Killer Needle’. Double the equipped monster’s ATK at the time of equipping. If the equipped monster destroys a monster by battle, look at your opponent’s hand and discard 1 card to their Graveyard. S117-EN 131 Ultimate Lightpost! Continuous Trap When activated, Sp. Summon this card to your field. (LIGHT / Machine / Level 10 / ATK 0 / DEF 3000). This card cannot attack. If a ‘Damon’ monster battles this card, destroy that monster immediately and deal 1000 damage to the controller of the ‘Damon’ monster. S117-EN 132 Yu-Gi-Oh! Era Crash! Spell When activated, destroy all cards on your field. Both players take 500 damage for each card destroyed. S117-EN 133 Speed Spell Text Spell Select 1 of the following types of Spell cards: Normal, Equip, Quick-Play, Ritual, Field, or Continuous. Show the top 10 cards of your Deck to all players. Select 1 Spell card that is the same type as the type selected and add it to your hand. The other cards are shuffled back to your Deck. S117-EN 134 Speed Trap Text Spell Select 1 of the following types of Trap cards: Normal, Counter, or Continuous. Show the top 10 cards of your Deck to all players. Select 1 Trap card that is the same type as the type selected and add it to your hand. The other cards are shuffled back to your Deck. S117-EN 135 Beheading Slash Spell Activate during your Main Phase 1. If any of your monsters destroy an opposing monster by battle this turn, and that monster has an ATK that is 1000 or less, deal 500 damage to your opponent and remove the destroyed monster from play. S117-EN 136 Smoke Cloud Continuous Trap Activate immediately when your opponent’s Battle Phase begins. When your opponent attacks with a monster, roll a 6-sided die. (1-5 is for the 5 Monster card zones, and 6 is a re-roll.) The monster attacks the Card Zone equal to the # rolled. If there is no monster on the indicated Card Zone, that monster can’t attack this turn. Destroy this card on your opponent’s 3rd End Phase after activation. S117-EN 137 Don’t Die Yet! Counter Trap No cards can chain this card’s activation or negate/destroy it. Activate only when you take damage and your LP will hit 0. Your LP now becomes 1. You cannot take any more Battle or Effect damage this turn. S117-EN 138 Evading Fire Counter Trap Activate when you take Battle Damage from an opposing monster attacking you directly. Negate the damage. The attacking monster loses 500 ATK for as long as its on the field. S117-EN 139 Loss of Gravity Continuous Trap After a monster attacks, it is switched to Defense mode. S117-EN 140 Storm Wings Equip Spell The equipped monster gains 500 ATK & DEF, as well as the Winged-Beast-type and WIND Attribute. S117-EN 141 Tradewinds Spell You and your opponent each select 1 card from their hands and gives them to the other player. S117-EN 142 Crash Explosion! Quick-Play Spell Activate when one of your monsters attacks your opponent’s monster. Destroy both monsters without damage calculation. S117-EN 143 Updraft (Original) Quick-Play Spell Send 1 Spell or Trap card on the field to the top or the bottom of the owner’s Deck. S117-EN 144 Angelic Graveyard Field Spell When a monster is Sp. Summoned to the field from the Graveyard, draw 1 card. All monsters on the field that were Sp. Summoned from the Graveyard gain 700 ATK & DEF. S117-EN 145 Clash of Warriors! Trap Activate when one of your monsters battles an opposing monster, and both cards are in Attack mode. Destroy your opponent’s monster without damage calculation. Deal 500 damage to your opponent. S117-EN 146 Miracle Medicine Spell Flip 1 coin for each card in your hand. Gain 500 LP for each Heads. S117-EN 147 Miracle Potion Quick-Play Spell Select 1 monster on the field whose current ATK is less than its original ATK. Increase ATK by 1500. This increase lasts for as long as the selected monster is on the field. S117-EN 148 Type Change – FM-ian Equip Spell The equipped monster is now FM-ian-type. S117-EN 149 Trick Bomb Continuous Spell When activated, Sp. Summon to your field in Attack mode. (DARK / Machine / Level 1 / ATK 0 / DEF 500) When this card is destroyed by battle, the controller takes double the Battle Damage they would receive. S117-EN 150 Forced Summon Spell Look at your opponent’s hand, select a monster from their hand, and Sp. Summon it on their field. Your opponent does the same for you. S117-EN 151 Material Summon Continuous Spell Activate as many times as you want during your Main Phase. Select 1 Spell/Trap card in your Graveyard and remove it from play to Sp. Summon 1 monster from your hand that has the name of the removed Spell/Trap card in its own card text. Ignore the summon conditions listed on the selected monster. Ex. Remove ‘Shockstorm’ from play to Sp. Summon ‘Lightning Hyren’ S117-EN 152 Level Field Field Spell Once per turn, during your Main Phase, the controller may activate this effect: If you activate this effect, you can’t Normal Summon this turn. Select 1 ‘LV’ monster on your field and send it to the Graveyard. Sp. Summon 1 monster from your hand or Deck that is written on the sent monster, ignoring any and all summoning conditions. S117-EN 153 Limiter Field Field Spell Once per turn, during your Main Phase, the controller may activate this effect: Select 1 Machine-type monster on your field. Double it’s ATK until the end of the turn. Only that monster can attack this turn. Destroy the selected monster during your End Phase. S117-EN 154 Mystical Space Field Field Spell Once per turn, during your Main Phase, the controller may activate this effect: Destroy 1 Spell or Trap card on the field. You can’t activate any other Spell or Trap cards this turn. S117-EN 155 Hinotama Field Field Spell Once per turn, during your Main Phase, the controller may activate this effect: Deal 500 damage to your opponent. All other Effect Damage to your opponent is negated this turn. S117-EN 156 DNA Field When activated, select 1 Monster Type and 1 Monster Attribute. All monsters on the field now have the selected Type and Attribute as long as this card stays on the field. S117-EN 157 Jammer Field Field Spell Once per turn, during your opponent’s turn, the controller may activate this effect: Discard 1 card from your hand to negate 1 Spell card your opponent activates and destroy it. You cannot activate Spell and Trap cards until your opponent’s next Draw Phase. S117-EN 158 Crystal Corporation Final Crash!! Spell All ‘Crystal Beast’ and ‘Rainbow Dragon’ cards in all player’s hands, Decks, fields, and Graveyards are removed from play. S117-EN 159 Yu-Gi-Oh! Era Double Crash! Spell When activated, destroy all cards on your field. Both players take 600 damage for each card destroyed. S117-EN 160 Yu-Gi-Oh! Era Triple Crash! Spell When activated, destroy all cards on your field. Both players take 700 damage for each card destroyed. S117-EN 161 Stuck in Mid-Fusion Counter Trap Activate when your opponent summons a Fusion monster. Remove that monster from play, regardless of that monster’s effect, until your opponent’s second Standby Phase after this card’s activation. S117-EN 162 Ultimate Tokens Continuous Spell As long as this card is on the field, all players can Tribute Tokens the way they would Tribute monsters. S117-EN 163 Attribute Fusion Spell Select 1 Fusion Monster in your Fusion Deck. Send the same number of monsters from your hand & Field to the Graveyard as listed on the Fusion Monster, but you can send any monster, as long as it has the same Attribute as the Fusion Monster. Sp. Summon the selected Fusion Monster. S117-EN 164 Water Rupture! Trap Select 1 monster on your opponent’s field and return it to the top of their Deck. S117-EN 165 Card Bank Spell Select 1 card in your hand and remove it from the Duel. (This card is not sent to the Graveyard OR the removed cards pile.) At any time during your Main Phase, you may choose to add the selected card back to your hand. At this time, gain 100 LP x the total number of Standby Phases that the selected card has stayed out of the Duel. S117-EN 166 Level Summon Spell Select 1 ‘LV’ monster in your hand. Discard monsters from your hand to the Graveyard whose Levels equal at least 2x the selected monster’s Level. Sp. Summon the selected monster, regardless of its summoning condition. S117-EN 167 Flip Them the Bird! The Bird! Spell Your opponent takes 1000 damage. S117-EN 168 Fusion Equality Counter Trap Activate when your opponent successfully summons a Fusion Monster. Send monsters from your hand and field to the Graveyard and Fusion Summon an appropriate Fusion Monster from your Fusion Deck. S117-EN 169 Destruction Equality Counter Trap Activate when your monster is destroyed by battle by your opponent’s monster. Your opponent’s monster that destroyed yours is also destroyed. Negate all Battle and Effect Damage to all players for this turn. S117-EN 170 Under the Radar Counter Trap Activate when your opponent’s card effect is about to destroy a Field Spell you control. Flip the Field Spell face-down and negate its destruction. S117-EN 171 Final Defense Counter Trap Activate when you have 1000 LP or less. Target 1 Defense monster your control. It can’t be destroyed or removed from the field for the rest of the turn. The selected monster can still be Tributed by you. S117-EN 172 Continue Attack Counter Trap Activate when your opponent activates a Trap card in response to your attack declaration. Negate and destroy your opponent’s Trap card. S117-EN 173 It’s Over 9000! Spell Activate when a player has over 9000 LP. All players who have less than 9000 LP now have 9000 LP. S117-EN 174 This si da Ultima Turtle Wax! Trap Destroy all ‘Charmer’ monsters on the field. S117-EN 175 Leapfrog Dodge Trap Activate when your monster is attacked. Negate the attack and switch the Monster Card Zone your monster is in to another empty Monster Card Zone on your field. S117-EN 176 Shadow Force Equip Spell Equip to a 'Shadow' monster. It gains 300 ATK & DEF. If your opponent controls only Defense monsters, the equipped monster can attack directly. S117-EN 177 Crossover Battle! Trap Activate when your monster battles your opponent’s monster, and they don’t have any of the same Monster Types. Destroy your opponent’s monster and deal 1000 damage to your opponent. S117-EN 178 End of the Road! Goal! Trap Activate when your LP would hit 0 from damage. Negate that damage and gain 2000 LP. |
![]() |
![]() ![]() ![]() |