#YGO Spoiler completo OCG Dark Illusions

TDIL-JP001
Entermate Bot-Eyes Lizard / Performapal Bot-Eyes Lizard
Level 4 EARTH Reptile-Type Effect Monster
ATK 1600
DEF 1200
(1) Once per turn, during your Main Phase, if this card was Normal or Special Summoned this turn: You can send 1 “Odd-Eyes” monster from your Deck to the Graveyard; until the End Phase, this card’s name becomes the sent monster’s name.

TDIL-JP002
Entermate Dora Neko / Performapal Gongcat
Level 1 EARTH Beast-Type Pendulum Effect Monster
ATK 100
DEF 100
Scale: 2
Pendulum Effect:
(1) Once per turn, when an opponent’s monster declares a direct attack: You can activate this effect; you take no battle damage from that attack.
Monster Effect:
(1) Once per turn, when an attack is declared involving a monster you control and an opponent’s monster: You can activate this effect; you take no battle damage from that attack.

TDIL-JP003
Entermate Extra Shooter / Performapal Extra Shooter
Level 3 DARK Spellcaster-Type Pendulum Effect Monster
ATK 800
DEF 1000
Scale: 3
Pendulum Effect:
You can only use this Pendulum Effect of “Performapal Extra Shooter” once per turn.
You cannot Pendulum Summon during the turn you activate this effect.
(1) During your Main Phase: You can activate this effect; inflict damage to your opponent equal to the number of face-up Pendulum Monsters in your Extra Deck x 300.
Monster Effect:
(1) Once per turn: You can banish 1 monster from your Extra Deck, then target 1 card in either player’s Pendulum Zone; destroy it, and if you do, inflict 300 damage to your opponent.

TDIL-JP004
Entermate Barrier Balloon Baku / Performapal Barrier Balloon Baku
Level 6 EARTH Beast-Type Effect Monster
ATK 1000
DEF 2000
You can only use the (2)nd effect of “Performapal Barrier Balloon Baku” once per turn.
(1) If a monster you control battles an opponent’s monster, during damage calculation: You can discard this card; neither player takes any battle damage from that battle.
(2) When an opponent’s monster declares a direct attack, if this card is in the Graveyard: You can discard 1 “Performapal” monster; Special Summon this card from the Graveyard in Defense Position.

TDIL-JP005
Entermate Gomugomutton / Performapal Rubber Mutton
Level 5 EARTH Beast-Type Pendulum Effect Monster
ATK 900
DEF 2400
Scale: 1
Pendulum Effect:
(1) Once per turn, when an attack is declared involving a monster you control and an opponent’s monster: You can activate this effect; that monster you control is not destroyed by that battle.
Monster Effect:
(1) Once per turn, when an attack is declared involving a monster you control and an opponent’s monster: You can activate this effect; that monster you control is not destroyed by that battle.

TDIL-JP006
Entermate Bubbulldog / Performapal Bubbulldog
Level 6 EARTH Beast-Type Pendulum Effect Monster
ATK 2300
DEF 1000
Scale: 5
Pendulum Effect:
(1) If a face-up monster(s) you control, that was Special Summoned from the Extra Deck and is not a Pendulum Monster(s), would be destroyed by battle or card effect, you can destroy this card instead.
Monster Effect:
(1) When this card is Special Summoned from the Extra Deck: You can activate this effect; for the rest of this turn, all Pendulum Monsters you control that were Special Summoned from the Extra Deck will not be destroyed by card effects.

TDIL-JP007
Entermate Radish Horse / Performapal Radish Horse
Level 4 EARTH Plant-Type Pendulum Effect Monster
ATK 500 DEF 2000
Pendulum Effect:
(1) Once per turn: You can target 2 face-up monsters on the field (1 your opponent controls and 1 “Performapal” monster you control); that opponent’s monster loses ATK equal to the ATK of that “Performapal” monster you control.
Monster Effect:
(1) If your opponent controls a Special Summoned monster(s), and you control as many or fewer monsters than the total they control, you can Special Summon this card (from your hand).
(2) Once per turn: You can target 2 face-up monsters on the field (1 your opponent controls and 1 you control); until the end of this turn, that opponent’s monster loses ATK equal to this card’s ATK, and if it does, that monster you control gains ATK equal to this card’s ATK.

TDIL-JP008
Entermate Life Swordman / Performapal Life Swordsman
Level 1 LIGHT Warrior-Type Effect Monster
ATK 0
DEF 0
(1) When your opponent gains LP (except during the Damage Step): You can activate this effect; Special Summon this card from your hand. Its ATK is equal to the amount of LP your opponent gained..
(2) You can Tribute this card, then target 1 face-up monster you control; until the end of the turn, it gains 1000 ATK.

TDIL-JP009
Kyokugei no Majutsushi / Acrobat Magician
Level 5 DARK Spellcaster-Type Pendulum Effect Monster
ATK 800
DEF 2300
Pendulum Scale: 2
Pendulum Effect:
You can only use this Pendulum Effect of “Acrobat Magician” once per turn.
(1) When a monster(s) you control is destroyed by a card effect: You can activate this effect; Special Summon this card from the Pendulum Zone.
Monster Effect:
(1) If the activation of a Spell/Trap Card(s) is negated: You can activate this effect; Special Summon this card from your hand.
(2) When this card is destroyed by battle: You can activate this effect; place this card in your Pendulum Zone.

TDIL-JP010
DD Madou Kenja Thomas / D/D Savant Thomas
Level 8 DARK Fiend-Type Pendulum Effect Monster
ATK 1800
DEF 2600
Pendulum Scale: 6
Pendulum Effect:
You can only use this Pendulum Effect of “D/D Savant Thomas” once per turn.
(1) During your Main Phase: You can activate this effect; Add to your hand 1 face-up “D/D” Pendulum Monster from your Extra Deck.
Monster Effect:
You can only use this monster effect of “D/D Savant Thomas” once per turn.
(1) You can target 1 “D/D” card in your Pendulum Zone; any battle damage your opponent takes becomes halved for the rest of this turn, also destroy that card, and if you do, Special Summon in Defense Position 1 Level 8 “D/D/D” monster from your Deck, but its effects are negated during this turn.

TDIL-JP011
DD Madou Kenja Nikola / D/D Savant Nikola
Level 6 DARK Fiend-Type Pendulum Effect Monster
ATK 2000
DEF 2000
Scale: 8
Pendulum Effect:
(1) You cannot Pendulum Summon monsters, except “D/D” monsters. This effect cannot be negated.
(2) Once per turn: You can discard 1 “D/D/D” monster, then target 1 Level 6 or lower “D/D” monster you control; it gains 2000 ATK and DEF until the end of the turn.
Monster Effect:
You can only use this monster effect of “D/D Savant Nikola” once per turn.
(1) If this card in a Pendulum Zone is destroyed: You can target 1 “D/D/D” monster you control; return that monster to the hand, then place up to 2 face-up “D/D” Pendulum Monsters from your Extra Deck in your Pendulum Zone(s), but Pendulum Effects of those cards cannot be activated this turn.

TDIL-JP012
Blackfeather – Sakamaki no Tornado / Blackwing – Tornado the Anticyclone
Level 4 DARK Winged Beast-Type Effect Monster
ATK 1000
DEF 1200
(1) When this card is Normal Summoned, if your opponent controls a Special Summoned monster(s): You can target 1 “Blackwing” Tuner monster in your Graveyard; you cannot Special Summon monsters from your Extra Deck for the rest of this turn, except “Blackwing” monsters, also Special Summon that monster, but its effects are negated.

TDIL-JP013
Black Feather – Oborokage no Goufuu / Blackwing – Gofu the Ghostly Shadow
Level 5 DARK Winged Beast-Type [Special Summon] Tuner Effect Monster
ATK 0
DEF 0
Cannot be Normal Summoned/Set.
Must first be Special Summoned (from your hand) while you control no monsters.
(1) When this card is Special Summoned from the hand: You can activate this effect; Special Summon 2 “Ghostly Shadow Tokens” (Winged Beast/DARK/Level 1/ATK 0/DEF 0), but they cannot be Tributed or used as Synchro Material.
(2) You can banish this card and 1 or more non-Tuner monsters you control, then target 1 “Blackwing” Synchro Monster in your Graveyard whose Level equals the total Levels of those banished monsters; Special Summon it, and if you do, it is treated as a Tuner monster while face-up on the field.

TDIL-JP014
Red Wolf
Level 6 FIRE Fiend-Type Effect Monster
ATK 1400
DEF 2200
(1) When you Normal Summon a “Resonator” monster: You can activate this effect; Special Summon this card from your hand, but its ATK is halved.

TDIL-JP015
Red Gardna
Level 4 FIRE Fiend-Type Effect Monster
ATK 0
DEF 2000
(1) During either player’s turn, when your opponent activates a card or effect, if you control a “Red Dragon Archfiend” monster: You can send this card from your hand to the Graveyard; for the rest of this turn, monsters you control cannot be destroyed by your opponent’s card effects.

TDIL-JP016
Red Mirror
Level 1 FIRE Fiend-Type Effect Monster
ATK 0
DEF 0
You can only use each effect among the (1)st and (2)nd effects of “Red Mirror” once per turn.
(1) When an opponent’s monster declares an attack: You can send this card from your hand to the Graveyard, then target 1 FIRE Fiend-Type Monster in your Graveyard, except “Red Mirror”; add that monster to your hand.
(2) If you Synchro Summon a monster, and this card is in your Graveyard because it was sent there during a previous turn: Add this card from the Graveyard to the hand.

TDIL-JP017
Magician of Black Illusion
Level 7 DARK Spellcaster-Type Effect Monster
ATK 2100
DEF 2500
You can only use each effect among the (1)st and (3)rd effects of “Magician of Black Illusion” once per turn.
(1) During your opponent’s turn, if you activate a Spell/Trap Card or Spell/Trap effect (except during the Damage Step): You can activate this effect; Special Summon this card from your hand.
(2) While this card is in a Monster Zone, its name becomes “Dark Magician”.
(3) Once, while this card is face up on the field, if you activate a Spell/Trap Card or Spell/Trap effect (except during the Damage Step): You can target 1 “Dark Magician” in your Graveyard; Special Summon it.

TDIL-JP018
Magician’s Robe
Level 2 DARK Spellcaster-Type Effect Monster
ATK 700
DEF 2000
You can only use each effect among the (1)st and (2)nd effects of “Magician’s Robe” once per turn.
(1) During your opponent’s turn: You can discard 1 Spell/Trap Card; Special Summon 1 “Dark Magician” from your Deck (this is a Quick Effect).
(2) During your opponent’s turn, if you activate a Spell/Trap Card or Spell/Trap effect while this card is in your Graveyard (except during the Damage Step): You can activate this effect; Special Summon this card from your Graveyard, but banish it when it leaves the field.

TDIL-JP019
Magician’s Rod
Level 3 DARK Spellcaster-Type Effect Monster
ATK 1600
DEF 100
You can only use each effect among the (1)st and (2)nd effects of “Magician’s Rod” once per turn.
(1) When this card is Normal Summoned: You can activate this effect; add 1 Spell/Trap Card that lists the card name “Dark Magician” in its text from your Deck to your hand.
(2) During your opponent’s turn, if you activate a Spell/Trap Card or Spell/Trap effect while this card is in your Graveyard (except during the Damage Step): You can Tribute 1 Spellcaster-Type monster; add this card from your Graveyard to your hand.

TDIL-JP020
Shin Ryuukenshi Master Peace / Master Peace, the True Dracoslayer
Level 8 LIGHT Dragon-Type [Special Summon] Effect Monster
ATK 2950
DEF 2950
Cannot be Normal Summoned/Set.
Must be Special Summoned (from your hand) by Tributing 2 monsters (1 “Dracoslayer” monster and 1 “Dracoverlord” monster), and cannot be Special Summoned by other ways.
(1) Once per turn, during either player’s turn, when a card or effect is activated: You can activate this effect; negate the activation.
(2) If this card in its owner’s control is destroyed by an opponent’s card (by battle or card effect): You can activate this effect; Special Summon 2 monsters from your Deck (1 “Dracoslayer” monster and 1 “Dracoverlord” monster).

TDIL-JP021
Metalphose Stee-eren / Metalphosis Steeleren
Level 2 FIRE Psychic-Type Pendulum Normal Monster
ATK 0
DEF 2100
Pendulum Scale 8
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.
Flavor Text:
When the spirit hidden behind the black steel body awakens, the steel will turn into rare metal, creating a brave warrior one with his vehicle. Burn with that steel spirit carved into your body – METALPHOSIS FUSION!

TDIL-JP022
Metalphose Silvird / Metalphosis Silvird
Level 3 FIRE Psychic-Type Pendulum Normal Monster
ATK 1700
DEF 100
Pendulum Scale: 1
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.
Flavor Text:
A beautiful sniper controlling a silver dimensionalspeed jet. With her speed defying common sense, evading her lightspeed attacks proves impossible.

TDIL-JP023
Metalphose Goldriver / Metalphosis Goldriver
Level 4 FIRE Psychic-Type Pendulum Normal Monster
ATK 1900
DEF 500
Pendulum Scale 1
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.
Flavor Text:
He mows down enemies with his awesome drifting skills while showing off his golden body. People often egg him on to do some showy spins, but he has never once shaken from his stance that is his secret finisher move.

TDIL-JP024
Metalphose Wolflame / Metalphosis Wolflame
Level 7 FIRE Psychic-Type Pendulum Normal Monster
ATK 2400
DEF 2000
Pendulum Scale 8
Pendulum Effect:
(1) Once per turn: You can target 1 other face-up card you control; destroy it, and if you do, Set 1 “Metalphosis” Spell/Trap Card directly from your Deck.
Flavor Text:
A veteran warrior carrying a redhot steel soul. During the confrontation with the Crimson True Draco attempting to end the world, a Will of Light crossed dimensions to answer his call, and with its guidance, a brand new technique of infusing one’s body with tempered steel finally blossoms.

TDIL-JP025
Shin Ryuu Ou Agnimazd Vanisher / Agnimazd Vanisher, the True Dracoruler
Level 9 FIRE Wyrm-Type Effect Monster
ATK 2900
DEF 1900
You can only use each effect among the (1)st and (2)nd effects of “Agnimazd Vanisher, the True Dracoruler” once per turn.
(1) If this card is in your hand: You can activate this effect; destroy exactly 2 monsters that are in your hand and/or face-up on your side of the field, including a FIRE monster(s), and if you do, Special Summon this card from your hand, also, if you destroyed 2 FIRE monsters, you can banish 1 monster your opponent controls or in their Graveyard.
(2) If this card is destroyed by a card effect: You can activate this effect; add to your hand 1 Wyrm-Type monster from your Graveyard, except a FIRE monster.

TDIL-JP026
Dinomist Ankylos
Level 4 WATER Machine-Type Pendulum Effect Monster
ATK 1500
DEF 2000
Pendulum Scale: 6
Pendulum Effect:
(1) : Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another “Dinomist” card(s) you control, then destroy this card.
Monster Effect:
(1) Banish any monster destroyed by battle with “Dinomist” monsters you control.

TDIL-JP027
Tramid Dancer
Level 3 EARTH Rock-Type Effect Monster
ATK 600
DEF 1900
(1) Once per turn: You can target 1 “Tramid” card in your Graveyard; shuffle it into the Deck, and if you do, Rock-Type monsters you currently control gain 500 ATK and DEF.
(2) Once per turn, during your opponent’s turn: You can target 1 “Tramid” Field Spell Card you control; send it to the Graveyard, and if you do, activate 1 “Tramid” Field Spell Card with a different name from your Deck (this is a Quick Effect).

TDIL-JP028
Tramid Hunter
Level 3 EARTH Rock-Type Effect Monster
ATK 1400
DEF 1100
(1) During your Main Phase, if there is a face-up Field Spell Card on the field, you can Normal Summon 1 Rock-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
(2) Once per turn, during your opponent’s turn: You can target 1 “Tramid” Field Spell Card you control; send it to the Graveyard, and if you do, activate 1 “Tramid” Field Spell Card from your Deck with a different name from that Field Spell Card (this is a Quick Effect).

TDIL-JP029
Tramid Master
Level 4 EARTH Rock-Type Effect Monster
ATK 1800
DEF 700
1) Once per turn: You can send 1 “Tramid” card you control to the Graveyard, then target 1 Set card on the field; destroy it.
2) Once per turn, during your opponent’s turn: You can target 1 “Tramid” Field Spell Card you control; send it to the Graveyard, and if you do, activate 1 “Tramid” Field Spell Card from your Deck from your Deck with a different name from that Field Spell Card (this is a Quick Effect).

TDIL-JP030
Tramid Sphinx
Level 10 EARTH Rock-Type [Special Summon] Effect Monster
ATK 2500
DEF 2500
Cannot be Normal Summoned/Set.
Must be Special Summoned by a “Tramid” card’s effect, and cannot be Special Summoned by other ways.
1) If a “Tramid” card you control, except “Tramid Sphinx”, is destroyed by battle or card effect: You can activate this effect; Special Summon this card from your hand.
2) While you control another “Tramid” card, this card gains ATK and DEF equal to the number of Field Spell Cards with different names in your Graveyard x 500, also your opponent’s monsters can only attack “Tramid Sphinx” and cannot attack otherwise.

TDIL-JP031
Shiranui no Kagemono / Shiranui Sage
Level 4 FIRE Zombie-Type Effect Monster
ATK 500
DEF 0
You can only use each effect among the (1)st and (2)nd effects of “Shiranui Sage” once per turn.
(1) You can Tribute 1 Zombie-Type monster; Special Summon 1 Zombie-Type Tuner monster with 0 DEF from your Deck.
(2) If this card is banished: You can target 1 of your banished “Shiranui” monsters, except “Shiranui Sage”; Special Summon that monster. If you activate this effect while “Shiranui Style Synthesis” is on the field, you can target 2 instead.

TDIL-JP032
Toon Black Magician / Toon Dark Magician
Level 7 DARK Spellcaster-Type Toon Effect Monster
ATK 2500
DEF 2100
(1) Cannot attack the turn it is Summoned.
(2) While you control “Toon World” and your opponent controls no Toon monsters, this card can attack your opponent directly.
(3) Once per turn: You can discard 1 “Toon” card or “Manga Ryu-Ran”, then activate one of these effects;
• Special Summon 1 Toon monster or “Manga Ryu-Ran” from your Deck, ignoring the Summoning conditions, except “Toon Dark Magician”.
• Add 1 “Toon” Spell or Trap Card from your Deck to your hand.

TDIL-JP033
Scapeghost
Level 1 DARK Zombie-Type Tuner Flip Effect Monster
ATK 0
DEF 0
(1) FLIP: You can activate this effect; Special Summon any number of “Kuro Hitsuji Token / Black Sheep Tokens” (Zombie-Type/DARK/Level 1/ATK 0/DEF 0).

TDIL-JP034
Block Dragon
Level 8 EARTH Rock-Type [Special Summon] Effect Monster
ATK 2500
DEF 3000
Cannot be Normal Summoned/Set.
Must be Special Summoned (from your hand or Graveyard) by banishing 3 EARTH monsters from your hand and/or Graveyard, and cannot be Special Summoned by other ways.
You can only use the (2)nd effect of “Block Dragon” once per turn.
(1) Rock-Type monsters you control cannot be destroyed, except by battle.
(2) If this card is sent from the field to the Graveyard: You can activate this effect; add up to 3 Rock-Type monsters from your Deck to your hand whose total Levels equal 8.

TDIL-JP035
Amaterasu
Level 9 LIGHT Fairy-Type Spirit Effect Monster
ATK 3000
DEF 3000
Cannot be Normal or Special Summoned.
(1) During either player’s turn, when your opponent activates a card or effect that targets this face-down monster: You can change this card to face-up Defense Position; draw 1 card.
(2) If this card is flipped face-up: Banish all cards on the field, except this card.
(3) During the End Phase, if this card was flipped face-up this turn: Return this card to the hand.

TDIL-JP036
Kokuryuu no Ninja / Black Dragon Ninja
Level 7 DARK Beast-Type Effect Monster
ATK 2800
DEF 1600
Cannot be Special Summoned, except by the effect of a “Ninja” monster or “Ninjitsu Art” card.
(1) Once per turn, during either player’s turn: You can send to the Graveyard 2 cards (1 “Ninja” monster and 1 “Ninjitsu Art” card) that are in your hand and/or face-up on your side of the field, then target 1 monster on the field; banish that monster.
(2) If this face-up card leaves the field: Special Summon as many monsters banished by this card’s effect as possible, to their owners’ sides of the field.

TDIL-JP037
Magic Strider / Spell Strider
Level 4 EARTH Warrior-Type Effect Monster
ATK 1800
DEF 600
(1) If this card is in your hand: You can target 2 face-up Spell Cards on the field (1 you control and 1 your opponent controls); banish them, and if you do, Special Summon this card from your hand.

TDIL-JP038
Houden Mustangun / Shocking Mustungun
Level 4 LIGHT Thunder-Type [Special Summon] Effect Monster
ATK 1600
DEF 1500
Cannot be Normal Summoned/Set.
Cannot be Special Summoned, except during your Main Phase 1.
You cannot Special Summon this card if you have Special Summoned a monster this turn.
Must be Special Summoned by a card’s effect, and cannot be Special Summoned by other ways.
(1) Up to twice per turn, this card cannot be destroyed by battle.
(2) Each turn, the turn player cannot conduct a number of Special Summons higher than the number of attacks conducted that turn.

TDIL-JP039
Totem Five
Level 3 FIRE Rock-Type Effect Monster
ATK 500
DEF 200
(1) If exactly 5 monsters, including this card, are Special Summoned at the same time: Destroy as many cards your opponent controls as possible, and if you do, inflict 500 damage to your opponent for each destroyed.

TDIL-JP040
Chu-ningu Gamu / Tuning Gum
Level 1 DARK Fiend-Type Tuner Effect Monster
ATK 400
DEF 1200
You can only use the (1)st effect of “Tuning Gum” once per turn.
(1) You can target 1 face-up monster you control; during this turn, that monster is treated as a Tuner monster while face-up on the field. You cannot attack during the turn you activate this effect, except with Synchro Monsters.
(2) During either player’s turn, when a card or effect is activated that targets exactly 1 Synchro Monster you control (and no other cards): You can banish this card from the Graveyard; negate that activation.

TDIL-JP041 Wrecker Panda
Level 2 EARTH Beast-Type Effect Monster
ATK 800
DEF 800
(1) Once per turn, during the Standby Phase: You can pay 500 LP; send the top card of your Deck to the Graveyard, and if a monster is sent to the Graveyard, this card gains ATK and DEF equal to that monster’s Level x 200.
(2) If this card in your possession is destroyed by your opponent’s card (by battle or by card effect) and sent to your Graveyard: You can add to your hand the 1 monster in your Graveyard that has the lowest Level (your choice, if tied).

TDIL-JP042
Fairy Tail – Shirayuki / Fairy Tail – Snow White
Level 4 LIGHT Spellcaster-Type Effect Monster
ATK 1850
DEF 1000
(1) If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position.
(2) During either player’s turn, if this card is in your Graveyard: You can banish 7 other cards from your hand, side of the field, and/or Graveyard; Special Summon this card from the Graveyard.

TDIL-JP043
Metalphose Adamanté / Metalphosis Adamante
Level 5 FIRE Psychic-Type Fusion Monster
ATK 2500
DEF 2500
Fusion Materials: 1 “Metalphosis” monster + 1 monster with 2500 or less ATK

TDIL-JP044
Metalphose Orihulk / Metalphosis Orihulk
Level 8 FIRE Psychic-Type Fusion Effect Monster
ATK 2800
DEF 2200
Fusion Materials: 2 “Metalphosis” monsters
(1) If a “Metalphosis” monster you control attacks a Defense Position monster, inflict doubled piercing battle damage to your opponent.
(2) If this card is sent from the field to the Graveyard: You can target 1 card on the field; destroy it.

TDIL-JP045
Metalphose Cardinal / Metalphosis Cardinal
Level 9 FIRE Psychic-Type Fusion Monster
ATK 3000
DEF 3000
Fusion Materials: 1 “Metalphosis” monster + 2 monsters with 3000 or less ATK

TDIL-JP046
Nirvana High Paladin
Level 10 DARK Spellcaster-Type Synchro Pendulum Effect Monster
ATK 3300
DEF 2500
Pendulum Scale: 8
Pendulum Effects:
(1) Pendulum Monsters you control are not destroyed by battle while attacking, also you take no battle damage from attacks involving them while they are attacking.
(2) At the end of the Damage Step, if a Pendulum Monster you control attacked: Until the end of the turn, all monsters your opponent controls lose ATK equal to the ATK of the monster that attacked.
Synchro Materials: 1 Tuner + 1 or more non-Tuner Synchro Monsters
You can Synchro Summon this card using 1 Pendulum Summoned non-Tuner Pendulum Monster you control as a Tuner.
Monster Effects:
(1) If this card is Synchro Summoned using a Pendulum Summoned Pendulum Monster as a Tuner: You can target 1 card in your Graveyard: add it to your hand.
(2) When this card destroys an opponent’s monster by battle: You can activate this effect; halve your opponent’s LP.
(3) If this card in the Monster Zone is destroyed (by battle or card effect): You can activate this effect; place this card in your Pendulum Zone.

TDIL-JP047
Assault Black Feather – Amagakure no Sayo / Assault Blackwing – Sayo the Rain-Shrouded
Level 2 DARK Winged Beast-Type Synchro Effect Monster
ATK 800
DEF 100
Synchro Materials: 1 Tuner + 1 non-Tuner monster
(1) If this card is Synchro Summoned using a “Blackwing” monster as Material, it is treated as a Tuner monster while face-up on the field.
(2) Up to twice per turn, this card cannot be destroyed by battle.

TDIL-JP048
Assault Black Feather – Samidare no Sohaya / Assault Blackwing – Sohaya the Summer Shower
Level 5 DARK Winged Beast-Type Synchro Effect Monster
ATK 1500
DEF 2000
Synchro Materials: 1 Tuner + 1 or more non-Tuner monsters
You can only use each effect among the (2)nd and (3)rd effects of “Assault Blackwing – Sohaya the Summer Shower” once per turn.
(1) If this card is Synchro Summoned using a “Blackwing” monster as Material, it is treated as a Tuner monster while face-up on the field.
(2) When this card is Synchro Summoned: You can target 1 “Assault Blackwing” monster in your Graveyard; Special Summon it.
(3) If this card is in your Graveyard because it was sent there this turn: You can banish 1 other “Assault Blackwing – Sohaya the Summer Shower” from your Graveyard; Special Summon this card.

TDIL-JP049
Assault Black Feather – Gandachi no Onimaru / Assault Blackwing – Onimaru the Thunderbolt
Level 12 DARK Winged Beast-Type Synchro Effect Monster
ATK 3000
DEF 2000
Synchro Materials: 1 Tuner + 1 or more non-Tuner monsters
You can only use the (3)rd effect of “Assault Blackwing – Onimaru the Thunderbolt” once per Duel.
(1) If this card is Synchro Summoned using a “Blackwing” monster as Material, it is treated as a Tuner monster while face-up on the field
(2) This card cannot be destroyed by card effects.
(3) You can target 1 “Blackwing” monster in your Graveyard; this card’s Level becomes that monster’s Level.
(4) If this Synchro Summoned card attacks, and all Materials used for its Synchro Summon were Synchro Monsters, it gains 3000 ATK during the Damage Step only.

TDIL-JP050
Red Daemon’s Dragon Tyrant / Tyrant Red Dragon Archfiend
Level 10 DARK Dragon-Type Synchro Effect Monster
ATK 3500
DEF 3000
Synchro Materials: 2 Tuners + 1 or more non-Tuner Monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways.
You can only use each effect among the (1)st and (2)nd effects of “Tyrant Red Dragon Archfiend” once per turn.
(1) During your Main Phase 1: You can activate this effect; destroy all other cards on the field, also other monsters you control cannot attack for the rest of this turn.
(2) During either player’s Battle Phase, when a Spell or Trap Card is activated: You can activate this effect; negate that activation, and if you do, destroy that card, and if you do that, this card gains 500 ATK.

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Coral Dragon
Level 6 WATER Dragon-Type Synchro Tuner Effect Monster
ATK 2400
DEF 500
Synchro Materials: 1 Tuner + 1 or more non-Tuner monsters
You can only use the (2)nd effect of “Coral Dragon” once per turn.
(1) Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it.
(2) If this Synchro Summoned card is sent to the Graveyard: You can activate this effect; draw 1 card.

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Koku’u no Kuromadoushi / Ebon Void Magician
Rank 7 DARK Spellcaster-Type Xyz Effect Monster
ATK 2300
DEF 2800
Xyz Materials: 2 Level 7 Spellcaster-Type monsters
(1) While this card has Xyz Material during your opponent’s turn, you can activate Quick-Play Spell Cards and Trap Cards from your hand, by detaching 1 Xyz Material from this card to activate each card this way.
(2) If this Xyz Summoned card is destroyed by battle and sent to the Graveyard, or if this Xyz Summoned card you control is sent to your Graveyard by an opponent’s card effect: You can activate this effect; Special Summon 1 DARK Spellcaster-Type monster from your hand or Deck, then you can destroy 1 card on the field.

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Super Hippo Carnival
Quick-Play Spell Card
(1) Special Summon 1 “Performapal Hip Hippo” from your hand, Deck or Graveyard, then you can Special Summon as many “Hippo Tokens” (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) as possible, but these Tokens cannot be Tributed. You cannot Special Summon monsters from the Extra Deck while a “Hippo Token” is in a Monster Zone. For the rest of this turn after this card resolves, if a “Hippo Token” was Special Summoned by this effect, your opponent cannot target monsters for attacks, except “Hippo Tokens”.

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Gekkouga / Moonlight Perfume
Normal Spell Card
(1) Target 1 “Lunalight” monster in your Graveyard; Special Summon it.
(2) You can banish this card from your Graveyard, then discard 1 card; add 1 “Lunalight” monster from your Deck to your hand.

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Deathtoy Sanctuary / Frightfur Sanctuary
Continuous Spell Card
Activate this card by discarding 1 card and sending 2 “Frightfur” monsters from your Extra Deck to the Graveyard.
(1) Fusion Monsters you control are treated as “Frightfur” monsters.
(2) If this card is sent to the Graveyard: You can target 1 “Frightfur” Fusion Monster in your Graveyard; shuffle it into the Extra Deck.

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Mashin’ou no Kindan Keiyakusho / Forbidden Dark Contract with the Swamp King
Continuous Spell Card
(1) Once per turn: You can activate this effect; Special Summon 1 “D/D/D” monster from your hand in Defense Position, but its effects are negated.
(2) Once per turn, if you control a monster Special Summoned by this card’s (1)st effect: You can activate this effect; Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or side of the field as Fusion Materials, including a monster Special Summoned by this card’s (1)st effect.
(3) Once per turn, during your Standby Phase: Take 2000 damage.

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Kuro no Madoujin / Dark Magic Circle
Continuous Spell Card
You can only use each effect among the (1)st and (2)nd effects of “Dark Magic Circle” once per turn.
(1) When this card is activated: Look at the top 3 cards of your Deck, you can reveal 1 “Dark Magician” or 1 Spell/Trap Card that lists the card name “Dark Magician” in its text among them and add it to your hand, also place any remaining cards on the top of your Deck in any order.
(2) If “Dark Magician” is Normal or Special Summoned to your side of the field (except during the Damage Step): You can target 1 card your opponent controls; banish it.

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Illusion Magic
Quick-Play Spell Card
You can only activate 1 “Illusion Magic” per turn.
(1) Tribute 1 Spellcaster-Type monster; add to your hand up to 2 “Dark Magician” from your Deck and/or Graveyard.

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Magic Expand / Magic Expansion
Quick-Play Spell Card
(1) Apply these effects, in sequence, depending on the total number of copies of “Dark Magician” and “Dark Magician Girl” on the field and in the Graveyards.
• 1 or more: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of the turn.
• 2 or more: For the rest of this turn, your opponent cannot activate cards or effects in response to your activations of Spell/Trap Cards and Spell/Trap effects, also Spell/Trap Cards you control cannot be destroyed by your opponent’s card effects.
• 3 or more: For the rest of this turn, DARK Spellcaster-Type monsters you currently control are unaffected by your opponent’s card effects.

TDIL-JP060
Metamor Formation
Field Spell Card
(1) “Metalphosis” monsters you control gain 300 ATK and DEF.
(2) While you have a “Metalphosis” card in your Pendulum Zone, “Metalphosis” monsters you control, except Effect Monsters, are unaffected by your opponent’s card effects.

TDIL-JP061
Metalphose Fusion / Metalphosis Fusion
Normal Spell Card
You can only use the (2)nd effect of “Metalphosis Fusion” once per turn.
(1) Fusion Summon 1 “Metalphosis” Fusion Monster from your Extra Deck, using monsters from your hand or side of the field as Fusion Materials.
(2) If this card is in your Graveyard: You can activate this effect; shuffle this card from your Graveyard into your Deck, then draw 1 card.

TDIL-JP062
Tramid Fortress
Field Spell Card
You can only use the (3)rd effect of “Tramid Fortress” once per turn.
(1) Rock-Type monsters on the field gain 500 DEF.
(2) “Tramid” monsters on the field cannot be destroyed by card effects.
(3) If this face-up card in the Field Zone is sent to the Graveyard, you can target 1 “Tramid” monster in your Graveyard; add that monster to your hand.

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Tramid Cruiser
Field Spell Card
You can only use the (3)rd effect of “Tramid Cruiser” once per turn.
1) Each time a Rock-Type monster is Normal Summoned, gain 500 LP.
2) If a “Tramid” monster is Normal Summoned: You can activate this effect; draw 1 card, then discard 1 card.
3) If this face-up card is sent from the Field Zone to the Graveyard: You can add to your hand 1 “Tramid” monster from your Deck.

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Tramid King Golem
Field Spell Card
You can only use the (3)rd effect of “Tramid King Golem” once per turn.
1) Rock-Type monsters on the field gain 500 ATK.
2) If a “Tramid” monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
3) If this face-up card is sent from the Field Zone to the Graveyard: You can Special Summon 1 “Tramid” monster from your hand.

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Cosmic Cyclone
Quick-Play Spell Card
(1) Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.

TDIL-JP066
Goyoku de Don’yoku na Tsubo / Pot of Cupidity
Normal Spell Card
You can only activate 1 “Pot of Cupidity” per turn.
(1) Banish 10 cards from the top of your Deck, face-down; draw 2 cards.

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Hanmadou Tai’iki / Semi Spell Zone
Field Spell Card
Activate this card at the start of your Main Phase 1 or 2.
(1) During each player’s Main Phase 1, monsters on the field cannot be targeted by, or destroyed by, their controller’s opponent’s card effects.
(2) You cannot activate or Set Field Spell Cards.

TDIL-JP068
Tamashi’i no Card / Soul Card
Normal Spell Card
You can only activate 1 “Soul Card” per turn.
(1) Look at your Deck, and if you do, you can add to your hand 1 monster from your Deck whose total ATK and DEF equal your LP.

TDIL-JP069
Fusion Death Waltz / Fusion Doom Waltz
Normal Trap Card
(1) Target 2 monsters on the field (1 “Frightfur” Fusion Monster you control and 1 Fusion Monster your opponent controls); destroy as many Special Summoned monsters on the field as possible, except the targets, then inflict damage, equal to the combined ATK of the targets, to each player that controlled a destroyed monster(s).

TDIL-JP070
King Scarlet
Continuous Trap Card
(1) If a “Red Dragon Archfiend” monster you control battles, during damage calculation: that monster you control cannot be destroyed by this battle, also Special Summon this card as a Normal Monster (Fiend-Type/Tuner/FIRE/Level 1/ATK 0/DEF 0). (This card also still a Trap Card.)

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Magicians Navigate
Normal Trap Card
(1) Special Summon 1 “Dark Magician” from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck.
(2) During either player’s turn, if you control “Dark Magician” and this card is in your Graveyard because it was sent there during a previous turn: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponent controls; negate its effects until the end of the turn.

TDIL-JP072
Metalphose Counter / Metalphosis Counter
Normal Trap Card
(1) If a card you control is destroyed (by battle or by card effect): Special Summon 1 “Metalphosis” monster from your Deck.
(2) During either player’s turn, except the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; add 1 face-up “Metalphosis” Pendulum Monster from your Extra Deck to your hand.

TDIL-JP073
Metalphose Combination / Metalphosis Combination
Continuous Trap Card
(1) Once per turn, if a Fusion Monster is Fusion Summoned: You can target 1 “Metalphosis” monster in your Graveyard with a Level less than that Fusion Monster’s; Special Summon it.
(2) If this card is sent from the field to the Graveyard: You can activate this effect; Add 1 “Metalphosis” monster from your Deck to your hand.

TDIL-JP074
Tramid Pulse
Continuous Trap Card
(1) Once per turn: You can banish a total of 2 Rock-Type monsters and/or Field Spell Cards from your Graveyard, then activate 1 of these effects.
● Target 1 face-up card on the field, except this card; destroy it.
● Target 1 Rock-Type monster in your Graveyard; Special Summon it in Defense Position.
● Target up to 3 Field Spell Cards in your Graveyard; shuffle them into the Deck, then draw 1 card.

TDIL-JP075
Hakaiken no Tsuioku / Reflecting upon the Destruction Sword
Normal Trap Card
(1) Discard 1 “Destruction Sword” card; Special Summon 1 “Buster Blader” monster from your Deck.
(2) You can banish this card from your Graveyard; Fusion Summon 1 “Buster Blader, the Dragon Destroyer Swordsman” from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard.

TDIL-JP076
Kosonashi Otoshiana / Endless Trap Hole
Normal Trap Card
(1) When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.

TDIL-JP077
Hayasugita Kikan / Premature Return
Normal Trap Card
(1) Banish 1 card from your hand, then target 1 of your banished monsters; Special Summon it in face-down Defense Position.

TDIL-JP078
Kyoutou / Joining Forces
Normal Trap Card
Monsters you control cannot attack your opponent directly during the turn this card is activated.
(1) Discard 1 monster, then target 1 face-up monster on the field; its ATK and DEF become equal to the ATK and DEF of the monster discarded to activate this card, until the end of this turn.

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Pendulum Hole
Counter Trap Card
(1) When either you or your opponent would Pendulum Summon a monster(s): Negate the Summon, and if you do, shuffle that monster(s) into the Deck.

TDIL-JP080
Kenmon / Examination
Normal Trap Card
(1) When an opponent’s monster declares an attack: Look at your opponent’s hand, and if a monster(s) is in their hand, negate that attack, then discard 1 monster from their hand.

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#YGO Spoiler Movie Pack Dark side of dimensions

Las cartas desveladas hasta el momento son:

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Houkai Gasshin / Cubic Combination
Normal Trap Card
(1) Fusion Summon 1 “Cubic” Fusion Monster from your Extra Deck by using monsters you control or have in your hand as Fusion Materials.
(2) If a face-up “Cubic” monster is destroyed by battle, or leaves the field: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower “Cubic” monster from your hand or Deck, ignoring its Summoning conditions. The monster Special Summoned by this effect cannot be destroyed by battle or card effect during this turn.

Houkai Rin’ne / Cubic Reincarnation
Houkaigou / Cubic Karma
Houkai Mandara / Cubic Mandala
Houkai Hadou / Cubic Aura
Normal Spell Card
Target 1 “Cubic” monster you control and 1 face-up monster your opponent controls; the first target’s ATK becomes double its current ATK, and if it does, that second target’s ATK becomes half its current ATK.
You can banish this card and any number of “Cubic” monsters in your Graveyard, then target that many face-up monsters your opponent controls; place 1 Cubic Counter on each of those monsters. Monsters with Cubic Counters cannot attack, and their effects are negated.

Ankoku Houkai Jashin Crimson Nova Trinity / Crimson Nova Trinity, the Dark Cubic Wicked Deity
Level 10 DARK Fiend-Type Fusion Effect Monster
ATK 4500
DEF 300
Fusion Materials: 3 “Crimson Nova, the Dark Cubic Deity”
Must be Special Summoned by a Fusion Summon with the above Fusion Materials, and cannot be Special Summoned by other ways.
(1) Cannot be targeted by, or destroyed by, an opponent’s card effect.
(2) When this card attacks: Halve your opponent’s LP.
(3) Once per Battle Phase, if this attacking card destroys a monster by battle: You can have it attack once more in a row.
(4) If you take effect damage: Inflict the same amount of damage to your opponent.

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Houkaijuu Dark Ganex / Dark Ganex, the Cubic Beast
Level 2 EARTH Beast-Type [Special Summon] Effect Monster
ATK 0
DEF 0
Cannot be Normal Summoned or Set. Must first be Special Summoned by your hand by sending 1 “Cubic” monster from your field to the Graveyard.
(1) If Special Summoned this way, this card gains 1000 ATK.
(2) If this card destroys an opponent’s monster as a result of battle: You can target up to 2 “Cubic Spawn Vijam” in your Graveyard; Send this card to the Graveyard, and if you do, Special Summon those monsters. Then, you can add 1 “Blade Garudia, the Cubic Beast” from your Deck to your hand.

Final Geas
Normal Trap Card
(1) During the turn in which 1 or more monsters with an original Level of 7 or higher were sent from both players’ fields to the Graveyard: Banish all monsters in both players’ Graveyards, then, you can Special Summon 1 Spellcaster-Type monster with the highest Level from the cards banished by this effect.

Metalhold the Moving Battlement

Magicians’ Protection
Continuous Trap  Card
(1) While you control a face-up Spellcaster-Type Monster, all damage you receive is halved.
(2) If this card is sent to the graveyard: You can target 1 Spellcaster-Type monster in your Graveyard; Special Summon that monster.

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Pandemic Dragon on the Upper Left

Pandemic Dragon
Level 7 DARK Dragon-Type Effect Monster
ATK 2500
DEF 1000
(1) Once per turn: You can pay any multiple of 1000 LP; every other face-up monster loses ATK equal to the amount you paid.
(2) Once per turn: You can target 1 monster on the field whose ATK is lower than or equal to this card’s ATK; destroy it.
(3) If this card is destroyed by battle or card effect: Each face-up monster loses 1000 ATK.

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Upper Left: Unmei no Hakkutsu / Unearthing Destiny
Unmei no Hakkutsu / Unearthing Destiny
Normal Trap Card
(1) When you take battle damage: Draw 1 card.
(2) If this card on the field is destroyed by an opponent’s card effect: Draw 1 card for each “Unearthing Destiny” in your Graveyard.

Upper Middle: Unknown

Lower Middle: Madoukeiyaku no Tobira / Gate of the Magical Contract
Normal Spell Card
(1) Hand your opponent 1 Spell Card from your hand, then add 1 Level 7 or 8 DARK monster from your Deck to your hand.

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Counter Gate
Normal Trap Card
(1): If an opponent’s monster attacks you directly: Negate that attack, and if you do, draw 1 card, and if the drawn card is a monster, {{Special}} Summon it in face-up Attack Position.

Crystal Avatar
Continuous Trap Card
(1) When an opponent’s monster whose ATK is higher than your LP attacks you directly: Special Summon this card to your Monster Zone as an Effect Monster (Warrior-Type/LIGHT/Level 4/ATK ?/DEF 0). This card’s ATK becomes the same as your current LP when this card was activated. (This card is still treated as a Trap Card.)
(2) At the end of damage calculations, if this card was destroyed by battle: Inflict damage to your opponent equal to this card’s ATK.

Chaos Form
Marhsmacron
Giant Sentry of Stone

Yuubaku / Fusplosion / Polymereaction
Normal Trap Card
(1) When a card you control is destroyed by a Spell Effect: Target 1 card your opponent controls; destroy it.
(2): When a card you control is destroyed by a Spell Effect, except during the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 card your opponent controls; destroy it.

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Upper Middle: Houkaitei Vulcan Dragni / Vulcan Dragni, the Cubic Emperor
Level 3 FIRE Fairy-Type Special Summon Effect Monster
ATK 0
DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 2 “Cubic” monsters you control to the Graveyard, and cannot be Special Summoned by other ways.
(1) If Special Summoned by the above procedure, this card gains 1600 ATK.
(2) If this card is Special Summoned: Inflict 800 damage to your opponent.
(3) At the end of the Damage Step, if this card battled: You can target 3 “Vjam, the Cubic Spawn” in your Graveyard; send this card to the Graveyard, and if you do, Special Summon those targets, then, add 1 “Indiora Death Bolt, the Cubic Suprememperor” from your Deck to your hand.

Houkaitei Geira Gale / Geira Gale, the Cubic Emperor
Level 2 WIND Fairy-Type [Special Summon] Effect Monster
ATK 0
DEF 0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 1 “Cubic” monster you control to the Graveyard, and cannot be Special Summoned by other ways.
(1) If Special Summoned by the above procedure, this card gains 800 ATK.
(2) If this card is Special Summoned: Inflict 800 damage to your opponent.
(3) At the end of the Damage Step, if this card battled: You can target 3 “Vjam, the Cubic Spawn” in your Graveyard; send this card to the Graveyard, and if you do, Special Summon those targets, then, you can add 1 “Vulcan Dragni, the Cubic Emperor” from your Deck to your hand.

Ankoku Houkaishin Crimson Nova / Crimson Nova, the Dark Cubic Deity
DARK Level 10 Fiend-Type [Special Summon] Effect Monster
3000/0
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by revealing 3 other different “Cubic” cards in your hand, and cannot be Special Summoned by other ways. You can only use the (3) effect of “Crimson Nova, the Dark Cubic Deity” once per turn.
(1) This card is unaffected by activated effects from other monsters with 3000 or less ATK.
(2) Once per Battle Phase, If this card destroys a monster by battle: You can have this card attack once more in a row.
(3) During your End Phase: Inflict 3000 damage to each player.

Fuente:

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#YGO El estado del Metajuego: Phantom Knight y Burning Abyss

Buenos días duelistas, soy Gonzalo Alonso y hoy os traigo otro artículo siguiendo la serie de la semana pasada. En este artículo comentaré el estado actual de los arquetipos Phantom Knight y Burning Abyss.

Posiblemente son los arquetipos que más vulnerabilidades tienen frente a otros decks: vs Kozmo no puedes targetear las naves grandes y, vs Monarch, donde el campo hace mucho daño. Hay tres principales variantes que son PK fire(PK+Speedroid), PKBA y BA, cada una con sus puntos fuertes y debilidades. Ninguno de ellos ha sufrido directamente en la banlist, si bien su mejor pairing(Dracopal) ha pegado un bajón lo que puede afectar indirectamente.

En cuanto a las opciones del deck, todo depende del presupuesto del que dispongamos para el mismo. Cualquiera de las 3 opciones es muy consistente, aunque es cierto que con PK la baraja gana algo más de control, el precio se dispara mucho. Por mi parte, BA (pura) es una muy buena opción en caso de no querer gastar mucho dinero y tener un buen deck.

Si hablamos del funcionamiento de estos mazos, BA prefiere empezar con los Speedroid (para no perder ningún efecto en cementerio), y por su parte la versión con PK tiene la posibilidad de salir con un Knight+Silent Boots para tener el XYZ listo. Desde mi punto de vista, no me parece que mezclar PK y BA sea positivo ya que la condición de los BA de no poder tener otro arquetipo en campo que no sean ellos mismos, juntos a la necesidad de llevar bastantes monstruos, tanto de PK como de BA, no me acaba de convencer. En cuanto a PK fire, es posiblemente la más consistente en mi opinión: prácticamente cualquier combinación de 2 monstruos sirve para salir de XYZ y comenzar tu jugada.

COMPRA ESTAS Y OTRAS MUCHAS CARTAS EN NUESTRA TIENDA ONLINE

En resumen, cualquiera de las versiones es estable y consistente. En cuanto a qué versión es mejor, personalmente prefiero PK fire, pero eso no quiere decir que el resto no sean opciones completamente válidas. Dependerá de tus preferencias y del dinero que quieras invertir en el deck(eso sin contar con otras cartas independientes como Solemn Strike). Resumiendo:

PK fire: Combo+bastante control. Precio alto.
PKBA: Menos combo(los BA no pueden tener otro arquetipo en campo)+control. Precio alto.
BA: Combo+algo de control. Precio medio/bajo.

Podéis poner en los comentarios sugerencias, criticas, opiniones. Todo feedback es bien recibido

Fuente

#YGO Primeras impresiones sobre shining Victories

Buenos días queridos duelistas, soy Eder y os traigo un pequeño análisis de una potente carta que va a salir en la próxima expansión, Shining Victories. Se trata de Drifting Ghost & Winter Blossom:

Una carta cuanto menos curiosa, ya que comparte muchísimas características con la ya conocida por todos Ghost Ogre & Snow Rabbit, empezando porque ambas son Tuners, nivel 3, incluso el mismo ataque y defensa. También tienen atributos opuestos (luz y oscuridad), de lo que se puede sacar que una es la contraparte de la otra, además de unos dibujos muy similares.

Aunque esos aspectos de la carta son solo curiosidades, vamos a lo que realmente nos importa, en especial a nosotros, los jugadores: ¿Influirá de una manera sustancial en el metajuego? Os adjunto el texto para que podáis seguir mejor la explicación:

“During either player’s turn, if your opponent controls more monsters than you do: You can discard this card; reveal 1 card from your Extra Deck, then look at your opponent’s Extra Deck, and if they have a card(s) with the same name as the revealed card, banish all cards with that name from their Extra Deck. You can only use this effect of “Drifting Ghost & Winter Blossom” once per turn”

Efectivamente, va de banishear del Extra Deck cartas del oponente, algo que se ve poco en este juego y menos en una Hand Trap. ¿Os habéis imaginado ya qué Deck depende totalmente del Extra Deck y, en concreto, de un solo monstruo? Efectivamente, ese Deck es Burning Abyss o Phantom Knight Burning Abyss, y el monstruo del que depende es Dante, Traveler of the Burning Abyss, el principal motor de la baraja y el que le da esa capacidad de milleo y que permite que la baraja ataque y defienda al mismo tiempo, consiguiendo ventaja constantemente.

El uso de la carta es muy sencillo y la condición que nos pide es muy fácil de cumplir. Si juegas contra esos Decks y empieza el otro, solo tienes que robarla y tirarla cuando tenga cualquier monstruo. Al haber empezado él, nosotros no tendremos monstruos en el campo y podremos usarla sin ningún tipo de restricción. Eso sí, tendremos que meter un Dante en el Extra Deck para poder mostrarlo. Es el único contra que se me ocurre de la carta, y es un hueco nada más. Sin duda esta carta es un hachazo para la baraja, pero huele a Secret a kilómetros, y espero que no sea tan cara como la Ghost Ogre, porque si no vamos a estar bastante en desventaja contra esas barajas.

Ahora bien, ¿qué diferencia hay entre esta carta y Flying “C”? Ambas evitan que el oponente haga su jugada. Sin embargo, me parece mejor carta la Drifting, ya que esos Dantes retirados no se van a poder recuperar de forma normal en la baraja (salvo que Konami saque algo nuevo o la gente innove la baraja y lleve algo para poder contrarrestar esa carta). Flying “C” siempre la puedes estampar contra algo y quitártela. Es más remediable.

¿Vosotros cómo creéis que progresara la BA y la PKBA? ¿Se dejarán de jugar competitivamente por esta destructiva carta? ¿Se os ocurre alguna forma de contrarrestar su efecto o de traer los Dantes de vuelta sin perder mucho motor en la baraja? Sin duda es una reflexión que me provoca cierta curiosidad.

Esto ha sido todo. Nos vemos en otro artículo. ¡Un abrazo!

FUENTE

#YGO Sobre Monarcas y la nueva Banlist

Buenos días duelistas, soy Gonzalo Alonso y os traigo el primer artículo de una serie de post sobre los decks meta actuales . Ayer lunes 11 de abril entró en vigor la nueva banlist y con ella el metagame ha sufrido unos cuantos cambios. En esta sección analizaremos las variantes y las que para mi son las claves de los 3 decks más representados en tops de torneos TCG ahora mismo(a falta de que salga Shining Victories): Monarch, PK/BA y Kozmo.

Hoy comenzaremos con Monarch. El arquetipo en sí es bastante antiguo pero los Mega Monarchs y el reciente Structure Deck han sido un soplo de aire fresco para él. No solo han permitido que vuelva a aparecer en los tops de varios torneos importantes (YCS, UDS,…), sino que se han convertido en un deck bastante barato y que permite enfrentarse con garantías a los otros decks meta. Existen 2 variantes principales de este deck: Domain Monarch y XYZ Monarch, cada una con sus pros y contras. curiosamente, la que mayor representación ha tenido en tops ha sido esta segunda, aún cuando el campo (Domain of the Monarch) daba mucha ventaja frente a los decks que usaban mecánica péndulo, que tanto se han estado hasta ahora(a falta que alguien invente un nuevo motor).

Por un lado, Domain Monarch tiene ese gran punto positivo que es el propio campo. Si bien es cierto que contra Kozmo u otras Monarch no requiere ese componente de control, sí que resulta útil por sus otros efectos(bajar niveles a los monarcas grandes y dar 800 ATK cuando uno de tus monstruos invocados por sacrificio ataca). Por el otro lado está la inestabilidad del deck, hecho que se acentúa con la limitación del Reasoning y la prohibición de Chicken Game.

XYZ Monarch es una versión desde mi punto de vista más dinámica, ya que no se centra tanto en invocar monarcas por sacrificio. juega un poco con el Extra Deck, permitiendo ampliar las opciones de jugada en algunos momentos de la partida. Si bien la limitación de Reasoning también resulta un problema para esta versión, siempre se puede recurrir a arquetipos como Artifact como complemento a los Super Quantum Red Layer a la hora de hacer XYZ de rango 5, y como posibles tributos para los Monarch más grandes. Algunas versiones también utilizan Cyber Dragon y Galaxy Soldier, que da opción a poder invocar Cyber Dragon Infinity

Esto ha sido todo por hoy. Podéis dejar vuestras opiniones, criticas (constructivas a poder ser), o sugerencias en los comentarios. Si os ha gustado dadle a like y compartidlo. Muchas gracias y estad atentos a próximos post. Os prometemos que serán muy interesantes.

FUENTE

#YGO Decklist y como jugar Mermail Atlantean Abril 2016 post banlist

Bueno, como todos (o la gran mayoría sabréis) desde hoy se hace efectiva la nueva banlist, la cual supongo que le habrá traído más de un disgusto a todos esos amantes de DracoPals e hizo que los demás pudieran volver a respirar con tranquilidad, pero bueno, hoy no vengo a hablaros de esto, hoy os vengo a hablar de Mermail (el mejor mazo del mundo mundial elegido por el New York Times y por mi desde que salió) post banlist, así que vamos a ello.

Antes de nada necesito decir que aunque no lo parezca, esta lista si que tocó a Mermail, no mucho, pero un algo que se nota. Nos quitaron 2 upstarts que nos daban consistencia al mazo 1 Norden, que ya veréis pero combaba cosa mala. Y ahora sí, que sí, sin mas dilación vamos a por la decklist.

Bueno, en BOSH no salió una de las cartas as gratuitas del juego para este mazo, Neptabyss, the Atlantean Prince.

NeptabysstheAtlanteanPrince-BOSH-EN-UR-1E

Lo que hace esta carta es que una vez por turno estando en campo, podemos mandar del mazo al cementerio un monstruo Atlantean y añadirnos del mazo a la mano un Monstruo Atlantean, ya de entrada parece bueno, pero esperad que mejora. Atlantean Dragoons es el bicho que veis ahí semilimitado, y su efecto es que cuando va al camenterio (ya os comento que cada Atlantean tiene un efecto cuando se van al cementerio para cumplir el coste del efecto de un monstruo de agua) pues nos añade del deck a la mano un monstruo de agua Serpiente Marina. Creo que estáis viendo ya los combos locos de Neptabyss tira Dragoons busca algo (otro Dragoons casi siempre para seguir con los combitos locos) y el Dragoons que tiramos nos añade otra carta. Digamos que acabamos de hacernos un +2 en mano como super de gratis. Luego siempre está la parte de que cuando Neptabyss se va al cementerio como coste de un efecto de agua, invocas un Atlantean del cementerio.

AtlanteanHeavyInfantry-AP02-EN-SR-UEAtlanteanDragoons-AP02-EN-UtR-UEAtlanteanMarksman-AP03-EN-UtR-UE

La parte Atlantean del mazo la vamos a usar para mandar al cementerio y hacer el OTK facil con Mermail. Así que para eso, llevaremos también Heavy Intantry y Marksman, los cuales al irse al cementerio como coste de efecto de monstruo de agua, destruyen cartas boca arriba (Heavy Infantry) y seteadas (marksman). Tampoco nos podemos olvidar de sus otros efectos, Heavy Infantry nos dará una normal adicional a un Serpiente Marina de nivel 4 o menor el turno que lo invoquemos, Marksman nos permitirá invocar un Atlantean del mazo de nivel 4 o menor cuando hagamos daño de batalla con él, y Dragoons permite a todos los nivel 3 o menores tipo Serpiente Marina atacar directamente.

Como parte Mermail destacaré especialmente a Mermail Abyssmegalo. Lo que hace este maravilloso monstruo de agua de nivel 7 y 2400 de ataque, es entrar especial al campo descartando dos monstruos de agua, y cuando lo hace, puedes buscar una mágica/trampa “Abyss-” del mazo a la mano, tanto como Abyss-phere como Abyss-scale (la cual vais a buscar porque es lo que hace que ganemos). Y tiene otro maravilloso efecto, el de tributar un monstruo de agua como coste y que este turno, pueda pegar 2 veces. A mayores nuestra parte Mermail consta los bichos buenos de Mermail, ya sean Abyssleed, Abyssteus, Abysspike y Abyssturge, para poder descartar nuestros atlanteans, buscar más cartas y combar a gusto, o bien, Abyssgunde y Abysslinde, para poder revivir nuestros Mermail y darle uso a nuestro extra deck o abysslinde, porque no siempre se puede tener todo y es una buena manera de defendernos y plantar un buen monstruo en campo, dado que su efecto es que cuando es destruida y mandada al cementerio, podemos invocar un Mermail de nuestro mazo, de cual…

SIGUE LEYENDO EL ARTÍCULO COMPLETO PINCHANDO AQUÍ

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#YGO Reportaje CCG Championship Vigo: Vídeos, Top decks y fotos

Hace unas semanas celebramos un importante torneo perteneciente a un circuito europeo, que además, puntuaba para ser campeón regional España-Portugal. Aquí os dejamos los decks del top4, vídeos de enfrentamientos, video deck profiles del ganador y finalista, y algunas fotos del evento.

Top4 decks

Sergio Rega Sergio Giraldez Mateo Rozas Diego Perez

Vídeos



Algunas Fotos:

 

#YGO Counter Fairies: Deck List y cómo jugarlo. Marzo 2016

Estábamos viendo ahí cartas del nuevo Millennium Pack, cuando nos fijamos en Card of Demise, y claro, a buscar ya donde usar eso de una forma divertida, pero eficaz, y viendo a la bonita Bountiful Artemis en Ultimate del OTS tournament pack, nos dijimos, ¿counter fairies, en 2016?? Venga.

Y aquí tenemos un mazo de hace 10 años, con todo lo nuevo que hemos podido meter, contando también con counter que hacen daño al meta actual, como Forced Back contra Monarcas.

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La carta mas importante diríamos que es Bountiful Artemis

BountifulArtemis-OP01-EN-UtR-UE

Como se nota que es una carta de hace muchísimo tiempo, ya no hay efectos tan simples en Yugioh, en el caso de Bountiful Artemis, cada vez que se activa una carta counter (nuestra o del rival), roba 1 despues de su resolución. Como podéis imaginar, uno de nuestros objetivos mas importantes, es mantener a Artemis con vida, pero para eso llevamos todas las trampas.

Luego continuamos con Ariadne, no nos pararemos mucho con ella, a estas alturas estaréis mas que aburridos de verla en PePe y dracopals, pero aquí su efecto de no tener que pagar costes para nuestras counters hace que podamos permitirnos tirar ciertas counters con mucha mayor soltura, en vez de tener que esperar al momento exacto. también llevamos 1 Luster Pendulum por aquello de combar mas con Ariadne, y sin querer hacer algún péndulo que otro, un Thunder King Rai-Oh para terminar de bloquear a nuestro rival, y ya que llevamos todo luz, ¿ por que no llevar 2 Honestos??.

Simple linea de monstruos, muy poquitos de hecho, pero ya nos encargamos de meter suficientes (creemos que suficientes) Spells para robar.

y he aquí el otro motivo de este post, Card of Demise, la cual saldrá en ultra en millennium pack, en 2 semanitas, casi nada de tiempo. efecto simple pero devastador; robamos hasta tener 3 cartas en mano, y después de que esta carta resuelva, nuestro rival no recibe daño este turno. Durante la End Phase descartamos toda nuestra mano, solo podemos jugar 1 por turno y ademas no podemos invocar especial el turno que jugamos esta carta. Y aun contando todos estos efectos negativos, esta carta nos parece brutal, a llevar tan pocos monstruos lo mas normal es que robemos mágicas o trampas, así que colocandolas en el campo ya mitigamos el tener que descartarlas, y es muy raro que invoquemos especial, así que también podemos ignorar ese efecto, con lo cual nos solo un pequeño efecto negativo, que no importa demasiado tampoco (véase Soul Charge), con lo cual nos queda una carta que puede ser devastadora se use cuando se use.

En el resto de mágicas llevamos duality y upstart para tener algo mas de consistencia y luego raigeki porque este mazo destruir monstruos grandes le cuesta un rato (pero para eso llevamos todas las counters, para que ni entren)

En tema de trampas una gran parte pueden ser cambiadas dependiendo de vuestro local de juego, aquí hemos optado por llevar cartas que nos parecen buenas en este formato, pero nos gustaría recalcar que 3 Solemn Strike y 3 Ultimate Providence nos parecen que hay que llevar si o si , al igual que las Storming Mirror Force o los Curse Seal of the Forbidden Spell o como dijimos antes, los Forced Back.

No hemos puesto extra deck, porque cualquier extra deck genérico de rangos 4 vale bien, así que podéis elegir vosotros lo que queráis, ya sea Castel,o Giant Hand.

¿Cómo le gano a esto?, y más importante, ¿cómo gano con esto?

Intentad destruir a Bountiful Artemis lo antes posible, cosa que fácil, probablemente no sea, si tiene Artemis y Ariadne a la vez costara algo mas, dado que gastara pocos recursos en negar vuestras cartas, pero una vez caiga Artemis, o  no tenga demasiado Backrow, sed lo mas agresivos que podáis, le sera bastante difícil remontar desde ahí.

Para ganar con Counter Fairy el sistema no cambio desde 2006, bajar Artemis y mantener la partida bloqueada para el rival, mientras sigas robando con Artemis y Card of Demise tendras recursos para poder aguantar un rato, e ir pegando a los pocos hasta que tengas asegurada la victoria.

COMPRA ESTAS Y OTRAS MUCHAS CARTAS EN NUESTRA TIENDA ONLINE

Hasta aquí esta semana, si tenéis alguna sugerencia podéis dejar un comentario, si no, ya se nos ocurrirá algún mazo divertido para la semana.

¡Nos vemos!

 

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#PODCAST Onlycards 23-3-2016 #MTG, #YGO, #FOWTCG, Weiss, Final Fantasy, Star Wars, DC Deckbuilding

Bienvenidos una semana más, esta especial con tatos festivos, así que un podcast más largo 🙂
Resumen de contenidos por juego:
MTG: Spoilers Shadows over Innistrad y report más deck tech ur prowess en el PPTQ Onlycards del ganador Sergio Pérez.
Yu Gi Oh: Noticias, análisis de la lista b&r del OCG y debate sobre el deck ganador del YCS Las Vegas
Force Of Will: Audio grabado en nuestra presentación de alice 3 con entrevistas a jugadores y debates sobre cartas top de la colección.
Final Fantasy: Anunciado el juego TCG para Septiembre en español.
Weiss: Noticias variadas
Juegos no TCG: Torneo Star Wars LCG, deckbuildings de DC y Tanto Cuore.

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#YGO MIGHTY MORPHIN SUPER QUANTUM Deck List y cómo jugarlo. Marzo 2016

Gracias a que Emergency teleport  esta muy barato por Infinite Gold, y viendo los resultados de diversos regionales e YCS, esta semana hablaremos de Super Quantum, los power ranges de Konami.

Basaremos el post en el mazo del ganador del regional de Escocia de este mes, dado que nos ha parecido interesante y es relativamente barato de hacer (siendo únicamente Red Layer algo caro).

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Empezaremos hablando de los Super Quantum (de ahora en adelante SQ) Mecha Pilots, que todos tienen un efecto cuando se invocan y otro cuando son enviados al cementerio, SQ Red Layer es un 2000 de ataque nivel 5, que se puede invocar especial si no controlas monstruos (similar a Ciber Dragon, pero no requiere que tu rival controle nada), ademas cuando se invoca normal o especial, puedes añadirte a la mano desde tu cementerio 1 carta SQ, y cuando se va al cementerio, puedes seleccionar otro monstruo SQ e invocarlo especial (aunque no puede usar su efecto). Luego tenemos a SQ Blue Layer, nivel 3, psíquico (por este monstruo llevamos Emergency Teleport) cuando se invoca normal o especial te añades una carta SQ desde tu baraja a la mano, sin ser el mismo, y cuando va al cementerio puedes devolver 3 cartas SQ y devolverlas a la baraja. Continuamos con SQ Green Layer, nivel 4, cuando se invoca normal o especial puedes invocar desde la mano un SQ y cuando va al cementerio puedes descartarte una carta SQ para robar una carta de la baraja.

SuperQuantalFairyAlphan-WIRA-EN-C-1E

También tenemos a SQ Fairy Alphan, que no es un piloto, así que en tema de efecto es bastante diferente. Cuando esta en campo puedes seleccionar un SQ que controles y hacer que todos tus monstruos boca arriba tenga el mismo nivel que el SQ seleccionado y puedes también sacrificar esta carta y enseñar 3 monstruos SQ desde tu baraja con nombre diferente al rival, se añade uno a la mano aleatorio y envías el resto al cementerio.

Nos queda hablar de los SQ del extra deck, que viene a ser 1 por cada piloto y luego una combinación de los 3 Xyz al mas puro estilo power rangers. Los 3 Xyz pequeños comparten unos mismos efectos, el primero siendo que no pueden atacar si no tienen materiales, el segundo puedes ponerle de material un monstruo SQ de tu mano o campo. 

SQ Magna Liger, rango 5, con unos respetables 2600 de ataque, quitando un material puede destruir 1 monstruo en el campo, SQ Aeroboros, rango 4, 2200/2400, quitando un material puede pasar un monstruo en el campo a boca abajo en defensa y por ultimo SQ Granpulse, con una estupenda defensa de 2800, quitando un material puede destruir una mágica/trampa en el campo.

SuperQuantalMechKingGreatMagnus-WIRA-EN-ScR-1E

Por ultimo, el que vendría a ser el boss de los SQ tenemos a SQ Mech King Great Magnus (nombrazo) Rango 12 con 3600 de ataque y 3200 de defensa, y pide 3 nivel 12 como materiales (que para invocarlo se usa el segundo efecto del campo, no os preocupéis, solo seleccionáis los 3 xyz de campo/cementerio e invocáis a Magnus usando como material a esos monstruos y sus materiales), cuando Magnus va al cementerio invocas a los 3 xyz del cementerio de vuelta, y Magnus gana efectos segundo los materiales que tenga.

  • 2 o mas: Durante la Main Phase de cualquier jugador, podemos quitar un material y devolver una carta del campo a la baraja.
  • 4 o mas: A esta carta no le afectan otros efectos, excepto efectos de cartas SQ
  • 6 o mas: Tu oponente no puede añadir cartas de la baraja a la mano por efectos de cartas. 

Como veis el deck de basa en invocar de diversas formas a nuestros SQ para que activen efecto (ya sea con Emergency Teleport para Blue Layer, como One for One para Alphan o Reasoning para todos en general) y así poder invocar a nuestros xyz para controlar la partida y ganarla usando a Magnus como golpe final.

¿Cómo le gano a esto?, y más importante, ¿cómo gano con esto?

Maxx C hace mucho daño, muchísimo ademas, porque SQ necesita invocar igual especial a 2-3 monstruos para hacer algo, Effect Veiler o similares también son cartas importantes que pueden parar totalmente cualquier jugada de SQ, y si no warning/strike/bottomless a los xyz hace que pierdan bastantes recursos, porque los efectos de los pilotos solo pueden ser usados 1 vez por turno.

Para ganar con SQ lo importante es el timing de las cosas, saber usar en cada momento el efecto de un xyz en turno del rival puede ser devastador, pero quizá lo mas importante es intentar tener a los 3 xyz ya en campo/cementerio para poder hacer Magnus cuando la situación lo requiera.

COMPRA ESTAS Y OTRAS MUCHAS CARTAS EN NUESTRA TIENDA ONLINE

Con esto terminamos el post de esta semana, recordad que la gran mayoría de estas cartas se pueden comprar tanto en Wing Raiders (para lo Super Quantum) como en Premium Gold 3 (los Reasonings, Emergency Teleport), así que no debería ser muy difícil tener este divertido mazo en vuestras manos.

¡Hasta la semana que viene!

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