Crossed Souls - Spoiler komplett

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    Crossed Souls - Spoiler komplett

    TCG Spoiler Crossed Souls

    DE Release: 14. Mai 2015
    Setgröße: 100 Karten; 9 Karten pro Booster, 24 Booster pro Display
    Sneak Peek: 09./10 Mai 2015

    Sneak Peek Matte:


    Crossed Souls enthält 100 Karten, wie folgt aufgeteilt:

    8 Secret Rare
    5 Ultimate Rare
    10 Ultra Rare
    14 Super Rare
    20 Rare
    48 Common


    Raritäten-Übersicht
    Ghost Rare (1/1)

    CROS-EN046 Clear Wing Synchro Dragon

    Secret Rare (8/8)

    CROS-EN033 Ghost Ogre & Snow Rabbit
    CROS-EN038 Nekroz of Sophia
    CROS-EN044 El Shaddoll Anoyatyllis
    CROS-EN046 Clear Wing Synchro Dragon
    CROS-EN060 Oracle of Zefra
    CROS-EN062 Galaxy Cyclone
    CROS-EN074 Jar of Avarice
    CROS-EN084 Dante, Pilgrim of the Burning Abyss

    Ultimate Rare (5/5)

    CROS-EN038 Nekroz of Sophia
    CROS-EN043 Frightfur Chimera
    CROS-EN045 Ritual Beast Ulti-Gaiapelio
    CROS-EN046 Clear Wing Synchro Dragon
    CROS-EN050 Tellarknight Ptolemaeus

    Ultra Rare (10/10)

    CROS-EN020 Satellarknight Zefrathuban
    CROS-EN024 Zefraxi, Treasure of the Yang Zing
    CROS-EN030 Infernoid Pirmais
    CROS-EN032 Infernoid Devyaty
    CROS-EN040 Bloom Diva the Melodious Choir
    CROS-EN045 Ritual Beast Ulti-Gaiapelio
    CROS-EN050 Tellarknight Ptolemaeus
    CROS-EN051 Madolche Puddingcess Chocolat-a-la-Mode
    CROS-EN075 Lose 1 Turn
    CROS-EN085 The Terminus of the Burning Abyss

    Super Rare (14/14)

    CROS-EN008 Superheavy Samurai Battleball
    CROS-EN041 Frightfur Leo
    CROS-EN042 Frightfur Sheep
    CROS-EN047 Chaofeng, Phantom of the Yang Zing
    CROS-EN061 Void Vanishment
    CROS-EN065 Unexpected Dai
    CROS-EN072 Zefra Divine Strike
    CROS-EN079 Monster Rebone
    CROS-EN082 Draghig, Malebranche of the Burning Abyss
    CROS-EN091 The Melody of Awakening Dragon
    CROS-EN093 Powerful Rebirth
    CROS-EN094 Number S39: Utopia Prime
    CROS-EN095 Galaxy-Eyes Full Armor Photon Dragon
    CROS-EN099 Harpie Harpist

    Rare (20/20)

    CROS-EN000 Sea Dragoons of Draconia
    CROS-EN002 Performapal Elephammer
    CROS-EN014 Edge Imp Tomahawk
    CROS-EN019 Yosenju Oyam
    CROS-EN021 Stellarknight Zefraxciton
    CROS-EN025 Zefraniu, Secret of the Yang Zing
    CROS-EN029 Ritual Beast Tamer Zefrawendi
    CROS-EN039 Schuberta the Melodious Maestra
    CROS-EN043 Frightfur Chimera
    CROS-EN048 Raidraptor - Blaze Falcon
    CROS-EN049 Raidraptor - Revolution Falcon
    CROS-EN053 Fusion Conscription
    CROS-EN055 Suture Rebirth
    CROS-EN056 Frightfur Fusion
    CROS-EN057 Rank-Up-Magic Revolution Force
    CROS-EN067 Melodious Illusion
    CROS-EN073 Void Purification
    CROS-EN081 Moon Mirror Shield
    CROS-EN083 Barbar, Malebranche of the Burning Abyss
    CROS-EN098 Junk Anchor

    Common (44/44)

    CROS-EN003 Performapal Bowhopper
    CROS-EN004 Performapal Lizardraw
    CROS-EN005 Performapal Springoose
    CROS-EN006 Superheavy Samurai Big Waraji
    CROS-EN007 Superheavy Samurai Gigagloves
    CROS-EN009 Superheavy Samurai Soulbuster Gauntlet
    CROS-EN010 Soprano the Melodious Songstress
    CROS-EN011 Fluffal Sheep
    CROS-EN012 Edge Imp Saw
    CROS-EN013 Edge Imp Chain
    CROS-EN015 Edge Imp Frightfuloid
    CROS-EN016 Raidraptor - Sharp Lanius
    CROS-EN017 Raidraptor - Mimicry Lanius
    CROS-EN018 Yosenju Kodam
    CROS-EN022 Shaddoll Zefranaga
    CROS-EN023 Shaddoll Zefracore
    CROS-EN026 Zefrasaber, Swordmaster of the Nekroz
    CROS-EN027 Zefraxa, Flame Beast of the Nekroz
    CROS-EN028 Ritual Beast Tamer Zeframpilica
    CROS-EN031 Infernoid Sjette
    CROS-EN034 Magma Dragon
    CROS-EN035 Deskbot 004
    CROS-EN036 Doomdog Octhros
    CROS-EN037 Putrid Pudding Body Buddies
    CROS-EN052 Performapal Recasting
    CROS-EN054 Frightfur Factory
    CROS-EN058 Yosen Whirlwind
    CROS-EN059 Zefra Path
    CROS-EN064 Pendulum Rising
    CROS-EN066 Performapal Pinch Helper
    CROS-EN068 Fluffal Crane
    CROS-EN069 Designer Frightfur
    CROS-EN070 Dizzying Winds of Yosen Village
    CROS-EN071 Chosen of Zefra
    CROS-EN076 Fiend Griefing
    CROS-EN077 Abyss Stungray
    CROS-EN078 Statue of Anguish Pattern
    CROS-EN086 U.A. Dreadnought Dunker
    CROS-EN087 U.A. Rival Rebounder
    CROS-EN088 U.A. Signing Deal
    CROS-EN089 U.A. Penalty Box
    CROS-EN090 Half Unbreak
    CROS-EN092 Cybernetic Fusion Support
    CROS-EN096 Performapal Thunderhino
    CROS-EN097 Primitive Butterfly

    Short Print (4/4)

    CROS-EN001 Phantom Gryphon
    CROS-EN037 Putrid Pudding Body Buddies
    CROS-EN063 Harmonic Oscillation
    CROS-EN080 Diceversity

    World Premier Cards


    CROS-EN000 Sea Dragoons of Draconia
    WASSER/Seeschlange - Pendel - Normal/3/200/2100
    Pendelbereich: 7
    Silently creeping in from the deep sea, elite black ops marine troops of the Draconia Empire wage an endless battle against the hated Principality of Dimon on the sea’s opposite shores.

    [Pendeleffekt]
    When a monster is destroyed by battle: You can Special Summon 1 Normal Monster from your hand. You can only use this effect of “Sea Dragoons of Draconia” once per turn.

    CROS-EN081 Moon Mirror Shield

    Ausrüstungszauberkarte
    If the equipped monster battles an opponent’s monster, during damage calculation: The equipped monster’s ATK and DEF become equal to the ATK or DEF (whichever is higher) of the opponent’s battling monster +100, during damage calculation only. If this face-up card is sent from the field to the Graveyard: Pay 500 LP; place this card on either the top or bottom of your Deck.


    CROS-EN082 Draghig, Malebranche of the Burning Abyss
    FINSTERNIS/Unterweltler - Effekt/3/1100/900
    If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Draghig, Malebranche of the Burning Abyss" per turn, and only once that turn.
    ● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
    ● If this card is sent to the Graveyard: You can choose 1 "Burning Abyss" card from your Deck and place it on top of your Deck.


    CROS-EN083 Barbar, Malebranche of the Burning Abyss
    FINSTERNIS/Unterweltler - Effekt/3/1700/1000
    If you control a monster that is not a "Burning Abyss" monster, destroy this card. You can only use 1 of the following effects of "Barbar, Malebranche of the Burning Abyss" per turn, and only once that turn.
    ● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
    ● If this card is sent to the Graveyard: You can target up to 3 "Burning Abyss" cards in your Graveyard, except "Barbar, Malebranche of the Burning Abyss"; banish them, and if you do, inflict 300 damage to your opponent for each.


    CROS-EN084 Dante, Pilgrim of the Burning Abyss
    LICHT/Fee - Fusion - Effekt/9/2800/2500
    3 "Burning Abyss" monsters with different names
    Must be Fusion Summoned and cannot be Special Summoned by other ways. Cannot be targeted by an opponent's card effects. Once per turn, during either player’s turn: You can send 1 "Burning Abyss" card from your hand to the Graveyard; draw 1 card. If this card is destroyed by battle and sent to the Graveyard, or if this card you control is sent to your Graveyard by an opponent's card effect: You can send 1 random card from your opponent's hand to the Graveyard.


    CROS-EN085 The Terminus of the Burning Abyss
    Normale Zauberkarte
    Fusion Summon 1 "Burning Abyss" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Burning Abyss" monster on the field; it gains 800 ATK and DEF until the end of your opponent’s next turn.

    CROS-EN086 U.A. Dreadnought Dunker
    ERDE/Krieger - Effekt/7/2500/1800
    You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Dreadnought Dunker". You can only Special Summon "U.A. Dreadnought Dunker" once per turn this way. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card inflicts battle damage to your opponent: You can target 1 card on the field; destroy it.

    CROS-EN087 U.A. Rival Rebounder
    ERDE/Krieger - Effekt/6/2200/2300
    You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Rival Rebounder". You can only Special Summon "U.A. Rival Rebounder" once per turn this way. If this card is Special Summoned during your opponent’s turn, or Normal Summoned: You can Special Summon 1 "U.A." monster from your hand or Graveyard, except "U.A. Rival Rebounder". You can only use this effect of "U.A. Rival Rebounder" once per turn.

    CROS-EN088 U.A. Signing Deal
    Normale Zauberkarte
    Special Summon 1 "U.A." monster from your Deck, but its effects are negated, also it cannot be used as Synchro Material or Xyz Material for a Summon. Then you lose LP equal to the Level of the monster you Special Summoned by this effect x 300. You can only activate 1 "U.A. Signing Deal" once per turn.

    CROS-EN089 U.A. Penalty Box
    Permanente Fallenkarte
    At the start of the Damage Step, if your "U.A." monster battles an opponent's monster: You can banish that opponent's monster until your opponent's 2nd End Phase. You can only use this effect of "U.A. Penalty Box" once per turn. You can banish this card from your Graveyard; add 1 "U.A." Spell Card from your Deck to your hand.


    OCG ONLY (Japanische Promokarten die in der TCG Version von Crossed Souls enthalten sind)

    CROS-EN090 Half Unbreak
    Normale Fallenkarte
    Wähle 1 Monster auf dem Spielfeld; in diesem Spielzug kann das Monster nicht durch Kampf zerstört werden, zusätzlich wird Kampfschaden halbiert, den du aus Kämpfen erhälst, an denen das Monster beteiligt ist.

    CROS-EN091 The Melody of Awakening Dragon
    Normale Zauberkarte
    Wirf 1 Karte ab; füge deiner Hand bis zu 2 Monster vom Typ Drache mit 3000 ATK oder mehr und 2500 DEF oder weniger von deinem Deck deiner Hand hinzu.

    CROS-EN092 Cybernetic Fusion Support
    schnellzauberkarte
    Zahle die Hälfte deiner LP; einmal während dieses Spielzugs, falls du ein Fusionsmonster vom Typ Maschine beschwören würdest, kannst du Fusionsmaterialmonster, die auf der Fusionsmonsterkarte aufgeführt sind, von deiner Spielfeldseite, deiner Hand und/oder deinem Friedhof verbannen und sie als Fusionsmaterialmonster verwenden. Du kannst nur 1 "Cybernetic Fusion Support" pro Spielzug aktiveren.

    CROS-EN093 Powerful Rebirth
    Permanente Fallenkarte
    Aktiviere diese Karte, indem du 1 Monster der Stufe 4 oder niedriger in deinem Friedhof wählst; beschwöre es als Spezialbeschwörung. Seine Stufe wird um 1 erhöht, zusätzlich erhält es 100 ATK und DEF. Wenn das gewählte Ziel zerstört wird, zerstöre diese Karte.

    CROS-EN094 Number S39: Utopia Prime
    LICHT/Krieger - Xyz - Effekt/Rang 4/2510/2000
    3 LICHT Monster der Stufe 4
    Du kannst diese Karte auch als Xyz-Beschwörung beschwören, indem du eine "Nummer 39: Utopia", die du kontrollierst, als Xyz-Material verwendest. (An das Monster angelegtes Xyz-Material wird auch zu Xyz-Material an dieser Karte.) Falls dein Gegner mindestens 3000 LP mehr hat als du: Du kannst 3 Xyz-Material von dieser Karte abhängen, dann, zahle LP, sodass du nur noch 10 hast; zerstöre so viele Monster, die dein Gegner kontrolliert, die als Spezialbeschwörung beschworen wurden wie möglich und falls du dies tust, verbanne sie, dann füge deinem Gegner 300 Schaden zu, für jedes Monster das durch diesen Effekt verbannt wurde.

    CROS-EN095 Galaxy-Eyes Full Armor Photon Dragon
    LICHT/Drache - Xyz - Effekt/Rang 8/4000/3500
    3 Monster der Stufe 8
    Du kannst diese Karte auch als Xyz-Beschwörung beschwören, indem du ein "Galaxieaugen"-Xyz-Monster, das du kontrollierst, als das Xyz-Material verewendest, außer "Galaxy-Eyes Full Armor Photon Dragon". (An das Monster angehängtes Xyz-Material wird ebenfalls zu Xyz-Material dieser Karte.) Einmal pro Spielzug: Du kannst bis zu 2 Ausrüstungszauberkarten wählen, die an diese Karte ausgerüstet sind; hänge sie als Xyz-Material an diese Karte an. Einmal pro Spielzug: Du kannst 1 Xyz-Material von dieser Karte abhängen und dann 1 offene Karte wählen, die dein Gegner kontrolliert; zerstöre sie.

    CROS-EN096 Performapal Thunderhino
    LICHT/Fels - Effekt/4/200/1800
    Dein Gegner kann keine anderen "Künstlerkumpel"-Monster als Angriffsziel wählen, außer "Performapal Thunderhino". Falls diese Karte in deinem Friedhof liegt und eine "Künstlerkumpel"-Karte, die du kontrollierst, (entweder durch Kampf oder einen Karteneffekt) zerstört würde, außer "Performapal Thunderhino", kannst du stattdessen diese Karte verbannen.

    CROS-EN097 Primitive Butterfly
    WIND/Insekt - Effekt/5/1200/900
    Falls du keine Monster kontrollierst, kannst du diese Karte als Spezialbeschwörung (von deiner Hand) beschwören. Einmal pro Spielzug: Du kannst die Stufe aller offenen Monster vom Typ Insekt, die du derzeit kontrollierst, um 1 erhöhen.

    CROS-EN098 Junk Anchor
    ERDE/Krieger - Empfänger - Effekt/2/0/0
    Du kannst diese Karte an Stelle von 1 beliebigen "Synchron"-Empfänger-Monster für eine Synchrobeschwörung verwenden. Einmal pro Spielzug: Du kannst 1 Karte abwerfen und dann 1 "Gerümpel"-Nicht-Empfänger-Monster in deinem Friedhof wählen; beschwöre es als Spezialbeschwörung. Sofort nachdem dieser Effekt aufgelöst wurde, beschwöre als Synchrobeschwörung 1 Synchromonster, das ein "Synchron"-Monster als Empfänger aufführt, indem du nur diese Karte und das beschworenen Monster verwendest. Synchromaterialmonster die für diese Synchrobeschwörung verwendet wurden werden verbannt.

    CROS-EN099 Harpie Harpist
    WIND/Geflügeltes Ungeheuer - Effekt/4/1700/600
    Der Name dieser Karte wird zu "Harpyie", solange sie auf dem Spielfeld oder im Friedhof liegt. Du kannst jeden Effekt von "Harpie Harpist" nur einmal pro Spielzug verwenden.
    ● Wenn diese Karte als Normalbeschwörung beschworen wird: Du kannst 1 anderes Monster vom Typ Geflügeltes Ungeheuer wählen, das du kontrollierst, und 1 offenes Monster, das dein Gegner kontrolliert; Gib beide auf die Hand zurück.
    ● Während der End Phase, falls sich diese Karte im Friedhof befindet, weil sie in diesem Spielzug dorthin gelegt wurde: Du kannst deiner Hand 1 Monster vom Typ Geflügeltes Ungeheuer der Stufe 4 mit 1500 oder weniger ATK von deinem Deck hinzufügen.
    I might be back! Or not!

    Dieser Beitrag wurde bereits 32 mal editiert, zuletzt von kusuguttai ()

    OCG Crossover Souls

    Release: 14. Februar 2015 (Japan)
    Preis pro Booster: 150 Yen (inkl. Steuern)
    Setgröße: 90 Karten; 5 Karten pro Booster, 30 Booster pro Display

    (16 Secret Rare) (Die Ultra und Super Rare werden auch als Secret Rare enthalten sein)
    6 Ultra Rare
    10 Super Rare
    20 Rare
    54 Common

    - Sammel die neuen Karten aus dem jüngsten Yu-Gi-Oh! Anime "Arc Five".
    - Enthällt zusätzlich zu der regulären Setgrößte 10 japanische World Premier Cards.
    - Ausgeglichene Mischung an Karten für Anime-Fans, Anfänger und erfahrene Spieler.
    - Beinhaltet neue Pendelkarten auch wieder Fusions-, Ritual-, Synchro- und Xyz-Karten, um die Vielfältigkeit aufrecht zu erhalten.


    Spoiler soweit bekannt:
    SECE-JP001 Legendary Gryphon
    WIND/Bird/4/2000/0
    Normal Monster

    SECE-JP002 Entermate Hammer Mammo [Rare]
    EARTH/Beast - Effect/6/2600/1800
    ①: If you control 2 or more "Entermate" Cards, you can Normal Summon this card without Release. ②: If you control no other "Entermate" cards, this card cannot attack. ③: You can activate this effect when this card declares an attack. Return all Magic and Trap Cards your opponent controls to their owner's hand.

    SECE-JP003 Entermate Gunhopper
    EARTH/Insect - Effect/4/1500/1000
    You can use Effect ① and ② of "Entermate Gunhopper" each once per turn. ①: You can activate this effect by Releasing 1 "Entermate" Monster you control. Inflict Damage to your opponent equal to the Level of the Released Monster x 100. ②: You can activate this effect by Releasing 1 "Entermate" Monster you control and targeting 1 "Entermate" Monster in your Graveyard, except the Released Monster. Add that Monster to your hand.

    SECE-JP004 Entermate Lizardraw
    EARTH/Reptile - Pendulum - Effect/3/1200/600
    You can use the Monster Effect of "Entermate Lizardraw" only once per turn. ①: You can activate this effect if another face-up Monster you control is destroyed by an opponent monster's attack or opponent's card effect. Draw cards equal to the number of "Entermate" Monster you control.
    Pendulum Effect:
    Blue 6 / Red 6
    You can use the Pendulum Effect of "Entermate Lizardraw" only once per turn. ①: You can activate this effect during your Main Phase, if you have another "Entermate" card in your Pendulum Zone, except "Entermate Lizardraw". Destroy this card, and draw 1 card.

    SECE-JP005 Entermate Springoose
    WIND/Bird - Effect/5/1100/2400
    You can use the effect of "Entermate Springoose" only once per turn. ①: You can activate this effect during your Main Phase by removing this card in your Graveyard from play, and targeting a total of 2 "Magician" or "Entermate" Cards in your Pendulum Zone and/or Pendulum Monster you control. Return those 2 cards to their owner's hand.

    SECE-JP006 Superheavy Samurai Big Wara - G-
    EARTH/Machine - Effect/5/800/1800
    ①: If you have no Magic or Trap Cards in your Graveyard, you can Special Summon this card from your hand. During the turn you successfully Special Summoned this card this way, you can only Special Summon "Superheavy Samurai" Monster. ②: You can treat this card as 2 Releases for the Advance Summon of a Machine-Type Monster.

    SECE-JP007 Superheavy Samurai Gro-V
    EARTH/Machine - Effect/3/100/1000
    ①: You can activate this effect if this card is sent to the Graveyard and you have no Magic or Trap Cards in your Graveyard. Look at the top 5 cards of your deck, and return them to the top of your deck in any order. ②: You can activate this effect by removing this card in the Graveyard from play when an opponent's Monster declares an direct attack. Reveal the top card from your Deck, and if it is a "Superheavy Samurai" Monster, add it to your hand, and that attacking Monster's ATK becomes 0. If not, send the revealed card to the Graveyard.

    SECE-JP008 Superheavy Samurai Tama - C
    DARK/Machine - Tuner/2/100/800
    You can use the Effect of "Superheavy Samurai Tama - C" only once per turn. ①: If all Monster you control are "Superheavy Samurai" Monster, and there is no Magic or Trap Card in your Graveyard, you can activate this effect by targeting 1 face-up Monster your opponent controls Send that Monster and this card from the field to the Graveyard. Afterwards, you can Special Summon 1 "Superheavy Samurai" Synchro Monster from your Extra Deck whose Level equals the total original Levels of the 2 Monster sent to the Graveyard by this effect. (This Special Summon is treated as Synchro Summon)

    SECE-JP009 Superheavy Samurai Soul Buster Gauntlet
    EARTH/Machine - Effect/1/0/400
    ①: You can activate this effect during your Main Phase by targeting 1 "Superheavy Samurai" Monster you control. Equip this card from your hand or that you control as Equip Card that increases the DEF by 400 to that Monster you control. ②: You can activate this effect by sending this card from your hand to the Graveyard between the beginning of the Damage Step and before Damage Calculation when a Defense Position "Superheavy Samurai" Monster you control battles an opponent's Monster if your have no Magic and Trap Cards in your Graveyard. The DEF of your battling Monster becomes the double of its original ATK until the end of the turn.

    CROS-JP010 Soprano the Melodious Songstress
    LIGHT/Fairy - Effect/4/1400/1400
    When this card is Special Summoned: You can target 1 "Melodious" monster in your Graveyard, except "Soprano the Melodious Songstress"; add it to your hand. You can only use this effect of "Soprano the Melodious Songstress" once per turn. Once per turn: You can Fusion Summon 1 "Melodious" Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.

    CROS-JP011 Furnimal Sheep
    EARTH/Angel - Effect/2/400/800
    You can use Effect ② of "Furnimal Sheep" only once per turn. ①: If you control a "Furnimal" Monster other than "Furnimal Sheep", you can Special Summon this card from your hand. ②: You can activate this effect, if another "Furnimal" Monster you control is returned to its owner's hand. Select 1 "Edge-Imp" Monster in your hand or Graveyard and Special Summon it.

    CROS-JP012 Edge-Imp Saw
    DARK/Demon - Effect/3/500/1000
    You can use the Effect of "Edge-Imp Saw" only once per turn. ①: When this card is successfully Normal Summoned, you can activate this effect by sending 1 "Furnimal" Monster from your hand to the Graveard. Draw 2 card from your Deck. Afterwards, select 1 card from your hand and put it on top or under the bottom of your deck.

    CROS-JP013 Edge-Imp Chain
    DARK/Demon - Effect/4/1200/1800
    You can only use Effect ① or ② of "Edge-Imp Chain" per turn, and only once that turn. ①: You can activate this effect when this card declares an attack. Add 1 "Edge-Imp Chain" from your Deck to your hand. ②: You can activate this effect if this card is sent from the field to the Graveyard. Add 1 "Des Toy" card from your Deck to your hand.

    SECE-JP014 Edge-Imp Tomahawk
    DARK/Demon - Effect/4/1800/800
    You can use Effect ① and ② of "Edge-Imp Tomahawk" each only once per turn. ①: You can activate this effect by sending 1 "Edge-Imp" Monster from your hand to the Graveyard. Inflict 800 Damage to your opponent. ②: You can activate this effect by sending 1 "Edge-Imp" Monster other than a "Edge-Imp Tomahawk" from your Deck to the Graveyard. Until the End Phase, this card' name becomes the name of the sent monster.

    SECE-JP015 Edge-Imp DT Modoki
    DARK/Demon - Effect/4/1300/1300
    This card is always treated as a "Des Toy" card. You can use the Effect of "Edge-Imp DT Modoki" only once per turn. ①: You can activate this effect by targeting 1 "Des Toy" Fusion Monster you control or in your Graveyard. Until the end of the turn, the ATK and DEF of this card becomes that Monster's original ATK and DEF.

    CROS-JP016 Raid Raptor - Impale Lanius
    DARK/Bird - Effect/4/1700/1000
    You can use Effect ② of "Raid Raptor - Impale Lanius" only once per turn. ①: You can activate this effect only once during the Main Phase of the turn this card was successfully Normal Summoned or Special Summoned by targeting 1 face-up Attack Position Monster on the field. Change that Monster to Defense Position. ②: Once during the Main Phase 2 of a turn this card attacked, you can activate this effect by targeting 1 "Raid Raptor" Monster in your Graveyard. Special Summon that Monster.

    CROS-JP017 Raid Raptor - Mimicry Lanius
    DARK/Bird - Effect/4/1100/1900
    You can use Effect ② of "Raid Raptor - Mimicry Lanius" only once per turn. ①: You can activate this effect only once during the Main Phase of the turn this card was successfully Normal Summoned or Special Summoned. The Level of all "Raid Raptor" Monsters you control is increased by 1. ②: You can activate this effect during the Main Phase of the turn this card was sent to the Graveyard by removing this card in your Graveyard from play. Add 1 "Raid Raptor" Card from your Deck to your hand, except a "Raid Raptor - Mimicry Lanius".

    CROS-JP018 Hermit Youkai Kodama
    WIND/Beast-Warrior - Effect/1/0/0
    You can use the effect of "Hermit Youkai Kodama" only once per turn. ①: You can activate this effect by Releasing this card and targeting 1 "Youkai Shrine of Trials" you control. Place 3 Hermit Counter on that card. ②: You can activate this effect during your Main Phase by removing this card in your Graveyard from play. During this turn's Main Phase, you can Normal Summon 1 "Hermit Youkai" Monster in addition to your Normal Summon per turn. (You can only gain this effect once per turn.)

    CROS-JP019 Hermit Youkai Ooyamabiko [Rare]
    WIND/Beast - Effect/6/?/?
    You can use Effect ① of "Hermit Youkai Ooyamabiko" only once per turn. ①: You can activate this effect by sending 1 "Hermit Youkai" Monster other than "Hermit Youkai Ooyamabiko" from your hand to the Graveyard when an opponent's Monster declares a direct attack. Special Summon this card from your hand. ②: You can activate this effect during the Damage Step when this card battles an opponent's Monster. Until the end of the turn, the ATK and DEF of this card become the original ATK and DEF of the battling opponent's Monster. ③: You can activate this effect when this card is destroyed by battle and sent to the Graveyard. Add 1 "Hermit Youkai" Card from your Deck to your hand.

    CROS-JP020 Aesatellarknight - Sephirathuban
    LIGHT/Warrior - Pendulum - Effect/4/0/2100
    You can use the Monster Effect of "Aesatellarknight - Sephirathuban" only once per turn.
    ①: If this card is Normal Summoned, Flip Summoned or Pendulum Summoned successfully, you can activate this effect by targeting 1 other "tellarknight" or "Sephira" monster in your Monster Zone or Pendulum Zone and 1face-up card your opponent controls. Destroy those cards.
    Pendulum Effect:
    Blue 1 / Red 1
    ①: You can only Pendulum Summon "tellarknight" and "Sephira" Monster. This effect cannot be negated.

    CROS-JP021 Astellarknight - Sephirabuth
    LIGHT/Fiend - Pendulum - Effect/4/1900/0
    You can use the Monster Effect of "Astellarknight - Sephira Buth" only once per turn. ①: If this card is successfully Normal Summoned, Flip Summoned or Pendulum Summoned, you can activate this effect by targeting 1 "tellarknight" or "Sephira" card in your Monster Zone or Pendulum Zone, and 1 set card your opponent controls. Destroy thos cards.
    Pendulum Effect:
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "tellarknight" or "Sephira" Monster. This effect cannot be negated.

    CROS-JP022 Jesshaddoll - Sephira Naga
    DARK/Spellcaster - Pendulum - Effect/2/900/100
    If this card is Pendulum Summoned, or if this card is sent to the Graveyard: You can target 1 card in either player's Pendulum Zone; return it to the hand. You must control a "Sephira" card in your Pendulum Zone to activate and to resolve this effect. You can only use this effect of "Jesshaddoll - Sephira Naga" once per turn.
    Pendulum Effect:
    Blue 1 / Red 1
    You cannot Pendulum Summon monsters, except "Shaddoll" or "Sephira" monsters. This effect cannot be negated.

    CROS-JP023 Ol-Shadoll - Sephira Roots
    DARK/Rock - Pendulum - Effect/4/450/1950
    You can use the Monster Effect of "Ol-Shadoll - Sephira Roots" only once per turn. ①: If this card is successfully Pendulum Summoned, or if this card is sent to the Graveyard, you can activate this effect by targeting 1 "Sephira" card in your Pendulum Zone, other than "Ol-Shadoll - Sephira Roots". Special Summon that card.
    Pendulum Effect:
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "Shadoll" or "Sephira" Monster. This effect cannot be negated.

    CROS-JP024 Sephira Fushi, Treasure of the Yang Zing [Super Rare]
    EARTH/Phantasm Dragon - Pendulum - Effect/3/1500/0
    You can use the Monster Effect of " Sephira Fushi, Treasure of the Yang Zing" only once per turn. ①: If this card is successfully Pendulum Summoned or Special Summoned from the Deck, you can activate this effect by targeting 1 "Yang Zing" or "Sephira" Monster you control other than " Sephira Fushi, Treasure of the Yang Zing". During this turn, that face-up Monster is treated as Tuner. If this card whose effect was activated is removed from the field, it is returned to the bottom of its owner's Deck.
    Pendulum Effect:
    Blue 1 / Red 1
    ①: You cannot Pendulum Summon Monster other than "Yang Zing" or "Sephira" Monster. This effect cannot be negated.

    CROS-JP025 Sephira Qiuniu, Secret of the Yang Zing [Rare]
    EARTH/Wyrm - Pendulum - Effect/7/0/2600
    When this card is Pendulum Summoned, or when a card(s) in your Monster Zone or Pendulum Zone is destroyed by battle or card effect: You can add 1 "Yang Zing" or "Sephira" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Sephira Qiuniu, Secret of the Yang Zing" once per turn.
    Pendulum Effect:
    Blue 7 / Red 7
    You cannot Pendulum Summon monsters, except "Yang Zing" or "Sephira" monsters. This effect cannot be negated.

    CROS-JP026 Sword Saint of the Nekroz - Sephira Saber
    WATER/Spellcaster - Pendulum - Effect/1/1500/800
    You can Tribute this card from your hand or face-up from your side of the field; Tribute monsters from your hand or field, then Ritual Summon 1 "Nekroz" Ritual Monster from your hand whose Level equal the total Levels of those monsters. You can only use this effect of "Sword Saint of the Nekroz - Sephira Saber" once per turn.
    Pendulum Effect:
    Blue 1/Red 1
    You cannot Pendulum Summon monsters, except "Nekroz" or "Sephira" monsters. This effect cannot be negated.

    CROS-JP027 Flame Beast of the Nekroz - Sephira Exa
    FIRE/Dragon - Pendulum - Effect/5/2000/1000
    You can use the Monster Effect of "Flame Beast of theNekroz - Sephira Exa" only once per turn. ①: You can activate this effect if this card is in your hand or Graveyard, and a "Nekroz" or "Sephira" card other than "Flame Beast of the Nekroz - Sephira Exa" in your Monster Zone or Pendulum Zone is destroyed by battle or a card effect. Special Summon this card.
    Pendulum Effect:
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "Nekroz" or "Sephira" Monster. This effect cannot be negated.

    CROS-JP028 Outstanding Spirit Beast Tamer - Sephiram Pilica
    WIND/Psychic - Pendulum - Effect/3/1000/1500
    You can Special Summon "Outstanding Spirit Beast Tamer - Sephiram Pilica" only once per turn. ①: When this card is successfully Normal Summoned or Special Summoned, you can activate this effect by targeting 1 "Spirit Beast" or "Sephira" Monster in your Graveyard, other than "Outstanding Spirit Beast Tamer - Sephiram Pilica". Special Summon that Monster. Destroy the Monster Special Summoned by this effect during the End Phase.
    Pendulum Effect:
    Blue 1 / Red 1
    ①: You cannot Pendulum Summon Monster other than "Spirit Beast" or "Sephira" Monster. This effect cannot be negated.

    CROS-JP029 Shadow Spirit Beast Charmer - Sephira Wendy
    WIND/Psychic - Pendulum - Effect/3/1500/1000
    You can only Special Summon 1 "Shadow Spirit Beast Charmer - Sephira Wendy" per turn. ①: You can activate this effect when this card is successfully Normal Summoned or Pendulum Summoned. You can add 1 face-up "Sephira" Monster from your Extra Deck other than "Shadow Spirit Beast Charmer - Sephira Wendy" to your hand.
    Pendulum Effect:
    Blue 7 /Red 7
    ①: You cannot Pendulum Summon Monster other than "Spirit Beast" or "Sephira" Monster. This effect cannot be negated.

    CROS-JP030 Infernoid Shaytan [Rare]
    FIRE/Fiend - Special Summon - Effect/1/0/0
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from the hand by removing from play 1 "Infernoid" Monster in your hand or Graveyard, while the combined Level/Rank of all Effect Monsters you control is 8 or lower. ①: Once per turn, you can activate this effect by targeting 1 set card on the field. Return that card to its owner's Deck. That card cannot be activated in Response to the activation of this effect. ②: Once during your opponent's turn, you can activate this effect by Releasing 1 Monster you control and targeting 1 card in your opponent's Graveyard. Remove that card from play.

    CROS-JP031 Infernoid Belphegor
    FIRE/Fiend - Special Summon - Effect/6/2400/0
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from the hand by removing from play 2 "Infernoid" Monster in your hand or Graveyard, while the combined Level/Rank of all Effect Monsters you control is 8 or lower. ①: You can activate this effect when this card declares an attack. Select 1 Monster from your opponent's Extra Deck and remove it from play. ②: Once per turn, you can activate this effect by Releasing 1 Monster you control, and targeting 1 card in your opponent's Graveyard. Remove that card from play. This effect can be activated during your opponent's turn.

    CROS-JP032 Infernoid Lilith[Super Rare]
    FIRE/Demon - Specia Summon - Effect/9/2900/2900
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from the hand or Graveyard by removing from play 3 "Infernoid" Monster in your hand or Graveyard, while the combined Level/Rank of all Effect Monsters you control is 8 or lower. ①: You can activate this effect when this card is successfully Special Summoned. Destroy all "Magic and Trap Cards on the field, except "Purgatory" cards. ②: Once per turn, when the effect of another Monster is activated, you can Release 1 Monster you control. Negate that activation and remove that card from play.

    CROS-JP033 Ghost Usagi
    LIGHT/Psychic - Tuner - Effect/3/0/1800
    You can use the Effect of "Ghost Usagi" only once per turn. ①: When a Monster Effect is activated on the field, or when the effect of a Magic or Trap card that was already on the field is activated, you can activate this effect by sending this card you control or in your hand to the Graveyard. Destroy that card on the field.

    CROS-JP034 Magma Dragon [Rare]
    FIRE/Phantasm Dragon - Effect/4/1600/1200
    You can use the effect of "Magma Dragon" only once per turn, and during the turn you activated this effect, you can only Special Summon Phantasm Dragon-Type Monster. ①: When this card is successfully Special Summoned, you can activate this effect by targeting 1 Phantasm Dragon-Type Monster in your Graveyard other than "Magma Dragon". Special Summon that Monster in Defense Position. The Monster Special Summoned by this effect has its effect(s) negated.

    CROS-JP035 Bunborg 004
    EARTH/Machine - Effect/4/500/500
    ①: You can activate this effect during Damage Calculation when this card battles an opponent's Monser. Send 1 "Bunborg" Monster other than a "Bunborg 004" from your Deck to the Graveyard and this card gains ATK and DEF during Damage Calculation only equal to the Level of the sent Monster x 500. After activation of this effect, Battle Damage your opponent takes becomes 0 until the end of the turn. ②: You can activate this effect if this card destroys an opponent's Monster by battle. Select 2 "Bunborg" Monster with different Levels in your hand or in your Graveyard and Special Summon them in Defense Position.

    CROS-JP036 Fiendish Hound Octoros
    DARK/Demon - Effect/3/800/800
    You can use the effect of "Fiendish Hound Octoros" only once per turn. ①: Activate this effect if this card is sent from the field to the Graveyard. Add 1 Level 8 Demon-Type Monster from your Deck to your hand.

    CROS-JP037 Pudding Force [Normal Rare]
    WATER/Demon - Effect/1/300/300
    This card cannot be used as Fusion, Synchro or Xyz Material. ①: While this card is in the Monste Zone, this card cannot be Released. ②: You can activate this effect during your End Phase by targeting 1 card in your Pendulum Zone. Destroy that card, and change control of ti card to your opponent. ③: Activate this effect during your Standby Phase. You take 300 Damage.

    CROS-JP038 Nekroz of Sophia
    LIGHT/Spellcaster - Ritual - Effect/11/3600/3400
    Can be Ritual Summoned with any "Nekroz" Ritual Magic Card. This card must be Ritual Summoned from your hand by using 3 Monster with different Types you control. ①: You can activate this effect during your or your opponent's Main Phase 1 by discarding this card and a "Nekroz" Magic Card. During that Phase, your opponent cannot Special Summon Monsters from the Extra Deck. ②: You can activate this effect when this card is successfully Ritual Summoned. Remove from play all other cards on the field and in both Graveyards. During the turn you activated this effect, you cannot Normal Summon or Special Summon other Monster.

    CROS-JP039 Meisterin Schubert, the Melodious Maestra [Rare]
    LIGHT/Angel - Fusion - Effect/6/2400/2800
    2 x "Melodious" Monster
    ①: Once while this card is face-up on the field, you can target up to 3 cards in total in any Graveyards. Remove those cards from play. This card gains 200 ATK for each card removed from play by this effect. You can use this effect during your opponent's turn.

    CROS-JP040 Bloom Diva, the Melodious Flora Saint [Rare]
    LIGHT/Fairy - Fusion - Effect/6/1000/2000
    "Melodious Meastra" Monster + "Melodious" Monster
    ①: This card cannot be destroyed by battle or card effects, and all Battle Damage to you from battles involving this card becomes 0. ②: You can activate this effect after Damage Calculation if this card battled an opponent's Monster that was Special Summoned. Inflict Damage to your opponent equal to the difference between that opponent Monster's original ATK and the original ATK of this card, and destroy that opponent's Monster.

    CROS-JP041 Des-Toy Wheelsaw Lio [Rare]
    DARK/Fiend - Fusion - Effect/7/2400/2000
    "Edge-Imp Saw" + "Furnimal" Monster
    This card can only be Special Summoned by Fusion Summon. You can use the effect of "Des Toy Wheelsaw Lio" only once per turn, and during the turn you activate this effect, this card cannot attack directly. ①: You can activate this effect by targeting 1 face-up Monster your opponent controls. Destroy that Monster, and inflict damage to your opponent equal to the original ATK of the destroyed Monster.

    CROS-JP042 Des-Toy Chain Sheep
    DARK/Demon - Fusion - Effect/5/2000/2000
    "Edge-Imp" Monster + "Furnimal" Monster
    You can use Effect ② of "Des Toy Chain Sheep" only once per turn. ①: If this card battles, your opponent cannot activate Magic, Trap or the Effects of Effect Monster Cards until the end of the Damage Step. ②: You can activate this effect if this card is destroyed by battle or your opponent's card effect. Special Summon this card from the Graveyard. This card Special Summoned by this effect gains 800 ATK.

    CROS-JP043 Des-Toy Mad Chimera [Ultra Rare]
    DARK/Demon - Fusion - Effect/8/2800/2000
    3x "Des Toy" Monster
    This card can only be Special Summoned by Fusion Summon. You can use Effect ② of "Des Toy Mad Chimera" only once per turn. ①: If this card battles, your opponent cannot activate Magic, Trap or the Effects of Effect Monster Cards until the end of the Damage Step. ②: You can activate this effect when this card destroys an opponent's Monster by battle and sends it to the Graveyard. Special Summon that Monster to your field with its ATK halved. ③: This card gains 300 ATK for each Monster you control whose original owner is your opponent.

    CROS-JP044 El-Shadoll Anomalilith [Super Rare]
    WATER/Demon - Fusion - Effect/9/2700/1600
    "Shadoll" Monster + WATER Monster
    This card cannot be Special Summoned from the Extra Deck except by Fusion Summon. ①: While this card is in the Monster Zone, neither player can Special Summon Monster from the hand or Graveyard by the effects of Magic or Trap Cards. ②: You can activate this effect by targeting 1 "Shadoll" Magic or Trap Card if this card is sent to the Graveyard . Add that card to your hand.

    CROS-JP045 Ritual Beast Ulti, Gaiapelio [Ultra Rare]
    LIGHT/Psychic - Fusion - Effect/10/3200/2100
    "Ritual Beast Ulti" Monster + "Ritual Beast Tamer" Monster + "Spiritual Beast" Monster
    This card cannot be Special Summoned except by removing the aboce mentioned cards from play. ("Fusion" is not used.) ①:This card that was Special Summoned by the method above gains the following effect. ● When a Magic, Trap or the Effect of a Effect Monster Card is activated, you can activate this effect by removing 1 "Ritual Beast" Card in your hand from play. Negate that activation and destroy that card.

    CROS-JP046 Clear Wing Synchro Dragon [Ultra Rare]
    WIND/Dragon - Synchro - Effect/7/2500/2000
    Tuner + 1 or more Non-Tuner Monster
    ①: Once per turn, you can activate this effect when the effect of another Level 5 or higher Monster on the field is activated. Negate that activation and destroy that card. ②: Once per turn, you can activate this effect when an Monster Effect is activated that targets exactly 1 Level 5 or higher Monster on the field. Negate the activation and destroy it. ③: If a Monster is destroyed by this card's effect, until the end of the turn, this card gains ATK equal to the original ATK of the Monster destroyed by this card's effect.

    CROS-JP047 Illusion Dragon Star - Chouhou [Super Rare]
    LIGHT/Phantasm Dragon - Synchro - Effect/9/2800/2200
    Tuner + 1 or more Non-Tuner Monster
    ①: While this Synchro Summoned Card is in the Monster Zone, your opponent cannot activate the effects of Monsters with the same original attribute as "Dragon Star" Monster this card has as Synchro Material. ②: You can activate this effect when this Synchro Summoned card is destroyed by battle or a card effect and sent to the Graveyard. Add 1 Tuner from your Deck to your hand. ③: Once per turn, you can activate this effect when a Monster your opponent controls is destroyed by battle or a card effect. Special Summon 1 Phantasm Dragon-Type Monster with the same original Attribute as that Monster from your Deck in Defense Position.

    CROS-JP048 Raid Raptor - Blaze Falcon
    DARK/Bird - Xyz - Effect/Rank 5/1000/2000
    3 x Level 5 Bird-Type Monster
    ①: While this card has Xyz Material, it can attack directly. ②: When this card inflicts Battle Damage to your opponent, you can activate this effect by targeting 1 Monster your opponent controls. Destroy that Monster. ③: Once per turn, you can activate this effect by removing 1 Xyz Material from this card. Destroy all Special Summoned Monster your opponent controls, and inflict 500 Damage for each Monster destroyed this way to your opponent.

    CROS-JP049 Raid Raptor - Revolution Falcon [Super Rare]
    DARK/Bird - Xyz - Effect/Rank 6/2000/3000
    3x Level 6 Bird-Type Monster
    ①: You can activate this effect by removing 1 Xyz Material from this card. During this turn, this card can attack all Monster your opponent controls once. ②: Activate this effect during the Damage Step when this card battles with a face-up Special Summoned Monster. That Monster's ATK and DEF becomes 0. ③: If this card has a "Raid Raptor" Xyz Monster as Xyz Material, it gains the following effect: ● Once per turn, you can activate this effect by targeting 1 Monster your opponent controls. Destroy that Monster, and inflict Damage to your opponent equal to half its ATK.

    CROS-JP050 Tellarknight Ptolemaios [Ultra Rare]
    LIGHT/Warrior - Xyz - Effect/Rank 4/550/2600
    2 or more Level 4 Monster
    ①: You can activate this effect by removing 3 or 7 Xyz Materials from this card. ● 3: You can Special Summon 1 Xyz Monster with 1 Rank higher than this card, except a "No." Monster, from your Extra Deck by placing this card as Xyz Material under it. (This is treated as Xyz Summon). This effect can be activated during your opponent's turn. ● 7: Skip your opponent's next turn. ②: You can activate this effect during either player's End Phase. Select 1 "Satellarknight" Card in your Extra Deck, and place it as Xyz Material under this card.

    CROS-JP051 Madolce Puddingcess Choco a la Mode [Super Rare]
    EARTH/Fairy - Xyz - Effect/Rank 5/2500/2200
    2 x Level 5 EARTH Monster
    You can Xyz Summon this card by placing 1 Rank 4 or lower "Madolce" Xyz Monster you control as Xyz Material under this card. ①: Once per turn, you can activate this effect by targeting 1 "Madolce" Card in your Graveyard. Return that card to your Deck. ②: If this card has "Madolce Puddingcess" as Xyz Material, you can activate this effect by removing a Xyz Material from this card when a "Madolce" Monster in your Graveyard is returned to your Deck. Special Summon 1 "Madolce" Monster from your Deck in face-up Attack Position or face-down Defense Position.

    CROS-JP052 Performaple Cast Change
    Normal Magic Card
    You can activate only 1 "Perfomapal Cast Change" per turn. ①: Reveal any number of "Performapal" Monster in your hand to your opponent, and shuffle them back to your deck. Afterwards, draw that many cards + 1.

    CROS-JP053 Fusion Conscription[Rare]
    Normal Magic Card
    You can activate only 1 "Fusion Conscription" per turn. ①: Show 1 Fusion Monster in your Extra Deck to your opponent, and select 1 Fusion Material Monster listed on that card in your Deck or Graveyard and add it to your hand. After activation of this card, until the end of the turn, you cannot Normal Summon or Special Summon the Monster added to your hand by this effect or a Monster with the same name, nor activate that Monster's effect(s).

    CROS-JP054 Des Toy Factory
    Continuous Magic Card
    You can use Effect ① and ② of "Des Toy Factory" each only once per turn. ①: You can activate this effect by removing 1 "Fusion" Magic Card or "Polymerisation" Magic Card in your Graveyard from play. Send Fusion Material Monster from your hand or that you control listed on a "Des Toy" Fusion Monster to the Graveyard, and Fusion Summon that Fusion Monster from your Extra Deck. ②: If this card is sent to the Graveyard, you can activate this effect by targeting 1 of your removed "Des Toy Fusion". Add that card to your hand.

    CROS-JP055 Seam Reborn
    Normal Magic Card
    You can activate only 1 "Seam Reborn" per turn. ①: You can activate this effect by targeting 1 "Furnimal" or "Des Toy" Monster in your Graveyard. Special Summon that Monster. The Monster Special Summoned by this effect has its effect(s) negated.

    CROS-JP056 Des Toy Fusion [Rare]
    Normal Magic Card
    You can activate only 1 "Des Toy Fusion" per turn. ①: Remove from play Fusion Material Monster you control or in your Graveyard listed on a "Des Toy" Fusion Monster, and Fusion Summon that Fusion Monster from the Extra Deck.

    CROS-JP057 Rank-Up Magic - Revolution Force
    Quick-Play Magic Card
    ①: Depending on the turn you activated this card, apply the following effect. ● Your turn: You can activate this effect by targeting 1 "Raid Raptor" Xyz Monster you control. Special Summon 1 "Raid Raptor" Monster from your Extra Deck, whose Rank is by 1 higher than the target Monster, and place the target Monster as Xyz Material under it. (This is treated as Xyz Summon.). ● Your opponent's turn: You can activate this effect by targeting 1 Xyz Monster your opponent controls without Xyz Material. Gain control over that Xyz Monster. Afterwards, Special Summon 1 "Raid Raptor" Monster from your Extra Deck, whose Rank is by 1 higher than that targetd Monster, and place the target Monster as Xyz Material under it. (This is treated as Xyz Summon.)

    CROS-JP058 Yosen Tornado
    Continuous Magic Card
    You can activate this card by paying 800 Life Points. ①: Once per turn, if a face-up "Hermit Youkai" Monster you control is returned to the hand, you can activate this effect by targeting 1 Card your opponent controls. Return that card to its owner's hand. ②: Destroy this card during your End Phase if you didn't use Effect ① of this card during your turn.

    CROS-JP059 Path of Sephira
    Continuous Magic Card
    ①: You can activate this effect if you have 2 "Sephira" Cards in your Pendulum Zone, with a Pendulum Scale of 1 and 7. If you control Non-"Sephira" Monster, return all those Monsters to their owner's deck. ②: While this card is in the Magic or Trap Zone, neither player can Special Summon Monster except from the hand or the Extra Deck. ③: While you have a card in the Pendulum Zone, this effect cannot be targeted by card effects, and if a card in your Pendulum Zone is destroyed, destroy this card.

    CROS-JP060 Oracle of the Sephira
    Field Magic Card
    You can only activate 1 "Oracle of the Sephira" per turn. ①: When this card is activated, you can add 1 "Sephira" Monster from your Deck to your hand. ②: When you Ritual Summon by using a "Sephira" Monster, or Special Summon a Monster by using a "Sephira" Monster as Material, you can activate each of the following effects once per turn, depending on the kind of Monster summoned. ● Ritual: Return 1 Monster on the field to its owner's Deck. ● Fusion: Special Summon 1 Monster from your hand. ● Synchro: Select 1 Monster from your Deck and place it on top of your Deck. ● Xyz: Draw 1 card, than discard 1 card.

    CROS-JP061 Frozen Purgatory [Rare]
    Continuous Magic Card
    You can use Effect 1 of "Frozen Purgatory" only once per turn. ①: You can activate this effect by discarding 1 card from your hand. Add 1 "Purgatory" Magic or Trap Card other than "Frozen Purgatory" from your Deck to your hand. During this turn, you cannot Normal Summon or Special Summon Non-"Infernoid" Monster. ②: You can activate this effect by sending this face-up card in your Magic and Trap Zone to the Graveyard after Damage Calculation, when a "Infernoid" Monster you control battled an opponent's Monster. Remove both player's Monsters involved in that battle.

    CROS-JP062 Galaxy Cylcone [Super Rare]
    Normal Magic Card
    You can use Effect ② of "Galaxy Cyclone" only once per turn. ①: You can activate this effect by targeting 1 set Magic or Trap Card on the field. Destroy that card. ②: You can activate this effect during your Main Phase by removing this card in your Graveyard from play and targeting 1 face-up Magic or Trap Card on the field. Destroy that card. This effect cannot be activate during the turn this card was sent to the Graveyard.

    CROS-JP063 Resonating Oscillation
    Normal Magic Card
    ①: You can activate this effect if your opponent has 2 cards in their Pendulum Zone by targeting those 2 cards. During this turn, while your opponent controls those 2 cards in their Pendulum Zone, if you Pendulum Summon, you can use the Pendulum Scales of both targets. If you do, you can only Pendulum Summon Monster from the Extra Deck.

    CROS-JP064 Pendulum Arise
    Normal Magic Card
    You can activate only 1 "Pendulum Arise" per turn. ①: You can activate this effect by sending 1 Monster you control to the Graveyard. Special Summon 1 Pendulum Monster from your Deck with the same Level as the original level of the sent Monster. Destroy that Monster Special Summoned by this effect during the End Phase.

    CROS-JP065 An unexpected Guy [Normal Rare]
    Normal Magic Card
    ①: You can activate this effect if you control no Monster. Special Summon 1 Level 4 or lower Normal Monster from your Deck.

    CROS-JP066 Entermate Pinchhelper
    Continuous Trap Card
    ①: Once per turn, you can activate this effect when an opponent's Monster declares a direct attack. Negate that attack, and Special Summon 1 "Entermate" Monster from your Deck. The Monster Special Summon by this effect has its effect(s) negated. ②: You can activate this effect during attack declaration when a Monster you control battles an opponent's Monster, by sending this face-up card in your Magic and Trap Zone to the Graveyard. Battle Damage to you from that battle becomes 0.

    CROS-JP067 Melodious Illusion
    Normal Trap Card
    ①: You can activate this effect by targeting 1 "Melodious" Monster you control. During the turn, that Monster you control is unaffectd by the effects of your opponent's Magic and Trap Cards and can attack twice per Battle Phase.

    CROS-JP068 Furnimal Crane
    Normal Trap Card
    ①: You can activate this effect when a face-up "Furnimal" Monster you control is destroyed by an attacking opponent's Monster or an opponent's card effect and sent to the Graveyard by targeting 1 of your destroyed Monster. Add that Monster to your hand, and draw 1 card.

    CROS-JP069 Des Toy Custom
    Normal Trap Card
    ①: You can activate this effect by targeting 1 "Edge-Imp" or "Furnimal" Monster in your Graveyard. Special Summon that Monster. If that Monster Special Summoned by this effect is used as Fusion Material Monster, you can treat it as "Des Toy" Monster.

    CROS-JP070 Dizzying Winds of the Youkai Realm
    Continuous Trap Card
    You can activate this card if you control a Level 6 or higher "Hermit Youkai" Monster. ① : While this card is in the Magic and Trap Zone and while there is a "Hermit Youkai" Card in your Pendulum Zone, if set Monsters or face-up Non-"Hermit Youkai" Monster on the field are returned to the hand, they are returned to their owner's Deck instead.

    CROS-JP071 Chosen Warriors of Sephira
    Continuous Trap Card
    ①: Apply the following effects, depending on the number of different face-up "Sephira" Mnster in your Extra Deck.
    ● 3 or more different: Monster you control gain 100 ATK for each face-up card in either player's Extra Deck.
    ● 5 or more different: Monster you control cannot be destroyed by your opponent's card effects.
    ● 8 or more different: Monster you control cannot be targeted by your opponent's card effects.
    ● 10 different: You can activate this effect by sending this face-up card you control to the Graveyard. Return all cards in your opponent's hand, Graveyard and that they control to their owner's Deck.

    CROS-JP072 Divine Attack of the Sephira
    Counter Trap Card
    ①: When a Magic, Trap or the Effect of an Effect Monster Card is activated, you can activate this effect by banishing 1 face-up "Sephira" Monster in your Extra Deck. Negate that activation and destroy that card.

    CROS-JP073 Rising Purgatory
    Continuous Trap Card
    You can activate Effect ① and ② of "Rising Purgatory" each only once per turn. ①: During each of your opponent's Standby Phases, you can activate this effect by targeting 1 "Infernoid" Monster in your Graveyard. Add that Monster to your hand. ②: During each of your Standby Phases, you can activate this effect by targeting 1 of your removed "Infernoid" Monster. Return that Monster to the Graveyard. ③: If you control a Non-"Infernoid" Monster, send this card to the Graveyard.

    CROS-JP074 Jar of Avarice [Rare]
    Normal Trap Card
    You can activate only 1 "Jar of Avarice" per turn. ①: You can activate this card by targeting 5 cards in your Graveyard, except "Jar of Avarice". Shuffle those 5 cards back to the deck. Afterwards, draw 1 card.

    CROS-JP075 Lose a Turn
    Continuous Trap Card
    You can activate this card if you control no Special Summoned Monster. ①: While this card is in your Magic & Trap Zone, Special Summoned Monster have their effects negated until the end of the turn they were Special Summoned. ②: Activate this effect if an Effect Monster is Special Summoned in face-up Attack Position. Change that Monster to Defense Position.

    CROS-JP076 Grieving Demon
    Normal Trap Card
    ①: You can activate this effect by targeting 1 Monster in your opponent's Graveyard. Return that Monster to your opponent's deck. Afterwards, you can send 1 Demon-Type Monster from your Deck to the Graveyard.

    CROS-JP077 Abyssal Stungray
    Continuous Trap Card
    ①: After activation, this card becomes an Effect Monster (LIGHT/Thunder-Type/Level 5/ATK 1900/DEF 0) and is Special Summoned to the Monster Zone. This card is still treated as Trap Card. ②: This card Special Summoned by this effect cannot be destroyed by battle.

    CROS-JP078 Kumonyou Mud Statue
    Continuous Trap Card
    ①: After activation, this card becomes an Effect Monster (EARTH/Rock-Type/Level 7/ATK 0/DEF 2500) and is Special Summoned to the Monster Zone. This card is still treated as Trap Card. ②: While you control another Trap Card that is treated as Monster in your Monster Zone, this card Special Summoned by this effect cannot become the target of your opponent's card effects. ③: While you control this card Special Summoned by this effect, you can activate this effect if a card is Special Summoned from your Magic and Trap Zone to the Monster Zone by targeting 1 card on the field. Destroy that card.

    CROS-JP079 Snatched Bone
    Continuous Trap Card
    ①: You can activate this card during a turn your opponent Special Summons a Monster by targeting 1 Monster in your opponent's Graveyard. Special Summon that Monster in Defense Position. When this card is removed from the field, remove that Monster from play. When that Monster is removed from the field, this card is destroyed.

    CROS-JP080 Re Roll [Normal Rare]
    Continuous Trap Card
    ①: Once per turn, you can activate this effect by targeting 1 Monster on the field whose Level is different from its original level. Roll 1 die. Targeted Monster's Level becomes equal to the result.

    Japanische World Premier Cards

    CROS-JP081 Mithra the Thunder Vassal
    LICHT/Donner - Effekt/2/800/1000
    Während deiner Main Phase: Du kannst diesen Effekt aktivieren; du kannst für den Rest dieses Spielzugs keine Monster als Spezialbeschwörung von deinem Extra Deck beschwören, zusätzlich beschwöre diese Karte als Spezialbeschwörung von deiner Hand und falls du dies tust, beschwöre 1 "Vasall-Spielmarke" (Typ Donner/LICHT/Stufe 1/ATK 800/DEF 1000) als Spezialbeschwörung auf die Spielfeldseite deines Gegners in die Verteidigungsposition. Falls diese Karte als Tribut für eine Tributbeschwörung angeboten wird: Du kannst diesen Effekt aktivieren; du kannst in diesem Spielzug während deiner Main Phase zusätzlich zu deiner Normalbeschwörung oder deinem Setzen 1 Monster als Tributbeschwörung beschwören. (Du kannst diesen Effekt nur einmal pro Spielzug erhalten.) Du kannst jeden Effekt von "Mithra the Thunder Vassal" nur einmal pro Spielzug verwenden.

    CROS-JP082 Berlines the Firestorm Vassal
    FIRE/Pyro - Effect/3/800/1000
    Du kannst 1 Karte abwerfen; beschwöre diese Karte als Spezialbeschwörung von deiner Hand, aber du kannst für den Rest des Spielzugs keine Monster als Spezialbeschwörung von deinem Extra Deck beschwören. Falls diese Karte als Tribut für eine Tributbeschwörung angeboten wird: Du kannst dir die Hand deines Gegners anschauen und 1 Karte von seiner Hand bis zur End Phase verbannen. Du kannst jeden Effekt von "Berlines the Firestorm Vassal" nur einmal pro Spielzug verwenden.

    CROS-JP083 Landrobe the Rock Vassal
    ERDE/Fels - Effekt/4/800/1000
    Du kannst 1 offenes Monster wählen, das dein Gegner kontrolliert; du kannst für den Rest dieses Spielzugs keine Monster als Spezialbeschwörung von deinem Extra Deck beschwören, zusätzlich beschwöre diese Karte als Spezialbeschwörung von deiner Hand und falls du dies tust, ändere das gewählte Ziel in die verdeckte Verteidigungsposition. Falls diese Karte als Tribut für eine Tributbeschwörung angeboten wird: Du kannst 1 Monster mit 800 ATK und 1000 DEF in deinem Friedhof wählen, außer "Landrobe the Rock Vassal"; füge es deiner Hand hinzu. Du kannst jeden Effekt von "Landrobe the Rock Vassal" nur einmal pro Spielzug verwenden.

    CROS-JP084 Garum the Storm Vassal
    WIND/Geflügeltes Ungeheuer - Effekt/3/800/1000
    Du kannst 1 als Tributbeschwörung beschworenes Monster, das du kontrollierst, auf die Hand zurückgeben; beschwöre diese Karte als Spezialbeschwörung von deiner Hand, aber du kannst für den Rest des Spielzugs keine Monster als Spezialbeschwörung von deinem Extra Deck beschwören. Falls diese Karte als Tribut für eine Tributbeschwörung angeboten wird: Du kannst 1 Monster mit 800 ATK und 1000 DEF von deinem Deck deiner Hand hinzufügen, außer "Garum the Storm Vassal". Du kannst jeden Effekt von "Garum the Storm Vassal" nur einmal pro Spielzug verwenden.

    CROS-JP085 Lucius the Shadow Vassal
    FINSTERINS/Unterweltler - Effekt/1/800/1000
    Du kannst 1 Monster der Stufe 5 oder höher von deinem Friedhof verbannen; beschwöre diese Karte als Spezialbeschwörung von deiner Hand, aber du kannst für den Rest des Spielzugs keine Monster als Spezialbeschwörung von deinem Extra Deck beschwören. Falls diese Karte als Tribut für eine Tributbeschwörung angeboten wird: Du kannst alle gesetzten Karten vorzeigen, die dein Gegner kontrolliert. Dein Gegner kann keine Karten als Reaktion auf die Aktivierung dieses Effekts aktivieren. Du kannst jeden Effekt von "Lucius the Shadow Vassal" nur einmal pro Spielzug verwenden.

    CROS-JP086 The Dominion of the Legendary Monarch
    Spielfeldzauberkarte
    Solange du keine Karten in deinem Extra Deck hast, falls du ein als Tributbeschwörung beschworenes Monster kontrollierst und dein Gegner nicht, kann dein Gegner keine Monster als Spezialbeschwörung von seinem Extra Deck beschwören. Falls ein als Tributbeschwörung beschworenes Monster ein Monster deines Gegners angreift, erhält es nur während der Schadensberechnung 800 ATK. Einmal pro Spielzug: Du kannst bis zum Ende dieses Spielzugs die Stufe von 1 Monster mit 2800 ATK und 1000 DEF in deiner Hand um 2 verringern (selbst nach dem es als Normalbeschwörung beschworen/gesetzt wurde oder falls diese Karte das Spielfeld verlässt).

    CROS-JP087 Neptabyss the Atlantean Prince
    WASSER/Seeschlange - Effekt/1/800/0
    Du kannst 1 "Atlantisch"-Monster von deinem Deck auf den Friedhof legen, außer "Neptabyss the Atlantean Prince"; füge 1 "Atlantisch"-Karte von deinem Deck deiner Hand hinzu, außer "Neptabyss the Atlantean Prince". Falls diese Karte auf den Friedhof gelegt wird, um den Effekt eines WASSER Monsters zu aktivieren: Wähle 1 "Atlantisch"-Monster in deinem Friedhof, außer "Neptabyss the Atlantean Prince", beschwöre es als Spezialbeschwörung. Du kannst jeden Effekt von "Neptabyss the Atlantean Prince" nur einmal pro Spielzug verwenden.

    CROS-JP088 Fire King Island
    Spielfeldzauberkarte
    Falls diese offene Karte von deiner Spielfeldzone auf den Friedhof gelegt oder verbannt wird: Zerstöre alle Monster, die du konntrollierst. Du kannst nur 1 der folgenden Effekte von "Fire King Island" pro Spielzug verwenden und in dem Spielzug nur einmal.
    ● Während deiner Main Phase: Du kannst 1 Monster zerstören, das sich in deiner Hand befindet oder das du kontrollierst und falls du dies tust, füge deiner Hand 1 "Feuerkönig"-Monster von deinem Deck hinzu.
    ● Falls du keine Monster kontrollierst: Du kannst 1 FEUER Monster vom Typ Geflügeltes Ungeheuer als Spezialbeschwörung von deiner Hand beschwören.

    CROS-JP089 Chimeratech Rampage Dragon
    FINSTERNIS/Maschine - Fusion - Effekt/5/2100/1600
    2 oder mehr "Cyber Drache"-Monster
    Eine Fusionsbeschwörung dieser Karte kann nur mit den oben aufgeführten Fusionsmaterial durchgeführt werden. Wenn diese Karte als Fusionsbeschwörung beschworen wird: Du kannst Zauber-/Fallenkarten auf dem Spielfeld wählen, bis zur Anzahl an Fusionsmaterialien die für seine Fusionsbeschwörung verwendet wurden (min. 1); zerstöre sie. Einmal pro Spielzug: Du kannst bis zu 2 LICHT Monster vom Typ Maschine von deinem Deck auf den Friedhof legen und falls du dies tust, erhält diese Karte in diesem Spielzug während jeder Battle Phase 1 zusätzlichen Angriff für jede durch diesen Effekt auf den Friedhof gelegte Karte.

    CROS-JP090 Cyber Dragon Infinity
    LICHT/Maschine - Xyz - Effekt/Rang 6/2100/1600
    3 LICHT Monster vom Typ Maschine der Stufe 6
    Einmal pro Spielzug kannst du "Cyber Dragon Infinity" auch als Xyz-Beschwörung beschwören indem du einen "Cyber Drache Nova", den du kontrollierst, als das Xyz-Material verwendest. (An das Monster angehängtes Xyz-Material wird ebenfalls zu Xyz-Material dieser Karte.) Diese Karte erhält 200 ATK für jedes an sie angehängte Xyz-Material. Einmal pro Spielzug: Du kannst 1 anderes offenes Monster in Angriffsposition auf dem Spielfeld wählen; hänge es als ein offenes Xyz-Material an diese Karte an. Einmal pro Spielzug, während des Spielzugs eines beliebigen Spielers, wenn eine Karte oder ein Effekt aktiviert wird: Du kannst 1 Xyz-Material von dieser Karte abhängen; annulliere die Aktivierung und falls du dies tust, zerstöre sie.

    Koranische World Premier Cards

    CROS-KR081 Kentaurus
    FEUER/Ungeheuer-Krieger - Effekt/3/1500/200
    Once per turn, if this card battles an opponent's monster, during damage calculation: You can send 1 Beast, Beast-Warrior, or Winged Beast-Type monster from your hand or Deck to the Graveyard, and if you do, this card gains ATK equal to the sent monster's Level x 100, until the end of the Battle Phase.

    CROS-KR082 Dinosewing
    ERDE/Unterweltler - Effekt/4/0/0
    Cannot be destroyed by battle. If this card is targeted for an attack: It gains 1000 ATK and DEF. After damage calculation, if this card attacked: This increased ATK and DEF returns to 0.

    CROS-KR083 Parent Seahorse
    WASSER/Wyrm - Empfänger - Effekt/7/2100/400
    Cannot be Special Summoned, except by a Wyrm-Type monster's effect. During your Main Phase: You can reduce the Level of this card by 1, and if you do, Special Summon 1 "Seahorse Token" (WATER/Wyrm/Level 1/ATK 300/DEF 200). You can only use this effect of "Parent Seahorse" up to thrice per turn.

    CROS-KR084 Elder Entity N'tss
    WASSER/Fee - Fusion - Effekt/4/2500/1200
    1 Synchro Monster + 1 Xyz Monster
    Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the Graveyard, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the Graveyard: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.

    CROS-KR085 Dreamland
    Spielfeldzauberkarte
    This card gains these effects depending on the different monster card type (Fusion, Synchro, or Xyz) on the field.
    ● Fusion: Once per turn, if a monster(s) is sent from your hand or field to the Graveyard: You can draw 1 card.
    ● Synchro: When a monster(s) is Normal or Special Summoned: You can increase its Level by 1.
    ● Xyz: During each of your End Phases: Destroy the monster on the field with the highest Level (your choice, if tied).
    You can only activate 1 "Dreamland" per turn.
    Auf der Suche nach den neusten Infos oder Bildern zu Yu-Gi-Oh!-Karten aus Japan? =>> Spoiler-Forum


    .:: Cold Desire - Reboot in Arbeit ::.

    Dieser Beitrag wurde bereits 4 mal editiert, zuletzt von kusuguttai ()

    Ich finde das neue Thema sagen wir es mal interessant.
    Die Karten sind teilweise wirklich gut für ihren jeweiligen Themendecks, vor allem das Yang Zing sieht spannend aus.
    Das Thema an sich kann ich schwer einschätzen. Habe einen relativen hohen Scale 1 oder 7, aber bisher sind die Effekte nicht broken. Sieht ziemlich sinnvoll mal aus, bin überrascht, dass sowas auch geht.
    Echt cool ein neues Thema zu machen in dem man alle anderen aktuellen Themen zusammen mixt.
    Allerdings bringt das den jeweiligen Decks nicht viel, weil man ohne einen 2. "Astellarknight" etc. in der anderen Pendelzone den 1.
    nicht nutzen kann.
    Aber vielleicht kommen ja noch mehr, wer weiß.
    Do you know why snow is white? Because it forgot what color it was.
    C.C.
    - Code Geass -

    Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Maliq ()

    kusuguttai schrieb:

    CROS-JP023 Ol-Shadoll - Sephira Roots
    DARK/Rock - Pendulum - Effect/4/450/1950
    You can use the Monster Effect of "Ol-Shadoll - Sephira Roots" only once per turn. ①: If this card is successfully Pendulum Summoned, or if this card is sent to the Graveyard, you can activate this effect by targeting 1 "Sephira" card in your Pendulum Zone, other than "Ol-Shadoll - Sephira Roots". Special Summon that card.
    Pendulum Effect:
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "Shadoll" or "Sephira" Monster. This effect cannot be negated.


    Es wundert mich, dass im Monstereffekttext nicht auch "Shadoll" or "Sephira" steht. Es ist vermutlich eh egal, da es wohl nie ein Shadoll-Pendelmonster geben wird (was hiermit bestätigt wäre). Aber allein aus stilistischen Gründen hätte man es mit reinschreiben können. Erinnert mich alles ein wenig an Koa'ki Meira. Eigenes Themendeck das auch woanders gespielt werden kann. Allerdings benötigt man aktuell immer noch irgendein weiteres generisches Pendelmonster, wenn man beispielsweise Ol-Shadoll im Shadoll spielen will (Odd-Eyes kommt einem da in den Sinn). Mal gucken ob die im übernächsten Booster alle noch ein entsprechendes Gegenstück bekommen werden, so dass es dann immer 2 gibt (vermutlich dann nicht Shadoll + Sephira sondern Shadoll + WasAnderesNeues).

    Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Nimrod Hellfire ()

    Also ich habe gehört das Qliphorts die Hüllen sind von den Sephirots also Sephiras und das es jeweils 10 Stück gibt, also würden bei den Sephiras noch 5 weitere Monster fehlen, die vielleicht auch Pendelmonster sind. Qli hat ja schon 10 Monster mit Secret of Eternity dazugezählt, also sollte da kein Monstersupport mehr kommen. Infernoids sind ja auch böse und von denen gibt es ja schon 7 stück also müssten hier die restlichen Infernoids rauskommen.

    Generell bin ich gespannt was noch so kommt, aber ein Atlantean Monster kommt garantiert raus als OCG Premier Karte, ich habe auch mal etwas von Mecha Phantom Beasts gesehen so einen kleinen Scan, kann aber auch Fake gewesen sein?
    Mal schauen was noch so kommt uns fehlt ja noch die Wasser Shadoll Fusion, wobei wenn ich auf die Wind Fusion schaue und dann auch noch auf die neue OCG Liste kann diese ja nur schlecht sein, aber mal schauen und abwarten, bin auf neue Informationen sehr gespannt, dann aber im nächsten Monat im neuen Jahr wieder ;)

    kusuguttai schrieb:

    Pendulum Effect:
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "tellarknight" or "Sephira" Monster. This effect cannot be negated.
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "Shadoll" or "Sephira" Monster. This effect cannot be negated.
    Blue 1 / Red 1
    ①: You cannot Pendulum Summon Monster other than "Yang Zing" or "Sephira" Monster. This effect cannot be negated.
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "Nekroz" or "Sephira" Monster. This effect cannot be negated.
    Blue 1 / Red 1
    ①: You cannot Pendulum Summon Monster other than "Spirit Beast" or "Sephira" Monster. This effect cannot be negated.
    Was soll der Crap? Bin ich der einzigste, der Erkennt, das die Idee, man könne sie in anderen Decks spielen totaler Mist ist? Ich meine 1. Hat jede Karte den Pendeleffekt, man dürfe damit nur Sephira oder <entsprechendes Theme> ausspielen, gleichzeitig aber die selbe Einschränkung wie alle Pendelkarten: Links und rechts die gleiche Scale.
    Als damals die Karten erschienen sind, dachte ich ja noch: Jetzt die ersten Karten kriegen immer (links + rechts)gleiche Scales, und später werden dann auch mal Variationen gebracht. Würde diese Fähigkeit halt ein wenig skill bringen, da man so nicht einfach alle Wahllos kombinieren kann, sondern darauf achtet, nicht z.b. bei decks, die primär links hohe, und rechts niedrige scales haben, man sie nicht mit ihren gegensätzen(links niedrig, rechts hoch) stabil kombinieren kann. Hier hätte eine solche Änderung sinn gemacht. Doch ohne kann man die Karte einzeln nicht einfach in ein entsprechendes Thema integrieren(weil wenn du in beiden Zonen die selbe Karte packst, ist der Pendelscale = 0), sondern brauch auch unbedingt eine weitere Random-Karte. Hierbei werden die Decks im Vorteil sein, die einen scalebereich von 2-3 bzw. 5-6 gut nutzen können im Vorteil sein. Denn die einzige "Random"-Pendullum, die einzeln spielbar ist, ist odd eyes.
    Nehmen wir uns mal das am Beispiel von Shaddoll:
    Der Shaddoll-Pendullum hat einen Scale von 7, während Odd Eyes einen von 4 hat. Somit könnte Shadoll leicht 5-6 bringen. Doch wenn man sich deren Kartenpool anguckt, dann fällt einem auf, das dort nur Beast drunter ist(Fusionen kann man ja nicht von der Hand callen). Also wäre die Karte hier drinne total unnütz.
    Hier hätte eine solche Regel, zwei unterschiedliche Bereiche zu haben, zumindest so weit sinn gemacht, das es die Möglichkeit gibt, sie reinzusplashen.

    Also hätte man sich eigentlich den Namen( im Namen) Shaddoll bzw. die Zeile "Shaddoll kann beschworen werden", sparen können. Dann wäre das Deck zwar nichts anderes, als z.b. Evilswarm(haben ja auch nur gemeinsam, das es Neuauflagen alter karten sind)(bloß spielerisch anders), wo man auch keine Möglichkeit hatte, sie in andere Decks zu packen, und hätte somit Worte sparen können.

    Und für den fall, das im nächsten Set dann wieder zu jedem Thema eine Pendullum Kommt, mit einem umgekehrten Scale, macht es sie(aus Sicht der einzelnen Themen), auch nur wenig sinn, da einfach zu schwach.


    Gut, dass nicht nur ich mich wundere, wie man die einzelnen Sephiras in die jeweiligen Themendecks integrieren soll.
    Beziehungsweise wieso man das überhaupt will? Welches dieser Decks würde denn von einer Pendelengine überhaupt profitieren?
    Ich denke zwar, da kommt noch mehr, aber diese Monster allein ... äh ne.
    Eine Vermutung die ich habe ist, dass es weniger darum geht, Sephira in andere Decks zu splashen, sondern mehr darum, unterschiedliche Supportkarten der anderen Themen ins Sephira zu integrieren. Shaddoll Fusion wäre so ein Beispiel.
    Naja das hat sie bei den Künstlerkumpel bis jetzt auch nicht davon abgehalten die Pendelskalen komplett unbrauchbar zu definieren.
    Wow das Thema kann in sich selbst NUR Lv4 Monster Pendelbeschwören....
    Die wenigsten Monster dieses Themas sind aber Lv4.....

    Aber wir sind ja immernoch in der Anfangszeit der Pendel Monster. Also kommt da vielleicht noch sowas, bis die Serie wieder fertig ist....
    For what is a man profited, if he shall gain the whole world, and lose his own soul?
    Matthew 16-26

    Deckcreator16 schrieb:

    kusuguttai schrieb:

    Pendulum Effect:
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "tellarknight" or "Sephira" Monster. This effect cannot be negated.
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "Shadoll" or "Sephira" Monster. This effect cannot be negated.
    Blue 1 / Red 1
    ①: You cannot Pendulum Summon Monster other than "Yang Zing" or "Sephira" Monster. This effect cannot be negated.
    Blue 7 / Red 7
    ①: You cannot Pendulum Summon Monster other than "Nekroz" or "Sephira" Monster. This effect cannot be negated.
    Blue 1 / Red 1
    ①: You cannot Pendulum Summon Monster other than "Spirit Beast" or "Sephira" Monster. This effect cannot be negated.
    Was soll der Crap? Bin ich der einzigste, der Erkennt, das die Idee, man könne sie in anderen Decks spielen totaler Mist ist? Ich meine 1. Hat jede Karte den Pendeleffekt, man dürfe damit nur Sephira oder <entsprechendes Theme> ausspielen, gleichzeitig aber die selbe Einschränkung wie alle Pendelkarten: Links und rechts die gleiche Scale.
    Als damals die Karten erschienen sind, dachte ich ja noch: Jetzt die ersten Karten kriegen immer (links + rechts)gleiche Scales, und später werden dann auch mal Variationen gebracht. Würde diese Fähigkeit halt ein wenig skill bringen, da man so nicht einfach alle Wahllos kombinieren kann, sondern darauf achtet, nicht z.b. bei decks, die primär links hohe, und rechts niedrige scales haben, man sie nicht mit ihren gegensätzen(links niedrig, rechts hoch) stabil kombinieren kann. Hier hätte eine solche Änderung sinn gemacht. Doch ohne kann man die Karte einzeln nicht einfach in ein entsprechendes Thema integrieren(weil wenn du in beiden Zonen die selbe Karte packst, ist der Pendelscale = 0), sondern brauch auch unbedingt eine weitere Random-Karte. Hierbei werden die Decks im Vorteil sein, die einen scalebereich von 2-3 bzw. 5-6 gut nutzen können im Vorteil sein. Denn die einzige "Random"-Pendullum, die einzeln spielbar ist, ist odd eyes.
    Nehmen wir uns mal das am Beispiel von Shaddoll:
    Der Shaddoll-Pendullum hat einen Scale von 7, während Odd Eyes einen von 4 hat. Somit könnte Shadoll leicht 5-6 bringen. Doch wenn man sich deren Kartenpool anguckt, dann fällt einem auf, das dort nur Beast drunter ist(Fusionen kann man ja nicht von der Hand callen). Also wäre die Karte hier drinne total unnütz.
    Hier hätte eine solche Regel, zwei unterschiedliche Bereiche zu haben, zumindest so weit sinn gemacht, das es die Möglichkeit gibt, sie reinzusplashen.

    Also hätte man sich eigentlich den Namen( im Namen) Shaddoll bzw. die Zeile "Shaddoll kann beschworen werden", sparen können. Dann wäre das Deck zwar nichts anderes, als z.b. Evilswarm(haben ja auch nur gemeinsam, das es Neuauflagen alter karten sind)(bloß spielerisch anders), wo man auch keine Möglichkeit hatte, sie in andere Decks zu packen, und hätte somit Worte sparen können.

    Und für den fall, das im nächsten Set dann wieder zu jedem Thema eine Pendullum Kommt, mit einem umgekehrten Scale, macht es sie(aus Sicht der einzelnen Themen), auch nur wenig sinn, da einfach zu schwach.


    Inb4: Ich bin mir ziemlich sicher, dass da noch 5 weitere Pendelviecher kommen werden, die dann genau die entgegengesetzten Skalen haben werden (also zB. ein 1-1-Shadoll-Pendel). Ob die jetzt auch in diesem Booster drin sein werden oder erst in dem danach, sei mal dahingestellt. Die 10er-Theorie von Chaos Gamma deckt sich ja ebenfalls damit.
    Woher wisst ihr, dass er die Coverkarte ist? Na ja, es scheint ja eine wichtige Karte im Anime und ein weiterer Counterpart zu Odd-Eyes/Dark Rebellion zu sein, also macht es schon irgendwie Sinn.

    Ich finde es echt cool, dass im Moment alle Mechaniken "gleichberechtigt" sind. Alle kommen im Anime vor, alle kriegen Support und neue, starke Themendecks. Selbst bei den Coverkarten:
    DUEA: Odd-Eyes Pendulum Dragon -> Pendelmonster
    NECH: Dark Rebellion Xyz-Dragon -> Xyz-Monster
    SECE: Rune-Eyes Pendulum Dragon -> Fusionsmonster
    CROS: Clear Wing Synchro Dragon -> Synchromonster

    btw, auf Yugioh Wikia steht Ultra/Ultimate/Secret als Seltenheit für Clear Wing. Also im OCG. (Quelle)

    Meine Fan Fiction auf eTCG - Yu-Gi-Oh! PHOENIX
    Serie 1 / Serie 2
    Also ich finde man hätte aus dem Sephira was eigenes machen sollen.
    So sieht es einfach so aus, als ob man Pendelmonster in jedes mögliche Deck integrieren will.

    Ob das was wird, bin ich noch nicht so überzeugt.
    Das Covermonster klingt aber bislang ganz nett^^

    MfG
    ~Pfannkuchen~
    Rein Theoretisch dürften die "Phantom Knights" aus dem ARC-V Anime ebenfalls mit diesem Set ihr Debüt feiern, da das erste Match zwischen dem Nutzer des Clear Wing Synchro Dragon (Yugo) und dem Nutzer der Phantom Knights (Yuto) abgehalten wird. Ich bin echt mal gespannt und hoffe das die kommen. Wird vermutlich kein starkes Thema aber man sammelt ja auch neben dem zocken.