[TCG/OCG] Duelist Nexus​ (SPU: Spoiler Komplett)

  • (TCG) Duelist Nexus


    Release Date: 26. Juli 2023 (EU)


    Enthält 100 Karten, davon


    10 Secret Rare

    14 Ultra Rare

    26 Super Rare

    50 Common




    ..:: WORLD PREMIER CARDS ::..


    DUNE-EN081 Zuttomozaurus

    EARTH/Dinosaur - Effect/2/500/400

    While you control another Dinosaur monster, your opponent’s monsters cannot target this card for attacks. You can target 1 other card you control; destroy it. You can only use this effect of “Zuttomozaurus” once per turn.


    DUNE-EN082 Finis Terrae, Tower of the Necroworld

    WATER/Zombie - Effect/10/1000/2800

    If you control a Level 10 monster, you can Special Summon this card (from your hand). You can only Special Summon “Finis Terrae, Tower of the Necroworld” once per turn this way. If this card is sent to the GY: You can target 1 face-up card on the field; that card cannot be destroyed by card effects this turn. You can only use this effect of “Finis Terrae, Tower of the Necroworld” once per turn.


    DUNE-EN083 Kuibelt the Blade Dragon

    DARK/Dragon - Synchro - Effect/7/2500/1900

    1 Tuner + 1 + non-Tuner monsters

    If this card is Synchro Summoned: You can target 1 card on the field; destroy it. If this card on the field is destroyed: You can target 1 face-up monster on the field; that monster cannot attack until the end of your opponent’s turn. You can only use each effect of “Kuibelt the Blade Dragon” once per turn this way.


    DUNE-EN084 Storagepod

    DARK/Machine - Synchro - Effect/6/2500/2500

    “Trifortressops” or “Stegocyber” + 1 Machine or Dinosaur monster

    Cannot be destroyed by battle while a monster Special Summoned from the GY is on the field. If a monster(s) is Special Summoned from the hand while this monster is on the field (except during the Damage Step); You can target 1 card you control and 1 card your opponent controls; destroy them. You can only use this effect of “Storagepod” once per turn.


    DUNE-EN085 Synchro Forceback

    Normal Trap Card

    Target monsters on the field, up to the number of Synchro Monsters with different names you control; return them to the hand. You can only activate 1 “Synchro Forceback” per turn.


    DUNE-EN086 Sentinel of the Tistina

    WATER/Aqua - Effect/3/1200/1400

    If this card is in your hand or GY and you control a LIGHT “Tistina” monster: You can Special Summon this card. You can target 1 “Tistina” monster or 1 face-down card you control; destroy it, then add 1 “Tistina” card from your Deck to your hand. You can only use each effect of “Sentinel of the Tistina” once per turn.


    DUNE-EN087 Hound of the Tistina

    EARTH/Aqua - Effect/4/1800/700

    If this card is in your hand or GY and you control a LIGHT “Tistina” monster: You can Special Summon this card. You can only use this effect of “Hound of the Tistina” once per turn. “Tistina” monsters you control can attack directly while your opponent controls a face-down Defense Position monster.


    DUNE-EN088 Demigod of the Tistina

    LIGHT/Aqua - Effect/10/2000/0

    If you control a “Tistina” card: You can Special Summon this card from your hand, then you can add 1 “Tistina” Spell/Trap from your Deck to your hand. During your opponent’s turn, if you control “Crystal God Tistina” (Quick Effect): You can change as many monsters your opponent controls as possible to face-down Defense Position, then you can send all face-up cards your opponent controls to the GY. You can only use each effect of “Demigod of the Tistina” once per turn.


    DUNE-EN089 Crystal God Tistina

    LIGHT/Aqua - Effect/10/2000/3000

    During your Main Phase: You can change as many monsters your opponent controls as possible to face-down Defense Position, then you can send all face-up cards your opponent controls to the GY. If this card in its owner’s possession is destroyed by an opponent’s card: You can change as many monsters your opponent controls as possible to face-down Defense Position, then you can send all face-up cards your opponent controls to the GY. You can only use each effect of “Crystal God Tistina” once per turn.


    DUNE-EN090 Divine Domain Baatistina

    Field Spell Card

    During your Main Phase: You can send 1 “Tistina” monster from your Deck to your GY, then if your opponent controls 3 or more face-up cards, you can Special Summon 1 “Crystal God Tistina” from your hand or Deck. You can only use this effect of “Divine Domain Baatistina” once per turn. If this card in your Field Zone is destroyed by your opponent’s card effect: You can Special Summon 1 “Tistina” monster from your Deck or GY.


    DUNE-EN091 Breath of the Tistina

    Continuous Spell Card

    During your Main Phase, you can Normal Summon 1 “Tistina” montser in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can target 1 face-up monster you control, or if you control a LIGHT “Tistina” monster, you can target 1 face-up monster on the field instead; change that monster to face-down Defense Position, then add 1 “Tistina” card from your Deck to your hand, except “Breath of the Tistina”. You can only use this effect of “Breath of the Tistina” once per turn.


    DUNE-EN092 Signs of the Tistina

    Continuous Trap Card

    Activate this card by targeting 1 face-up monster on the field. Special Summon this card as an Effect Monster (Aqua/LIGHT/Level 10/ATK 0 DEF 0) with the following effect (this card is also still a Trap).

    • During your opponent’s turn, when that target leaves the field, destroy this card. During your opponent’s turn, when this card leaves the field, destroy that target.


    ..:: OCG Imports ::..


    DUNE-EN093 Daidara-Bocchi

    EARTH/Zombie - Effect/10/2900/2500

    Cannot be Special Summoned. You can Tribute Summon this card face-up by Tributing 1 Zombie monster. Gains 200 ATK for each Zombie monster you control, except this card. At the start of your Main Phase 1, if you have this card, and 2 or more Zombie monsters other than "Daidara-Bocchi", in your GY: You can discard 1 card; add this card to your hand.


    DUNE-EN094 Stardust Wurm

    LIGHT/Dragon - Effect/1/0/0

    If this card is in your hand or GY, and you control a Level 8 or higher Dragon Synchro Monster: You can Special Summon this card, but banish it when it leaves the field. You can Tribute this card; Special Summon up to 2 Level 1 LIGHT Dragon monsters from your hand and/or GY, except "Stardust Wurm", but their effects cannot be activated. You can only use each effect of "Stardust Wurm" once per turn.


    DUNE-EN095 Red-Eyes Black Meteor Dragon

    DARK/Dragon - Effect/6/2000/2000

    You can send 1 Level 5 or higher Normal Monster from your hand or Deck to the GY; Special Summon this card from your hand, then increase its Level by 1. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Red-Eyes Fusion" from your Deck or GY to your hand. You can only use each effect of "Red-Eyes Black Meteor Dragon" once per turn.


    DUNE-EN096 Diabolica the Draconique General

    DARK/Fiend - Effect/8/2300/0

    If a Fiend monster(s), except "Diabolica the Draconique General", is sent to your GY by card effect (except during the Damage Step): You can Special Summon this card from your GY (if it was there when the monster was sent) or hand (even if not), but banish it when it leaves the field. If this card is sent to the GY by card effect: You can target 1 Fiend monster in your GY, except "Diabolica the Draconique General"; add it to your hand. You can only use 1 "Diabolica the Draconique General" effect per turn, and only once that turn.


    DUNE-EN097 Superheavy Samurai Security

    EARTH/Machine - Effect/4/500/1500

    If this card is Normal or Special Summoned: You can add 1 face-up Machine Pendulum Monster from your Extra Deck to your hand. If you have no Spells/Traps in your GY: You can Tribute this card; Special Summon 1 EARTH Machine monster with 1500 or less ATK from your hand or GY, except "Superheavy Samurai Security". You can only use each effect of "Superheavy Samurai Security" once per turn.


    DUNE-EN098 Magician of Faithfulness

    LIGHT/Spellcaster - Flip - Effect/5/600/800

    FLIP: You can target 1 Spell in your GY; add it to your hand, then you can Special Summon 1 "Magician of Faith" or "Magician of Faithfulness" from your Deck in face-down Defense Position. You can only use this effect of "Magician of Faithfulness" once per turn.


    DUNE-EN099 Magikey Deity - Ashtartu

    LIGHT/Fairy - Xyz - Effect/Rank 8/3000/3000

    2 Level 8 monsters

    Once per turn, when your Normal Monster or "Magikey" monster destroys an opponent's monster by battle: You can detach 1 material from this card; inflict damage to your opponent equal to the destroyed monster's original ATK. Once per turn, during your opponent's Main Phase (Quick Effect): You can target 1 monster your opponent controls with the same Attribute as a Normal Monster or "Magikey" monster you control or is in your GY; detach 1 material from this card, and if you do, banish that monster.



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    [OCG] Duelist Nexus


    Release: 22. April 2023 (Japan)


    Insgesamt 80 verschiedene Karten:


    8 Ultra Rare

    10 Super Rare

    18 Rare

    44 Common


    1. Set des 12. Blocks


    DUNE-JP000 Magicians of Bonds and Unity

    LIGHT/Spellcaster - Effect/8/2500/2500

    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 25 or more cards in your GY.

    (1) Gains 2500 ATK/DEF while your opponent has 25 or more cards in their GY.


    DUNE-JP001 Wheel Synchron

    LIGHT/Machine - Tuner - Effect/5/800/1000

    You can only use the 2nd and 3rd effect of this card’s name each once per turn.

    (1) If you use this card on the field as Synchro Material, you can treat it as a non-Tuner.

    (2) During your Main Phase, you can: You cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters, also, immediately after this effect resolves, Normal Summon 1 Level 4 or lower monster.

    (3) You can banish this card from your GY, then target 1 Synchro Monster you control; decrease its Level by up to 4.


    DUNE-JP002 Revolution Synchron

    EARTH/Machine - Tuner - Effect/3/900/1400

    You can only use the 1st effect of this card’s name once per turn. You can only use the 2nd effect of this card’s name once per Duel.

    (1) If you Synchro Summon a “Power Tool” Synchro Monster, or a Level 7 or 8 Dragon Synchro Monster, this card in your hand can be used as material.

    (2) If this card is in your GY and you control a Level 7 or higher Synchro Monster: You can send the top card of your Deck to the GY, and if you do, Special Summon this card, and if you do that, its Level becomes 1.


    DUNE-JP003 Gazelle the King of Mythical Claws

    EARTH/Beast - Effect/4/1500/1200

    You can only use the (1) and (2) effects of this card’s name each once per turn.

    (1) If this card is Normal or Special Summoned: You can add 1 Level 5 Fiend monster or 1 “Chimera Fusion” from your Deck to your hand.

    (2) If this card is sent to the GY as material for a Fusion Summon: You can add 1 Illusionist monster from your Deck to your hand.


    DUNE-JP004 Berfomet the Great Wings

    DARK/Fiend - Effect/5/1400/1800

    You can only use the (1) and (2) effects of this card’s name once per turn.

    (1) If this card is Normal or Special Summoned: You can add 1 Level 4 Beast monster and/or 1 “Chimera Fusion” from your Deck to the hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters.

    (2) If this card is sent to the GY as material for a Fusion Summon: You can target 1 Illusionist monster in your GY; Special Summon it.


    DUNE-JP005 Cornfield Koator

    WIND/Illusionist - Effect/4/500/1700

    You can only use the (1) (3) effect of this card’s name each once per turn.

    (1) You can discard this card; add 1 monster that mentions “Chimera Fusion” from your Deck to your hand, except “Cornfield Coatl”.

    (2) Monsters cannot be destroyed by battles involving this card.

    (3) When your opponent activates a card or effect that targets a card(s) you control and you control “Chimera the Flying Mythical Beast”: You can banish this card from your field or GY; negate that effect, and if you do, destroy that card.


    DUNE-JP006 Mirror Swordsman

    LIGHT/Illusionist - Effect/4/1900/300

    You can only use the (1) and (3) effect of this card’s name once per turn.

    (1) (Quick Effect): You can Tribute this card; Special Summon 1 monster that mentions “Chimera Fusion” from your Deck, except “Mirror Sword Knight”.

    (2) Monsters cannot be destroyed by battles involving this card.

    (3) When your opponent activates a monster effect on the field and you control “Chimera the Flying Mythical Beast”: You can banish this card from your field or GY; negate that effect


    DUNE-JP007 King Rex the Twin-Headed Dragon

    EARTH/Dinosaur - Effect/6/1600/1200

    You can only Special Summon with the 1st effect of this card’s name once per turn.

    You can only use this card name’s (2) effect once per turn.

    (1) If you control no monsters, you can Special Summon this card (from your hand).

    (2) If this card is Normal or Special Summoned: You can target 1 monster on the field with ATK lower than the total ATK of all Dinosaur monsters you control; destroy it.


    DUNE-JP008 King Rex the Dragon King

    EARTH/Dinosaur - Effect/9/3200/1200

    (1) When this attacking card destroys an opponent’s monster by battle: You can make this card gain a second attack during this Battle Phase.

    (2) Once per turn, except the turn this card was Summoned: You can target up to 2 monsters your opponent controls; destroy them.


    DUNE-JP009 Altergeist Malwisp

    LIGHT/Spellcaster - Tuner - Effect/3/1500/0

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is added to your hand, except by drawing it: You can Special Summon it.

    (2) If this card is Normal or Special Summoned: You can target 1 “Altergeist” monster in your GY, except “Altergeist Malwisp” Special Summon it in Defense Position, but it cannot activate its effects this turn.


    DUNE-JP010 Altergeist Perinetrator

    FIRE/Spellcaster - Effect/1/500/300

    YOu can only use the 2nd and 3rd effect of this card’s name each once per turn.

    (1) This card can attack directly.

    (2) When this card inflicts battle damage to your opponent: You can draw 1 card.

    (3) If this card is sent from the field to the GY: You can send 1 “Altergeist” card from your hand, Deck, or face-up field to the GY, except “Altergeist Perinetrator”.


    DUNE-JP011 Manadome Trid

    FIRE/Fairy - Tuner - Effect/2/0/1500

    You can only Special Summon with the 1st effect of this card’s name once per turn. You can only use the 2nd effect of this card’s name once per turn.

    (1) If you control “Visas Starfrost” or a monster with 1500 ATK/2100 DEF, you can Special Summon this card (from your hand).

    (2) If this card is destroyed by battle or card effect: You can Special Summon 1 “Manadome” Tuner from your Deck.


    DUNE-JP012 Veda Karantha

    DARK/Warrior - Effect/8/2500/2100

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If a card(s) on the field is destroyed by card effect and “Visas Starfrost” is on the field: You can Special Summon this card from your hand, then you can add 1 “Clear New World” from your Deck or GY to your hand.

    (2) If another monster(s) in your possession is destroyed by card effect: You can target 1 monster your opponent controls; destroy it, and if you do, this card gains ATK equal to that monster’s original ATK until the end of this turn.


    DUNE-JP013 Infernoble Knight – Ricciardetto

    FIRE/Warrior - Tuner - Effect/1/500/0

    You can only use 1 of the 1st and 2nd effect of this card’s name per turn, and only once that turn.

    (1) You can banish this card from your hand or GY; Special Summon 1 Level 4 or lower FIRE Warrior monster from your hand as a Tuner.

    (2) If this card is Normal or Special Summoned: You can target 1 Level 4 or lower FIRE Warrior monster in your GY, except “Infernoble Knight – Ricciardetto”; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Warrior monsters.


    DUNE-JP014 Infernoble Knight – Turpin

    FIRE/Warrior - Effect/4/1400/1700

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If you control a monster equipped with an Equip Card: You can Special Summon this card from your hand or GY, but if it is Summoned from the GY, banish it when it leaves the field.

    (2) If this card is in your GY: You can target 1 Warrior monster you control; equip this card to that monster you control.

    (3) If the equipped monster is used as Synchro Material, you can treat it as a Tuner.


    DUNE-JP015 Nemurelia Réaliser, the Dreamaterializer Sleeping Princess

    LIGHT/Fairy - Effect/10/1500/3000

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is in your hand: You can target 1 monster you control; place it on the bottom of the Deck, and if you do, Special Summon this card.

    (2) If this card is Special Summoned: You can activate 1 of these effects;

    ● Add 1 “Dreaming Nemurelia” from your Deck to your Extra Deck face-up.

    ● Change 1 other face-up monster on the field to face-down Defense Position.

    (3) Gains 100 ATK for each face-down card in your Extra Deck.


    DUNE-JP016 Nemurelia’s Dreameater – Réveil

    DARK/Beast - Effect/10/2500/2500

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is in your hand or GY: You can banish 3 cards from your Extra Deck, face-down, except “Dreaming Nemurelia”; Special Summon this card. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Pendulum Monsters.

    (2) You can send 1 other Level 10 Beast monster from your hand or face-up field to the GY; Set 1 “Nemurelia” Trap directly from your Deck.


    DUNE-JP017 Evoltile Phoris

    FIRE/Reptile - Effect/2/900/300

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Normal or Special Summoned: You can Special Summon 1 “Evoltile” monster from your hand or GY in face-down Defense Position.

    (2) During your Main Phase: You can Set 1 “Evo-Force” or “Evo-Instant” directly from your Deck.

    (3) If a monster(s) you control would be destroyed by battle or card effect, you can Tribute 1 Reptile or Dinosaur monster instead.


    DUNE-JP018 Evolsaur Rios

    FIRE/Dinosaur - Effect/4/1600/400

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Normal or Special Summoned: You can Set 1 “Evolutionary Bridge” or “Evo-Singularity” directly from your Deck.

    (2) If you control this card that was Special Summoned by a FIRE monster’s effect or Normal Summoned: You can send 1 FIRE Reptile or Dinosaur monster from your Deck to the GY, then you can make the Type and Level of 2 face-up monsters on the field become the sent monster’s.


    DUNE-JP019 Unchained Soul Sharvara

    FIRE/Fiend - Effect/6/2000/1500

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) During the Main Phase, if this card is in your hand (Quick Effect): You can target 1 Fiend monster or 1 Set card you control; destroy it, and if you do, Special Summon this card, and if you do that, you cannot Special Summon monsters while it is face-up in the Monster Zone, except Fiend monsters.

    (2) If this card is sent to the GY: You can Set 1 “Unchained” Spell/Trap directly from your Deck.


    DUNE-JP020 Unchained Soul Shyama

    WATER/Fiend - Effect/6/2000/1500

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) You can target 1 card you control; destroy it, then you can destroy 1 Spell/Trap on the field.

    (2) If this card is in your GY: You can target 1 Fiend monster or 1 Set card you control; destroy it, and if you do, Special Summon this card, but place it on the bottom of the Deck when it leaves the field.


    DUNE-JP021 Ultimate Knight Alpha Ursatron

    WATER/Machine - Effect/4/2000/700

    (This card is always treated as an “Ursarctic” and “Drytron” card.)

    Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can only use the effect of this card’s name once per turn.

    (1) If you control an “Ursarctic” or “Drytron” monster other than “Ultimate Knight Alpha Ursatron”: You can Special Summon this card from your hand, then you can add 1 “Ursarctic” or “Drytron” Spell/Trap from your Deck to your hand.


    DUNE-JP022 Rescue-ACE Preventer

    FIRE/Machine - Effect/8/2800/2800

    You can only use the (1)st, (2)nd, and (3)rd effect of this card’s name each once per turn.

    (1) You can banish 1 “Rescue-ACE” card from your GY; Special Summon this card from your hand.

    (2) If you control another “Rescue-ACE” monster (Quick Effect): You can target 1 Effect Monster your opponent controls; change it to face-down Defense Position.

    (3) If this card is sent to the GY: You can target 1 of your banished “Rescue-ACE” monsters, except a Level 8 monster; Special Summon it.


    DUNE-JP023 Thestalos the Shadow Firestorm Monarch

    FIRE/Pyro - Effect/10/3000/1000

    You can Tribute Summon this card by Tributing 1 monster your opponent controls and 1 Tribute Summoned monster you control.

    (1) If this card is Tribute Summoned: You can banish 1 random card from your opponent’s hand, and if you do, inflict 1000 damage to them, then, if this card was Tribute Summoned by Tributing a Level 8 or higher monster, you can banish 1 card on the field, and if it is a FIRE or DARK Monster Card, inflict damage to your opponent equal to its original Level x 200.


    DUNE-JP024 Behemoth the King of All Wars

    EARTH/Beast - Effect/10/2700/1500

    You can Normal Summon/Set this card with 1 Tribute.

    (1) If this card is Normal or Special Summoned: You can target 1 Beast, Beast-Warrior, or Winged Beast monster in your GY; add it to your hand, and if you do, this card loses 700 ATK.

    (2) This Normal Summoned/Set card is unaffected by activated effects from Special Summoned monsters.

    (3) Once per turn, during your End Phase: You can make this card gain 700 ATK.


    DUNE-JP025 Nightmare Magician

    DARK/Illusionist - Effect/7/2500/2000

    (1) Monsters cannot be destroyed by battles involving this card.

    (2) At the end of the Damage Step, if this card battled an opponent’s monster: You can take control of that opponent’s monster.

    (3) Once per turn, at the start of the Damage Step, if another monster attacks: You can destroy 1 card on the field.


    DUNE-JP026 Hiita the Fire Channeler

    FIRE/Spellcaster - Effect/5/1850/1500

    (This card is always treated as a “Charmer” card.)

    You can only use the (1) and (2) effects of this card’s name each once per turn.

    (1) You can discard this card and 1 FIRE monster; add 1 FIRE monster from your Deck to your hand with ATK greater than the ATK of the other discarded monster, also you cannot activate monster effects for the rest of this turn, except FIRE monsters.

    (2) When a FIRE monster you control is destroyed by battle while this card is in your hand: You can Special Summon this card.


    DUNE-JP027 Agnimal Candle

    FIRE/Pyro - Tuner - Effect/4/1700/0

    You can only use the 1st effect of this card’s name once per turn.

    (1) If this card is added to your hand, except by drawing it: You can Special Summon it.

    (2) Once per Chain, up to thrice per turn, if a monster(s) is sent to your GY: You can increase or reduce this card’s Level by 1.


    DUNE-JP028 Uruka the Magic Star

    WIND/Beast - Effect/4/1500/400

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) When 1 monster you control leaves the field by an opponent’s card effect (and no other cards): You can banish this card from your hand or GY; Special Summon that monster if it is banished face-up or in the GY, otherwise Special Summon this banished card .

    (2) If this card is Special Summoned: You can make it gain 1500 ATK until the end of the next turn.


    DUNE-JP029 Pod of Greed

    EARTH/Rock - Flip - Effect/3/700/800

    You can only use the effect of this card’s name once per turn.

    (1) FLIP: Apply these effects, in sequence.

    ● Excavate cards from the top of your Deck up to the number of cards your opponent controls, add 1 excavated card to your hand, also send the rest to the GY.

    ● Send monsters from your Extra Deck to the GY up to the number of monsters Special Summoned from the Extra Deck your opponent controls.


    DUNE-JP030 Click & Echo

    WATER/Sea Serpent- Effect/2/300/2100

    Cannot be used as material for a Fusion, Synchro, or Xyz Summon. You can only use the 2nd effect of this card’s name up to twice per turn.

    (1) This face-up card on the field cannot be Tributed.

    (2) If this card is sent to the GY as Link Material: Special Summon it to the Summoning player’s opponent’s field in Defense Position.

    (3) If this card was Special Summoned by its 2nd effect, you must keep your hand revealed.


    DUNE-JP031 Singing Cuckoo

    FIRE/Winged Beast - Effect/3/800/1000

    You can only use this card name’s effect once per turn.

    (1) During your Main Phase: You can activate 1 of these effects.

    • Destroy this card, then, draw 1 card.

    • Discard 1 card, then, draw 1 card.

    • Draw 1 card during the End Phase of this turn.


    DUNE-JP032 Arahime the Manifested Mikanko

    LIGHT/Fairy - Ritual - Effect/9/0/0

    You can Ritual Summon this card with “Mikanko Kagura”.

    You can only use the (1) effect of this card’s name once per turn.

    (1) If this card is in your hand or GY and you have another “Mikanko” card in your GY: You can target 1 face-up monster on the field; equip it with this card.

    (2) Once per turn, during the End Phase, if this card is equipped to a monster: You can return this card and the equipped monster to the hand.

    (3) Cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving this card.


    DUNE-JP033 Chimera the Phantom Beast King

    WIND/Beast - Fusion - Effect/6/2100/1800

    Level 6 WIND Beast Fusion Effect Monster1 Beast monster + 1 Fiend monster

    You can only use the (2) and (3) effects of this card’s name once per turn.

    (1) This card’s name becomes “Chimera the Flying Mythical Beast” while on the field or in the GY, but is still treated as a “Phantom Beast” card.

    (2) If this card is Fusion Summoned: You can activate this effect; during the End Phase of this turn, send 1 random card from your opponent’s hand to the GY.

    (3) During your opponent’s turn (Quick Effect): You can banish this card from your GY, then target 1 Beast, Fiend, or Illusionist monster in your GY; Special Summon it.


    DUNE-JP034 Chimera the Illusion Magical Beast

    DARK/Illusionist - Fusion - Effect/8/3100/2800 “Chimera the Flying Mythical Beast” + 1+ Illusionist monsters

    (1) This card’s name becomes “Chimera the Flying Mythical Beast” and is treated as a “Phantom Beast” card while the field or in the GY.

    (2) This card can make attacks on monsters during each Battle Phase, up to the number of Fusion Materials used for its Summon.

    (3) Monsters cannot be destroyed by battles involving this card.

    (4) If this card battled an opponent’s monster, at the end of the Damage Step: You can change that opponent’s monster’s ATK to 0, also negate its effects.


    DUNE-JP035 Sleipnir the Runick Mane

    LIGHT/Beast - Fusion - Effect/9/1500/1500

    2 “Runick” monsters

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) During your Main Phase or your opponent’s Battle Phase (Quick Effect): You can target 1 face-up monster they control; banish it and this card until the End Phase.

    (2) If your opponent adds a card(s) from the Deck to the hand: You can Special Summon 1 “Runick Token” (Fairy/LIGHT/Level 4, ATK 1500/DEF 1500) in Attack Position.


    DUNE-JP036 Magnum the Reliever

    LIGHT/Fiend - Fusion - Effect/8/2800/2000

    1 monster Special Summoned from the Extra Deck + 1 monster in the hand

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) You can target 1 “Polymerization” Spell or “Fusion” Spell in your GY; place it on the bottom of the Deck, then draw 1 card.

    (2) When another card’s effect is activated (Quick Effect): You can banish 1 “Polymerization” Spell or “Fusion” Spell from your GY, then target 1 card on the field; destroy it.


    DUNE-JP037 Cosmic Quasar Dragon

    LIGHT/Dragon - Synchro - Effect/12/4000/4000

    1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters

    Must first be Special Summoned with the above Synchro Materials.

    (1) Once per turn: You can target face-up cards on the field, up to the number of monsters used as Synchro Materials for this card + 1; negate their effects. This effect and its activation cannot be negated.

    (2) (Quick Effect): You can banish this Synchro Summoned card; Special Summon 1 Dragon Synchro Monster that lists 2 or more non-Tuner Synchro Monsters as material from your Extra Deck. (This is treated as a Synchro Summon.)


    DUNE-JP038 The Crimson Dragon

    LIGHT/Dragon - Synchro - Effect/12/0/0

    1 Tuner + 1+ non-Tuner monsters

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Special Summoned: You can add 1 Spell/Trap that mentions “The Crimson Dragon” from your Deck to your hand.

    (2) (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except “The Crimson Dragon”; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster with the same Level from your Extra Deck. (This is treated as a Synchro Summon.)


    DUNE-JP039 Visas Amritara

    LIGHT/Warrior - Synchro - Tuner - Effect/8/2500/2100

    1+ Tuners + 1 LIGHT monster

    You can only use the 2nd and 3rd effect of this card’s name each once per turn.

    (1) This card’s name becomes “Visas Starfrost” while in the Monster Zone.

    (2) If this card is Synchro Summoned: You can add 1 Spell/Trap that mentions “Visas Starfrost” from your Deck to your hand.

    (3) During your Main Phase: You can destroy 1 monster you control, also, for the rest of this turn, all Synchro Monsters you control will gain 800 ATK.


    DUNE-JP040 Angelica, Princess of Noble Arms

    FIRE/Warrior - Synchro - Effect/5/1200/2400

    1 Tuner + 1+ non-Tuner monsters

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Special Summoned: You can add 1 card that mentions “Infernoble Knight Emperor Charles” or 1 “Horn of Olifant” from your Deck to your hand.

    (2) When a card or effect is activated that targets this card, or when this card is targeted for an attack (Quick Effect): You can send 1 FIRE Warrior monster from your Deck to the GY, and if you do, banish this card (until the End Phase), then you can Special Summon 1 “Roland” monster from your Deck or Extra Deck.


    DUNE-JP041 Ursarctic Polar Star

    WATER/Machine - Synchro - Effect/1/700/2000

    Cannot be Synchro Summoned. Must be Special Summoned (from your Extra Deck) by sending 2 monsters you control with a Level difference of 1 to the GY (1 Tuner and 1 non-Tuner).

    (1) You can Tribute 1 Level 8 “Ursarctic” monster from your hand or field and this card; Special Summon 1 Level 7 “Ursarctic” Synchro Monster from your Extra Deck, ignoring its Summoning conditions, and if you do, it gains this effect.

    ● Your opponent cannot activate the effects of monsters Special Summoned from the Extra Deck that have a Level.


    DUNE-JP042 Gaiablaze the Force of Blazing Sun

    FIRE/Pyro - Synchro - Effect/7/2600/21001 Tuner + 1+ non-Tuner monsters

    (1) When this attacking card destroys an opponent’s monster by battle: You can activate this effect; this card can make a second attack in a row.

    (2) At the end of the Battle Phase: You can target FIRE monsters in your GY up to the number of monsters this card destroyed by battle this turn; add them to your hand.


    DUNE-JP043 Evolzar Razh

    FIRE/Dinosaur - Xyz - Effect/6/2500/1500

    2 Level 6 monsters

    (1) Your opponent cannot target this card with material with monster effects.

    (2) When your opponent activates a card or effect (Quick Effect): You can detach 2 materials from this card, then target 1 face-up card your opponent controls; negate its effects until the end of this turn. If all materials attached to this card are Reptile and/or Dinosaur monsters, you can activate this effect by detaching 1 material, instead of 2.


    DUNE-JP044 Epurrely Noir

    DARK/Fairy - Xyz - Effect/2/1000/2000

    2 Level 2 monsters

    (1) Once per turn: You can discard 1 card, then target 1 card your opponent controls (or up to 2 if this card has “Purrely Sleepy Memory” as material); return it to the hand.

    (2) Up to thrice per turn, when you activate a “Purrely” Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can Set 1 “Purrely” Trap directly from your Deck.


    DUNE-JP045 Thelematech Cratis

    DARK/Spellcaster - Xyz - Effect/8/3000/9002 Level 8 monsters

    You can only use the 2nd effect of this card’s name once per turn.

    (1) Each time your opponent activates a Trap Card or effect, or a monster effect, place 1 Spell Counter on this card when it resolves (max. 9).

    (2) You can remove 3 Spell Counters from this card; apply 1 of these effects.

    ● Add 1 Spell or 1 Spellcaster Effect Monster from your Deck to your hand.

    ● Special Summon 1 Spellcaster monster from your hand or Deck.

    (3) If this card would be destroyed, you can detach 1 material from it instead.


    DUNE-JP046 Grenosaurus the Magic-Head Cannon

    FIRE/Dinosaur - Xyz - Effect/4/2200/2000

    2 Level 4 monsters

    You can only use the 2nd effect of this card’s name once per turn.

    (1) When your Dinosaur monster destroys an opponent’s monster by battle and sends it to the GY: You can detach 1 material from this card; inflict 1000 damage to your opponent, then this card gains 1000 ATK.

    (2) If this Xyz Summoned card is destroyed: You can target 1 card on the field; destroy it, and if you do, inflict 1000 damage to your opponent.


    DUNE-JP047 Altergeist Adminia

    DARK/Spellcaster - Link - Effect/3000/Link 4 (Linkmarkierungen: Oben, Unten ,Links, Rechts)2+ “Altergeist” monsters

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Link Summoned: You can Set 1 “Altergeist” Trap directly from your Deck.

    (2) Once while face-up on the field, during the Main Phase (Quick Effect): You can send 1 card you control to the GY, then target 1 Effect Monster your opponent controls; take control of it, and if you do, it is treated as an “Altergeist” monster.


    DUNE-JP048 Charlemagne

    FIRE/Warrior - Link - Effect/3000/Link 1 (Linkmarkierungen: Unten)

    1 Level 9 “Infernoble Knight Emperor Charles” equipped with an Equip Card

    (1) If this card is Link Summoned: You can target 1 “Infernoble Knight Emperor Charles” in your GY; this card’s name becomes that monster’s original name, and replace this effect with that monster’s original effects, then equip it to this card as an Equip Spell that gives it 500 ATK.

    (2) Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can send 1 Equip Spell from your hand or face-up field to the GY; negate the activation, and if you do, destroy that card.


    DUNE-JP049 Unchained Soul King Yama

    DARK/Fiend - Link - Effect/2000/Link 2 (Linkmarkierungen: Unten Links, Unten Rechts)

    2 Fiend Monsters

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Special Summoned: You can add 1 “Unchained” monster from your Deck or GY to your hand.

    (2) If a card(s) you control is destroyed by battle or card effect while this card is in your GY: You can banish this card; Special Summon 1 Fiend monster from your hand or GY, then you can destroy 1 card you control.


    DUNE-JP050 Synchro Over Top

    Normal Spell Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Target any number of Level 7 and/or 8 Dragon Synchro Monsters in your GY; Special Summon them in Defense Position, but their Levels become 1, their effects are negated, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters.

    (2) When your Synchro Monster is destroyed by battle: You can banish this card from your GY; Special Summon 1 “The Crimson Dragon” from your Extra Deck.


    DUNE-JP051 Synchro World

    Field Spell Card

    (1) Each time a monster(s) is Synchro Summoned, place 2 Signal Counters on this card.

    (2) You can remove 4, 7, or 10 Signal Counters from your field to activate 1 of these effects;

    ● 4: Increase or decrease the Level of 1 face-up monster you control by 1.

    ● 7: Special Summon 1 Tuner from your GY.

    ● 10: Special Summon 1 Synchro Monster from your GY.

    (3) If this card in its owner’s control is destroyed by an opponent’s card effect: You can Special Summon 1 “The Crimson Dragon” from your Extra Deck.


    DUNE-JP052 Chimera Fusion

    Quick-Play Spell Card

    You can only use the (2) effect of this card’s name once per turn.

    (1) During the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including a Beast or Fiend monster.

    (2) During your Main Phase, if this card in your GY and you have “Chimera the Flying Mythical Beast” on your field or in your GY: You can activate 1 of these effects;

    ● Add this card to your hand.

    ● Banish this card, and if you do, Special Summon 1 “Gazelle the King of Mythical Beasts” and 1 “Berfomet” from your Deck and/or GY.


    DUNE-JP053 Jurassic Power

    Continuous Spell Card

    You can only use the 3rd effect of this card’s name once per turn.

    (1) Dinosaur monsters you control gain 300 ATK.

    (2) You can Normal Summon Level 5 or higher Dinosaur monsters without Tributing.

    (3) You can send 1 Dinosaur monster from your hand or face-up field to the GY; add 1 Dinosaur monster with 1200 DEF from your Deck to your hand.


    DUNE-JP054 The Worlds as One

    Normal Spell Card

    You can only activate 1 card with this card’s name per turn.

    (1) Activate 1 of these effects;

    ● Special Summon 1 monster with 1500 ATK/2100 DEF from your GY.

    ● Shuffle 5 of your monsters that are banished, face-up on your field, and/or in your GY into the Deck (1 “Visas Starfrost” and 4 monsters with 1500 ATK/2100 DEF), and if you do, Special Summon 1 “Visas” Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.)


    DUNE-JP055 Pristine Planets Amritara

    Field Spell Card

    Activate this card only if you control “Visas Starfrost”.

    (1) Once per turn, if a monster(s) you control is destroyed by battle or effect, and sent to the GY or banished: You can activate 1 of these effects;

    ● Special Summon 1 of them in Defense Position.

    ● 1 Tuner on the field gains ATK equal to half the ATK of 1 of them.

    ● Shuffle 1 of them into the Deck, and if you do, draw 1 card.

    ● Shuffle this card into the Deck, and if you do, add 1 Field Spell from your GY to your hand.


    DUNE-JP056 “Infernoble Arms – Almace”

    Equip Spell Card

    You can only use 1 of the 1st and 2nd effect of this card’s name per turn, and only once that turn.

    (1) While this card is equipped to a monster: You can equip 1 “Infernoble Arms” Equip Spell from your Deck or GY to an appropriate monster you control, except “”Infernoble Arms – Almace””, then destroy this card.

    (2) If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 of your FIRE Warrior monsters that is banished or in your GY; add it to your hand.


    DUNE-JP057 The Noble Arms Museum

    Field Spell Card

    (1) FIRE Warrior monsters you control gain 500 ATK.

    (2) Once per turn: You can pay 1200 LP; add 1 “Noble Arms” card from your Deck to your hand, except “The Noble Arms Museum”.

    (3) Once per turn, if you applied this card’s 2nd effect this turn: You can target 1 “Noble Knight” Monster Card in your Spell & Trap Zone; Special Summon it, also, if you did not control “Infernoble Knight Emperor Charles” at activation, you cannot Special Summon monsters for the rest of this turn, except Warrior monsters.


    DUNE-JP058 EMERGENCY!

    Quick-Play Spell Card

    (This card is always treated as a “Rescue-ACE” card.)

    You can only use the (1)st and (2)nd effect of this card’s name each once per turn.

    (1) Special Summon 1 “Rescue-ACE” monster from your Deck in Defense Position, then Tribute 1 “Rescue-ACE” monster from your hand or field.

    (2) During your Main Phase: You can banish this card from your GY, then target 1 “Rescue-ACE” Trap in your GY; Set it.


    DUNE-JP059 Dark Corridor

    Normal Spell Card

    You can only activate a card with this card’s name once per turn.

    (1) Add 1 “Dark World” monster from the Deck to the hand, then discard 1 card.


    DUNE-JP060 Corrupted Gem of Rebellion – Snake Eye

    You can only activate 1 card with this card’s name per turn.

    (1) Target 1 face-up monster on the field; place it face-up in its owner’s Spell & Trap Zone as a Continuous Spell.


    DUNE-JP061 Fusion Reinforcement

    Normal Spell Card

    You can only activate 1 card with this card’s name per turn.

    (1) Reveal 1 Fusion Monster in your Extra Deck, and if you do, Special Summon 1 of the Fusion Materials mentioned on it from your Extra Deck or GY, but until the end of your opponent’s turn, it cannot attack, also its effects are negated.


    DUNE-JP062 Duelist Genesis

    Normal Spell Card

    You can only activate 1 card with this card’s name per turn.

    (1) If you have a Tuner on your field or in your GY: Add 1 “Synchro” Spell/Trap from your Deck to your hand.


    DUNE-JP063 Transcendental Evolution Pill Beta

    Normal Spell Card

    You can only activate 1 card with this card’s name per turn.

    (1) Tribute 2 monsters from your hand and/or field, including at least 1 Dinosaur monster; you cannot Special Summon monsters from the Extra Deck for the rest of this turn after this card resolves, except Dragon, Dinosaur, Sea Serpent, and Wyrm monsters, also Special Summon 1 Level 5 or higher Dinosaur monster from your Deck or Extra Deck with ATK higher than the Tributed monsters’ total ATK.


    DUNE-JP064 Mirror Formation of the Ten Sacred Treasures

    Normal Spell Card

    (1) Send monster(s) from your hand or that are face-up on your field to the GY so that their total Levels equal exactly 10; draw 2 cards


    DUNE-JP065 Egomorph

    Quick Play Spell Card

    You can only activate 1 card with this card’s name per turn.

    (1) At the start of the Damage Step, if your monster battles an opponent’s monster: Activate 1 of these effects;

    ● Change the attacking monster to Defense Position.

    ● Return the attack target to the hand.

    ● Destroy both battling monsters.


    DUNE-JP066 Eternal Ice Grave

    Quick-Play Spell Card

    You can only activate 1 card with this card’s name per turn.

    (1) During the Main Phase, if a monster(s) you control leaves the field by an opponent’s monster effect, except by being destroyed: Activate 1 of these effects;

    ● End this Main Phase.

    ● Skip the Main Phase 1 of your opponent’s next turn.


    DUNE-JP067 Aqua Round

    Normal Spell Card

    (1) Banish 1 card from your hand, and if you do, during your next Standby Phase, you can add up to 2 cards with the banished card’s name from your Deck to your hand. If this card is activated while your opponent controls no cards, you cannot activate cards, or the effects of cards, with the banished card’s original name for the rest of this turn.


    DUNE-JP068 Scrap-Iron Idol

    Normal Trap Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Target 1 of your Level 7 or 8 Dragon Synchro Monsters that is banished or in your GY; Special Summon it (but return it to the Extra Deck during the End Phase), also, after that, Set this card face-down instead of sending it to the GY.

    (2) If this Set card in its owner’s control is destroyed by an opponent’s card effect: You can Special Summon 1 “The Crimson Dragon” from your Extra Deck.


    DUNE-JP069 Altergeist Revitalization

    Normal Trap Card

    You can only use 1 of the 1st and 2nd effect of this card’s name per turn, and only once that turn.

    (1) Target 1 “Altergeist” Link Monster in your GY; Special Summon it.

    (2) You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 “Altergeist” monster.


    DUNE-JP070 New World Formation

    Normal Trap Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Target 1 Spell/Trap that mentions “Visas Starfrost” in your GY; Set it, and if it is a Trap or Quick-Play Spell, you can activate it this turn

    (2) You can banish this card from your GY, then target 3 Spells/Traps that mention “Visas Starfrost” in your GY, except “New World Formation”; shuffle them into the Deck.


    DUNE-JP071 New World Full of Stars

    Continuous Trap Card

    You can only use the 2nd effect of this card’s name once per turn.

    (1) The first time each of your monsters would be destroyed by battle each turn while you control “Visas Starfrost”, it is not destroyed.

    (2) During your End Phase, if you control “Visas Starfrost”: You can target 1 monster in your GY; shuffle it into the Deck, or, if you control a Tuner Synchro Monster, you can add it to your hand instead.


    DUNE-JP072 The Epic Poem of Charles

    Normal Trap Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Reveal 1 “Noble Arms” Equip Spell in your hand, and if you do, Special Summon 1 “Infernoble Knight” monster from your hand or Deck, then either equip it with the revealed card or send the revealed card to the GY.

    (2) You can banish this card from your GY, then target 1 “Infernoble Knight Emperor Charles” you control; equip it with 1 “Noble Knight” monster from your hand or Deck as an Equip Spell that gives it 500 ATK.


    DUNE-JP073 Nemurelia Louve

    Normal Trap Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Special Summon 1 “Nemurelia” monster or 1 Level 10 Beast monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase.

    (2) You can banish this card from your GY, then target 1 face-up monster your opponent controls; it loses 100 ATK/DEF for each of your cards currently banished face-down, until the end of this turn.


    DUNE-JP074 Vaylantz Wave – Master Phase

    Continuous Trap Card

    (1) Once per turn, if a card in the Monster Zone moves to another Monster Zone: You can activate 1 of these effects.

    ● All Level 5 or higher “Vaylantz” monsters you currently control gain 1200 ATK until the end of this turn.

    ● Send this face-up card from your Spell & Trap Zone to the GY, then target 1 Effect Monster in your opponent’s Main Monster Zone; place that opponent’s monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card.)


    DUNE-JP075 Purrely Sharely!?

    Normal Trap Card

    (1) Target 1 “Purrely” Xyz Monster you control; Special Summon 1 Level 1 “Purrely” monster from your Deck (but its effects are negated), and if you do, Special Summon from your Extra Deck, 1 “Purrely” monster with the same Rank as the targeted monster but different Attribute, by using the Summoned monster as material (this is treated as an Xyz Summon), then you can take from your Deck 1 card with the same name as a “Purrely” Quick-Play Spell attached to the targeted monster as material, and attach it to the Xyz Summoned monster as material.


    DUNE-JP076 Mikanko Spiriting Away

    Normal Trap Card

    You can only use the (1) and (2) effects of this card’s name each once per turn.

    (1) Target 1 face-up monster your opponent controls; equip that face-up monster to a “Mikanko” monster you control, then, if there is a Ritual Monster Card on the field, you can inflict 500 damage to your opponent for each Equip Spell you control.

    (2) You can banish this card from your GY; Special Summon 1 of your “Mikanko” monsters that is banished or in your hand.


    DUNE-JP077 Erasure Trap Hole

    Normal Trap Card

    (1) When your opponent Summons a monster(s) with 1500 or less ATK: Banish that monster(s) with 1500 or less ATK, face-down.


    DUNE-JP078 Little Opposition

    Normal Trap Card

    You can only activate 1 card with this card’s name per turn.

    (1) Choose 2 unused Main Monster Zones in the same column; apply this effect, then your opponent can apply it for themselves.

    ● Special Summon 1 Level 2 or lower monster from your hand or Deck to your chosen zone in Attack Position or face-down Defense Position.


    DUNE-JP079 Opposing Mirrors of the Underworld

    Normal Trap Card

    You can only activate 1 card with this card’s name per turn.

    (1) When you take damage from an opponent’s attack or card effect: Apply this effect based on the type of damage.

    ● Battle: Special Summon 1 monster from your GY with ATK equal to or lower than the damage you took, and if you do, end the Battle Phase after the Damage Step.

    ● Effect: Inflict twice that much damage to your opponent.


    DUNE-JP080 Kiriban

    Trap Continuous Card

    (1) If 10 or more cards and/or effects have been activated this turn: Special Summon this card as an Effect Monster (Cyberse/DARK/Level 10/ATK 3000/DEF 3000). (This card is also still a Trap.) If Summoned this way, during your End Phase, Set this card in your Spell & Trap Zone.

    (2) Once per turn, when your opponent activates a card or effect while this card is in the Monster Zone (Quick Effect): You can destroy as many cards they control as possible, then Set this card in your Spell & Trap Zone.

  • Grundsätzlich ist hier wieder alles auf 0 gesetzt, da wir uns nicht mehr im 11. Block sondern im 12. Block befinden.


    Im Block 10 und vorher hat man sich halt auf den Anime fokussiert. Seit dem 11. hat man sich jeweils immer ein original anime als cover theme genommen und dann ein Set draus gebastelt. Gerade dieses set definiert ob man im 12. block wie im 11. weitermachen wird (womit es dann wohl auch weitaus mehr blöcke wie den 11. geben wird) oder ob man wieder alles durch den Fleischwolf drehen wird und sich was anderes einfallen lassen wird.

  • Nexus hört sich schon ein wenig nach 5D´s an

    maybe is nun der Rotdrache dran der, nach dem Feendrachen, noch sein upgrade braucht.

    Bei stardust war es der Majestätische, das könnte hier auch passieren.

    Der hat ja ansonsten schon genug versionen XD

  • Cu Chulainn

    Täte auch ne neue Mechanik begrüßen. Am besten Handtraps vom Extra Deck die man nur im gegnerischen Zug benutzen kann. Glaube aber den meisten ist es jetzt schon zu viel.

  • Die sollen mal die ganzen mechaniken erstmal ballancen, pendel kann man noch mit vers. scales machen, ritual pendelmonster wären cool.

    dann mal guten ersatz für die op karten bringen die alle auf der liste sind wie Anaconda, Halq und Co.

    Guten support für unsere alten Decks und das T1 format fixen ohne alles bannen zu müssen.

    Und die Liste generell mal bearbeiten, einiges kann da wirklich mal runter mit nur einem kleinen errata wie ein HOPT oder OPD

    (bsp. Gofu, dem seine token dürfen für alles genutzt werden ausser synchro, in einem synchro deck echt dumm)

  • Am besten Handtraps vom Extra Deck die man nur im gegnerischen Zug benutzen kann. Glaube aber den meisten ist es jetzt schon zu viel.

    Handtraps vom Extradeck... Ich hoffe das so was nie kommen wird.

    Wenn ich an Handtraps wie Aschenblüte oder Maxx C denke... die sind schon nervig wenn man sie im normalen Spiel abbekommt. Aber immerhin muß der Gegner sie auf der Hand haben. Wenn ich mir aber jetzt vorstelle der Gegner hast die quasie immer im Extradeck zur Verfügung.... Ach du heiliges Lieschen... Ganz schlechte Idee.


    Derjenige der anfängt müsste mit seinen 5 Handkarten gegen 20 Karten seines Kontrahenten spielen... Ich kann mir nicht vorstellen wie das das Spiel bereichern soll.

  • Die sollen mal die ganzen mechaniken erstmal ballancen, pendel kann man noch mit vers. scales machen, ritual pendelmonster wären cool.

    Odd-eyes pendulumgraph dragon existiert bereits :thumbsup:

    und das ist mmn ein perfektes beispiel für alle zukünftigen ritual pendelmonster. wenn das monster gependelt werden kann, wird man mit sicherheit nicht bricks in form von pendelzauberkarten spielen. außer natürlich der extra effekt den man bekommt, wenn man ihn ritualbeschwört ist so krass, dass es das wert ist. dieser effekt müsste aber so krass sein, dass das monster OP wird und dann wieder viele nach einem ban schreien. wir haben gesehen was passiert, wenn konami "schlechte" mechaniken fixed. sie haben es mehrmals mit der guten alten normal-/tributbeschwörung versucht und JEDES MAL haben sich sehr große teile der spielerschaft geärgert :loudly_crying_face:

    dann lieber eine neue master rule, die das spiel etwas verlangsamt. was ich aber sehr bezweifle

    Toadally Awesome Treatoad -- Voiceless Voice Silenforcer -- Spright Splight -- Halqifibrax Needlefiber

    Zitat

    Spunky schrieb:
    In einem Jahr werden wir dann 8000 ATK Monster für 500 LP beschwören können, die gegen gegnerische Karteneffekte komplett immun sind und bei Kampfschaden noch 5 Karten ziehen lassen

  • Aber wenn durch eine neue Master Rule das Spiel irgendwie verlangsamt werden würde, wäre das doch nur eine Momentaufnahme oder?

    Der Powercreep wird niemals aufhören können, das allein sorgt ja dafür, dass TCGs sich länger als drei Jahre halten können - selbst durch eine Rotation wird das nicht verhindert, vergleiche die neuen Pokemon-Karten mit denen aus dem Base Set.


    Also würde man z.B. irgendwie dafür sorgen, dass man per Regel nicht mehr so viel oder so einfach spezialbeschwören kann, würden einfach die neuen Monster, die man eben so beschwören kann, noch viel stärker werden als alles, was wir bisher kennen.


    Keine Ahnung, wie das Spiel grundsätzlich verlangsamt werden könnte, ohne es uninteressant zu machen für viele Spieler.

  • Wieso sind wir denn schon wieder beim Thema neue Mechanik?

    wir hatten erst vor 1 Woche und 2 Tagen die Jump Festa gehabt. Den HEILIGEN GRAL für sowas wie YGO und co. Wenn es sowas gegeben hätte, hätte man es dort angekündigt. Da dies nicht passiert ist, bleiben wir bei unserem aktuellen Mechanik-Baum.


    Anders schaut es aber mMn. bei den Punkten von C-O-N-A-N aus: man kann die bestehenden Mechaniken noch ergänzen. Ich find es immer noch traurig wie wir XYZ und Synchro literally an ihr logisches Maximum gebracht haben, während wir in Link gerade erst den ersten Link 4 mit 1+ Summon Bedingung bzw. bei Pendel seit Jahren keine Innovation mehr erlebt haben. Selbst Fusion kann man sagen, ist inzwischen relativ intuitiv geworden, auch wenn diese wenig auffallen (neben generic Fusion und Contact Fusion haben wir ja schon "Fusion als Discard" und "Fusion als Destruction"), doch gerade bei Pendel und Link erwarte ich endlich mal mehr Features. Aber gut, wenn ich mir den letzten Pendel-Support so anschaue hasst Konami Pendel immer noch und Link gibt man 1 Feauture pro Jahrzehnt...

  • Aber gut, wenn ich mir den letzten Pendel-Support so anschaue hasst Konami Pendel immer noch und Link gibt man 1 Feauture pro Jahrzehnt...

    Link monster gibt es seit gerade einmal 5 jahren. und bei pendel hat man leider inzwischen ein bisschen eine sackgasse erreicht, weil die besten karten (bzw die mit den besten synergien) als pendelhaufen gespielt werden und alles was nicht der zentralisierten "pendulum" strategie weiterhilft, wird links liegen gelassen. leider wird pendel weniger als mechanik, sondern mehr als themendeck gesehen.

    jahre von unüberlegtem kartendesign haben dazu geführt und es lässt sich wohl auch nicht mehr wieder ändern. decks wie igknight, amorphage, solfachord oder zefra kriegen nunmal kaum aufmerksamkeit.

    Toadally Awesome Treatoad -- Voiceless Voice Silenforcer -- Spright Splight -- Halqifibrax Needlefiber

    Zitat

    Spunky schrieb:
    In einem Jahr werden wir dann 8000 ATK Monster für 500 LP beschwören können, die gegen gegnerische Karteneffekte komplett immun sind und bei Kampfschaden noch 5 Karten ziehen lassen

  • Das ist aber mMn. der Punkt: man kann Pendel-Themendecks auf ihre Themendecks beschränken und entsprechend dann auch mit guten Support füttern.


    Denn wenn man damit argumentiert, dass man dies nicht machen könne, dann hätte man auch nie den Schritt ca. 2007/2008 akzeptieren können, wo man weg von generischen Haufen zu modernen Themendecks gegangen ist. Wieso sollte etwas nicht möglich sein, was man vor Jahren für ALLE Decks umgesetzt hat heute für eine Untermenge an Themendecks durchsetzen? Denn mit themendeck-Fokus kann man auch gerne "Busted Effects" dazu formulieren solange die Restrictions gut umgesetzt sind.

  • klar ist es theoretisch möglich aber

    1. waren pepe und endymion ziemlich verhasst wenn ich mich recht erinnere, weswegen ich nicht sicher bin, wie gut neue krasse odd-eyes/magier/performapal/dracoslayer karten ankommen werden.

    2. bisschen schwer zu designen. ich würde mir komplett neue, spielstarke strategien für dinomist, zefra, igknight, metalfose oder amorphage wünschen, die gut genug sind um das jeweilige deck auch rein zu spielen, statt als engine im pendulum haufen. nur die balance zwischen nicht zu generisch und unspielbar restrictive ist eine, mit der konami immer wieder zu kämpfen hatte. zeus oder apollousa für jedermann sind einfach zu starke argumente.

    Toadally Awesome Treatoad -- Voiceless Voice Silenforcer -- Spright Splight -- Halqifibrax Needlefiber

    Zitat

    Spunky schrieb:
    In einem Jahr werden wir dann 8000 ATK Monster für 500 LP beschwören können, die gegen gegnerische Karteneffekte komplett immun sind und bei Kampfschaden noch 5 Karten ziehen lassen

  • More sparkle sparkle!


    DUELIST NEXUS

    Release Date: April 22nd, 2023

    Product Contents:

    5 Cards per Pack (176 Yen)

    30 Packs per Box


    ■ The first core booster of Yu-Gi-Oh! Official Card Game for fiscal year 2023!

    ■ The current “Prismatic Secret Rare” will be replaced with the “Quarter Century Secret Rare” in honor of the 25th Anniversary of the Yu-Gi-Oh! Official Card Game!

    ■ And! Even more Ultra Rare and Super Rare cards will be added!

    ■ New cards that supercharge past popular themes, while also including new powerful themes, making it a product that meets a wide range of consumer needs.


    ■ Product Specifications

    ◇ 5 Cards per Pack

    ◇ 80 Different Cards

    (9 Ultra Rares; 11 Super Rares; 19 Rares; 41 Commons)

    ★ Ultra Rares also come in Ultimate Rare foil.

    ★ Super & Ultra Rares come in Secret Rare & Quarter Century Secret Rare foil.

    ★ 1 card in the Set is a Holographic Rare

  • Bin echt gespannt welches Thema als Nächstes Support bekommt. Habe auch den Verdacht, dass hier irgendein weiteres Synchrothema in Angriff genommen wird, aber kann mich dazu auch irren.

  • Duelist Nexus: New Yusei & Team 5D’s Related Cards

    When the gathering stars become one, a new bond will illuminate the future! Become the path its light shines upon! Limit Over Accel Synchro!

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    YuseiBecameASynchron-300x300.webp

    Wheel Synchron

    Level 5 LIGHT Machine Tuner Effect Monster

    ATK 800

    DEF 1000

    You can only use the 2nd and 3rd effect of this card’s name each once per turn.

    (1) If you use this card on the field as Synchro Material, you can treat it as a non-Tuner.

    (2) During your Main Phase, you can: You cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters, also, immediately after this effect resolves, Normal Summon 1 Level 4 or lower monster.

    (3) You can banish this card from your GY, then target 1 Synchro Monster you control; decrease its Level by up to 4.

    ChibiPowerTool-300x300.webp

    Revolution Synchron
    Level 3 EARTH Machine Tuner Effect Monster

    ATK 900

    DEF 1400

    You can only use the 1st effect of this card’s name once per turn. You can only use the 2nd effect of this card’s name once per Duel.

    (1) If you Synchro Summon a “Power Tool” Synchro Monster, or a Level 7 or 8 Dragon Synchro Monster, this card in your hand can be used as material.

    (2) If this card is in your GY and you control a Level 7 or higher Synchro Monster: You can send the top card of your Deck to the GY, and if you do, Special Summon this card, and if you do that, its Level becomes 1.

    NegateMeetsNegate-300x300.webp

    Cosmic Quasar Dragon

    Level 12 LIGHT Dragon Synchro Effect Monster

    ATK 4000

    DEF 4000

    Materials: 1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters

    Must first be Special Summoned with the above Synchro Materials.

    (1) Once per turn: You can target face-up cards on the field, up to the number of monsters used as Synchro Materials for this card + 1; negate their effects. This effect and its activation cannot be negated.

    (2) (Quick Effect): You can banish this Synchro Summoned card; Special Summon 1 Dragon Synchro Monster that lists 2 or more non-Tuner Synchro Monsters as material from your Extra Deck. (This is treated as a Synchro Summon.)

    DABIGGUY-300x300.webp

    Akakiryuu (The Crimson Dragon)

    Level 12 LIGHT Dragon Synchro Effect Monster

    ATK 0

    DEF 0

    Materials: 1 Tuner + 1+ non-Tuner monsters

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) If this card is Special Summoned: You can add 1 Spell/Trap that mentions “The Crimson Dragon” from your Deck to your hand.

    (2) (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except “The Crimson Dragon”; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster with the same Level from your Extra Deck. (This is treated as a Synchro Summon.)

    LargeAndInCharge-300x300.webp

    Synchro Over Top

    Normal Spell Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Target any number of Level 7 and/or 8 Dragon Synchro Monsters in your GY; Special Summon them in Defense Position, but their Levels become 1, their effects are negated, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters.

    (2) When your Synchro Monster is destroyed by battle: You can banish this card from your GY; Special Summon 1 “The Crimson Dragon” from your Extra Deck.

    WorldOfWind-300x300.webp

    Synchro World

    Field Spell Card

    (1) Each time a monster(s) is Synchro Summoned, place 2 Signal Counters on this card.

    (2) You can remove 4, 7, or 10 Signal Counters from your field to activate 1 of these effects;

    ● 4: Increase or decrease the Level of 1 face-up monster you control by 1.

    ● 7: Special Summon 1 Tuner from your GY.

    ● 10: Special Summon 1 Synchro Monster from your GY.

    (3) If this card in its owner’s control is destroyed by an opponent’s card effect: You can Special Summon 1 “The Crimson Dragon” from your Extra Deck.

    YuseiGotBored-300x300.webp

    Kuzutetsu no Shinzou (Scrap-Iron Idol)

    Normal Trap Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Target 1 of your Level 7 or 8 Dragon Synchro Monsters that is banished or in your GY; Special Summon it (but return it to the Extra Deck during the End Phase), also, after that, Set this card face-down instead of sending it to the GY.

    (2) If this Set card in its owner’s control is destroyed by an opponent’s card effect: You can Special Summon 1 “The Crimson Dragon” from your Extra Deck.

  • Ziemlich generisch. Eine zweite normal ist auch immer gerne gesehen. Als Ausgleich für den Rest des Zuges nur noch Synchro Monster vom Extradeck beschwören zu können ist da fast schon zu wenig.


    Den finde ich verdammt gefährlich. Gerade da er durch Tuning suchbar ist. Würde mich nicht wundern wenn der langfristig limitiert wird. Vorallem wenn man bedenkt wie gerne Konami starke Drachen Synchros rausbringt.


    Ein bisschen Schade das der erste Effekt kein Quick Effekt ist. Wobei das ggfs zu stark wäre da er Karte und nicht Monster sagt. Trotzdem sehr interessante Karte. Immerhin funktioniert der komplett unter Skilldrain was durchaus Optionen bieten könnte.

    Sehr spannendes Konzept mit dem zweiten Effekt.

    Damit lässt sich bestimmt was basteln. Wundert mich aber das ich den Crimson Dragon auf die Hand bekomme und nicht das Drachen Synchro. Vermutlich wollte man aber so bestimmte Combos verhindern.


    Synchro Over Top

    Normal Spell Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Target any number of Level 7 and/or 8 Dragon Synchro Monsters in your GY; Special Summon them in Defense Position, but their Levels become 1, their effects are negated, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters.

    (2) When your Synchro Monster is destroyed by battle: You can banish this card from your GY; Special Summon 1 “The Crimson Dragon” from your Extra Deck.

    Die hingen wirkt da schon fast schwach. Für Stardust Decks natürlich super aber im großen und ganzen zu spezifisch, wenn auch durch Crimson Dragon suchbar.


    Da bin ich echt gespannt. Entweder viel zu langsam oder ein brutaler Extender. Für diese Hyper Liberian Synchro spam decks definitiv eine Option. Für alles andere kann man die Karte wohl ignorieren.


    Kuzutetsu no Shinzou (Scrap-Iron Idol)

    Normal Trap Card

    You can only use the 1st and 2nd effect of this card’s name each once per turn.

    (1) Target 1 of your Level 7 or 8 Dragon Synchro Monsters that is banished or in your GY; Special Summon it (but return it to the Extra Deck during the End Phase), also, after that, Set this card face-down instead of sending it to the GY.

    (2) If this Set card in its owner’s control is destroyed by an opponent’s card effect: You can Special Summon 1 “The Crimson Dragon” from your Extra Deck.

    Interssantes Konzept aber als Falle vermutlich zu langsam.

  • 5DS! :ssj:

    artworks allesamt großartig aber wirklich vom hocker hauen mich die effekte nicht. revolution synchron ist stark, der rest auch den ersten blick eher weniger.

    Toadally Awesome Treatoad -- Voiceless Voice Silenforcer -- Spright Splight -- Halqifibrax Needlefiber

    Zitat

    Spunky schrieb:
    In einem Jahr werden wir dann 8000 ATK Monster für 500 LP beschwören können, die gegen gegnerische Karteneffekte komplett immun sind und bei Kampfschaden noch 5 Karten ziehen lassen