New cards have been revealed for the TCG's upcoming Structure Deck: Legend of the Crystal Beasts.
Crystal Protection
Normal Spell
You can only use this card's name's 2nd effect once per turn.
(1) Target 1 “Crystal Beast” monster you control; destroy it, then Special Summon 1 “Crystal Beast Token” with the same Type, Attribute, Level, and original ATK / DEF.
(2) If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone and this card is in your GY (even during the Damage Step): You can banish this card; Special Summon 1 “Crystal Beast” monster from your Spell & Trap Zone.
You can only use this card's name's 2nd effect once per turn.
(1) Target 1 “Crystal Beast” monster you control; destroy it, then Special Summon 1 “Crystal Beast Token” with the same Type, Attribute, Level, and original ATK / DEF.
(2) If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone and this card is in your GY (even during the Damage Step): You can banish this card; Special Summon 1 “Crystal Beast” monster from your Spell & Trap Zone.
Crystal Grace
Normal Trap
You can only use this card's name's 2nd effect once per turn.
(1) Special Summon up to 2 “Crystal Beast” Monsters from your Spell & Trap Zone and if you do, gain LP equal to the sum of their original ATK.
(2) If a “Crystal Beast” card(s) is placed in your Spell & Trap Zone while this card is in your GY (even during the Damage Step): You can banish this card; Flip and look at the top card of your Deck and if it is a “Crystal Beast” monster, add it to your hand or Special Summon it. If not, send it to GY.
You can only use this card's name's 2nd effect once per turn.
(1) Special Summon up to 2 “Crystal Beast” Monsters from your Spell & Trap Zone and if you do, gain LP equal to the sum of their original ATK.
(2) If a “Crystal Beast” card(s) is placed in your Spell & Trap Zone while this card is in your GY (even during the Damage Step): You can banish this card; Flip and look at the top card of your Deck and if it is a “Crystal Beast” monster, add it to your hand or Special Summon it. If not, send it to GY.
Crystal Miracle
Counter Trap
You can only use this card's name's 2nd effect once per turn.
(1) When a Spell/Trap, or monster effect, is activated: Destroy 1 “Crystal Beast” card you control, and if there is one, cancel the activation and if you do, destroy that card.
(2) If a “Crystal Beast” card(s) is placed in your Spell/Trap while this card is in your GY (even during the Damage Step): You can banish this card; place 1 "Crystal Beast" monster from your hand, Deck, or GY face-up in your Spell/Trap as a Continuous Spell.
You can only use this card's name's 2nd effect once per turn.
(1) When a Spell/Trap, or monster effect, is activated: Destroy 1 “Crystal Beast” card you control, and if there is one, cancel the activation and if you do, destroy that card.
(2) If a “Crystal Beast” card(s) is placed in your Spell/Trap while this card is in your GY (even during the Damage Step): You can banish this card; place 1 "Crystal Beast" monster from your hand, Deck, or GY face-up in your Spell/Trap as a Continuous Spell.
So what do you think about the upcoming cards? Let us know!






