Common cards in the game - Part 1

Common cards in the game - Part 1

Suppose you play a deck where the playstyle or combo of that deck revolves around a card of the archetype, even if the maximum allowed copy of that card is 3, the odds are that that card will appear the next time. Drawing the first card will also be very rare when you draw 5 cards in a deck with a minimum number of cards of 40.

For this reason, when building a deck, in addition to support cards from the archetype, players need to have cards that help take cards out of the deck to increase the cohesion of the deck as well as increase the odds. the winning rate of the game.




The higher your ability to access the cards in the deck, the higher your winning rate!

One of the things that helps increase the cohesion of your deck is that you can look at the deck and get the card you need from the deck into your hand.

Most current game archetypes are being designed with at least 1 card that can perform this function, but that is not enough because current core decks are built with a limited number of cards. minimum and discard any extra cards that belong to the archetype. Instead, players will use cards that can support multiple archetypes with the effect of taking a card from the deck into their hand.



Get environmental magic

 

Terraforming (support)

UR Rarity
Terraforming
UR Rarity
Terraforming
Terraforming
Spell Normal
Terraforming

    Add 1 Field Spell from your Deck to your hand.




    Tag(s):

    Terraforming 's effect couldn't be simpler, which is to help you get 1 Field Spell card from the deck into your hand. Field spells in the current format are the key to the archetype used in that deck.

    Meltdown = 1 Negation

    SR Rarity
    Aleister the Invoker
    SR Rarity
    Aleister the Invoker
    Aleister the Invoker
    DARK 4
    Aleister the Invoker
    • ATK:

    • 1000

    • DEF:

    • 1800


    (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


    R Rarity
    Magical Meltdown
    R Rarity
    Magical Meltdown
    Magical Meltdown
    Spell Field
    Magical Meltdown

      When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn.


      SR Rarity
      Invoked Mechaba
      SR Rarity
      Invoked Mechaba
      Invoked Mechaba
      LIGHT 9
      Invoked Mechaba
      • ATK:

      • 2500

      • DEF:

      • 2100


      "Aleister the Invoker" + 1 LIGHT monster Once per turn, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can send the same type of card (Monster, Spell, or Trap) from your hand to the GY; negate the activation, and if you do, banish that card.


      SR Rarity
      Invocation
      SR Rarity
      Invocation
      Invocation
      Spell Normal
      Invocation

        Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


        Magical Meltdown is the portal that opens Invoked's 1 card 1 negate combo.

        Some of the strategies played revolve around environmental magic

        SR Rarity
        Union Hangar
        SR Rarity
        Union Hangar
        Union Hangar
        Spell Field
        Union Hangar

          When this card is activated: You can add 1 LIGHT Machine Union monster from your Deck to your hand. Once per turn, if a LIGHT Machine Union monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; equip 1 appropriate LIGHT Machine Union monster, with a different name, from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Union Hangar" per turn.


          SR Rarity
          The Hidden City
          SR Rarity
          The Hidden City
          The Hidden City
          Spell Field
          The Hidden City

            When this card is activated: You can add 1 "Subterror" monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 "The Hidden City" per turn.


            UR Rarity
            Numeron Network
            UR Rarity
            Numeron Network
            Numeron Network
            Spell Field
            Numeron Network

              During your Main Phase, send 1 "Numeron" Normal Spell Card that meets its activation conditions from your Deck to the GY; this effect becomes that Spell's effect when that card is activated. You can only use this effect of "Numeron Network" once per turn. "Numeron" Xyz Monsters you control can activate effects without detaching material(s).


              SR Rarity
              Dragonic Diagram
              SR Rarity
              Dragonic Diagram
              Dragonic Diagram
              Spell Field
              Dragonic Diagram

                All "True Draco" and "True King" monsters on the field gain 300 ATK/DEF. The first time each Tribute Summoned "True Draco" or "True King" monster would be destroyed by battle each turn, it is not destroyed. Once per turn: You can destroy 1 other card you control or in your hand, and if you do, add 1 "True Draco" or "True King" card from your Deck to your hand.


                Numeron and Generaider decks with gameplay revolving around the environment cards Numeron Network and Generaider Boss Stage .

                Union Hangar can add many resources to ABC.

                Archetype Subterror with the indispensable Guru control strategy The Hidden City .

                Terraforming really OP?

                UR Rarity
                Metaverse
                UR Rarity
                Metaverse
                Metaverse
                Trap Normal
                Metaverse

                  Take 1 Field Spell from your Deck, and either activate it or add it to your hand.




                  Tag(s):

                  SR Rarity
                  Demise of the Land
                  SR Rarity
                  Demise of the Land
                  Demise of the Land
                  Spell Quick
                  Demise of the Land

                    Activate only when your opponent Special Summons a monster. Select 1 Field Spell Card from your Deck and activate it.


                     Rarity
                    Set Rotation
                     Rarity
                    Set Rotation
                    Set Rotation
                    Spell Quick
                    Set Rotation

                      Set 2 Field Spells with different names from your Deck on the field (1 on your field, and 1 on your opponent's field). While either of those cards remain Set on the field, neither player can activate or Set other Field Spells.


                      R Rarity
                      Planet Pathfinder
                      R Rarity
                      Planet Pathfinder
                      Planet Pathfinder
                      EARTH 4
                      Planet Pathfinder
                      • ATK:

                      • 1000

                      • DEF:

                      • 1000


                      You can Tribute this card; add 1 Field Spell Card from your Deck to your hand.


                      It seems that Terraforming is the most popular and special support among the cards that have the ability to take cards from the deck into the hand, the main reason Terraforming is the best card that allows you to take 1 environmental spell card at any time. period from deck to hand.

                      In the current game format, spell cards that do not belong to any archetype will be very difficult to get from the deck into the hand. This is completely understandable because these magic cards have a relatively large impact on the outcome of the match such as Lighting Storm , Called by the Grave , Crossout Designator , Forbidden Droplet , Dark Ruler No More or the card Terraforming . With the existence of so many spell cards like just now, the possibility that you want to take any spell card from the deck into your hand is very low.

                      It will be very difficult to get a spell card you want from your deck into your hand

                      SR Rarity
                      Left Arm Offering
                      SR Rarity
                      Left Arm Offering
                      Left Arm Offering
                      Spell Normal
                      Left Arm Offering

                        If you have 2 or more other cards in your hand: Banish your entire hand; add 1 Spell from your Deck to your hand. You cannot Set Spells/Traps during the turn you activate this card.


                        UR Rarity
                        Endymion, the Mighty Master of Magic
                        UR Rarity
                        Endymion, the Mighty Master of Magic
                        Endymion, the Mighty Master of Magic
                        DARK 78
                        Endymion, the Mighty Master of Magic
                        • ATK:

                        • 2800

                        • DEF:

                        • 1700


                        [ Pendulum Effect ] You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place Spell Counters on this card equal to the number of cards destroyed. You can only use this effect of "Endymion, the Mighty Master of Magic" once per turn. [ Monster Effect ] Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell Counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand.


                        UR Rarity
                        Power Tool Dragon
                        UR Rarity
                        Power Tool Dragon
                        Power Tool Dragon
                        EARTH 7
                        Power Tool Dragon
                        • ATK:

                        • 2300

                        • DEF:

                        • 2500


                        1 Tuner + 1 or more non-Tuner monsters Once per turn: You can reveal 3 Equip Spell Cards from your Deck, then your opponent randomly adds 1 of them to your hand, and you shuffle the rest back into your Deck. If this card would be destroyed while equipped with an Equip Spell Card(s), you can send 1 of those cards to the Graveyard instead.


                        R Rarity
                        Condemned Witch
                        R Rarity
                        Condemned Witch
                        Condemned Witch
                        DARK 4
                        Condemned Witch
                        • ATK:

                        • 100

                        • DEF:

                        • 2000


                        When this card is Normal Summoned: You can add 1 "Forbidden" Quick-Play Spell from your Deck to your hand. During your opponent's Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 Level 4 Fairy monster from your Deck, except "Condemned Witch". You can only use each effect of "Condemned Witch" once per turn.


                        Power Tool Dragon chooses for you 1 of 3 random magic cards from the deck to your hand. Is this the reason why the equipped cards are less prominent.

                        Forbidden Droplet can be taken from the deck to hand thanks to Condemned Witch , however, trading a break board card for a normal summon during the turn is completely not worth it when most decks today need a normal summon. during combos.

                        Mighty Master can add 1 Normal Spell card to his hand if this monster is destroyed by battle and is carrying a counter, a relatively difficult requirement.

                        Left Arm Offering can get any magic card you want from your deck into your hand. However, the requirement to discard at least 2 cards from the hand and not to set any trap spells during the turn makes this card extremely difficult to use because you may end up selling important cards of yours. strategy or hold Left Arm Offering in your hand until the end of your opponent's turn.



                        Add a monster from your deck to your hand

                        Compared to accessing magic cards and traps, your ability to access monsters from the deck will be much easier. These supports will often be related to attribute, level, or most commonly through the type of the monster. We will go through some of the most common supports for getting monsters from the deck into your hand in the game.

                        Reinforcement of the Army, Isolde and Two Tales of the Noble Knights (Warrior-type)

                        UR Rarity
                        Reinforcement of the Army
                        UR Rarity
                        Reinforcement of the Army
                        Reinforcement of the Army
                        Spell Normal
                        Reinforcement of the Army

                          Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


                          UR Rarity
                          Isolde, Two Tales of the Noble Knights
                          UR Rarity
                          Isolde, Two Tales of the Noble Knights
                          Isolde, Two Tales of the Noble Knights
                          LIGHT
                          Isolde, Two Tales of the Noble Knights
                          • ATK:

                          • 1600

                          • LINK-2

                          Link Arrow:

                          Bottom-Left

                          Bottom-Right


                          2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.


                          Reinforcement of the Army (commonly known as ROTA) is an indispensable support in decks with warrior-type main monsters.

                          ROTA appears in most decks with warrior-type monsters such as Gouki, Nekroz, Six Samurai, Phantom Knight, HERO, Infernoble Knight, and many, many other decks. ROTA even appears in decks with few warrior monsters such as Sky Striker, Monarch, SPYRAL, etc. This proves that warrior monsters are having a significant influence on the game as well as the importance of ROTA through Many of the previous formats have not changed even though ROTA only helps you get 1 level 4 or lower monster.

                          As for Isolde , this monster is almost only used in warrior good stuff combo decks. Monsters added to your hand and monsters with the same name cannot be summoned or use effects on the same turn. Additionally, to summon Isolde , you must have 2 warrior monsters on the field. This means that Isolde may not be used in some decks related to warrior monsters, but ROTA is always present.

                          Fire Formation - Tenki (Beast-Warrior-Type)

                          SR Rarity
                          Fire Formation - Tenki
                          SR Rarity
                          Fire Formation - Tenki
                          Fire Formation - Tenki
                          Spell Continuous
                          Fire Formation - Tenki

                            When this card is activated: You can add 1 Level 4 or lower Beast-Warrior monster from your Deck to your hand. All Beast-Warrior monsters you control gain 100 ATK. You can only activate 1 "Fire Formation - Tenki" per turn.


                            Similar to ROTA, Tenki is the beast-warrior version of ROTA and is an indispensable component of some decks such as Tri-Brigade, Ancient Warrior, Zoodiac, Lunalight,...

                            Fossil Dig and Souleating Oviraptor (Dinosaur-Type)

                            UR Rarity
                            Fossil Dig
                            UR Rarity
                            Fossil Dig
                            Fossil Dig
                            Spell Normal
                            Fossil Dig

                              Add 1 Level 6 or lower Dinosaur monster from your Deck to your hand.


                              UR Rarity
                              Souleating Oviraptor
                              UR Rarity
                              Souleating Oviraptor
                              Souleating Oviraptor
                              DARK 4
                              Souleating Oviraptor
                              • ATK:

                              • 1800

                              • DEF:

                              • 500


                              If this card is Normal or Special Summoned: You can take 1 Dinosaur-Type monster from your Deck, and either add it to your hand or send it to the Graveyard. You can target 1 other Level 4 or lower Dinosaur-Type monster on the field; destroy it, then Special Summon 1 Dinosaur-Type monster from your Graveyard in Defense Position. You can only use each effect of "Souleating Oviraptor" once per turn.


                              Fossil Dig always appears in dinosaur tactics with the deck's most popular main monster currently being the Ultimate Conductor Tyranno . It seems like dinosaur-type monsters are really inferior to the rest, so the number of decks that can use Fossil Dig is not many.

                              Cynet Mining and Lady Debug (Cyberse-Type)

                              UR Rarity
                              Cynet Mining
                              UR Rarity
                              Cynet Mining
                              Cynet Mining
                              Spell Normal
                              Cynet Mining

                                Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


                                SR Rarity
                                Lady Debug
                                SR Rarity
                                Lady Debug
                                Lady Debug
                                LIGHT 4
                                Lady Debug
                                • ATK:

                                • 1700

                                • DEF:

                                • 1400


                                If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn.


                                Cyberse-type is the last type released in the game, most cyberse decks such as Code Talker, Salamangreat, Mathmech, Marincess, @Ignister since launch have used the card Cynet Mining as the main searcher of the deck.

                                Cyber Emergency, Gear Gigant X and Machina Metalcruncher (Machine-Type)

                                SR Rarity
                                Cyber Emergency
                                SR Rarity
                                Cyber Emergency
                                Cyber Emergency
                                Spell Normal
                                Cyber Emergency

                                  Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.


                                  UR Rarity
                                  Gear Gigant X
                                  UR Rarity
                                  Gear Gigant X
                                  Gear Gigant X
                                  EARTH
                                  Gear Gigant X
                                  • ATK:

                                  • 2300

                                  • DEF:

                                  • 1500


                                  2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.


                                  SR Rarity
                                  Machina Metalcruncher
                                  SR Rarity
                                  Machina Metalcruncher
                                  Machina Metalcruncher
                                  EARTH 9
                                  Machina Metalcruncher
                                  • ATK:

                                  • 2800

                                  • DEF:

                                  • 0


                                  If you control no face-up cards, you can Normal Summon this card without Tributing, but its original ATK becomes 1800. If this card is Normal or Special Summoned: You can reveal 3 EARTH Machine monsters from your Deck, then your opponent randomly adds 1 of them to your hand, and you shuffle the rest back into your Deck. You can only use this effect of "Machina Metalcruncher" once per turn.


                                  With the strategy of deck machines, the decks are almost discrete and there is no specific search support for these decks.

                                  • Two decks that can take full advantage of the power of Cyber ​​Emergency are Drytron and the Cyber ​​Dragon deck itself.
                                  • For the EARTH Machine strategy (Train, Infinitrack, Machina), Revolving Switchyard and Machina Metalcruncher are playable searchers for the deck.
                                  • Gear Gigant
                                  • Orcust is also an archetype with many machine monsters but these proposed searchers are not suitable for the deck plus Orcust is a strategy that revolves around the graveyard so they will focus on filling the graveyard rather than getting cards into hand.

                                  Gallant Granite and Block Dragon (Rock-Type)

                                  SR Rarity
                                  Gallant Granite
                                  SR Rarity
                                  Gallant Granite
                                  Gallant Granite
                                  EARTH
                                  Gallant Granite
                                  • ATK:

                                  • 2300

                                  • DEF:

                                  • 1800


                                  2 Level 4 monsters You can detach 1 material from this card, then activate 1 of these effects; ● Add 1 Rock monster from your Deck to your hand. ● Special Summon 1 Rock monster from your hand in face-down Defense Position. You can only use this effect of "Gallant Granite" once per turn.


                                  SR Rarity
                                  Block Dragon
                                  SR Rarity
                                  Block Dragon
                                  Block Dragon
                                  EARTH 8
                                  Block Dragon
                                  • ATK:

                                  • 2500

                                  • DEF:

                                  • 3000


                                  Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 EARTH monsters from your hand and/or GY. Rock monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the GY: You can add up to 3 Rock monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of "Block Dragon" once per turn.


                                  Not as difficult as machines, search support for rock monsters is Gallant Granite which is a generic xyz 4 monster. This means that decks that can reach xyz 4 (one of the easiest ranks to summon in the game) can redirect combos to rock-type monsters. Furthermore, this monster does not have a limit on the rock monsters that can be searched like the supports for machines mentioned above, so the combo to switch to rock monsters will be made much simpler than with machines.

                                  Some decks with rock monsters such as Adamancipator, Megalith, Gem-Knight all have at least 1 Gallant Granite in the extra deck. Furthermore, Gallant Granite can get Nibiru from the deck to hand - a hand trap that causes many difficulties for combo decks, or Block Dragon - a very strong support for rock monsters when you can search for up to 3 monsters. Rock fun from deck to hand.

                                  The Melody of Awakening Dragon (Dragon-Type)

                                  UR Rarity
                                  The Melody of Awakening Dragon
                                  UR Rarity
                                  The Melody of Awakening Dragon
                                  The Melody of Awakening Dragon
                                  Spell Normal
                                  The Melody of Awakening Dragon

                                    Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.


                                    Although it is possible to get up to 2 dragon monsters from the deck to hand and has an unlimited number of uses per turn, The Melody of Awakening Dragon is not very popular in decks with dragon monsters due to its ATK and requirements. The monster's DEF is added to the hand. With the requirement that a dragon monster has ATK 3000 or more and DEF 2500 or less, the monsters taken into hand are usually very high level monsters and the rate of that monster being a starter is very low.

                                    The Melody of Awakening Dragon is often used in Blue-Eyes decks to pick up vanilla and alternative pairs, or in strategies with Chaos monsters.

                                    Pre-and Preparation of Rites, Manju of the Ten Thousand Hands and Preparation of Rites (Ritual Monster)

                                    SR Rarity
                                    Pre-Preparation of Rites
                                    SR Rarity
                                    Pre-Preparation of Rites
                                    Pre-Preparation of Rites
                                    Spell Normal
                                    Pre-Preparation of Rites

                                      Add 1 Ritual Spell from your Deck to your hand, and add 1 Ritual Monster from your Deck or GY to your hand whose name is listed on that Ritual Spell. You can only activate 1 "Pre-Preparation of Rites" per turn.


                                      R Rarity
                                      Manju of the Ten Thousand Hands
                                      R Rarity
                                      Manju of the Ten Thousand Hands
                                      Manju of the Ten Thousand Hands
                                      LIGHT 4
                                      Manju of the Ten Thousand Hands
                                      • ATK:

                                      • 1400

                                      • DEF:

                                      • 1000


                                      When this card is Normal or Flip Summoned: You can add 1 Ritual Monster or 1 Ritual Spell from your Deck to your hand.


                                      SR Rarity
                                      Preparation of Rites
                                      SR Rarity
                                      Preparation of Rites
                                      Preparation of Rites
                                      Spell Normal
                                      Preparation of Rites

                                        Add 1 Level 7 or lower Ritual Monster from your Deck to your hand, then you can add 1 Ritual Spell from your GY to your hand.


                                        Some search support for ritual monsters.

                                        Summoner's Art (Normal Monster)

                                        R Rarity
                                        Summoner's Art
                                        R Rarity
                                        Summoner's Art
                                        Summoner's Art
                                        Spell Normal
                                        Summoner's Art

                                          Add 1 Level 5 or higher Normal Monster from your Deck to your hand.


                                          Because normal monsters do not have any effects, over time, strategies related to this type of monster become less and less effective. Summoner's Art can only take on monsters of level 5 or higher, making this card appear less often. However, Summoner's Art also has a lot of room to play in Qliphort because players can still take advantage of the scale effects of pendulum monsters.

                                          Performapal Celestial Magician, Odd-Eyes Revolution Dragon and Timestar Magician (Pendulum Monster)

                                          UR Rarity
                                          Performapal Celestial Magician
                                          UR Rarity
                                          Performapal Celestial Magician
                                          Performapal Celestial Magician
                                          DARK 48
                                          Performapal Celestial Magician
                                          • ATK:

                                          • 1500

                                          • DEF:

                                          • 1000


                                          [ Pendulum Effect ] When exactly 1 face-up Fusion, Synchro, or Xyz Monster you control that was Special Summoned from the Extra Deck is destroyed by battle, or an opponent's card effect: You can Special Summon that destroyed monster, then destroy this card. You can only use this effect of "Performapal Celestial Magician" once per turn. [ Monster Effect ] During your Main Phase, if this card was Normal or Special Summoned this turn: You can apply the following effect(s) for the rest of this turn, based on the other monsters you currently control. ● Fusion: This card can attack directly. ● Synchro: Your opponent cannot activate monster effects. ● Xyz: This card's ATK becomes double its original ATK. ● Pendulum: During the End Phase, add 1 Pendulum Monster from your Deck to your hand. You can only use this effect of "Performapal Celestial Magician" once per turn.


                                          UR Rarity
                                          Odd-Eyes Revolution Dragon
                                          UR Rarity
                                          Odd-Eyes Revolution Dragon
                                          Odd-Eyes Revolution Dragon
                                          LIGHT 1212
                                          Odd-Eyes Revolution Dragon
                                          • ATK:

                                          • 0

                                          • DEF:

                                          • 0


                                          [ Pendulum Effect ] You cannot Pendulum Summon monsters, except Dragon monsters. This effect cannot be negated. You can target 1 Dragon Fusion, Synchro, or Xyz Monster in your GY; destroy this card, and if you do, Special Summon that target. [ Monster Effect ] Cannot be Normal Summoned/Set. Must be Pendulum Summoned (from your hand), or be Special Summoned (from your hand) by Tributing 3 Dragon monsters (1 Fusion, 1 Synchro, and 1 Xyz). You can discard this card and pay 500 LP: Add 1 Level 8 or lower Dragon Pendulum Monster from your Deck to your hand. Gains ATK/DEF equal to half of your opponent's LP. Once per turn: You can pay half your LP; shuffle all other cards from the field and the GYs into the Deck.


                                          UR Rarity
                                          Timestar Magician
                                          UR Rarity
                                          Timestar Magician
                                          Timestar Magician
                                          DARK
                                          Timestar Magician
                                          • ATK:

                                          • 2400

                                          • DEF:

                                          • 1200


                                          2 Level 4 "Magician" Pendulum Monsters Must first be Xyz Summoned with the above Xyz Materials. Once per turn: You can detach 1 Xyz Material from this card; add to your hand, 1 DARK Spellcaster-Type monster from your Deck, Graveyard, or face-up from your Extra Deck. Once per turn, if a Pendulum Monster Card(s) in your Monster Zone or Pendulum Zone would be destroyed by battle or card effect, you can send 1 Spellcaster-Type monster from your Deck to the Graveyard instead.


                                          Some search support for pendulum monsters.

                                          Wynn the Wind Channeler, Wynn the Wind Charmer and Verdant (WIND Monster)

                                          UR Rarity
                                          Wynn the Wind Channeler
                                          UR Rarity
                                          Wynn the Wind Channeler
                                          Wynn the Wind Channeler
                                          WIND 5
                                          Wynn the Wind Channeler
                                          • ATK:

                                          • 1850

                                          • DEF:

                                          • 1500


                                          (This card is always treated as a "Charmer" card.) You can discard this card and 1 other WIND monster; add 1 WIND monster with 1500 or less DEF from your Deck to your hand, except "Wynn the Wind Channeler", also you cannot activate monster effects for the rest of this turn, except WIND monsters. When a WIND monster you control is destroyed by battle while this card is in your hand: You can Special Summon this card. You can only use each effect of "Wynn the Wind Channeler" once per turn.


                                          SR Rarity
                                          Wynn the Wind Charmer, Verdant
                                          SR Rarity
                                          Wynn the Wind Charmer, Verdant
                                          Wynn the Wind Charmer, Verdant
                                          WIND
                                          Wynn the Wind Charmer, Verdant
                                          • ATK:

                                          • 1850

                                          • LINK-2

                                          Link Arrow:

                                          Bottom-Left

                                          Bottom-Right


                                          2 monsters, including a WIND monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 WIND monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 WIND monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Wynn the Wind Charmer, Verdant" once per turn.


                                          Charmer monsters have attributes that can support other monsters of the same type as that monster.



                                          To be continued...

                                           




                                          Companion unit:

                                          - Yu-Gi-Oh! Guidance Vietnam





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