ASN Spoiler

Smudo

-Pot of Weed-
jo, hab ich geklaut *lol*

ASN-111
End of Anubis:
Dark/Fiend

While this card is face-up on the Field, all Magic, Trap and Monster Effects that target cards in Cemeteries or activate in the Cemetery are negated.

ASN-062
Spirit of Pharaoh
Light/Zombie

This card can't be Normal Summoned. this card can only be Special Summoned by the effect of [First Coffin]. When this card is successfully Special Summoned, you can Special Summon up to 4 Level 2 or lower Zombie Sub-Type Normal Monsters from your Cemetery.

ASN-105
Curse of Anubis:
Normal Trap

All face-up Effect Monsters on the Field change to defense mode. During the activated turn, these Effect Monsters' base defense strengths become 0, and cannot change their modes.

ASN-071
Spirit Knight of Jackal:
Earth/Beast-Warrior

If this card destroys and sends 1 of your opponent's Monsters to the Cemetery as a result of Battle, you can Special Summon that Monster to your side of the field.

ASN-095
Dark Spell:
Normal Magic Card

You can activate this card only if there is a face-up [Dark Magician] on your side of the Field. Destroy all Magic/Trap cards on your opponent's side of the Field.

ASN-067:
Erth/Warrior
Leagcy Hunter:

When this card destroys and sends a face-down defense position Monster to the Cemetery as a result of Battle, your opponent returns 1 card at random from his/her hand to his/her deck. Afterwards, shuffle the deck.

ASN-076
Measenger of Dark Ruler:

When this card goes to the Cemetery from the Field, each player chooses 1 Level 3 or lower Normal Monster in his or her deck, reveals it to each player, and puts it into his or her hand. Afterward, shuffle the decks.

ASN-101
Trap Card/ Permanent
The first Coffin:

During each End Phase of your opponent's turn, you can put 1 [Second Coffin] or [Third Coffin], in that order, from your hand or deck onto your Field face-up. If even 1 is removed from the Field, put all of these cards into the Cemetery. When you have all the cards on the Field, put all of these cards into the Cemetery, and Special Summon 1 [Spirits of Pharaoh] from your hand or deck.

ASN-063
Light/Fiend
Nightmare Teb:

If this card's controller has no cards in his or her hand and in his or her Magic/Trap Zone, this card's attack strength is increased by 1500.

ASN-078
Dark/Zombie
Double Coston:

If you Sacrifice Summon a Dark Main-Type Monster, 1 of this Monster can count as 2 Monsters sacrificed.

ASN-084
Special Hurricane
Normal Spell Card

Discard 1 card from your hand In order to destroy all Special Summoned Monsters on the Field.

ASN-089
Thrifty Spell
Permanent Spell Card



There is no need to pay Life Points to activate Spell cards.

ASN-107
Destruction Counter
Permanent Trap Card

Destroy Monsters that did Battle Damage to a player as a result of a direct attack.

ASN-056
Gigobite
Water/Reptile

No Effect!

ASN-057
Moke Moke
Light/Fairy

No Effect!

ASN-058
Kozakkee
Dark/Fiend

No Effect!

ASN-059
Killer Scorpion
Earth/Insect

No Effect!

ASN-060
Pharao's Servant
Dark/Zombie

No Effect!

ASN-061
Pharao's Guardian
Earth/Zombie

No Effect!

ASN-001
Gogiga Gagagido
Water/Reptile

No Effect!!!

ASN-002
Warrior Of Zera
Earth/Warrior

No Effect!

ASN-003
Meisei the Sealing Magican
Dark/Spellcaster

No Effect!

ASN-004
Sacred Shining Sphere
Light/Fairy

No Effect!


ASN-005
Metal Armored Bug
Earth/Insect

No Effect!

ASN-006
Saturn, Angel of Judgment
Light/Fairy

If your Life Points exceed your opponent's Life Points, sacrifice
this card while on the Field to activate. Do damage to your
opponent's Life equal to the difference in your Life Points. If
there isn't a [Sanctuary of the Sky] on your Field, you can't use
this effect. If you activate this effect, you do not get a
Battle Phase during this turn.


ASN-007
Mercury, Angel of Wisdom
Light/Fairy

If the number of cards in your hand is 0 at the End Phase of your
opponent's turn, draw 1 card from your deck during your next
Standby Phase.

ASN-008
Venus, Angel of the Beginning
Light/Fairy

You can pay 500 Life Points to choose 1 Sacred Shining Sphere in your hand or deck, and Special Summon it to your Field.

ASN-009
Mars, Angel of Strenght
Light/Fairy

This can't be affected by Magic effects. If there is a
[Sanctuary of the Sky] on your Field and your Life Points exceed
your opponent's Life Points, increase this card's attack and
defense strengths by that amount.


ASN-010
The Unhappy Maiden #2
Light/Spellcaster

If this card is in face-up attack mode, it can't be destroyed as
a result of Battle. While this card is in face-up attack mode on
the Field, Monsters that this card Battles can't change their
modes while face-up and can't attack.

ASN-011
Energy Draining Skull Tower
Dark/Undead/3/400/1500

If there is an Undead Sub-Type Monster on your Field other that
this card, this card can't be attacked. Each time an Undead Sub-
Type Monster is successfully Special Summoned, put 2 cards from
the top of your opponent's deck into his or her Cemetery.

ASN-012
The Kickman
Dark/Zombie

When this card is successfully Special Summoned, you can Equip 1 Equipment Magic card from your Cemetery onto this card.

ASN-013
Vampire Lady
Dark/Zombie

When this card does Battle Damage to your opponent, state a card type (Monster, Magic or Trap). Your opponent chooses 1 card of the stated type in his or her deck and puts it in his or her
Cemetery. (Fast so wie Vampire Lord!!!)

ASN-014
Stone Statue of the Aztec
Earth/Rock

When this Monster is attacked and Battle Damage is done to your
opponent, that amount is doubled.


308-015
Rocket Launcher
Earth/Rock

If the only cards your opponent has on the Field are Monsters in
defense mode, this card can attack your opponent directly.

ASN-016
La Jinn the Genie of the Pot of Greed
Earth/Rock

Put 1 Jar of Greed from your hand into your Cemetery. Draw 3
cards from your deck.

ASN-017
Legendary Judo Master
Earth/Rock

Monsters that Battle this card in defense mode are placed on top
of their owners' decks at the end of the Damage Step.

ASN-018
Spike Golem
Earth/Machine

Pay 800 Life Points. During this turn, this card can attack your
opponent directly.


ASN-019
KA-2 Scissor Crab
Dark/Machine

When this card destroys a Monster as a result of Battle and it
goes to the Cemetery, do 500 points of damage to your opponent's Life times the level of the destroyed Monster.

ASN-020
Needle Scorpion
Dark/Machine

When this card destroys a Monster as a result of Battle and it
goes to the Cemetery, do 500 points of damage to your opponent's Life times the level of the destroyed Monster.

ASN-021
Sonic Bug
Wind/Machine

Reverse: Until the End Phase of the next turn, your opponent
can't activate Magic cards.

ASN-022
Recoil Dragon
Dark/Machine

Toss a coin 3 times. If 2 or more were heads, choose 1 card on
your opponent's Field and destroy it. You can use this effect
only once per turn, and only during your Main Phase.


ASN-023
Thunder Emperor Zeborro
Light/Thunder

When this card is successfully Sacrifice Summoned, destroy 1
Monster card on the Field.


ASN-024
Atomic Firefly
Light/Insect
Do 1000 points of damage to the player that destroyed this card
as a result of Battle while face-up.

ASN-025
Mermaid Knight
Water/Aqua
If Umi is on the Field, this card can attack 2 times
during a Battle Phase.

ASN-026
Army of Piranha
Water/Fish

Battle Damage done to your opponent by this card in a direct
attack is doubled.

ASN-027
Two Thousend Needels
Earth/Beast

If this card is attacked while in defense mode, and this card's
defense strength exceeds your opponent's attacking Monster's
attack strength, destroy the attacking Monster after damage
calculation.

ASN-028
Disk Fighter
Earth/Warrior

If this card attacks a Monster in defense mode that has a defense
strength of 2000 or more, do not calculate damage and destroy
that Monster.

ASN-029
Magical Archer of the Forest
Earth/Warrior

If there is a Plant Sub-Type Monster on your Field, this card
can't be attacked. Sacrifice 1 Plant Sub-Type Monster on your
Field to destroy 1 Magic or Trap card on the Field.

ASN-030
Lady Ninja-Yea
Air/Warrior

Discard 1 Air Main-Type Monster from your hand to your Cemetery.
Return all Magic and Trap cards on your opponent's Field to their
owners' hands.

ASN-031
King Goblin
Dark/Fiend

If there is a Fiend Sub-Type Monster on your Field other than
this card, this card can't be attacked. This card's attack and
defense strengths are equal to 1000 times the number of Demon
Sub-Type Monsters on the Field, other than this one.

ASN-032
Blazing Dragon
Fire/Pyro

If there is a Fire Sub-Type Monster on your Field other than this
card, this card can't be attacked. During the End Phase of your
turn, this card does 500 points of damage to your opponent's
Life.

ASN-033
White Magican Picarro
Light/Spellcaster

During your Standby Phase, gain 400 Life Points times the number
of Monsters on your Field.

ASN-034
Archangel Zerrato
Light/Fairy

This card can't be Normal Summoned. This card can only be
Special Summoned if a [Sanctuary of the Sky] is on the Field, and
by sacrificing 1 face-up [Warrior of Zera] on your Field. You
can discard 1 Light Main-Type Monster from your hand to the
Cemetery to destroy all Monsters on your opponent's Field. If a
[Sanctuary of the Sky] is not on your Field, you can't use this
effect.


ASN-035
Illusionary Armor
Equipment Magic

Can only be Equipped on a Level 1 Monster. The Equipped Monster
can attack your opponent directly.

ASN-036
Mysterious Oriental Bowl
Instant Magic

Sacrifice 1 Monster on your Field. Choose that Monster's attack
strength or defense strength, and you gain that many Life Points.

ASN-037
Game Controller
Instant Magic
Choose 1 of the following effects and activate it.
- Change the mode of 1 face-up Monster on your opponent's Field.
- Sacrifice 1 Monster on your Field. Choose 1 face-up Monster on
your opponent's Field. Gain control of the chosen Monster until
the End Phase of the activated turn.


ASN-038
White Lightning Blast
Normal Magic

You can only activate this card if there is a face-up [Blue Eyes
White Dragon] on your Field. Destroy all of the Monster on your
opponent's Field. During the turn in which you activate this
card, [Blue Eyes White Dragon] can't attack.


ASN-039
Monster Gate
Normal Magic

Sacrifice 1 Monster on your Field. Reveal cards from your deck
until you reach a Monster that could be Normal Summoned, and
Special Summon that Monster. Put all of the other revealed cards
in the Cemetery.

ASN-040
Machine Amplifier
Equipment Magic

Can only be Equipped on an [Android Psycho Shocker]. While this
card is Equipped, the Trap cards of the Equipped Monster's
controlled are not negated by the Equipped Monster's effect. If
this card leaves the Field, destroy the Equipped Monster.
ERRATA: This card's activation and effect can't be negated


ASN-041
Weapon Change
Permanent Magic

Once per turn during your Standby Phase, you can pay 700 Life
Points to activate. Exchange the attack and defense strengths of
1 Warrior or Machine Sub-Type Monsters on your Field until your
opponent's next End Phase. When this card is destroyed, that
effect is negated.

ASN-042
Sanctuary in the Sky
Field Magic

Battle Damage done to an Angel Sub-Type Monster's controller as a
result of an Angel being in Battle is reduced to 0.


ASN-043
Earthquake
Normal Magic

Change all face-up Monsters on the Field to defense mode.

ASN-044
Curse of Trap Sealing- Meisei
Permanent Magic

You can only activate this card if a [Sealing Magician Meisei] is
on your Field. While this card is on the Field, Trap cards can't
be activated, and the effects of all Trap cards on the Field are
negated. If a [Sealing Magician Meisei] is not on your Field,
destroy this card.

ASN-045
Greedy Goblin
Normal Magic

Do 500 damage to your opponent's Life, and you gain 500 Life
Points.

308-046
Backfire
Permanent Trap

When a Fire Main-Type Monster on your Field is destroyed and goes
to the Cemetery, do 500 points of damage to your opponent's Life.

ASN-047
Shock Laser
Normal Trap

Reduce the defense strength of 1 face-up Monster on the Field to
0 until the End Phase.

ASN-048
Light of Judgment
Normal Trap

If a [Sanctuary of the Sky] is on the Field, discard 1 Light
Main-Type Monster from your hand to the Cemetery to activate.
Choose 1 card your opponent controls on his or her Field or in
his or her hand and put it in the Cemetery.

ASN-049
Curse of Spell Sealing- Meisei
Permanent Trap

You can only activate this card if a [Sealing Magician Meisei] is
on your Field. While this card is on the Field, Magic cards
can't be activated, and the effects of all Magic cards on the
Field are negated. If a [Sealing Magician Meisei] is not on your
Field, destroy this card.

ASN-050
Wall of Sealing Light
Permanent Trap

When activated, pay any amount of Life Points in 1000 point
increments. Your opponent's Monsters with attack strength of the
paid amount or lower can't attack.

ASN-051
Solar Beam
Normal Trap

Do 600 points of damage to your opponent times the number of
face-up Light Main-Type Monsters on your Field.

ASN-052
Ninja Metamorphosis Technique
Permanent Trap

Sacrifice 1 face-up Monster on your Field with [Ninja] in its
name to activate. Choose 1 Animal, Bird or Insect Sub-Type
Monster from your hand or deck with level of the sacrificed
Monster's Level + 3 or less, and Special Summon it to your Field.
If this card is removed from the Field, destroy that Monster.

ASN-053
Gathering in the Sanctuary
Normal Trap

Discard your entire hand to the Cemetery, choose that number of
Light Main-Type Monsters from your Cemetery and put them into
your hand.

ASN-054
Drain Shild
Normal Trap

Negate the attack of 1 of your opponent's Monsters, and gain Life
Points equal to that Monster's attack strength.
RARE

ASN-055
Armor Destruction
Counter Trap

Negate and destroy the activation of an Equipment Magic card.

The First Secret Rare Card:

ASN-000
Devil Mezera
Dark/Fiend
8/2800/2300

This card can't be Normal Summoned. This card can only be
Special Summoned if a [Lair of the Ten-Thousand Demon Lords] is
on the Field, and by sacrificing 1 face-up [Warrior of Zera] on
your Field. When this card is successfully Special Summoned,
discard 3 cards at random from your opponent's hand. You can't
use this effect if you don't have a [Lair of the Ten-Thousand
Demon Lords] on your Field.

ASN-064
The Spirit of Aswan
Dark/Fiend

If this card does Battle Damage to your opponent, you can put 1
Trap card in your Cemetery on top of your deck.

ASN-065
Protector of the Castle
Earth/Fiend

While this card is face-up on the Field, your opponent can't draw
cards other than during the Draw Phase.


ASN-066
Nuvia Guard
Fire/Warrior

If this card does Battle Damage to your opponent, you can put 1
Permanent Magic card in your Cemetery on top of your deck.


ASN-068
Sand Worm
Earth/Beast

Reverse: Change 1 face-up Monster on the Field to face-down
defense mode. You cannot choose a [Sand Baku].

ASN-069
Sand Gambler
Light/Spellcaster

Toss a coin 3 times. If all 3 are heads, destroy all Monsters on
your opponent's Field. If all 3 are tails, destroy all Monsters
on your Field. You can activate this effect only once per turn
during your Main Phase.

ASN-070
Camel with Three Humps
Earth/Beast

If there are 3 face-up [Three-Hump Camel] on your Field, you can
sacrifice 2 of them to draw 3 cards.

ASN-072
Absorbing Angel
Light/Fairy

When this card destroys and sends a Monster to the Cemetery as a
result of Battle, you gain Life Points equal to 300 times the
destroyed Monster's Level.

ASN-073
Statue of Forgiveness
Earth/Rock
When this card is put into the Cemetery from your hand by a card
effect controlled by your opponent, you gain 2000 Life Points.

ASN-074
Statue of the Unlucky
Earth/Rock

When this card is put into the Cemetery from your hand by a card
effect controlled by your opponent, do 2000 points of damage to
your opponent's Life Points.

ASN-075
Call of the Spirits
Light/Spellcaster

Reverse: You can Special Summon 1 Level 3 or lower Normal Monster
from your Cemetery to your Field.

ASN-077
The Gravekepper
Dark/Fiend

While this card is face-up on the Field, Monsters that are
destroyed as a result of Battle do not go to the Cemetery, and
are returned to their owners' decks. Afterward, the deck is
shuffled.

ASN-079
Regenerating Mummy
Dark/Zombie

When this card is put into the Cemetery from your hand by a card
effect controlled by your opponent, return this card from your
Cemetery to your hand.

ASN-080
Night Assassin
Dark/Fiend

Reverse: Choose 1 Monster on your opponent's Field and destroy
it. When this card goes to the Cemetery from your hand, return 1
Reverse Effect Monster in your Cemetery to your hand.

ASN-081
Creature Coss
Earth/Beast-Warrior

Sacrifice 1 Normal Monster on your Field (excluding Tokens) to do
800 points of damage to your opponent's Life Points.

ASN-082
Swamp Ruler
Water/Aqua

This card can be used in place of 1 Fusion Material Monster. In
that Fusion, you cannot use any other Fusion Substitute Monsters.
Also, you can discard this card from your hand to put the
[Fusion] Magic card from your deck into your hand. Afterward,
shuffle your deck.

ASN-083
Messenger of Oasis
Light/Spellcaster

While you have a face-up Level 3 or lower Normal Monster on your
Field, your opponent can't attack this card. While this card is
on your Field, Battle Damage done to this card's controller by a
Level 3 or lower Normal Monster being in Battle is reduced to 0.

ASN-085
Order to Attack
Instant Magic

Choose 1 face-up Normal Monster on your Field (excluding Tokens)
and activate. After activating, sacrifice the chosen Normal
Monster, and destroy 1 Monster on your opponent's Field.

ASN-086
Spirit Absorbing Fiend Sword
Equipment Magic

You can Equip this card on a Level 3 or lower Normal Monster on
your Field. When this card is activated, sacrifice all Normal
Monsters on your Field (excluding Tokens), except for the
Equipped Monster. For each Normal Monster sacrificed, increase
the Equipped Monster's attack strength by 1000.

ASN-087
Bound by the Sands
Permanent Magic

Face-up Normal Monsters can't be affected by the effects of your
opponent's Magic cards. After this card is activated, this card
is destroyed during your second Standby Phase.

ASN-088
Spirit Return
Instant Magic

Put 1 Reverse Effect Monster in your Cemetery on top of your
deck.


ASN-090
Wish of the Nile
Permanent Magic

For each card that is put into your Cemetery from your hand due
to a card effect controlled by your opponent, you gain 1000 Life
Points.

ASN-091
7
Permanent Magic

When you have 3 [7] face-up on your Field, draw 3 cards from your
deck. Afterward, destroy all [7]. When this card goes from the
Field to the Cemetery, you gain 700 Life Points.

ASN-092
Area B Level Restriction
Permanent Magic

Change all Level 4 or higher face-up Monsters on the Field to
defense mode.

ASN-093
Magical Labritory
Normal Magic

Pay 800 Life Points. Reveal the top 4 cards of your deck, and
Special Summon all Level 3 or lower Normal Monsters there to your
Field. Return the other cards to your deck, and shuffle.

ASN-094
Will of the Timid
Normal Magic

You can activate this card if there are 5 face-up Level 2 or
lower Normal Monsters on your Field. Each player discards his or
her hand, and destroys all cards on his or her Field except for
Level 2 or lower Normal Monsters.

ASN-096
Delta Attacker
Normal Magic

You can activate this card if there are 3 face-up Normal Monsters
on your Field with the same name (excluding Tokens). For the
activated turn, the 3 same-named Normal Monsters can attack your
opponent directly.

ASN-097
Thousand Energy
Normal Magic

Increase the base attack and defense strengths of all face-up
Level 2 or lower Normal Monsters on your Field (excluding Tokens)
by 1000. During the End Phase, destroy all Level 2 or lower
Normal Monsters on your Field.

ASN-098
Triangle Power
Normal Magic

Increase the base attack and defense strengths of all face-up
Level 1 or lower Normal Monsters on your Field (excluding Tokens)
by 2000. During the End Phase, destroy all Level 1 or lower
Normal Monsters on your Field.

ASN-099
The Third Coffin
Permanent Magic

This card can only be played to the Field by the effect of a
[First Coffin].

ASN-100
The Second Coffin
Permanent Magic

This card can only be played to the Field by the effect of a
[First Coffin].


ASN-102
Dora of Destiny
Normal Trap

You can only activate this card during your opponent's turn.
Choose 1 face-up Monster on your opponent's Field. During your
next turn, if you successfully Normal Summon a Monster with 1
Level lower than the chosen Monster, do 500 points of damage to
your opponent's Life times the chosen Monster's Level.

ASN-103
Judgment of the Desert
Permanent Trap

Face-up Monsters on the Field can't change their modes.

ASN-104
Jinkai Strategy
Permanent Trap

During each End Phase, choose a number of Level 2 or lower Normal
Monsters from your deck equal to the number of your Level 2 or
lower Normal Monsters that were destroyed and went to the
Cemetery as a result of Battle during this turn, and Special
Summon them. Afterward, shuffle the deck.


ASN-106
The Light in the Desert
Normal Trap

Change all Monsters on your Field to face-up defense mode.

ASN-108
Nightmare Maze
Permanent Trap

During each turn's End Phase, change the mode of all face-up
Monsters on the Turn Player's Field.

ASN-109
Spirit of Rebirth
Permanent Trap

Special Summon 1 Normal Monster from your Cemetery in defense
mode. When this card is no longer on the Field, destroy that
Monster. When that Monster is destroyed, destroy this card.
RARE

ASN-110
Ultimate Tribute
Normal Trap

Choose 1 face-up Level 2 or lower Normal Monster on your Field
(excluding Tokens), and activate. After activating, sacrifice
the chosen Normal Monster, and you can destroy up to 2 Magic/Trap
cards on your opponent's Field.
 
ASN-000
Devil Mezera
Dark/Fiend
8/2800/2300


Der da wird SCR sein, nehm ich mal an ^^..beim Rest weiß ich es auc hnet ..Zeratto vermutlich UR
 
SummonedSkull schrieb:
jo aber ich meine jetzt vom Bild her..

zum Bild:


309-016
JACKAL SPIRIT KNIGHT
Earth/Animal Warrior/
5/1700/1600
If this card destroys and sends 1 of your opponent's Monsters to the Cemetery as a result of Battle, you can Special Summon that Monster to your Field in face-up defense mode.
ULTRA RARE / PARALLEL RARE
 
ASN-040
Machine Amplifier
Equipment Magic

Can only be Equipped on an [Android Psycho Shocker]. While this
card is Equipped, the Trap cards of the Equipped Monster's
controlled are not negated by the Equipped Monster's effect. If
this card leaves the Field, destroy the Equipped Monster.
ERRATA: This card's activation and effect can't be negated
er Andorid..... ist jinzo, d.h. ich darf fallen spielen der gegner nicht, mit IO ne gute combo
 
ziemlich mies, ich mein selbst mit diesen karten, wer bitte spiel level 2-3 Normalmonster?
und Light mag ich sowieso nicht,also sind die Angels auch nicht mein Fall.

Ryo
 
Dark_Jedi1109 schrieb:
ASN-040
Machine Amplifier
Equipment Magic

Can only be Equipped on an [Android Psycho Shocker]. While this
card is Equipped, the Trap cards of the Equipped Monster's
controlled are not negated by the Equipped Monster's effect. If
this card leaves the Field, destroy the Equipped Monster.
ERRATA: This card's activation and effect can't be negated
er Andorid..... ist jinzo, d.h. ich darf fallen spielen der gegner nicht, mit IO ne gute combo

jo aber wenn du dann IO aktivierst dann ist die Equipkarte negiert und somit ist IO danach auch negiert und danach wirkt die Equipkarte wieder aber IO blockt se danach direkt wieder...

tja ne Endlosschleife halt ^^
 
Nee ..laut einer mir inziwschen wieder unbekannten Quelle, ich glaub be Edo war das mal irgendwo gestanden geht das!

Jinzo mit dem Dingen und IO heißt das dein Gegner keine Fallen mehr aktivieren kann, und keiner der beiden Spieler Spells ..
 
.:majin2k3:. schrieb:
Nee ..laut einer mir inziwschen wieder unbekannten Quelle, ich glaub be Edo war das mal irgendwo gestanden geht das!

Jinzo mit dem Dingen und IO heißt das dein Gegner keine Fallen mehr aktivieren kann, und keiner der beiden Spieler Spells ..

hm ist doch unlogisch die Equip müsste doch durch IO geblockt werden.. Immerhin haben andere Equips wie UWS,Snatch Steal usw. auch keine Wirkung.. Naja wie du früher mal sagtest.. Edo´s Page stinkt
 
SummonedSkull schrieb:
hm ist doch unlogisch die Equip müsste doch durch IO geblockt werden.. Immerhin haben andere Equips wie UWS,Snatch Steal usw. auch keine Wirkung.. Naja wie du früher mal sagtest.. Edo´s Page stinkt
Es ist genauso unlogisch das man immernoch für IO zahlen muss, obwohl Jinzo offen auf dem Feld liegt, es ist trotzdem so ^^

Ja Edo stinkt :goof:" ..ich bin mir aber auch net sicher ob's bei Edo stand, auf jeden Fal war es eine glaubwürdige Quelle.
 
.:majin2k3:. schrieb:
Es ist genauso unlogisch das man immernoch für IO zahlen muss, obwohl Jinzo offen auf dem Feld liegt, es ist trotzdem so ^^

Das ist ganz und gar nicht unlogisch. Grundsätzliche Regelung in YGO.
Costs can't be negated!
die 700 LP sind genauso ne Cost wie die 800 für premature burial...musst du zahlen egal ob dein gegner gleich n MST chaint oder n IO.
 
Spirit of the Pharaoh
Dark Magic Attack
Blowback Dragon
Enemy Controller
Archlord Zerato
Ghost Knight of Jackal
Burst Stream of Destruction
Gear Golem the Moving Fortress
Archlord of Judgment - Saturn"


so das sind die ultrarares aus ASN-wollte ich nur posten-wenns interessiert^^
 
BEWD schrieb:
Spirit of the Pharaoh
Dark Magic Attack
Blowback Dragon
Enemy Controller
Archlord Zerato
Ghost Knight of Jackal
Burst Stream of Destruction
Gear Golem the Moving Fortress
Archlord of Judgment - Saturn"


so das sind die ultrarares aus ASN-wollte ich nur posten-wenns interessiert^^

bist du dir sicher? Blowback Dragon müsste imo der Pistolendrache sein der war in MRD als UR drinne..
 
Zurück
Oben Unten