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Deck "Light Umi"

Deck "Light Umi"
Format: OCG - 48 Cards
created by edowaado LV21 activity icon envelope icon
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Cards without Section (40 cards)
4 x Cebu Algol, the Electrical Vanguard Cebu Algol, the Electrical Vanguard (DMR-01)
  • Collector Number: 48
  • Rarity: Uncommon
  • Type: Creature
  • Race: Earth Eater/Cyber Lord/Alien
  • Power: 2000
  • Mana Number: 1
  • Cost: 5
  • Civilization: Water
Card text:

Blockericon.jpg Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.)

*  This creature can't attack.

*  When you put this creature into the battle zone, put a light, water, or darkness psychic creature with a cost of 5 or less into the battle zone from your hyperspatial zone.

3 x DNA Spark DNA Spark (DMR-02)
  • Collector Number: 6
  • Rarity: Rare
  • Type: Spell
  • Cost: 6
  • Civilization: Light
  • Artist: Naoki Saito
Card text:

Shieldtrigger.gif Shield trigger (When this spell is put into your hand from your shield zone, you may cast it for no cost.)

*  Tap all your opponent's creatures in the battle zone.

*  If you have two or less shields, add the top card of your deck to your shields face down.

2 x Emperor Basiccun Emperor Basiccun (DMR-05)
  • Collector Number: 17
  • Rarity: Rare
  • Type: Evolution Creature
  • Race: Cyber Lord/Alien
  • Power: 5000
  • Mana Number: 1
  • Cost: 2
  • Civilization: Water
  • Artist: Mikio Masuda
Card text:

*  Evolution - Put on one of your Cyber Lords.

*  Meteorburn - When this creature attacks, put all cards under this creature into your hand. Then, reveal the top card of your deck. If it is a creature, you may put it under this creature.

2 x Emperor Maribel Emperor Maribel (DMX-10)
  • Collector Number: 21
  • Rarity: Common
  • Type: Evolution Creature
  • Race: Cyber Lord/Origin
  • Power: 4000
  • Mana Number: 1
  • Cost: 3
  • Civilization: Water
  • Artist: Yuichi Maekawa
Card text:

*  Evolution - Put on one of your creatures that has "Cyber" in its race or one of your Origins.

*  Meteorburn - When this creature attacks, you may put a card under this creature into your graveyard. If you do, choose a creature in the battle zone and return it to its owner's hand.

1 x Falconer, Lightfang Ninja Falconer, Lightfang Ninja (DMX-08)
  • Collector Number: 25
  • Rarity: Common
  • Type: Creature
  • Race: Guardian/Shinobi
  • Power: 3000
  • Mana Number: 1
  • Cost: 3
  • Civilization: Light
  • Artist: Shin "JASON" Nagasawa
Card text:

*  Ninja Strike 4 (Whenever one of your opponent's creatures attacks or blocks, if you have 4 or more cards in your mana zone and if during that attack you did not use a "Ninja Strike" ability, you may summon this Shinobi without paying its cost. At the end of that turn, put this Shinobi at the bottom of your deck.)

*  When you put this creature into the battle zone, until the start of your next turn, one of your creatures gains "Blocker".

4 x Gaga Pikarian Gaga Pikarian (DMX-05)
  • Collector Number: 10
  • Rarity: Common
  • Type: Creature
  • Race: Cyber Lord/Alien
  • Power: 2000
  • Cost: 3
  • Civilization: Light
Card text:

*  When you put this creature into the battle zone, you may draw a card.

4 x Hatchaki Hatchaki (DMD-06)
  • Collector Number: 5
  • Rarity: Promotional
  • Type: Creature
  • Race: Cyber Lord/Unnoise
  • Power: 2000
  • Mana Number: 1
  • Cost: 3
  • Civilization: Light/Water
  • Artist: Tanru
Card text:

(This card is put into your mana zone tapped.)

*  When this creature attacks, you may put a cost 5 or less non-evolution creature with "blocker" into the battle zone from your hand.

3 x Lucky Ball Lucky Ball (DMX-03)
  • Collector Number: 16
  • Rarity: Uncommon
  • Type: Creature
  • Race: Cyber Virus
  • Power: 3000
  • Mana Number: 1
  • Cost: 4
  • Civilization: Water
  • Artist: Miya
Card text:

*  When you put this creature into the battle zone, if your opponent has 3 or fewer shields, draw up to 2 cards.

It's as mercurial and capricious as someone who knows a lot of really big words.

2 x Maxwell Z, the Super-Electric Maxwell Z, the Super-Electric (DMX-10)
  • Collector Number: 20
  • Rarity: Common
  • Type: Evolution Creature
  • Race: Cyber Command
  • Power: 8000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Water
  • Artist: TUBAKI HALSAME
Card text:

*  Evolution - Put on 1 of your creatures that has Cyber in its race.

*  Soulshift (When you summon this creature, this creature's cost is reduced by the base creature's cost. However, it can't cost less than 1.)

*  Players can't cast spells that share a civilization with a spell in their graveyard.

*  Double breaker (This creature breaks 2 shields.)

1 x Miraculous Snare Miraculous Snare (BoGR)
  • Collector Number: 4
  • Rarity: Very Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 3
  • Civilization: Light/Water
  • Artist: Sansyu
Card text:

(This spell is put into your mana zone tapped.)
Choose a non-evolution creature in the battle zone and add it to its owner's shields face down.

The veil between realities is as beautiful as it is stifling.

3 x Perfect Madonna, Light Weapon Perfect Madonna, Light Weapon (DMX-08)
  • Collector Number: 6
  • Rarity: Rare
  • Type: Creature
  • Race: Mecha Del Sol/Alien
  • Power: 2500
  • Mana Number: 1
  • Cost: 5
  • Civilization: Light
  • Artist: boyaking
Card text:

Blockericon.jpg Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.)

*  This creature can't attack players.

*  When this creature would leave the battle zone, if this creature's power is greater than 0, it stays in the battle zone instead of leaving the battle zone.

3 x Rhapsody, Guard of Hope Rhapsody, Guard of Hope (DMR-05)
  • Collector Number: 76
  • Rarity: Common
  • Type: Creature
  • Race: Initiate/Hunter/Alien
  • Power: 500
  • Mana Number: 1
  • Cost: 1
  • Civilization: Light
  • Artist: Daisuke Izuka
1 x Spiral Gate Spiral Gate (DMX-10)
  • Collector Number: 47
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 2
  • Civilization: Water
Card text:

Shieldtrigger.gif Shield trigger (When this spell is put into your hand from your shield zone, you may cast it for no cost.)

*  Choose one creature in the battle zone and return it to its owner's hand.

3 x Submarine Fortress Lair Submarine Fortress Lair (DMX-11)
  • Collector Number: 83
  • Rarity: Common
  • Type: Fortress
  • Mana Number: 1
  • Cost: 1
  • Civilization: Water
  • Artist: TUBAKI HALSAME
Card text:

*  Fortress - Choose one of your shields and attach this card to fortify that shield. When the fortified shield leaves the shield zone, put this card into the graveyard. (Use "Shield Trigger" abilities before putting this card into the graveyard.)

*  Your opponent may draw a card at the start of your turn. Then, you may draw a card. Also, if you have a Cyber Lord in your battle zone you may draw a card, then put a card from your hand on the bottom of your deck.

4 x Tron Tron (DMX-11)
  • Collector Number: 80
  • Rarity: Common
  • Type: Creature
  • Race: Cyber Lord/Alien
  • Power: 2000
  • Mana Number: 1
  • Cost: 1
  • Civilization: Water
  • Artist: nejita
Card text:

Blockericon Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.)

*  This creature can't attack.

 
Section: Hyperspatial Zone (8 cards)
1 x Alien Father (Just 1 Song?)/Captivating Dancing Alien Alien Father (Just 1 Song?)/Captivating Dancing Alien (DMX-07)
  • Collector Number: 6
  • Rarity: Rare
  • Type: Psychic Super Creature
  • Race: Alien
  • Power: 4000/12
  • Cost: 4/20
  • Civilization: Darkness/Fire//Light/Water/Darkness
  • Artist: Hisanobu Kometani
Card text:

*  All Aliens in the battle zone gain "Slayer". (After a creature with "Slayer" battles, destroy the other creature.)

*  Psychic Link - At the start of your turn, if you have Mother Alien (Gladly) in the battle zone, link this creature and that creature and flip this creature.
(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  When this creature attacks, you may destroy any number of your Aliens. For each Alien destroyed in this way, choose one of your opponent's shields and put it into the graveyard.

*  Triple breaker (This creature breaks 3 shields)

1 x Aqua Attack (BAGOOON Panzer)/Fused Dreadnought! Jet Cascade Attack Aqua Attack (BAGOOON Panzer)/Fused Dreadnought! Jet Cascade Attack (DMX-07)
  • Collector Number: V1
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Liquid People/Hunter
  • Power: 6000/17000
  • Cost: 7/24
  • Civilization: Light/Water
  • Artist: Taro Yamazaki
Card text:

*  At the start of your turn, you may draw a card.

*  Your water Hunters can't be attacked.

*  Double breaker (This creature breaks 2 shields.)

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  Your Hunters can't be attacked or blocked.

*  When this creature attacks, draw up to 3 cards. Then, reveal any number of cards in your hand. For each card revealed, choose one of your opponent's creatures with a cost less than that revealed card's and return it to your opponent's hand.

*  Triple breaker (This creature breaks 3 shields)

1 x Aqua Cutlass, Temporal Swordsman / Aqua Excalibur, the Awakened Indigo Swordsman Aqua Cutlass, Temporal Swordsman / Aqua Excalibur, the Awakened Indigo Swordsman (DM-36)
  • Collector Number: 47
  • Rarity: Uncommon
  • Type: Psychic Creature
  • Race: Liquid People
  • Power: 5000/8000
  • Cost: 5/10
  • Civilization: Water
  • Artist: okera
Card text:

Awaken: When this creature attacks your opponent and isn't blocked, draw 1 card. Then, flip this creature after the attack.
(At the start of your game, seperate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


When this creature attacks, draw 1 card.
Double Breaker

At long last it gained the secret of awakening.

At last, awakening has been achieved! The hope of the water forces has come at last.

1 x Intense Sumo! Thrust Wrestler/Gallows Extreme Dragon, Brink of Despair Intense Sumo! Thrust Wrestler/Gallows Extreme Dragon, Brink of Despair (DMR-04)
  • Collector Number: 55
  • Rarity: Common
  • Type: Psychic Super Creature
  • Race: Flame Command/Alien//Rainbow Command Dragon/Alien
  • Power: 5000/17000
  • Cost: 5/30
  • Civilization: Light/Water/Darkness/Fire/Nature
Card text:

*  Each of your other creatures gets +1000 power for each civilization it has.

*  Psychic Link - At the start of your turn, if you have Intense World! Shachihoko Kaiser and Intense Boiling! Hot Spring Gallows in the battle zone, link this creature and those creatures and flip them.

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  When this creature attacks, your opponent puts all but the bottom two cards of his deck into the graveyard.

*  Triple breaker (This creature breaks 3 shields)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Mother Alien (Gladly)/Captivating Dancing Alien Mother Alien (Gladly)/Captivating Dancing Alien (DMX-07)
  • Collector Number: 8
  • Rarity: Rare
  • Type: Psychic Super Creature
  • Race: Alien
  • Power: 6000/12
  • Cost: 7/20
  • Civilization: Light/Water//Light/Water/Darkness
  • Artist: Hisanobu Kometani
Card text:

*  All of your Aliens gain "Saver: Alien". (When one of your Aliens would be destroyed, you may destroy a creature with "Saver: Alien" instead.

*  Double breaker

(At the start of the game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  When this creature attacks, you may destroy any number of your Aliens. For each Alien destroyed in this way, choose one of your opponent's shields and put it into the graveyard.

*  Triple breaker (This creature breaks 3 shields)

1 x Thunder Tiger/Volg Tiger, Thunder Beast Thunder Tiger/Volg Tiger, Thunder Beast (DMR-02)
  • Collector Number: 24
  • Rarity: Common
  • Type: Psychic Super Creature
  • Race: Demon Command/Hunter
  • Power: 3000/110
  • Cost: 5/12
  • Civilization: Darkness
  • Artist: RUI MARUYAMA
Card text:

*  When you put this creature into the battle zone, choose one of your opponent's creatures. That creature gets -2000 power until end of turn.

*  Psychic Link - At the beginning of your turn, if you have Volg Thunder in the battle zone, link that creature to this creature and flip this creature.


*  Whenever this creature attacks, your opponent discards a card at random from his hand. Then, choose a creature with a cost less than the discarded card in your graveyard and put it into the battle zone.

*  Double breaker (This creature breaks 2 shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other card instead.)

2 x Victorious Pudding Pudding/Gaial Ore Dragon, the Vainglory Victorious Pudding Pudding/Gaial Ore Dragon, the Vainglory (DMR-04)
  • Collector Number: 51
  • Rarity: Common
  • Type: Psychic Super Creature
  • Race: Hunter/Alien//Rainbow Command Dragon/Hunter
  • Power: 4000/26000
  • Cost: 5/30
  • Civilization: Light/Water/Darkness/Fire/Nature
  • Artist: Ishibashi Yosuke
Card text:

*  When you put this creature into the battle zone, choose one of your opponent's creatures. Until the start of your next turn, that creature can't attack or block.

*  Victory Psychic Link - If you have Victory Meteor Kaiser and Victory Gaial Kaiser in the battle zone, link this creature and those creatures and flip them.

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)


*  Speed attacker (This creature doesn't get summoning sickness.)

*  Hunting (During battle, this creature gets +1000 power for each of your Hunter creatures in the battle zone)

*  When this creature wins a battle, untap this creature, then choose two of your opponent's shields. Add those shields to your opponent's hand.

*  World breaker (This creature breaks all of your opponent's shields.)

*  Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)

 
Deck Statistics
Distribution by Civilization
Darkness bar 2 %  
Darkness/Fire//Light/Water/Darkness bar 2 %  
Light bar 14  29 %  
Light/Water bar 13 %  
Light/Water//Light/Water/Darkness bar 2 %  
Light/Water/Darkness/Fire/Nature bar 6 %  
Water bar 22  46 %  
 

Distribution by Cost
1 bar 10  21 %  
2 bar 6 %  
3 bar 12  25 %  
4 bar 6 %  
4/20 bar 2 %  
5 bar 15 %  
5/10 bar 2 %  
5/12 bar 2 %  
5/30 bar 6 %  
6 bar 6 %  
7/20 bar 2 %  
7/24 bar 2 %  
8 bar 4 %  
 

Distribution by Power
- bar 17 %  
2000 bar 16  33 %  
2500 bar 6 %  
3000 bar 8 %  
3000/110 bar 2 %  
4000 bar 4 %  
4000/12 bar 2 %  
4000/26000 bar 4 %  
500 bar 6 %  
5000 bar 4 %  
5000/17000 bar 2 %  
5000/8000 bar 2 %  
6000/12 bar 2 %  
6000/17000 bar 2 %  
8000 bar 4 %  
 

Distribution by Race
- bar 17 %  
Alien bar 4 %  
Cyber Command bar 4 %  
Cyber Lord/Alien bar 10  21 %  
Cyber Lord/Origin bar 4 %  
Cyber Lord/Unnoise bar 8 %  
Cyber Virus bar 6 %  
Demon Command/Hunter bar 2 %  
Earth Eater/Cyber Lord/Alien bar 8 %  
Flame Command/Alien//Rainbow Command Dragon/Alien bar 2 %  
Guardian/Shinobi bar 2 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 4 %  
Initiate/Hunter/Alien bar 6 %  
Liquid People bar 2 %  
Liquid People/Hunter bar 2 %  
Mecha Del Sol/Alien bar 6 %  
 

Distribution by Rarity
Common bar 24  50 %  
Promotional bar 8 %  
Rare bar 10  21 %  
Uncommon bar 17 %  
Very Rare bar 2 %  
Victory Rare bar 2 %  
 

Distribution by Type
Creature bar 26  54 %  
Evolution Creature bar 13 %  
Fortress bar 6 %  
Psychic Creature bar 2 %  
Psychic Super Creature bar 15 %  
Spell bar 10 %  
 



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