| Cards without Section (40 cards)
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Crest of Mother (VH)
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- Collector Number: 30
- Rarity: Rare
- Type: Spell
- Cost: 3
- Civilization: Nature
- Artist: Somen
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Card text:
Choose a Civilization. You may move one of your creatures with the chosen civilization from your Battle Zone into your Mana Zone. If you do, choose a creature in your Mana Zone with cost less than or equal to the number of cards in your Mana Zone and put it into the Battle Zone.
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Cyber N World (DMR-01)
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- Collector Number: S3
- Rarity: Super Rare
- Type: Creature
- Race: Cyber Command
- Power: 6000
- Mana Number: 1
- Cost: 6
- Civilization: Water
- Artist: Koji Nishino
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Card text:
* When you put this creature into the battle zone, each player shuffles their hand and graveyard into their deck and shuffles it. Then each player draws 5 cards.
* Double breaker (This creature breaks 2 shields.)
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DNA Spark (DMR-02)
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- Collector Number: 6
- Rarity: Rare
- Type: Spell
- Cost: 6
- Civilization: Light
- Artist: Naoki Saito
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Card text:
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.
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Energy Stream (DMX-03)
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- Collector Number: 33
- Rarity: Common
- Type: Spell
- Mana Number: 1
- Cost: 3
- Civilization: Water
- Artist: Katsuya
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Card text:
* Draw 2 cards. "Some computer programs attack our enemies. Some defend our cities. And some-the most perfect of all-just write more computer programs." -Emeral ããããªç¥èãæµããå¤ããï¼ (Perfect Angel)
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Eternal Meteor Kaiser (DMR-02)
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- Collector Number: S3
- Rarity: Super Rare
- Type: Creature
- Race: Red Command Dragon/Hunter
- Power: 8000
- Cost: 8
- Civilization: Fire
- Artist: NINNIN
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Card text:
* All of your creatures gain "speed attacker".
* Double breaker * Your opponent's creatures are put into the battle zone tapped. * When the ability of one of your opponent's creatures or spells would discard this creature from your hand, you may put it into the battle zone instead of putting it into the graveyard.
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3
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Faerie Life (DM-32)
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- Collector Number: 109
- Rarity: Common
- Type: Spell
- Power: 0
- Cost: 2
- Civilization: Nature
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Card text:
[Shield trigger] Shield Trigger Put the top card of your deck into your mana zone.
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Falconer, Lightfang Ninja (LoH)
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- Collector Number: 37
- Rarity: Common
- Type: Creature
- Race: Guardian/Shinobi
- Power: 3000
- Cost: 3
- Civilization: Light
- Artist: Shin "JASON" Nagasawa
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Card text:
Ninja Strike 4 (Whenever your opponent attacks or blocks, if you have 4 or more cards in your mana zone and you haven't used a Ninja Strike ability this attack, you may summon this Shinobi without cost. At the end of the turn you used this ability put this Shinobi on the bottom of your deck.) When you put this creature into the battle zone, until the start of your next turn, one of your creature's gains "Blocker".
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2
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Geo Crashing Miranda, the Dimensional Force (DMR-01)
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- Collector Number: 104
- Rarity: Common
- Type: Creature
- Race: Beast Folk/Alien
- Power: 2000
- Mana Number: 1
- Cost: 5
- Civilization: Nature
- Artist: Daisuke Izuka
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Card text:
* When you put this creature into the battle zone, put a light, fire, or nature psychic creature with a cost of 6 or less into the battle zone from your hyperspatial zone.
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Hyperspatial Dravita Hole (DM-37)
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- Collector Number: 23
- Rarity: Uncommon
- Type: Spell
- Mana Number: 1
- Cost: 5
- Civilization: Light
- Artist: TUBAKI HALSAME
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Card text:
* Return a spell with a cost of 3 or less from your graveyard to your hand.
* Choose and activate one of the following effects.
- * Choose Psychic creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
- * Choose a Light Psychic creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.
(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.)
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Hyperspatial Energy Hole (DMX-03)
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- Collector Number: 31
- Rarity: Common
- Type: Spell
- Mana Number: 1
- Cost: 5
- Civilization: Water
- Artist: Kano Akira
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Card text:
* Draw a card.
* Choose and activate one of the following effects.
- *º Choose creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
- *º Choose a Water creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.
(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.)
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Hyperspatial Extra Hole (DM-37)
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- Collector Number: 42
- Rarity: Common
- Type: Spell
- Mana Number: 1
- Cost: 3
- Civilization: Water
- Artist: Hisanobu Kometani
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Card text:
* Choose a player. That player puts up to 2 cards from their graveyard on top of their deck, then shuffles their deck.
* Choose and activate one of the following effects.
- * Choose a creature from your hyperspatial zone with a cost of 2 or less and put it into the battle zone.
- * Choose a Light or Water creature with a cost of 4 or less from your hyperspatial zone and put it into the battle zone.
(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.)
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Hyperspatial Faerie Hole (DMX-02)
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- Collector Number: 37
- Rarity: Common
- Type: Spell
- Mana Number: 1
- Cost: 5
- Civilization: Nature
- Artist: MATSUMOTO EITO
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Card text:
* Put the top card of your deck into your mana zone.
* Choose and activate one of the following effects.
- *º Choose creatures from your hyperspatial zone with a total cost of 5 or less and put them into the battle zone.
- *º Choose 1 Nature creature with a cost of 7 or less from your hyperspatial zone and put it into the battle zone.
(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.)
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Jasmine, Mist Faerie (DMR-01)
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- Collector Number: 109
- Rarity: Common
- Type: Creature
- Race: Snow Faerie
- Power: 1000
- Mana Number: 1
- Cost: 2
- Civilization: Nature
- Artist: Tanru
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Card text:
* When you put this creature into your battle zone, you may destroy this creature. If you do, put the top card of your deck into the mana zone. å½ãè²ããããã¸ã£ã¹ãã³ã¯èªãã®å½ããããã To cultivate life, Jasmine risked her very own. (DMR-01) åã«éããã¨ãç§ã®å¹¸ããããã¦å¤§ããªå®ã¯è²ã¦ã°ãã Coming home to the earth is my happiness. I hope something great will come out -Jasmine, Mist Faerie (DMR-01, MODE CHANGE)
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Mil Armor, Mecha King Vizier (DMX-01)
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- Collector Number: 40
- Rarity: Common
- Type: Creature
- Race: Great Mecha King/Initiate
- Power: 3000
- Mana Number: 1
- Cost: 3
- Civilization: Light/Water
- Artist: Kazuo Matsushima
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Card text:
* (This creature is put into your mana zone tapped.)
Blocker
* You may have your spells cost 1 less to cast. They can't cost less than 1.
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Miraculous Snare (DMC-57)
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- Collector Number: 16
- Rarity: Very Rare
- Type: Spell
- Power: 0
- Mana Number: 1
- Cost: 3
- Civilization: Light/Water
- Artist: Mikio Masuda
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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.
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Perfect Galaxy, Spirit of Immortality (DMX-01)
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- Collector Number: 1
- Rarity: Very Rare
- Type: Creature
- Race: Angel Command
- Power: 9000
- Mana Number: 1
- Cost: 7
- Civilization: Light
- Artist: Daisuke Izuka
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Card text:
* Shield Force (When you put this creature into the battle zone, you may choose one of your shields. While the chosen shield remains in the shield zone, this creature gains the following abilities.)
This creature gains "Blocker".
When this creature would leave the battle zone, it stays in the battle zone instead.
* Double breaker (This creature breaks 2 shields.) An unbreakable body and unbreakable heart leads him to victory in every battle. ç ãã¬èº«ä½ã¨æãã¬å¿ããããããæ¦ãåå©ã¸ã¨å°ãã(DM-28)
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Romanesk, the Dragon Wizard (VC)
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- Collector Number: S4
- Rarity: Super Rare
- Type: Creature
- Race: Apollonia Dragon/Armored Dragon/Earth Dragon
- Power: 5000
- Cost: 6
- Civilization: Light/Fire/Nature
- Artist: Daisuke Izuka
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Card text:
This card is put into the mana zone tapped. [Blocker] Blocker When this creature is put into the battle zone, you may put the top 4 cards of your deck into your mana zone. At the end of your turn, put one card from your mana zone into your graveyard.
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Shrine of Rebirth (DM-36)
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- Collector Number: 69
- Rarity: Uncommon
- Type: Spell
- Power: 0
- Cost: 3
- Civilization: Nature
- Artist: kou1
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Card text:
Put 2 cards in your graveyard into your mana zone. A more peaceful rest comes!
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Silver Shovel (DMD-03)
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- Collector Number: 6
- Rarity: Promotional
- Type: Creature
- Race: Beast Folk/Hunter
- Power: 3000
- Cost: 4
- Civilization: Nature
- Artist: YOICHI ITO
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Card text:
When you put this creature into the battle zone, choose one of your creatures in the battle zone and put it into your mana zone. Then your opponent chooses one of his creatures and puts it into its owner's mana zone.
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Sol Habaki, Apocalyptic Sage (DMX-01)
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- Collector Number: 30
- Rarity: Common
- Type: Creature
- Race: Light Bringer/Gladiator/Origin
- Power: 1000
- Mana Number: 1
- Cost: 2
- Civilization: Light
- Artist: Yuri Shinjuro
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Card text:
* When you put this creature into the battle zone, you may return 1 card from your mana zone to your hand. If you do, put 1 card from your hand into your mana zone.
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Spiral Gate (DMD-02)
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- Collector Number: 11
- Rarity: Common
- Type: Spell
- Mana Number: 1
- Cost: 2
- Civilization: Water
- Artist: ■ Tomofumi Ogasawara (
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Card text:
Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
* Choose one creature in the battle zone and return it to its owner's hand. "Come back when you can handle it." -Zaltan (Shockwaves of the Shattered Rainbow)
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Yodel Weiss, the Prophet (DMX-04)
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- Collector Number: 10
- Rarity: Common
- Type: Creature
- Race: Light Bringer/Hunter
- Power: 500
- Cost: 5
- Civilization: Light
- Artist: MATSUMOTO EITO
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Card text:
* When you put this creature into the battle zone, you may put a light Hunter psychic creature with cost 6 or less into the battle zone from your hyperspatial zone.
(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.) * Saver: Psychic Creature (When one of your psychic creatures would be destroyed, you may destroy this creature instead.)
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| Section: Hyperspatial Zone (8 cards)
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Aqua Attack (BAGOOON Panzer)/Fused Dreadnought! Jet Cascade Attack (DMX-07)
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- 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
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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)
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Chakra, Temporal Thunder Dragon / Great Chakra, the Storm Awakened (DM-36)
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- Collector Number: S1
- Rarity: Super Rare
- Type: Psychic Creature
- Race: Apollonia Dragon
- Power: 5500/13500
- Cost: 7/14
- Civilization: Light
- Artist: sansyu
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Card text:
[Blocker] Blocker This creature can't attack players. Holy Field (If your opponent doesn't have more shields than you, this creature gains the following {HF} ability): {HF}: Awaken: At the start of your turn, flip this card.
[Blocker] Blocker Holy Field (If your opponent doesn't have more shields than you, this creature gains the following {HF} ability): {HF}: All of your creatures with "Blocker" have their attack prevention effects negated. (However, this effect doesn't negate summoning sickness.) Triple Breaker Release (Whenever this creature would leave the battle zone, flip it instead.) Holy Soul
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Chandelier, Light Weapon/Crazy Carnival! Saint Chan-Merrie (DMX-04)
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- Collector Number: 4
- Rarity: Common
- Type: Psychic Super Creature
- Race: Mecha Del Sol/Hunter//Shining Command Dragon/Hunter
- Power: 2000/195
- Cost: 2/39
- Civilization: Light
- Artist: Ishibashi Yosuke
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Card text:
* When this creature would be destroyed, you may discard a light card from your hand instead.
Blocker
* Quadruple breaker (This creature breaks 4 shields.) * At the end of your turn, untap all of your Hunter creatures in the battle zone. For each light Hunter creature untapped in this way, you may put the top card of your deck into your shield zone face-down. * When this creature leaves the battle zone, you may discard a card instead. * Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)
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Forever Meteor Kaiser/Gaial Meteor Dragon, Star Dragon King (DMR-03)
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- Collector Number: V1
- Rarity: Victory Rare
- Type: Psychic Super Creature
- Race: Red Command Dragon/Hunter//King Command Dragon/Hunter
- Power: 6000/19000
- Cost: 6/20
- Civilization: Fire
- Artist: Daisuke Izuka
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Card text:
* Your opponent's psychic creatures can't attack players.
* Double breaker (This creature breaks 2 shields.)
* Your creatures gain speed attacker.
* Your opponent's psychic creatures can't attack or block. * When this creature attacks, you may put up to two cards from the top of your deck into the graveyard. For each card put into the graveyard in this way, you may put a cost 7 or less psychic creature into the battle zone from your hyperspatial zone. * 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.)
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Jin, the Ogre Blade ~Crimson Rage~/Chopping Ruzou, Rude Mincing Gang Leader (DMX-06)
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- Collector Number: V1
- Rarity: Victory Rare
- Type: Psychic Super Creature
- Race: Beast Command/Hunter
- Power: 7000/17000
- Cost: 7/24
- Civilization: Fire/Nature
- Artist: Daisuke Izuka
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Card text:
* When one of your fire or nature Hunters win a battle, you may put a Hunter into the battle zone that costs less than that Hunter into the battle zone from your mana zone or hyperspatial zone.
* Double breaker (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.)
* When this creature link awakens, you may put any number of Hunter creatures into the battle zone from your mana zone or hyperspatial zone.
* Triple breaker (This creature breaks 3 shields)
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Kutt, Temporal Brawler/Severance, the Awakened Giant (DMX-02)
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- Collector Number: 23
- Rarity: Uncommon
- Type: Psychic Creature
- Race: Human//Giant
- Power: 1000/5000+
- Cost: 2/7
- Civilization: Fire//Nature
- Artist: hippo
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Card text:
* During your opponent's turn, if any of your psychic creatures would be returned to your hand by an opponent's spell or the ability of one of your opponent's creatures in the battle zone, that creature stays in the battle zone instead of being returned to your hand.
* Awaken - At the start of your turn, if you have a creature in your battle zone with 6000 power or more, flip this creature. (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.)
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■ Power attacker +2000
■ Double breaker (This creature breaks 2 shields.)
■ If any of your psychic creatures would be returned to your hand by an opponent's spell or the ability of one of your opponent's creatures in the battle zone, that creature stays in the battle zone instead of being returned to your hand.
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Merriane, Apostle of the Alps/Crazy Carnival! Saint Chan-Merrie (DMX-04)
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- Collector Number: 9
- Rarity: Common
- Type: Psychic Super Creature
- Race: Initiate/Hunter//Shining Command Dragon/Hunter
- Power: 3000/195
- Cost: 3/39
- Civilization: Light
- Artist: Ishibashi Yosuke
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Card text:
Blocker
* This creature can't attack players. (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.)
Blocker
* Quadruple breaker (This creature breaks 4 shields.) * At the end of your turn, untap all of your Hunter creatures in the battle zone. For each light Hunter creature untapped in this way, you may put the top card of your deck into your shield zone face-down. * When this creature leaves the battle zone, you may discard a card instead. * Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)
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Saint Ave Maria, Light Weapon/Crazy Carnival! Saint Chan-Merrie (DMX-04)
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- Collector Number: V1
- Rarity: Victory Rare
- Type: Psychic Super Creature
- Race: Mecha Del Sol/Hunter//Shining Command Dragon/Hunter
- Power: 5500/195
- Cost: 6/39
- Civilization: Light
- Artist: Ishibashi Yosuke
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Card text:
Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.)
* While blocking, this creature gets +2000 power. At the end of your turn, untap all of your Hunter creatures in the battle zone. (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.)
Blocker
* Quadruple breaker (This creature breaks 4 shields.) * At the end of your turn, untap all of your Hunter creatures in the battle zone. For each light Hunter creature untapped in this way, you may put the top card of your deck into your shield zone face-down. * When this creature leaves the battle zone, you may discard a card instead. * Link Release (When this creature would leave the battle zone, return 1 psychic cell to your hyperspatial zone and flip the other cards instead.)
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