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Deck "Disturbia."

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Deck "Disturbia."
Format: OCG - 52 Cards
created by ggergoke98 activity icon
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Cards without Section (44 cards)
3 x Aquan Jr.`s Delivery Aquan Jr.'s Delivery (DMD-08)
  • Collector Number: 13
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 3
  • Civilization: Water
  • Artist: Katsuya
Card text:

*  Reveal the top 3 cards of your deck. Put all revealed light and darkness cards into your hand and the rest into your graveyard.

4 x Bloody Shadow, Mystic Light Death Knight Bloody Shadow, Mystic Light Death Knight (DMX-10)
  • Collector Number: 13
  • Rarity: Common
  • Type: Creature
  • Race: Initiate/Ghost/Knight
  • Power: 4500
  • Mana Number: 1
  • Cost: 2
  • Civilization: Light/Darkness
Card text:

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

Blockericon.jpg Blocker

*  Gravity ZeroLćIf you have cast a spell this turn, you may summon this creature without cost.

*  This creature can't attack.

*  Destroy this creature after it battles.

2 x Divine Riptide Divine Riptide (DMX-12)
  • Collector Number: 74-b
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 9
  • Civilization: Water
  • Artist: D-Suzuki
Card text:

*  Each player returns all cards from his mana zone to his hand.

3 x Drum Treble, of the Mystic Light Drum Treble, of the Mystic Light (DM-30)
  • Collector Number: 47
  • Rarity: Common
  • Type: Creature
  • Race: Gargoyle/Knight
  • Power: 1000
  • Cost: 2
  • Civilization: Darkness
  • Artist: MATSUMOTO EITO
Card text:

You may reduce the cost of "Knight Magic" spells you cast by 1. They can't cost less than 1.

"Prepare your eardrums for takeoff! Bang-Badda-BANG!" - Drum Treble, of the Mystic Light

3 x Franz the 1st, the Ice Fang Franz the 1st, the Ice Fang (BG)
  • Collector Number: 82
  • Rarity: Common
  • Type: Creature
  • Race: Cyber Lord/Knight
  • Power: 2000
  • Cost: 3
  • Civilization: Water
  • Artist: Mikio Masuda
Card text:

Your spells cost 1 less to cast. However, they can't cost less than 1.

3 x Gregorias, Mystic Light Death Saint Gregorias, Mystic Light Death Saint (DMC-64)
  • Collector Number: 3
  • Rarity: Super Rare
  • Type: Creature
  • Race: Angel Command/Zombie Dragon/Knight
  • Power: 3000
  • Mana Number: 1
  • Cost: 4
  • Civilization: Light/Darkness
  • Artist: hippo
Card text:

* (This creature is put into your mana zone tapped.)

file:blockericon.jpg Blocker

* When you put this creature into the battle zone, you may return a Knight card from your graveyard to your hand.

* This creature can't attack players.

1 x Hydro Hurricane Hydro Hurricane (SCoBN)
  • Collector Number: 23
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 6
  • Civilization: Water
  • Artist: Youichi Kai
Card text:

For each light creature you have in the battle zone, you may choose a card in your opponent's mana zone and return it to his hand.
For each darkness creature you have in the battle zone, you may choose one of your opponent's creatures in the battle zone and return it to his hand.
It outraces shooting stars.

2 x Hyperspatial Emperor Hole Hyperspatial Emperor Hole (DMD-04)
  • Collector Number: 13
  • Rarity: Promotional
  • Type: Spell
  • Cost: 5
  • Civilization: Darkness
  • Artist: Syuichi Obata
Card text:

*  Choose 1 of your opponent's creatures. This turn, that creature gets -2000 power.

*  Put a darkness psychic creature with a cost of 9 or less into the battle zone from your hyperspatial 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.)

2 x Hyperspatial Energy Hole Hyperspatial Energy Hole (DMX-08)
  • Collector Number: 28
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Water
  • Artist: Kano Akira
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.)

2 x Hyperspatial Guard Hole Hyperspatial Guard Hole (DM-39)
  • Collector Number: 20
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 7
  • Civilization: Light/Darkness
  • Artist: sansyu
Card text:

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

*  Choose one of your opponent's non-evolution creatures in the battle zone and put it into their shield zone face down.

*  Choose a Light or Darkness creature that has command in its race with a cost of 10 or less in your hyperspatial zone and put it into the battle zone.

2 x Lost Soul Lost Soul (DMX-14)
  • Collector Number: 46
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 7
  • Civilization: Darkness
  • Artist: Tomofumi Ogasawara
Card text:

*  Your opponent discards all cards in his hand.

2 x Magic Shot - Bullet Vice Magic Shot - Bullet Vice (LoH)
  • Collector Number: 47
  • Rarity: Common
  • Type: Spell
  • Power: 0
  • Cost: 4
  • Civilization: Darkness
  • Artist: katsuya
Card text:

[Knight Magic] Your opponent chooses 1 card in their hand and discards it.
Knight Magic (If there is a Knight in your battle zone, you may use this spell's [Knight Magic] ability once more.)

A silver magic shot, is a chain of silver bullets.

2 x Magic Shot - Dual Zanzibar Magic Shot - Dual Zanzibar (BG)
  • Collector Number: 93
  • Rarity: Common
  • Type: Spell
  • Power: 0
  • Cost: 4
  • Civilization: Darkness
  • Artist: P-HEAD
Card text:

[Knight Magic] Choose one of your opponent's creatures in the battle zone. Until the end of the turn, that creature gets -2000 power.
Knight Magic (If there is a Knight in your battle zone, you may use this spell's [Knight Magic] ability once more.)

3 x Magic Shot - Open Brain Magic Shot - Open Brain (BG)
  • Collector Number: 85
  • Rarity: Common
  • Type: Spell
  • Race: Knight
  • Power: 0
  • Cost: 5
  • Civilization: Water
  • Artist: sansyu
Card text:

[Shield trigger] Shield Trigger
[Knight Magic] Draw 2 cards.
Knight Magic (If there is a Knight in your battle zone, you may use this spell's [Knight Magic] ability once more.)

2 x Oracle Jewel of Control Oracle Jewel of Control (DMD-12)
  • Collector Number: 13
  • Rarity: No Rarity
  • Type: Spell
  • Mana Number: 1
  • Cost: 8
  • Civilization: Light/Darkness
  • Artist: Daisuke Izuka
Card text:

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

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

*  Destroy 1 of your opponent's untapped creatures.

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

1 x Queen Alcadeias, Holy Gaia Queen Alcadeias, Holy Gaia (PH)
  • Collector Number: 5
  • Rarity: Very Rare
  • Type: Evolution Creature
  • Race: Lost Crusader/Angel Command
  • Power: 9000
  • Cost: 6
  • Civilization: Light/Darkness
  • Artist: Shukei
Card text:

This card is put into the mana zone tapped.
Evolution: Put on one of your multicolored creatures.
Your opponent can't cast spells other than multicolored spells.
Double Breaker

2 x Syforce, Aurora Elemental Syforce, Aurora Elemental (DMC-50)
  • Collector Number: 11
  • Rarity: Rare
  • Type: Creature
  • Race: Angel Command
  • Power: 7000
  • Cost: 7
  • Civilization: Light
  • Artist: Shishizaru
Card text:

[Blocker] Blocker
When you put this creature into the battle zone, you may return a spell from your mana zone to your hand.
Double Breaker

3 x Terror Pit Terror Pit (DMD-10)
  • Collector Number: 10
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 6
  • Civilization: Darkness
  • Artist: Yusaku Nakaaki
Card text:

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

*  Destroy 1 of your opponent's creatures.

2 x Zarfeld the 2nd, Dark Knight Zarfeld the 2nd, Dark Knight (DM-30)
  • Collector Number: 3
  • Rarity: Very Rare
  • Type: Evolution Creature
  • Race: Demon Command/Parasite Worm/Knight
  • Power: 7000
  • Cost: 5
  • Civilization: Darkness
  • Artist: MURAYAMA RYOTA
Card text:

Evolution: Put on one of your Knight creatures.
Whenever you cast a spell during your turn, you may cast a spell with a lower cost than that spell without cost.
Double Breaker (This creature breaks 2 shields.)

The succession of magic shots fired from this magic gun form a chain of destruction and massacre.

 
Section: Hyperspatial Zone (8 cards)
1 x Black Ganveet, Temporal Soldier/Darkness Ganveet, the Assassin Awakened Black Ganveet, Temporal Soldier/Darkness Ganveet, the Assassin Awakened (DM-39)
  • Collector Number: 11
  • Rarity: Rare
  • Type: Psychic Creature
  • Race: Demon Command
  • Power: 5000/9000
  • Cost: 7/13
  • Civilization: Darkness
  • Artist: RUI MARUYAMA
Card text:

*  When you put this creature into the battle zone, destroy 1 of your opponent's tapped creatures.

*  Awaken - At the end of your opponent's turn, if your opponent has no cards in their hand, flip this creature.


Bloodysoul.gif Bloody Soul

*  When this creature attacks, your opponent chooses 1 card in their hand and discards it, then chooses 1 of their creatures and destroys it.

*  Double breaker (This creature breaks 2 shields.)

Bloodysoul.gif Bloody Soul

I won't allow you to have everything your way! -Darkness Ganveet, the Assassin Awakened

1 x Dias Zeta, the Temporal Suppressor/Diabolos Zeta, Annihilation Awakened Dias Zeta, the Temporal Suppressor/Diabolos Zeta, Annihilation Awakened (DMC-68)
  • Collector Number: S1
  • Rarity: Super Rare
  • Type: Psychic Creature
  • Race: Demon Command/Zombie Dragon//Demon Command
  • Power: 7000/18000
  • Cost: 8/16
  • Civilization: Darkness
  • Artist: Yuichi Maekawa
Card text:

*  Annihilating Soul Recall 4 (When this creature attacks, you may choose 4 cards from either your opponent's graveyard, your graveyard, or 4 cards from both graveyards. Put the chosen cards on the bottom of their owner's deck. For every 4 cards chosen, you may activate the following Soulrecall.gif effect.)

Soulrecall.gif Your opponent chooses a card in their hand or battle zone and puts it on the bottom of their deck.

*  Double breaker

*  Awaken - At the end of your turn, if 3 or more of your opponent's creatures left the battle zone this turn, flip this creature.


Evilsoul.gif Evil Soul

*  Each of your opponent's creatures in the battle zone gets -5000 power.

*  Each of your other creatures in the battle zone gets +5000 power.

*  Quadruple breaker (This creature breaks 4 shields.)

*  Release (Whenever this creature would leave the battle zone, flip it instead.)


Evilsoul.gif Evil Soul

1 x Romanoff Zeta, Temporal Demonic Eye/Romanoff Zeta Wizard, the Demon Awakened Romanoff Zeta, Temporal Demonic Eye/Romanoff Zeta Wizard, the Demon Awakened (DM-38)
  • Collector Number: S2
  • Rarity: Super Rare
  • Type: Psychic Creature
  • Race: Zombie Dragon/Demon Command/Knight
  • Power: 7000/14000
  • Cost: 10/20
  • Civilization: Darkness
  • Artist: sansyu
Card text:

* At the start of your turn, put the top card of your deck into your graveyard.

* Awaken—If there are more then 10 spells in your graveyard, return all cards in your graveyard to your deck and shuffle, then flip this creature.

* Double breaker

(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, put the top 2 cards of your deck into your graveyard. Then, you may cast a darkness spell in your graveyard without cost. If you do, put that spell on the bottom of your deck.

* 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.)

1 x Victorious Gaial Kaiser/Gaial Ore Dragon, the Vainglory Victorious Gaial Kaiser/Gaial Ore Dragon, the Vainglory (DMR-04)
  • Collector Number: V3
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 5000/26000
  • Cost: 7/30
  • Civilization: Light/Water/Darkness/Fire/Nature
  • Artist: Ishibashi Yosuke
Card text:

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

*  During the turn this creature was put into the battle zone, this creature can attack untapped creatures.

(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.)


*  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.)

1 x Victorious Meteor Kaiser/Gaial Ore Dragon, the Vainglory Victorious Meteor Kaiser/Gaial Ore Dragon, the Vainglory (DMR-04)
  • Collector Number: V2
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 6000/26000
  • Cost: 6/30
  • Civilization: Light/Water/Darkness/Fire/Nature
  • Artist: Ishibashi Yosuke
Card text:

*  When your opponent puts a card into his mana zone, it is put into the mana zone tapped.

*  Double breaker (This creature breaks 2 shields.)

(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.)


*  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.)

1 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.)

1 x Volg Thunder/Volg Tiger, Thunder Beast Volg Thunder/Volg Tiger, Thunder Beast (DMR-02)
  • Collector Number: V1
  • Rarity: Victory Rare
  • Type: Psychic Creature/Psychic Super Creature
  • Race: Demon Command/Hunter
  • Power: 7000/110
  • Cost: 6/12
  • Civilization: Darkness
  • Artist: RUI MARUYAMA
Card text:

*  When you put this creature into the battle zone, choose a player. That player puts cards from the top of his deck into the graveyard until 2 creatures have been put into the graveyard in this way.

*  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.)


* 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.)

 
Deck Statistics
Distribution by Civilization
Darkness bar 21  40 %  
Light bar 4 %  
Light/Darkness bar 12  23 %  
Light/Water/Darkness/Fire/Nature bar 6 %  
Water bar 14  27 %  
 

Distribution by Cost
10/20 bar 2 %  
2 bar 13 %  
3 bar 12 %  
4 bar 13 %  
5 bar 17 %  
5/12 bar 2 %  
5/30 bar 2 %  
6 bar 10 %  
6/12 bar 2 %  
6/30 bar 2 %  
7 bar 12 %  
7/13 bar 2 %  
7/30 bar 2 %  
8 bar 4 %  
8/16 bar 2 %  
9 bar 4 %  
 

Distribution by Power
- bar 19  37 %  
- bar 13 %  
1000 bar 6 %  
2000 bar 6 %  
3000 bar 6 %  
3000/110 bar 2 %  
4000/26000 bar 2 %  
4500 bar 8 %  
5000/26000 bar 2 %  
5000/9000 bar 2 %  
6000/26000 bar 2 %  
7000 bar 8 %  
7000/110 bar 2 %  
7000/14000 bar 2 %  
7000/18000 bar 2 %  
9000 bar 2 %  
 

Distribution by Race
- bar 23  44 %  
Angel Command bar 4 %  
Angel Command/Zombie Dragon/Knight bar 6 %  
Cyber Lord/Knight bar 6 %  
Demon Command bar 2 %  
Demon Command/Hunter bar 4 %  
Demon Command/Parasite Worm/Knight bar 4 %  
Demon Command/Zombie Dragon//Demon Command bar 2 %  
Gargoyle/Knight bar 6 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 2 %  
Initiate/Ghost/Knight bar 8 %  
Knight bar 6 %  
Lost Crusader/Angel Command bar 2 %  
Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter bar 4 %  
Zombie Dragon/Demon Command/Knight bar 2 %  
 

Distribution by Rarity
Common bar 26  50 %  
No Rarity bar 4 %  
Promotional bar 4 %  
Rare bar 11  21 %  
Super Rare bar 10 %  
Very Rare bar 6 %  
Victory Rare bar 6 %  
 

Distribution by Type
Creature bar 15  29 %  
Evolution Creature bar 6 %  
Psychic Creature bar 6 %  
Psychic Creature/Psychic Super Creature bar 2 %  
Psychic Super Creature bar 8 %  
Spell bar 26  50 %  
 



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