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Deck "Angel Beats"

Deck "Angel Beats"
Format: OCG - 48 Cards
created by deeth activity icon
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Cards without Section (40 cards)
2 x Alphadios, Lord of Spirits Alphadios, Lord of Spirits (DMC-46)
  • Collector Number: 18
  • Rarity: Super Rare
  • Type: Evolution Creature
  • Race: Angel Command
  • Power: 15500
  • Cost: 10
  • Civilization: Light
  • Artist: hippo
Card text:

Evolution: Put on one of your Angel Command
layers can't summon a non-light creature or cast a non-light spell.
Triple Breaker

1 x Baban Ban Ban, Earth`s Blessing Baban Ban Ban, Earth's Blessing (DM-36)
  • Collector Number: S10
  • Rarity: Super Rare
  • Type: Creature
  • Race: Gaia Command
  • Power: 9000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Nature
  • Artist: MURAYAMA RYOTA
Card text:

When you put this creature into the battle zone, count the number of cards in your mana zone. You may put that many cards from the top of your deck into your mana zone tapped.
Double Breaker
Mana Reburst 9 (You may summon this creature from your mana zone by paying 9.)
Wild Soul

2 x Dokameshi Giant Dokameshi Giant (DMR-05)
  • Collector Number: 37
  • Rarity: Rare
  • Type: Creature
  • Race: Giant/Alien
  • Power: 5000
  • Mana Number: 1
  • Cost: 5
  • Civilization: Nature
  • Artist: Nottsuo
Card text:

*  In Gachinko Judge, instead of putting the card on the bottom of your deck, you may put it in your mana zone.

*  At the end of your turn, you may return a card from your mana zone to your hand.

3 x Faerie Life Faerie Life (DMX-09)
  • Collector Number: 54
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 2
  • Civilization: Nature
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.)

*  Put the top card of your deck into your mana zone.

2 x HEIKE Double Cross, Spirit of Gaga HEIKE Double Cross, Spirit of Gaga (DMX-05)
  • Collector Number: 5
  • Rarity: Rare
  • Type: Creature
  • Race: Angel Command/Alien
  • Power: 7000
  • Cost: 5
  • Civilization: Light
Card text:

Blockericon.jpg Blocker

* This creature can't attack players.

* Whenever your opponent would choose a creature in your battle zone, this creature can't be chosen. (It can still be attacked or blocked.)

3 x Hustle Castle Hustle Castle (DMX-08)
  • Collector Number: 14
  • Rarity: Rare
  • Type: Fortress
  • Mana Number: 1
  • Cost: 5
  • Civilization: Nature
  • Artist: MATSUMOTO EITO
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.)

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

*  If the fortified shield isn't fortified by any other fortresses, whenever the fortified shield would be broken by your opponent's creatures, you may return one of your other shields to your hand instead.

2 x Hyperspatial Green White Hole Hyperspatial Green White Hole (DMR-02)
  • Collector Number: 31
  • Rarity: Uncommon
  • Type: Spell
  • Cost: 4
  • Civilization: Light/Nature
  • Artist: Hayaken
Card text:

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

*  Put a psychic creature with cost 5 or less into the battle zone from your hyperspatial zone.

*  If you put a light psychic creature into the battle zone in this way, you may put a card from your hand into your shield zone face-down.

*  If you put a nature psychic creature into the battle zone in this way, you may return a card from your mana zone to your hand.

2 x Hyperspatial Powered Hole Hyperspatial Powered Hole (DM-37)
  • Collector Number: 53
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 3
  • Civilization: Nature
  • Artist: hokyu
Card text:

* This turn, each of your creatures in the battle zone gets +1000 power and can't be blocked by any creature that has power 3000 or less.

* Choose and activate one of the following effects.


* Choose a creature in your hyperspatial zone with a cost of 2 or less and put it into the battle zone.

* Choose a Fire or Nature creature with a cost of 4 or less in 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 Shiny Hole Hyperspatial Shiny Hole (DMX-08)
  • Collector Number: 26
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Light
  • Artist: Patricia
Card text:

*  Tap one of your opponent's creatures in the battle 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 Light 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.)

4 x Intense Hitting Twist Intense Hitting Twist (DMR-03)
  • Collector Number: 29
  • Rarity: Uncommon
  • Type: Spell
  • Cost: 1
  • Civilization: Nature
  • Artist: Atsushi Kawasaki
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 one of your creatures. Until the start of your next turn, each of your opponent's creatures must attack the creature tapped in this way if able. If a water or darkness creature was tapped in this way, draw a card.

4 x Jasmine, Mist Faerie Jasmine, Mist Faerie (DMR-01)
  • Collector Number: 109
  • Rarity: Common
  • Type: Creature
  • Race: Snow Faerie
  • Power: 1000
  • Mana Number: 1
  • Cost: 2
  • Civilization: Nature
  • Artist: Tanru
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.

命を育むため、ジャスミンは自らの命をかけた。 To cultivate life, Jasmine risked her very own. (DMR-01)
土に還ることが私の幸せ。そして大きな実は育てばいい Coming home to the earth is my happiness. I hope something great will come out -Jasmine, Mist Faerie (DMR-01, MODE CHANGE)

2 x Kabra Katabra Kabra Katabra (BG)
  • Collector Number: 107
  • Rarity: Common
  • Type: Creature
  • Race: Wild Veggies
  • Power: 1000
  • Cost: 3
  • Civilization: Nature
  • Artist: Tubaki Halsame
Card text:

[Shield trigger] Shield Trigger
When you put this creature into the battle zone, you may return 1 card from your mana zone to your hand.

3 x Ochappi, Pure Hearted Faerie Ochappi, Pure Hearted Faerie (DMC-55)
  • Collector Number: 62
  • Rarity: Uncommon
  • Type: Creature
  • Race: Snow Faerie
  • Power: 1000
  • Cost: 3
  • Civilization: Nature
  • Artist: Blankas
Card text:

[Strike Back] Strike Back - Nature (When a nature card is put into your hand from your shield zone, you may discard that card. If you do, you may summon this creature for no cost.)
When you put this creature into the battle zone, you may put a card from your graveyard into your mana zone.

2 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.

1 x Shrine of Rebirth Shrine of Rebirth (DMX-08)
  • Collector Number: 22
  • Rarity: Uncommon
  • Type: Spell
  • Mana Number: 1
  • Cost: 3
  • Civilization: Nature
  • Artist: kou1
Card text:

*  Put 2 cards in your graveyard into your mana zone.

2 x Silver Glory, Invincible Fortress Silver Glory, Invincible Fortress (DMC-55)
  • Collector Number: 28
  • Rarity: Very Rare
  • Type: Fortress
  • Power: 0
  • Cost: 6
  • Civilization: Light
  • Artist: hippo
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 creatures win all battles.
If the fortified shield isn't fortified by any other fortresses, whenever the fortified shield would be broken by your opponent's creatures, you may return 1 of your other shields to your hand instead.

2 x Spirit of Blessing Asteri Spirit of Blessing Asteri (EP)
  • Collector Number: 7
  • Rarity: Rare
  • Type: Creature
  • Race: Angel Command
  • Power: 6000
  • Cost: 5
  • Civilization: Light
  • Artist: Shukei
Card text:

[Blocker]Blocker (When an opponent's creature attacks, you may tap this card and block that attack. Then, both creatures battle.)
This creature cannot attack players.
When an opponent draw cards, except during the beginning of their turn, you may draw the same number of cards.

1 x Toipu-chan, Early Riser Toipu-chan, Early Riser (DMR-05)
  • Collector Number: 107
  • Rarity: Common
  • Type: Creature
  • Race: Dreammate/Hunter
  • Power: 2000
  • Mana Number: 1
  • Cost: 2
  • Civilization: Nature
  • Artist: Tonbi Aburaya
Card text:

*  When this creature attacks, you and your opponent play "Gachinko Judge". If you win, put the top card of your deck into the mana zone..

(Gachinko Judge: Each player reveals the top card of their deck and puts it at the bottom of their deck. If your opponent's revealed card's cost is equal to or less than your revealed card's, you win)

 
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 Cheval, Temporal Demon Spirit/Cheuxvelt, the Awakened Demon Spirit Cheval, Temporal Demon Spirit/Cheuxvelt, the Awakened Demon Spirit (DM-38)
  • Collector Number: 33
  • Rarity: Uncommon
  • Type: Psychic Creature
  • Race: Angel Command/Demon Command
  • Power: 4500/6500
  • Cost: 5/12
  • Civilization: Light/Darkness
  • Artist: Yoichi Ito
Card text:

* Awaken—At the start of each player's turn, if you have 2 Angel Commands or Demon Commands with a cost of 6 or more in your battle zone, flip this creature.

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


file:holysoul.gif Holy Soul
file:evilsoul.gif Evil Soul

* Whenever your opponent puts a creature into their battle zone, you may put the top card of your deck into your shields face down.

* Whenever your opponent casts a spell, this creature breaks 1 of your opponent's shields.

* Double breaker (This creature breaks 2 shields.)


file:holysoul.gif Holy Soul
file:evilsoul.gif Evil Soul

2 x Geo Ohzeki Hamlet / Unryu Izu Deis, Great Yokozuna Geo Ohzeki Hamlet / Unryu Izu Deis, Great Yokozuna (DMR-02)
  • Collector Number: 28
  • Rarity: Uncommon
  • Type: Psychic Creature/Psychic Super Creature
  • Race: Wild Veggies/Alien
  • Power: 2000/20000
  • Cost: 3/20
  • Civilization: Nature//Darkness/Fire/Nature
  • Artist: Yosuke Adachi
Card text:

* Your other Aliens get +2000 power.
* Psychic Link—At the beginning of your turn, if you have Gil Yokozuna Fuji and Zabi Komusubi Flower in the battle zone, link them to this 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.)


* Your opponent's creatures must block if able.
* When this creature wins a battle, untap it.
* All of your other Aliens get +5000 power.
* Quadruple breaker (This creature breaks 4 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 Storm Genji Double Cross, the Super Temporal/Last Storm Double Cross, the Super Awakened Storm Genji Double Cross, the Super Temporal/Last Storm Double Cross, the Super Awakened (DM-39)
  • Collector Number: S3
  • Rarity: Super Rare
  • Type: Psychic Creature
  • Race: Armored Dragon/Flame Command/Samurai
  • Power: 24000/3500
  • Cost: 20/40
  • Civilization: Fire
  • Artist: Daisuke Izuka
Card text:

*  Super Infinite Evolution - Put this creature on any number of psychic creature(s) with a total cost of 20 or more.

*  Whenever you put psychic creatures into the battle zone or awaken them, you may put this creature into the battle zone from your hyperspatial zone.

*  Meteorburn Awaken - At the start of your turn, put all the cards under this creature into your graveyard and flip this creature.

*  Quadruple breaker (This creature breaks 4 shields.)


*  Whenever your opponent would choose a creature in the battle zone, they can't choose this one. (It can still be attacked and blocked.)

*  When this creature attacks, you may put any amount of psychic creature(s) with a cost of 10 or less from your hyperspatial zone into the battle zone.

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

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 Zabi Komusubi Flower/Unryu Izu Deis, Great Yokozuna Zabi Komusubi Flower/Unryu Izu Deis, Great Yokozuna (DMR-02)
  • Collector Number: 25
  • Rarity: Very Rare
  • Type: Psychic Super Creature
  • Race: Living Dead/Alien//Sumo Wrestler Command Dragon/Alien
  • Power: 1000/200
  • Cost: 2/20
  • Civilization: Darkness//Darkness/Fire/Nature
  • Artist: Yosuke Adachi
Card text:

*  Your opponent's creatures must block if able.

(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.)


*  Your opponent's creatures must block if able.

*  When this creature wins a battle, untap it.

*  All of your other Aliens get +5000 power.

*  Quadruple breaker (This creature breaks 4 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//Darkness/Fire/Nature bar 2 %  
Darkness/Fire//Light/Water/Darkness bar 2 %  
Fire bar 2 %  
Light bar 12  25 %  
Light/Darkness bar 2 %  
Light/Nature bar 4 %  
Light/Water//Light/Water/Darkness bar 2 %  
Light/Water/Darkness/Fire/Nature bar 2 %  
Nature bar 26  54 %  
Nature//Darkness/Fire/Nature bar 4 %  
 

Distribution by Cost
1 bar 8 %  
10 bar 4 %  
2 bar 17 %  
2/20 bar 2 %  
20/40 bar 2 %  
3 bar 17 %  
3/20 bar 4 %  
4 bar 4 %  
4/20 bar 2 %  
5 bar 13  27 %  
5/12 bar 2 %  
5/30 bar 2 %  
6 bar 4 %  
7/20 bar 2 %  
8 bar 2 %  
 

Distribution by Power
- bar 17  35 %  
- bar 4 %  
1000 bar 19 %  
1000/200 bar 2 %  
15500 bar 4 %  
2000 bar 2 %  
2000/20000 bar 4 %  
24000/35 bar 2 %  
2500 bar 4 %  
4000/12 bar 2 %  
4000/26000 bar 2 %  
4500/650 bar 2 %  
5000 bar 4 %  
6000 bar 4 %  
6000/12 bar 2 %  
7000 bar 4 %  
9000 bar 2 %  
 

Distribution by Race
- bar 19  40 %  
Alien bar 4 %  
Angel Command bar 8 %  
Angel Command/Alien bar 4 %  
Angel Command/Demon Command bar 2 %  
Armored Dragon/Flame Command/Samurai bar 2 %  
Dreammate/Hunter bar 2 %  
Gaia Command bar 2 %  
Giant/Alien bar 4 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 2 %  
Living Dead/Alien//Sumo Wrestler Command Dragon/Alien bar 2 %  
Mecha Del Sol/Alien bar 4 %  
Snow Faerie bar 15 %  
Wild Veggies bar 4 %  
Wild Veggies/Alien bar 4 %  
 

Distribution by Rarity
Common bar 15  31 %  
Rare bar 13  27 %  
Super Rare bar 8 %  
Uncommon bar 13  27 %  
Very Rare bar 6 %  
 

Distribution by Type
Creature bar 19  40 %  
Evolution Creature bar 4 %  
Fortress bar 10 %  
Psychic Creature bar 4 %  
Psychic Creature/Psychic Super Creature bar 4 %  
Psychic Super Creature bar 8 %  
Spell bar 14  29 %  
 



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