| Cards without Section (3 cards)
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Cosmo Cebu Lambda, the Super Electromagnetic (DMR-03)
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- Collector Number: 1
- Rarity: Very Rare
- Type: Evolution Creature
- Race: Cyber Command/Alien
- Power: 7000
- Cost: 5
- Civilization: Water
- Artist: Sansyu
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Card text:
* Evolution - Put on one of your fire or nature creatures.
* Meteorburn - When this creature attacks, you may put a card under this creature into the graveyard. If you do, draw 3 cards. * Double breaker * At the start of your turn, you may put a non-evolution creature under this creature from your hand.
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| Section: Main Deck (24 cards)
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2
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Antionette, Beautiful Battle Dragon Princess (DMX-07)
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- Collector Number: 20
- Rarity: Common
- Type: Creature
- Race: Splash Queen/Tyranno Drake
- Power: 2000
- Cost: 3
- Civilization: Water/Fire
- Artist: Naoki Saito
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Card text:
* (This creature is put into the mana zone tapped.)
* When this creature is destroyed, return 1 of your opponent's creatures to their hand, or discard your hand and draw the same number of cards your discarded.
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2
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Aqua Jester Loupe (DM-36)
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- Collector Number: 49
- Rarity: Uncommon
- Type: Creature
- Race: Liquid People
- Power: 2000
- Mana Number: 1
- Cost: 4
- Civilization: Water
- Artist: katora
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Card text:
Chain (When you put this creature into the battle zone, look at the top card of your deck. If that card is a creature that costs less than this creature, you may put it into the battle zone. If you don't, return it to the top of your deck.) If this creature or one of your other creatures is the 2nd creature put into the battle zone during your turn, you may draw 1 card. Magic Soul "Pelori Hatto! Give me another miracle!" -Aqua Jester Loupe
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3
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Genius Janit, of the Hidden Blade (LoH)
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- Collector Number: 42
- Rarity: Common
- Type: Creature
- Race: Cyber Lord/Shinobi
- Power: 1000
- Cost: 3
- Civilization: Water
- Artist: Tubaki Halsame
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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, return 1 creature in the battle zone with a cost of 3 or less to its owner's hand.
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4
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Hachiko, Caporegime's Faithful Dog (DMR-03)
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- Collector Number: 27
- Rarity: Uncommon
- Type: Creature
- Race: Flame Monster/Hunter
- Power: 3000
- Cost: 3
- Civilization: Fire
- Artist: hideki ishikawa
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Card text:
* When this creature is discarded from your hand by the ability of your opponent's creature or spell, you may put it into the battle zone instead of your graveyard.
* When you put this creature into the battle zone, search your deck. Take a Hachiko, Caporegime's Faithful Dog from it, show it to your opponent, and you may put it into your hand. Then shuffle your deck.
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4
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Hot Spring Crimson Meow (DMR-03)
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- Collector Number: 51
- Rarity: Common
- Type: Creature
- Race: Flame Monster/Blue Monster
- Power: 1000
- Cost: 2
- Civilization: Water/Fire
- Artist: MURAYAMA RYOTA
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Card text:
* (This creature is put into your mana zone tapped.)
* When you put this creature into the battle zone, you may draw a card.
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4
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Kodamanma, Gil Gil Puppet (DMX-05)
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- Collector Number: 13
- Rarity: Common
- Type: Creature
- Race: Death Puppet/Alien
- Power: 2000
- Cost: 2
- Civilization: Fire
- Artist: hideki ishikawa
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Card text:
* When you put this creature into the battle zone, return one of your shields to your hand. You can't use the shield trigger ability of that shield.
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3
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Qurian (DMX-03)
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- Collector Number: 28
- Rarity: Common
- Type: Creature
- Race: Cyber Lord
- Power: 2000
- Mana Number: 1
- Cost: 3
- Civilization: Water
- Artist: Matsumoto Eito (
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Card text:
* When you put this creature into the battle zone, you may draw a card. In order to protect its frail body, it needed a beautiful set of watery steel armor. (Perfect Heaven)
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Tick Tick, Swift Viral Swordfighter (DMX-07)
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- Collector Number: 14
- Rarity: Uncommon
- Type: Creature
- Race: Cyber Virus/Dragonoid
- Power: 1000
- Mana Number: 1
- Cost: 4
- Civilization: Water/Fire
- Artist: Ken Sugawara
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Card text:
* (This creature is put into your mana zone tapped.)
* Speed attacker (This creature doesn't get summoning sickness.) * When this creature attacks, you may draw 1 card.
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| Section: Side Deck (13 cards)
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Hyperspatial Extra Hole (DMX-03)
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- Collector Number: 34
- 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.
- *º Choose a creature from your hyperspatial zone with a cost of 2 or less and put it into the battle zone.
- *º 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 Grip Blue Red Hole (DMR-03)
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- Collector Number: 52
- Rarity: Common
- Type: Spell
- Cost: 4
- Civilization: Water/Fire
- Artist: Tobi Aburaya
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Card text:
* (This spell is put into your mana zone tapped.)
* This turn, all of your creatures gain "power attacker +2000" and can't be blocked. * Put 1 psychic creature with cost 5 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.)
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Hyperspatial Kutt Hole (DMX-03)
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- Collector Number: 42
- Rarity: Common
- Type: Spell
- Mana Number: 1
- Cost: 3
- Civilization: Fire
- Artist: hippo
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Card text:
* Destroy one of your opponent's creatures that has "Blocker" and power 4000 or less.
* Choose and activate one of the following effects.
- *º Put a psychic creature with a cost of 2 or less into your battle zone from your hyperspatial zone.
- *º Put a fire or nature psychic creature with a cost of 4 or less into your battle zone from your hyperspatial zone.
(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.)
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3
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Intense Striking Twist (DMR-03)
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- Collector Number: 45
- Rarity: Common
- Type: Spell
- Cost: 3
- Civilization: Fire
- Artist: Heart
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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.)
* Destroy 1 of your opponent's creatures with "blocker". * If you have a light or water creature in the battle zone, you may draw a card.
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Intense Vacuuming Twist (DMR-03)
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- Collector Number: 9
- Rarity: Rare
- Type: Spell
- Cost: 4
- Civilization: Water
- Artist: Nottsuo
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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.)
* Look at the top 5 cards of your deck. Reveal one of them and put it into your hand, then put the rest at the bottom of your deck in any order. If a fire or nature card was revealed in this way, choose a creature in the battle zone, and you may return that creature to its owner's hand.
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Spiral Gate (DMX-10)
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- Collector Number: 47
- Rarity: Common
- Type: Spell
- Mana Number: 1
- Cost: 2
- Civilization: Water
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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.)
* Choose one creature in the battle zone and return it to its owner's hand.
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| Section: Hyperspatial Zone (6 cards)
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Aqua Cutlass, Temporal Swordsman/ Aqua Excalibur, the Awakened Indigo Swordsman (DMX-03)
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- Collector Number: 15
- Rarity: Uncommon
- Type: Psychic Creature
- Race: Liquid People
- Power: 5000/8000
- Cost: 5/10
- Civilization: Water
- Artist: okera
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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.
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Boost, Crimson Lord (P-Y10)
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- Collector Number: P15a-Y10
- Rarity: Uncommon
- Type: Psychic Creature
- Race: Flame Monster/Hunter
- Power: 3000
- Cost: 5
- Civilization: Fire
- Artist: Hisanobu Kometani
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Card text:
* When you put this creature into the battle zone, destroy one of your opponent's creatures with less power than this creature. The power of three bring victory. (Mode Change, DMR-01)
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Deepsea Yanus, Temporal Warpanther/Crimson Lord Yanus, Temporal Warpanther (DM-38)
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- Collector Number: 22
- Rarity: Uncommon
- Type: Psychic Creature
- Race: Blue Monster//Flame Monster
- Power: 4000/4000+
- Cost: 4
- Civilization: Water//Fire
- Artist: MATSOMOTO EITO
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Card text:
* When this creature is awakened, draw 1 card.
* Loop AwakenâWhen you put a fire creature into the battle zone during your turn, flip this creature.
Magic Soul
Kung Fu Soul
* When this creature is awakened, choose 1 creature in your battle zone. That creature gets "Power attacker +2000 and "Speed attacker" this turn.
* Loop AwakenâWhen you put a water creature into the battle zone during your turn, flip this creature.
Magic Soul
Kung Fu Soul
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Jon, Temporal Explorer/Jonjo Jon, the Awakened Adventurer (DM-37)
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- Collector Number: 33
- Rarity: Uncommon
- Type: Psychic Creature
- Race: Dreammate//Dreammate/Vehicle Bee
- Power: 2000/5000
- Cost: 3/5
- Civilization: Nature//Fire
- Artist: hokuyu
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Card text:
* AwakenâAt the end of your turn, if you put 2 or more other creatures into the battle zone this turn, flip this card.
(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 one of your creatures attacks, if it's the third creature to attack this turn, untap this creature. I put my heart and soul into my furious Jonjo Jon attack! Have, I really changed that much?
"æ°åãã§ã¸ã§ã³ã¸ã§ã³æ¿æ»æã£!! ã§ããããªã«å¤ãã£ã¡ããã®ã俺!?"
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Kutt, Temporal Brawler/Severance, the Awakened Giant (DM-37)
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- Collector Number: 30
- Rarity: Uncommon
- Type: Psychic Creature
- Race: Human//Giant
- Power: 1000/5000+
- Mana Number: 1
- 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.
* AwakenâAt 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.)
* 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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