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Deck "{ KiRyu ~ UN } [W/Z/N/D]"

Deck "{ KiRyu ~ UN } [W/Z/N/D]"
Format: OCG - 48 Cards
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Cards without Section (40 cards)
2 x Codename Aegis Codename Aegis (DMR-05)
  • Collector Number: S4
  • Rarity: Super Rare
  • Type: Creature
  • Race: Leviathan/Unknown
  • Power: 5000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Water
  • Artist: TUBAKI HALSAME
Card text:

*  When you put this creature into the battle zone, each player shuffles their deck in addition to all non-Unknown creatures in the battle zone and draws a card for each of their creatures added to the deck.

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".

2 x Gachinko Roulette Gachinko Roulette (P-Y11)
  • Collector Number: P51-Y11
  • Rarity: Uncommon
  • Type: Spell
  • Mana Number: 1
  • Cost: 3
  • Civilization: Nature
  • Artist: Atsushi Kawasaki
Card text:

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

*  You and your opponent play "Gachinko Judge". If you win, after you cast this spell, return it to your hand instead of the graveyard.

(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)

2 x Geo Bronze-Arm Tribe Geo Bronze-Arm Tribe (DMX-05)
  • Collector Number: 8
  • Rarity: Rare
  • Type: Creature
  • Race: Beast Folk/Alien
  • Power: 2000
  • Mana Number: 1
  • Cost: 4
  • Civilization: Nature
Card text:

*  When you put this creature into the battle zone, Search your deck. You may take a non-nature card from your deck and put it into your mana zone. Then, shuffle your deck.

3 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.)

3 x Hyperspatial Faerie Hole Hyperspatial Faerie Hole (DMX-08)
  • Collector Number: 35
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Nature
  • Artist: MATSUMOTO EITO
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.)

1 x Hyperspatial Vice Hole Hyperspatial Vice Hole (P-Y10)
  • Collector Number: P19-Y10
  • Rarity: Uncommon
  • Type: Spell
  • Mana Number: 1
  • Cost: 6
  • Civilization: Darkness
  • Artist: Yuichi Maekawa
Card text:

*  Look at your opponent's hand and choose a spell from it. Your opponent discards that spell.

*  Choose and activate one of the following effects.


*º Choose up to 2 creatures from your hyperspatial zone with a total cost of 6 or less and put them into the battle zone.

*º Choose a Darkness creature with a cost of 10 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 Jasmine, Mist Faerie (Mode Change) Jasmine, Mist Faerie (Mode Change) (DMR-01)
  • Collector Number: 109m
  • 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.

Coming home to the earth is my happiness. I hope something great will come out -Jasmine, Mist Faerie

3 x Lost Soul Lost Soul (DMX-03)
  • Collector Number: 10
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 7
  • Civilization: Darkness
  • Artist: Tomofumi Ogasawara
Card text:

*  Your opponent discards all cards in his hand.

"Looks like you're getting forgetful."

4 x Mystic Treasure Chest Mystic Treasure Chest (DMX-08)
  • Collector Number: 13
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 3
  • Civilization: Nature
  • Artist: Norikatsu Miyoshi
Card text:

*  Search your deck. You may take a non-nature card from your deck and put it into your mana zone. Then shuffle your deck.

1 x Olzekia, General of Decapitation Olzekia, General of Decapitation (DMC-60)
  • Collector Number: 2
  • Rarity: Super Rare
  • Type: Creature
  • Race: Demon Command
  • Power: 6000
  • Cost: 7
  • Civilization: Darkness
  • Artist: Masaki Hirooka
Card text:

When this creature is put into the battle zone, destroy one of your creatures. Then, your opponent chooses 2 of their creatures and destroys them.
Double Breaker

Perish! Their bodies will be torn into pieces, their souls broken, and even their very existence erased! -Olzekia, General of Decapitation

4 x Radio Roses, Zenith of "Intelligence" Radio Roses, Zenith of "Intelligence" (DMR-05)
  • Collector Number: S2
  • Rarity: Super Rare
  • Type: Creature
  • Race: Unknown/Zenith
  • Power: 17000
  • Mana Number: 1
  • Cost: 10
  • Civilization: Zero
  • Artist: RUI MARUYAMA
Card text:

*  When you summon this creature into the battle zone, draw up to 5 cards, then your opponent discards 5 cards from their hand.

*  Triple breaker (This creature breaks 3 shields)

*  Eternal Omega Ω (When this creature would leave the battle zone, return it to your hand instead)

1 x Savage Earth Savage Earth (DMX-09)
  • Collector Number: 27
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 8
  • Civilization: Nature
  • Artist: Miho Midorikawa
Card text:

*  Put 1 non-evolution creature from your mana zone into the battle zone. Then, choose 1 non-evolution from your opponent's mana zone and put it into their battle zone. Then, choose 1 of your creatures and 1 of your opponent's creatures and put them in their respective owner's mana zones.

4 x Submarine Fortress Lair Submarine Fortress Lair (DMX-01)
  • Collector Number: 19
  • Rarity: Uncommon
  • 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.

3 x Upheaval Upheaval (DMC-34)
  • Collector Number: 13
  • Rarity: Rare
  • Type: Spell
  • Mana Number: 1
  • Cost: 6
  • Civilization: Darkness
  • Artist: Akifumi Yamamoto
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.)

*  Each player puts all the cards from his mana zone into his hand and, at the same time, puts all the cards from his hand into his mana zone tapped.

4 x Wedding, Zenith of "Celebration" Wedding, Zenith of "Celebration" (DMR-06)
  • Collector Number: S2
  • Rarity: Super Rare
  • Type: Creature
  • Race: Unknown/Zenith
  • Power: 13000
  • Mana Number: 1
  • Cost: 11
  • Civilization: Zero
  • Artist: Boyaking
Card text:

*  When you summon this creature and put it into the battle zone, your opponent chooses a total of 4 cards from their hand and/or creatures in their battle zone, and adds them to their shield zone face-down as a new shield.

*  When this creature breaks a shield, your opponent puts that shield into the graveyard instead of adding it into their hand.

*  Triple breaker (This creature breaks 3 shields)

*  Eternal Omega Ω (When this creature would leave the battle zone, return it to your hand instead)

 
Section: Hyperspatial Zone (8 cards)
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 Geo the Man, Earth Titan/Tearing Packunga, the Greedy Geo the Man, Earth Titan/Tearing Packunga, the Greedy (DMR-01)
  • Collector Number: 65
  • Rarity: Uncommon
  • Type: Psychic Creature/Psychic Super Creature
  • Race: Gaia Command/Alien//Berserker/Gaia Command/Alien
  • Power: 5000/105
  • Cost: 6/15
  • Civilization: Nature//Light/Nature
  • Artist: Eel
Card text:

* At the end of your turn, you may return a card from your mana zone to your hand.
(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 one of your opponent's creatures attacks, untap this creature.

*  When one of your opponent's creatures attacks, this creature gains "Blocker".

*  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 Kutt, Temporal Brawler/Severance, the Awakened Giant Kutt, Temporal Brawler/Severance, the Awakened Giant (DMX-02)
  • Collector Number: 23
  • Rarity: Uncommon
  • Type: Psychic Creature
  • Race: Human//Giant
  • Power: 1000/5000+
  • Cost: 2/7
  • Civilization: Fire//Nature
  • Artist: hippo
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.)

--------------------------------------

■ 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.

1 x Merriane, Apostle of the Alps/Crazy Carnival! Saint Chan-Merrie Merriane, Apostle of the Alps/Crazy Carnival! Saint Chan-Merrie (DMX-04)
  • 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
Card text:

Blockericon.jpg 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.)


Blockericon.jpg 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.)

1 x Quatro Fang, Soul Gang Leader/Chopping Ruzou, Rude Mincing Gang Leader Quatro Fang, Soul Gang Leader/Chopping Ruzou, Rude Mincing Gang Leader (DMX-06)
  • Collector Number: 6
  • Rarity: Rare
  • Type: Psychic Super Creature
  • Race: Beast Folk/Hunter//Beast Command/Hunter
  • Power: 6000/17000
  • Cost: 6/24
  • Civilization: Nature//Fire/Nature
  • Artist: Daisuke Izuka
Card text:

*  At the start of your turn, you may put the top card of your deck into the mana zone.

*  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.)


*  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)

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.)

 
Deck Statistics
Distribution by Civilization
Darkness bar 17 %  
Fire//Nature bar 2 %  
Light bar 4 %  
Light/Water bar 2 %  
Light/Water/Darkness/Fire/Nature bar 6 %  
Nature bar 14  29 %  
Nature//Fire/Nature bar 2 %  
Nature//Light/Nature bar 2 %  
Water bar 19 %  
Zero bar 17 %  
 

Distribution by Cost
1 bar 8 %  
10 bar 8 %  
11 bar 8 %  
2 bar 4 %  
2/7 bar 2 %  
3 bar 15 %  
3/39 bar 2 %  
4 bar 4 %  
5 bar 13 %  
5/30 bar 2 %  
6 bar 8 %  
6/15 bar 2 %  
6/24 bar 2 %  
6/30 bar 2 %  
7 bar 8 %  
7/24 bar 2 %  
7/30 bar 2 %  
8 bar 6 %  
 

Distribution by Power
- bar 24  50 %  
1000 bar 4 %  
1000/5000+ bar 2 %  
13000 bar 8 %  
17000 bar 8 %  
2000 bar 4 %  
3000 bar 2 %  
3000/195 bar 2 %  
4000/26000 bar 2 %  
5000 bar 4 %  
5000/105 bar 2 %  
5000/26000 bar 2 %  
6000 bar 2 %  
6000/17000 bar 4 %  
6000/26000 bar 2 %  
 

Distribution by Race
- bar 24  50 %  
Beast Folk/Alien bar 4 %  
Beast Folk/Hunter//Beast Command/Hunter bar 2 %  
Demon Command bar 2 %  
Gaia Command/Alien//Berserker/Gaia Command/Alien bar 2 %  
Guardian/Shinobi bar 2 %  
Human//Giant bar 2 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 2 %  
Initiate/Hunter//Shining Command Dragon/Hunter bar 2 %  
Leviathan/Unknown bar 4 %  
Liquid People/Hunter bar 2 %  
Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter bar 4 %  
Snow Faerie bar 4 %  
Unknown/Zenith bar 17 %  
 

Distribution by Rarity
Common bar 12  25 %  
Rare bar 13  27 %  
Super Rare bar 11  23 %  
Uncommon bar 19 %  
Victory Rare bar 6 %  
 

Distribution by Type
Creature bar 16  33 %  
Fortress bar 8 %  
Psychic Creature bar 2 %  
Psychic Creature/Psychic Super Creature bar 2 %  
Psychic Super Creature bar 13 %  
Spell bar 20  42 %  
 



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