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Deck "Assault"

Deck "Assault"
Format: OCG - 48 Cards
created by danielzxc activity icon
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Card list Group cards by  
Section: Main Deck (26 cards)
2 x Blazing Tiger, Crimson Lord Blazing Tiger, Crimson Lord (DMX-09)
  • Collector Number: 19
  • Rarity: Rare
  • Type: Creature
  • Race: Flame Monster/Samurai
  • Power: 2000
  • Mana Number: 1
  • Cost: 7
  • Civilization: Fire
Card text:

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

*  When you put this creature into the battle zone, destroy all of your opponent's creatures with 2000 power or less.

2 x Bolshack Superhero Bolshack Superhero (P-Y11)
  • Collector Number: P26-Y11
  • Rarity: Promotional
  • Type: Creature
  • Race: Armored Dragon/Hunter
  • Power: 6000
  • Cost: 6
  • Civilization: Fire
  • Artist: Murakami Hisashi
Card text:

*  When you put this creature into the battle zone, destroy all non-psychic creatures with 3000 power or less. Then, destroy all psychic creatures with 5000 power or less.

*  Double breaker (This creature breaks 2 shields.)

When the new hero became enraged, a planet to the west was completely eradicated. In order to master power one must accept the pain that accompanies it.

2 x Bronze-Arm Tribe (#P49-Y6) Bronze-Arm Tribe (#P49-Y6) (P-Y6)
  • Collector Number: P49-Y6
  • Rarity: Promotional
  • Type: Creature
  • Race: Beast Folk
  • Power: 1000
  • Mana Number: 1
  • Cost: 3
  • Civilization: Nature
  • Artist: â–  Yusaku Nakaaki
Card text:

*  When you put this creature into the battle zone, put the top card of your deck into the mana zone.

They're bringing some friends to the party.

3 x Dark Sanji, Darkfang Ninja Dark Sanji, Darkfang Ninja (DMX-01)
  • Collector Number: 20
  • Rarity: Uncommon
  • Type: Creature
  • Race: Dark Monster/Shinobi
  • Power: 2000
  • Mana Number: 1
  • Cost: 5
  • Civilization: Darkness
  • Artist: Yaburezu
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 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, choose 1 of your opponent's creatures. That creature gets -2000 power until the end of the turn.

4 x Faerie Life Faerie Life (P-Y11)
  • Collector Number: P17-Y11
  • Rarity: Promotional
  • Type: Spell
  • Mana Number: 1
  • Cost: 2
  • Civilization: Nature
  • Artist: Tomofumi Ogasawara
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.

The Faeries took the shattered rainbow in stride. To them, magic is magic. (DM-10)

1 x Hanzou, Menacing Phantom Hanzou, Menacing Phantom (DMC-63)
  • Collector Number: 12
  • Rarity: Promotional
  • Type: Creature
  • Race: Demon Command/Shinobi
  • Power: 5000
  • Mana Number: 1
  • Cost: 7
  • Civilization: Darkness
Card text:

Ninja Strike 7 (Whenever one of your opponent's creatures attacks or blocks, if you have 7 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, choose 1 of your opponent's creatures. During this turn, that creature gets -6000 power.
When this creature is destroyed and you have at least 1 darkness card in your mana zone, you may put 1 of your shields into your graveyard instead.

2 x Iron Arm Tribe Iron Arm Tribe (P-Y10)
  • Collector Number: P23-Y10
  • Rarity: Common
  • Type: Creature
  • Race: Beast Folk/Hunter
  • Power: 1000
  • Cost: 4
  • Civilization: Nature
  • Artist: kometani
Card text:

*  When you put this creature into the battle zone, put the top card of your deck into your mana zone.

*  When this creature is destroyed, put it into your mana zone instead of your graveyard.

4 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

4 x Victorious Apache Urara (Mode Change) Victorious Apache Urara (Mode Change) (DMR-04)
  • Collector Number: 32m
  • Rarity: Uncommon
  • Type: Creature
  • Race: Melt Warrior/Dark Lord/Hunter
  • Power: 3000
  • Cost: 6
  • Civilization: Darkness/Fire
  • Artist: SHURIKEN
Card text:

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

*  When you put this creature into the battle zone, or when this creature is destroyed, choose a card in your opponent's hand without looking, and your opponent reveals that card. Put a Hunter psychic creature with cost 8 or less that shares a civilization with the revealed card 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.)

2 x Ãœberdragon Abare Mugen, the Infinite Rage Ãœberdragon Abare Mugen, the Infinite Rage (DMR-01)
  • Collector Number: 7
  • Rarity: Very Rare
  • Type: Evolution Creature
  • Race: Armored Dragon/Hunter
  • Power: 8000
  • Mana Number: 1
  • Cost: 7
  • Civilization: Fire
  • Artist: TUBAKI HALSAME
Card text:

*  Evolution - Put on 1 of your Hunter creatures.

*  This creature can attack untapped psychic creatures.

*  When this creature attacks and wins a battle, untap this creature, then choose 1 of your opponent's shields. Your opponent returns that shield to their hand.

*  Double breaker (This creature breaks 2 shields.)

 
Section: Side Deck (14 cards)
3 x Father Earth Father Earth (DMX-09)
  • Collector Number: 53
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 3
  • Civilization: Nature
  • Artist: kou1
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.)

*  You may choose a creature in your opponent's battle zone and put it into its owner's mana zone. Then choose a non-evolution creature in that player's mana zone and that player puts that creature into the battle zone.

3 x Hustle Castle Hustle Castle (DMX-01)
  • Collector Number: 12
  • 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 Bolshack Hole Hyperspatial Bolshack Hole (DMX-08)
  • Collector Number: 33
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Fire
  • Artist: MATSUMOTO EITO
Card text:

*  Destroy one of your opponent's creatures that has 3000 power or less.

*  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 Fire 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 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.)

3 x Lifeplan Charger (Mode Change) Lifeplan Charger (Mode Change) (DMR-06)
  • Collector Number: 55m
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 4
  • Civilization: Nature
  • Artist: Taro Yamazaki
Card text:

*  Look at the top 5 cards of your deck. Take a creature from those cards, reveal it your opponent, and add it to your hand. Then, put the rest on the bottom of your deck in any order.

*  Charger (After you cast this spell, put it into your mana zone instead of your graveyard.)

1 x Miraculous Meltdown Miraculous Meltdown (DMC-58)
  • Collector Number: 9
  • Rarity: Super Rare
  • Type: Spell
  • Power: 0
  • Cost: 6
  • Civilization: Darkness/Fire
  • Artist: Daisuke Izuka
Card text:

(This spell is put into your mana zone tapped.)
You can cast this spell only if your opponent has more shields than you do.
Your opponent chooses one of his shields for each shield you have. He puts the rest of his shields into his hand. (He can use the "shield trigger" abilities of those shields.)

 
Section: Hyperspatial Zone (8 cards)
1 x Gaial Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory Gaial Kaiser, the Victorious/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.)

2 x Kill, Temporal Brawler/Severance, the Awakened Giant Kill, 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 Prin Prin, the Victorious/Gaial Ore Dragon, the Vainglory Prin Prin, the Victorious/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 Quattro Fang, Soul Gang Leader/Chopping Ruzou, Rude Mincing Gang Leader Quattro 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 Ryusei Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory Ryusei Kaiser, the Victorious/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:

*  Your opponent's cards are put into his 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 (While battling, 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. Your opponent returns those shields to his 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 Ryusei the Forever Kaiser/Gaial Ryusei Dragon, Star Dragon King Ryusei the Forever Kaiser/Gaial Ryusei Dragon, Star Dragon King (DMR-03)
  • 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
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, put a psychic creature with that card's cost or less 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.)

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)

 
Deck Statistics
Distribution by Civilization
Darkness bar 8 %  
Darkness/Fire bar 10 %  
Fire bar 10  21 %  
Fire//Nature bar 4 %  
Light/Water/Darkness/Fire/Nature bar 6 %  
Nature bar 23  48 %  
Nature//Fire/Nature bar 2 %  
 

Distribution by Cost
2 bar 17 %  
2/7 bar 4 %  
20/40 bar 2 %  
3 bar 10 %  
4 bar 10 %  
5 bar 10  21 %  
5/30 bar 2 %  
6 bar 15 %  
6/20 bar 2 %  
6/24 bar 2 %  
6/30 bar 2 %  
7 bar 10 %  
7/30 bar 2 %  
 

Distribution by Power
- bar 17  35 %  
- bar 2 %  
1000 bar 17 %  
1000/5000+ bar 4 %  
2000 bar 10 %  
24000/3500 bar 2 %  
3000 bar 8 %  
4000/26000 bar 2 %  
5000 bar 2 %  
5000/26000 bar 2 %  
6000 bar 4 %  
6000/17000 bar 2 %  
6000/19000 bar 2 %  
6000/26000 bar 2 %  
8000 bar 4 %  
 

Distribution by Race
- bar 18  38 %  
Armored Dragon/Flame Command/Samurai bar 2 %  
Armored Dragon/Hunter bar 8 %  
Beast Folk bar 4 %  
Beast Folk/Hunter bar 4 %  
Beast Folk/Hunter//Beast Command/Hunter bar 2 %  
Dark Monster/Shinobi bar 6 %  
Demon Command/Shinobi bar 2 %  
Flame Monster/Samurai bar 4 %  
Human//Giant bar 4 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 2 %  
Melt Warrior/Dark Lord/Hunter bar 8 %  
Red Command Dragon/Hunter//King Command Dragon/Hunter bar 2 %  
Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter bar 4 %  
Snow Faerie bar 8 %  
 

Distribution by Rarity
Common bar 17  35 %  
Promotional bar 19 %  
Rare bar 13 %  
Super Rare bar 4 %  
Uncommon bar 19 %  
Very Rare bar 4 %  
Victory Rare bar 6 %  
 

Distribution by Type
Creature bar 20  42 %  
Evolution Creature bar 4 %  
Fortress bar 6 %  
Psychic Creature bar 6 %  
Psychic Super Creature bar 10 %  
Spell bar 15  31 %  
 



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