viernes, 14 de agosto de 2009

Ruling de "Ancient Prophecy" -2ª Parte-

Aquí os publico la segunda parte de las reglas de "Ancient Prophecy" que están las cartas mágicas y las trampas mas las 10 exclusivas que salen en América y Europa(recordad que la letra cursiva es la "FAQ" de la carta).

Release Restraint Wave
ANPR-EN045
Select 1 face-up Equip Spell Card you control. Destroy it and all Set Spell and Trap Cards your opponent controls.

This effect targets 1 face-up Equip Spell Card you control.
All cards destroyed by “Release Restraint Wave” are destroyed at the same time.

You may target an Equip Spell you control that cannot be destroyed such as “Fusion Sword Murasame Blade” or an Equip Spell Card with a counter from “Magic Reflector.” If you do, the Equip Spell Card is not destroyed but Set Spell or Trap
Cards your opponent controls are destroyed.
If the Equip Spell Card targeted by this effect is not on the field when the effect resolves, your opponent’s Set Spell and Trap Cards will not be destroyed.
You cannot activate this card if your opponent does not have any Set Spell or Trap Cards.

Silver Wing
ANPR-EN046
Equip only to a Level 8 or higher Dragon-Type Synchro Monster. Up to twice per turn, if it would be destroyed by battle, it is not destroyed. If it would be destroyed by a card effect, you can destroy this card instead.

If a monster equipped with “Silver Wing” is equipped with “Blast Sphere” and would be destroyed during the Standby Phase, both “Blast Sphere” and “Silver Wing” are destroyed but the monster is not and no damage is inflicted.
If “Silver Wing” and the monster it is equipped to would be destroyed by a card effect simultaneously, you cannot use the effect of “Silver Wing.”
Multiple copies of “Silver Wing” are not accumulative. Equipping two copies of “Silver Wing” to a single monster protects the monster from being destroyed by battle twice per turn, not four times.

Advance Draw
ANPR-EN047
Tribute 1 face-up Level 8 or higher monster you control. Draw 2 cards.

Tributing 1 face-up Level 8 or higher monster is a cost.

Ancient Forest
ANPR-EN048
When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's Battle Phase.

The effect to change Defense Position monsters to face-up Attack Position happens when “Ancient Forest” resolves.
If “Mystical Space Typhoon” is Chained to the activation of “Ancient Forest,” the Defense Position monsters are not changed to Attack Position because “Ancient Forest” is no longer face-up on the field.
If a player controls both “Ancient Forest” and a Gladiator Beast monster that has attacked, at the end of the Battle Phase he can choose which effect to activate and resolve first.
If “Sasuke Samurai” attacks a face-down monster and destroys it with its effect, it will still be destroyed at the end of the Battle Phase.
If a monster’s attack is negated by “Magic Cylinder” it will not be destroyed at the end of the Battle Phase.
If a monster attacks and is removed from the field or ceases to be a monster before the end of the Battle Phase, it will not be destroyed.
If a monster attacks while “Ancient Forest” is being negated, but before the end of the Battle Phase the effect negating “Ancient Forest” disappears, the monster that attacked will be destroyed.
If a monster attacks and is flipped face-down by “Book of Moon” it will still be destroyed.
The effect of “Ancient Forest” will only destroy a monster during the turn it attacked.
The effect to destroy monsters starts a Chain.
If you activate “Ancient Forest” with the effect of “Demise of the Land” it will not change Defense Position monsters to face-up Attack Position.
“Ancient Forest” will not change a monster to face-up Attack Position if it was not on the field in Defense Position when “Ancient Forest” was activated.


Emergency Assistance
ANPR-EN049
Activate during your Main Phase 2, to Special Summon 1 Level 4 monster from your Graveyard that was destroyed by a card effect and sent to the Graveyard this turn.

This effect targets 1 monster.
A monster that was destroyed while being treated as a Spell Card can be Summoned by this effect.
You can only Special Summon a monster if it is Level 4 while in the Graveyard.
You can Special Summon monsters that were destroyed while they were in your hand or Deck.


Spirit Burner
ANPR-EN050
Once per turn, you can change the battle position of the equipped monster to Defense Position. When the equipped monster is returned from the field to the hand and this card is sent to the Graveyard, inflict 600 damage to your opponent.
If this card is in the Graveyard, you can add it to your hand instead of conducting a normal draw during your Draw Phase.

Each effect of this card starts a Chain.

Future Visions
ANPR-EN051
When a monster is Normal Summoned, remove from play that monster. During the next Standby Phase of the controller who Summoned that monster, return it to the field in face-up Attack Position.

This effect targets the Normal Summoned monster.
If you Normal Summon “Necroface” while “Future Visions” is face-up and activate the effect of “Necroface” as Chain Link 1, “Necroface” will return itself to the Deck. After the Chain has resolved, the effect of “Necroface” to remove cards from the Deck will activate since “Necroface” had been removed from play by “Future Visions.”
The controller of each monster removed by “Future Visions” decides which Monster Card Zone it will be placed in when it returns.
The controller of the monster(s) removed by “Future Visions” decides when during their Standby Phase they will activate the effect to return the monster(s) to the field.
If more than one monster is removed by the effect of “Future Visions” they are all returned to the field at the same time.
If 2 of your monsters are removed from play by “Future Visions” but during the Standby Phase you have only 1 open Monster Card Zone, you choose 1 monster to return to the field and send the other monster to the Graveyard.
If you have “Future Visions” face-up on the field and it removes one of your monsters from play, if your opponent activates his own “Future Visions” your monster will remain removed from play. (“Future Visions” #1 is not “Future Visions” #2.)
If “Book of Moon” is Chained to the effect of “Future Visions” the monster will still be removed from play.
Both effects of “Future Visions” start a Chain
.


Core Compression
ANPR-EN052
Reveal 1 "Iron Core of Koa'ki Meiru" in your hand and discard 1 "Koa'ki Meiru" monster to activate this card. Draw 2 cards.

Revealing “Iron Core of Koa’ki Meiru” and discarding 1 “Koa’ki Meiru” monster are both costs.
If your hand is being revealed by the effect of “Respect Play” or “Ceremonial Bell” you cannot activate this card
.

Core Blaster
ANPR-EN053
Equip only to a "Koa'ki Meiru" monster. If it battles a LIGHT or DARK monster, destroy that monster without applying damage calculation. When the equipped monster is removed from the field and this card is sent to the Graveyard, you can return this card to your hand.

Both effects of this card start a Chain.
If the equipped monster is removed from the field in the middle of a resolving Chain, you will miss the timing to activate the effect to return this card to your hand.


Solidarity
ANPR-EN054
If you have only 1 original (printed) Type of monster in your Graveyard, face-up monsters you control with the same Type
gain 800 ATK.

If non-Zombie-Type monsters in the Graveyard are being treated as Zombie-Type due to “Zombie World” the ATK boost will not apply.
If you only have Warrior-Type monsters in your Graveyard and non-Warrior-Type monsters on the field are being treated as Warrior-Type by “DNA Surgery,” the ATK boost will apply to the monsters on the field.

Hydro Pressure Cannon
ANPR-EN055
Equip only to a Level 3 or lower WATER monster. If it destroys an opponent's monster by battle, send 1 random card in your opponent's hand to the Graveyard.

If this card is equipped to a monster that is unaffected by Spell Cards, this card’s effect will still be applied.
The effect to send 1 random card in your opponent’s hand to the Graveyard starts a Chain
.


Water Hazard
ANPR-EN056
Once per turn, if you control no monsters, you can Special Summon 1 Level 4 or lower WATER monster from your hand.

The effect to Special Summon a monster starts a Chain.
If the effect of “Water Hazard” activates, and an effect is Chained that gives you to control of a monster, the effect of “Water Hazard” will not be appli
ed.

Brain Research Lab
ANPR-EN057
Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.

None of the effects of “Brain Research Lab” start a Chain.
If a monster’s Type is changed to Psychic by “DNA Surgery” you can activate its effects that require a Life Point payment by placing 1 Psychic Counter on this card.
If the effects of “Brain Research Lab” are negated while it’s face-up on the field, any Psychic Counters on it are removed.
You cannot place a Psychic Counter on this card to activate an effect that you would not have enough Life Points to activate otherwise.
You cannot place a Psychic Counter on this card to activate the effect of a card like “Psychic Commander.”
You cannot place a Psychic Counter to use the effect of “Telekinetic Shocker” or other such effects that are not an effect activation that start a Chain.
If “Brain Research Lab” is returned to your hand or Deck, you will still take damage for each Psychic Counter.
You can only use the effect of “Brain Research Lab” to Normal Summon 1 Psychic-Type monster once per turn, even if you play a second copy of “Brain Research Lab.”
If you activate “Double Summon” or the effect of “Ultimate Offering” you can still activate the effect of “Brain Research Lab” to Normal Summon a Psychic-Type monster. Each effect is separate from the rest.
You must still Tribute for Level 5 or higher Psychic-Type monsters when you use the effect of “Brain Research Lab.”


Saber Slash
ANPR-EN058
Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control.

“Saber Slash” does not target.
The number of face-up “X-Saber” monsters you control is counted when “Saber Slash” resolves.
If the only face-up cards on the field when “Saber Slash” resolves are your own face-up Attack Position “X-Saber” monsters, you must destroy them.
“Saber Slash” cannot destroy itself.


Sword of Sparkles
ANPR-EN059
Equip only to an "X-Saber" monster. If it destroys an opponent's monster by battle, you can destroy 1 card your opponent controls. You can Tribute 1 monster you control to return this card from your Graveyard to the top of your Deck.

Tributing 1 monster is a cost to activate the effect to return “Sword of Sparkles” to your Deck.
If “Sword of Sparkles” is equipped to a monster that is unaffected by Spells, the effect to destroy 1 card your opponent controls still applies.
Both effects of this card start a Chain.


Rekindling
ANPR-EN060
Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect.

You can activate “Rekindling” even if “Imperial Iron Wall” is in play. In this case, any monsters that would be removed from play during the End Phase remain on the field.
If a monster Special Summoned by “Rekindling” is flipped face-down by “Book of Moon” it is not removed from play during the End Phase.

Ancient Leaf
ANPR-EN061
If you have 9000 or more Life Points, you can pay 2000 Life Points to draw 2 cards.

Paying 2000 Life Points is a cost.

Skill Successor
ANPR-EN063
Select 1 face-up monster you control. It gains 400 ATK until the End Phase. You can remove from play this card in the Graveyard to give 1 face-up monster you control 800 ATK until the End Phase. This effect cannot be activated the turn this card is sent to the Graveyard, and can only be activated during your turn.

Both effects of this card target.
You can activate “Skill Successor” during the Damage Step before damage calculation.
Removing “Skill Successor” from play is a cost to activate its second effect.
The second effect of “Skill Successor” is Spell Speed 2.
You can activate the second effect of “Skill Successor” during the Damage Step before damage calculation.


Reinforce Truth
ANPR-EN064
Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card.

You can activate “Reinforce Truth” during your opponent’s turn.
If the activation of “Reinforce Truth” is negated by “Seven Tools of the Bandit” or “Solemn Judgment” you can still conduct your Battle Phase. If the effect of “Reinforce Truth” is negated by “Royal Decree” you cannot conduct your Battle Phase.


Pixie Ring
ANPR-EN065
If you control 2 or more Attack Position monsters, your opponent cannot select your monster(s) with the lowest ATK as an attack target.

Even if your monster with the lowest ATK is in Defense Position while “Pixie Ring” is active, it cannot be selected as an attack target.
If all monsters you control have the same ATK while “Pixie Ring” is active, your opponent cannot declare an attack (except with monsters that can attack directly such as Earthbound Immortals, “Jinzo #7” etc.)

Fairy Wind
ANPR-EN066
Destroy all other face-up Spell and Trap Cards on the field. Both players take damage equal to the total number of cards destroyed by this effect x 300.

Fairy Wind does not destroy itself.
Both parts of the effect are performed at the same time.
You can still activate “Fairy Wind” even if the only face-up Spell and Trap Cards on the field cannot be destroyed.
You cannot activate “Fairy Wind” unless there is at least 1 other Spell and Trap Card on the field.
Both players still take damage for each destroyed card even if some of the face-up Spell and Trap Cards are not destroyed.
Both players take damage for all the cards destroyed, not just the ones they control.
If “Heavy Storm” or “Giant Trunade” is activated, you cannot activate “Fairy Wind” unless there is another face-up Spell or Trap Card other than “Heavy Storm” or “Giant Trunade.”

Imperial Custom
ANPR-EN067
Face-up Continuous Trap Cards cannot be destroyed, except "Imperial Custom.” You can only control 1 "Imperial Custom.”

If “Shadow Spell” targets “Obsidian Dragon” while “Imperial Custom” is face-up on the field, “Shadow Spell” will not be destroyed, but its effects will be negated. If “Imperial Custom” is later removed from the field, “Shadow Spell” will be destroyed by the effect of “Obsidian Dragon.”
If “Depth Amulet” would be destroyed by its own effect while “Imperial Custom” is face-up on the field, it will not be destroyed and you can continue to use its effect.
If you do not pay the maintenance cost for “Mirror Wall” or “Imperial Order” while “Imperial Custom” is face-up on the field, those cards will still be destroyed.
If you control “Sealmaster Meisei” and “Talisman of Spell Sealing” while “Imperial Custom” is face-up on the field and “Sealmaster Meisei” is removed from the field, “Talisman of Spell Sealing” will not be destroyed and will remain active.
If “Overdoom Line” would be destroyed in the 2nd End Phase after its activation while “Imperial Custom” is face-up on the field, “Overdoom Line” will not be destroyed and its effects will remain active.
If “Embodiment of Apophis” is being treated as a monster while “Imperial Custom” is active, it cannot be destroyed by effects or battle.
If your opponent forces you to activate a 2nd “Imperial Custom” with “Bait Doll” while you already have 1 “Imperial Custom” face-up, the activation timing is incorrect and the Set “Imperial Custom” is destroyed.

Discord
ANPR-EN068
Neither player can Synchro Summon. Send this card to the Graveyard during your 3rd End Phase after activation.

Sending this card to the Graveyard during your 3rd End Phase after activation does not start a Chain.
You can activate the effect of “Blackwing – Vayu the Emblem of Honor” while “Discord” is active to Special Summon a Synchro Monster because it is not a Synchro Summon.
You cannot activate “Urgent Tuning” while “Discord” is active because it lets you perform a Synchro Summon. If “Discord” is Chained to the activation of “Urgent Tuning” the effect of “Urgent Tuning” is not applied and no monsters are sent to the Graveyard.

Slip of Fortune
ANPR-EN069
Activate only when your opponent's monster declares an attack targeting a monster. Negate the attack and remove from play the attack target monster until the next Standby Phase.

If the monster being attacked is removed from the field by an effect Chained to “Slip of Fortune” the attack will still be negated.
If the monster being attacked is in face-down Defense Position, “Slip of Fortune” will remove it from play face-down and return it to play in face-down Defense Position.
Returning the removed monster to play is not a Special Summon.
“Slip of Fortune” targets 2 monsters: the attacking monster and the attack target monster.


Depth Amulet
ANPR-EN070
When your opponent's monster declares an attack, you can discard 1 card to negate the attack. Destroy this card during your opponent's 3rd End Phase after activation.

Discarding a card and negating the attack are considered to happen simultaneously.
Discarding 1 card is not a cost. It is part of the resolution of the effect.
If your opponent’s 3rd End Phase after the activation of “Depth Amulet” is skipped for whatever reason, “Depth Amulet” will remain face-up on the field.
You can only activate the effect of “Depth Amulet” once for each attack that is declared.
You can flip “Depth Amulet” at any time. You can only activate its effect when your opponent’s monster declares an attack. You can flip “Depth Amulet” and activate its effect in the same Chain Link.
“Depth Amulet” targets the attacking monster.


Damage Translation
ANPR-EN071
Halve all effect damage you take this turn. During the End Phase this turn, Special Summon 1 "Ghost Token" (Fiend- Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position for each time you took effect damage this turn.

If you would take damage during the End Phase after you’ve Special Summoned the “Ghost Tokens” the damage is still halved but you will not be able to Summon any more “Ghost Tokens.”
If the effect of “Damage Translation” is being applied and you switch damage you would have taken to your opponent with “Barrel Behind the Door” the damage is halved. (Example: I activate “Damage Translation.” Later in the turn, you activate “Ookazi” and I Chain with “Barrel Behind the Door.” You will only take 400 damage.)
If you take damage more times than the number of open Monster Card Zones you have, you cannot Special Summon any “Ghost Tokens.”
The effect that Special Summons the “Ghost Tokens” starts a Chain.
Even if you activate 2 copies of “Damage Translation” in the same turn, the damage will only be halved.


Battle Teleportation
ANPR-EN072
Activate if you control only 1 face-up Psychic-Type monster, and select that monster. It can attack your opponent directly this turn. At the end of the Battle Phase, give control of that monster to your opponent.

This effect targets your face-up Psychic-Type monster.
You can activate “Battle Teleportation” even if your opponent has no open Monster Card Zones. If you do, the Psychic-Type monster is unable to move to your opponent’s side of the field and is destroyed.
You cannot activate “Battle Teleportation” if you cannot enter your Battle Phase.
You can activate “Battle Teleportation” if your opponent has “Swords of Revealing Light” face-up on the field because “Swords of Revealing Light” only prevents you from declaring an attack.
This card can target a monster that has already attacked.
You can activate “Battle Teleportation” any time between your Draw Phase and the end of the Battle Phase.


Core Reinforcement
ANPR-EN073
Select and Special Summon 1 "Koa'ki Meiru" monster from your Graveyard in Attack Position. When that monster is destroyed during your End Phase, the controller of this card takes damage equal to that monster's ATK. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.

This card targets 1 “Koa’ki Meiru” monster in your Graveyard.
The effect of “Core Reinforcement” that deals damage to its controller starts a Chain.
If your face-up “Core Reinforcement” is destroyed during the End Phase by “Mystical Space Typhoon,” you will not take damage equal to the Summoned monster’s ATK.
If “Imperial Custom” is face-up on the field and the monster Summoned by “Core Reinforcement” is destroyed, “Core Reinforcement” will remain face-up on the field but the controller will still take damage.
If “Core Reinforcement” and the monster it has Summoned are destroyed at the same time, such as by “Icarus Attack,” the effect to inflict damage will still be applied.


Iron Core Luster
ANPR-EN074
Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Negate the activation of your opponent's Spell or Trap Card, and destroy it.

Revealing “Iron Core of Koa’ki Meiru” is a cost.
If your hand is being revealed by “Ceremonial Bell” or “Respect Play” you cannot activate “Iron Core Luster.”


Battle of the Elements
ANPR-EN075
Activate only while all monsters on the field are face-up. Both players send monsters they control to the Graveyard so that they each control only 1 Attribute.

“Battle of the Elements” can only be activated if there is at least 1 face-up monster on both sides of the field.

Aegis of the Ocean Dragon Lord
ANPR-EN076
Until the End Phase of this turn, face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects.

You can still activate this card even if you control no face-up Level 3 or lower WATER monsters at the time.
This effect is applied until you choose to end it during the End Phase.
This effect applies to all Level 3 or lower WATER monsters you control, even ones that you Summon after this card’s resolution.


Psychic Soul
ANPR-EN077
Tribute 1 Psychic-Type monster you control. Gain Life Points equal to the Level of the Tributed monster x 300.

Tributing 1 Psychic-Type monster is a cost.
You can Tribute a face-down Psychic Type monster.

At One With the Sword
ANPR-EN079
Activate while the only monster you control is 1 face-up "X-Saber" monster. Equip this card to that monster. It gains 800 ATK. If it destroys your opponent's monster by battle, draw 1 card.

This effect targets the 1 face-up “X-Saber” monster.
The effect to draw 1 card starts a Chain.
You can use “Tailor of the Fickle” to equip “At One With the Sword” to a different face-up monster.

Arcana Knight Joker
ANPR-EN090
"Queen's Knight" + "Jack's Knight" + "King's Knight"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. Once per turn, if this card is targeted by a Spell Card, Trap Card, or Effect Monster's effect, you can negate that effect by discarding the same kind of card (Spell, Trap, or Monster Card).

This effect is a Quick Effect that must be Chained directly to the card or effect that is targeting “Arcana Knight Joker”
This effect does not target.
Discarding a card is a cost to activate the effect.
You cannot discard a card to negate the effects of “Premature Burial” or “Call of the Haunted” that destroy “Arcana Knight Joker” when they are destroyed.
You can activate this effect during the Damage Step.


Armityle the Chaos Phantom
ANPR-EN091
"Uria, Lord of Searing Flames" + "Hamon, Lord of Striking Thunder" + "Raviel, Lord of Phantasms"


This card can only be Special Summoned from your Extra Deck by removing from play the above cards you control. (You do not use "Polymerization.”) This card cannot be destroyed by battle. This card gains 10,000 ATK during your turn only.

The effect to gain 10000 ATK does not start a Chain.
If 3 copies of “Phantom of Chaos” each copy the name of one of the Fusion Material Monsters, you can remove all 3 from play to Summon “Armityle the Chaos Phantom.”


White Night Dragon
ANPR-EN092
Negate the activation of any Spell or Trap Card that targets this card, and destroy that card. When a face-up monster you control is selected as an attack target, you can send 1 Spell or Trap Card you control to the Graveyard to change the target to this card.

You can activate the effect to negate Spell and Trap Cards more than once in a Chain.
The effect to negate the activation of Spell and Trap Cards is a Quick Effect.
The effect to change attack targets is a Trigger Effect.
Sending a Spell or Trap Card to the Graveyard is a cost.
The effect to change the attack target does not target.
If you control your opponent’s monster with “Snatch Steal” while you have “White Night Dragon” in play and your opponent attacks the equipped monster, if you send “Snatch Steal” to the Graveyard to change the attack target no replay occurs. If the effect of “White Night Dragon” is negated by “Skill Drain” a replay does occur.


Card Blocker
ANPR-EN093
When this card is Summoned, it is changed to Defense Position. When a face-up monster you control is selected as an attack target, you can change the target to this card. When this card is selected as an attack target, you can send up to 3 cards from the top of your Deck to the Graveyard, to give this card 500 DEF for each of those cards, until the End Phase.

The effect to increase the DEF of “Card Blocker” can be activated when the attack target is changed by “Card Blocker’s” own effect.
The effect to change the attack target does not target.
If you have multiple copies of “Card Blocker” on the field, you can only activate 1 of their effects to change the attack target when your opponent’s monster attacks.
Sending up to 3 cards to the Graveyard is a cost.


Gaia Plate the Earth Giant
ANPR-EN094
You can Special Summon this card by removing from play any 2 Rock-Type monsters in your Graveyard. During your Standby Phase, remove from play 1 Rock-Type monster in your Graveyard, or send this card to the Graveyard. Halve the ATK and DEF of any monster that battles with this card.

You can Normal Summon this monster.
Removing 1 Rock-Type monster from play is a cost. If you choose not to pay the cost, this monster is sent to the Graveyard.
The effect to halve the ATK and DEF of any monster that battles with this card is applied only during damage calculation.


Sauropod Brachion
ANPR-EN095
You cannot Special Summon this card from your Deck. You can Tribute Summon this card by Tributing 1 Dinosaur-Type monster. Once per turn, you can change this card to face-down Defense Position. When this card is Flip Summoned, change all other monsters to face-down Defense Position. If your opponent attacks this card, any Battle Damage they take is doubled.

“You cannot Special Summon this card” and “You can Tribute Summon this card by Tributing 1 Dinosaur-Type monster” are not effects.
You can Tribute a face-down Dinosaur-Type monster to Tribute Summon this card.


Gaap the Divine Soldier
ANPR-EN096
All monsters are changed to face-up Attack Position, and their battle positions cannot be changed. (Flip Effects are not activated at this time.) Once per turn, you can reveal any number of Fiend-Type monsters in your hand to give this card 300 ATK for each revealed card, until the End Phase.

Revealing Fiend-Type monsters from your hand is a cost.
You can choose how many Fiend-Type monsters you reveal.
You can Set a monster while “Gaap the Divine Soldier” is on the field, but it is immediately changed to face-up Attack Position.
You can activate “The Shallow Grave” while “Gaap the Divine Soldier” is on the field, but the monsters that are Special Summoned will be immediately changed to Attack Position.


Beast Machine King Barbaros Ür
ANPR-EN097
You can Special Summon this card from your hand by removing from play 1 Machine-Type monster and 1 Beast-Warrior-Type monster in your hand, field, and/or Graveyard. When this card battles, any Battle Damage to your opponent becomes 0.

You can Normal Summon this card.
If you equip “Fairy Meteor Crush” to your “Beast Machine King Barbaros Ür” and attack a Defense Position monster with lower DEF than this card’s ATK, your opponent will not take Battle Damage.

Kasha
ANPR-EN098
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while you control 2 or more face-up Zombie-Type monsters. When this card is Special Summoned, return all other monsters on the field to the Deck, and this card's ATK is equal to the number of Zombie-Type monster returned this way x 1000.

This card’s effect is a Trigger Effect. Setting the ATK equal to the number of Zombie-Type monsters x 1000 is part of the resolution of the Trigger effect.
If you return face-down Zombie-Type monsters to the Deck they are not counted towards the ATK of “Kasha.”
If you return Zombie-Type Fusion Monsters or Synchro Monsters to the Extra Deck, they count towards the ATK of “Kasha.”
If non-Zombie-Type monsters that are treated as Zombies by “Zombie World” are returned to the Deck by “Kasha” they do not count towards its ATK.
If “Skill Drain” is activated, the ATK of “Kasha” becomes 0 and stays at 0 even if “Skill Drain” is later removed from the field.

Elemental Hero Gaia
ANPR-EN099
1 "Elemental Hero" monster + 1 EARTH Monster
This monster cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned, select 1 face-up monster your opponent controls. Until the end of this turn, that monster's ATK is halved and this card gains the same amount of ATK.

This effect targets 1 face-up monster your opponent controls.
If either “Elemental Hero Gaia” or the targeted monster is not on the field when this effect resolves, the effect is not applied.

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