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 Trading Card Game Tips from fans

 

 

From: Will Yeomans
Subject: The 10th Structure Deck Spoiler, by Nagash

 

The entire of the 10th Structure deck has been announced, and as always, I've got it ready for you to see. So here it is:
It goes Number/bullet point   Name   ATK/DEF   Type   Attribute   {Level},   Effect (if any)

SD10 – Rebellion of the Machines

  1. Ancient Gear Gadgel Dragon 3000/2000 Machine Earth {8}, if this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When you tribute summon this card, and if a tribute is one of the following cards this card gains the following effect: * Green Gadget: During a battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. * Red Gadget: If this card battles with a monster, inflict 400 points of damage to your opponent's Life Points. * Yellow Gadget: When this card destroys your opponent's monster as a result of battle and sends it to the Graveyard, inflict 600 points of damage to your opponent's Life Points.

  1. Ancient Gear Gadgel Chimera 2300/1300 Machine Earth {6}, when you tribute summon this card, and if a tribute is one of the following cards this card gains the following effect: * Green Gadget: Increase this card's attack by 300. * Red Gadget: When this card successfully direct attacks your opponent, do 300 damages to opponent. * Yellow Gadget: When this card destroys an opponent's monster as result of battle, do 700 damage to your opponent.

  1. Ancient Engineer 1500/1500 Machine Earth {5}, negate the effect of a Trap Card that targets this card and destroy it. When this card destroys a monster as a result of battle and sends it to the Graveyard, destroy 1 Spell or Trap Card on the field. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

  1. Startup Soldier Dead Revolver 0/2000 Machine Earth {4}, when there are Gadget monster in it's name on the field, this monster gains 2000 ATK.

  1. Mechanical Chaser 1850/800 Machine Dark {4}

  1. Green Gadget 1400/600 Machine Earth {4}, when this card is Normal Summoned or Special Summoned, find a Red Gadget in your deck and add to your hand.

  1. Red Gadget 1300/1500 Machine Earth {4}, when this card is Normal Summoned or Special Summoned, find a Yellow Gadget in your deck and add to your hand.

  1. Yellow Gadget 1200/1200 Machine Earth {4}, when this card is Normal Summoned or Special Summoned, find a Green Gadget in your deck and add to your hand.

  1. Cannon Soldier 1400/1300 Machine Dark {4}, offer 1 monster on your side of the field as a Tribute to inflict 500 points of Direct Damage to your opponent's Life Points. Monsters used for a Tribute Summon or that are offered as Tributes due to other cards' effects are excluded.

  1. Gear Golem the Moving Fortress 800/2200 Machine Earth {4}, pay 800 Life Points. This card can attack your opponent's Life Points directly this turn.

  1. Heavy Mech Support Platform 500/500 Machine Dark {3}, once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 500 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, this card is destroyed instead.)

  1. Heavy Mech Support Platform 500/500 Machine Dark {3}, once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 500 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, this card is destroyed instead.)

  1. Ancient Gear Golem 3000/3000 Machine Earth {8}, this card cannot be Special Summoned. When this card attacks with an ATK that is higher than the DEF of a Defence Position monster, inflict the difference as Battle Damage to your opponent's Life Points. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

  1. Ancient Gear Beast 2000/2000 Machine Earth {6}, this card cannot be Special Summoned. The effects of your opponent's Effect Monster that this monster destroys as a result of battle are negated. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

  1. Ancient Gear Soldier 1300/1300 Machine Earth {4}, if this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

  1. Ancient Gear 100/800 Machine Earth {1}, while an Ancient Gear is face-up on your side of the field, you can Special Summon this card from your hand in Attack Position.

  1. Ancient Gear 100/800 Machine Earth {1}, while an Ancient Gear is face-up on your side of the field, you can Special Summon this card from your hand in Attack Position.

  1. Ancient Gear Cannon 500/500 Machine Earth {2}, by Tributing this card, inflict 500 points of damage to your opponent's Life Points, and then neither player can activate Trap Cards during the Battle Phase of this turn.

  1. Magic Card, Ancient Gear Garage, return 1 Ancient Gear monster from your Graveyard to your hand.

  1. Equip Magic Card, Ancient Gear Tank, this card can only be equipped to an Ancient Gear monster. The equipped monster gains 600 ATK. When this card is destroyed and sent to the Graveyard, inflict 600 damage to your opponent.

  1. Magic Card, Ancient Gear Bomb, select 1 Ancient Gear monster on your side of the field to activate. Destroy the selected monster and inflict damage to your opponent equal to half the original ATK of the selected monster.

  1. Equip Magic Card, Ancient Gear Hand, this card can only be equipped to an Ancient Gear monster. A monster that battles with the equipped monster is destroyed at the end of the Damage Step.

  1. Magic Card, Ancient Gear Factory, select 1 monster in your hand that includes Ancient Gear in its card name (show the monster to your opponent). Remove from play cards in your Graveyard that include Ancient Gear in their card name(s) whose total Levels are equal to double the selected card's. You don't have to Tribute when you Normal Summon the selected card this turn.

  1. Magic Card, Ancient Gear Drill, you can only activate this card by discarding 1 card from your hand while a monster that includes Ancient Gear in its card name is face-up on your side of the field. Select 1 Spell Card from your Deck and Set it on your side of the field. You cannot use that Spell Card this turn.

  1. Continuous Magic Card, Ancient Gear Castle, increase the ATK of each face-up monster on the field that includes Ancient Gear in its card name by 300 points. Each time a monster(s) is Normal Summoned or Set, put 1 counter on this card. If you Tribute Summon a monster that includes Ancient Gear in its card name, you can substitute this card for a Tribute(s), if the number of counters is equal to or greater than the number of required Tribute(s).

  1. Quick-Play Magic Card, Mystical Space Typhoon, destroy 1 Spell or Trap Card on the field.

  1. Quick-Play Magic Card, Limiter Removal, double the ATK of all face-up Machine-Type monsters that are on your side of the field when you activate this card. During the End Phase, destroy all Monster Cards that were affected by this effect.

  1. Magic Card, Heavy Storm, destroy all Spell and Trap Cards on the field.

  1. Quick-Play Magic Card, Enemy Controller, select and activate 1 of the following effects: * Change the battle position of 1 face-up monster on your opponent's side of the field. * Tribute 1 monster on your side of the field. Select 1 face-up monster on your opponent's side of the field. Take control of the selected card until the End Phase of the turn this card is activated.

  1. Continuous Magic Card, Weapon Change, you can pay 700 Life Points only once per turn during your Standby Phase to activate this card's effect. Switch the ATK and DEF of 1 Warrior-Type or Machine-Type monster on your side of the field until the end of your opponent's next End Phase. When this card is destroyed, the effect is negated.

  1. Magic Card, Machine Duplication, select 1 Machine-Type monster with an ATK of 500 or less on your side of the field and activate this card. You can Special Summon up to 2 cards with the same name from your Deck.

  1. Magic Card, Pot of Avarice, select 5 Monster Cards from your Graveyard, then add them to your Deck and shuffle it. After that, draw 2 cards from your Deck.

  1. Trap Card, Mobile Fortress – Strong Hold, after this card is activated, it becomes a monster card (0/2000 Machine Earth {4}) and summoned in Defence Position. While Yellow Gadget, Green Gadget and Red Gadget are all face-up on your side of the field, this card's ATK becomes 3000. (This card is still treated as a Trap Card.)

  1. Continuous Trap Card, Ultimate Offering, by paying 500 Life Points, Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase.

  1. Trap Card, Sakuretsu Armour, you can only activate this card when your opponent declares an attack. Destroy the attacking monster.

  1. Trap Card, Sakuretsu Armour, you can only activate this card when your opponent declares an attack. Destroy the attacking monster.

  1. Trap Card, Micro Ray, the DEF of 1 face-up monster on the field becomes 0 until the end of the End Phase.

  1. Continuous Trap Card, Rare Metalmorph, increase the ATK of 1 Machine-Type monster on the field by 500 points. Only once, negate the effect of a Spell Card that designates the monster. When the selected monster is removed from the field, destroy this card.

  1. Trap Card, Covering Fire, if your opponent's monster attacks a monster on your side of the field, you can activate this card during the Damage Step. Increase the ATK of your attacked monster by the ATK of 1 other face-up monster on your side of the field during the Damage Step.

  1. Trap Card, Roll Out!, select 1 Union Monster in your Graveyard and equip it to an appropriate monster on your side of the field.

This spoiler was brought to you by Nagash, who lives at nagash4king@yahoo.co.uk

 


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