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 Trading Card Game Tips from fans

 

February 2006

 

2 Structure Deck spoilers, by Nagash

 

Well, I've got the info on two structure decks today - I've know about them for a while (just been too lazy to do anything). Anyway, here's the spoilers, done in the usual fashion of
Name - ATK/DEF - Type - Attribute - {Level}, - Effect (if any)

SD11 – Wave of Flashing Light

  1. Sky Hero – Neo Parshath 2300/2000 Fairy Light {7}, this card can be Special Summoned by Tributing 1 Airknight Parshath on your side of the field. When this card battles with a monster in Defence position with DEF lower than this card's ATK, inflict the difference as Battle Damage to the opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck. While The Sanctuary in the Sky is on the field, and your Life Points are higher than your opponent's Life Points, this card gains ATK and DEF equal to the difference between your and your opponent's Life Points.

  1. Sky Saint Meltius 1600/1200 Fairy Light {4}, while this card is face-up on your side of the field, gain 1000 Life Points each time a Counter Trap is activated. Also, if The Sanctuary in the Sky is on the field, destroy 1 card on your opponent's side of the field.

  1. Wisdom Angel Harvest 1800/1000 Fairy Light {4}, when this card is sent to the Graveyard as a result of battle, you can add 1 Counter Trap from your Graveyard to your hand.

  1. Guide of Victory Freya 100/100 Fairy Light {1}, when there is a face-up Fairy-type monster except Guide of Victory Freya on your side of the field, this card cannot be selected as an attack target. While this card is face-up on your side of the field, face-up Fairy-type monsters on your side of the field gain 400 ATK and DEF.

  1. Calling Nova 1400/800 Fairy Light {4}, when this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 Light Fairy-type monster with an ATK of 1500 or less to your side of the field from your Deck. If there is The Sanctuary in the Sky on the field, you can Special Summon 1 Airknight Parshath instead.

  1. Holy Jeral 1000/2000 Fairy Light {4}, if there is The Sanctuary in the Sky on the field when this card is destroyed and sent to the Graveyard expect as a result of battle, gain 1000 Life Points.

  1. Geruen Duo 1700/0 Light Fairy {4}, this card cannot be destroyed as a result of battle. When damage is dealt to this card's controller, destroy this face-up card on the field. If you Tribute Summon a Light Fairy-type monster, you can treat this 1 monster as 2 Tribute monsters for the Tribute Summon.

  1. Dunames Dark Witch 1800/1050 Fairy Light {4}

  1. Shining Angel 1400/800 Fairy Light {4}, when this card is sent to the Graveyard as a result of battle, you may select 1 Light monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.

  1. Shining Angel 1400/800 Fairy Light {4}, when this card is sent to the Graveyard as a result of battle, you may select 1 Light monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.

  1. Soul of Purity and Light 2000/1800 Fairy Light {6}, this cards can only be Special Summoned by removing 2 Light monsters in your Graveyard from play. As long as this card remains face-up on the field, decrease the ATK of all monsters on your opponent's side of the field by 300 points during his/her Battle Phase.

  1. Airknight Parshath 1900/1400 Fairy Light {5}, when this card battles with a monster in Defence position with DEF lower than this card's ATK, inflict the difference as Battle Damage to the opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck. While The Sanctuary in the Sky is on the field, and your Life Points are higher than your opponent's Life Points, this card gains ATK and DEF equal to the difference between your and your opponent's Life Points.

  1. Airknight Parshath 1900/1400 Fairy Light {5}, when this card battles with a monster in Defence position with DEF lower than this card's ATK, inflict the difference as Battle Damage to the opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck. While The Sanctuary in the Sky is on the field, and your Life Points are higher than your opponent's Life Points, this card gains ATK and DEF equal to the difference between your and your opponent's Life Points.

  1. Guardian Angel Joan 2800/2000 Fairy Light {7}, when this card destroys a monster and sends it to the Graveyard as a result of battle, increase your Life Points by an amount equal to the original ATK of the destroyed monster.

  1. Agent of Force – Mars 0/0 Fairy Light {3}, this card is unaffected by any Spell Cards. If there is The Sanctuary in the Sky on your side of the field, and your Life Points are higher than your opponent’s Life Points, increase the ATK and DEF of this card by the difference between your and your opponent’s Life Points.

  1. Absorbing Kid from the Sky 1300/1000 Fairy Light {4}, when this card destroys a monster and sends it to the Graveyard as a result of battle, increase your Life Points by the Level of the destroyed monster x 300 points.

  1. Royal Knight 1300/800 Fairy Light {3}, when this card destroys a monster as a result of battle and sends it to the Graveyard, increase your Life Points by the DEF of the destroyed monster.

  1. Bountiful Artemis 1600/1700 Fairy Light {4}, while this card is face-up on your side of the field, draw 1 card from your Deck each time a Counter Trap Card is activated.

  1. Layard the Liberator 1400/1500 Fairy Light {4}, while this card is face-up on the field, add 2 of your removed from play Fairy-Type monsters to your hand each time a Counter Trap Card is activated.

  1. Voltanis the Adjudicator 2800/1400 Fairy Light {8}, this card cannot be Normal Summoned or Set. This card can only be Special Summoned by successfully activating a Counter Trap and Tributing all monsters on your side of the field.. When this card is Special Summoned you may destroy your opponent's monsters equal to the number of Fairy-Type monsters sacrificed.

  1. Quick-Play Magic Card, Mystical Space Typhoon, destroy one Magic or Trap Card

  1. Magic Card, Nobleman of Crossout, destroy 1 face-down Monster Card and remove it from play. If the monster destroyed has a Flip Effect, both players must remove all Monster Cards of the same name from their respective Decks and remove them from play. The Decks are then shuffled.

  1. Equip Magic Card, Premature Burial, pay 800 life points. Select 1 Monster Card from your Graveyard, Special Summon it on the field in face-up Attack Position, and equip it with this card. When this card is destroyed, the monster is also destroyed.

  1. Magic Card, Swords of Revealing Light, flip all face-down monsters on your opponent's side of the field face-up. This card remains face-up on the field for 3 of your opponent's turns. As long as this card remains face-up on the field, your opponent cannot declare an attack.

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

  1. Magic Card, Terraforming, add 1 Field Magic Card from your Deck to your hand. Then shuffle your Deck.

  1. Equip Magic Card, Cestus of Dagla, you can only equip this card to a Fairy-Type monster. Increase the ATK of a monster equipped with card by 500 points. When the monster equipped with this card inflicts Battle Damage to your opponent's Life Points, increase your Life Points by an equal amount.

  1. Field Magic Card, The Sanctuary in the Sky, Battle Damage to the controller of a Fairy-Type monster from a battle involving that Fairy-Type monster becomes 0.

  1. Field Magic Card, The Sanctuary in the Sky, Battle Damage to the controller of a Fairy-Type monster from a battle involving that Fairy-Type monster becomes 0.

  1. Magic Card, Lightning Vortex, discard 1 card from your hand. Destroy all face-up monsters on your opponent's side of the field.

  1. Magic Card, Magical Mallet, add any number of cards from your hand to the Deck and shuffle it. Then draw the same number of cards you added to the Deck.

  1. Continuous Trap Card, Divine Protection of Goddess, gain 3000 Life Points. When this face-up card is removed from the field, take 3000 damage.

  1. Trap Card, Widespread Ruin, you can only activate this card when your opponent declares an attack. Destroy 1 monster with the highest ATK among your opponent's Attack Position monsters.

  1. Counter Trap Card, Negate Attack, you can only activate this card when your opponent's monster declares an attack. Negate the attack of that 1 monster and end the Battle Phase.

  1. Counter Trap Card, Negate Attack, you can only activate this card when your opponent's monster declares an attack. Negate the attack of that 1 monster and end the Battle Phase.

  1. Counter Trap Card, Solemn Judgement, pay half of your Life Points when your opponent either activates a Magic or Trap Card or summons a monster (including Special Summon) to negate the action and destroy the Magic Card, Trap Card, or summoned monster.

  1. Counter Trap Card, Magic Jammer, discard 1 card from your hand to the Graveyard to negate the activation of a Magic Card and destroy it.

  1. Counter Trap Card, Seven Tools of the Bandit, pay 1000 of your Life Points to negate the activation of a Trap Card and destroy it.

  1. Trap Card, Beckoning Light, discard all the cards in your hand to the Graveyard, then select a number of Light monsters from your Graveyard equal to the number of cards you discarded, and add them to your hand.

  1. Counter Trap Card, Divine Wrath, discard 1 card from your hand. Negate the activation and the effect of an Effect Monster and destroy the monster.

SD12 – Curse of Darkness

  1. Maou Diabolos 2800/1000 Dragon Dark {7}, this card cannot be Special Summoned. When you Tribute Summon this card, the Tributes must be DARK. During your opponent's Draw Phase before he draws, you can check the top card of your opponent's Deck and put it in either the top or the bottom of the Deck. This card cannot be used as a Tribute for card effects.

  1. Shiou Lichlord 2400/1200 Zombie Dark {6}, when you Tribute Summon this card, the Tribute must be DARK. If this card is sent to the Graveyard by being used as a Tribute for card effects, return this card to your hand.

  1. Yamiou Prometes 1200/800 Fiend Dark {4}, when this card is Normal Summoned, you can remove from play any number of DARK monsters in your Graveyard. This card gains 400 ATK for each monster removed from play by this effect, until the end of the turn.

  1. Mist Demon 2400/0 Fiend Dark {5}this card can be Normal Summoned without Tribute. If this card is Normal Summoned this way, this card is destroyed during the End Phase and you take 1000 damage.

  1. Plague Wolf 1000/1000 Zombie Dark {3}, once per turn, you can double this card's original ATK. If you do, this card is destroyed during the End Phase.

  1. Goblin Zombie1100/1050 Zombie Dark {4}, when this Monster does Battle Damage to your opponent, they must put the top card from their Deck into their Graveyard. If this card goes to the Graveyard from the Field, choose a Zombie-type Monster with a DEF strength of 1200 or less from your Deck, show it to your opponent, and put it into your Hand (Shuffle your Deck afterwards)

  1. Axe Dragonuit 2000/0 Dragon Dark {4}, when this card attack, switch it to Defence mode at the end of Damage Step.

  1. Axe Dragonuit 2000/0 Dragon Dark {4}, when this card attack, switch it to Defence mode at the end of Damage Step.

  1. Mystic Tomato 1400/1100 Plant Dark {4}, when this card is sent to the Graveyard as a result of battle, you may select 1 DARK monster with an ATK of 1500 or less from your Deck and Special Summon it to the field in face-up Attack position (no Tribute is required for monsters of Level 5 or more). The Deck is then shuffled.

  1. Mask of Darkness 900/400 Fiend Dark {2}, FLIP: Select 1 Trap Card from your Graveyard and return it to your hand.

  1. Spirit Reaper 300/200 Zombie Dark {3}, this monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is specifically designated as a target of the effect of a Magic, Trap, or Effect Monster Card, this card is immediately destroyed. When this card attacks your opponent's Life Points directly, 1 card is randomly selected from your opponent's hand and discarded to the Graveyard.

  1. Giant Orc 2200/0 Fiend Dark {4}, if this card attacks, it is changed to Defence Position at the end of the Battle Phase. You cannot change this battle position until the end of your next turn.

  1. Giant Orc 2200/0 Fiend Dark {4}, if this card attacks, it is changed to Defence Position at the end of the Battle Phase. You cannot change this battle position until the end of your next turn.

  1. Giant Orc 2200/0 Fiend Dark {4}, if this card attacks, it is changed to Defence Position at the end of the Battle Phase. You cannot change this battle position until the end of your next turn.

  1. Stealth Bird 700/1700 Winged-Beast Dark {3}, you can flip this card into face-down Defence Position once per turn during your Main Phase. When this card is Flip Summoned successfully, inflict 1000 points of damage to your opponent's Life Points.

  1. Stealth Bird 700/1700 Winged-Beast Dark {3}, you can flip this card into face-down Defence Position once per turn during your Main Phase. When this card is Flip Summoned successfully, inflict 1000 points of damage to your opponent's Life Points.

  1. Malice Doll of Demise 1600/1700 Fiend Dark {4}, if this card is sent from the field to the Graveyard by the effect of a Continuous Spell Card, Special Summon this card from the Graveyard during the Standby Phase of your turn.

  1. Malice Doll of Demise 1600/1700 Fiend Dark {4}, if this card is sent from the field to the Graveyard by the effect of a Continuous Spell Card, Special Summon this card from the Graveyard during the Standby Phase of your turn.

  1. Equip Magic Card, Sacrifice Sword, equip only to a DARK monster. It gains 400 ATK. By Tributing it when this card would be sent to the Graveyard, this card returns to your hand.

  1. Magic Card, Akumufutatabi, return to your hand 2 DARK monsters with 0 DEF from your Graveyard.

  1. Magic Card, Shield Crush, select 1 monster in defense position on the field and destroy it.

  1. Magic Card, Nightmare Steel Cage, monsters cannot attack and cannot be attacked for 2 turns (using opponents turn). After 2 turns, this card is destroyed.

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

  1. Magic Card, Giant Trunade, returns all Magic and Trap cards on the field to the respective owners' hands

  1. Equip Magic Card, Megamorph, if your Life Points are lower than your opponent's, the original ATK of a monster equipped with this card is doubled. If your Life Points are higher, the original ATK is halved.

  1. Magic Card, Nobleman of Crossout, destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players must check their respective Decks and remove all monsters of the same name from play. Then shuffle the Decks.

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

  1. Continuous Magic Card, Ectoplasmer, only once during each player’s End Phase, each player Tributes 1 face-up monster on his/her side of the field and inflicts damage to the opponent’s Life Points equal to half the original ATK of the Tributed Monster.

  1. Continuous Magic Card, Ectoplasmer, only once during each player’s End Phase, each player Tributes 1 face-up monster on his/her side of the field and inflicts damage to the opponent’s Life Points equal to half the original ATK of the Tributed Monster.

  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. Magic Card, Magical Mallet, add any number of cards from your hand to the Deck and shuffle it. Then draw the same number of cards you added to the Deck.

  1. Trap Card, Deck Destructive Virus of Darkness, Tribute 1 DARK monster with 2500 ATK or more. Declare either Spell or Trap Card. Check all Spell and Trap Cards on your opponent's side of the field, your opponent's hand, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all cards of the declared type.

  1. Trap Card, Deck-Destruction Virus of Death, Tribute 1 DARK monster with 1000 ATK or less. Check all monsters on your opponent''s side of the field, your opponent''s hand, and all cards he/she draws (until the end of your opponent''s 3rd turn after this card''s activation), and destroy all monsters with an ATK of 1500 or more.

  1. Trap Card, Deck Devastation Virus, Tribute 1 DARK monster with an ATK of 2000 points or more on your side of the field. Check all monsters on your opponent''s side of the field, your opponent''s hand, and all cards he/she draws (until the end of your opponent''s 3rd turn after this card''s activation), and destroy all monsters with an ATK of 1500 or less.

  1. Trap Card, Deck Devastation Virus, Tribute 1 DARK monster with an ATK of 2000 points or more on your side of the field. Check all monsters on your opponent''s side of the field, your opponent''s hand, and all cards he/she draws (until the end of your opponent''s 3rd turn after this card''s activation), and destroy all monsters with an ATK of 1500 or less.

  1. Trap Card, Magic Cylinder, negate the attack of 1 of your opponent's monsters and inflict damage equal to the attacking monster's ATK to your opponent's Life Points.

  1. Trap Card, Just Desserts, inflict 500 points of damage to your opponent''s Life Points for each monster on your opponent''s side of the field.

  1. Trap Card, Dark Mirror Force, you can only activate this card when your opponent's monster declares an attack. Remove all monsters in Defence Position on your opponent's side of the field from play.

  1. Trap Card, Dimension Wall, you can only activate this card when your opponent declares an attack with a monster. Instead of you, your opponent takes the Battle Damage you would have taken as a result of this battle.

  1. Trap Card, Dimension Wall, you can only activate this card when your opponent declares an attack with a monster. Instead of you, your opponent takes the Battle Damage you would have taken as a result of this battle.

Will, aka Nagash
nagash4king@yahoo.co.uk
. Find out more at the Yahoo! Mail Championships. Plus: play games and win prizes.

 


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