Forum:Deck Contest 17: Dream On/Dream Cards

These are the cards for deck contest 17. DO NOT POST ON THIS PAGE. YOUR POST WILL BE DELETED.

Mist Valley
The Mist Valley Field Spell Card Once per turn, you can return one monster you control and own to your hand to special summon one level 4 or lower "Mist Valley" monster from your deck. All "Mist Valley" monsters gain 200 ATK.

Mist Valley Retrieval Squadron WIND - Thunder - Level 3 - ATK 1400 - DEF 1600 Effect Monster Once per turn, while this card is in attack position, you can add one "Mist Valley" card from your graveyard to your hand.

Dark Scorpions
Dark Scorpion Poison Continuous Trap Card When a "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" you control battles an opponent's monster, you can pay life points in multiples of 100 (max: 1000) to decrease the ATK of your opponent's monster by the same amount. If this card would be removed from the field, you can tribute one "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" you control instead.

Dark Scorpion Double-Strike! Quick-Play Spell Card Activate only when a "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" you control inflicts battle damage to your opponent's life points by selecting that monster. Inflict 100 damage to your opponent's life points. This damage is treated as battle damage inflicted by the selected monster. You cannot activate another "Dark Scorpion Double-Strike!" in response to this damage.

Dark Scorpion - Cain the Sly DARK - Warrior - ATK 1300 - DEF 900 - Level 4 Effect Monster When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects: ● Remove one card in your opponent's graveyard from play. Its effects are negated, and it cannot be targeted. ● Special summon one "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" from your hand. It can attack your opponent directly this turn, and is returned to your hand during the end phase. If it attacks directly using this effect, the battle damage it inflicts becomes 300.

Koa'ki Meiru
Koa'ki Meiru Deplete Quick-Play Spell Card Activate by revealing one "Iron Core of Koa'ki Meiru" in your hand. Halve the ATK and DEF of one monster your opponent controls. If the monster is face-down, flip it into face-up defense position. Flip Effects are not activated at this time.

Koa'ki Meiru Dozer EARTH - Machine - Level 4 - ATK 1800 - DEF 2000 Effect Monster During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 EARTH-Attribute monster in your hand. You can return one "Iron Core of Koa'ki Meiru" from your graveyard to the top of your deck to destroy one spell or trap card your opponent controls.

Trap Holes
Pit Digger Level 3 – EARTH – Fiend – ATK 1200 – DEF 700 Effect Monster When this card is successfully summoned, select one “Trap Hole” Trap Card in your deck and set it face-down on the field.

Setting the Traps Quick-Play Spell Card Destroy one monster you control, and take damage equal to its ATK. Select two “Trap Hole” Trap Cards from your deck or hand, and set them face-down.

Recycling the Traps Normal Spell Card Return three “Trap Hole” Trap Cards in your graveyard to your deck and shuffle it. Draw two cards.

Grizzly the Trapper Level 4 – EARTH – Fiend – ATK 1450 – DEF 1000 Effect Monster During either player's turn, you can destroy this card to activate the effect of one “Trap Hole” Trap Card in your graveyard (this effect is treated as the effect of a Trap Card, and the activation requirements of the Trap Card must be correct). If you do, shuffle that Trap Card into your deck, and this card is special summoned during your next End Phase.

Trap Vendor Level 2 – EARTH – Fiend – ATK 200 – DEF 2300 Effect Monster When this monster is Normal Summoned, it is changed to defense position. Once per turn, you can discard one card to add one “Trap Hole” Trap Card from your deck to your hand. You can tribute this card to negate the activation and effect of a card that would destroy a "Trap Hole" Trap Card you control, and destroy it. (If the "Trap Hole" Trap Card is face-down, you must reveal it.)

B.E.S.
B.E.S. Desert Core EARTH – Machine – Level 6 – ATK 2200 – DEF 2100 Effect Monster This card cannot be normal summoned or set. This card can only be summoned by the effect of “Boss Rush”. When this card is summoned, place 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Once per turn, you can remove from play one card in your opponent's graveyard.

B.E.S. Support Ship WIND – Machine – Level 4 – ATK 1000 – DEF 1800 Effect Monster If you control no monsters, or if you control “Boss Rush”, you can special summon this card from your hand. Once per turn, you can add one counter to a “B.E.S.” monster, or “Big Core”, you control.

Warning – Enemy Approaching! Normal Spell Card Only activate this card if you do not control “Boss Rush”. Discard one card to activate one “Boss Rush” from your deck. Then, you can special summon one “B.E.S.” monster, or “Big Core”, from your deck or graveyard if you do not control any monsters. You cannot normal summon or set the turn you activate this card, and if you successfully special summon a monster with this card's effect you cannot special summon other monsters.

Gardna
Gardna Caller EARTH - Warrior - Level 4 - ATK 600 - DEF 2400 Effect Monster When this card is summoned, change it to defense position. When this card is destroyed, special summon one "Gardna" monster from your deck in defense position, or add one "Gardna" card from your deck to your hand. This monster cannot be used as a Synchro Material monster.

Gardna's Shield Strike Continuous Spell Card Once per turn, if the only monsters you control are "Gardna" monsters, and they are all in defense position, you can inflict damage to your opponent equal to half the original DEF of all monsters you control. If you activate this effect, your opponent does not take other damage this turn. If this card is destroyed, add one "Gardna" card from your deck to your hand.

Goblins
Goblin Infantry Force EARTH – Warrior – Level 2 – ATK 1000 – DEF 0 Tuner/Effect Once per turn, during your Main Phase, you can place this card in your spell and trap card zone as a continuous spell card, OR special summon it from your spell and trap card zone. If this card is in your hand, you can place it face up in your spell and trap card zone as a continuous spell card, but you cannot special summon it this turn. While this card is on your side of the field as a continuous spell card, “Goblin” monsters you control do not have to switch to defense position after they battle. If this card attacks, it is switched to defense position at the end of the battle phase.

Goblin Armoring Force FIRE – Warrior – Level 3 – ATK 1500 – DEF 0 Effect Monster Once per turn, during your Main Phase, you can place this card in your spell and trap card zone as a continuous spell card, OR special summon it from your spell and trap card zone. If this card is in your hand, you can place it face up in your spell and trap card zone as a continuous spell card, but you cannot special summon it this turn. While this card is on your side of the field as a continuous spell card, you can pay 500 life points to prevent the destruction of a “Goblin” card(s) you control, except for “Goblin Armoring Force”. If this card attacks, it is switched to defense position at the end of the battle phase.

Goblin Aqua Force WATER – Warrior – Level 4 – ATK 1700 – DEF 0 Effect Monster Once per turn, during your Main Phase, you can place this card in your spell and trap card zone as a continuous spell card, OR special summon it from your spell and trap card zone. If this card is in your hand, you can place it face up in your spell and trap card zone as a continuous spell card, but you cannot special summon it this turn. While this card is on your side of the field as a continuous spell card, when a “Goblin” monster inflicts battle damage to your opponent's life points, your opponent selects and discards one card from their hand. If this card attacks, it is switched to defense position at the end of the battle phase.

Goblin Cavalry WIND – Warrior – Level 6 – ATK 2600 – DEF 0 Synchro/Effect “Goblin Infantry Force” + 1 or more Non-Tuner “Goblin” monsters If this card attacks, it is switched to defense position at the end of the battle phase. If this card or a “Goblin” monster you control is destroyed and sent to the graveyard, your opponent takes damage equal to its ATK. When this card is destroyed, all monsters your opponent controls are switched to defense position.

Burning Skulls
Skull Cannon FIRE – Zombie – Level 4 – ATK 1800 – DEF 0 Effect Monster Once per turn, you can send 1 “Burning Skull Head” from your deck to your graveyard.

Skull Salvo Normal Trap Card Destroy 1 FIRE-Type Zombie monster you control. Special summon two “Burning Skull Head”s from your graveyard or removed from play zone. All monsters special summoned by this effect are treated as being special summoned from your hand, and are destroyed during the end phase.

Volcanic Catacombs Field Spell Card Once per turn, you can destroy one FIRE monster you control and special summon one “Burning Skull Head” from your deck. If a “Burning Skull Head” is special summoned, it is treated as being special summoned from the hand.

Skull Restocker FIRE – Zombie – Level 4 – ATK 1800 – DEF 0 Effect Monster When this card is Normal Summoned, return either 2 or 3 “Burning Skull Head”s from your graveyard or removed from play zone to your deck, and draw one card(s) less than the number of “Burning Skull Head”s you returned.

Closing words
Good luck to all contestants! Runer5h (talk • contribs) 18:05, July 18, 2010 (UTC)Runer5h