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All Foil Card Reviews (Page 1)
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1.
Only new cards and those with
updated text
that changes how they work are included below.
2. DESO-EN info: https://yugipedia.com/wiki/Destiny_Soldiers 3. DASA-EN info: https://yugipedia.com/wiki/Dark_Saviors |
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Destiny
Soldiers
(DESO-EN048)
*Reprint from
GX05 Darklord Nurse Reficule DARK / Effect Monster / Level 4 / ATK 1400 / DEF 600 (Fairy / Effect) Any effect that would make your opponent gain LP inflicts the same amount of damage to them, instead. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
counters LP Gain Cons: Low DEF, can't counter Battle Damage, no other effects |
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Destiny
Soldiers (DESO-EN040)
*Reprint from
YCSW Darklord Edeh Arae DARK / Effect Monster / Level 5 / ATK 2300 / DEF 2000 (Fairy / Effect) If this card is Special Summoned from the Graveyard, it gains this effect. ● If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. ~Rarities: Super Rare |
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Pros: Easily played Cons: Low stats for Level, largely copies Superbia, no other effects |
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Destiny
Soldiers (DESO-EN039)
*Reprint from
YCSW Darklord Superbia DARK / Effect Monster / Level 8 / ATK 2900 / DEF 2400 (Fairy / Effect) When this card is Special Summoned from the Graveyard: You can target 1 Fairy-Type monster in your Graveyard, except "Darklord Superbia"; Special Summon that target. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Fairies Cons: Low DEF for Level, must be revived to revive Fairy, no other effects, can't Summon from other places |
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Destiny
Soldiers (DESO-EN038)
*Reprint from
YCSW Darklord Asmodeus DARK / Effect Monster / Level 8 / ATK 3000 / DEF 2500 (Fairy / Effect) Cannot be Special Summoned from the Deck or Graveyard. Once per turn: You can send 1 Fairy-Type monster from your Deck to the Graveyard. If this card you control is destroyed and sent to your Graveyard: Special Summon 1 "Asmo Token" (Fairy-Type/DARK/Level 5/ATK 1800/ DEF 1300) and 1 "Deus Token" (Fairy-Type/DARK/Level 3/ATK 1200/DEF 1200). "Asmo Token" cannot be destroyed by card effects. "Deus Token" cannot be destroyed by battle. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Fairies and various Summons Cons: Low DEF for Level, can't be Special Summoned from Deck or Grave, Summons weak Tokens when destroyed |
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Destiny
Soldiers (DESO-EN037) Darklord Enchantment TRAP / Normal Trap Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; take control of 1 face-up monster your opponent controls until the End Phase. You can only activate 1 "Darklord Enchantment" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Darklords
and various Summons Cons: Largely copies Darklord Rebellion, no other effects |
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Destiny
Soldiers (DESO-EN036) Darklord Rebellion TRAP / Normal Trap Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; destroy 1 card on the field. You can only activate 1 "Darklord Rebellion" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Darklords Cons: Costs Darklord for effect, no other effects |
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Destiny
Soldiers (DESO-EN035) Darklord Contact SPELL / Normal Spell Special Summon 1 "Darklord" monster from your Graveyard in Defense Position. You can only activate 1 "Darklord Contact" per turn. ~Rarities: Secret Rare |
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Pros: Easily played Cons: Largely copies Soul Resurrection, no other effecfts |
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Destiny
Soldiers (DESO-EN034) Banishment of the Darklords SPELL / Normal Spell Add 1 "Darklord" card from your Deck to your hand, except "Banishment of the Darklords". You can only activate 1 "Banishment of the Darklords" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Darklords Cons: Can't Summon, retrieve or add another copy, no other effects |
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Destiny
Soldiers (DESO-EN033) Darklord Amdusc DARK / Effect Monster / Level 6 / ATK 1800 / DEF 2800 (Fairy / Effect) You can discard this card and 1 "Darklord" card, then target 1 "Darklord" card in your Graveyard; add it to your hand. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use each effect of "Darklord Amdusc" once per turn. You can only Special Summon "Darklord Amdusc(s)" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, high DEF, helps
Darklords Cons: Low ATK for Level, largely copies Nasten |
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Destiny
Soldiers (DESO-EN032) Darklord Nasten DARK / Effect Monster / Level 7 / ATK 2600 / DEF 2600 (Fairy / Effect) You can discard 2 other "Darklord" cards; Special Summon this card from your hand. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Nasten" once per turn. You can only Special Summon "Darklord Nasten(s)" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Darklords Cons: Low stats for Level, largely copies Texcatlipoca |
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Destiny
Soldiers (DESO-EN031) Darklord Tezcatlipoca DARK / Effect Monster / Level 9 / ATK 2800 / DEF 2100 (Fairy / Effect) If a "Darklord" monster(s) you control would be destroyed by battle or card effect, you can discard this card instead. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use this effect of "Darklord Tezcatlipoca" once per turn. You can only Special Summon "Darklord Tezcatlipoca(s)" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Darklords Cons: Low DEF for Level, largely copies Ixchel |
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Destiny
Soldiers (DESO-EN030) Darklord Ixchel DARK / Effect Monster / Level 10 / ATK 2500 / DEF 2900 (Fairy / Effect) You can discard this card and 1 "Darklord" card; draw 2 cards. During either player's turn: You can pay 1000 LP, then target 1 "Darklord" Spell/Trap Card in your Graveyard; apply that target's effect, then shuffle that target into the Deck. You can only use each effect of "Darklord Ixchel" once per turn. You can only Special Summon "Darklord Ixchel(s)" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, high DEF for
Level, helps Darklords Cons: Low ATK for Level, costs cards or LP for effects |
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Destiny
Soldiers (DESO-EN029) Darklord Morningstar DARK / Effect Monster / Level 11 / ATK 3000 / DEF 3000 (Fairy / Effect) Cannot be Special Summoned. If this card is Tribute Summoned: You can Special Summon "Darklord" monsters from your hand and/or Deck, up to the number of Effect Monsters your opponent controls. While you control another "Darklord" monster, your opponent cannot target this card with card effects. Once per turn: You can send cards from the top of your Deck to the Graveyard, equal to the number of "Darklord" monsters on the field, and if you do, gain 500 LP for each "Darklord" card sent to the Graveyard by this effect. ~Rarities: Secret Rare |
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Pros: Easily played, high stats,
helps Darklords and LP Gain Cons: Costs cards for LP boost, can't be Special Summoned, can't revive |
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Destiny
Soldiers (DESO-EN028) Abyss Actors Back Stage TRAP / Normal Trap If you have 2 "Abyss Actor" cards in your Pendulum Zones: Add 2 "Abyss Actor" Pendulum Monsters with different names from your Deck to your Extra Deck face-up. You can only activate 1 "Abyss Actors Back Stage" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps
Abyss Actors Cons: Can't retrieve or Summon, no other effects |
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Destiny
Soldiers (DESO-EN027) Abyss Script - Rise of the Abyss King SPELL / Normal Spell Target face-up cards on the field, up to the number of Attack Position "Abyss Actor" monsters with different names you control; destroy them. If you control a Level 7 or higher "Abyss Actor" monster, your opponent cannot activate cards or effects in response to this card's activation. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can add up to 2 "Abyss Actor" cards and/or "Abyss Script" Spell Cards with different names from your Deck to your hand. ~Rarities: Secret Rare |
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Pros: Easily played, helps Abyss
Actors Cons: Must control Level 7+ to prevent being negated, can't Summon, can't destroy if Abyss Actors are in Defense Mode |
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Destiny
Soldiers (DESO-EN026) Abyss Script - Wild Wagon SPELL / Continuous Spell The first time each "Abyss Actor" monster you control would be destroyed by battle each turn, it is not destroyed. Once per turn: You can target 1 "Abyss Actor" monster you control; your opponent cannot target it with card effects until the end of their turn (even if this card leaves the field). If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can return all cards your opponent controls to the hand. ~Rarities: Super Rare |
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Pros: Easily played, helps Abyss
Actors Cons: Must be destroyed while Set to return card(s), prevents destruction once per turn |
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Destiny
Soldiers (DESO-EN025) Abyss Script - Fire Dragon's Lair SPELL / Normal Spell Target 1 "Abyss Actor" monster you control; if it destroys your opponent's monster by battle this turn, your opponent banishes 3 monsters from their Extra Deck (their choice). If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can look at your opponent's Extra Deck, also banish 1 monster from their Extra Deck. You can only use this effect of "Abyss Script - Fire Dragon's Lair" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Abyss
Actors and Banished Cons: Opppnent chooses banished monsters, gamble other effect |
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Destiny
Soldiers (DESO-EN024) Abyss Script - Opening Ceremony SPELL / Normal Spell Gain 500 LP for each "Abyss Actor" monster you control. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can draw until you have 5 cards in your hand. You can only use each effect of "Abyss Script - Opening Ceremony" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Abyss
Actors, Exodia and
LP Gain Cons: Largely copies Fantasy Magic |
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Destiny
Soldiers (DESO-EN023) Abyss Script - Fantasy Magic SPELL / Normal Spell Target 1 "Abyss Actor" monster you control; this turn, every monster that battles it, but is not destroyed, returns to the hand at the end of the Damage Step. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can target 1 card your opponent controls; place it on top of the Deck. ~Rarities: Super Rare |
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Pros: Easily played, helps Abyss
Actors Cons: Must destroy while Set for other effect, prevents destruction once per turn |
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Destiny
Soldiers (DESO-EN022) Abyss Actor - Wild Hope DARK / Pendulum Monster / Level 4 / ATK 1600 / DEF 1200 Pendulum Effect(s) / Pendulum Scale 2 Once per turn: You can target 1 "Abyss Actor" card in your other Pendulum Zone; its Pendulum Scale becomes 9 until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" monsters (even if this card leaves the field). (Fiend / Pendulum / Effect) Once per turn: You can make this card gain 100 ATK for each "Abyss Actor" monster you currently control with different names, until the end of this turn. If this card is destroyed by battle or card effect: You can add 1 "Abyss Actor" card from your Deck to your hand, except "Abyss Actor - Wild Hope". You can only use this effect of "Abyss Actor - Wild Hope" once per turn. ~Rarities: Secret Rare |
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Pros: Eaily played, low Pendulum
Scale, helps Abyss Actors and Pendulum Summons Cons: Low stats, very low 1-turn ATK boost, can't Summon |
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Destiny
Soldiers (DESO-EN021) Abyss Actor - Leading Lady DARK / Pendulum Monster / Level 4 / ATK 1500 / DEF 1000 Pendulum Effect(s) / Pendulum Scale 2 Once per turn, when you take battle damage from an opponent's attacking monster: You can activate 1 of these effects; ● That opponent's monster loses ATK equal to the damage you took (even if this card leaves the field). ● Add 1 face-up "Abyss Actor" Pendulum Monster from your Extra Deck to your hand with ATK less than or equal to the damage you took. (Fiend / Pendulum / Effect) Once per turn, when battle damage is inflicted: You can target 1 face-up monster your opponent controls; it loses ATK equal to that battle damage. When this card is destroyed by battle, or if this card in its owner's Monster Zone is destroyed by an opponent's card effect: You can Set 1 "Abyss Script" Spell Card directly from your Deck. ~Rarities: Secret Rare |
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Pros: Easily played, searchable, low
Pendulum Scale, counters high ATK, helps Abyss Actors Cons: Low DEF, requires battle damage for most effects |
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Destiny
Soldiers (DESO-EN020) Abyss Actor - Extras DARK / Pendulum Monster / Level 1 / ATK 100 / DEF 100 Pendulum Effect(s) / Pendulum Scale 3 If your opponent controls a monster: You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Abyss Actor - Extras" once per turn. (Fiend / Pendulum / Effect) You can Tribute this card; place 1 "Abyss Actor" Pendulum Monster from your Deck in your Pendulum Zone, also for the rest of this turn, you cannot Special Summon monsters, except "Abyss Actor" monsters, nor activate the Pendulum Effect of "Abyss Actor - Extras". You can only use this effect of "Abyss Actor - Extras" once per turn. ~Rarities: Super Rare |
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Pros: Easily played,
searchable, low Pendulum Scale, helps Abyss Actors Cons: Very low DEF, can't use its monster effect again that turn, costs itself to place Pendulum |
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Destiny
Soldiers (DESO-EN019) Abyss Actor - Sassy Rookie DARK / Pendulum Monster / Level 4 / ATK 1700 / DEF 1000 Pendulum Effect(s) / Pendulum Scale 2 If an "Abyss Actor" monster(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. (Fiend / Pendulum / Effect) The first time this card would be destroyed by battle or card effect each turn, it is not destroyed. If this card is destroyed by battle, or if this card in its owner's Monster Zone is destroyed by an opponent's card effect: You can Special Summon 1 Level 4 or lower "Abyss Actor" monster from your Deck, except "Abyss Actor - Sassy Rookie". If this card in the Pendulum Zone is destroyed: You can target 1 Level 4 or lower monster your opponent controls; destroy it. ~Rarities: Super Rare |
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Pros: Easily played,
low Pendulum Scale, helps Abyss Actors Cons: Low stats, can't Summon or destroy Level 5+, 1-turn destruction prevetnion |
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Destiny
Soldiers (DESO-EN018) Abyss Actor - Superstar DARK / Pendulum Monster / Level 7 / ATK 2500 / DEF 1800 Pendulum Effect(s) / Pendulum Scale 3 Once per turn: You can Tribute 1 "Abyss Actor" monster, then target 1 "Abyss Script" Spell Card in your Graveyard; add it to your hand. (Fiend / Pendulum / Effect) When Normal or Special Summoned, your opponent's Spell/Trap Cards and effects cannot be activated. Once per turn: You can Set 1 "Abyss Script" Spell Card directly from your Deck, but it is sent to the Graveyard during the End Phase. ~Rarities: Secret Rare |
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Pros: Easily played, low Pendulum
Scale, helps Abyss Actors Cons: Low stats for Level, costs Abyss Actor to retrieve Spell, can't retrieve Traps or monsters, 1-turn effect prevention |
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Destiny
Soldiers (DESO-EN017) Abyss Actor - Funky Comedian DARK / Pendulum Monster / Level 1 / ATK 300 / DEF 200 Pendulum Effect(s) / Pendulum Scale 8 Once per turn: You can Tribute 1 "Abyss Actor" monster, then target 1 "Abyss Actor" monster you control; it gains ATK equal to the original ATK of the Tributed monster, until the end of this turn (even if this card leaves the field). (Fiend / Pendulum / Effect) If this card is Normal or Special Summoned: You can make this card gain 300 ATK for each "Abyss Actor" monster you currently control, until the end of this turn. You can target 1 other "Abyss Actor" monster you control; it gains ATK equal to this card's current ATK, until the end of this turn. This card cannot attack the turn this effect is activated. You can only use this effect of "Abyss Actor - Funky Comedian" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high Pendulum Scale, helps Abyss Actors Cons: Very low DEF, largely copies Evil Heel |
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Destiny
Soldiers (DESO-EN016) Abyss Actor - Evil Heel DARK / Pendulum Monster / Level 8 / ATK 3000 / DEF 2000 Pendulum Effect(s) / Pendulum Scale 1 Once per turn: You can Tribute 1 "Abyss Actor" monster, then target 1 face-up monster your opponent controls; it loses ATK equal to the original ATK of the Tributed monster, until the end of this turn (even if this card leaves the field). (Fiend / Pendulum / Effect) If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; it loses 1000 ATK for each "Abyss Actor" monster you currently control, until the end of this turn. When this card destroys an opponent's monster by battle: You can target 1 "Abyss Script" Spell Card in your Graveyard; Set that card. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, low
Pendulum Scale, helps Abyss Actors Cons: Low DEF for Level, costs Abyss Actor for 1st 1-turn ATK loss, low other ATK loss, can't retrieve or Set other Types |
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Destiny
Soldiers (DESO-EN029)
*Reprinted from
CT04 Destiny HERO - Plasma DARK / Effect Monster / Level 8 / ATK 1900 / DEF 600 (Warrior / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, and cannot be Special Summoned by other ways. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (you can only equip 1 monster at a time to this card with this effect). This card gains ATK equal to the half the original ATK of the monster equipped to it by this effect. ~Rarities: Super Rare |
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Pros: Easily played, counters Effect
Monsters Cons: Low stats for Level, Nomi Monster, can't equip itself with 2+ monsters, gains half equipped monstre's ATK |
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Destiny
Soldiers (DESO-EN008) D-Fusion TRAP / Normal Trap Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Materials for a Fusion Summon using this card's effect. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Destiny HEROs Cons: 1-turn destruction prevention, largely generic Fusion card, no other effects, can't use non Destiny HERO materials |
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Destiny
Soldiers (DESO-EN007) D Cubed DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Machine / Effect) If this card is Normal Summoned: It is also treated as a "Destiny HERO" monster while face-up on the field. You can only use each of the following effects of "D Cubed" once per turn. ● You can discard up to 2 cards; Special Summon "D Cubed" from your hand, Deck, and/or Graveyard, equal to the number discarded, also for the rest of this turn, you cannot Normal or Special Summon other monsters, except "Destiny HERO" monsters. ● If this card is destroyed by battle or card effect: You can send 1 "Destiny HERO" monster from your Deck to the Graveyard. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Destiny HEROs and various Summons Cons: 0 DEF, costs card(s) to Summon copies, can't Summon other HEROs or monsters, can't be a Destiny HERO if FLip or Special Summoned |
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Destiny
Soldiers (DESO-EN006) Destiny HERO - Celestial DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1400 (Warrior / Effect) When this card declares an attack: You can target 1 face-up Spell Card your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the Graveyard: You can banish this card and 1 "Destiny HERO" monster from your Graveyard; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Destiny
HEROs and
Burn Cons: Low stats, very low burn damage, costs 2 monsters to draw cards, can't banish itself the turn it's sent to Grave |
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Destiny
Soldiers (DESO-EN005) Destiny HERO - Dark Angel DARK / Effect Monster / Level 1 / ATK 0 / DEF 0 (Warrior / Effect) If you have 3 or more "Destiny HERO" monsters in your Graveyard: You can discard this card, then target 1 "Destiny HERO" monster in your Graveyard; Special Summon it to your opponent's field in Defense Position. When a Spell Card or effect you activate resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. During your Standby Phase: You can banish this card and 1 "Destiny HERO" monster from your Graveyard; each player chooses 1 Normal Spell Card from their Deck, and places it on top of their Deck. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Destiny HEROs Cons: 0 DEF, costs itself for effects, can't revive on your field or if Grave has 2 or less Destiny HEROs, can't negate or choose other Types, last effect affects both players |
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Destiny
Soldiers (DESO-EN004) Destiny HERO - Dystopia DARK / Fusion Monster / Level 8 / ATK 2800 / DEF 2400 (Warrior / Fusion / Effect) 2 "Destiny HERO" monsters If this card is Special Summoned: You can target 1 Level 4 or lower "Destiny HERO" monster in your Graveyard; inflict damage to your opponent equal to that target's ATK. During either player's turn, if this card's current ATK is different from its original ATK (except during the Damage Step): You can target 1 card on the field; destroy it, and if you do, this card's ATK becomes equal to this card's original ATK. You can only use each effect of "Destiny HERO - Dystopia" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Destiny HEROs and Burn Cons: Low DEF for Level, can't target Level 5+, must have diferent ATK than normal to destroy |
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Destiny
Soldiers (DESO-EN003) Destiny HERO - Decider DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Warrior / Effect) Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel. ● If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your Graveyard to your hand during the End Phase of this turn. ● During either player's turn, when a card or effect is activated that would inflict damage to you, while this card is in your Graveyard: Return this card to your hand, and if you do, make that effect damage to you 0. ~Rarities: Secret Rare |
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Pros: Easily played, counters Level
6+ and Burn, helps HEROs Cons: Low stats, bullets are once per Duel, slow to add, can't Summon, costs itself to block effect damage |
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Destiny
Soldiers (DESO-EN002) Destiny HERO - Dynatag DARK / Effect Monster / Level 5 / ATK 1000 / DEF 1000 (Warrior / Effect) During damage calculation (in either player's turn) when you would take battle damage: You can discard this card; make yourself take no battle damage from that battle, and if you do, each player takes 1000 damage. You can banish this card from your Graveyard, then target 1 "Destiny HERO" monster you control; it gains 1000 ATK until the end of your opponent's next turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
couners Battle Damage, helps Burn and Destiny HEROs Cons: Low DEF for Level, costs itself to prevent battle damage, both players take burn damage, low temporary ATK boost |
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Destiny
Soldiers (DESO-EN001) Destiny HERO - Drilldark DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1200 (Warrior / Effect) If this card is Normal or Special Summoned: You can Special Summon 1 "Destiny HERO" monster from your hand with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Destiny HERO - Drilldark" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. ~Rarities: Super Rare |
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Pros: Easily played, helps Destiny
HEROs Cons: Low stats, an't Summon from other places, ATK largely too low for piercing |
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Dark Saviors (DASA-EN039) Sky Striker Airspace - Area Zero SPELL / Field Spell You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps
Sky Strikers Cons: Gamble effect, can't Summon outside Deck, must be sent to Grave to Summon |
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Dark Saviors (DASA-EN038) Sky Striker Mecha Modules - Multirole SPELL / Continuous Spell Once per turn: You can target 1 other card you control; send that card to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations for the rest of this turn (even if this card leaves the field). (You can only gain the previous effect once per turn.) Once per turn, during the End Phase: You can Set "Sky Striker" Spells with different names from your GY, up to the number of "Sky Striker" Spell Cards you activated this turn while this card was face-up on your field, but banish them when they leave the field. ~Rarities: Secret Rare |
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Pros: Easily played, helps Sky
Strikers Cons: Costs card for 1-turn response prevention, slow to Set Sky Striker Spells, depends on total activated that turn, banshes Spells if removed |
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Dark Saviors (DASA-EN037) Sky Striker Mecharmory - Hercules Base SPELL / Equip Spell Activate this card only if you control no monsters in your Main Monster Zones. The equipped monster cannot attack directly. It can make a second attack on monsters during each Battle Phase. If the equipped monster destroys a monster by its attack while you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 "Sky Striker" cards in your GY, except "Sky Striker Mecharmory - Hercules Base"; shuffle them into the Deck. ~Rarities: Super Rare |
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Pros: Easily played, counters
direct attacks Cons: Must have 3+ Spells in Grave to draw card, can't retrieve, must control no monsters to use |
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Dark Saviors (DASA-EN036) Sky Striker Mecha - Shark Cannon SPELL / Quick-Play Spell If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish that monster, or, if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack. ~Rarities: Secret Rare |
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Pros: Easily played, helps Banished Cons: Largely copies Eagle Booster |
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Dark Saviors (DASA-EN035) Sky Striker Mecha - Eagle Booster SPELL / Quick-Play Spell If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; that target is unaffected by card effects this turn, except its own, and if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn. ~Rarities: Super Rare |
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Pros: Easily played, helps monsters Cons: Largely copies Widow Anchor |
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Dark Saviors (DASA-EN034) Sky Striker Mecha - Widow Anchor SPELL / Quick-Play Spell If you control no monsters in your Main Monster Zones: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase. ~Rarities: Secret Rare |
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Pros: Easily played, counters Effect
Monsters Cons: Largely copies Hornet Drones |
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Dark Saviors (DASA-EN033) Sky Striker Mecha - Hornet Drones SPELL / Quick-Play Spell If you control no monsters in your Main Monster Zones: Special Summon 1 "Sky Striker Ace Token" (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, which cannot be Tributed, and if you have 3 or more Spells in your GY when this effect resolves, the Token's ATK/DEF become 1500 instead. ~Rarities: Super Rare |
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Pros: Easily played, helps various
Summons Cons: Largely copies Jamming Waves |
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Dark Saviors (DASA-EN032) Sky Striker Maneuver - Jamming Waves! SPELL / Normal Spell If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field. ~Rarities: Secret Rare |
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Pros: Easily played, counters
Spells, Traps and monsters Cons: Largely copies Afterburners |
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Dark Saviors (DASA-EN031) Sky Striker Maneuver - Afterburners! SPELL / Normal Spell If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field. ~Rarities: Secret Rare |
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Pros: Easily played, counters
monsters Cons: Largely copies Mobilize - Engage |
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Dark Saviors (DASA-EN030) Sky Striker Mobilize - Engage! SPELL / Normal Spell If you control no monsters in your Main Monster Zones: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card. ~Rarities: Secret Rare |
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Pros: Easily played, helps Sky
Strikers Cons: Can't Summon, must have 3+ Spells in Grave to draw card |
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Dark Saviors (DASA-EN029) Sky Striker Ace - Raye DARK / Effect Monster / Level 4 / ATK 1500 / DEF 1500 (Warrior / Effect) You can Tribute this card (Quick Effect): Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Sky Striker Aces Cons: Low DEF, costs itself for Sky Striker Ace, costs Link to revive itself |
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Dark Saviors (DASA-EN028) Sky Striker Ace - Shizuku WATER / Link Monster / ATK 1500 / Link-1 Links: Top-Right (Warrior / Link / Effect) 1 non-WATER "Sky Striker Ace" monster Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Sky
Strikers Cons: Low ATK, largely copies Kagari |
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Dark Saviors (DASA-EN027) Sky Striker Ace - Kagari FIRE / Link Monster / ATK 1500 / Link-1 Links: Top-Left (Machine / Link / Effect) 1 non-FIRE "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Sky
Strikers Cons: Low ATK, can't use FIRE Sky Striker materials, very low ATK boost, can't be Special Summoned 2+ times per turn |
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Dark Saviors (DASA-EN026) Training Fur Hire, Fur All Your Training Needs TRAP / Continuous Trap If a face-up monster(s) "Fur Hire" you control is destroyed by battle or an opponent's card effect: You can target 1 of those monsters; Special Summon 1 monster "Fur Hire" from your Deck, whose Level is lower than that target's original Level. You can only use this effect of "Training Fur Hire, Fur All Your Training Needs" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Fur Hires Cons: Costs Fur Hire to Summon, can't Summon from other places or equal or higher Levels |
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Dark Saviors (DASA-EN025) Mayhem Fur Hire SPELL / Quick-Play Spell Target 1 monster "Fur Hire" in your GY; Special Summon it in Defense Position. You can only activate 1 "Mayhem Fur Hire" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Fur Hires Cons: Can't Summon from other places or in Attack Mode, no other effects |
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Dark Saviors (DASA-EN024) Fandora, the Flying Furtress SPELL / Field Spell During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 monster "Fur Hire" from your Deck to your hand. If you control 5 or more monsters "Fur Hire" with different names: You can send this card from the Field Zone to the GY; destroy all cards your opponent controls, also, for the rest of this turn, your opponent takes no damage. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Fur Hires Cons: Costs Draw Phase to add, can't Summon, costs itself to destroy, can't deal opponent damage the turn it destroys |
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Dark Saviors (DASA-EN023) Rafale, Champion Fur Hire LIGHT / Effect Monster / Level 8 / ATK 2800 / DEF 2200 (Dragon / Effect) If this card is Special Summoned: You can excavate the top cards of your Deck equal to the number of monsters "Fur Hire" you control with different names, except "Rafale, Champion Fur Hire", and if you do, add 1 of them to your hand, also shuffle the rest back into your Deck. When your opponent activates a monster effect (Quick Effect): You can discard 1 card "Fur Hire"; negate the activation. You can only use each effect of "Rafale, Champion Fur Hire" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Fur Hires,
counters Effect Monsters Cons: Low DEF for Level, gamble effect, can't Summon, costs Fur Hire to negate, can't negate Spells or Traps |
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Dark Saviors (DASA-EN022) Wiz, Sage Fur Hire WATER / Effect Monster / Level 7 / ATK 1600 / DEF 2800 (Spellcaster / Effect) If this card is Special Summoned: You can gain 500 LP for each monster "Fur Hire" you control with a different name, except "Wiz, Sage Fur Hire". When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can discard 1 card "Fur Hire"; negate the activation. You can only use each effect of "Wiz, Sage Fur Hire" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, high DEF, helps
Fur Hires and
LP Gain Cons: Low ATK for Level, costs Fur Hire to negate Spell or Trap, very low LP boost excludes itself |
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Dark Saviors (DASA-EN021) Dyna, Hero Fur Hire EARTH / Effect Monster / Level 6 / ATK 2500 / DEF 1400 (Beast-Warrior / Effect) If this card is Special Summoned: You can banish cards from your opponent's GY, up to the number of monsters "Fur Hire" you control with different names. You can only use this effect of "Dyna, Hero Fur Hire" once per turn. Monsters your opponent controls cannot target monsters "Fur Hire" you control for attacks, except this one. ~Rarities: Secret Rare |
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Pros: Easily played, high ATK, helps
Fur Hires and Banished Cons: Low DEF for Level, can't banish if Normal or Flip Summoned, banishing excludes itself |
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Dark Saviors (DASA-EN020) Sagitta, Maverick Fur Hire WIND / Effect Monster / Level 5 / ATK 1200 / DEF 2400 (Winged Beast / Effect) If this card is Special Summoned: You can inflict 500 damage to your opponent for each monster "Fur Hire" you control with a different name, except "Sagitta, Maverick Fur Hire". You can only use this effect of "Sagitta, Maverick Fur Hire" once per turn. Your opponent cannot target monsters "Fur Hire" you control with card effects, except this one. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Fur Hires and Burn Cons: Low DEF for Level, very low burn damage excludes itself |
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Dark Saviors (DASA-EN019) Bravo, Fighter Fur Hire FIRE / Effect Monster / Level 4 / ATK 1900 / DEF 200 (Reptile / Effect) During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Bravo, Fighter Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can have all monsters "Fur Hire" currently on the field gain 500 ATK/DEF until the end of this turn. You can only use each effect of "Bravo, Fighter Fur Hire" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Fur Hires Cons: Very low DEF, largely copies Seal |
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Dark Saviors (DASA-EN018) Seal, Strategist Fur Hire DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1000 (Beast-Warrior / Effect) During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Seal, Strategist Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 monster "Fur Hire" in your GY; add it to your hand. You can only use each effect of "Seal, Strategist Fur Hire" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Fur Hires Cons: Low stats, largely copies Beat |
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Dark Saviors (DASA-EN017) Beat, Bladesman Fur Hire EARTH / Effect Monster / Level 3 / ATK 1200 / DEF 500 (Warrior / Effect) During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Beat, Bladesman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 monster "Fur Hire" from your Deck to your hand, except "Beat, Bladesman Fur Hire". You can only use each effect of "Beat, Bladesman Fur Hire" once per turn. ~Rarities: Secret Rare |
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Pros: Easily played, searchable,
helps Fur Hires Cons: Very low DEF, largely copies Helmer |
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Dark Saviors (DASA-EN016) Helmer, Helmsman Fur Hire WATER / Effect Monster / Level 3 / ATK 0 / DEF 2000 (Aqua / Effect) During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Helmer, Helmsman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can discard 1 card "Fur Hire"; draw 1 card. You can only use each effect of "Helmer, Helmsman Fur Hire" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
high DEF, helps Fur Hires Cons: Very low DEF, largely copies Recon, costs card to draw card |
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Dark Saviors (DASA-EN015) Recon, Scout Fur Hire WIND / Effect Monster / Level 2 / ATK 1000 / DEF 500 (Beast / Effect) During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Recon, Scout Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 Set card on the field; destroy it. You can only use each effect of "Recon, Scout Fur Hire" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Fur Hires Cons: Very low DEF, largely copies Donpa |
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Dark Saviors (DASA-EN014) Donpa, Marksman Fur Hire WIND / Effect Monster / Level 2 / ATK 500 / DEF 1000 (Beast / Effect) During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Donpa, Marksman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 face-up card on the field; destroy it. You can only use each effect of "Donpa, Marksman Fur Hire" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Fur Hires Cons: Low DEF, can't Summon from other places or destory Set cards, can't destroy if Fur Hire is Normal or Flip Summoned |
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Dark Saviors (DASA-EN011) Vampire Domination TRAP / Counter Trap When a Spell/Trap Card, or monster effect, is activated while you control a "Vampire" monster: Negate the activation, and if you do, destroy that card, then, if it was a Monster Card, gain LP equal to its original ATK. You can only activate 1 "Vampire Domination" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps
Vampires and LP Gain Cons: Must negate monster effect for LP boost, can't use 2+ copies per turn |
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Dark Saviors (DASA-EN010) Vampire Awakening TRAP / Normal Trap Special Summon 1 "Vampire" monster from your Deck, but destroy it during the End Phase of this turn. You can only activate 1 "Vampire Awakening" per turn. ~Rarities: Super Rare |
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Pros: Easily played, helps Vampires Cons: Can't Summon from other places, destroys monster at End Phase, no other effects |
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Dark Saviors (DASA-EN009) Vampire's Domain SPELL / Continuous Spell Once per turn: You can pay 500 LP; during your Main Phase this turn, you can Normal Summon 1 "Vampire" monster in addition to your Normal Summon/Set. (Even if this card leaves the field. You can only gain this effect once per turn.) Each time your "Vampire" monster inflicts battle damage to your opponent: Gain the same amount of LP. ~Rarities: Secret Rare |
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Pros: Easily played, helps Vampires,
LP Gain and
Tribute Summons Cons: Costs LP for extra Normal Summon, must deal battle damage for LP boost |
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Dark Saviors (DASA-EN008) Vampire's Desire SPELL / Normal Spell Activate 1 of these effects. ● Target 1 face-up monster you control; send 1 "Vampire" monster from your Deck to the GY with a different Level from that monster, and if you do, the targeted monster becomes the Level of that sent monster in the GY, until the end of this turn. ● Target 1 "Vampire" monster in your GY; send 1 monster you control to the GY, and if you do, Special Summon the targeted monster.You can only activate 1 "Vampire's Desire" per turn. ~Rarities: Secret Rare |
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Pros: Easily played, helps Vampires
and Xyz Summons Cons: Costs monster to revive, can't Summon from other places or use both effects in same turn |
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Dark Saviors (DASA-EN007) Dhampir Vampire Sheridan DARK / Xyz Monster / Rank 6 / ATK 2600 / DEF 1000 (Zombie / Xyz / Effect) 2+ Level 6 monsters If you use a monster(s), with a Level, that is owned by your opponent for the Xyz Summon of this card, treat it as Level 6. Once per turn: You can detach 1 material from this card, then target 1 card your opponent controls; send it to the GY. Once per turn, if a Monster Card(s) is sent from the field to your opponent's GY by a card effect, or a monster is destroyed by battle and sent to your opponent's GY: You can detach 1 material from this card; Special Summon 1 of those monsters to your field in Defense Position. ~Rarities: Secret Rare |
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Pros: Partly easily played Cons: Low stats for Rank, must control stolen monster for easier Summoning, can't Summon from other places |
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Dark Saviors (DASA-EN006) Vampire Red Baron DARK / Effect Monster / Level 6 / ATK 2400 / DEF 1000 (Zombie / Effect) Once per turn: You can pay 1000 LP, then target 1 monster your opponent controls and 1 other "Vampire" monster you control; switch control of those monsters. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field. ~Rarities: Super Rare |
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Pros: Easily played, high ATK, helps
Vampires Cons: Low DEF for Level, costs LP to swap monsters, slow to revive, can't Summon from other places |
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Dark Saviors (DASA-EN005) Vampire Scarlet Scourge DARK / Effect Monster / Level 6 / ATK 2200 / DEF 2200 (Zombie / Effect) If this card is Normal or Special Summoned: You can pay 1000 LP, then target 1 "Vampire" monster in your GY, except "Vampire Scarlet Scourge"; Special Summon it, but it cannot attack this turn. You can only use this effect of "Vampire Scarlet Scourge" once per turn. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field. ~Rarities: Secret Rare |
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Pros: Easily played, helps Vampires Cons: Low stats for Level, costs LP to revive, can't revive another copy or attack with revived monster that turn, slow to revive defeated monsters |
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Dark Saviors (DASA-EN004) Vampire Grimson DARK / Effect Monster / Level 5 / ATK 2200 / DEF 1400 (Zombie / Effect) If a monster(s) you control would be destroyed by battle or an opponent's card effect, you can pay 1000 LP for each monster that would be destroyed, instead (you must protect all your monsters that would be destroyed, if you use this effect). At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field. ~Rarities: Super Rare |
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Pros: Easily played Cons: Low stats for Level, costs LP per monster, can't choose which to protect, slow to revive |
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Dark Saviors (DASA-EN003) Vampire Fraulein DARK / Effect Monster / Level 5 / ATK 600 / DEF 2000 (Zombie / Effect) When a monster declares an attack: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Vampire Fraulein" once per turn. Once per battle, when your Zombie monster battles an opponent's monster, during that damage calculation (Quick Effect): You can pay LP in multiples of 100 (max. 3000); that monster you control gains that much ATK/DEF during that damage calculation only. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field. ~Rarities: Secret Rare |
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Pros: Easily played,
searchable, helps Zombies Cons: Low DEF for Level, requires attack to Summon itself, costs LP for temporary ATK boost, max of 3000 paid, slow to revive |
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Dark Saviors (DASA-EN002) Vampire Retainer DARK / Effect Monster / Level 2 / ATK 1200 / DEF 0 (Zombie / Effect) If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" Spell/Trap from your Deck to your hand. If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Retainer" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Vampires and Banished Cons: 0 DEF, costs LP to add, largely copies Vampire Familiar |
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Dark Saviors (DASA-EN001) Vampire Familiar DARK / Effect Monster / Level 1 / ATK 500 / DEF 0 (Zombie / Effect) If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" monster from your Deck to your hand, except "Vampire Familar". If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Familiar" once per turn. ~Rarities: Super Rare |
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Pros: Easily played, searchable,
helps Vampires and
Banished Cons: 0 DEF, must be Special Summoned to add, can't add Spells, Traps or another copy, costs card to revive itself, is banished if revived by its effect and removed |