DOCS-EN099 |
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D/D/D Oblivion King Abyss Ragnarok
DARK / Fiend-Type Pendulum / Level 8 / ATK 2200 / DEF 3000 / Scale 5
If you Special Summon a "D/D"
monster(s), except during the Damage Step: You can target 1 "D/D"
monster in your Graveyard; any battle damage your opponent takes becomes
halved for the rest of this turn, also Special Summon that monster, and
if you do, take 1000 damage. You can only use this effect of "D/D/D
Oblivion King Abyss Ragnarok" once per turn.
If this card is Normal or Special
Summoned: You can target 1 "D/D/D" monster in your Graveyard; Special
Summon it. You can only use this effect of "D/D/D Oblivion King Abyss
Ragnarok" once per turn. Once per turn: You can Tribute 1 other "D/D"
monster, then target 1 monster your opponent controls; banish it.
RARE |
Rating: |
1 |
Comments: |
Apparently he took a page from the Dark Contract
series because he too deals 1000 damage if you use its Pendulum Effect
to revive a monster and neither the other effects, nor its stats aren't
all that good either. |
DOCS-EN098 |
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D/D/D Rebel King Leonidas
DARK / Fiend-Type Pendulum / Level 7 / ATK 2600 / DEF 1200 / Scale 3
When you take effect damage (except
during the Damage Step): You can destroy this card, and if you do, any
effect that would inflict damage to a player this turn increases their
LP by the same amount, instead.
When you take effect damage (except
during the Damage Step): You can Special Summon this card from your
hand, and if you do, gain LP equal to the damage you took. You take no
effect damage.
SUPER RARE |
Rating: |
1 |
Comments: |
Prime Material Dragon still does better than
this and it's not even a Pendulum Monster. |
DOCS-EN097 |
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D/D/D Human Resources
Normal Trap
Shuffle 3 cards into the Deck (any combination of "D/D" monsters in your
hand, field, or Graveyard and/or "D/D" cards in your Pendulum Zone),
then you can add 2 "D/D" monsters from your Deck to your hand.
COMMON |
Rating: |
1 |
Comments: |
Their so-called "resources" are pretty pathetic
overall so you're wasting Deck space and effort to even bother with
this. |
DOCS-EN096 |
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Contract Laundering
Normal Trap
Destroy as many "Dark Contract" cards in your Spell & Trap Zone as
possible, and if you do, draw the same number of cards you destroyed,
then gain 1000 LP for each card you drew with this effect.
COMMON |
Rating: |
1 |
Comments: |
Hooray, a card that'll get rid of those pesky
contracts, and give you extra cards and LP for each one. What a bargain,
except that Gryphon's Feather Duster does practically the same thing and
works on more than those pitiful Dark Contract cards and is easier to
activate. |
DOCS-EN095 |
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Dark Contract with the Witch
Continuous Trap
You can send 1 "D/D" or "Dark Contract" card from your hand to the
Graveyard, then target 1 card on the field; destroy it. You can only use
this effect of "Dark Contract with the Witch" once per turn. All
Fiend-Type monsters you control gain 1000 ATK during your opponent's
turn only. Once per turn, during your Standby Phase: Take 1000 damage.
COMMON |
Rating: |
1 |
Comments: |
Might as well make it overpowered like
destroying the opponent's monsters or something because that'd probably
be enough to offset the damage. Until then, you won't see these with a
rating higher than 1 if they are prepackaged with 1000 damage. |
DOCS-EN094 |
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Dark Contract with the Swamp King
Continuous Spell
During your Main Phase: You can Fusion Summon 1 Fiend-Type Fusion
Monster from your Extra Deck, using monsters from your hand or your side
of the field as Fusion Materials. You can only use this effect of "Dark
Contract with the Swamp King" once per turn. If Summoning a "D/D" Fusion
Monster this way, you can also banish monsters from your Graveyard as
Fusion Material. Once per turn, during your Standby Phase: Take 1000
damage.
COMMON |
Rating: |
1 |
Comments: |
Oh sure you can Fusion Summon each turn, that is
if you can spare 1000 LP and addional Fusion Materials during those same
turns too but then, better options exist so don't even bother. |
DOCS-EN093 |
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Dark Contract with the Gate
Continuous Spell
During your Main Phase: You can add 1 "D/D" monster from your Deck to
your hand. You can only use this effect of "Dark Contract with the Gate"
once per turn. Once per turn, during your Standby Phase: Take 1000
damage.
COMMON |
Rating: |
1 |
Comments: |
This gate should remain forever closed because
its main attraction is quickly mitigated by hurting your LP each of your
Standby Phases that it's active. |
DOCS-EN092 |
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D/D Savant Kepler
DARK / Fiend-Type Pendulum / Level 1 / ATK 0 / DEF 0 / Scale 10
You cannot Pendulum Summon monsters,
except "D/D" monsters. This effect cannot be negated. Once per turn,
during your Standby Phase: Reduce this card's Pendulum Scale by 2 (min.
1), then destroy all monsters you control with a Level greater than or
equal to this card's Pendulum Scale, except "D/D" monsters.
If this card is Normal or Special
Summoned: You can activate 1 of these effects. You can only use this
effect of "D/D Savant Kepler" once per turn.
● Target 1 other "D/D" card you control; return it to the hand.
● Add 1 "Dark Contract" card from your Deck to your hand.
COMMON |
Rating: |
1 |
Comments: |
Galilei has his own partner in crime that hurts
your Pendulum Summoning in the other direction. D/D/D? More like F/F/F
because they are complete and utter failures and a disgrace to their own
kind and monsters everywhere. |
DOCS-EN091 |
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D/D Savant Galilei
DARK / Fiend-Type Pendulum / Level 10 / ATK 0 / DEF 0 / Scale 1
You cannot Pendulum Summon monsters,
except "D/D" monsters. This effect cannot be negated. Once per turn,
during your Standby Phase: Increase this card's Pendulum Scale by 2
(max. 10), then destroy all monsters you control with a Level less than
or equal to this card's Pendulum Scale, except "D/D" monsters.
During either player's turn: You can
discard this card, then target 1 "D/D" or "Dark Contract" card you
control; return it to the hand. You can only use this effect of "D/D
Savant Galilei" once per turn.
COMMON |
Rating: |
1 |
Comments: |
A Pendulum Monster so bad it wrecks your chances
at really Pendulum Summoning the longer it stays out and its stats are
literally nothing to get excited about either. |
DOCS-EN090 |
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D/D/D Wave King Caesar
WATER / Fiend-Type Xyz / Rank 4 / ATK 2400 / DEF 1200
2 Level 4 Fiend-Type monsters
During either player's turn: You can detach 1 Xyz Material from this
card; at the end of the Battle Phase, Special Summon from your Graveyard
as many monsters destroyed this turn as possible, but during the next
Standby Phase, take 1000 damage for each monster Special Summoned by
this effect. If this card is sent from the field to the Graveyard: You
can add 1 "Dark Contract" card from your Deck to your hand. You can only
use each effect of "D/D/D Wave King Caesar" once per turn.
RARE |
Rating: |
2 |
Comments: |
So basically it's a slower version of Soul
Charge in that you're reviving all monsters you've lost during the turn
but then get hit for 1000 damage for each of them, though at least you
can get extra LP if Prime Material Dragon is one of the monsters you
revive and this guy is a fairly strong and easy to summon Rank 4
monster. |
DOCS-EN089 |
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Kaiju Capture Mission
Continuous Trap
Once per turn, if there are less than 3 Kaiju Counters on this card: You
can target 1 "Kaiju" monster on the field; change it to face-down
Defense Position, then place 1 Kaiju Counter on this card (max. 3). If
this card in your possession is destroyed by an opponent's card and sent
to your Graveyard: You can draw 2 cards. You can only use this effect of
"Kaiju Capture Mission" once per turn.
COMMON |
Rating: |
2 |
Comments: |
At least the 2nd effect can be used regardless
of whether or not you run Kaiju monsters but even Reckless Greed is
faster than this. |
DOCS-EN088 |
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Gameciel, the Sea Turtle Kaiju
WATER / Aqua / Level 8 / ATK 2200 / DEF 3000
You can Special Summon this card (from your hand) to your opponent's
side of the field in Attack Position, by Tributing 1 monster they
control. If your opponent controls a "Kaiju" monster, you can Special
Summon this card (from your hand) in Attack Position. You can only
control 1 "Kaiju" monster. During either player's turn, when your
opponent activates a card or effect, except "Gameciel, the Sea Turtle
Kaiju": You can remove 2 Kaiju Counters from anywhere on the field;
negate the activation, and if you do, banish that card.
RARE |
Rating: |
2 |
Comments: |
Much like Radian, this guy offers the ability to
let your opponent have a copy of itself out if they're willing to lose
one of their monsters but this guy's weaknesses are exactly the same as
Radian's because you still need to protect yourself with your own
monster and giving your opponent a free monster isn't really going to
help, especially since this one has 3000 DEF. |
DOCS-EN087 |
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Radian, the Multidimensional Kaiju
DARK / Fiend / Level 7 / ATK 2800 / DEF 2500
You can Special Summon this card (from your hand) to your opponent's
side of the field in Attack Position, by Tributing 1 monster they
control. If your opponent controls a "Kaiju" monster, you can Special
Summon this card (from your hand) in Attack Position. You can only
control 1 "Kaiju" monster. Once per turn: You can remove 2 Kaiju
Counters from anywhere on the field; Special Summon 1 "Radian Token"
(Fiend-Type/DARK/Level 7/ATK 2800/DEF 0), but it cannot be used as a
Synchro Material.
RARE |
Rating: |
2 |
Comments: |
You're given the option to give your opponent
this monster straight from your hand for one less Tribute than required
but even with it out and you able to Special Summon a copy for yourself,
that's taking more effort than you'd otherwise need, not to mention
you're risking your own monster's demise, which won't be good for you if
they still own the monster you gave them. Stick to Lava Golem instead. |
DOCS-EN086 |
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Kozmo Lightsword
Equip Spell
Equip only to a Psychic-Type "Kozmo" monster. It gains 500 ATK and DEF,
it can make up to 2 attacks on monsters during each Battle Phase, also
if it attacks a Defense Position monster, inflict piercing battle damage
to your opponent. If this card is sent from the field to the Graveyard:
You can pay 800 LP; add this card to your hand. You can only use this
effect of "Kozmo Lightsword" once per turn.
COMMON |
Rating: |
2 |
Comments: |
With the right Kozmo monster like Wickedwitch or
Dark Destroyer, this isn't all that bad but other than that, it's
another mediocre Equip Spell. |
DOCS-EN085 |
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Kozmo Dark Destroyer
DARK / Machine / Level 8 / ATK 3000 / DEF 1800
If this card is Normal or Special Summoned: You can target 1 monster on
the field; destroy it. Cannot be targeted by an opponent's card effects.
If this card is destroyed by battle or card effect and sent to the
Graveyard: You can banish this card from your Graveyard; Special Summon
1 Level 7 or lower "Kozmo" monster from your Deck.
SECRET RARE |
Rating: |
4 |
Comments: |
Even if just to overpower your opponent's
monsters, you've still got quite the powerhouse at it boasts 3000 ATK,
can get rid of any monster on the field and your opponent cannot target
it with their card effects. |
DOCS-EN084 |
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Kozmo DOG Fighter
DARK / Machine / Level 6 / ATK 2000 / DEF 2400
Once per turn, during the Standby Phase: You can Special Summon 1 "DOG
Fighter Token" (Machine-Type/DARK/Level 6/ATK 2000/DEF 2400). If this
card is destroyed by battle or card effect and sent to the Graveyard:
You can banish this card from your Graveyard; Special Summon 1 Level 5
or lower "Kozmo" monster from your Deck.
SUPER RARE |
Rating: |
2 |
Comments: |
You recieve an equally strong Token at your
Standby Phases that this guy is out and get to replace it with one of
its lower Level friends when destroyed but it won't be revived anytime
soon after because you have to banish it to do so. Regardless, neither
the Token, nor this guy are really that strong for their Level because
Level 4 monsters with equal or higher ATK already exist and are capable
of taking this guy out with ease. |
DOCS-EN083 |
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Kozmoll Wickedwitch
DARK / Psychic / Level 4 / ATK 1900 / DEF 300
During either player's turn: You can banish this card; Special Summon 1
Level 5 or higher "Kozmo" monster from your hand. You can only use this
effect of "Kozmoll Wickedwitch" once per turn. Once per turn, during
either player's turn: You can pay 1000 LP; this turn, this card cannot
be destroyed by battle or card effects.
COMMON |
Rating: |
4 |
Comments: |
If you're going to build a Kozmo Deck, don't
forget this guy as it's a great way to start your Duel and is a fine
addition to DARK, Psychic, Beatdown or any mixture of those. |
DOCS-EN082 |
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Kozmo Strawman
LIGHT / Psychic / Level 2 / ATK 500 / DEF 1800
During either player's turn: You can banish this card; Special Summon 1
Level 3 or higher "Kozmo" monster from your hand. You can only use this
effect of "Kozmo Strawman" once per turn. Once per turn: You can pay 500
LP, then target 1 of your banished "Kozmo" monsters; Special Summon it,
but its effects are negated, also destroy it during the End Phase.
ULTRA RARE |
Rating: |
2 |
Comments: |
Thanks to the release of the high-level Kozmo
monsters, this has a bit more to work with but still isn't very good
overall. |
DOCS-EN081 |
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Painful Escape
Normal Trap
Tribute 1 monster; add 1 monster with the same original Type, Attribute,
and Level, but with a different original name, from your Deck or
Graveyard to your hand.
SECRET RARE |
Rating: |
1 |
Comments: |
Why would you bother Tributing a monster just to
get a very similar monster to the one you lost, especially since you'll
just have to Summon it again, putting you back where you were
beforehand? |
DOCS-EN080 |
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First-Aid Squad
Normal Trap
Target 1 Normal Monster in your Graveyard; add it to your hand. When a
Normal Monster is destroyed by battle: You can Special Summon this card
from your Graveyard in Defense Position as a Normal Monster
(Warrior-Type/EARTH/Level 3/
ATK 1200/DEF 400). (This card is NOT treated
as a Trap Card.) You can only use this effect of "First-Aid Squad" once
per turn. If Summoned this way, banish this card when it leaves the
field.
SHORT PRINT COMMON |
Rating: |
2 |
Comments: |
You could run this in a Gemini Deck since they
become Normal Monsters while in the Graveyard but doesn't really provide
much when Special Summoned as a monster and then you won't be doing it
again with that copy later on. |