El_Moss
10-13-2007, 10:08 AM
This is my booster pack including the Dream cards
Please comment or post suggestions for more DREAM OR SHEEP cards.
Sleeping Warrior (Target around 100 cards before next booster idea)
70 Cards
34 Common Cards
18 Rare Cards
10 Super Rare Cards
4 Ultra Rare Card
4 Secret Rare Card
------------------------------------------Sheep & Dream Cards---------------------------------------------
Shepherd
Warrior/Effect
2*
400/300
Flip: Add 1 'scapegoat' or 'stray lambs' from your deck to your hand.
Rare
Counting Sheep
Normal Trap Card
For every 'sheep' or 'lamb' token on your side of the field you can select one monster on your opponent's side of the field and put a dream counter on it, also those monsters cannot attack this turn.
Rare
Deep Sleep
Normal Spell Card
Put 3 dream counters on any combination of monsters on the field.
Warm Milk
Quick Play Spell Card
Place a dream counter on one monster on the field. When this card resolves you gain 500 life points.
Bedtime Story
Quick Play Spell Card
Place a dream counter on one monster on the field. When this card resolves draw 1 card.
Lullaby
Quick Play Spell Card
Place a dream counter on one monster on the field. When this card resolves change the battle position of one monster on the field.
Baby Dream Sheep
Light
Beast/Effect
1*
0/0
This card cannot be normal summoned. This card can only be special summoned by tributing one 'sheep' or 'lamb' token on your side of the field.
When this card is selected as an attack target, place one dream counter on the attacking moster before damage calculation.
Dream Sheep
Light
Beast/Effect
2*
500/500
This card cannot be normal summoned. This card can only be special summoned by tributing two 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place two dream counters on the attacking moster before damage calculation.
Big Dream Sheep
Light
Beast/Effect
3*
1000/1000
This card cannot be normal summoned. This card can only be special summoned by tributing three 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place three dream counters on the attacking moster before damage calculation.
Giant Dream Sheep
Light
Beast/Effect
4*
1500/1500
This card cannot be normal summoned. This card can only be special summoned by tributing four 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place four dream counters on the attacking moster before damage calculation.
Rare
Monstrous Dream Sheep
Light
Beast/Effect
5*
2000/2000
This card cannot be normal summoned. This card can only be special summoned by tributing five 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place five dream counters on the attacking moster before damage calculation.
Rare
Dream Sheep King
Light
Beast/Ritual/Effect
7*
3000/3000
This card can only be ritual summoned with the effect of 'Crowning of the Sheep King'. When this card is selected as an attack target, place 7 dream counters on the attacking monster. When this card is destroyed put sheep tokens (beast/earth/1*/ATK0/DEF0) in all empty monster zones.
Super Rare
Crowning of the Sheep King
Ritual Spell Card
Tribute 'Dream Sheep' cards on your side of the field who's stars equal 7 to play 'Dream Sheep King' from your hand.
Sheep Pen
Field Spell Card
During a player's draw phase if they pick up a card with sheep, lamb or lambs or is named 'scapegoat' you may show that card to your opponent and draw again. All 'sheep' or 'lamb' monsters gain 200 ATK and DEF.
Super Rare
Fluff Up!
Equip Spell Card
A 'sheep' or 'lamb' equipped with this card gains 400 attack and defense points during all of your standby phases.
Rare
Dream Sheep Warrior (Imagine the art lol)
Light
Beast/Effect
4*
2100/800
You can discard this card to the Graveyard to add 1 'Dream City' from your Deck to your hand. If this card is on th field but 'Dream City' is not on the field, destroy this card.
Rare/Super Rare
Dream Sheep Farmer (lol again)
Light
Beast/Effect
4*
1900/1200
You can discard this card to the Graveyard to add 1 'Sheep Pen' from your Deck to your hand.
Rare/Super Rare
Happy Dream
Light
Fairy/Effect
3*
1200/700
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card is destroyed both players draw one card.
Rookie Dream
Light
Fairy
1*
500/300
This small fairy has not yet gained it's special powers but it always tries it's best anyway.
Peaceful Dream
Light
Fairy/Effect
4*
1600/1200
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card is attacked the attacking monster loses 400 attack points until the end of the turn.
Rare
Sad Dream
Light
Fairy/Effect
4*
0/2000
When this card battles with a monster, place a dream counter on that monster at the end of the battle.
Weird Dream
Light
Fairy/Effect
5*
2200/2000
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card attacks both players must shuffle their decks.
Scary Dream
Light
Fairy/Effect
6*
2500/500
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card is destroyed discard your hand. When this card is tributed your opponent discards their hand.
Nightmare
Dark
Fairy/Effect
8*
3000/1200
This card cannot be special summoned. You must tribute 3 monsters to play this card. All monsters used as tributes for this card must be 'dream' monsters. This card counts a dream card. When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card battles a monster the controller of the monster takes 100 damage for each dream counter on that monster before damage calculation.
Ultra Rare
Nap
Quick Play Spell Card
Place a dream counter on all of your opponent's monsters. Your opponent then draws a card.
Dream City
Field Spell Card
When a monster attacks it loses 200 attack points for every dream counter on it until the end of the battle. When a monster with dream counters on it is used as a tribute, place half the dream counters that were on the tributed monster on the new monster (Rounded down).
Super Rare
Nasty Wake Up
Normal Trap Card
Remove all dream counters from one of your opponent's monsters. Your opponent then takes 200 damage for each dream counter removed.
Alarm Clock
Continuous Spell Card
Pay 1000 life points to activate this card. During either player's standby phase they must choose a monster with dream counters on it. That monster loses one dream counter and the controller of the monster must pay 300 life points.
Rare
Snooze
Counter Trap Card
Activate in a chain to 'Alarm Clock'. Instead of removing a dream counter, put a dream counter on the monster targeted by Alarm Clock's effect.
Faulty Alarm Clock
Counter Trap Card
Activate in a chain to 'Alarm Clock'. Instead of paying 300 life points the controller of the monster targeted by Alarm Clock's effect must pay 800 life points.
Sleeping Guards
Quick Play Spell Card
If all of your opponent's monsters have dream counters on them you can attack your opponent directly this turn. You can only attack with one monster this turn.
Super Rare
Sleepwalking
Normal Spell Card
Select a monster with dream counters equal to or higher than the number of stars it has and return it to it's owners deck (The deck is then shuffled).
Rare
Midnight
Normal Spell Card
Remove all dream counters on the field and tribute 'Nightmare' to summon 'The Ultimate Nightmare' from your hand or deck.
Rare
The Ultimate Nightmare
Dark
Fiend/Effect
10*
X/X
This card cannot be normal summoned. This card can only be special summoned by the effect of 'Midnight'. This cards attack and defense equals the number of dream counters removed by Midnight's effect times 200. This card counts as a dream card. When this card attacks a face down monster or a monster with a dream counter(s) on it. It is automatically destroyed.
Secret Rare
Recurring Dream
Quick Play Spell
Remove two dream counters on the field and pay 500 life points to add a 'dream' monster or 'Nightmare' from your graveyard to your hand.
Rare
Fortune Telling - Dream Interpretation
Normal Spell Card
Put four dream counters on an opponent's monster. They may then look at the top two cards of their deck.
Dream Interceptor - Swift Blade
Dark
Machine/Effect
4*
2000/1000
This monster can only attack monsters that have dream counters on them.
This card cannot attack your opponent directly. If this card wins in a battle against a defense position monster the difference between this card's attack and the other monsters defense is dealt to your opponent as battle damage. At the end of the battle remove a dream counter from the monster this monster attacked.
Rare
Dream Crusher - Short Fuse
Dark
Machine/Effect
6*
3000/1000
This monster can only attack monsters that have dream counters on them.
This card cannot attack your opponent directly. If this card wins in a battle against a defense position monster the difference between this card's attack and the other monsters defense is dealt to your opponent as battle damage. At the end of the battle remove a dream counter from the monster this monster attacked.
Rare
Graduation
Quick Play Spell Card
Pay 500 life points to activate this card. Tribute a 'Rookie Dream' on your side of the field and then special summon a 'dream' card from you card.
Oversleep
Normal Trap Card
Tribute a 'dream' monster on your side of the field in order to activate this card. Change the battle position of one monster to defense and place 2 dream counters on it.
Dream Jar
Light
Rock/Effect
3*
900/300
Flip: If this monster is in attack position swap it to defense position. Put 3 dream counters on this monster. When this monster with dream counters on it is attacked put one dream counter from this card on the attacking monster before damage calculation. As long as this card has dream counters on it, it cannot be destroyed by battle (Damage calculation is applied normally).
Rare
(thelastdraw)
Awake mind
Spellcaster/Effect
6*
0/3000
When this card is face up on the field, it is changed to defense position and opponent cannot select dream monsters as a target. This card is not affected by trap and spell card. Everytime this card is attacked it loses 500 defense points.
Super Rare
(thelastdraw)
Dream Chain
Counter Trap
When a Dream counter(s) is removed from the field, place the same number of Dream counters on any card on the field.
Dream Summon
Remove dream counters on the field equal to the level of a monster in your hand then play the monster.
Ultra Rare
-------------------------------------------------Other Cards-----------------------------------------------
Last Resort Die Roll
Normal Trap Card
You can only activate this card if damage from a battle makes your life points 0. You do not lose. Both you and your opponent roll a die, if you win your life points become the total of the two rolls times 100. If it's a draw, your life points become the total of the two rolls times 10. If you lose your opponent wins the match. On a win or draw you must discard all the cards from your deck except X cards (X equals your opponent's die roll).
Super Rare
Weird Sorcerer
Dark
Spellcaster/Effect
4*
1700/500
When this card destroys an opponent's monster, your opponent takes damage equal to this card's defense.
Really Obvious Trap Hole
Normal Trap
When your opponent summons a monster they must select and activate 1 of the following effects
Destroy the summoned monster
Switch the summoned monster to face up defense position
Reckless Charge
Normal Trap Card
You can only activate this card if your opponent hasn't activated any spell or trap cards this turn. When a monster attacks you directly destroy all monsters on your opponent's side of the field after damage calculation.
Rare
Lion Cub
Earth
Beast
1*
300/100
A cute baby lion that spends all day playing. One day it will become very powerful.
Hawk Hatchling
Wind
Winged Beast
1*
200/200
A small baby hawk that stays at the nest most of the day. When it grows up it will become stronger.
Scorch Phoenix
Fire
Pyro
1*
400/0
A baby phoenix that glows brightly but doesn't produce flames. Eventually it will cause infernos.
Tiny Hippo
Water
Aqua
1*
0/400
A small baby hippopttamus that is always hungry. In a few year's time it will grow to a giant size.
Stubborn Ghost
Dark
Zombie
1*
100/300
A child ghost that knows little about anything. Some time in the future he may become much smarter.
Unimpressive Pixie
Light
Fairy
1*
0/0
A small baby pixie that has no physical strength. It is destined to gain great magical powers.
Maturing
Quick Play Spell Card
Pay 1500 life points to activate this card. You can only activate this card if you have 'Lion Cub','Hawk Hatchling','Scorch Phoenix','Tine Hippo','Stubborn Ghost' or 'Unimpressive Pixie' on your side of the field. Tribute any number of them for a card(s) that mentions the specific card name and 'Maturing' in it's card effect from your hand or deck. Then add 1 turn to the turn count for every monster you tributed.
Rare
Grand Lion King
Earth
Beast/Effect
8*
2800/800
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Lion Cub'. When this card attacks it gains 500 attack points until the end of the turn.
Ultra Rare
Ace Hunter Hawk
Wind
Winged Beast/Effect
8*
2500/2500
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Hawk Hatchling'. When this card attacks your opponent cannot activate traps.
Ultra Rare
Roaring Flame Phoenix
Fire
Pyro/Effect
3700/0
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Scorch Phoenix'. You must pay 500 life points to attack with this card.
Secret Rare
Gargantuan Saltwater Hippo
Water
Aqua/Effect
200/4000
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Tiny Hippo'. If 'Umi' isn't on your side of the field this card cannot be placed in defense position.
Super Rare
Sneaking Knowledgeable Ghost
Dark
Zombie/Effect
1000/2900
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Stubborn Ghost'. This card can attack your opponent's life points directly. If this face-up card is on your side of the field during your draw phase you may look at the top two cards of you deck and add one one to your hand, the other card is shuffled into your deck, this counts as your draw.
Secret Rare
Ultimate Magical Pixie
Light
Fairy/Effect
0/0
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Unimpressive Pixie'. Once per each of your turns you may choose a feild card, a continuous spell card or a continuous trap card from either player's graveyard and equip it to this card (This card can only be equipped with one card by this effect at once). If this card is equipped with The Sanctuary In The Sky it can't be destroyed by battle (Damage calculation is applied normally).
Secret Rare (This would probably be restricted really soon though, so would phoenix)
(Not enough plants in the game)
Rose Swordsman
Earth
Plant/Effect
4*
1900/700
When this card is destroyed your opponent takes 300 points of damage.
Rare
Giant Root Barrier
Continuous Trap Card
When there is a plant monster(s) on your side of the field you cannot be attacked directly or take effect damage.
Pollenate
Quick Play Spell Card
Select a level 4 or lower plant monster on your side of the field. Search your deck for a card of the same name and play it.
Rare
Giant Bud
Earth
Plant/Effect
4*
1000/2200
This card cannot be set, instead you can summon it in face up defense position.
(Combo with heart of clear water, spirit barrier and giant root barrier and you become invincible)
Disguise
Normal Spell Card
The name of one face up normal monster is treated as the name of another card on the field or either player's graveyard.
(Could be used for fusion or E Hero decks)
White Flag
Normal Spell Card
Only activate during a match duel. You surrender this duel, in the next one you can start with 8 cards.
(Super Rare)
Recovery Victory
Normal Trap Card
If the total of you and your opponent's life points equals 2000 or less, you win the duel.
(Ultra Rare)
P.S. If you can't think of anything to put and noone's posted in a while, feel free to bump this for me.
Please comment or post suggestions for more DREAM OR SHEEP cards.
Sleeping Warrior (Target around 100 cards before next booster idea)
70 Cards
34 Common Cards
18 Rare Cards
10 Super Rare Cards
4 Ultra Rare Card
4 Secret Rare Card
------------------------------------------Sheep & Dream Cards---------------------------------------------
Shepherd
Warrior/Effect
2*
400/300
Flip: Add 1 'scapegoat' or 'stray lambs' from your deck to your hand.
Rare
Counting Sheep
Normal Trap Card
For every 'sheep' or 'lamb' token on your side of the field you can select one monster on your opponent's side of the field and put a dream counter on it, also those monsters cannot attack this turn.
Rare
Deep Sleep
Normal Spell Card
Put 3 dream counters on any combination of monsters on the field.
Warm Milk
Quick Play Spell Card
Place a dream counter on one monster on the field. When this card resolves you gain 500 life points.
Bedtime Story
Quick Play Spell Card
Place a dream counter on one monster on the field. When this card resolves draw 1 card.
Lullaby
Quick Play Spell Card
Place a dream counter on one monster on the field. When this card resolves change the battle position of one monster on the field.
Baby Dream Sheep
Light
Beast/Effect
1*
0/0
This card cannot be normal summoned. This card can only be special summoned by tributing one 'sheep' or 'lamb' token on your side of the field.
When this card is selected as an attack target, place one dream counter on the attacking moster before damage calculation.
Dream Sheep
Light
Beast/Effect
2*
500/500
This card cannot be normal summoned. This card can only be special summoned by tributing two 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place two dream counters on the attacking moster before damage calculation.
Big Dream Sheep
Light
Beast/Effect
3*
1000/1000
This card cannot be normal summoned. This card can only be special summoned by tributing three 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place three dream counters on the attacking moster before damage calculation.
Giant Dream Sheep
Light
Beast/Effect
4*
1500/1500
This card cannot be normal summoned. This card can only be special summoned by tributing four 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place four dream counters on the attacking moster before damage calculation.
Rare
Monstrous Dream Sheep
Light
Beast/Effect
5*
2000/2000
This card cannot be normal summoned. This card can only be special summoned by tributing five 'sheep' or 'lamb' tokens on your side of the field.
When this card is selected as an attack target, place five dream counters on the attacking moster before damage calculation.
Rare
Dream Sheep King
Light
Beast/Ritual/Effect
7*
3000/3000
This card can only be ritual summoned with the effect of 'Crowning of the Sheep King'. When this card is selected as an attack target, place 7 dream counters on the attacking monster. When this card is destroyed put sheep tokens (beast/earth/1*/ATK0/DEF0) in all empty monster zones.
Super Rare
Crowning of the Sheep King
Ritual Spell Card
Tribute 'Dream Sheep' cards on your side of the field who's stars equal 7 to play 'Dream Sheep King' from your hand.
Sheep Pen
Field Spell Card
During a player's draw phase if they pick up a card with sheep, lamb or lambs or is named 'scapegoat' you may show that card to your opponent and draw again. All 'sheep' or 'lamb' monsters gain 200 ATK and DEF.
Super Rare
Fluff Up!
Equip Spell Card
A 'sheep' or 'lamb' equipped with this card gains 400 attack and defense points during all of your standby phases.
Rare
Dream Sheep Warrior (Imagine the art lol)
Light
Beast/Effect
4*
2100/800
You can discard this card to the Graveyard to add 1 'Dream City' from your Deck to your hand. If this card is on th field but 'Dream City' is not on the field, destroy this card.
Rare/Super Rare
Dream Sheep Farmer (lol again)
Light
Beast/Effect
4*
1900/1200
You can discard this card to the Graveyard to add 1 'Sheep Pen' from your Deck to your hand.
Rare/Super Rare
Happy Dream
Light
Fairy/Effect
3*
1200/700
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card is destroyed both players draw one card.
Rookie Dream
Light
Fairy
1*
500/300
This small fairy has not yet gained it's special powers but it always tries it's best anyway.
Peaceful Dream
Light
Fairy/Effect
4*
1600/1200
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card is attacked the attacking monster loses 400 attack points until the end of the turn.
Rare
Sad Dream
Light
Fairy/Effect
4*
0/2000
When this card battles with a monster, place a dream counter on that monster at the end of the battle.
Weird Dream
Light
Fairy/Effect
5*
2200/2000
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card attacks both players must shuffle their decks.
Scary Dream
Light
Fairy/Effect
6*
2500/500
When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card is destroyed discard your hand. When this card is tributed your opponent discards their hand.
Nightmare
Dark
Fairy/Effect
8*
3000/1200
This card cannot be special summoned. You must tribute 3 monsters to play this card. All monsters used as tributes for this card must be 'dream' monsters. This card counts a dream card. When this card battles with a monster, place a dream counter on that monster at the end of the battle. When this card battles a monster the controller of the monster takes 100 damage for each dream counter on that monster before damage calculation.
Ultra Rare
Nap
Quick Play Spell Card
Place a dream counter on all of your opponent's monsters. Your opponent then draws a card.
Dream City
Field Spell Card
When a monster attacks it loses 200 attack points for every dream counter on it until the end of the battle. When a monster with dream counters on it is used as a tribute, place half the dream counters that were on the tributed monster on the new monster (Rounded down).
Super Rare
Nasty Wake Up
Normal Trap Card
Remove all dream counters from one of your opponent's monsters. Your opponent then takes 200 damage for each dream counter removed.
Alarm Clock
Continuous Spell Card
Pay 1000 life points to activate this card. During either player's standby phase they must choose a monster with dream counters on it. That monster loses one dream counter and the controller of the monster must pay 300 life points.
Rare
Snooze
Counter Trap Card
Activate in a chain to 'Alarm Clock'. Instead of removing a dream counter, put a dream counter on the monster targeted by Alarm Clock's effect.
Faulty Alarm Clock
Counter Trap Card
Activate in a chain to 'Alarm Clock'. Instead of paying 300 life points the controller of the monster targeted by Alarm Clock's effect must pay 800 life points.
Sleeping Guards
Quick Play Spell Card
If all of your opponent's monsters have dream counters on them you can attack your opponent directly this turn. You can only attack with one monster this turn.
Super Rare
Sleepwalking
Normal Spell Card
Select a monster with dream counters equal to or higher than the number of stars it has and return it to it's owners deck (The deck is then shuffled).
Rare
Midnight
Normal Spell Card
Remove all dream counters on the field and tribute 'Nightmare' to summon 'The Ultimate Nightmare' from your hand or deck.
Rare
The Ultimate Nightmare
Dark
Fiend/Effect
10*
X/X
This card cannot be normal summoned. This card can only be special summoned by the effect of 'Midnight'. This cards attack and defense equals the number of dream counters removed by Midnight's effect times 200. This card counts as a dream card. When this card attacks a face down monster or a monster with a dream counter(s) on it. It is automatically destroyed.
Secret Rare
Recurring Dream
Quick Play Spell
Remove two dream counters on the field and pay 500 life points to add a 'dream' monster or 'Nightmare' from your graveyard to your hand.
Rare
Fortune Telling - Dream Interpretation
Normal Spell Card
Put four dream counters on an opponent's monster. They may then look at the top two cards of their deck.
Dream Interceptor - Swift Blade
Dark
Machine/Effect
4*
2000/1000
This monster can only attack monsters that have dream counters on them.
This card cannot attack your opponent directly. If this card wins in a battle against a defense position monster the difference between this card's attack and the other monsters defense is dealt to your opponent as battle damage. At the end of the battle remove a dream counter from the monster this monster attacked.
Rare
Dream Crusher - Short Fuse
Dark
Machine/Effect
6*
3000/1000
This monster can only attack monsters that have dream counters on them.
This card cannot attack your opponent directly. If this card wins in a battle against a defense position monster the difference between this card's attack and the other monsters defense is dealt to your opponent as battle damage. At the end of the battle remove a dream counter from the monster this monster attacked.
Rare
Graduation
Quick Play Spell Card
Pay 500 life points to activate this card. Tribute a 'Rookie Dream' on your side of the field and then special summon a 'dream' card from you card.
Oversleep
Normal Trap Card
Tribute a 'dream' monster on your side of the field in order to activate this card. Change the battle position of one monster to defense and place 2 dream counters on it.
Dream Jar
Light
Rock/Effect
3*
900/300
Flip: If this monster is in attack position swap it to defense position. Put 3 dream counters on this monster. When this monster with dream counters on it is attacked put one dream counter from this card on the attacking monster before damage calculation. As long as this card has dream counters on it, it cannot be destroyed by battle (Damage calculation is applied normally).
Rare
(thelastdraw)
Awake mind
Spellcaster/Effect
6*
0/3000
When this card is face up on the field, it is changed to defense position and opponent cannot select dream monsters as a target. This card is not affected by trap and spell card. Everytime this card is attacked it loses 500 defense points.
Super Rare
(thelastdraw)
Dream Chain
Counter Trap
When a Dream counter(s) is removed from the field, place the same number of Dream counters on any card on the field.
Dream Summon
Remove dream counters on the field equal to the level of a monster in your hand then play the monster.
Ultra Rare
-------------------------------------------------Other Cards-----------------------------------------------
Last Resort Die Roll
Normal Trap Card
You can only activate this card if damage from a battle makes your life points 0. You do not lose. Both you and your opponent roll a die, if you win your life points become the total of the two rolls times 100. If it's a draw, your life points become the total of the two rolls times 10. If you lose your opponent wins the match. On a win or draw you must discard all the cards from your deck except X cards (X equals your opponent's die roll).
Super Rare
Weird Sorcerer
Dark
Spellcaster/Effect
4*
1700/500
When this card destroys an opponent's monster, your opponent takes damage equal to this card's defense.
Really Obvious Trap Hole
Normal Trap
When your opponent summons a monster they must select and activate 1 of the following effects
Destroy the summoned monster
Switch the summoned monster to face up defense position
Reckless Charge
Normal Trap Card
You can only activate this card if your opponent hasn't activated any spell or trap cards this turn. When a monster attacks you directly destroy all monsters on your opponent's side of the field after damage calculation.
Rare
Lion Cub
Earth
Beast
1*
300/100
A cute baby lion that spends all day playing. One day it will become very powerful.
Hawk Hatchling
Wind
Winged Beast
1*
200/200
A small baby hawk that stays at the nest most of the day. When it grows up it will become stronger.
Scorch Phoenix
Fire
Pyro
1*
400/0
A baby phoenix that glows brightly but doesn't produce flames. Eventually it will cause infernos.
Tiny Hippo
Water
Aqua
1*
0/400
A small baby hippopttamus that is always hungry. In a few year's time it will grow to a giant size.
Stubborn Ghost
Dark
Zombie
1*
100/300
A child ghost that knows little about anything. Some time in the future he may become much smarter.
Unimpressive Pixie
Light
Fairy
1*
0/0
A small baby pixie that has no physical strength. It is destined to gain great magical powers.
Maturing
Quick Play Spell Card
Pay 1500 life points to activate this card. You can only activate this card if you have 'Lion Cub','Hawk Hatchling','Scorch Phoenix','Tine Hippo','Stubborn Ghost' or 'Unimpressive Pixie' on your side of the field. Tribute any number of them for a card(s) that mentions the specific card name and 'Maturing' in it's card effect from your hand or deck. Then add 1 turn to the turn count for every monster you tributed.
Rare
Grand Lion King
Earth
Beast/Effect
8*
2800/800
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Lion Cub'. When this card attacks it gains 500 attack points until the end of the turn.
Ultra Rare
Ace Hunter Hawk
Wind
Winged Beast/Effect
8*
2500/2500
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Hawk Hatchling'. When this card attacks your opponent cannot activate traps.
Ultra Rare
Roaring Flame Phoenix
Fire
Pyro/Effect
3700/0
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Scorch Phoenix'. You must pay 500 life points to attack with this card.
Secret Rare
Gargantuan Saltwater Hippo
Water
Aqua/Effect
200/4000
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Tiny Hippo'. If 'Umi' isn't on your side of the field this card cannot be placed in defense position.
Super Rare
Sneaking Knowledgeable Ghost
Dark
Zombie/Effect
1000/2900
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Stubborn Ghost'. This card can attack your opponent's life points directly. If this face-up card is on your side of the field during your draw phase you may look at the top two cards of you deck and add one one to your hand, the other card is shuffled into your deck, this counts as your draw.
Secret Rare
Ultimate Magical Pixie
Light
Fairy/Effect
0/0
This card cannot be normal summoned. This card can only be special summoned with 'Maturing' by tributing 'Unimpressive Pixie'. Once per each of your turns you may choose a feild card, a continuous spell card or a continuous trap card from either player's graveyard and equip it to this card (This card can only be equipped with one card by this effect at once). If this card is equipped with The Sanctuary In The Sky it can't be destroyed by battle (Damage calculation is applied normally).
Secret Rare (This would probably be restricted really soon though, so would phoenix)
(Not enough plants in the game)
Rose Swordsman
Earth
Plant/Effect
4*
1900/700
When this card is destroyed your opponent takes 300 points of damage.
Rare
Giant Root Barrier
Continuous Trap Card
When there is a plant monster(s) on your side of the field you cannot be attacked directly or take effect damage.
Pollenate
Quick Play Spell Card
Select a level 4 or lower plant monster on your side of the field. Search your deck for a card of the same name and play it.
Rare
Giant Bud
Earth
Plant/Effect
4*
1000/2200
This card cannot be set, instead you can summon it in face up defense position.
(Combo with heart of clear water, spirit barrier and giant root barrier and you become invincible)
Disguise
Normal Spell Card
The name of one face up normal monster is treated as the name of another card on the field or either player's graveyard.
(Could be used for fusion or E Hero decks)
White Flag
Normal Spell Card
Only activate during a match duel. You surrender this duel, in the next one you can start with 8 cards.
(Super Rare)
Recovery Victory
Normal Trap Card
If the total of you and your opponent's life points equals 2000 or less, you win the duel.
(Ultra Rare)
P.S. If you can't think of anything to put and noone's posted in a while, feel free to bump this for me.