poo-gi-oh
09-21-2006, 09:54 PM
Finally! The set is done! But there is one thing I think would be fun for you to do. YOU the people get to vote for the cards you want to be the rares, super rares, and ultra rares! Just put the card numbers in your next comment. I hope everyone likes this set, and I look forward to your feedback.
Set name: Serpent’s Requiem
Example: SRM-000
Cards:
9 Cards per pack.
4 Ultra Rares (1:36)
6 Super Rares (1:6)
14 Rares (1:1)
26 Commons (8:1)
* 1 GP Card (1:1,000)
Info:
This set contains cards from the story Duel Monsters WT as well as never before released cards. This set also introduces a new type of rarity, GP. The GP card has Parallel Holographic imaging, and the name is in a holographic Red lettering. These cards are only released in the 1st Edition run, and are limited to 500 copies. Once the 500 cards have been distributed, that card will never be released again. Where the card's ID number would be placed, (Bottom right corner) would be placed, there is a individual stamped number, claiming it’s exact number out of 500. (Example # 210/500).
SRM - 000 (GP Card)
Power-Off
Trap Card
This card can only be activated when your opponent special summons a monster. Remove the monster from play, and any other cards in his/her deck with the same name as that card. Inflict damage to your opponent’s life points equal to the combined attack of all monsters removed from play by this card’s effect.
SRM - 001
Fright Mage
3 ***
Dark/Spellcaster
If this card is sent to the graveyard as a result of battle, you may remove two dark monsters in your graveyard from play to special summon this card on your next Draw Phase.
Atk/500 Def/200
SRM - 002 (Rare)
Reaper of Souls
3 ***
Dark/Fiend
When this card is normal summoned, destroy one card on the field.
Atk/800 Def/0
SRM - 003
Ghoul Slayer
4 ****
Dark/Fiend/Spirit
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card attacks your opponent's life points directly, damage to your opponent's life points is doubled.
Atk/1200 Def/0
SRM- 004
Spirit Leech
5 *****
Dark/Insect/Spirit
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card is summoned successfully, inflict damage to your opponent’s life points x300 for every Spirit monster in your graveyard.
Atk/1900 Def/2300
SRM - 005 (Rare)
Yu-Pagoda
9 *********
Light/Rock/Spirit
This card cannot be Special Summoned. This card returns to the owner’s hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. This card can only be normal summoned if you have 5 or more Spirit monsters in your graveyard, by removing all cards in your graveyard from play, and paying 2000 Lp. This card’s attack is equal to the difference between your life points now, and the life points you started out with at the beginning of this duel.
Atk/? Def/2000
SRM - 006
Emerald Sniper
4 ****
Light/Fairy
If “Glass Chamber” is on the field, destroy one spell/trap card for every equip card you place on this monster.
Atk/1700 Def/1900
SRM - 007 (Rare)
Glass Chamber Beast
4 ****
Light/Fairy
If “Glass Chamber” is face-up on the field, when this card destroys a monster in battle, you may add 1 equip card from your deck to your hand.
At/1800 Def/0
SRM - 008 (Rare)
Diamond Cutter
4 ****
Light/Fairy
When this card inflicts damage to your opponent’s life points, discard cards from your opponent’s hand equal to the number of equip cards attached to this monster.
Atk/1700 Def/1000
SRM - 009 (Super Rare)
Crystal Stronghold of Power
10 **********
Light/Faerie
This card cannot be normal summoned or set. This card can only be special summon by removing a face up “Glass Chamber” on the field from play. Also you must remove up to 5 cards in your graveyard from play. This card is not effected by spell cards. You may discard one equip card from this monster to inflict 1000 points of damage to your opponent’s life points.
Atk/3200 Def/2500
SRM - 010
Invincible Hamster Muroo
1 *
Light/Beast
When this card is destroyed and sent to the graveyard, pay 500 Lp to return it to your hand. If this card attacks your opponent’s life points directly, draw 1 card.
Atk/50 Def/0
SRM - 011
Living Blades
4 ****
Dark/Fiend
When this card is declared as an attack target, inflict 800 damage to your opponent’s life points during damage calculation.
Atk/800 Def/900
SRM - 012
Water Elemental
4 ****
Water/Aqua
When this card’s normal summoned, you may add 1 Water monster from your deck to your hand. Increase the attack of all Water monsters on the field by 600 points.
Atk/1500 Def/1500
SRM - 013
Fire Elemental
4 ****
Fire/Pyro
When this card’s normal summoned, you may add 1 Fire monster from your deck to your hand. Increase the attack of all Fire monsters on the field by 600 points.
SRM - 014
Earth Elemental
4****
Earth/Rock
When this card’s normal summoned, you may add 1 Earth monster from your deck to your hand. Increase the attack of all Earth monsters on the field by 600 points.
SRM - 015
Wind Elemental
4 ****
Wind/Beast
When this card’s normal summoned, you may add 1 Wind monster from your deck to your hand. Increase the attack of all Wind monsters on the field by 600 points.
SRM - 016 (Ultra Rare)
Mystical Serpent - Remina
12 ************
Light/ Sea-Serpent
This card gains the following effects based on how “Mystic Shadow Knight” was destroyed:
-If it was destroyed by battle because of the controller, remove it from play
-If it was destroyed by a card effect, randomly select on card in your opponents hand and discard it to the graveyard.
-If it was destroyed as a result of battle from one of your opponent’s monsters, this card may attack you opponent’s LP directly. In addition, Increase this card’s attack by the number of monsters on the field x300.
Atk/2500 Def/2500
SRM - 017 (Ultra Rare)
Mystical Serpent - Dexius
12 ************
Light/Sea-Serpent
This card gains the following effects based on how “Mystic Shadow Dragon” was destroyed:
-If it was destroyed my battle because of the controller, remove it from play.
-If it was destroyed by an effect, increase this card’s attack by 1000.
-If it was destroyed as a result of battle from one of your opponent’s monsters, draw 3 cards. If any of then are monsters special summon them onto your side of the field. Also this card’s original attack will be increased by the number of monsters on the field, x500.
Atk/2500 Def/2500
Atk/2500 Def/2500
SRM - 018 (Ultra Rare)
Mystical Serpent - Trikia
12 ************
Light/Sea-Serpent
This card cannot be normal summoned or set. This card can only be special summoned by the effect of "Mystical Shadow Snake." This card gains the following effect based on how "Mystical Shadow Snake" was destroyed:
-If it was destroyed in battle because of the controller, remove it from play.
-If it was destroyed by a card effect, you may draw 1 card.
-If it was destroyed by a result of battle by one of your opponent's monsters, you may draw cards until you have 6 cards. For every monster card drawn that way, you may discard cards from your opponent's hand equal to the amount of monsters drawn this way.
Atk/2500 Def/2500
SRM - 019 (Rare)
Reactor Control
4 ****
Light/Machine
Flip: If this card is used as a tribute for a tribute summon after is has been flipped face-up, you are allowed one other normal summon this turn.
Atk/1000 Def/1800
SDM - 020
Feeding Larva
1 *
Earth/Insect
If this card is destroyed as a result of battle, you may add 1 “Feeding Larva” from your deck to your hand. You can pay 500 Lp to increase this card’s attack by 300 points. This effect can only be used once per turn.
Atk/500 Def/300
SDM - 021 (Rare)
Great Ant
5 *****
Earth/Insect
This card can only be special summoned by removing 2 Insect monsters in your graveyard from play. This card’s attack is equal to the number of Insect monsters in your graveyard x400.
Atk/? Def/1600
SDM - 022
Rain Princess
3 ***
Water/Aqua
When this card attacks your opponent’s life points directly, you may add 1 Water type monster with 3 or less stars in your deck to your hand.
Atk/1000 Def/1000
SDM - 023
Poisonous Ivy
Earth/Plant
3 ***
When this card is destroyed and sent to the graveyard as a result of battle, destroy the attacking monster on your next standby phase.
Atk/700 Def/450
SDM - 024
Weed-Eating Plant
4 ****
Earth/Plant
Once per turn, you may discard one Plant monster in your hand to increase this card’s attack by 700 points until the End Phase of this turn.
Atk/1800 Def/0
SDM - 025 (Super Rare)
Mother Earth - Giatrix
7 *******
Earth/Plant
This card can only be normal summoned if both Tribute(s) are Plant type monsters. Every time this card inflicts damage to your opponent’s life points, you may special summon 1 Plant type monster with 3 or less stars from your hand or deck to your side of the field.
Atk/2700 Def/2100
SDM - 026
Pluto Fly Trap
3 ***
Earth/Plant
Flip: Destroy one monster on your opponent’s side of the field and increase your Life points by the level of the card x200.
Atk/100 Def/100
SDM - 027 (Rare)
Giga-Trix
4 ****
Earth/Plant
When this card inflicts damage to your opponent’s life points draw 1 card.
Atk/1600 Def/1800
SDM - 028 (Rare)
Integrative Watt Circumference
6 ******
Light/Machine
This card cannot be normal summoned or set. This card can only be special summoned by the effect of “Recto-Integrative-Polymer” and by tributing 1 Machine and Faerie Monster on your side of the field. When you draw a card because of a card effect, draw one more card and increase this card‘s attack by 500. This card’s effect does not apply to when you draw card’s from this card’s effect.
Atk/2500 Def/1300
SDM - 029 (Super Rare)
Integrative Shadow Blader
8 *******
Dark/Warrior
This card cannot be normal summoned or set. This card can only be special summoned by the effect of “Recto-Integrative-Polymer” and by tributing one Dark and one Warrior type monster, (You must tribute 2 monsters). Each time your opponent summons a monster who’s attack is higher than this monster, decrease it’s attack by 800. If this card destroys a monster in battle, draw one card.
Atk/1900 Def/2300
SDM - 030
Spirit’s Resentment
Spell Card
Remove 2 Spirit monsters in your graveyard from play, to add 1 Spirit monster in your deck to your hand.
SDM - 031
Exorcism
Spell Card
Discard a number of Spirit monsters in your hand to the graveyard to activate this card’s effect. Inflict 1000 damage to your opponent’s life points for each Spirit monster discarded due to this card’s effect.
SDM - 032 (Rare)
Spirit Jammer
Spell Card {Equip}
If this card is equipped to a Spirit monster, that monster does not return to your hand due to the monster’s card effect. If the equipped monsters is destroyed, remove the monster and this card from play.
SDM - 033 (Super Rare)
Glass Chamber
Spell Card (Field)
Pay 1000 Lp to activate this card. When there are 2 or more equip cards on the field, this card’s effect is activated. Every equip card is treated as 2 equip cards (effects are not doubled), but still only take up one spell/trap card space.
SDM - 034
Chamber Gun
Spell {Equip}
If this card is equipped to a monster while “Glass Chamber” is on the field, when the equipped monster attacks a defense position monster who’s defense is lower than this monster’s attack, inflict the difference to your opponent’s life points. Increase the equipped monster’s attack by 500.
SDM - 035
Hooked Puller - GR2X
Spell Card {Equip}
This card’s effect can only be activated if there is a face-up “Glass Chamber” on the field. When your opponent sets a monster, you may discard 2 cards in your hand to take control of that monster until the end of your next turn.
SDM - 036 (Ultra Rare)
Golden Axe of Demise
Spell Card {Equip}
Increase the attack of the equipped monster by 1000. If the equipped monster destroys a face-down defense position monster as a result of battle, remove the monster from play immediately. Flip Effects are negated.
SDM - 037
Counter Sword
Spell Card {Equip}
When the equipped monster’s destroyed and sent to the graveyard as a result of battle, destroy the attacking monster along with this card.
SDM - 038 (Rare)
Painful Winnings
Spell Card {Quick-Play}
When your opponent either gains life points or inflicts damage to your life points by a card effect, inflict 1000 points of damage to your opponent’s life points.
SDM- 039
Red Ant Hill
Spell Card {Continuous}
When an insect monster is destroyed and sent to the graveyard, special summon 1 “Ant Token” {1* Earth/Insect Stk/200 Def/0} to your side of the field in attack position.
SDM - 040
Robotic Insect Armor - BR12
Spell Card {Equip}
This card can only be equipped to an Insect type monster. The equipped monster is also treated as a Machine type monster. The equipped monster is not effected by Trap cards outside of your Battle Phase.
SDM - 041
Parasitic Leeches
Spell Card {Continuous}
As long as this card remains on the field, all monsters that are not “Insect” type monsters have their attack decreased by 700.
SDM - 042 (Rare)
Tainted Grounds
Spell Card
Pay 1000 Lp to activate this card. Place 1 counter on all Plant type monsters on the field. If a Plant type monster is destroyed due to the effect of a card, remove the counter instead of sending the monster to the graveyard.
SDM - 043 (Rare)
Miracle Growth
Spell Card
Select one Plant monster on your side of the field and double it’s attack points until the end of this turn. At the end of the turn, the selected monster’s attack is equal to 0 as long as it remains face-up on the field.
SDM - 044 (Rare)
Cursed Garden of Zen
Spell Card {Field}
Pay 2000 Lp to activate this card. Increase the attack of all Plant monsters on the field. All Plant type monsters on your side of the field are not effected by your opponent’s Spell Cards.
SDM - 045
Pot of Binding
Spell Card
Your opponent draws one card and cannot conduct his/her next battle phase.
SDM - 046 (Rare)
Spirit Junctioning
Trap Card
You may special summon 1 Spirit monster this turn regardless of it’s effect.
SDM - 047
Ghost of the Living
Trap Card
This card can only be activated when a spirit monster on your side of the field is declared as an attack target. After the battle is resolved, destroy the attacking monster and inflict 1000 points of damage to your opponent’s life points.
SDM - 048
Crystal Walls
Trap Card {Counter}
If “Glass Chamber” is face-up on the field, select one monster on your side of the field who’s being declared as the target of one of your opponent’s card effects. Negate the effect of the card and destroy it.
SDM - 049
Hidden Trap of Blades
Trap Card
Discard one card in your hand to activate this card. You may equip one card from your hand to a monster on the field.
SDM - 050
Shattered Hopes
Trap Card
Destroy 1 face-up Glass Chamber to activate this card. Draw 2 cards. If any of them are monsters, special summon them in attack position.
SDM - 051
Fallen Bee-Hive
Trap Card
When an Insect monster on your side of the field is destroyed and sent to the graveyard, inflict damage to your opponent’s life points equal to the attack of the destroyed monster. Remove the destroyed monster in your graveyard from play.
SDM - 052
Needle Covered Silk
Trap Card
When an Insect monster on your side of the field activates an effect that requires your opponent to discard or draw cards from his/her respective deck, discard one additional card on the top of your opponents deck to the graveyard.
SDM - 053
Life-Sucking Vines
Trap Card {Continuous}
This card can only be activated when your opponent summons a monster. As long as that monster remains on the field, decrease your opponent’s life points by 700 during every on of heir standby phases. The damage inflicted is increased by 300 fro every Plant type monster on your side of the field.
SDM - 054
Photosynthesis
Trap Card
During the turn this card is activated, increase the attack of all Plant type monsters on your side of the field by 500. During the turn this card is in effect, if a Plant type monster is declared as an attack target by a monster with a higher attack than it, destroy the attacking monster.
SDM - 055
Poison Dart Shooter
Trap Card {Counter}
When a Plant Type monster is sent to the graveyard by a card effect, discard one card in your opponents hand to the graveyard.
SDM - 056 (Super Rare)
Flash Bombs
Trap Card
When your opponent special summons a monster, return it to your opponent’s deck face-up. When your opponent draws that card, inflict 1000 points of damage to your opponent’s life points.
SDM - 057
Hyper Chain Shot
Trap Card
When your opponent inflicts damage to your life points outside of his/her battle phase, inflict half the damage to your opponent’s life points.
SDM - 058
Healing Ether
Trap Card
This card can only be activated when your monster(s) are effected by one of your opponent’s card effects. Negate the effect until the end of your next turn.
SDM - 059 (Super Rare)
Hidden Trap Wheel
Trap Card
This card can only be activated when it is targeted by a card that destroys Spell and Trap cards. Roll a 6 sided die. If you roll a 1, negate the activation of the card that targeted this card. If the result is 2 negate the activation of the card and destroy it, then destroy one spell or trap on the field. If the result is three, destroy 2 spell/trap cards and so on. If the number on the dice is higher than the number of spell/trap cards on your opponent's side of the field, negate the effect of this card and destroy it.
SDM - 060
Fated Crossing
Trap Card
If your opponent summons a monster with the same name as a card on your side of the field, destroy your opponent’s monster and inflict damage to your opponent’s life points equal to the attack of the destroyed monster.
Set name: Serpent’s Requiem
Example: SRM-000
Cards:
9 Cards per pack.
4 Ultra Rares (1:36)
6 Super Rares (1:6)
14 Rares (1:1)
26 Commons (8:1)
* 1 GP Card (1:1,000)
Info:
This set contains cards from the story Duel Monsters WT as well as never before released cards. This set also introduces a new type of rarity, GP. The GP card has Parallel Holographic imaging, and the name is in a holographic Red lettering. These cards are only released in the 1st Edition run, and are limited to 500 copies. Once the 500 cards have been distributed, that card will never be released again. Where the card's ID number would be placed, (Bottom right corner) would be placed, there is a individual stamped number, claiming it’s exact number out of 500. (Example # 210/500).
SRM - 000 (GP Card)
Power-Off
Trap Card
This card can only be activated when your opponent special summons a monster. Remove the monster from play, and any other cards in his/her deck with the same name as that card. Inflict damage to your opponent’s life points equal to the combined attack of all monsters removed from play by this card’s effect.
SRM - 001
Fright Mage
3 ***
Dark/Spellcaster
If this card is sent to the graveyard as a result of battle, you may remove two dark monsters in your graveyard from play to special summon this card on your next Draw Phase.
Atk/500 Def/200
SRM - 002 (Rare)
Reaper of Souls
3 ***
Dark/Fiend
When this card is normal summoned, destroy one card on the field.
Atk/800 Def/0
SRM - 003
Ghoul Slayer
4 ****
Dark/Fiend/Spirit
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card attacks your opponent's life points directly, damage to your opponent's life points is doubled.
Atk/1200 Def/0
SRM- 004
Spirit Leech
5 *****
Dark/Insect/Spirit
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. When this card is summoned successfully, inflict damage to your opponent’s life points x300 for every Spirit monster in your graveyard.
Atk/1900 Def/2300
SRM - 005 (Rare)
Yu-Pagoda
9 *********
Light/Rock/Spirit
This card cannot be Special Summoned. This card returns to the owner’s hand during the End Phase of the turn that it is Normal Summoned, Flip Summoned or flipped face-up. This card can only be normal summoned if you have 5 or more Spirit monsters in your graveyard, by removing all cards in your graveyard from play, and paying 2000 Lp. This card’s attack is equal to the difference between your life points now, and the life points you started out with at the beginning of this duel.
Atk/? Def/2000
SRM - 006
Emerald Sniper
4 ****
Light/Fairy
If “Glass Chamber” is on the field, destroy one spell/trap card for every equip card you place on this monster.
Atk/1700 Def/1900
SRM - 007 (Rare)
Glass Chamber Beast
4 ****
Light/Fairy
If “Glass Chamber” is face-up on the field, when this card destroys a monster in battle, you may add 1 equip card from your deck to your hand.
At/1800 Def/0
SRM - 008 (Rare)
Diamond Cutter
4 ****
Light/Fairy
When this card inflicts damage to your opponent’s life points, discard cards from your opponent’s hand equal to the number of equip cards attached to this monster.
Atk/1700 Def/1000
SRM - 009 (Super Rare)
Crystal Stronghold of Power
10 **********
Light/Faerie
This card cannot be normal summoned or set. This card can only be special summon by removing a face up “Glass Chamber” on the field from play. Also you must remove up to 5 cards in your graveyard from play. This card is not effected by spell cards. You may discard one equip card from this monster to inflict 1000 points of damage to your opponent’s life points.
Atk/3200 Def/2500
SRM - 010
Invincible Hamster Muroo
1 *
Light/Beast
When this card is destroyed and sent to the graveyard, pay 500 Lp to return it to your hand. If this card attacks your opponent’s life points directly, draw 1 card.
Atk/50 Def/0
SRM - 011
Living Blades
4 ****
Dark/Fiend
When this card is declared as an attack target, inflict 800 damage to your opponent’s life points during damage calculation.
Atk/800 Def/900
SRM - 012
Water Elemental
4 ****
Water/Aqua
When this card’s normal summoned, you may add 1 Water monster from your deck to your hand. Increase the attack of all Water monsters on the field by 600 points.
Atk/1500 Def/1500
SRM - 013
Fire Elemental
4 ****
Fire/Pyro
When this card’s normal summoned, you may add 1 Fire monster from your deck to your hand. Increase the attack of all Fire monsters on the field by 600 points.
SRM - 014
Earth Elemental
4****
Earth/Rock
When this card’s normal summoned, you may add 1 Earth monster from your deck to your hand. Increase the attack of all Earth monsters on the field by 600 points.
SRM - 015
Wind Elemental
4 ****
Wind/Beast
When this card’s normal summoned, you may add 1 Wind monster from your deck to your hand. Increase the attack of all Wind monsters on the field by 600 points.
SRM - 016 (Ultra Rare)
Mystical Serpent - Remina
12 ************
Light/ Sea-Serpent
This card gains the following effects based on how “Mystic Shadow Knight” was destroyed:
-If it was destroyed by battle because of the controller, remove it from play
-If it was destroyed by a card effect, randomly select on card in your opponents hand and discard it to the graveyard.
-If it was destroyed as a result of battle from one of your opponent’s monsters, this card may attack you opponent’s LP directly. In addition, Increase this card’s attack by the number of monsters on the field x300.
Atk/2500 Def/2500
SRM - 017 (Ultra Rare)
Mystical Serpent - Dexius
12 ************
Light/Sea-Serpent
This card gains the following effects based on how “Mystic Shadow Dragon” was destroyed:
-If it was destroyed my battle because of the controller, remove it from play.
-If it was destroyed by an effect, increase this card’s attack by 1000.
-If it was destroyed as a result of battle from one of your opponent’s monsters, draw 3 cards. If any of then are monsters special summon them onto your side of the field. Also this card’s original attack will be increased by the number of monsters on the field, x500.
Atk/2500 Def/2500
Atk/2500 Def/2500
SRM - 018 (Ultra Rare)
Mystical Serpent - Trikia
12 ************
Light/Sea-Serpent
This card cannot be normal summoned or set. This card can only be special summoned by the effect of "Mystical Shadow Snake." This card gains the following effect based on how "Mystical Shadow Snake" was destroyed:
-If it was destroyed in battle because of the controller, remove it from play.
-If it was destroyed by a card effect, you may draw 1 card.
-If it was destroyed by a result of battle by one of your opponent's monsters, you may draw cards until you have 6 cards. For every monster card drawn that way, you may discard cards from your opponent's hand equal to the amount of monsters drawn this way.
Atk/2500 Def/2500
SRM - 019 (Rare)
Reactor Control
4 ****
Light/Machine
Flip: If this card is used as a tribute for a tribute summon after is has been flipped face-up, you are allowed one other normal summon this turn.
Atk/1000 Def/1800
SDM - 020
Feeding Larva
1 *
Earth/Insect
If this card is destroyed as a result of battle, you may add 1 “Feeding Larva” from your deck to your hand. You can pay 500 Lp to increase this card’s attack by 300 points. This effect can only be used once per turn.
Atk/500 Def/300
SDM - 021 (Rare)
Great Ant
5 *****
Earth/Insect
This card can only be special summoned by removing 2 Insect monsters in your graveyard from play. This card’s attack is equal to the number of Insect monsters in your graveyard x400.
Atk/? Def/1600
SDM - 022
Rain Princess
3 ***
Water/Aqua
When this card attacks your opponent’s life points directly, you may add 1 Water type monster with 3 or less stars in your deck to your hand.
Atk/1000 Def/1000
SDM - 023
Poisonous Ivy
Earth/Plant
3 ***
When this card is destroyed and sent to the graveyard as a result of battle, destroy the attacking monster on your next standby phase.
Atk/700 Def/450
SDM - 024
Weed-Eating Plant
4 ****
Earth/Plant
Once per turn, you may discard one Plant monster in your hand to increase this card’s attack by 700 points until the End Phase of this turn.
Atk/1800 Def/0
SDM - 025 (Super Rare)
Mother Earth - Giatrix
7 *******
Earth/Plant
This card can only be normal summoned if both Tribute(s) are Plant type monsters. Every time this card inflicts damage to your opponent’s life points, you may special summon 1 Plant type monster with 3 or less stars from your hand or deck to your side of the field.
Atk/2700 Def/2100
SDM - 026
Pluto Fly Trap
3 ***
Earth/Plant
Flip: Destroy one monster on your opponent’s side of the field and increase your Life points by the level of the card x200.
Atk/100 Def/100
SDM - 027 (Rare)
Giga-Trix
4 ****
Earth/Plant
When this card inflicts damage to your opponent’s life points draw 1 card.
Atk/1600 Def/1800
SDM - 028 (Rare)
Integrative Watt Circumference
6 ******
Light/Machine
This card cannot be normal summoned or set. This card can only be special summoned by the effect of “Recto-Integrative-Polymer” and by tributing 1 Machine and Faerie Monster on your side of the field. When you draw a card because of a card effect, draw one more card and increase this card‘s attack by 500. This card’s effect does not apply to when you draw card’s from this card’s effect.
Atk/2500 Def/1300
SDM - 029 (Super Rare)
Integrative Shadow Blader
8 *******
Dark/Warrior
This card cannot be normal summoned or set. This card can only be special summoned by the effect of “Recto-Integrative-Polymer” and by tributing one Dark and one Warrior type monster, (You must tribute 2 monsters). Each time your opponent summons a monster who’s attack is higher than this monster, decrease it’s attack by 800. If this card destroys a monster in battle, draw one card.
Atk/1900 Def/2300
SDM - 030
Spirit’s Resentment
Spell Card
Remove 2 Spirit monsters in your graveyard from play, to add 1 Spirit monster in your deck to your hand.
SDM - 031
Exorcism
Spell Card
Discard a number of Spirit monsters in your hand to the graveyard to activate this card’s effect. Inflict 1000 damage to your opponent’s life points for each Spirit monster discarded due to this card’s effect.
SDM - 032 (Rare)
Spirit Jammer
Spell Card {Equip}
If this card is equipped to a Spirit monster, that monster does not return to your hand due to the monster’s card effect. If the equipped monsters is destroyed, remove the monster and this card from play.
SDM - 033 (Super Rare)
Glass Chamber
Spell Card (Field)
Pay 1000 Lp to activate this card. When there are 2 or more equip cards on the field, this card’s effect is activated. Every equip card is treated as 2 equip cards (effects are not doubled), but still only take up one spell/trap card space.
SDM - 034
Chamber Gun
Spell {Equip}
If this card is equipped to a monster while “Glass Chamber” is on the field, when the equipped monster attacks a defense position monster who’s defense is lower than this monster’s attack, inflict the difference to your opponent’s life points. Increase the equipped monster’s attack by 500.
SDM - 035
Hooked Puller - GR2X
Spell Card {Equip}
This card’s effect can only be activated if there is a face-up “Glass Chamber” on the field. When your opponent sets a monster, you may discard 2 cards in your hand to take control of that monster until the end of your next turn.
SDM - 036 (Ultra Rare)
Golden Axe of Demise
Spell Card {Equip}
Increase the attack of the equipped monster by 1000. If the equipped monster destroys a face-down defense position monster as a result of battle, remove the monster from play immediately. Flip Effects are negated.
SDM - 037
Counter Sword
Spell Card {Equip}
When the equipped monster’s destroyed and sent to the graveyard as a result of battle, destroy the attacking monster along with this card.
SDM - 038 (Rare)
Painful Winnings
Spell Card {Quick-Play}
When your opponent either gains life points or inflicts damage to your life points by a card effect, inflict 1000 points of damage to your opponent’s life points.
SDM- 039
Red Ant Hill
Spell Card {Continuous}
When an insect monster is destroyed and sent to the graveyard, special summon 1 “Ant Token” {1* Earth/Insect Stk/200 Def/0} to your side of the field in attack position.
SDM - 040
Robotic Insect Armor - BR12
Spell Card {Equip}
This card can only be equipped to an Insect type monster. The equipped monster is also treated as a Machine type monster. The equipped monster is not effected by Trap cards outside of your Battle Phase.
SDM - 041
Parasitic Leeches
Spell Card {Continuous}
As long as this card remains on the field, all monsters that are not “Insect” type monsters have their attack decreased by 700.
SDM - 042 (Rare)
Tainted Grounds
Spell Card
Pay 1000 Lp to activate this card. Place 1 counter on all Plant type monsters on the field. If a Plant type monster is destroyed due to the effect of a card, remove the counter instead of sending the monster to the graveyard.
SDM - 043 (Rare)
Miracle Growth
Spell Card
Select one Plant monster on your side of the field and double it’s attack points until the end of this turn. At the end of the turn, the selected monster’s attack is equal to 0 as long as it remains face-up on the field.
SDM - 044 (Rare)
Cursed Garden of Zen
Spell Card {Field}
Pay 2000 Lp to activate this card. Increase the attack of all Plant monsters on the field. All Plant type monsters on your side of the field are not effected by your opponent’s Spell Cards.
SDM - 045
Pot of Binding
Spell Card
Your opponent draws one card and cannot conduct his/her next battle phase.
SDM - 046 (Rare)
Spirit Junctioning
Trap Card
You may special summon 1 Spirit monster this turn regardless of it’s effect.
SDM - 047
Ghost of the Living
Trap Card
This card can only be activated when a spirit monster on your side of the field is declared as an attack target. After the battle is resolved, destroy the attacking monster and inflict 1000 points of damage to your opponent’s life points.
SDM - 048
Crystal Walls
Trap Card {Counter}
If “Glass Chamber” is face-up on the field, select one monster on your side of the field who’s being declared as the target of one of your opponent’s card effects. Negate the effect of the card and destroy it.
SDM - 049
Hidden Trap of Blades
Trap Card
Discard one card in your hand to activate this card. You may equip one card from your hand to a monster on the field.
SDM - 050
Shattered Hopes
Trap Card
Destroy 1 face-up Glass Chamber to activate this card. Draw 2 cards. If any of them are monsters, special summon them in attack position.
SDM - 051
Fallen Bee-Hive
Trap Card
When an Insect monster on your side of the field is destroyed and sent to the graveyard, inflict damage to your opponent’s life points equal to the attack of the destroyed monster. Remove the destroyed monster in your graveyard from play.
SDM - 052
Needle Covered Silk
Trap Card
When an Insect monster on your side of the field activates an effect that requires your opponent to discard or draw cards from his/her respective deck, discard one additional card on the top of your opponents deck to the graveyard.
SDM - 053
Life-Sucking Vines
Trap Card {Continuous}
This card can only be activated when your opponent summons a monster. As long as that monster remains on the field, decrease your opponent’s life points by 700 during every on of heir standby phases. The damage inflicted is increased by 300 fro every Plant type monster on your side of the field.
SDM - 054
Photosynthesis
Trap Card
During the turn this card is activated, increase the attack of all Plant type monsters on your side of the field by 500. During the turn this card is in effect, if a Plant type monster is declared as an attack target by a monster with a higher attack than it, destroy the attacking monster.
SDM - 055
Poison Dart Shooter
Trap Card {Counter}
When a Plant Type monster is sent to the graveyard by a card effect, discard one card in your opponents hand to the graveyard.
SDM - 056 (Super Rare)
Flash Bombs
Trap Card
When your opponent special summons a monster, return it to your opponent’s deck face-up. When your opponent draws that card, inflict 1000 points of damage to your opponent’s life points.
SDM - 057
Hyper Chain Shot
Trap Card
When your opponent inflicts damage to your life points outside of his/her battle phase, inflict half the damage to your opponent’s life points.
SDM - 058
Healing Ether
Trap Card
This card can only be activated when your monster(s) are effected by one of your opponent’s card effects. Negate the effect until the end of your next turn.
SDM - 059 (Super Rare)
Hidden Trap Wheel
Trap Card
This card can only be activated when it is targeted by a card that destroys Spell and Trap cards. Roll a 6 sided die. If you roll a 1, negate the activation of the card that targeted this card. If the result is 2 negate the activation of the card and destroy it, then destroy one spell or trap on the field. If the result is three, destroy 2 spell/trap cards and so on. If the number on the dice is higher than the number of spell/trap cards on your opponent's side of the field, negate the effect of this card and destroy it.
SDM - 060
Fated Crossing
Trap Card
If your opponent summons a monster with the same name as a card on your side of the field, destroy your opponent’s monster and inflict damage to your opponent’s life points equal to the attack of the destroyed monster.