How does legendary fiend effect work




















Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called Elementals. Others have biological forms infused with elemental energy.

The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, and Invisible stalkers. Fey are magical creatures closely tied to the forces of Nature.

They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild , also called the Plane of Faerie. Fey include dryads, pixies, and satyrs. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of Archdevils and demon princes.

Evil Priests and mages sometimes summon Fiends to the material world to do their bidding. If an evil Celestial is a Rarity , a good fiend is almost inconceivable. Fiends include Demons , devils, hell hounds, rakshasas, and yugoloths. Giants tower over Humans and their kind. They are humanlike in shape, though some have multiple heads ettins or deformities fomorians.

Besides these, creatures such as ogres and Trolls are Giants. Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including Humans and a tremendous variety of other species. They have language and culture, few if any innate magical Abilities though most Humanoids can learn spellcasting , and a bipedal form.

The most Common Humanoid races are the ones most suitable as player characters: Humans , Dwarves , elves, and Halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of Goblinoids goblins, Hobgoblins , and bugbears , orcs, Gnolls , Lizardfolk , and Kobolds. Monstrosities are Monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry such as owlbears , and others are the product of terrible Curses including Minotaurs and yuan-ti.

Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and Dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way.

Black puddings and gelatinous cubes are among the most recognizable oozes. Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential Plants are the Shambling Mound and the Treant. Fungal creatures such as the Gas Spore and the myconid also fall into this category. Undead are once-living creatures brought to a horrifying state of Undeath through the practice of necromantic magic or some unholy curse.

Undead include walking corpses, such as vampires and Zombies , as well as bodiless spirits, such as ghosts and specters. Tags A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the Humanoid orc type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at Fighting Demons would work against any monster that has the demon tag.

For example, a chaotic evil monster might be difficult to reason with and might Attack Characters on sight, whereas a neutral monster might be willing to negotiate. Some creatures can have any Alignment. For example, a Berserker can be any chaotic Alignment chaotic good, chaotic neutral, or chaotic evil , as befits its wild Nature. Many creatures of low Intelligence have no comprehension of law or chaos, good or evil.

If a monster has natural armor, wears armor, or carries a Shield , this is noted in parentheses after its AC value. Hit Points A monster usually dies or is destroyed when it drops to 0 Hit Points. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its Hit Points.

Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. When it attacks, sacrifice it at end of combat. Then exile it. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library. Daybound If a player casts no spells during their own turn, it becomes night next turn. Whenever a creature blocking Baneclaw Marauder dies, that creature's controller loses 1 life.

Nightbound If a player casts at least two spells during their own turn, it becomes day next turn. You may cast any number of the copies without paying their mana costs. Equip only as a sorcery. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life.

You may draw a card. If you do, discard a card. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.

At the beginning of your end step, create a green Ooze creature token with "This creature's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1. At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life. This ability triggers only once each turn. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

You may shuffle up to four target cards from your graveyard into your library. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.

Then the chosen creatures fight each other. They each deal damage equal to their power to the other. To mill a card, put the top card of your library into your graveyard. Draw two cards. If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3.

Then if Enduring Angel didn't transform this way, you lose the game. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total. Activate only if an opponent lost life this turn.

Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles. You may play that card this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn. You may choose new targets for the copy. If you controlled that permanent, draw a card. See all 5 comments..

LUL Reply. LULZ Reply. This is SR reward from Yami Marik? OR LV-up reward to get only 1 copy of this? I use Time machine to get back this or mirror wall to defense xddd. Submission form. How to Report Abuse. GameA Discord.

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Is this game good? Will an event be coming soon to the game that hosts either "Multiply" or "Detonate" as a reward? Anyone getting frustrated with the amount of cheating in pvp. Duel Links Powered by GameA. DS Roman Goodwin. Yuya Sakaki. Zuzu Boyle. Gong Strong. Sylvio Sawatari. Declan Akaba. Yuya Sakaki Lvl 40 Farm. The equipped monster loses ATK. He's famous because he always gets the job done. If "Summoned Skull s " you control would be destroyed by battle or card effect, you can detach 1 material from this card instead.

This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Cannot be destroyed by battle, except by battle with a Ritual Monster, and cannot be destroyed by monster effects, except those of Ritual Monsters. Your opponent cannot target any "Summoned Skull" you control with card effects.

Once per turn, during your Main Phase: You can give control of this card to your opponent. Once per turn, during the End Phase, if this card's control was changed this turn: Banish all cards you control, then the owner of this card can Special Summon 1 "Armityle the Chaos Phantasm" from their Extra Deck, ignoring its Summoning conditions. You do not use "Polymerization". This card cannot be destroyed by battle.

This card gains 10, ATK during your turn only. You can only use this effect of "Baba Barber" once per turn. You can only use 1 of the following effects of "Barbar, Malebranche of the Burning Abyss" per turn, and only once that turn. If this card is sent to the Graveyard: You can target up to 3 "Burning Abyss" cards in your Graveyard, except "Barbar, Malebranche of the Burning Abyss"; banish them, and if you do, inflict damage to your opponent for each.

This turn, that monster cannot be destroyed by battle, and you take no Battle Damage from battles involving it. You can only use this effect of "Basilius, Familiar of the Evil Eye" once per turn.

If this card is Special Summoned with this effect, banish it when it leaves the field. You can Tribute 1 monster, then target 1 face-up card on the field; place 1 Patrol Counter on it.

You can only use this effect of "Beat Cop from the Underworld" once per turn. If a card with a Patrol Counter would be destroyed by battle or card effect, remove 1 Patrol Counter from it instead. The card must remain face-up. When a face-up Tuner monster s you control is removed from the field, gain Life Points.

You can only use this effect of "Blackbeard, the Plunder Patroll Captain" once per turn. You can only use each effect of "Blackeyes, the Plunder Patroll Seaguide" once per turn. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: Banish 1 random card from the controller's hand, face-down, until the next turn's Standby Phase. You can only control 1 face-up "Blue Duston". You can only use each effect of "Bluebeard, the Plunder Patroll Shipwright" once per turn.

Take control of the monster that is equipped with this card. Broww, Huntsman of Dark World Effect Monster DARK 3 If this card is discarded to the Graveyard by a card effect: Draw 1 card, plus another card if this card is discarded from your hand to your Graveyard by an opponent's card effect.

You can only use 1 of the following effects of "Cagna, Malebranche of the Burning Abyss" per turn, and only once that turn. If this card is Tribute Summoned: Target 1 card on the field; banish it, and if you do, inflict damage to your opponent, then, if it is a DARK Monster Card, banish all cards with that name from the hand, Main Deck, Extra Deck, and Graveyard of the player who controlled it.

You can target 2 cards, instead. You can only use 1 of the following effects of "Calcab, Malebranche of the Burning Abyss" per turn, and only once that turn. If this card is Tributed: You can draw 1 card. If this card is detached from an Xyz Monster to activate that monster's effect: You can draw 1 card. Once per turn: You can target 1 other face-up card you control; remove 1 Guard Counter from this card, and if you do, place 1 Guard Counter on that target.

If that card would be destroyed, remove 1 Guard Counter from it instead. This effect continues until your 4th turn after this card is activated. You can only use each effect of "Catoblepas, Familiar of the Evil Eye" once per turn. When this card is Special Summoned by the effect of a "Dark World" card: Your opponent must discard 1 card. You can only use each effect of "Chaos Betrayer" once per turn.

You can only use this effect of "Chaos Core" once per turn. If this card would be destroyed by battle or card effect, you can remove 1 Phantasm Counter from this card instead. Your opponent cannot remove cards from play. You can only use each effect of "Chaos Summoning Beast" once per turn. You can only use 1 of the following effects of "Cir, Malebranche of the Burning Abyss" perturn, and only once that turn. All Battle Damage to either player from a battle involving this monster becomes 0.

If this card is destroyed by battle, distribute new Fog Counters equal to the Level of the monster that destroyed it among face-up monsters. Cloudian - Poison Cloud Effect Monster WATER 3 0 If this face-up card attacks or is attacked, and is destroyed by battle and sent to the Graveyard, destroy the monster that destroyed it, and then inflict damage to your opponent.

You can only use this effect once per turn. You can only apply each effect once. Destroy 3 cards your opponent controls. This turn, this card gains ATK equal half of the difference between your LP and your opponent's, also your other monsters cannot attack.

You can only use this effect of "Coordius the Triphasic Dealmon" once per turn. You must control a face-up "Crashbug Y" to activate and to resolve this effect. You must control a face-up "Crashbug Z" to activate and to resolve this effect. You must control a face-up "Crashbug X" to activate and resolve this effect. You can only use this effect of "Crealtar, the Impcantation Originator" once per turn. Must be Special Summoned from your hand by revealing 3 other "Cubic" cards in your hand with different names, and cannot be Special Summoned by other ways.

Unaffected by other monsters' activated effects, whose original ATK is or less. When this attacking card destroys a monster by battle: You can activate this effect; this card can make a second attack during this Battle Phase. During your End Phase: Each player takes damage. Cannot be targeted, or destroyed by, your opponent's card effects. When this card declares an attack: Halve your opponent's LP.

When this card destroys a monster by battle: You can activate this effect; this card can make a second attack during this Battle Phase. If you take effect damage: Inflict damage to your opponent equal to the damage you took.

You can only use each effect of "Crimson Resonator" once per turn. Must be Special Summoned by a card effect. You can target 3 of your banished Fiend monsters; Special Summon this card from your hand, and if you do, shuffle those banished monsters into the Deck.

You can only use each effect of "Curse Necrofear" once per turn. During your End Phase, if you have 1 or more card s in your hand, destroy this card.

However, he's doing his best with his new destiny. Pendulum Scale : 1 Pendulum Effect : You can target 1 Pendulum Summoned monster your opponent controls; destroy both that monster and this card.

Pendulum Scale : 3 Pendulum Effect : You can target 1 Fusion, Synchro, or Xyz Monster your opponent controls; negate its effects until the end of this turn, then destroy this card. During your opponent's Main Phase Quick Effect : You can target 1 face-up Pendulum Summoned monster your opponent controls; negate that face-up monster's effects until the end of this turn.

Pendulum Scale : 8 Pendulum Effect : Once, while this card is in your Pendulum Zone, when your opponent Pendulum Summons a monster s except during the Damage Step : You can activate this effect; this turn, that Pendulum Summoned monster cannot attack, also its effects are negated.

If it is destroyed, you take damage. If this card is Special Summoned to your field, you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters. Once, while this card is in your Pendulum Zone, you can negate an activated Spell effect that would inflict damage to you, then destroy this card.

Add 1 "Dark Contract" card from your Deck to your hand. Once, while this card is in your Pendulum Zone, you can negate an activated Trap effect that would inflict damage to you, then destroy this card. If this card is destroyed by battle or card effect and sent to the Graveyard: Gain LP for each "Dark Contract" card you control.

This card cannot attack your opponent directly during the turn this effect is activated. This ATK increase lasts until the end of this turn. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; destroy all Spell and Trap Cards on the field. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 "Dark Contract" card in your Graveyard; add it to your hand.

Xyz Materials attached to that monster also become Xyz Materials on this card. Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses ATK and DEF, and if it does, inflict damage to your opponent.

You take no effect damage. Pendulum Scale : 3 Pendulum Effect : 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.

If this card battles an opponent's monster, during damage calculation: You can detach 1 Xyz Material from this card; make this card unable to be destroyed by that battle, destroy the opponent's monster that battled it after damage calculation, and if you do, inflict damage to your opponent. If another monster is Normal or Special Summoned while this monster is on the field except during the Damage Step : You can make your opponent choose 1 Pendulum Monster they control, and all other monsters they currently control have their effects negated.

Pendulum Monsters you control cannot be destroyed by card effects. Once per turn: You can detach 1 material from this card, then target monsters your opponent controls, equal to the number of Pendulum Monsters you control; destroy them. If this card attacks a Defense Position monster, inflict piercing battle damage.

You take no battle damage from battles involving this card. Pendulum Scale : 4 Pendulum Effect : You can target 1 face-up monster on the field; its DEF becomes 0 until the end of this turn even if this card leaves the field. If this card is sent from the field to the Graveyard: You can add 1 "Dark Contract" card from your Deck to your hand.

Damage Eater Effect Monster DARK 2 During your opponent's turn, when your opponent activates a card or effect that would inflict damage, you can remove from play this card in your Graveyard to change that effect so it increases Life Points by the same amount instead. Effect Monster DARK 4 You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card.

Then, if the discarded card was not "Danger! If this card is discarded: You can target 1 "Danger! You can only use this effect of "Danger!

When your opponent activates a card or effect that targets this card on the field Quick Effect : You can banish 1 "Frightfur" monster from your Extra Deck; negate that effect. The effect of an Effect Monster that this monster destroys as a result of battle is negated.

You can only use this effect of "Dark Beckoning Beast" once per turn. You can only gain this effect once per turn. This change lasts until the end of the Battle Phase. When this card destroys an opponent's monster by battle and sends it to the Graveyard: Send the top 3 cards of your opponent's Deck to the Graveyard.

You can banish up to 3 Traps from your GY; apply this effect, based on the number banished. You can only use this effect of "Dark Eye Nightmare" once per turn. Once per turn: You can target 1 monster your opponent controls that is equipped with an Equip Card; destroy all Equip Cards equipped to that monster, and if you do, inflict damage to your opponent for each card destroyed. During your next Standby Phase after this card has negated your opponent's monster effect, by sending this card to the Graveyard, Special Summon 1 "Dark Lucius LV8" from your hand or Deck.

Once per turn: You can roll 1 six-sided die, then destroy all monsters your opponent controls if you roll 1 or 2, destroy 1 monster your opponent controls if you roll 3, 4 or 5, or destroy all monsters you control if you roll 6. This card can only be Special Summoned by removing from play 3 Fiend-Type monsters in your Graveyard. If this card is destroyed by battle, or by your opponent's card effect while it is a Monster Card, equip it to a monster your opponent controls during the End Phase of this turn.

Take control of the equipped monster. Negate the effects of Effect Monsters destroyed by battle with Fiend-Type monsters you control. Dark Spirit of Banishment Effect Monster DARK 3 0 If your opponent's monster attacks, at the start of the Damage Step: You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated, and if you do, change the attack target to it and perform damage calculation.

You can only use each effect of "Dark Spirit of Banishment" once per turn. You can only use each effect of "Dark Spirit of Malice" once per turn. You can only use this effect of "Dark Summoning Beast" once per turn. Return that card to either the top or the bottom of the Deck. When an Archfiend Monster Card on your side of the field is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die.

If the result is 1, 3, or 6, negate the effect and destroy the opponent's card. This card must be in the Graveyard to activate and to resolve this effect. This card can attack twice during each Battle Phase.

If this attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. This card cannot be Special Summoned except by sending 1 Fiend-Type monster you control and 1 Fiend-Type monster from your hand to the Graveyard when your opponent's monster declares an attack.

Once per turn, you can return all face-up Trap Cards you control to the hand. This card's name becomes "Demise, King of Armageddon" while in the hand or on the field.

If this card is Ritual Summoned: Destroy 1 face-up monster on the field. If this card is sent to the GY: You can target 1 face-up Ritual Monster you control; while it is face-up on your field, your opponent cannot activate cards or effects in response to the activation of your Ritual Monsters' effects.

While this Ritual Summoned card is on the field, your Ritual Monsters cannot be destroyed by battle. Once per turn: You can pay LP; destroy as many other cards on the field as possible, and if you do, inflict damage to your opponent for each destroyed card they controlled. Once per turn, you can discard 1 card to destroy 1 Spell or Trap Card on the field. When this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that monster's original ATK or DEF whichever is higher.

You can only use each effect of "Despian Proskenion" once per turn. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can add to your hand, or Special Summon, 1 "Fallen of Albaz" or 1 "Despia" monster, from your Deck.

You can only use each effect of "Despian Quaeritis" once per turn. When this card is targeted by the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When a Terrorking Archfiend" on your side of the field is destroyed and sent to the Graveyard, you can send this card from your hand to the Graveyard to Special Summon the "Terrorking Archfiend".

During either player's turn: You can target 1 face-up monster your opponent controls; it loses ATK equal to this card's current ATK until the end of this turn, then banish this card until the Standby Phase of the next turn.

You can only use this effect of "Diabound Kernel" once per turn. When this card is destroyed by battle with an opponent's monster: You can destroy that opponent's monster, and if you do, gain LP equal to half that monster's original ATK.

You can only use each effect of "Dispatchparazzi" once per turn. While the Ritual Monster this card was used in the Ritual Summon for is face-up on the field, negate the effect s of Synchro Monsters. The monster Ritual Summoned using this card cannot be targeted by your opponent's card effects.

The monster Ritual Summoned using this card is not affected by Trap Cards. If the monster Ritual Summoned using this card destroys a monster by battle, the controller of the Ritual Monster draws 1 card. When the monster Ritual Summoned using this card inflicts Battle Damage to your opponent, your opponent must select and discard 1 card.

While the monster Ritual Summoned using this card is face-up on the field, your opponent cannot Special Summon. During either player's turn, when a monster effect is activated: Tribute this face-up card; negate the activation, and if you do, destroy that monster. You can only use this effect of "Doomdog Octhros" once per turn. When this card is destroyed and sent to the Graveyard, return all removed from play DARK monsters to their owners' Graveyards.

Dotedotengu Effect Monster WIND 3 0 If this card in your possession is sent to your Graveyard by an opponent's card effect: You can target 1 card your opponent controls; return it to the hand. You can banish this card from your Graveyard, then target 1 Fiend-Type monster you control; that Fiend-Type monster is treated as a Tuner this turn.

You can only use this effect of "Double Resonator" once per turn. You can only use 1 of the following effects of "Draghig, Malebranche of the Burning Abyss" per turn, and only once that turn. If this card is sent to the Graveyard: You can choose 1 "Burning Abyss" card from your Deck and place it on top of your Deck.

Must be Special Summoned from your hand or Graveyard by sending 4 face-up Level 1 monsters you control to the Graveyard, and cannot be Special Summoned by other ways. Other monsters you control cannot attack. During either player's Battle Step, once per battle involving this card: You can banish 1 Level 1 monster from your Graveyard; until the end of the Damage Step, this card is unaffected by other cards' effects, also it cannot be destroyed by battle.

The equipped monster cannot be destroyed by battle. At the end of the Damage Step, when the equipped monster attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can make the opponent's monster's ATK 0 even after this card leaves the field or the monster becomes unaffected by card effects , and if you do, the equipped monster can make a second attack on the same monster in a row. You can only use each effect of "Earthbound Greater Linewalker" once per turn.

If there is no face-up Field Spell Card on the field, destroy this card. Your opponent cannot select this card as an attack target. This card can attack your opponent directly. If this card destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's ATK.

Earthbound Spirit Normal Monster EARTH 4 A vengeful creature formed by the spirits of fallen warriors, it drags any who dare approach it into the deepest bowels of the earth. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. If this card is sent from the hand or field to the Graveyard: You can add 1 "Frightfur" card from your Deck to your hand.



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