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neue TimeSpiral Infos #231.08.2006

Es sind KArten aus einem Japanischem Magazin bekannt geworden:

Und hier einmal die Karten mit namen und fähigkeiten:
Pentarch Paladin - 2WWW
Creature- Human Knight
Flanking
When ~this~ CIP, choose a color.
WW, T: Destroy target permanent of the chosen color.
3/3

Urza's Factory
Land- Urza's
T: Add 1 to your mana pool.
7, T: Put a 2/2 Assembly-Worker artifact creature token into play.

Phthisis - 3BBBB
Sorcery
Destroy target creature. The controller of that creature lose life equal to the total of that creasure's power and toughness.
Suspend 5 - 1B

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neue TimeSpiral Infos30.08.2006
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Beginning At the End


Monday, August 28, 2006
  Click for more articles by Mark Rosewater

The letter W!elcome to End of Turn Week! You heard me right. This week is dedicated to the second to last step of the turn (found, of course, in the fifth and final phase, the one and only End Phase). Why do we have a week dedicated to a step, not even an entire phase? I'm very eager to tell you. I even wrote five paragraphs about it, but then something happened - I realized that I couldn't share them with you. Not yet anyway. Why? I can't even tell you why I can't tell you.

But I'm not a heartless man. Here's what I'm going to do. I'm hiding the offending paragraphs for now, and later in the week when I'm allowed to say what I cannot say today, Scott will be kind enough to unlock the link below. (And if you don't want to constantly check back, just show up on Friday.) For now just trust me that End of Turn Week is not as totally random as it may seem.

Click here to see the verboten paragraphs.

So why is it End of Turn Week? To hear the answer, I'll have to have you all hop into the Wayback Machine and set the dial to Tuesday, January 1st, 2002. A number of important things happened on that day. Okay, yes, the lovely year that was 2002 did make its spectacular debut, but I'm more focused on Magic-related milestones. January 1, 2002 was the premiere of magicthegathering.com. And as it was a Tuesday, the first column premiered was by the Tuesday columnist (we only had one back then – the merging of magicthegathering.com, sideboard.com, and the Magic Online site was when we started having two columnists a day) Anthony Alongi with a column dedicated to the casual Timmy called “Serious Fun” (and yes, while aimed at Timmy by design, we know that there were a number of Johnnies and Spikes that also turned in).

Also, that day was the very first feature article written by yours truly called “In the Beginning…”. In it I described what exactly magicthegathering.com was up to. Among other things, I introduced the five columnists that would be writing for the site: myself, Anthony, Ben Bleiweiss, Jay Moldenhauer-Salazar, and Randy Buehler. Four of the five columns continue today (Ben's “Uncommon Knowledge” Spike history column has since fallen by the wayside), all but two with different authors. How does this tie into the End of Turn Step? I'm getting there.

In the beginning, there were five columnists. There was some talk about how long before we lost one of them. The first to go was Ben. He was replaced at the time by Brian David-Marshall (who would go through several columns before ending up with “The Week That Was”). Ben would, of course, later return to be a columnist for “Building on a Budget”. Next to leave was Jay Moldenhauer-Salazar. He was replaced in his column by Mark Gottlieb. Jay would also come back to be a columnist for another column. Actually more than one – Jay wrote for both “Into the Aether” and “Building on a Budget”. Next to go was Randy Buehler. Randy was replaced by Aaron Forsythe who had since gone from being the editor of magicthegathering.com to being a member of R&D. (Hmm, according to the trend, Randy should come back one day to write “Building on a Budget”.)

Cut to four and a half years later. Only two of the original authors remain writing their original column: myself and Anthony Alongi. Here's one last bit of trivia to help you tie all the pieces together: Anthony selected the theme for this week. Yes, original columnist #4 is stepping down. Anthony - after over two hundred columns - is moving on. He thought that the End of Turn theme would be a nice tip of the hat to his departure. That is why we have End of Turn Week. And for anyone that cares, I plan for my streak as a columnist to be a very long one. I've already begun to think about cool things I could do for my five hundredth column and that's six years away! (Okay five hundred and first – the fifth hundred is already slotted for “Five Hundred and Counting”.)

Let me just end this section by saying a heartfelt goodbye to Anthony. History has shown me that this isn't the last we'll see of him. He'll just have to let us know when he wants to start his stint on “Building on a Budget”. But seriously (yes, my writing style actually forces me to tell you when I'm not being jovial), it's been an honor to work side by side with Anthony and I feel that he has done wonders to shine a flashlight on a part of the game that before he started writing (and yes, that was long before magicthegathering.com) was almost never talked about. We'll miss you, Anthony. Good luck!

The End Is Here

Okay, I've managed to waste almost seven hundred words explaining why it's End of Turn Week. Now I actually have to stay on theme and talk about how Magic design interacts with the End of Turn Step. After thinking it over, I realized that I don't have any one big thing to say about the End of Turn, but that I did have a bunch of little things to say. So this is going to be one of those “popcorn” columns with a lot of little, bite-size chunks. Maybe popcorn's the wrong analogy, as there are only going to be a few sections. Maybe it's more like a Kit Kat bar. You know, with the multiple pieces that you can break apart? Of course, that would make this a “Kit Kat Kolumn” and only bad things can happen from there. All right, I'll abandon my metaphor for once. Shocking, I know. Anyway, here's some stuff that has to do with both design and the End of Turn.

Harnessing the Power of Death

Whenever you ask a writer for advice about how to be a writer, nine times out of ten they will say the following: Write. Every day. Really. Every day. Writing is a skill that you simply improve upon the more you do it. If you want to be a writer, you have to just commit to doing it. If you're not up to that, fine - you're not a writer.

Why do I bring this up? One, it's very true. This is why nine out of ten writers will say this. But two, it brings up an interesting point about Magic design. How can someone improve their Magic design? My answer: Design. Every day. Really. Every day. Designing Magic cards is a skill that you simply improve upon the more you do it.

By the way – quick aside – are you interested in Magic design as a career? Over 18? Qualified to work in the United States? Willing to move to Seattle for a minimum of six months? Didn't read my column last week? Or if you did, did you not read it all? One of the most exciting things we've ever done is going on right now. (I'll give you the link in a second.) It's called “The Great Designer Search” and it's magicthegathering.com's foray into reality programming. The important part is that the winner wins a SIX MONTH PAID DESIGN INTERNSHIP IN WIZARDS OF THE COAST R&D DEPARTMENT! (I apologize for the caps but I am incapable of writing that in lowercase.) The first test is due by midnight tonight (a.k.a. Monday, August 28th), so if this at all sounds interesting go check out this link. You can read the rest of this column tomorrow.

I'm back. My point from above is that Magic design is definitely a skill that improves with experience. How do I know this? Because I've had the chance to watch my own learning curve first hand. The lesson on theme occurred during the design for Urza's Destiny. Trivia buffs or “Making Magic” readers with a good memory will remember that Urza's Destiny is the set I designed by myself. In it, I put the following card:

Intolerance
BBB
Enchantment
Pay 2 life: Draw a card.

This card would later become Yawgmoth's Bargain. And yes, I know this is one of the ten cards I talked about in my first Topical Blend (“To Err is Human” a.k.a. “Mark's Dating Disasters”), , but my issue today is a little more focused, and it actually has to do with the End of Turn step, so give me a break.

Today I want to examine what I was trying to do and talk about the technical lesson I learned. For starters, I was messing with something I perhaps shouldn't have been messing with. I was trying to create a “fixed” Necropotence. (One lesson I seem never to learn is to stop fiddling with new versions of broken cards.) At the time, I felt the issue was with how much life was being traded for a card. The card Greed never seemed to be a problem. Intolerance was trying to merge the two together, taking the “2 life for a card” from Greed and the manaless activation cost of Necropotence.

I was so confident in the “2 life for a card” idea that I decided to junk the whole “wait until end of turn” part. Unnecessary, I thought. Yeah, I was wrong on that one. I think Yawgmoth's Bargain might have been banned before the card actually left the printing press. We were only a day or two away from writing, “This Card Is Banned” on the card. (Yes, Unglued would later use that joke.) So what went wrong?

First and foremost, I didn't appreciate a careful balance that the Ice Age designers (Skaff Elias, Jim Lin, Dave Petty and Chris Page) created when they made Necropotence. Trading life for cards is about as scary as engine cards get. Cards are the most valuable commodity in the game and players have plenty of excess life to spend. The Ice Age design team got this. So they added a second value to the exchange: surprise. By keeping the controller of Necropotence from seeing the cards they drew until end of turn, they took away the player's ability to properly determine how much life he had to spend. The forced commitment made players have to predict what was the right amount to gamble.

Without the delay built in, there is very little to keep the player from knowing exactly how much life he has to spend and how much he is able to spend. If you can draw the card immediately, you take cards one at a time using the knowledge to determine whether or not you need to spend more life. But with Necropotence, players had to take risks because they didn't have the luxury of knowing when to stop or when to push their luck. The end result is that the card forced players to make educated risks. By taking away the control, the designers added skill to the card.

Let me repeat the last sentence, as it is a fascinating piece of design insight. By taking away the player's control, the designers added skill to the card. This is quite radical, because it flies in the face of conventional design wisdom. It is normally believed that adding more control is to the advantage of the skilled player. While this can be true, Necropotence points out that it isn't always true. Why? Because the ability to gauge expectation and act accordingly happens to require a lot of skill. This is why, for instance, becoming an expert poker player is so hard.

Another example of this phenomenon takes place at the Magic Invitational. When I started the “all-star game”, I made a habit of throwing numerous unconventional formats at the players. Why would I do this to the best players in the world? Because it was very skill testing. Adapting to the unknown requires a lot of skill. (As an aside – a lot of players were complaining about how skill testing would go down at prereleases without spoilers; because of what I've outlined above I believe the exact opposite to be true – different skills, of course, but ones I believe are better indicators of a player's raw talent.) This basic premise is what I was missing when I made Yawgmoth's Bargain. The end of turn technology is quite ingenious. Forcing the commitment both better balances the card and adds strategic value. A very important lesson in my growth as a designer.

Never Let It End

Next up – Staying Power.

Staying Power

If the card is unfamiliar, please note the silver border. This card is from Unhinged. (And yes, that is our pal Wild Mongrel in the art – notice that his doghouse says “Mongo” on it.) What does this have to do with black-bordered Magic? Quite a bit. You see, this card was almost in a normal set.

All right, perhaps “almost” is a stretch, but the precursors that led to this card were all submitted for normal (read: non Un) sets. The earliest version was:

Time Extension
U
Instant
All effects that would end at the end of this turn instead end at the end of next turn.

I don't remember what set I made this for, but it was something pretty old (Urza's Saga block, I think.) So what happened? The Rules Manager happened. It's a tale as old as time. The universe has opposing forces. These forces - by their very definition - are designed to continually butt heads with their opposite. In Magic, one such set of opposing forces are the Head Designer and the Rules Manager. (And yes, the current Rules Manager is my arch-nemesis Mark Gottlieb.)

You see, the job of the Head Designer is to continually move the game in new directions. To boldly go where no set has gone before. The Rules Manager, on the other hand, is trying to keep the status quo. It is his job to keep the rules working. To continue the Star Trek metaphor, he's Scotty. His job is to keep the engines running. That makes me Kirk. (When you invent the metaphors, you get to do cool things like be Kirk.) I just want the ship to do what I need it to do. When Scotty informs me it can't work, I say “Make it work.”

This is where the Star Trek metaphor ends. For some reason, Kirk gets to bully Scotty even when it breaks the laws of physics. I don't have that luxury. If the Rules Manager nixes it, it goes. I can push a little bit, but in the end if the rules cannot make something work, I don't get to do it. Time Extension was one such card. I only had one tool left at my disposal – patience.

Here's the other valuable thing to know about the Rules Manager. They change with some regularity. During my time at Wizards, I have had the pleasure to work with, I believe, seven different Rules Managers. Whenever one Rules Manager tells me that something doesn't work, I just wait it out until the next one shows up. And I try again. This technique works much better than you might think.

As soon as there was a Rules Manager switch, I dusted off Time Extension. I put it into the next set. And he rejected it. Next Rules Manager – rejected it. Next one – ditto. The next one – he liked it; said I could do it. He was gone before the set was out of design. I soon figured out that I would have to try and approach this problem with some new tactics. I made a new card.

Status Quo
U
Enchant Creature
Any effect that targets enchanted creature that would last until end of turn instead lasts permanently.

The Rules Manager saw right through that. So I tried:

Sneaky Swap
U
Instant
Replace “until end of turn” on target spell or permanent with “until end of next turn”.

Wild Mongrel

Poor Mongo.

That didn't fare any better. Every set I would try a new tweaked version. Each time, thumbs down. And then came Unhinged. I love Unhinged for many reasons, but here's one of my favorites. When I was working on Unglued, the Rules Manager at the time didn't want to have anything to do with it, so I pitched allowing me to be the Un-Set Rules Manager. And they agreed. This means that when I'm in silver-bordered land, I'm the guy that tells me I can't do something. See where this is going? Yes, I, the Un-Rules Manager, just give in to myself, the Head Designer. If he wants to do something, I just let him.

Why do I do that? I'll let you in on a little secret. Just don't tell anyone. The Un-sets don't actually work in the rues. Don't get me wrong - they work on the surface. We come up with all the answers necessary to let people play, but if you dig deep under the surface – chaos. A lot of the Un cards don't actually work. But we don't let the cards know that. I'm using Cartoon Physics. In cartoon worlds, physical forces only apply if the character is aware that they're breaking them. Gravity, for example, doesn't work until you're aware that you've taken five steps over the edge of the cliff. (I still haven't solved the great Cartoon Physics dilemma – why does the pan sometimes take the shape of the character's head and sometimes the head takes the shape of the pan? No one knows.)

So, Staying Power ended up as an Un card because no one else would take it in. Poor Mongo.

Before I end this section, let me point out that I understand I was talking more about “until end of turn” which actually happens during the Cleanup Step. Yes, I know. But I technically think it's End of Turn Week, not End of Turn Step Week! Either way, work with me here. This is not the friendliest topic I've ever worked with.

I Forget

The last little story is an insight into the design process. When I write up a card, I'm not under any obligation to be technically precise. Partly this is because we often venture into areas that aren't figured out yet and partly because it really doesn't matter if our templating is exact. There are people whose job it is to make sure the templates are correct (mainly the editors with help from the templating team for that set). No matter what we do, they're going to pore over the cards and correct the text. My attitude has always been let them do their job.

There's a running joke in R&D. Whenever you see collation or templating, run away. Both are vital to Magic, but both get very technical and very tedious. Luckily, some people thrive with that kind of project. Not me. As such, I've made it my job not to learn enough about either collation or templating to ever be called upon to do it. But over the years, I've been forced to learn a few things about both. I have to know enough about templating to at least get across the base idea of what I want. Also, knowing templates helps me understand sometimes what can't be done. Not because of rules, but because of the unwieldiness of the text. (Time Spiral has an interesting story on this topic, but we'll have to wait until after the set comes out to dive into that one. Hint: see last Wednesday's Magic Arcana.)

Despite this need to have some basic grasp of templating, I'm still pretty bad at it. (I chalk it up to years of trying so hard to avoid having to do it.) One of the side effects of this is that I often have one of the editors asking me what I meant about a card. Sometimes the issue is complex, but most of the time it's just me forgetting to write some basic thing. You want to know what the most common thing I miss is? “Until end of turn.” (If you stopped to think about the theme, I assume you figured that one out.)

Often I'll do things like the following:

Get Big
2G
Instant
Target creature gets +5/+5 and gains trample.

I then get the following dialogue.

Editor: Mark.
Me: Yes.
Editor: I have a question about one of the commons. Get Big.
Me: Yeah?
Editor: I assume it's not your intention to have the creature get +5/+5 and gain trample permanently.
Me: No.
Editor: “Until end of turn”.
Me: Yeah, yeah. Maybe down deep I have a personal grudge against temporary effects.
Editor: It appears so.
Me: I said “gets” the power/toughness bonus and “gains” trample. Do I get any brownie points for that?
Editor: There are no brownie points. It's either correct or it isn't.
Me: I can't get partial credit?
Editor: This isn't a test. And it's not your responsibility to template. Just get the gist of the mechanic across.
Me: Such as if I want the effect to be temporary or permanent.
Editor: That would be nice.
Me: Maybe we should just assume that all effects I do are temporary. At least that way I'll be right a lot higher percentage of the time.
Editor: I already do that.
Me: Then why do you always ask me what I mean?
Editor: I have to have some fun.

There's not much more to the story than that. I just thought it might be interesting (and in theme) to take a peek at one of the minutia that comes up day in and day out.

End Of Column

Before I leave you today I have a few extras for you this week. And as it's End of Turn Week, I felt it only right to do it End of Column.

Design Up Ahead – I'll mention this one last time. The first test for “The Great Designer Search” is due midnight tonight (Monday, August 28th). If you'd like a chance to win a SIX MONTH PAID DESIGN INTERNSHIP IN R&D, check it out. Soon.

More Than One Way To Skin a Cat (a.k.a. Would You Like To Work At Wizards Without Writing Ten Essays) – Ever since my call for a Creative Writer led to the largest job application the company has ever seen, I've made it my business to mention any Magic-related job that comes along. Today that job is for a Junior Web Developer. Here's how the job was described by Jo Hyde from our HR department:

Based in our Renton office, the Junior Web Developer will support various teams and the brand website producers in properly preparing the information and media for publication. The position will support the many folks that produce web content to achieve their schedules while learning to produce properly formed web content for the Wizards web sites.

If you have a Computer Science degree and a strong working knowledge of HTML, CSS, Photoshop and RGB Colors for web…. what are you waiting for? For more info and to apply click here.

In short, we're looking for someone with the proper technical skills that might also know Magic. And if “80,000 Words” (my photo tour from a few weeks back) wasn't enough to show what a cool company Wizards is, you'll just have to take my word for it. If this sounds up your alley at all and you have the slightest interest, please check the link.

Labor Pains - Next Monday is a lovely American holiday called Labor Day where we celebrate work by not working. (Strangely, it's far from our oddest holiday.) This means the office is closed and as is our policy, there is no new content on days the office is closed. But I have good news. Next week is the beginning of Time Spiral previews, and as such all preview related material will be posted next Monday. That means you'll get a new feature article and a new column by yours truly. “Building on a Budget” will not have a new column next week.

Just Teasing – Finally, I'm happy to announce that I've decided to start up an old tradition. Back in “Insider Trading” one of my old Duelist columns, I used to give a hint of the upcoming set by teasing you with a few pieces of information. These little nuggets were almost always incomplete and heavy on the teasing, but readers used to love them. I've had numerous people ask for me to start doing them again (including Scott), so I've decided to play along. Here, my faithful readers, are a few things that you'll find in Time Spiral:

  • an angel that costs two mana (yes, that angel, and no she's not some wimpy 2/2)
  • a female legend that players have been begging us to do for a long time
  • a new hermit with a love of tokens and an old keyword (but not the same one)
  • a direct damage spell that can do 5 damage for a single red mana
  • a new Lotus (oh wait, you've already seen that one)
  • a Power Nine card with buyback
  • a card with the word “squirrel” in its rules text
  • a legend who uttered one of the most popular lines of flavor text of all time
  • and a cycle of artifact mana sources that turn into creatures from the Reserved List

And finally, a few juicy card names for you to chew on:

  • Liege of the Pit
  • Magus of the Candelabra
  • Stuffy Doll
  • Vesuvan Shapeshifter
  • Wheel of Fate

That's all I have for you today. Join me next week when Time Spiral previews begin. I'll outline the block plan and start dishing about what Time Spiral is all about. Trust me you won't want to miss it.

Until then, may you learn the difference between “until end of turn” and “at end of turn”.

Mark Rosewater

  


Mark Rosewater is Head Magic Designer. What this fancy title means is that he's in charge of Magic design. This gets him a lot of mail (which he actually reads). When not alternatively destroying and saving Magic, he likes to spend time with his family, do stereotypically geeky things (play games, read comics, watch a lot of science fiction, etc.) and write about himself in third person.

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Magicican's Valkyria29.08.2006

... Magician´s Valkyria sollte übrigens laut Ideal die Shonen Jump Jubiläumskarte werden, dies ist aber nun doh nicht der Fall. Magician´s Valkyria wird als ganz normale Promokarte der Novemberausgabe Shonen Jump beiliegen, die Jubiläumskarte soll hingegen eine weitere neue Promokarte sein, welche genau ist leider noch nicht bekannt.

1 Kommentare | Permanenter Link

etwas neues zu Time Spiral27.08.2006

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Geschafft!!!!!23.08.2006

Ich habe die Nachprüfung geschafft  

da freu ich mich abba

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Timespiral neue Karten bekannt23.08.2006

A Special Time Spiral Preview


Wednesday, August 23, 2006
 



Time Spiral releases in stores October 6, 2006, and in Magic Online on October 30.

Tune in to magicthegathering.com on Monday, August 28 for the premiere of the Time Spiral Orb of Insight. Two days later, on Wednesday, August 30, the Time Spiral minisite launches with exclusive previews. Card previews begin Monday, September 4.

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Coldsnap Theme Decks19.08.2006

The letter W!ant to get hip-deep in Coldsnap immediately? Check out the Coldsnap theme decks, hitting shelves along with booster packs and Fat Packs on July 21.

Ice Age and Alliances cards?!

Yep. Since Coldsnap is part of the Ice Age Block, its cards of course play nicely with cards from the Ice Age and Alliances sets. And just like other third sets' theme decks, Coldsnap's theme decks contain cards from its venerable predecessors, Ice Age and Alliances.

Online Ice Age and Alliances cards?!

Yep. The contents of these theme decks is particularly big news for the Magic Online crowd. As soon as these theme decks hit Magic Online, Ice Age and Alliances cards that have never been available online will become available. That means your Online Classic decks can feature such true classics as Gorilla Shaman, Bounty of the Hunt, Giant Trap Door Spider, Kjeldoran Dead, Death Spark, Ashen Ghoul, Scars of the Veteran, Brainstorm, Storm Elemental, Browse, and good old Swords to Plowshares.

Ready for the lists?

View a sample hand of this deck

Aurochs Stampede
Coldsnap Theme Deck
60 cards

Snow-Covered Mountain
14  Snow-Covered Forest
Highland Weald

24 land

Gorilla Shaman
Orcish Lumberjack
Earthen Goo
Stalking Yeti
Boreal Druid
Tinder Wall
Bull Aurochs
Woolly Mammoths
Frostweb Spider
Aurochs
Deadly Insect
Rimehorn Aurochs
Aurochs Herd
Giant Trap Door Spider

27 creatures
Incinerate
Balduvian Rage
Resize
Hibernation's End
Bounty of the Hunt
Shape of the Wiitigo
Whalebone Glider

9 other spells

From Ice Age: Aurochs, Giant Trap Door Spider, Incinerate, Orcish Lumberjack, Tinder Wall, Whalebone Glider
From Alliances: Bounty of the Hunt, Deadly Insect, Gorilla Shaman


View a sample hand of this deck

Beyond the Grave
Coldsnap Theme Deck
60 cards

12  Swamp
Mountain
Forest

24 land

Insidious Bookworms
Kjeldoran Dead
Gutless Ghoul
Ashen Ghoul
Balduvian Dead
Disciple of Tevesh Szat
Gristle Grinner
Void Maw
Orcish Healer
Orcish Bloodpainter
Deepfire Elemental
Sek'Kuar, Deathkeeper

19 creatures
Dark Ritual
Grim Harvest
Casting of Bones
Dark Banishing
Krovikan Rot
Soul Burn
Death Spark
Barbed Sextant
Coldsteel Heart
Skull Catapult

17 other spells

From Ice Age: Ashen Ghoul, Barbed Sextant, Dark Ritual, Dark Banishing, Kjeldoran Dead, Orcish Healer, Skull Catapult, Soul Burn, basic land
From Alliances: Balduvian Dead, Casting of Bones, Death Spark, Insidious Bookworms


View a sample hand of this deck

Kjeldoran Cunning
Coldsnap Theme Deck
60 cards

11  Plains
11  Island
Boreal Shelf

24 land

Jotun Grunt
Kjeldoran Outrider
Jotun Owl Keeper
Surging Sentinels
Field Marshal
Kjeldoran Elite Guard
Kjeldoran Home Guard
Kjeldoran Gargoyle
Darien, King of Kjeldor
Zuran Spellcaster

17 creatures
Reinforcements
Swords to Plowshares
Disenchant
Kjeldoran Pride
Scars of the Veteran
Brainstorm
Portent
Lat-Nam's Legacy
Binding Grasp
Surging Aether
Wings of Aesthir

19 other spells

From Ice Age: Binding Grasp, Brainstorm, Disenchant, Kjeldoran Elite Guard, Portent, Swords to Plowshares, Wings of Aesthir, Zuran Spellcaster, basic land
From Alliances: Lat-Nam's Legacy, Reinforcements, Scars of the Veteran, Kjeldoran Home Guard


View a sample hand of this deck

Snowscape
Coldsnap Theme Deck
60 cards

12  Snow-Covered Island
11  Snow-Covered Swamp

23 land

Rimewind Taskmage
Viscerid Drone
Mistfolk
Balduvian Frostwaker
Frost Raptor
Rimewind Cryomancer
Heidar, Rimewind Master
Storm Elemental
Rimebound Dead
Chilling Shade
Gangrenous Zombies
Legions of Lim-Dul
Drift of the Dead
Phantasmal Fiend
Zombie Musher
Rimefeather Owl
Blizzard Specter

27 creatures
Frost Marsh
Essence Flare
Snow Devil
Browse
Iceberg
Chill to the Bone
Arcum's Weathervane
Coldsteel Heart

10 other spells

From Ice Age: Arcum's Weathervane, Drift of the Dead, Essence Flare, Gangrenous Zombies, Iceberg, Legions of Lim-Dul, Mistfolk, Snow Devil
From Alliances: Browse, Phantasmal Fiend, Storm Elemental, Viscerid Drone

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Dissension19.08.2006

White (21/21)

Aurora Eidolon

3w
Creature - Spirit C
{W}, Sacrifice Aurora Eidolon: Prevent the next 3 damage that would be dealt to target creature or player this turn.
Whenever you play a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand.
2/2
#1/180

[confirmation and discussion] [Source: anon]

Azorius Herald

2w
Creature - Spirit
Azorius Herald is unblockable.
When Azorius Herald comes into play, you gain 4 life.
When Azorius Herald comes into play, sacrifice it unless {U} was spent to play it.
2/1
#2/180

[Source: Dissension FAQ]

Beacon Hawk

1w
Creature - Bird C
Flying
Whenever Beacon Hawk deals combat damage to an opponent, you may untap target creature.
{W}: Beacon Hawk gets +0/+1 until end of turn.
1/1
#3/180

Blessing of the Nephilim

w
Enchantement - Aura U
Enchant Creature
Enchanted Creature gets +1/+1 for each of its colors.
#4/180

Brace for Impact

4w
Instant U
Prevent all damage that would be dealt to target multicolored creature this turn. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
#5/180

Carom

1w
Instant
The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead.
Draw a card.
#6/180

[Source: Dissension FAQ]

Celestial Ancient

3ww
Creature - Spirit R
Flying
Whenever you play an enchantment spell, put a +1/+1 counter on each creature you control.
3/3
#7/180

[confirmation and discussion] [Source: anon]

Condemn

w
Instant U
Put target attacking creature on the bottom of its owner's library. That creature's controller gains life equal to its toughness.
Illus. Daren Bader
#8/180

[confirmation and discussion] [Source: Japanese website]

Freewind Equenaut

2w
Creature - Human Archer C
Flying
As long as Freewind Equenaut is enchanted, it has: "{T}: Freewind Equenaut deals 2 damage to target blocking or attacking creature."
Illus. Rebecca Guay
2/2
#9/180

[confirmation and discussion]

Guardian of the Guildpact

3w
Creature - Spirit
Protection from monocolored
2/3
#10/180

[Source: Dissension FAQ]

Haazda Exonerator

w
Creature - Human Cleric C
{T}, Sacrifice Haazda Exonerator: Destroy target aura.
"This aura threatens the sancity of your soul. Wrenching it free won't be easy for either of us. If you're ready, we'll begin."
Illus. Kev Walker
1/1
#11/180

[confirmation and discussion]

Haazda Shield Mate

2w
Creature - Human Soldier R
At the beginning of your upkeep, sacrifice Haazda Shield Mate unless you pay {W}{W}.
{W}: The next time a source of your choice would deal damage to you this turn, prevent that damage.
1/1
#12/180

[confirmation and discussion] [Source: anon]

Mistral Charger

1w
Creature - Pegasus U
Flying
2/1
#13/180

Paladin of Prahv

4ww
Creature - Human Knight U
Whenever Paladin of Prahv deals damage, you gain that much life.
Forecast - 1{W}: Until end of turn, whenever target creature deals damage, you gain that much life.
3/4
#14/180

Proclamation of Rebirth

2w
Sorcery R
Return up to three target creature cards with converted mana cost 1 or less from your graveyard to play.
Forecast - 5{W}, Reveal Proclamation of Rebirth from your hand: Return target creature card with converted mana cost 1 or less from your graveyard to play. (Play this ability only during your upkeep and only once each turn.)
#15/180

[confirmation and discussion] [Source: anon]

Proper Burial

3w
Enchantment
Whenever a creature is put into your graveyard, you gain life equal to that creature's toughness.
#16/180

[confirmation and discussion] [Source: avto]

Soulsworn Jury

2w
Creature - Spirit C
Defender
1{U}, Sacrifice Soulsworn Jury: Counter target creature spell.
1/4
#17/180

Steeling Stance

1ww
Instant
Creatures you control get +1/+1 until end of turn.
Forecast - {W}, Reveal Steeling Stance from your hand: Target creature gets +1/+1 until end of turn. (Play this ability only during your upkeep and only once each turn.)
#18/180

[Source: Dissension FAQ]

Stoic Ephemera

2w
Creature - Spirit U
Defender
Flying
When Stoic Ephemera blocks, sacrifies it at end of combat.
5/5
#19/180

Valor Made Real

w
Instant C
Target creature can block any number of creatures this turn.
"As my father taught, 'Training will raise your shield to the blow, but courage fills the gaps the shield leaves open.'"
Illus. Jeff Miracola
#20/180

[confirmation and discussion]

Wakestone Gargoyle

3w
Creature - Gargoyle R
Defender (This creature can't attack.)
Flying
1{W}: Creatures you control with defender can attack this turn as though they didn't have defender.
3/4
#21/180

Blue (16/16)

Court Hussar

2u
Creature - Vedalken Knight U
Vigiliance
When Court Hussar comes into play, look at the top 3 cards of your library. Put one of them into your hand and the rest on the bottom of your library.
When Court Hussar comes into play, sacrifice it unless you paid {W} to play it.
Illus. Ron Spears
1/3
#22/180

[confirmation and discussion] [Source: Kartefakt]

Cytoplast Manipulator

2uu
Creature - Human Wizard Mutant R
Graft 2
{U},{T}: Gain control of target creature with a +1/+1 counter on it as long as Cytoplast Manipulator remains in play.
0/0
#23/180

[confirmation and discussion] [Source: anon]

Enigma Eidolon

3u
Creature - Spirit C
{U}, Sacrifice Enigma Eidolon: Target player puts the top three cards of his or her library into his or her graveyard.
Whenever you play a multicolored spell, you may return Enigma Eidolon from your graveyard to your hand.
Illus. Shishizaru
2/2
#24/180

[confirmation and discussion]

Govern the Guildless

5u
Sorcery R
Gain control of target monocolored creature. (This effect doesn't end at end of turn.)
Forecast - 1{U}, Reveal Govern the Guildless from your hand: Target creature becomes the color or colors of your choice until end of turn. (Play this ability only during your upkeep and only once each turn.)
#25/180

[confirmation and discussion] [Source: anon]

Helium Squirter

4u
Creature - Beast Mutant
Graft 3 (This creature comes into play with three +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
1: Target creature with a +1/+1 counter on it gains flying until end of turn.
0/0
#26/180

[Source: Dissension FAQ]

Novijen Sages

4uu
Creature - Human Advisor Mutant R
Graft 4 (This creature comes into play with four +1/+1 counters on it. Whenever another creature comes into play, you may move a +1/+1 counter from this creature onto it.)
1, Remove two +1/+1 counters from among creatures you control: Draw a card.
0/0
#27/180

[Source: Dissension FAQ]

Ocular Halo

3u
Enchantment - Aura C
Enchant creature.
Enchanted creature has "{T}: Draw a card."
{W}: Enchanted creature gains vigilance until end of turn.
While the soldier dreams, the eyes stand watch.
Illus. Ralph Horsley
#28/180

[confirmation and discussion]

Plaxmanta

1u
Creature - Beast U
You may play Plaxmanta any time you could play an instant.
When Plaxmanta comes into play, target creature you control can't be the target of spells or abilities this turn.
When Plaxmanta comes into play, sacrifice it unless {G} was spent to play it.
2/2
#29/180

Psychic Possession

2uu
Enchantment - Aura R
Enchant opponent
Skip your draw step.
Whenever enchanted opponent draws a card, you may draw a card.
#30/180

[Source: Dissension FAQ]

Silkwing Scout

2u
Creature - Faerie Scout C
Flying
{G}, Sacrifice Silkwing Scout: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Illus. Rebecca Guay
2/1
#31/180

[confirmation and discussion]

Skyscribing

xuu
Sorcery U
Each player draws X cards
Forecast - 2{U}: Each player draws a card.
#32/180

Spell Snare

u
Instant U
Counter target spell with converted mana cost 2.
#33/180

[confirmation and discussion]

Tidespout Tyrant

5uuu
Creature - Djinn R
Flying
Whenever you play a spell, return target permanent to its owner's hand.
5/5
#34/180

[confirmation and discussion] [Source: anon]

Vigean Graftmage

2u
Creature - Veldaken Wizard Mutant C
Graft 2
1{U}: Untap target creature with a +1/+1 counter on it.
0/0
#35/180

Vision Skeins

1u
Instant C
Each player draws two cards.
#36/180

[confirmation and discussion] [Source: anon]

Writ of Passage

u
Enchantement - Aura C
Enchant creature
Whenever enchanted creature attacks, it is unblockable if its power is less or equal to 2.
Forecast - 1{U}: Target creature with power 2 or less is unblockable until end of turn.
#37/180

Black (21/21)

Bond of Agony

xb
Sorcery U
As an additional cost to play Bond of Agony, pay X life.
Each other player loses X life.
#38/180

[Source: Dissension FAQ]

Brain Pry

1b
Sorcery
Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can't, you draw a card.
#39/180

[Source: Dissension FAQ]

Crypt Champion

3b
Creature - Zombie U
Double strike
When Crypt Champion comes into play, each player puts a creature card with converted mana cost 3 or less from his or her graveyard into play.
When Crypt Champion comes into play, sacrifice it unless {R} was spent to play it.
2/2
#40/180

[Source: Dissension FAQ]

Delirium Skeins

2b
Sorcery
Each player discards three cards.
#41/180

[Source: Dissension FAQ]

Demon's Jester

3b
Creature - Imp
Flying
Hellbent -- Demon's Jester gets +2/+1 as long as you have no cards in hand.
2/2
#42/180

[Source: Dissension FAQ]

Drekavac

1b
Creature - Beast U
When Drekavac comes into play, sacrifice it unless you discard a non-creature card.
3/3
#43/180

Enemy of the Guildpact

4b
Creature - Spirit C
Protection from multicolored.
4/2
#44/180

Entropic Eidolon

3b
Creature - Spirit C
{B}, Sacrifice Entropic Eidolon: Target player loses 1 life and you gain 1 life.
Whenever you play a multicolored spell, you may return Entropic Eidolon from your graveyard to your hand.
Illus. Aleksi Briclot
2/2
#45/180

[Source: Inquest]

Infernal Tutor

1b
Sorcery R
Reveal a card in your hand. Search your library for a card with the same name a
0 Kommentare | Permanenter Link

Coldsnap(2.Teil)19.08.2006

White (25/25)

Adarkar Valkyrie

4ww
Snow Creature- Angel R
Flying, vigilance
{T}: When target creature other than Adarkar Valkyrie is put into a graveyard this turn, return that card to play under your control.
She doesn't escort the dead to the afterlife, but instead raises them to fight and die again.
Illus. Jeremy Jarvis
4/5
#1/155

[confirmation and discussion] [Source: WoTC Preview]

Boreal Griffin

3ww
Snow Creature – Griffin C
Flying
{S}: Boreal Griffin gains first strike until end of turn.
3/2

[confirmation and discussion] [Source: magiccorporation]

Cover of Winter

2w
Snow Enchantment R
Cumulative upkeep {S} ({S} can be paid with one mana from a snow permanent)
If a creature would deal combat damage to you and/or one or more creatures you control, prevent X of that damage, where X is the number of age counters on Cover of Winter.
{S}: Put an age counter on Cover of Winter.
Illus. Wayne Reynolds
#3/155

[confirmation and discussion] [Source: WoTC Preview]

Darien, King of Kjeldor

4ww
Legendary Creature - Human Lord R
Whenever you're dealt damage, you may put that many 1/1 white soldier creature tokens into play.
"With his dream of unification fulfilled, Darien became the last king of Kjeldor. Those who followed were known as the kings of New Argive"
-Kjeldor: Ice Civilization
Illus. Michael Phillippi
3/3
#4/155

[confirmation and discussion] [Source: Scrye]

Field Marshal

1ww
Creature - Human Soldier R
Other soldiers get +1/+1 and have first strike.
2/2
#5/155

[confirmation and discussion] [Source: anon]

Gelid Shackles

w
Snow Enchantment - Aura C
Enchant creature
Enchanted creature can't block and its activated abilities can't be played.
{S}: Enchanted creature gains defender until end of turn. ({S} can be paid with one mana from a snow permanent.)
#6/155

[confirmation and discussion] [Source: Coldsnap FAQ]

Glacial Plating

2ww
Snow Enchantment - Aura U
Enchant creature
Cumulative upkeep {S} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it. {S} can be paid with one mana from a snow permanent.)
Enchanted creature gets +3/+3 for each age counter on Glacial Plating.
Illus. Brian Despain
#7/155

[confirmation and discussion] [Source: Lotus Noir]

Jötun Grunt

1w
Creature - Giant Soldier U
Cumulative upkeep - Put two cards in a single graveyard on the bottom of their owner's library. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Illus. Franz Vohwinkel
4/4
#8/155

Jötun Owl Keeper

2w
Creature - Giant U
Cumulative upkeep {W} or {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When Jötun Owl Keeper is put into a graveyard from play, put a 1/1 white Bird creature token with flying into play for each age counter on it.
Illus. Dave Dorman
3/3
#9/155

[confirmation and discussion] [Source: Lotus Noir]

Kjeldoran Gargoyle

5w
Creature – Gargoyle U
Flying, first strike
Whenever Kjeldoran Gargoyle deals damage, you gain that much life.
3/3

Kjeldoran Javelineer

w
Creature – Human Soldier C
Cumulative Upkeep 1
{T}: Kjeldoran Javelineer deals to target attacking or blocking creature damage equal to the number of age counters on Kjeldoran Javelineer.
1/2

Kjeldoran Outrider

1w
Creature - Human Soldier C
{W}: Kjeldoran Outrider gets +0/+1 until end of turn.
"I listen to people. He sniffs the wind. And we both sense something big coming. Something very big."
Illus. Carl Critchlow
2/2
#12/155

[confirmation and discussion]

Kjeldoran War Cry

1w
Instant C
Creatures you control get +X/+X until end of turn, where X is 1 plus the number of cards named Kjeldoran War Cry in all graveyards.

Luminescence

w
Instant U
Prevent all damage that would be dealt by black and/or red sources this turn.

Martyr of Sands

w
Creature - Human Cleric C
1, Reveal X white cards from your hand, Sacrifice Martyr of Sands: You gain three times X life.
"Only in our vulnerability is there true power, and that power is life itself."
Illus. Randy Gallegos
1/1

[confirmation and discussion]

Ronom Unicorn

1w
Creature - Unicorn C
Sacrifice Ronom Unicorn: Destroy target enchantment.
The aberrant magic of the Rimewind drew the unicorns back from the northern wastes to do battle once again.
Illus. Carl Critchlow
2/2
#16/155

[confirmation and discussion]

Squall Drifter

1w
Snow Creature – Elemental C
Flying
{W}, {T}: Tap target creature.
1/1

Sun's Bounty

1w
Instant C
Gain 4 life.
Recover 1{W}

Sunscour

5ww
Sorcery R
You may remove two white cards in your hand from the game rather than pay Sunscour's mana cost.
Destroy all creatures.
Illus. Jim Murray
#19/155

[confirmation and discussion] [Source: Wotc Podcast]

Surging Sentinels

2w
Creature - Human Soldier C
First Strike
Ripple 4 (When you play this spell, you may reveal the top four cards of your library. You may play any revealed cards with the same name as this spell without paying their mana costs. Put the rest on the bottom of your library.)
Illus. Christopher Moeller
2/1
#20/155

[confirmation and discussion]

Swift Maneuver

1w
Instant C
Prevent the next 2 damage that would be dealt to target creature or player this turn.
Draw a card at the beginning of the next turn's upkeep.

Ursine Fylgja

4w
Creature – Spirit Bear
Ursine Fylgja comes into play with 4 healing counters on it.
Remove a healing counter from Ursine Fylgja : Prevent the next 1 damage would be dealt to Ursine Fylgja this turn.
2{W}: Put a healing counter on Ursine Fylgja.
3/3

Wall of Shards

1w
Snow Creature - Wall U
Defender, flying
Cumulative upkeep- An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
1/8

[confirmation and discussion] [Source: Coldsnap FAQ]

White Shield Crusader

ww
Creature -Human Knight U
Protection from black
{W}: White Shield Crusader gains flying until end of turn.
{W}{W}: White Shield Crusader gets +1/+0 until end of turn.
2/1
#24/155

[confirmation and discussion] [Source: anon]

Woolly Razorback

2ww
Creature - Beast R
Woolly Razorback comes into play with three ice counters on it.
As long as Woolly Razorback has an ice counter on it, it has defender and any combat damage it would deal is prevented.
Whenever Woolly Razorback blocks, remove an ice counter from it.
7/7

[confirmation and discussion] [Source: Coldsnap FAQ]

Blue (25/25)

Adarkar Windform

4u
Snow Creature – Illusion U
Flying
1{S}: Target creature loses flying until end of turn.
3/3

Arcum Dagsson

3u
Legendary Creature - Human Artificer R
{T}: Target artifact creature's controller sacrifices it. That player may search his or her library for a noncreature artifact card, put it into play, then shuffle his or her library.
"Artifice sundered the world. It shall not again wreak such sorrow."
Illus. Pete Venters
2/2
#27/155

[confirmation and discussion] [Source: WoTC Preview]

Balduvian Frostwaker

2u
Creature - Human Wizard U
{U}, {T}: Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.
1/1

[confirmation and discussion] [Source: Coldsnap FAQ]

Commandeer

5uu
Instant R
You may remove two blue cards in your hand from the game rather than pay Commandeer's mana cost.
Gain control of target noncreature spell. You may choose new targets for it. (If that spell is an artifact or enchantment, the permanent comes into play under your control.)
Illus. John Matson
#29/155

[confirmation and discussion] [Source: Lotus Noir]

Controvert

2uu
Instant U
Counter target spell
Recover 2{U}{U}

Counterbalance

uu
Enchantment U
Whenever an opponent plays a spell, you may reveal the top card of your library. If you do, counter that spell if it has the same converted mana cost as the revealed card.
#31/155

[confirmation and discussion] [Source: anon]

Drelnoch

4u
Creature - Yeti Mutant C
Whenever Drelnoch becomes blocked, you may draw two cards.
Adarkar's blank wastes make the mind wander - and stray thoughts are quickly caught and devoured.
Illus. Zoltan Boros & Gabor Szikszai
3/3
#32/155

[confirmation and discussion]

Flashfreeze

1u
Instant U
Counter target red or green spell.

[confirmation and discussion] [Source: Inquest]

Frost Raptor

2u
Snow Creature - Bird C
Flying
{S}{S}: Frost Raptor can't be the target of spells or abilities this turn.
2/2

Frozen Solid

1uu
Enchantment - Aura C
Enchant creature
Enchanted creature doesn’t untap during its controller’s untap step.
When damage is dealt to enchanted creature, destroy it.

[Source: Checklist]

Heidar, Rimewind Master

4u
Legendary Creature - Human Wizard R
2,{T}: Return target permanent to its owner's hand. Play this ability only if you control four or more snow permanents.
"The umber stain of the Thaw will be bleached away. Once again the world will be sharp, white, perfect!"
Illus. Ron Spears
3/3
#36/155

[confirmation and discussion] [Source: WoTC Preview]

Jokulmorder

4uuu
Creature - Leviathan R
Trample
Jokulmorder comes into play tapped.
When Jokulmorder comes into play, sacrifice it unless you sacrifice five lands.
Jokulmorder doesn't untap during your untap step.
Whenever you play an Island, you may untap Jokulmorder.
Illus. Mark Zug
12/12

[confirmation and discussion] [Source: Kartefakt]

Krovikan Mist

1u
Creature - Illusion C
Flying
Krovikan Mist's power and toughness are each equal to the number of Illusions in play.
Plague induced dreams became real as they swirled above Krov, mingling with the magical residue of the World Spell.
Illus. Jeremy Jarvis
*/*

[confirmation and discussion]

Krovikan Whispers

3u
Enchantment - Aura U
Enchant creature
Cumulative upkeep {U} or {B}
You control enchanted creature.
When Krovikan Whispers is put into a graveyard from play, you lose 2 life for each age counter on it.
Illus. Nick Percival

[confirmation and discussion] [Source: Cartes de Combat]

Martyr of Frost

u
Creature - Human Wizard C
2, Reveal X blue cards from your hand, Sacrifice Martyr of Frost: Counter target spell unless its controller pays {X}.
"You shouldn't call the Balduvians barbarians. Their magic is as powerful as it is ancient."
- Zur the Enchanter
Illus. Wayne England
1/1

[confirmation and discussion] [Source: Kartefakt]

Perilous Research

1u
Instant U
Draw two cards, then sacrifice a permanent.
When the School of the Unseen fell, so many magical treasures lay abandoned that no amount of death could deter the stream of thieves and desperate scholars.
Illus. Dany Orizio
#41/155

[confirmation and discussion]

Rimefeather Owl

5uu
Snow Creature - Bird R
Flying
Rimefeather Owl's power and toughness are each equal to the number of snow permanents in play.
1{S}: Put an ice counter on target permanent.
Permanents with ice counters on them are snow.
*/*

[confirmation and discussion] [Source: Coldsnap FAQ]

Rimewind Cryomancer

3u
Creature – Human Wizard U
1, {T}: Counter target activated ability. Play this ability only if you control four or more snow permanents.
2/3

Rimewind Taskmage

1u
Creature - Human Wizard C
1, {T}: Tap or untap target permanent. Play this ability only if you control four or more snow permanents.
"Find solace in the sun? Burning, blinding, laying secrets bare? No, solace is found under the blanket of cold."
Illus. Ron Spears
1/2

[confirmation and discussion]

Ronom Serpent

5u
Snow Creature - Serpent C
Ronom Serpent can't attack unless defending player controls a snow land. When you control no snow lands, sacrifice Ronom Serpent.
5/6

Rune Snag

1u
Instant C
Counter target spell unless its controller pays 2 plus 2 for each Rune Snag in each graveyard.

Surging Æther

3u
Instant C
Return target permanent to its owner's hand.
Ripple 4

Survivor of the Unseen

2u
Creature - Human Wizard C
0 Kommentare | Permanenter Link

Time Spiral19.08.2006

Time Spiral

erschien am / im 6. Oktober 2006
Titel im Design: Snap

 

 

Lands:

0 Kommentare | Permanenter Link

Coldsnap19.08.2006

deutscher Name: Kälteeinbruch
3te Edition des Ice Age Blocks
erschien am / im 21. Juli 2006

Kartendetails
155 Karten
40 Rare | 50 Uncommon | 65 Common

 

weiss:

 

blau:

 

schwarz:

 

rot:

 

grün:

 

gold:

 

 

Artefakte:

Visual Spoiler.

The third set in the Ice Age Block (Ice Age, Alliances, Coldsnap)
[LANDS]   [ARTIFACTS]   [GOLD]   [WHITE]   [BLUE]   [GREEN]   [RED]   [BLACK]

Back ] Home ] Up ] Next ]

The following has been quoted from www.wizards.com:

Terisiare, the island continent that was home to the Brothers’ War and the Ice Age, is in a state of rebirth known as the Thaw. The icy shell that encased the continent is melting away. Most of the inhabitants of Terisiare rejoice as the ice gives way to warmth and the rebirth of the land. But, in this time of great change, there are some who see it as a time to angle for power: a secretive society of mages poised to shroud the continent with their icy brand of magic.

Submit your Coldsnap Combos Here!

Submit your Coldsnap Casual Decks Here!

Coldsnap Cards, sorted by Color (155/155) 
[WHITE]   [BLUE]   [BLACK]   [RED]   [GREEN]    [GOLD]   [ARTIFACTS]   [LANDS]

White              [return to top]
Blue              [return to top]
Black              [return to top]
Red              [return to top]
Green              [return to top]


GX02-JP002
Phantom Beast Wild Horn
Earth/Beast-Warrior/4/1700/0
If ths card attacks a monster in defense position, if the attack strength exceeds the defense strenght of that monster, inflict the difference as damage to your opponent’s lifepoints.
Ultra Rare


GX02-JP003
Phantom Beast Thunder Pegas
Light/Beast-Warrior/4/700/2000
You can activate this effect, if an opponent’s monster declares an attack. By removing this card existing in your graveyard from the game, the battle damage 1 monster on your side of the field with [Phantom Beast] in its name would receive is reduced to 0. At this time, that monster is not destroyed by battle.
Ultra Rare


Strategy Guide

Release Date 14.09.2006
Preis: 1000 Yen
Promokarte:

GX02-BJP01
Phantom Beast Rock Lizard
Earth/Beast-Warrior/7/2200/2000
If a monster with [Phantom Beast] is used as sacrifice, you can sacrifice summon this card with 1 sacrifice . If this card destroys a monster in Battle, 500 points of damage are inflicted to the opponent. When this card is destroyed by the effect of an opponent’s card and sent to the graveyard, 2000 points of damage are inflicted to the opponent.
Ultra Rare



bilder der werbung










0 Kommentare | Permanenter Link

Structure Deck - Pulse of Dinosaurs (SD9)19.08.2006
Structure Deck - Pulse of Dinosaurs (SD09)
Releasing Date : 22nd June 2006(IN JAPAN!)

Price: 1050 Yen (7,50€ )
Content:
Deck (40 cards)
Rulebook
Field
Play Guide

- Dino sub-type monster Structure deck
- Include "8" new cards use by Tyranno Kenzan



SD09-JP001
Super Conductor Tyranno
Light/Dinosaur/8/3300/1400
Sacrifice one monster on your side of the field to inflict damage of 1000 points to your opponents life points. You can only use this effect once per turn, if you use this effect in addition this card can not attack this turn.


SD09-JP002
Kabazauls
Water/Dinosaur/4/1700/1500
Normal Monster

SD09-JP003
Sabersaurus
Earth/Dinosaur/4/1900/500
Normal Monster

SD09-JP004
Mad Sword Beast
Earth/Dinosaur/4/1400/1200
When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.

SD09-JP005
Gilasaurus (x2)
Earth/Dinosaur/3/1400/400
You can treat the Normal Summon of this card as a Special Summon. If you select Special Summon, your opponent can Special Summon 1 monster from their Graveyard.

SD09-JP006
Dark Driceratops
Earth/Dinosaur/6/2400/1500
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.

SD09-JP007
Hyper Hammerhead (x2)
Earth/Dinosaur/4/1500/1200
When this monster battles an opponent's monster, if the opponent's monster is not destroyed as a result of the battle, the opponent's monster is returned to its owner's hand at end of the Damage Step.

SD09-JP008
Black Tyranno
Earth/Dinosaur/7/2600/1800
If the only cards on your opponent's side of the field are Defense Position Monster Cards, this card can attack your opponent's Life Points directly.

SD09-JP009
Tyranno Infinity
Earth/Dinosaur/4/0/0
The original ATK of this card becomes the number of your Dinosaur-Type monsters that are removed from play x 1000 points.

SD09-JP010
Hydrogeddon (x2)
Water/Dinosaur/4/1600/1000
When this card destroys an opponent's monster as a result of battle and sends it to the Graveyard, you can Special Summon 1 "Hydrogeddon" from your Deck.

SD09-JP011
Oxygeddon
Water/Dinosaur/4/1500/800
When this card is destroyed as a result of battle with a Pyro-Type monster and sent to the Graveyard, inflict 800 points of damage to both players' Life Points.

SD09-JP012
Dark Ptera
Wind/Dino/3/1000/500
When this card is destroy and send to Graveyard from the field outside of result of battle, return this card into owner's hand.

SD09-JP013
Dark Stego
Earth/Dinosaur/4/1200/2000
When this card becomes the target of an attack, it is changed to Defense Position.

SD09-JP014
Ultimate Tyranno
Earth/Dinosaur/8/3000/2200
If this card in attack postion at the start of your Battle Phase, it must attack each of your opponent's monsters once.

SD09-JP015
Jiera Shitsuku - Egg of Miracle
Earth/Dinosaur/4/0/2000
When this card is face-up on your side of the field, this card cannot be removed from game. In addition, whenever a Dinosaur-subtype monster is send to your graveyard, place two counters on this card. By sacrificing this face-up card, you can Special Summon one Dinosaur-subtype monster with a level lower than the number of counters placed on this card from your deck.

SD09-JP016
Baby Kerasaurus
Earth/Dinosaur/2/500/500
If this card is destroyed by a card effect and send to the graveyard, select one Dinosaur-subtype monster with level 4 or less from your deck and special summon it to your side of the field.

SD09-JP017
Great Evolution Pill
Normal Spell
Offer one dinosaur-type monster on your side of the field to activate this card. This card remains on the field for three of your opponents turns. If this card is face up sacrifice for a dinosaur-type monster is not needed.


SD09-JP018
Tail Swing
Normal Magic
You can only activate this card when you select 1 face-up Dinosaur-type Monster with Level 5 or more on your side of the Field. Select up to two face-down Monster(s) or Monster(s) with Level lower than the selected Dinosaur-type Monster from your opponent's field and give them back to your opponent's hand.


SD09-JP019
Jurassic World
Field Magic
Increase the ATK and DEF of all face-up dinosaur-type Monsters by 300 Points.


SD09-JP020
Sebek's Blessing
Quick-Play Magic
You can only activate this card when a monster attacks your opponent's Life Points directly. Increase your Life Points by an amount equal to the Battle Damage that the monster inflicted to your opponent's Life Points.

SD09-JP021
Riryoku
Normal Spell
Halve the ATK of 1 face-up monster and add the same amount to the ATK of another face-up monster, until the end of this turn.

SD09-JP022
Mesmeric Control
Normal Magic
During your opponent's next turn after you activate this card, your opponent cannot change the battle positions of monsters, except with a card effect.

SD09-JP023
Mystical Space Typhoon
Quick-Play Magic
Destroy 1 Spell or Trap Card on the field.

SD09-JP024
Megamorph
Equipment Magic
While your Life Points are lower than your opponent's, double the original ATK of a monster equipped with this card. While your Life Points are higher, halve the original ATK.

SD09-JP025
Heavy Storm
Normal Magic
Destroy all Spell and Trap Cards on the field.

SD09-JP026
Lightning Vortex
Normal Magic
Discard 1 card from your hand. Destroy all face-up monsters on your opponent's side of the field.

SD09-JP027
Magical Mallet (x2)
Normal Magic
Add any number of cards from your hand to the Deck and shuffle it. Then draw the same number of cards you added to the Deck.

SD09-028
Hunting Instinct
Normal Trap
You can activate this card when the opponent special summon a monster. Special summon 1 Dinosaur Sub-type monster from your hand.


SD09-JP029
Survival instinct
Normal Trap
Remove a number of Dinosaur-type monster from you graveyard, increase your Life Points by 400 for every Dinosaur removed this way.

SD09-JP030
Large Eruption
Normal Trap
When [Jurassic World] is face-up on the field you can activate this card in your End Phase. All cards on the field are destroyed.


SD09-JP031
Big Earthquake
Continuous Trap
You can only activate this card when a dinosaur-type Monster from your field is destroyed and send to the graveyard. Choose 3 magic/trap card zones from your opponent. The select zones can not be used. All place(s) with cards cannot be choosen. This card is destoryed in your third Stand-by Phase after activation. When this card is detroyed through it's own effect you can add 1 dinosaur-type Monster from your graveyard to your hand.


SD09-JP032
Magical Arm Shield
Normal Trap
You can only activate this card when your opponent declares an attack. Take control of 1 of your opponent's face-up monsters, except the attacking monster, and this monster is attacked instead. At the end of the Battle Phase, return control of this monster to your opponent.

SD09-JP033
Negate Attack
Counter Trap
When your opponent attacks with a monster, negate the attack and make your opponent's Battle Phase end.

SD09-JP034
Goblin out of the Frying Pan
Counter Trap
Pay 500 Life Points. Negate the activation of a Spell Card and return it to the owner's hand.

SD09-JP035
Malfunction
Counter Trap
Pay 500 Life Points. Negate the activation of a Trap Card and return it to its original position.

SD09-JP036
Fossile Excavation
Continuous Trap
Discard one card from your hand. Special summon one Dinosaur-subtype monster from your graveyard. The effect of the special summoned monster is nullified by this card. If this card leaves the field, the monster is destroyed. If the monster is destroyed, this card is destroyed.



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Collector's Tin 200619.08.2006
endlich is die erste karte von sechs bekannt die in den tin boxen dieses jahr enthalten sein werden

Zitat:
Zitat von Dan Scheidegger
Fall is the most anticipated time of year for Duelists all around the world - the time when a new season of Yu-Gi-Oh! GX starts on TV, and when six new Yu-Gi-Oh! TCG Collector's Tins hit shelves every year.

The Collector's Tins are legendary for the amount of great cards you get in one place for one low price. You get 5 great booster packs, and a special Secret Rare card. Plus you get a sweet looking Tin to store your cards in.

Every Yu-Gi-Oh! fan, collector, and Duelist is really excited to find out is the cards. Each tin has a different Secret Rare card in it. What six cards will get the Collector's Tin Secret Rare treatment this year? What six cards can you look forward to adding to your collection, or unwrapping for the holidays?

Starting today you can do a little less wondering, because the first of the six super cool Collector's Tins is:

CYBER DRAGON!
Zane's star monster and the strongest Dragon on the tournament scene can be yours as a Secret Rare card in September! The Cyber Dragon Tin looks awesome, contains one of the best cards that can be added to any Deck, and comes with 5 amazing booster packs!

Two other new Tins will be in stores at the same time as the Cyber Dragon Tin in September. Then you've got time to save up your allowance or earn some extra money, because the next 3 amazing Tins will come out in November!

Cyber Dragon is just the beginning - all 6 of this year's Collector's Tins are incredible and you can look forward to more surprises! Keep checking this website for more news about the Tins and all the sweet Yu-Gi-Oh! TRADING CARD GAME secrets and surprises we have in store for you this year!

It's a great time to be a Duelist. Get your game on!

**(Final Collector's Tin design is subject to change.)

Inhalt:
2x? Cybernetic Revolution
1x Elemental Energy
1x Shadow of Infinity
1x Enemy of Justice
1x Secret Rare Variant Card
1x Pocket Guide of GX Season 2

CT03-EN00?
Cyber Dragon
Light/Machine/5/2100/1600
If there is a monster on your opponent's side of the field and there are no monsters on your side of the field, you can Special Summon this card from your hand.
Secret Rare


Raviel, Lord of Phantasms
Dark/Fiend/10/4000/4000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 Fiend-Type monsters on your side of the field. Each time your opponent Normal Summons a monster(s), Special Summon 1 "Phantasm Token" (Fiend-Type/DARK/Level 1/ATK 1000/DEF 1000) on your side of the field. This token cannot declare an attack. Once per turn, by Tributing 1 monster on your side of the field, increase the ATK of this card by the original ATK of the Tributed monster, until the End Phase of this turn.
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Magician's Valkyria JUMP-EN00919.08.2006
ende des jahres wird es in der schonen jump wieder eine promo geben, diesmal ist es magician's valkyria

Zitat:
All Yugioh fans rejoice! Ideal808 has just learned that another BIG GUN PROMO Card is coming to the US later this year! Remember the name... Magician's Valkyria?! that's right one of Yugi's most devastating cards will be available later this year and you know we'll have these great cards available to you as soon as our order has been confirmed.

A Level 4 Spellcaster with ATK/1600 DEF/1800, the effect will read something like this: While this monster is on the field, your opponent may not target any of your other Magic User Monsters for it's attacks.

Add this to your Spellcaster deck and "Whalla!" we have a Champion! Currently we are looking at a release date of somethime in October 2006 but as we receive more information you'll be the first to hear it!
Zitat:
New Promo Card to Debut in Shonen Jump Magazine

The November issue of Shonen Jump will feature a brand new promo card: one of the most desired cards ever created! Coveted for ages by collectors, Magician’s Valkyria will finally be hitting North American shores in an English-language version this fall! Expect to see the magazine on newsstands October 3rd, and expect it to sell out super-quick. Oh, and collector’s take note: while there have been some rumblings about a Shonen Jump anniversary card some time in the near future, Valkyria is not related to that release: there will be another promo at the end of the year. Pretty sweet, huh?

Magician’s Valkyria is a Shonen Jump exclusive, and will not appear anywhere else. If you’re a collector, you probably already want this card. If you’ve never heard of it, check out the awesome art and imagine it rendered in dazzling foil. Non-subscribers better reserve their copies in advance, because this card’s going to be incredibly hot.


JUMP-EN009
Magician's Valkyria
Light/Spellcaster/4/1600/1800
While this card is face-up on the Field, your opponent can't choose your other face-up Magic User Sub-Type Monsters as an attack target.
Ultra Rare

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McDonalds Promotion 2 (MDP2-EN)19.08.2006
mc donalds wird also bald in den USA die nächsten karten im kids menü haben
ein genaues datum wann diese karten zu haben sein werden steht nicht fest, vermutlich wird es sie aber um die weihnachtszeit geben wie beim letzten mal auch
einige davon werden sein

MDP2-EN011
Kaiser Dragon
Light/Dragon - Fusion/7/2300/2000
"Winged Dragon, Guardian of the Fortress #1" + "Fairy Dragon"
Common

MDP2-EN012
Amphibious Bugroth
Water/Aqua - Fusion/5/1850/1300
"Ground Attacker Bugroth" + "Guardian of the Sea"
Common

MDP2-EN013
Aqua Dragon
Water/Sea Serpent - Fusion/6/2250/1900
"Fairy Dragon" + "Amazon of the Seas" + "Zone Eater"
Common


MDP2-EN014
Pragtical
Earth/Dinosaur-Fusion/5/1900/1500
"Trakodon" + "Flame Viper"
Common

MDP2-EN015
Zone Eater
Aqua/Water/1/250/200

MDP2-EN016
Flame Viper
Earth/Pyro/2/400/450
A fire-breathing snake whose speed makes it a difficult target.
Common


MDP2-EN017
Trakodon
Earth/Dinosaur/3/1300/800
A tiger-striped dragon that is often seen racing across the wasteland at tremendous speeds.
Common


MDP2-EN018
Dungeon Worm
Erde/Insect/5/1800/1500

MDP2-EN019
Moon Envoy
Licht/Warrior/4/1100/1000

MDP2-EN020
Stone Dragon
Erde/Rock/7/2000/2300

MDP2-EN0??
Fairy Dragon
Dragon/Wind/4/1100/1200

MDP2-EN0??
Amazon of the Seas
Fish/Water/4/1300/1400

MDP2-EN0??
Guardian of the Sea
Aqua/Water/4/1300/1000
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Yu-Gi-Oh Action Figuren19.08.2006
in amerika gibt es jetzt eine thunder giant action figur diese enthält neben der figur auch noch eine parallel rare karte und zwar thunder giant

MF01-EN001
Elemental Hero Thunder Giant
LightWarrior/Fusion/6/2400/1500
"Elemental Hero Sparkman" + "Elemental Hero Clayman"
This card can only be Special Summoned by Fusion Summon. Discard 1 card from your hand to destroy 1 face-up Monster Card on your opponent's side of the field with an ATK less than the ATK of this card. You can only use this effect once per turn, during your Main Phase.
Parallel Rare

  

  



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Cyber Dark Impact19.08.2006

Release: 10.08.2006(IN JAPAN!)

4 Ultra Rare
7 Super Rare
14 Rare
35 Normal

The powerful card which represents Hell Kaiser Ryo (in the episode who is broadcasted on May 3rd and June 14th)
and new cards which until now we still don't have this system/technique yet and the card from another characters.
CDIP-JP001
Cyber Dark Horn
Dark/Machine/4/800/800
When this card is successfully summoned, choose a Dragon sub-type monster
with level 3 or lower from your Graveyard and equipped it on this card as an equipment
card, and increase this card's attack strength by that attack strength. When this card
attacks a monster in defense mode, and the attack strength is higher than the defense
strength, do battle damages to opponent equal to the difference. When this card is destroy
as result of battle, the equipped monster is destroy instead.
Super Rare/Ulimate Rare


CDIP-JP002
Cyber Dark Edge
Dark/Machine/4/800/800
When this card is successfully summoned, choose a Dragon sub-type monster with level 3
or lower from your Graveyard and equipped it on this card as an equipment card, and increase
this card's attack strength by that attack strength. This card can attack opponent directly.
If so, halved this card's attack strength during Damage Calculation. When this card is destroy
as result of battle, the equipped monster is destroy instead.
Super Rare/Ulimate Rare


CDIP-JP003
Cyber Dark Keel
Dark/Machine/4/800/800
When this card is successfully summoned, choose a Dragon sub-type monster with level 3
or lower from your Graveyard and equipped it on this card as an equipment card, and increase
this card's attack strength by that attack strength. When this card battles with an opponent's
monster, do 300 damages to opponent. When this card is destroy as result of battle, the
equipped monster is destroy instead.
Super Rare/Ulimate Rare


CDIP-JP004
Cyber Ogre
Earth/Machine/5/1900/1200
Discard this card from your hand to Graveyard. Negate the battle by a [Cyber Ogre]
on your field once, and until the end of next battle increase the attack strength by
2000. This effect can also be activate during opponent's turn.


CDIP-JP005
Cyber Esper
Fire/Machine/4/1200/1800
When this card is in face-up attack mode on your field, you can confirm card(s) draw by opponent.
Super Rare/Ulimate Rare


CDIP-JP006
Allure Queen LV3
Dark/Spellcaster/3/500/500
Once during your Main Phase you can choose a monster with Level 3 or less from
opponent's field and equipped it to this card as an equip card (This effect can only
equip one equip card). When this card is destroy as result of battle, the equipped
monster is destroy instead. During Standby Phase of your turn, you can send this
card with the equip card by this effect to Graveyard, and special summon a [Allure Queen LV5]
from your hand or deck.


CDIP-JP007
Allure Queen LV5
Dark/Spellcaster/5/1000/1000
When special summon by effect of [Allure Queen LV3], once per turn during your
Main Phase you can choose a monster with level 5 or less from opponent's field, and
equipped it on this card as an equip card (This effect can only equip one equip card).
When this card is destroy in battle, the equipped monster is destroy instead. At the
Standby Phase of your turn, you can send this card and the equip card by this effect
to Graveyard to special summon a [Allure Queen LV7] from your hand or deck.
Rare


CDIP-JP008
Allure Queen LV7
Dark/Spellcaster/7/1500/1500
When special summon by effect of [Allure Queen LV5], once during your turn during
Main Phase you may choose a monster on opponent's field and equipped it to this
card as an equipment card (This effect can only have up to one monster equipped).
When this card would be destroy in battle, destroy the equipped monster instead.
Ultra Rare/Ulimate Rare


CDIP-JP009
Dark Luscious LV4
Earth/Fiend/4/1000/300
Negate the effect of opponent's monster(s) destroy by this card as result of battle.
When this card destroy a monster as result of battle, during your Standby Phase of
your next turn, you can send this card to Graveyard to special summon a [Dark Lucius
LV6] from hand or deck.


CDIP-JP010
Dark Luscious LV6
Earth/Fiend/6/1700/600
When special summon by effect of [Dark Lucius LV4], negate any effect of
monster(s) this card destroy as result of battle. During the Standby Phase of
your next turn when this effect negates the effect of an opponent's monster,
you can send this card to Graveyard to special summon a [Dark Lucius LV8]
from your hand or deck.
Rare


CDIP-JP011
Dark Luscious LV8
Earth/Demon/8/2800/900
When special summon by the effect of [Dark Lucius LV6], negate any effect
of monsters this card destroy as result of battle, and removed them from game.
Ultra Rare/Ulimate Rare


CDIP-JP012
Stray Devil
Fire/Demon/3/1300/1700
When this card is detroyed by battle and is sent to grave, both player gains 800 LP.


CDIP-JP013
Violent Ogre
Fire/Demon/4/1700/1100
When this card is detroyed by battle and is sent to grave, deal 500 LP to both players.


CDIP-JP014
Flame Ogre
Fire/Demon/7/2400/1700
This card cannot be special summoned. When this card is successfully summoned, draw a card from your deck.


CDIP-JP015
Snipestalker
Dark/Demon/4/1500/600
Discard a card from hand. Choose a card on the field and roll a dice. If the result
is other than 1 or 6, destroy the chosen card.


CDIP-JP016
Blast Devil
Fire/Demon/3/1000/300
When a chain of Magic or Trap happens, deal 500 damage to opponent.


CDIP-JP017
Vanity Devil
Dark/Demon/6/2400/1200
This card cannot be special summon. When this card is face-up on the field,
monster(s) cannot be special summon.
Rare


CDIP-JP018
Boundary Statue of Abyss
Dark/Fiend/4/1000/1000
If this card is face-up on the field, all monster except with Dark main type cannot be special summoned.


CDIP-JP019
Boundary Statue of Heavy Rain
Water/Aqua/4/1000/1000
If this card is face-up on the field, all monsters except with Water main type cannot be special summoned.


CDIP-JP020
Boundary Statue of Hellfire
Fire/Pyro/4/1000/1000
If this card is face-up on the field, all monster except with Fire main type cannot be special summoned.


CDIP-JP021
Boundary Statue of Gale
Wind/Bird/4/1000/1000
If this card is face-up on the field, all monster except with Wind main type cannot be special summoned.


CDIP-JP022
Boundary Statue of Drought
Earth/Rock/4/1000/1000
If this card is face-up on the field, all monster except with Earth main type cannot be special summoned.


CDIP-JP023
Boundary Statue of Flash
Light/Fairy/4/1000/1000
If this card is face-up on the field, all monster except with Light main type cannot be special summoned.


CDIP-JP024
Vanity Ruler
Light/Angel/8/2500/1600
This card cannot be special summon. When this card is face-up on
the field, opponent cannot special summon any monster(s)
Rare


CDIP-JP025
Earth Mother Iris
Light/Angel/6/2400/1200
When a Chain 3 is accumulated, draw a card from deck. When an effect
by the same name card activates on the same chain multiple times, this
effect cannot be activated.
Rare


CDIP-JP026
Lightning Punisher
Dark/Thunder/7/2600/1600
When a Chain 3 is accumulated, destroy a card on opponent's field. When an effect
by the same name card activates on the same chain multiple times, this effect cannot be activated.
Rare


CDIP-JP027
Bodyguard of Queen
Earth/Warrior/4/1700/1200
When this card is face-up on the field, any of the [Allure Queen] on your
field cannot be chosen as target of attack.


CDIP-JP028
Combofighter
Wind/Warrior/4/1600/800
When this card is face-up on the field, during your Main Phase 1 when a Chain
happens, during this turn this card can attack two times during Battle Phase.
Rare


CDIP-JP029
Combomaster
Wind/Warrior/5/2200/1500
When this card is face-up on the field, during your Main Phase 1 when a Chain happens,
during this turn this card can attack two times during Battle Phase.
Rare


CDIP-JP030
Beastman Ares
Earth/Beast/3/500/500
When this card is face-up on the field, whenever a chain happens, increase this card's attack strength by 500.


CDIP-JP031
Assault Rhinos
Earth/Warrior/3/1500/1500
Once per turn, you can move this card to an adjacent monster card zone that is
not in use. If this card attacks an opponent’s monster right in front of it, increase
this card’s attack strength by 500 points during the damage step.


CDIP-JP032
Storm Shooter
Wind/Winged-Beast/7/2300/500
Once during your turn, you can choose one of the following effects and activate it.
- Move this to the adjacent monster card zone that is not in use.
- Return an opponent's Monster, Magic, or Trap directly in front of this card to its owner's hand.
Super Rare/Ultimate Rare


CDIP-JP033
Alien Beda
Earth/Reptile/2/800/500
Once during your turn, this card can move to the adjacent unused monster zone.
When there's not opponent's monster, Magic, or Trap card directly in front of this
card, this card can attack opponent directly.


CDIP-JP034
Alien Mars
Fire/Reptile/3/1000/1000
When this card is face-up on the field, negate the effect of all monsters
other than [Alien Mars] with "A Counter" set onto it.


CDIP-JP035
Cyber Dark Dragon
Dark/Machine - Fusion/8/1000/1000
[Cyber Dark Horn] + [Cyber Dark Edge] + [Cyber Dark Keel]
[Cyber Dark Horn + Cyber Dark Edge + Cyber Dark Keel]
This monster cannot be Special Summoned except by Fusion Summon. When this
card is Special Summoned, choose 1 Dragon-Type monster in your Graveyard, equip
it to this card and increase this card's ATK by an amount equal to the ATK of the
monster equipped to this card. Increase this card's ATK by 100 points for every Monster
Card in your Graveyard. If this card would be destroyed as a result of battle, the monster
equipped to this card is destroyed instead.
Ultra Rare/Ulimate Rare


CDIP-JP036
Cyber Ogre 2
Earth/Machine - Fusion/7/2600/1900
[Cyber Ogre + Cyber Ogre]
This card's Fusion Summon can only be done by above cards. When this card
attacks opponent's monsters, increase this card's attack strength by halved of
the attack strength of the attacked monster until end of Damage Step.


CDIP-JP037
Infecting Cell “A”
Normal Spell
Put an "A Counter" on a face-up monster on opponent's field.


CDIP-JP038
A Flash of Magic Sealing
Normal Magic
This card can be activate when there are monsters on each place of monster
zone on opponent's field. Destroy all monsters on opponent's field.
Rare


CDIP-JP039
Limit Lift
Normal Magic
Pay 1000 lifepoints. Special Summon a Ritual monster from your hand. The Ritual
monster special summon by this effect cannot attack, and is destroyed at End Phase.
Only 1 [Limit Lift] can be played per turn.


CDIP-JP040
Instant Fusion
Normal Magic
Pay 1000 lifepoints. Special Summon a Fusion monster with level 5 or less from your
Fusion deck. The Fusion monster Special Summoned by this effect cannot attack,
and is destroyed at the End Phase. Only 1 [Instant Fusion] can be play per turn.
(This Special Summon is treated as Fusion Summon)


CDIP-JP041
Countercleaner
Normal Magic
Pay 500 lifepoints. Remove all counters on the field.


CDIP-JP042
Linear Cannon
Normal Magic
Sacrifice a monster on your field. Do damage to opponent equal to half of that
monster's original attack strength. During the turn this card is activated, no other
Magic cards can be activated.


CDIP-JP043
Chain Strike
Quick-Spell
Deal an amount of damage to opponent equal to the chain number of this card *400.
When the effect of a same name card is activated more than once on the same chain,
this card cannot be activated.


CDIP-JP044
Miracle Reborn
Quick Spell
This card can only be activated on or after Chain 4. Choose a monster card from a
Graveyard, and special summon it onto your field. When the effect of a same name
card is activated more than once on the same chain, this card cannot be activated.


CDIP-JP045
Gust of Wind
Quick Spell
This card can only be activated after or at Chain 3. Destroy a Magic/Trap card
on the field. When the effect of a same name card is activated more than once
on the same chain, this card cannot be activated.


CDIP-JP046
Level Down!?
Quick-Magic
Choose a face-up monster on the field with [LV] to activate. Return the
chosen card to owner's deck, special summon a monster with the same name
with lower [LV] than that card from owner's Graveyard ignoring the summoning
requirement to owner's field.


CDIP-JP047
Shortest Circult
Permanent Magic
During each of this card's controller Standby Phase pay 500 lifepoints.
When a monster is return from field to hand, it's removed from game instead.
Rare


CDIP-JP048
Position Change
Continuous Magic
The place of a monster on your field can be move to the adjacent unused monster
card zone. This effect can be activated once per turn.


CDIP-JP049
Trapwire
Normal Trap
This card can only be activated when the column this card is set in have cards on
all of yours and your opponent's field. All cards in this column are destroyed.


CDIP-JP050
Straight Flush
Normal Trap
This card can be activated when there are cards on each place of Magic/Trap
zone on opponent's field. Destroy all cards in opponent's Magic/Trap card zone.


CDIP-JP051
Justibreak
Normal Trap
This card can be activated when a face-up Normal monster on your field is target
of attack declaration. Destroy all monsters in face-up attack mode on the field
except Normal monsters.


CDIP-JP052
Reverse Dimension
Normal Trap
This card can be activated when monster(s) originally owned by you is
removed from game by opponent's effect. Special Summon one of those
monster to your field.
Rare


CDIP-JP053
Chain Healing
Normal Trap
Increase your Lifepoints by 500. When this card is activated on chain 2 or 3,
shuffle this card into your deck. If this card is activated on chain 4 or later,
return this card into your hand.


CDIP-JP054
Chain Strike
Normal Trap
Deal 500 LP damage to opponent. When this card is activated during chain 2
or 3, shuffle this card into your deck. If activate during chain 4 or later,
return this card into your hand.


CDIP-JP055
Byroad Sacrifice
Normal Trap
This card can be activate when a monster on your field is destroy as result
of battle. Special Summon a [Cyber Ogre] from your hand.


CDIP-JP056
Troy Bomb
Normal Trap
This card can be activated when the control of your monster(s) is switched
to opponent by opponent's effect. Destroy one of those monsters, and do
damage to opponent equal to that monster's original attack strength.
Super/Ultimate Rare


CDIP-JP057
Cumulative Happiness
Normal Trap
This card can only be activated on or after Chain 4. Draw two cards from your deck.
When the effect of a same name card is activated more than once on the same chain,
this card cannot be activated.


CDIP-JP058
Cyber Shadow Guardna
Continuous Trap
This card can be activated during Main Phase of opponent's turn. This card
would become a monster card (Earth/Machine/4/?/?) after activation, and would
be special summoned to your monster card zone. When this card is declared as
attack target, this card's attack and defense strength is same as opponent's
attacking monster. Return this card set to your Magic/Trap card zone at End
Phase of opponent's turn (This card is also treated as a Trap card).
Super/Ultimate Rare
Ultimate Rare

CDIP-JP059
Vanity Call
Counter Trap
This card can be activated after or on Chain 4. Pay half of your lifepoints,
negate all effects and activation of cards on the same chain, and destroy
all those cards.
Rare


CDIP-JP060
Ascending Black Horn
Counter-Trap
Negate the special summon of an opponent's monster and destroy it.
Rare
 

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Yu-Gi-Oh R Volume 319.08.2006
der nächste band des yu-gi-oh! R mangas steht an, diesmal scheinbar wieder mit promo karte

Releasing Date : September 2006
1 Attachment Card : Unbekannt
Price : 410 Yen (2,81 Euro)

Envoy of Hades Goozu
Dark/Fiend/7/2700/2500
When there are no cards on your side of the field and you receive damage from a card controlled by your opponent, you can Special Summon this card from your hand. When this card is Special Summoned in this way, it gains the following effects according to the type of damage you received:
- Battle Damage: Special Summon 1 "Envoy of Hades Kaien"-Token (Light/Fairy/7/?/?). The "Envoy of Hades Kaien"-Token's ATK and DEF are equal to the Battle Damage you received.
- Effect Damage: Inflict damage to your opponent equal to the Effect Damage you received.
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Structure Deck 10-Maschinen19.08.2006

Maschinen Structure Deck

Release 14.9.2006 (IN JAPAN!)

Price: 1050 Yen (7,28 Euro)
Includes:
Deck (40 cards)
Rulebook
Field
Play Guide

includes 8 new Cards

The monsters which can be summoned one after another with the effects of the cards in the machine structure deck, can overwhelm with their effects.
The 8 new cards will also including cards seen in the Anime.



SD10-JP001
Antique Gear Gadgel Dragon
Earth/Machine/8/3000/2000
If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When you tribute summon this card, and if a sacrafice is one of the following cards this card gains the following effect
-Green Gadget: During a battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's lifepoints.
-Red Gadget: If this card battles with a monster, inflict 400 points of damage to your opponent's Life Points.
-Yellow Gadget: When this card destroys your opponent's monster as a result of battle and sends it to the Graveyard, inflict 600 points of damage to your opponent's Life Points.
Ultra Rare


SD10-JP002
Antique Gear Chimera
Earth/Machine/6/2300/1300
When you tribute summon this card, and if a sacrafice is one of the following cards this card gains the following effect
Green Gadget: Increase this card's attack by 300.
Red Gadget: When this card successfully direct attacks your opponent, do 300 damages to opponent.
Yellow Gadget: When this card destroys an opponent's monster as result of battle, do 700 damage to your opponent.


SD10-JP003
Antique Gear Engineer
Earth/Machine/5/1500/1500
Negate the effect of a Trap Card that targets this card and destroy it. When this card destroys a monster as a result of battle and sends it to the Graveyard, destroy 1 Spell or Trap Card on the field. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.


SD10-JP004
Kidouheishi Dead Revolver
Earth?/Machine?/4/??/??


SD10-JP005
Mechanical Chaser
Dark/Machine/4/1850/800

SD10-JP006
Green Gadget
Earth/Machine/4/1400/600
When this card is summoned or special summoned, find the "Red Gadget" in your deck and add to your hand.


SD10-JP007
Red Gadget
Earth/Machine/4/1300/1500
When this card is summoned or special summoned, find the "Yellow Gadget" in your deck and add to your hand.


SD10-JP008
Yellow Gadget
Earth/Machine/4/1200/1200
When this card is summoned or special summoned, find the "Green Gadget" in your deck and add to your hand.


SD10-JP009
Cannon Soldier
Dark/Machine/4/1400/1300
Tribute 1 monster on your side of the field to inflict 500 points of damage to your opponent's Life Points.

SD10-JP010
Gear Golem the Moving Fortress
Earth/Machine/4/800/2200
Pay 800 Life Points. This card can attack your opponents Life Points directly this turn.

SD10-JP011
Heavy Mech Support Platform (x2)
Dark/Machine/3/500/500
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Spell Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, that monster's ATK/DEF is increased by 500 points. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed, this card is destroyed instead.)

SD10-JP012
Antique Gear Golem
Earth/Machine/8/3000/3000
This card cannot be Special Summoned. When this card attacks with an attk that is higher than the DEF of an defense postion Monster, inflict the differance as battle damage to your opponent's Life Points. If this card attacks your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.

SD10-JP013
Antique Gear Beast
Earth/Machine/6/2000/2000
This card cannot be special summon. Negate the effect of the effect monsters this card destroy in battle. When this card attack, your opponent cannot activate Magic/Trap cards until the end of Damage Step.

SD10-JP014
Antique Gear Soldier
Earth/Machine/4/1300/1300
When this card attack, your opponent cannot activate Magic/Trap cards until the end of Damage Step.

SD10-JP015
Antique Gear (x2)
Earth/Machine/2/100/800
When [Antique Gear] is face-up on your field, you may special summon any copy of this card in your hand to the field in attack mode.

SD10-JP016
Antique Gear Cannon
Earth/Machine/2/500/500
Sacrifice this card, do 500 damages to opponent's lifepoints. During this turn's battle phase no player can activate Trap cards.

SD10-JP017
Antique Gear Garage
Normal Magic
Select 1 Card in your Graveyard that has [Antique Gear] in its name and add it to your hand.


SD10-JP018
Antique Gear Tank
Equipment Magic
This can only be equipped to a Monster with [Antique Gear] in its name. Increase the qquipped Monster's attack by 500. When this card is sent from the Field to the Graveyard, do 500 damage to your opponent.


SD10-JP019
Antique Gear Bomb
Normal Magic
Select 1 monster with [Antique Gear] in it's name on your side of the field to activate. Destroy the selected monster and inflict damage to your opponent equal to half the original ATK of the selected monster.


SD10-JP020
Antique Gear Hand
Equip magic
This card can only be equipped to a monster with [Antique Gear] in it's name. A monster that battles with the equipped monster is destroyed at the end of the Damage Step.


SD10-JP021
Antique Gear Factory
Normal Magic
Choose a monster card with [Antique Gear] om its name in your hand. Remove from game cards with [Antique Gear] in their name from your Graveyard until the level of them is doubled of the chosen card. The chosen card, during this turn, can be summon without sacrifice.

SD10-JP022
Antique Gear Drill
Normal Magic
This card can only be activate when there's a monster with [Antique Gear] in its name on your field and discard a card from your hand. Choose a Magic card from your deck, and set it onto your field. That Magic card cannot be activate during this turn.

SD10-JP023
Antique Gear Castle
Equip Magic
Increase the attack strength of all face-up monsters on the field with [Antique Gear] in its name by 300. Whenever a monster is Normal Summon, put a counter on this card. Whenever a monster with [Antique Gear] in its name would be sacrifice summoned, you may remove counters from this card equal to the number of sacrifices required instead of sacrifices.

SD10-JP024
Mystical Space Typhoon
Quick-Play Magic
Destroy 1 Spell or Trap Card on the field.

SD10-JP025
Limiter Removal
Quick-Play Magic
Double the ATK of all face-up Machine-Type monsters that are on your side of the field when you activate this card. During the End Phase, destroy all Monster Cards that were affected by this effect.

SD10-JP026
Heavy Storm
Normal Magic
Destroy all Spell and Trap Cards on the field.

SD10-JP027
Enemy Controller
Quick-Play Magic
Select and activate 1 of the following effects:
- Change the battle position of 1 face-up monster on your opponent's side of the field.
- Tribute 1 monster on your side of the field. Select 1 face-up monster on your opponent's side of the field. Take control of the selected card until the End Phase of the turn this card is activated.

SD10-JP028
Weapon Change
Normal Magic
You can pay 700 Life Points only once per turn during your Standby Phase to activate this card's effect. Switch the ATK and DEF of 1 Warrior-Type or Machine-Type monster on your side of the field until the end of your opponent's next End Phase. When this card is destroyed, the effect is negated.

SD10-JP029
Machine Duplication
Normal Magic
Select 1 Machine-Type monster with an ATK of 500 or less on your side of the field and activate this card. You can Special Summon up to 2 cards with the same name from your Deck.

SD10-JP030
Pot of Avarice
Normal Magic
Select 5 Monster Cards from your Graveyard, then add them to your Deck and shuffle it. After that, draw 2 cards from your Deck.

SD10-JP031
Mobile Fortress Strong Hold
Normal Trap
After this card is activated, it becomes a monster card (Earth/Machine/4/0/2000) and summoned in Defense Position. While "Yellow Gadget", "Green Gadget" and "Red Gadget" are all face-up on your side of the field, this card's ATK becomes 3000. (This card is still treated as a Trap Card.)


SD10-JP032
Ultimate Offering
Continuous Trap
By paying 500 Life Points, Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase.

SD10-JP033
Sakuretsu Armor (x2)
You can only activate this card when your opponent declares an attack. Destroy the attacking monster.

SD10-JP034
Micro Ray
Normal Trap
The DEF of 1 face-up monster on the field becomes 0 until the end of the End Phase.

SD10-JP035
Rare Metalmorph
Continuous Trap
Increase the ATK of 1 Machine-Type monster on the field by 500 points. Only once, negate the effect of a Spell Card that designates the monster. When the selected monster is removed from the field, destroy this card.

SD10-JP036
Covering Fire
Normal Trap
If your opponent's monster attacks a monster on your side of the field, you can activate this card during the Damage Step. Increase the ATK of your attacked monster by the ATK of 1 other face-up monster on your side of the field during the Damage Step.

SD10-JP037
Roll Out!
Normal Trap
Select 1 Union Monster in your Graveyard and equip it to an appropriate monster on your side of the field.

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