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  1. #901
    Lord Militariados Lord Militariados ist offline
    Avatar von Lord Militariados

    AW: YU-GI-OH! - Sammelkarten - Trading Card Game

    Zitat thomas7 Beitrag anzeigen
    XX.02.2009 - Duelist Pack - Yusei
    XX.03.2009 - Retro Pack 2
    XX.03.2009 - Crimson Crisis Booster Pack
    Hoffe mal, dass in diesen Booster wieder interessantere Karten drinnen sind, als im letzten. Für mich war da keine einzige interessant.

  2. Anzeige

    AW: YU-GI-OH! - Sammelkarten - Trading Card Game

    Schau dir mal diesen Bereich an. Dort ist für jeden was dabei!
  3. #902
    thomas7 thomas7 ist offline
    Avatar von thomas7

    AW: YU-GI-OH! - Sammelkarten - Trading Card Game

    Zitat Lord Militariados Beitrag anzeigen
    Hoffe mal, dass in diesen Booster wieder interessantere Karten drinnen sind, als im letzten. Für mich war da keine einzige interessant.
    ja da kommen schon gute raus hier schau mal

    Das nächste Set:


    Crimson Crisis (603)


    Erscheinungsdatum Japan: 15 November 2008
    Preis: 150 Yen pro Booster

    5 Karten pro Booster, 30 Booster pro Box

    Ingesamt 80 verschiedene Karten:
    5 Ultra Rare
    9 Super Rare
    18 Rare
    48 Common
    (Ultra Rare auch als Ultimate Rare vorhanden, 1 von 80 Karten ebenfalls als Holographic Rare)


    Features:

    - Third set of the 600 series.
    - Many new cards and Synchro monster from the anime Yu-Gi-Oh 5D's included
    - Also many cards that work together with already existing theme cards
    - Synchro Monster will gain more and more power-ups and a new concept card will make it debut
    - Features cards used by Fudo Yusei, Jack Atlus, Izayoi Aki, and Bomb/mer.
    - Also features cards used by a new and important character who will debut in the anime in late October.
    - The pack's cover features "Red Daemon's Dragon/Buster".
    - "Buster" makes its appearance at the Jump Super Anime Tour
    Rarity Overview

    Holographic Rare Cards (1):

    CRMS-JP004 Red Daemon's Dragon/Buster

    Ultra/Ultimate Rare Cards (5):

    CRMS-JP004 Red Daemon's Dragon/Buster
    CRMS-JP019 Death Kaiser Dragon/Buster
    CRMS-JP020 Hyper Psycho Gunner/Buster
    CRMS-JP021 Arcanite Magician/Buster
    CRMS-JP041 Black Feather - Armored Wing

    Super Rare Cards (9):

    CRMS-JP001 Turret Warrior
    CRMS-JP010 Black Feather - Sirocco of the Dawn
    CRMS-JP011 Night Rose Knight
    CRMS-JP030 Giant Battleship Big Core Mk-II
    CRMS-JP040 Dark Dive Bomber
    CRMS-JP042 Hyper Psycho Gunner
    CRMS-JP043 Arcanite Magician
    CRMS-JP044 Cosmic Fortress Gol'Gar
    CRMS-JP066 Barrier of Silver -Silver Force-

    Rare Cards (18):

    CRMS-JP002 Debris Dragon
    CRMS-JP015 Black Bomber
    CRMS-JP016 Giant Bomber Air-Raid
    CRMS-JP024 Buster Beast
    CRMS-JP026 Life Coordinator
    CRMS-JP028 Malenlightened Frog
    CRMS-JP032 Scanner
    CRMS-JP038 Alien Revenger
    CRMS-JP039 Alien-Monite
    CRMS-JP047 Star Blast
    CRMS-JP048 Feather Wind Attack
    CRMS-JP052 Buster Teleport
    CRMS-JP058 Super Nourished Sun
    CRMS-JP063 Buster Mode
    CRMS-JP064 Spirit Force
    CRMS-JP076 Psycho Tune
    CRMS-JP078 Wall of Thorns
    CRMS-JP080 Planetary Contamination Virus

    Normal Rare Cards (4):

    CRMS-JP033 Dimensional Stronghold Weapon
    CRMS-JP037 Triple Viper
    CRMS-JP056 Gladial-Beast's Latent Potential
    CRMS-JP077 Supernatural Healing
    -------------------------------------

    CRMS-JP001 Turret Warrior [Super Rare]
    EARTH/Warrior - Effect/5/1200/2000
    This card can be Special Summoned from your hand by Releasing 1 Warrior-Type monster you control. When Special Summoned by this effect, increase the ATK of this card by the original ATK of the Released monster.

    CRMS-JP002 Debris Dragon [Rare]
    WIND/Dragon - Tuner/4/1000/2000
    When this card is successfully Normal Summoned, you can Special Summon 1 monster with 500 ATK or less from your Graveyard in face-up Attack Position. The effect(s) of the monster Special Summoned by this effect is negated. This card can only be used as Synchro Material for the Synchro Summon of a Dragon-Type monster. The other Synchro Material monster(s) must be of a Level other than 4.

    CRMS-JP003 Hyper Synchron
    LIGHT/Machine - Tuner/4/1600/800
    If this card is sent to the Graveyard for the Synchro Summon of a Dragon-Type monster, the ATK of the Synchro monster this card was used as Synchro Material is increased by 800 Points, and it is removed from play during the End Phase.

    CRMS-JP004 Red Daemon's Dragon/Buster [Ultra Rare/Ultimate Rare/Holographic Rare]
    DARK/Dragon - Effect/10/3500/2500
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Buster Mode". When this card attacks, destroy all other monsters on the field at the end of the Damage Step. When this card on the field is destroyed, you can Special Summon 1 "Red Daemon's Dragon" from your Graveyard.

    CRMS-JP005 Trap Eater
    DARK/Demon - Tuner/4/1900/1600
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 1 face-up Trap card your opponent controls to the Graveyard.

    CRMS-JP006 Twin Breaker
    DARK/Warrior - Effect/4/1600/1000
    If this card attacks a Defense Position monster, it can attack once again in a row. When this card attacks a Defense Position monster, if its ATK is higher than that monster's DEF, inflict the difference as Battle Damage to your opponent.

    CRMS-JP007 Dark Repairer
    DARK/Demon - Tuner/2/1000/1300
    When this card is sent from the field to the Graveyard, confirm the top card of your deck and return it to the top or the bottom of the deck.

    CRMS-JP008 Black Feather - Gale of Hurricane
    DARK/Bird - Tuner/3/1300/400
    If you control a "Black Feather" monster other than "Black Feather - Gale of the Hurricane", you can Special Summon this card from your hand. Once per turn, you can halve the ATK and DEF of 1 face-up monster your opponent controls.

    CRMS-JP009 Black Feather - Blast of the Black Lance
    Dark/Bird - Effect/4/1700/800
    If you control a "Black Feather" monster other than "Black Feather - Blast of the Black Lance", you can Special Summon this card from your hand. If this card attacks a Defense Position monster, and this card's ATK exceeds the DEF of the attacked monster, inflict the difference as Battle Damage to your opponent's Life Points.

    CRMS-JP010 Black Feather - Sirocco of Dawn [Super Rare]
    DARK/Bird - Effect/5/2000/900
    If your opponent controls a monster(s), and you control no monster, you can Normal Summon this card without Release. Once per turn, activate by selecting 1 face-up "Black Feather" monster you control. The ATK of the selected monster is increased by the total ATK of all face-up "Black Feather" monster you control other than the selected monster. During a turn this effect was activated, only the selected monster can attack.

    CRMS-JP011 Nightrose Knight [Super Rare]
    DARK/Warrior - Tuner/3/1000/1000
    While this card is face-up on the field, your opponent cannot select face-up Plant-Type monsters you control as attack targets. When this card is Normal Summoned successfully, you can Special Summon 1 Level 4 or lower Plant-Type monster from your hand.

    CRMS-JP012 Summon Reactor AI
    DARK/Machine - Effect/5/2000/1400
    While you control this face-up card, and when your opponent Normal Summons, Flip Summons or Special Summons a monster(s), you can inflict 800 Damage to your opponent's Life Points. This effect can only be used once per turn. During the Battle Phase of a turn this effect was used, you can negate the attack of 1 opponent's monster. By sending this card, and each 1 of "Trap Reactor RR" and "Magic Reactor AID" you control to the Graveyard, Special Summon 1 "Giant Bomber Air-Raid" from your hand, deck or Graveyard.

    CRMS-JP013 Trap Reactor RR
    DARK/Machine - Effect/4/800/1800
    Activate only when your opponent activates a Trap card. Destroy that Trap card, and inflicht 800 Damage to your opponent's Life Points. This effect can only be used once per turn.

    CRMS-JP014 Magic Reactor AID
    DARK/Machine - Effect/3/1200/900
    Activate only when your opponent activates a Magic card. Destroy that Magic card and inflict 800 Damage to your opponent's Life Points. This effect can only be used once per turn.

    CRMS-JP015 Black Bomber [Rare]
    DARK/Machine - Tuner/3/100/1100
    When this card is Normal Summoned successfully, you can Special Summon 1 DARK Level 4 Machine-Type monster from your Graveyard in face-up Defense Position. The effects of the monster Special Summoned by this effect are negated.

    CRMS-JP016 Giant Bomber Air-Raid [Rare]
    WIND/Machine - Effect/8/3000/2500
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Summon Reactor AI". Once per turn, you can send 1 card from your hand to the Graveyard to destroy 1 card your opponent controls. Also, once during your opponent's turn, you can select and activate 1 of the following effects:
    - Activate when your opponent Normal or Special Summons a monster. Destroy that monster, and inflict 800 damage to your opponent.
    - Activate when your opponent Sets a card. Destroy that card, and inflict 800 damage to your opponent.

    CRMS-JP017 Deformer Boardn
    EARTH/Machine - Effect/3/500/1800
    This card gets the following effect below according to this card's position:
    - Attack Position: All face-up "Deformer" monster you control can attack directly.
    - Defense Position: Other face-up "Deformer" monster you control cannot be destroyed by battle.

    CRMS-JP018 Deformer Pacchin
    WIND/Machine - Effect/4/1200/800
    This card gets the following effect below according to this card's position:
    - Attack Position: Once per turn, by Releasing a "Deformer" monster other than "Deformer Pacchin", destroy 1 card on the field.
    - Defense Position: If this card would be destroyed, you can destroy an other "Deformer" monster instead.

    CRMS-JP019 Deathkaiser Dragon/Buster [Ultra Rare/Ultimate Rare]
    FIRE/Undead - Effect/8/2900/2000
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Buster Mode". When this card is Special Summoned, Special Summon any number of Undead-Type monsters from either player's Graveyard to your field. The effects of the monster(s) Special Summoned by this effect are negated, and they are destroyed during this turn's End Phase . When this card on your field is destroyed, you can is Special Summon 1 "Deathkaiser Dragon" from your Graveyard.

    CRMS-JP020 Hyper Psycho Gunner/Buster [Ultra Rare/Ultimate Rare]
    EARTH/Psychic - Effect/11/3500/3000
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Buster Mode". If this card battles, at the end of the Damage Step, inflict damage to your opponent equal to their battling monster's DEF, and gain Life Points equal to its ATK. Also, when this card on the field is destroyed, you can Special Summon 1 "Hyper Psycho Gunner" from your Graveyard.

    CRMS-JP021 Arcanite Magician/Buster [Ultra Rare/Ultimate Rare]
    LIGHT/Spellcaster - Effect/9/900/2300
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Buster Mode". When this card is Special Summoned, place 2 Magic Counters on it. This card gains 1000 ATK for each MagicCounter on it. You can remove 2 Magic Counters from this card to destroy all cards your opponent controls. Also, when this card on the field is destroyed, you can Special Summon 1 "Arcanite Magician" in your Graveyard.

    CRMS-JP022 Arcane Philo
    FIRE/Spellcaster - Tuner/2/1000/400
    If this card is used in the Synchro Summon of a Synchro Monster and sent to the Graveyard, add 1 "Buster Mode" from your Deck to your hand.

    CRMS-JP023 Buster Mercenary
    EARTH/Warrior - Effect/4/1800/300
    By returning 1 "Buster Mode" in your hand or Graveyard to the Deck, destroy 1 Magic or Trap Card your opponent controls. This effect can only be used once per turn.

    CRMS-JP024 Buster Beast [Rare]
    EARTH/Beast-Warrior - Effect/4/1900/1200
    Activate by discarding this card. Add 1 "Buster Mode" from your Deck to your hand.

    CRMS-JP025 Black-Winged Magician
    WIND/Spellcaster - Effect/3/1300/1200
    While you control this face-up card, its controller can activate "Buster Mode" during the turn in which it is Set.

    CRMS-JP026 Life Coordinator [Rare]
    WIND/Psychic - Effect/2/800/400
    When your opponent activates a card with an effect that inflicts damage, you can discard this card to negate that effect and destroy it.

    CRMS-JP027 Gladial-Beast Samnite
    EARTH/Beast - Effect/3/1600/1200
    If this card is Special Summoned by the effect of a "Gladial-Beast" monster, when this card destroys an opponent's monster by battle and sends it to the Graveyard, you can add 1 "Gladial-Beast" card from your deck to your hand. By returning this card to the deck during the end of a Battle Phase this card battled, Special Summon 1 "Gladial-Beast" except a "Gladial-Beast Samnite" from your Deck to your field.

    CRMS-JP028 Malenlightened Frog [Rare]
    WATER/Aqua - Effect/2/100/2000
    While this card is face-up on the field, this card's name is treated as "Death Frog". While this card is face-up on the field, your opponent cannot select other monster's as attack target. When this card is sent from the field to the Graveyard, you can add 1 "Frog" monster other than a "Malenlightened Frog" from your deck to your hand.

    CRMS-JP029 Flipped Frog
    WATER/Aqua - Effect/2/500/200
    Once per turn only, you can change this card to face-down Defense Position. When this card is flipped face-up, you can return opponent's monster to the owner's hand up to the number of face-uo "Frog" monster you control.

    CRMS-JP030 Giant Battleship Big Core MK-II [Super Rare]
    FIRE/Machine - Effect/6/2400/1100
    When this card is successfully Special Summoned, place
    3 Counters on it. This card cannot be destroyed by battle. If this card battles, remove 1 Counter from it at the end of the Damage Step. If this card battles whilst there are no Counters on it, it is destroyed at the end of the Damage Step. If you control no monster, you can Normal Summon this card without Release.

    CRMS-JP031 Tomaboo
    DARK/Plant - Effect/3/1400/800
    Activate only if a face-up Plant-Type monster on the field other than "Tomaboo" becomes the target of an effect of an opponent's Magic or Trap card. By Releasing this card you control, draw 2 cards.

    CRMS-JP032 Scanner [Rare]
    LIGHT/Machine - Effect/1/?/?
    Activate by selecting 1 opponent's monster that is removed from play. Until the End Phase of this turn, this card is treated as it has the same name as the selected monster, and gains the Type, Level, ATK and DEF of the selected monster. This effect can only be used once per turn. If this card is removed from the field during a turn this effect was used, it is removed from play.

    CRMS-JP033 Dimensional Stronghold Weapon [Normal Rare]
    DARK/Machine - Effect/4/1700/200
    While this card is face-up on the field, neither player can send cards from the deck to the Graveyard.

    CRMS-JP034 Desert Gardna
    EARTH/Insect - Effect/4/800/1000
    The DEF of this card is increased by the number of Magic or Trap card on the field x 300 Points. If an Insect-Type monster you control is destroyed, you can destroy this card instead.

    CRMS-JP035 Cross-Sword Hunter
    WIND/Insect - Effect/4/1800/1200
    When you control an other Insect-Type monster than this card, when an Insect-Type monster you control attacks a Defense Position monster, and the ATK of the attacking monster exceeds the DEF of the attacked monster, inflict the difference as Battle Damage to your opponent's Life Points.

    CRMS-JP036 Bee²
    WIND/Insect - Effect/1/500/400
    Activate by Releasing this card and 1 face-up Insect-Type monster other than a "Bee²" you control. Draw 2 cards.

    CRMS-JP037 Triple Viper
    WATER/Reptile - Effect/4/1800/400
    This card can attack 3 times during 1 Battle Phase. This card cannot declare an attack unless you Release 1 Aqua-Type monster you control.

    CRMS-JP038 Alien Revenger [Rare]
    DARK/Reptile - Effect/6/2200/1600
    By removing 2 A-Counter from the field, you can Special Summon this card from your hand. Once per turn, you can place 1 A-Counter on each face-up monster your opponent controls. If a monster with an A-Counter battles with an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only. You can control only 1 face-up "Alien Revenger" at the same time.

    CRMS-JP039 Alien-Monite [Rare]
    LIGHT/Reptile - Tuner/1/500/200
    When this card is Normal Summoned successfully, you can Special Summon 1 Level 4 or less "Alien" monster from your Graveyard. The monster Special Summoned by this effect is destroyed during the End-Phase

    CRMS-JP04? Dark Dive Bomber [Super Rare]
    DARK/Machine - Synchro/7/2600/1800
    Tuner + 1 or more Non-Tuner monster
    Activate by Releasing 1 monster you control. Inflict Damage to your opponent's Life Points equal to the level of the released monster x 200.

    CRMS-JP041 Black Feather - Armored Wing [Ultra Rare/Ultimate Rare]
    DARK/Winged Beast - Synchro - Effect/7/2500/1500
    1 "Black Feather" Tuner + 1 or more non-Tuner monsters
    This card cannot be destroyed by battle. Any Battle Damage its controller takes as a result of it being in battle becomes 0. Place 1 Wedge Counter on a monster this card attacks (max. 1). By removing all Wedge Counters from monsters your opponent controls, the ATK and DEF of a monster(s) that had a Wedge Counter becomes 0 until the End-Phase.

    CRMS-JP042 Hyper Psycho Gunner [Super Rare]
    EARTH/Psychic - Synchro - Effect/9/3000/2500
    1 Tuner + 1 or more non-Tuner Psychic-Type monsters
    When this card attacks a Defense Position monster, if its ATK is higher than that monster's DEF, inflict the difference as Battle Damage to your opponent. Also, at the end of the Damage Step this card attacked a Defense Position monster, if its ATK is higher than that monster's DEF, gain Life Points equal to the difference.

    CRMS-JP043 Arcanite Magician
    LIGHT/Spellcaster - Synchro - Effect/7/400/1800
    1 Tuner + 1 or more non-Tuner Spellcaster-Type monster
    When this card is successfully Synchro Summoned, place 2 Magic Counter on this card. The ATK of this card increases for every Magicl Counter on this card by 1000 Points. By removing 1 Magic Counter from you side of the field, you can destroy 1 card your opponent controls.

    CRMS-JP044 Cosmos Fortress Gol'Gar
    LIGHT/Reptile - Synchro/5/2600/1800
    Alien-Monite + 1 or more Non-Tuner "Alien" monster
    Once per turn, you can return any number of face-up Magic or Trap Cards on the field to their owner's hands, and place an equal number of A-Counters among face-up monsters on the field. Once per turn, by removing 2 A-Counter from the field, destroy 1 card your opponent controls.

    CRMS-JP045 Prevent Star
    Equip Magic Card
    Equip only to a monster you control during a turn that monster is changed from face-up Attack Position to face-up Defense Position. Select 1 monster your opponent controls. That monster cannot change its Position or attack. When the equipped monster is sent to the Graveyard, remove from play the selected monster.

    CRMS-JP046 Servant of Hostility
    Equip Magic Card
    When the control of the equipped monster changed, inflict Damage to the controller of the equipped monster equal to the original ATK of the equipped monster.

    CRMS-JP047 Star Blast [Rare]
    Normal Magic Card
    Activate by paying a multiple of 500 Life Points. The level of 1 monster in your hand or on your field is decreased by 1 level star for each 500 Life Points paid until the End-Phase of this turn.

    CRMS-JP048 Feather Wind Attack [Rare]
    Normal Magic Card
    Return 1 "Black Feather monster you control to the owner's deck. Add 1 "Black Feather" monster from your deck to your hand.

    CRMS-JP049 Deformer Retro-Engine
    Equip Magic Card
    Equip only to a "Deformer" monster. If the equipped monster is destroyed, both players take damage equal to the original ATK of that monster.

    CRMS-JP050 Deformer Field
    When the Position of a monster on the field is changed, place 1 Deformer Counter on this card. Increase the ATK of all "Deformer" monster by 300 Points for each Deformer Counter on this card. When this card on the field is destroyed and sent to the Graveyard, you can Special Summon 1 "Deformer" monster from your Graveyard.

    CRMS-JP051 Buster Burst
    Quick-Play Magic
    Activate by Releasing 1 "/Buster" monster. Both players take damage equal to that monster's Level x 200.

    CRMS-JP052 Buster Teleport
    Normal Magic
    Activate by returning 1 "/Buster" monster from your hand to the Deck. Draw 2 cards.

    CRMS-JP053 Re-BUSTER
    Quick-Play Magic
    Activate by removing from play 1 "Buster Mode" in your Graveyard. Destroy all monsters you control, and Special Summon 1 "/Buster" monster from your Graveyard, ignoring the Summoning conditions. The effect(s) of the monster Special Summoned by this effect is negated, it cannot be Released, and if it is removed from the field, it is removed from play.

    CRMS-JP054 Psycho Sword
    Equip Magic Card
    Equip only to a Psychic-Type monster. If your Life Points are lower than your opponent's, increase the equipped monster's ATK by the difference (max. 2000 Points).

    CRMS-JP055 Telekinetic Gathering Machine
    Quick-Play Magic Card
    Special Summon any number of Level 2 or lower Psychic-Type monster from your Graveyard. You take Damage equal to the Special Summoned monster's levels x 300.

    CRMS-JP056 Gladial-Beast's Latent Potential [Normal Rare]
    Quick-Play Magic Card
    Increase the ATK of 1 face-up "Gladial-Beast" monster you control by 500 Points until the End-Phase. By returning 2 "Gladial-Beast" cards in your Graveyard to your deck, you can add this card from your Graveyard to your hand.

    CRMS-JP057 Seed Shot
    Continuous Magic Card
    When a Plant-Type monster is Normal Summoned, Flip Summoned or Special Summoned, place 1 Plant Counter on this card (max. 5). By sending this card to the Graveyard, inflict Damage to your opponent's Life Points equal to the number of Plant Counter on this card x 500.

    CRMS-JP058 Super Nourished Sun [Rare]
    Continuous Magic Card
    Activate by Releasing 1 Level 2 or lower Plant-Type monster. Special Summon 1 monster with a Level equal to or lower than the Released monster's Level + 3 from your hand or deck to your field. When that monster is removed the field, this card is destroyed. When this card is removed from the field, that monster is destroyed.

    CRMS-JP059 Six War-Art Scrolls
    Quick-Play Magic Card
    Activate by Releasing 2 face-up "Six Samurai" monster you control. Special Summon 1 "Great Shogun Shien" from your deck to your field.

    CRMS-JP060 Great Sea of Trees
    Continuous Magic Card
    When an Insect-Type monster is destroyed and sent to the Graveyard, the controller of the destroyed monster can add 1 Insect-Type monster with the same level as the destroyed monster from their deck to their hand.

    CRMS-JP061 Barrier of the Magic Tribe
    Continuous Magic
    Each time a Spellcaster-Type monster(s) on the field is destroyed, place 1 Magic Counter on this card (max. 4). By sending 1 face-up Spellcaster-Type monster you control and this card to the Graveyard, draw a number of cards equal to the number of Magic Counters that were on this card.

    CRMS-JP062 Triangle Area
    Quick-Play Magic
    Destroy 1 monster with A-Counter(s) on it. Special Summon 1 Level 4 or lower "Alien" monster from your deck. The monster Special Summoned by this effect is destroyed during the End-Phase.

    CRMS-JP063 Buster Mode [Rare]
    Normal Trap
    Release 1 Synchro monster you control, and Special Summon a "/Buster" monster including the same name as the released monster from your deck.

    CRMS-JP064 Spirit Force [Rare]
    Normal Trap
    Activate during Battle Damage calculation during your opponent's turn. Any Battle Damage you take from that battle becomes 0. Then, you can add 1 Warrior-Type Tuner with 1500 DEF or less in your Graveyard to your hand.

    CRMS-JP065 Lost Star Descent
    Select 1 Synchro Monster in your Graveyard, and Special Summon it to your field in face-up Defense Position. The effect of the Special Summoned monster by this effect is negated, its level reduced by 1 and it's DEF becomes 0. Also, its Position cannot be changed.

    CRMS-JP066 Barrier of Silver - Silver Force [Super Rare]
    Counter Trap
    Activate only if your opponent activates a Trap card that inflicts damage. Negate that activation, and destroy that card and all face-up Magic and Trap cards your opponent controls.

    CRMS-JP067 Half or Stop
    Normal Trap Card
    Activate only during your opponent's Battle Phase. Your opponent selects 1 effect from below to apply:
    - Until the end of the Battle Phase, the ATK of all monster they control is halved.
    - Their Battle Phase ends.

    CRMS-JP068 Nightmare Daemons
    Normal Trap
    Activate by Releasing 1 monster. Special Summon 3 "Nightmare Daemon Token" (Demon-Type/DARK/Level 6/2000 ATK/ 2000DEF) to your opponent's field in Attack Position. When a "Nightmare Daemon Token" is destroyed, the controller of the Token takes 800 Damage.

    CRMS-JP069 Black Arrow
    Normal Trap Card
    Activate by selecting 1 face-up monster you control. Until the End Phase, that monster's ATK is reduced by 500 Points, and when it attacks a Defense Position monster, and its ATK exceeds the Defense Position monster's DEF, inflict the difference as Battle Damage to your opponent's Life Points. When the selected monster destroys a monster by battle and sends it to the Graveyard, inflict Damage to your opponent's Life Points equal to the original DEF of the destroyed monster.

    CRMS-JP070 Ivy Shackle
    Continuous Trap Card
    While this card is on the field, all face-up monster your opponent controls become Plant-Type monster during your turn only. When this face-up card on the field is destroyed and sent to the Graveyard by a card effect of your opponent, draw 1 card.

    CRMS-JP071 Fake Explosion Penta
    Normal Trap Card
    Activate only at the time of attack declaration of an opponent's monster. Monsters are not destroyed in this battle, and after Damage Calculation, you can Special Summon 1 "Summon Reactor AI" from your hand or Graveyard.

    CRMS-JP072 Deformer Barrier
    Counter Trap Card
    Negate the activation of a Magic or Trap card, which destroys a face-up "Deformer" monster you control, and destroy it . Also add 1 "Deformer" card from your deck to your hand.

    CRMS-JP073 Blen-Deformer
    Normal Trap
    Activate by selecting 2 cards your opponent controls when you control 2 or more face-up "Deformer" monster. Your opponent selects 1 of those cards and that card is destroyed.

    CRMS-JP074 Buster Slash
    Normal Trap
    Activate only if you control a face-up "/Buster" monster. Destroy all face-up monsters on the field.

    CRMS-JP075 Buster Counter
    Counter Trap
    Activate when you control a face-up "/Buster" monster. Negate the effect of a Magic, Trap, or Effect Monster Card and destroy it.

    CRMS-JP076 Psycho Tune [Rare]
    Continuous Trap
    Special Summon 1 Psychic-Type monster from your Graveyard in Attack Position. That monster is treated as Tuner. When this card is removed from the field, that monster is destroyed. When that monster is removed from the field, this card is destroyed. When this card is sent to the Graveyard, you take Damage equal to the Special Summoned monster's level x 400.

    CRMS-JP077 Supernatural Healing [Normal Rare]
    Normal Trap
    Activate only during the End-Phase. For each Psychic-Type monster that was sent to your Graveyard during this turn, gain 1000 Life Points.

    CRMS-JP078 Trojan Gladial-Beast
    Normal Trap Card
    Special Summon 1 "Gladial-Beast" monster from your hand to your opponent's field. Afterwards, draw 1 card.

    CRMS-JP079 Wall of Thorns [Rare]
    Normal Trap
    Activate only when a Plant-Type monster you control is selected as attack target. Destroy all monster in Attack Position your opponent controls.

    CRMS-JP080 Planetary Contamination Virus [Rare]
    Normal Trap Card
    Activate by Releasing 1 "Alien" monster you control. Destroy all face-up monster your opponent controls without A-Counter(s) on them. During the next 3 turns after activation, place 1 A-Counter on each monster your opponent Normal Summons, Flip Summons or Special Summons.

  4. #903
    Lord Militariados Lord Militariados ist offline
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    AW: YU-GI-OH! - Sammelkarten - Trading Card Game

    Endlich mal wieder Maschinen. Naja, so Drachen und Krieger sind nicht gerade viele dabei.

    Hört sich aber interessant an, der Inhalt des Boostersets.

  5. #904
    thomas7 thomas7 ist offline
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    Zitat Lord Militariados Beitrag anzeigen
    Endlich mal wieder Maschinen. Naja, so Drachen und Krieger sind nicht gerade viele dabei.

    Hört sich aber interessant an, der Inhalt des Boostersets.
    ja ich schau mal ob ich von den anderen bosstern auch so was machen kann

  6. #905
    BadRenbow BadRenbow ist offline
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    Das neue Booster sieht geil aus o.O
    Hoffentlich ist da auch was gutes drinnen,hab nicht soviel Zeit mir das ganze durchzulesen,trozdem danke
    Aber ich schnelldurchlauf hab ich gesehen das Synchros dabei sind

  7. #906
    thomas7 thomas7 ist offline
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    Zitat Yoh Beitrag anzeigen
    Das neue Booster sieht geil aus o.O
    Hoffentlich ist da auch was gutes drinnen,hab nicht soviel Zeit mir das ganze durchzulesen,trozdem danke
    Aber ich schnelldurchlauf hab ich gesehen das Synchros dabei sind

    ha ja

    und ps wenn ihr den beitrag gut findet ihr könnt ihn ruhug bewerten

  8. #907
    Insight Insight ist offline
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    Hallo!

    Wollte mal fragen, obs eine Seite gibt, auf der richtig gute Decks zu sehen sind.

    Ich habe Yu-Gi-Oh WC08 auf dem NDS und dort alle Karten die es gibt freigeschaltet.
    Leider kenne ich mich bei den ganzen neuen Karten nicht aus und weiß daher nicht, welche von denen wirklich gut sind und in ein Deck müssen.

    Deshalb habe ich jetzt einfach mal die Karten, die ich für gut halte, ins Deck gemacht, allerdings überhaupt keine Taktik die hinter dem Deck steht.
    So kommt es, dass ich immer noch viele Duelle verliere und das würde ich gerne ändern.

    Wäre gut, wenns da ne Seite gäbe, wo richtig starke Decks zu sehen sind.

    Da es im Grunde nur um den Aufbau des Decks geht und nicht um das Spiel an sich, poste ich das mal hier rein und nicht in den NDS Bereich.

  9. #908
    markus xp markus xp ist offline
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    also ich tärte das deck nach deinen geschmack machen

    teste einfaach mal aus welche karten gut zueinander passen und denke dir combos aus

    wie das ritual des weisen drachen und dann der ritter dess weisen drachen und dann der weise drache

    ich glaube nicht das es so eine seite gibt

    mfg

    markus


  10. #909
    Insight Insight ist offline
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    Zum Ausprobieren und was gutes finden sind das einfach zu viele Karten. Keine Ahnung, das sind aber sicher einige hundert.
    Und gespielt habe ich - bis ich das Game gekauft habe - nur ganz am Anfang, als die ersten Yugi, Kaiba, usw. Decks kamen. Aber nur mit den Karten von damals wird da wohl kaum was gehen.

    Seit dem sind da sooo viele neue Karten und ich hab wirklich keine Übersicht darüber.

    Ich weiß noch, früher gab es ein Heft, in dem immer gute Decks und deren Taktiken abgebildet waren. Ein bisschen verändern und den eigenen Ansprüchen anpassen kann mans ja dann immer noch.

    So was in der Art suche ich, habe ich bisher aber leider nicht gefunden.

  11. #910
    markus xp markus xp ist offline
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    oke

    dann such dir die besten karten aus den hunderten raus .)

    also die 4 sterne monster wo gut sind und die gute effekt monster

    und fallen und zaber karten die gut sind



    nach dem sind es noch so 100 karten

    dann suchst du dir karten raus die gut zusammen passen

    und man ohne große probleme spielen kann

    also es sollten so

    15-20 /1 bis 4 sterne monster sein
    dann so 5bis 7 / 5 bis xxx sterne monster sein
    dann so 10 zauberkarten
    und noch 5 guten fallen karten

    wie nitriums z zb oder reigekie brecher

    dann hast du 42 karten
    und das ist eigenlich nicht zu viel

    mfg

    markus

    pS:ich hoffe ich konnte dir helfen

  12. #911
    Insight Insight ist offline
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    Jau, danke schon mal. Kann ja einfach mal sagen, was ich im Moment im Deck habe:

    Level 4 Monster:

    Drei mal: Genverzerrter Kriegswolf - ATK 2000 | DEF 100

    Drei mal: Außerirdischer Schocksoldat - ATK 1900 | DEF 800

    Drei mal: Vorse-Plünderer - ATK 1900 | DEF 1200

    Drei mal: Getriebe-Golem, die bewegliche Festung - ATK 800 | DEF 2200

    Drei mal: Holzkohle-Inpachi - ATK 100 | DEF 2100

    Drei mal: Renge, Torwächter der Finsteren Welt - ATK 100 | DEF 2100

    Level 6 Monster:

    Drei mal: Herbeigerufener Totenkopf - ATK 2500 | DEF 1200

    Level 8 - 10:

    Drei mal: Antiker Antriebsgolem - ATK 3000 | DEF 3000

    Ein mal: Obelisk, der Peiniger - ATK 4000 | DEF 4000

    Ein mal: Slifer der König des Himmels - ATK ? | DEF ?

    Zauberkarten:

    Ein mal: Antike Regeln
    Beschwöre ein normales Monster der Stufe 5 oder höher als Spezialbeschwörung von deiner Hand

    Drei mal: Ekibyo Drakmord
    Ein Monster das mit dieser Karte ausgerüstet wird kann nicht angreifen. Das ausgerüstete Monster wird am Ende des zweiten Spielzuges des Spielers, der diese Karte kontrolliert zerstört.
    Gleichzeitig wird diese Karte auf die Hand ihres Besitzers zurückgegeben.

    Ein mal: Schwerer Sturm
    Zerstört alle Zauber- und Fallenkarten auf dem Spielfeld.

    Ein mal: Übelwollender Hätschler
    Erhöhe die ATK des Monsters, das mit dieser Karte ausgerüstet wird um 700 Punkte.
    Wenn diese karte von dem Spielfeld auf den Friedhof gelegt wird, wird diese Karte oben auf dein Deck zurückgelegt, wenn du 500 LP zahlst.

    Ein mal: Unbegrenzte Karten
    Sollte bekannt sein

    Ein mal: Wiedergeburt
    Sollte bekannt sein.

    Ein mal: Raigeki
    Sollte bekannt sein

    Fallenkarten:

    Drei mal: Fallgrube
    Sollte bekannt sein

    Ein mal: Spiegelkraft
    Sollte bekannt sein

    Ein mal: Staubtornado
    Sollte bekannt sein

    Drei mal: Waboku
    Sollte bekannt sein

    ---

    Das ist mein aktuelles Deck. Wie gesagt, da steckt überhaupt keine Taktik drinnen.
    Höchstens vielleicht, dass ich mit "Antike Kraft" den "Herbeigerufenen Totenkopf" beschwören kann und dass "Unbegrenzte Karten" mit Slifer ziemlich nützlich sein kann.

  13. #912
    dARius dARius ist offline
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    AW: YU-GI-OH! - Sammelkarten - Trading Card Game

    Zitat Insight Beitrag anzeigen
    Hallo!

    Wollte mal fragen, obs eine Seite gibt, auf der richtig gute Decks zu sehen sind.

    Ich habe Yu-Gi-Oh WC08 auf dem NDS und dort alle Karten die es gibt freigeschaltet.
    Leider kenne ich mich bei den ganzen neuen Karten nicht aus und weiß daher nicht, welche von denen wirklich gut sind und in ein Deck müssen.

    Deshalb habe ich jetzt einfach mal die Karten, die ich für gut halte, ins Deck gemacht, allerdings überhaupt keine Taktik die hinter dem Deck steht.
    So kommt es, dass ich immer noch viele Duelle verliere und das würde ich gerne ändern.

    Wäre gut, wenns da ne Seite gäbe, wo richtig starke Decks zu sehen sind.

    Da es im Grunde nur um den Aufbau des Decks geht und nicht um das Spiel an sich, poste ich das mal hier rein und nicht in den NDS Bereich.
    also, erst mal was generelles:
    Yu-Gi-Oh Cards - YuGiOh Card Guide

    hier gute decks:
    Yu-Gi-Oh! Die Heiligen Karten - Empfohlene Decks (2/4) - Spieletipps.de

    diskussion über das z.z. beste deck:
    Tele DAD Deck - Pojo.com Forums

  14. #913
    Cloud Cloud ist offline
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    AW: YU-GI-OH! - Sammelkarten - Trading Card Game

    Zitat Insight Beitrag anzeigen
    Hallo!

    Wollte mal fragen, obs eine Seite gibt, auf der richtig gute Decks zu sehen sind.

    Ich habe Yu-Gi-Oh WC08 auf dem NDS und dort alle Karten die es gibt freigeschaltet.
    Leider kenne ich mich bei den ganzen neuen Karten nicht aus und weiß daher nicht, welche von denen wirklich gut sind und in ein Deck müssen.

    Deshalb habe ich jetzt einfach mal die Karten, die ich für gut halte, ins Deck gemacht, allerdings überhaupt keine Taktik die hinter dem Deck steht.
    So kommt es, dass ich immer noch viele Duelle verliere und das würde ich gerne ändern.

    Wäre gut, wenns da ne Seite gäbe, wo richtig starke Decks zu sehen sind.

    Da es im Grunde nur um den Aufbau des Decks geht und nicht um das Spiel an sich, poste ich das mal hier rein und nicht in den NDS Bereich.
    es gibt eine algemeine Card seite
    etcg.de sind alle Kartenspiele :3

    hier die Top 30 YGO Decks
    eTCG.de - Die Sammelkartenspiel Community | Yu-Gi-Oh!

  15. #914
    Insight Insight ist offline
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    Danke euch beiden! Da werde ich mal kräftig durchprobieren.

  16. #915
    Lord Militariados Lord Militariados ist offline
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    Zitat Insight Beitrag anzeigen
    Drei mal: Antiker Antriebsgolem - ATK 3000 | DEF 3000
    Endlich mal jemand, der auch den Antriebsgolem spielt.

    Geile Karte, ist eine der besten, die ich habe, außer natürlich der Fusion "Ultimativer Antiker Antriebsgolem".

  17. #916
    markus xp markus xp ist offline
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    woher kriegt man den ultimativen antriebgolem ??

    ist der in eine deck enthalten :???

    weil ich liebe maschinen

    mfg

    m,arkus

  18. #917
    Lord Militariados Lord Militariados ist offline
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    Zitat markus xp Beitrag anzeigen
    woher kriegt man den ultimativen antriebgolem ??

    ist der in eine deck enthalten :???

    weil ich liebe maschinen

    mfg

    m,arkus
    Den findet man im Booster "Light of Destruction". Die Seltenheit weiß ich jetzt leider nicht mehr genau, entweder UR oder SCR.

  19. #918
    markus xp markus xp ist offline
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    ah, danke

    dann muss ich mir das mal kaufen

    mfg

    makrus

  20. #919
    Insight Insight ist offline
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    Zitat Lord Militariados Beitrag anzeigen
    Endlich mal jemand, der auch den Antriebsgolem spielt.

    Geile Karte, ist eine der besten, die ich habe, außer natürlich der Fusion "Ultimativer Antiker Antriebsgolem".
    Jau, finde den auch verdammt gut! Sehr stark, so wohl im Angriff als auch in der Defensive.

    Dazu dann noch der Effekt, dass wenn er ein Monster angreift, das in der DEF Position liegt, die Differenz seiner ATK Punkte und der DEF Punkte des Monsters von den LP des Gegners abgezogen werden.
    Und auch Fallen- oder Zauberkarten kann der Gegner bis zum Ende der Damage Step nicht aktivieren - perfekt!

  21. #920
    Lord Militariados Lord Militariados ist offline
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    Zitat Insight Beitrag anzeigen
    Jau, finde den auch verdammt gut! Sehr stark, so wohl im Angriff als auch in der Defensive.

    Dazu dann noch der Effekt, dass wenn er ein Monster angreift, das in der DEF Position liegt, die Differenz seiner ATK Punkte und der DEF Punkte des Monsters von den LP des Gegners abgezogen werden.
    Und auch Fallen- oder Zauberkarten kann der Gegner bis zum Ende der Damage Step nicht aktivieren - perfekt!
    Klar, einfach hammer die Karte. Sind eigentlich fast alle Antiken Antriebkarten.

    Aber was mir letztends passiert ist...

    Ich sag nur Kreaturentausch, da mag man die Karte nicht mehr so gerne.

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