Advent of Union

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302-001 Peoplwe Running About

302-002 Oppressed People

302-003 United Resistance

302-004 X-Head Cannon

302-005 Y-Dragon Head

302-006 Z-Metal Caterpillar

302-007 Dark Blade

302-008 Pitch-Dark Dragon

302-009 Kiryu

302-010 Decayed Commander

302-011 Zombie Tiger

302-012 Giant Orc

302-013 Second Goblin

302-014 Vampire Orchid

302-015 Des Dendle

302-016 Flaming Beast

302-017 Freezing Beast

302-018 Union Rider

302-019 D.D. Crazy Beast Earth/Beast/3/1400/1400 Remove the monsters this card destroy as a result of battle from the game.

302-020 Magic Canceller Wind/Machine/5/1800/1600 While this card is face-up on the Field, Magic cards cannot be activated, and the effects of all Magic cards on the Field are negated. Ultra/Parallel Rare

302-021 Cat Mimic King Earth/Beast/1/0/0 If this Monster is put into your Graveyard during your opponent's turn as a result of effect of a Magic/Trap/Monster card controlled by your opponent, your opponent's turn ends immediately. Secret Common

302-022 Close Combat Helping Robo Light/Machine/4/1600/0 When this card destroys 1 of your opponent's Monsters as a result of Battle, draw a card, then choose 1 card from your hand and put it at the bottom of your deck. Rare

302-023 Dimensional Pod Dark/Machine/2/200/200 Flip: Both player remove up to 3 cards from their respective opponent's Graveyard from the game.

302-024 Century Thief Earth/Spellcaster/3/1000/1000 When this card does Battle Damage to your opponent's lifepoints, name a card. Your opponent reveals his/her hand and discard all cards with the chosen name. Rare

302-025 Roulette Bomber Light/Machine/4/1000/2000 During your Main Phase, you can roll 2 six-sided dice. Choose 1 of those dice, and destroy 1 face-up Monster on the field with a level equal to the die roll.

302-026 Knight of White Dragon ("Paladin of White Dragon") Light/Dragon - Ritual/4/1900/1200 Descend by [White Dragon Descent]. You must sacrifice total level of 4 or more worth of cards from the Field and/or your hand to special Summon this card.When this Monster attacks a Monster in face-down defense mode, destroy the Monster without doing damage. During your Main Phase, you can sacrifice this Monster to Special Summon 1 [Blue Eyes White Dragon] from your hand or deck. (The [Blue Eyes White Dragon] that is special summoned by this card's effect can't attack the turn it's special summon) Ultra/Parallel Rare

302-027 White Dragon Descent Magic - Ritual Needed to Summon a [Knight of White Dragon]. Sacrifice Monsters from your hand and/or the Field that have a total level of 4 or more to special summon a [Knight of White Dragon].

302-028 Frontline Base Magic - Continuous Once during your Main Phase, you can Special Summon a Level 4 or lower Union Monster from your hand. This effect can only be use once per turn.

302-029 Demotion Deal Magic - Equipment The Equipped Monster's Level is reduced by 2.

302-030 Combination Attack Magic - Quickplay This card can only be activate when a Union monster is equipped on another monster. Release the Equipped Monster that attacked during this turn from the Union monster, and it can attack again.

302-031 Kaiser Colosseum Magic - Continuous When this card's controller has 1 or more Monsters on the Field, the number of monster cards that are on opponent field can't exceed that number. Cards that were on the Field before this card was activated are not affected.

302-032 Independent Movement Unit Magic - Equipment Pay 1500 Life Points. Choose a Monster in your opponent's Graveyard and Special Summon it to the Field in attack mode, and Equip this card on it. If this card leaves the Field, destroy the Equipped Monster.

302-033 Retiree's Toxic Medicine Magic - Quickplay Choose 1 of the following effects and activate it. - Gain 1200 Life Points. - Do 800 damage to your opponent.

302-034 Ante Battle Magic - Normal Each player reveals 1 card from his or her hand, and compares the level. The player who chose the Monster card with the higher level returns the card to his or her hand, and the player that chose the card with the lower level card receives 1000 damage and puts his or her card in the Graveyard. Non-Monster cards that are chosen have a level of 0. Cards with the same level are returned to their respective hands. Rare

302-035 Black Core Magic - Normal Discard 1 card from your hand. Remove 1 face-up Monster on the Field from the game. Rare

302-036 Raregold Armor Magic - Equipment While you control the Equipped Monster, your opponent can only attack the Equipped Monster.

302-037 Metalsliver Armor Magic - Equipment While you control the Equipped Monster, your opponent can only target the equipped Monsters with Magic, Trap or Monster Effects that target a monster.

302-038 Spirit of Knight's Rule Magic - Continuous Your Monsters on the Field are not destroyed during a Battle with a Monster that has an equal attack strength.

302-039 Tribute Doll Magic - Normal Sacrifice 1 of your Monsters on the Field to activate this card. Special Summon 1 Level 7 Monster from your hand. That monster cannot attack during this turn. Rare

302-040 Wavemotion Cannon Magic - Continuous You may put this card from the Field into your Graveyard during your Main Phase. Do 1000 damage to your opponent times the number of your Standby Phases that this card was on the Field after this card was activated.

302-041 Large Revolution Trap - Normal This card can only be activated during your Main Phase if you have a face-up [Fleeing People], [Oppressed People] and [United Resistance] on the Field. Your opponent puts all of the cards in his or her hand into Graveyard, and destroys all of your opponent's cards on the Field that he/she controls.

302-042 Bundle of Champion Trap - Normal This card can only be activated during your opponent's Standby Phase. Your opponent skip his/her Battle Phase during this turn.

302-043 Eight Type Anti-Magic Multi-boundary Trap - Counter Choose 1 of the following effects and activate it. - Negate and destroy a Magic card that chooses 1 Monster on the field as its target. - Discard 1 Magic card from your hand, negate and destroy the activation and effect of a Magic card and destroy it. Super Rare

302-044 Meteor Rain Trap - Normal During this turn, if 1 of your Monsters attacks a Monster in defense mode, and your attack strength is higher, do Battle Damages to your opponent equal to the difference.

302-045 Pineapple Bomb Trap - Normal This card can only be activated when you successfully Normal Summon a Monster. If your opponent has more Monsters on the Field than you, your opponent chooses a number of his/her Monsters equal to the difference and destroys them.

302-046 Training Machine Gun Trap - Normal Do 200 damage to your opponent times the number of cards he or she has on the Field and in his/her hand.

302-047 Physical Division Trap - Normal This card can only be activated during an opponent's turn. Special Summon a [Mirage Token] to the field with the same Level, Sub-Type, Main Type, attack and defense strengths as 1 of your opponent's Monsters. Destroy that token at the end of the turn.

302-048 Group Division Trap - Continuous Each player choose a Sub-Type, then puts all the card that aren't the chosen sub-type to the owner's Graveyard While this card is on the Field, Monsters that are played to each player's Field can only be of that Sub-Type.

302-049 Formation Union Trap - Normal Choose 1 of the following effects and activate it. - Equip 1 of your Union Monsters on the Field on one of your Monsters on the Field. - Remove 1 of your Union Monsters that is Equipped on a Monster and return it to the Field in face-up attack mode.

302-050 Sticky Pit Trap Trap - Normal This card can only be activated when your opponent Normal Summons, Reverse Summons or Special Summons a Monster. While that monster is on the field, its attack strength is halved.

302-051 XY-Dragon Cannon Light/Machine - Fusion/6/2200/1900 [X-Head Cannon] + [Y-Dragon Head] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's face-up Magic or Trap card on the Field. Secret/Ultimate Rare

302-052 XYZ-Dragon Cannon Light/Machine - Fusion/8/2800/2600 [X-Head Cannon] + [Y-Dragon Head] + [Z-Metal Caterpillar] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's card on the Field. Secret/Ultimate Rare

302-053 XZ-Caterpillar Cannon Light/Machine - Fusion/6/2400/2100 [X-Head Cannon] + [Z-Metal Caterpillar] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's face-down Magic or Trap card on the Field. Secret Rare

302-054 YZ-Caterpillar Dragon Light/Machine - Fusion/6/2100/2200 Effect: [Y-Dragon Head] + [Z-Metal Caterpillar] You must remove the required Monsters on your Field from the game in order to Special Summon this Monster (the [Fusion] card is not needed). Discard 1 card from your hand to destroy 1 of your opponent's face-down monster card on the Field. Secret Rare

302-055 Revolver Dragon Dark/Machine/7/2600/2200 Once during your main phase, choose one monster card on the field. Flip 3 coins. If 2 or more of the coins are heads, destroy that card. Ultimate Rare