Difference between pages "Module:Card" and "Karakuri Showdown Castle"

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(Fix issue with Attributes not being recognised. Add Property handling.)
 
(Removing unofficial Portuguese name/lore)
 
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-- Import modules
+
{{CardTable2
local getArgs = require('Module:Arguments').getArgs
+
| fr_name              = Château de Confrontation Karakuri
local TableTools = require('Module:TableTools')
+
| de_name              = Schloss der Karakuri-Machtprobe
 
+
| it_name              = Castello dello Scontro Finale Karakuri
-- Create an empty Card object
+
| pt_name              =  
local Card = {
+
| es_name              = Castillo del Enfrentamiento de los Karakuris
cardType = nil,
+
| ja_name              = {{Ruby|風|ふう}}{{Ruby|雲|うん}}カラクリ{{Ruby|城|じょう}}
property = nil,
+
| romaji_name          = Fūun Karakuri Jō
attribute = nil,
+
| trans_name            = Storming Karakuri Castle
types = {},
+
| ko_name              = 풍운의 자동기계성
isNormalMonster = nil,
+
| sc_name              = 风云机偶城
isEffectMonster = nil,
+
| image                = KarakuriShowdownCastle-STBL-EN-R-1E.jpg
isPendulumMonster = nil,
+
| card_type             = Spell
level = nil,
+
| property             = Field
atk = nil,
+
| password              = 22751868
def = nil,
+
| effect_types          = Trigger-like, Trigger-like
password = nil,
+
| lore                  = When a [[face-up]] "[[Karakuri]]" [[monster]] you [[control]] [[Target|selects]] an opponent's face-up monster as an [[attack target]], you can change the target's [[battle position]]. When this face-up card on the [[field]] is [[destroy]]ed and [[sent]] to the [[Graveyard]], you can select 1 [[Level]] 4 or higher "Karakuri" monster in your Graveyard, and [[Special Summon]] it.
effectTypes = {},
+
| fr_lore              = Lorsqu'un monstre "Karakuri" face recto que vous contrôlez sélectionne un monstre face recto contrôlé par votre adversaire comme cible d'une attaque, vous pouvez changer la position de combat de la cible. Lorsque cette carte face recto sur le Terrain est détruite et envoyée au Cimetière, vous pouvez sélectionner 1 monstre "Karakuri" de Niveau 4 ou plus depuis votre Cimetière, et l'Invoquer Spécialement.
locales = {
+
| de_lore              = Wenn ein offenes „Karakuri“-Monster, das du kontrollierst, ein offenes Monster deines Gegners angreift, kannst du die Kampfposition des angegriffenen Monsters ändern. Wenn diese offene Karte auf dem Spielfeld zerstört und auf den Friedhof gelegt wird, kannst du 1 „Karakuri“-Monster der Stufe 4 oder höher in deinem Friedhof wählen und als Spezialbeschwörung beschwören.
en = {
+
| it_lore              = Quando un mostro "Karakuri" scoperto che controlli sceglie un mostro scoperto dell'avversario come bersaglio di un attacco, puoi cambiare la posizione del mostro bersaglio. Quando questa carta scoperta sul Terreno viene distrutta e mandata al Cimitero, puoi scegliere 1 mostro "Karakuri" di Livello 4 o superiore nel tuo Cimitero, ed Evocarlo Specialmente.
name = nil,
+
| es_lore              = Cuando un monstruo "Karakuri" boca arriba que controlas selecciona 1 monstruo boca arriba de tu adversario como objetivo de un ataque, puedes cambiar la Posición de Batalla del objetivo. Cuando esta carta boca arriba en el Campo es destruida y mandada al Cementerio, puedes seleccionar 1 monstruo "Karakuri" de Nivel 4 o mayor en tu Cementerio e Invocarlo de Modo Especial.
text = nil,
+
| ja_lore              = 自分フィールド上に表側表示で存在する「カラクリ」と名のついたモンスターが、相手フィールド上に表側表示で存在するモンスターを攻撃対象に選択した時、その相手モンスター1体の表示形式を変更する事ができる。また、フィールド上に表側表示で存在するこのカードが破壊され墓地へ送られた時、自分の墓地に存在するレベル4以上の「カラクリ」と名のついたモンスター1体を選択して特殊召喚する事ができる。
pendulumEffect = nil,
+
| ko_lore              = 자신 필드 위에 앞면 표시로 존재하는 "자동기계"라는 이름이 붙은 몬스터가, 상대 필드 위에 앞면 표시로 존재하는 몬스터를 공격 대상으로 선택했을 때, 그 상대 몬스터 1장의 표시 형식을 변경할 수 있다. 또한, 필드 위에 앞면 표시로 존재하는 이 카드가 파괴되어 묘지로 보내졌을 때, 자신의 묘지에 존재하는 레벨 4 이상의 "자동기계"라는 이름이 붙은 몬스터 1장을 선택하고 특수 소환할 수 있다.
previousNames = {}
+
| sc_lore              = ①:自己的"机偶"怪兽选择对手的表侧表示怪兽为攻击对象时,以1只该对手怪兽为对象可以发动。变更该对手怪兽的表示形式。②:场上表侧表示的此卡被破坏并被送至墓地时,以自己墓地1只等级4以上的"机偶"怪兽为对象可以发动。将该怪兽特殊召唤。
}
+
| en_sets              =  
},
+
STBL-EN046; Starstrike Blast; Rare
customColor = nil,
+
| fr_sets              =  
 
+
STBL-FR046; Starstrike Blast; Rare
-- Params for rendered output
+
| de_sets              =  
image = nil,
+
STBL-DE046; Starstrike Blast; Rare
rows = {}
+
| it_sets              =
}
+
STBL-IT046; Starstrike Blast; Rare
 
+
| sp_sets              =  
-- Create an empty Type object
+
STBL-SP046; Starstrike Blast; Rare
-- Might move the Type stuff to a module of its own
+
| jp_sets              =
local Type = {
+
STBL-JP046; Starstrike Blast; Rare
name = nil,
+
| kr_sets              =
pageName = nil,
+
STBL-KR046; Starstrike Blast; Rare
category = nil,
+
| sc_sets              =
}
+
CL02-SC112; Classic Pack 02; Common
 
+
| archseries            = Karakuri
local types = {
+
| supports_archetypes  = Karakuri
    'Dragon', 'Spellcaster', 'Zombie', 'Warrior', 'Beast-Warrior', 'Beast',
+
| action                =
'Winged Beast', 'Fiend', 'Fairy', 'Insect', 'Dinosaur', 'Reptile', 'Fish',
+
* Activates upon attack declaration
'Sea Serpent', 'Machine', 'Thunder', 'Aqua', 'Pyro', 'Rock', 'Plant',
+
* Changes battle positions
'Divine-Beast', 'Psychic', 'Creator God', 'Wyrm', 'Cyberse', 'Illusion'
+
* Activates if destroyed by card effect
}
+
* Activates from your Graveyard
local summonTypes  = { 'Fusion', 'Ritual', 'Synchro', 'Xyz', 'Link' }
+
| summoning            = Special Summons from your Graveyard
local abilityTypes = { 'Flip', 'Toon', 'Spirit', 'Union', 'Gemini' }
+
| database_id          = 9123
local unknownTypes = { '?', '???' }
+
}}
 
 
local typeCategories = {
 
type    = { name = 'Type',    suffix = nil,      list = types },
 
summon  = { name = 'Summon',  suffix = 'Monster', list = summonTypes },
 
ability  = { name = 'Ability',  suffix = 'monster', list = abilityTypes },
 
tuner    = { name = 'Tuner',    suffix = 'monster', list = { 'Tuner' } },
 
normal  = { name = 'Normal',  suffix = 'Monster', list = { 'Normal' } },
 
effect  = { name = 'Effect',  suffix = 'Monster', list = { 'Effect' } },
 
pendulum = { name = 'Pendulum', suffix = 'Monster', list = { 'Pendulum' } },
 
unknown  = { name = 'Unknown',  suffix = nil,      list = unknownTypes }
 
}
 
 
 
-- Create a new card object
 
function Card:new(frame)
 
-- Create a new instance of the class with all the default values
 
local c = {}
 
setmetatable(c, self)
 
self.__index = self
 
 
 
-- Get the supplied arguments
 
args = getArgs(frame)
 
 
-- Fill with data from the arguments
 
c.property = args.property
 
c:setName(args.name)
 
c:setCardType(args.card_type, args)
 
c.property = args.property
 
c.attribute = args.attribute
 
c:setTypes(args.types)
 
c.atk = args.atk
 
c.def = args.def
 
c.level = args.level
 
c.rank = args.rank
 
 
 
c.customColor = args.color
 
c.image = args.image or 'Back-EN.png'
 
return c
 
end
 
 
 
-- Set the English name
 
-- @param name string - The card's name. Default to the page name.
 
function Card:setName(name)
 
-- Check if a name was supplied
 
if (name) then
 
-- Use the supplied name as the card name
 
self.locales.en.name = args.name
 
else
 
-- Get the name of the page
 
local pageName = mw.title.getCurrentTitle().text
 
 
 
-- Use the page name before the first parenthesis as the card name.
 
self.locales.en.name = mw.text.split(pageName, '%(')[1]
 
end
 
end
 
 
 
-- Set the card type
 
-- @param cardType string
 
-- @param table args
 
function Card:setCardType(cardType, args)
 
-- If the card type is explicitly stated use that
 
if (cardType) then
 
self.cardType = cardType
 
-- Default to 'Monster' if the arguments contain any monster properties
 
elseif (args.atk or args.def or args.attribute or args.types) then
 
self.cardType = 'Monster'
 
end
 
end
 
 
 
-- Set Types-related data by passing in the type string
 
-- @param typesString string '/'-separated list of types as printed on the card
 
function Card:setTypes(typesString)
 
-- Blank everything and start from a clean slate
 
self.isNormalMonster  = false
 
self.isEffectMonster  = false
 
self.isPendulumMonster = false
 
self.types = {}
 
 
if (typesString) then
 
-- Split the type input by forward slash
 
-- Allow spaces at either side of the slash
 
local typeNames = mw.text.split(typesString, '%s*/%s*')
 
 
 
-- Set these values if their Types are anywhere in the array
 
self.isNormalMonster  = TableTools.inArray(typeNames, 'Normal')
 
self.isEffectMonster  = TableTools.inArray(typeNames, 'Effect')
 
self.isPendulumMonster = TableTools.inArray(typeNames, 'Pendulum')
 
 
 
-- Fill the Types table with an object for each type.
 
for _, typeName in pairs(typeNames) do
 
table.insert(self.types, Type:new(typeName))
 
end
 
end
 
end
 
 
 
-- Get the card's summon Type
 
-- @return string
 
function Card:getSummonType()
 
-- loop through the Types until the Summon Type is found
 
for _, type in pairs(self.types) do
 
if (type.category == 'Summon') then
 
return type.name
 
end
 
end
 
 
 
-- Summon Type was not found, return `nil`
 
return nil
 
end
 
 
 
-- Get the CSS class for the card's color
 
-- (Does not include Pendulum)
 
-- @return string
 
function Card:getColorClass()
 
-- If the card has a custom color, use that
 
if (self.customColor) then
 
return self.customColor .. '-card'
 
end
 
 
 
-- If the card is not a monster, base the color on the card type
 
if (self.cardType and self.cardType ~= 'Monster') then
 
return string.lower(self.cardType) .. '-card'
 
end
 
 
 
-- If the card has a Summon type (Fusion, Ritual, etc.),
 
-- base the color on that
 
local summonType = self:getSummonType()
 
if (summonType) then
 
return string.lower(summonType) .. '-card'
 
end
 
 
 
-- If the card is an Effect Monster, base the color on that
 
if (self.isEffectMonster) then
 
return 'effect-card'
 
end
 
 
 
-- If the card is a Normal Monster, base the color on that
 
if (self.isNormalMonster) then
 
return 'normal-card'
 
end
 
 
 
-- If the color couldn't be determined above, use this as the default
 
return 'blank-card'
 
end
 
 
 
-- Get the variable CSS classes used in the HTML output
 
-- Includes the main color class and the pendulum color class
 
-- @return string
 
function Card:getCssClass()
 
local cssClass = self:getColorClass()
 
 
 
if (self.isPendulum) then
 
cssClass = cssClass .. ' pendulum-card'
 
end
 
 
return cssClass
 
end
 
 
 
-- Render an icon representing the card type
 
-- @return string
 
function Card:renderCardTypeIcon()
 
-- If the card is not a Spell or Trap, exit early
 
if (self.cardType ~= 'Spell' and self.cardType ~= 'Trap') then
 
return nil
 
end
 
 
 
-- Return an image
 
-- No alt text because it's likely to accompanied by text explaining it
 
return '[[File:' .. string.upper(self.cardType) .. '.svg|28px|alt=]]'
 
end
 
 
 
-- Render an icon representing the property
 
-- @return string
 
function Card:renderPropertyIcon()
 
-- If the card is not a Spell or Trap, exit early
 
if (self.cardType ~= 'Spell' and self.cardType ~= 'Trap') then
 
return nil
 
end
 
 
return '[[File:' .. self.property .. '.svg|28px|alt=]]'
 
end
 
 
 
-- Render the list of Types as a string with links and separators
 
-- @return string
 
function Card:renderTypeString()
 
-- Exit early, if not a monster
 
if (self.cardType ~= 'Monster') then return end
 
 
 
-- Array containing links to each of the card's Types.
 
local linkedTypes = {}
 
 
 
-- Loop through all the card's Types
 
for _, type in pairs(self.types) do
 
-- Create a pipe link and add it to the array.
 
local linkedType = ('[[%s|%s]]'):format(type.pageName, type.name)
 
table.insert(linkedTypes, linkedType)
 
end
 
 
 
-- Join all elements in the array, separating them with slashes.
 
return table.concat(linkedTypes, ' / ')
 
end
 
 
 
-- Render the Level/Rank as star icons
 
-- @return string
 
function Card:renderStars()
 
-- Exit early, if not a monster
 
if (self.cardType ~= 'Monster') then return end
 
 
 
local stars = self.level
 
local icon = 'CG Star.svg'
 
local unknownIcon = 'CG Star Unknown.svg'
 
 
 
-- Use Rank instead of Level if the monster is an Xyz
 
if (self:getSummonType() == 'Xyz') then
 
stars = self.rank
 
icon = 'Rank Star.svg'
 
unknownIcon = 'Rank Star Unknown.svg'
 
end
 
 
 
-- Unknown Level/Rank has its own icon
 
if (stars == nil or stars == '?') then
 
return '[[File:' .. unknownIcon .. '|18px|alt=]]'
 
end
 
 
 
-- Repeat the same image a number of times equal to the Level/Rank (stars)
 
return string.rep('[[File:' .. icon .. '|18px|alt=]]', stars)
 
end
 
 
 
-- Create a new Type object
 
function Type:new(name)
 
-- Create a new instance of the Type class with all the default values
 
local t = {}
 
setmetatable(t, Type)
 
Type.__index = Type
 
 
t.name = name
 
t.pageName = name
 
t:setCategory(name)
 
 
 
return t
 
end
 
 
 
-- Set a Type's category
 
-- @param name string
 
function Type:setCategory(name)
 
-- Loop through each category
 
for _, category in pairs(typeCategories) do
 
-- See if the Type is in the category's list of Types
 
if (TableTools.inArray(category.list, name)) then
 
self.category = category.name
 
 
 
-- If the category has a defined suffix,
 
-- use it to form the page name of the Type
 
if (category.suffix) then
 
self.pageName = name .. ' ' .. category.suffix
 
 
 
-- Exit the function without going through the other categories
 
return true
 
end
 
end
 
end
 
end
 
 
 
-- Add something to the list of rows to be rendered in the output
 
-- @param string label - Text to display in the label cell
 
-- @param string value - Text/icons to display in the data cell
 
function Card:addRow(label, value)
 
table.insert(self.rows, { label = label, value = value })
 
end
 
 
 
-- Add a row specifically for the card type to be rendered in the output
 
function Card:addCardTypeRow()
 
if (self.cardType == nil) then return end
 
 
 
local text = '[[' .. self.cardType .. ' Card|' .. self.cardType .. ']]'
 
local icon = self:renderCardTypeIcon() or ''
 
self:addRow('[[Card type]]', text .. ' ' .. icon)
 
end
 
 
 
-- Add a row specifically for the property to be rendered in the output
 
function Card:addPropertyRow()
 
-- Exit early if no card type or property
 
if (self.cardType == nil or self.property == nil) then return end
 
 
local text = '[[' .. self.property .. ' ' .. self.cardType .. ' Card|' .. self.property .. ']]'
 
local icon = self:renderPropertyIcon()
 
 
self:addRow('[[Property]]', text .. ' ' .. icon)
 
end
 
 
 
-- Add a row specifically for the Attribute to be rendered in the output
 
function Card:addAttributeRow()
 
-- If it's not a monster, don't continue
 
if (self.cardType ~= 'Monster') then return end
 
 
 
local text = '[[' .. (self.attribute or '???') .. ']]'
 
 
 
local icon = '[[File:' .. (self.attribute or 'UNKNOWN') .. '.svg|28px|alt=]]'
 
 
 
self:addRow([[Attribute]], text .. ' ' .. icon)
 
end
 
 
 
function Card:addTypeRow()
 
-- If it's not a monster, don't continue
 
if (self.cardType ~= 'Monster') then return end
 
 
self:addRow('[[Type]]s', self:renderTypeString())
 
end
 
 
 
-- Add a row specifically for the Level/Rank to be rendered in the output
 
function Card:addStarsRow()
 
if (self.cardType ~= 'Monster') then return end
 
 
 
local label = '[[Level]]'
 
local stars = self.level
 
 
 
if (self:getSummonType() == 'Xyz') then
 
label = '[[Rank]]'
 
stars = self.rank
 
end
 
 
local icons = self:renderStars()
 
 
 
self:addRow(label, (stars or '???') .. ' ' .. icons)
 
end
 
 
 
-- Add a row specifically for ATK and DEF to be rendered in the output
 
function Card:addAtkDefRow()
 
if (self.cardType ~= 'Monster') then
 
return nil
 
end
 
 
 
local atk = self.atk or '???'
 
local def = self.def or '???'
 
 
 
self:addRow('[[ATK]] / [[DEF]]', atk .. ' / ' .. def)
 
end
 
 
 
-- Create the list of all rows to appear in the data section
 
-- of the rendered output
 
function Card:prepareRows()
 
self.rows = {}
 
self:addCardTypeRow()
 
self:addPropertyRow()
 
self:addAttributeRow()
 
self:addTypeRow()
 
self:addStarsRow()
 
self:addAtkDefRow()
 
end
 
 
 
-- Generate the HTML output
 
function Card:render()
 
local output = '<div class="card-table ' .. self:getCssClass() .. '">'
 
 
output = output .. '\n  <div class="heading">' .. self.locales.en.name .. '</div>'
 
 
output = output .. '\n  <div class="card-table-columns">'
 
output = output .. '\n    <div class="imagecolumn">'
 
output = output .. '\n[[File:' .. self.image .. '|200px|alt=Card image]]'
 
output = output .. '\n    </div>' -- .imagecolumn
 
 
 
output = output .. '\n    <div class="infocolumn">'
 
output = output .. '\n      <table class="innertable">'
 
 
for _, row in pairs(self.rows) do
 
output = output .. '\n<tr>'
 
output = output .. '\n  <th scope="row" style="text-align: left;">' .. row.label .. '</th>'
 
output = output .. '\n  <td>' .. row.value .. '</td>'
 
output = output .. '\n</tr>'
 
end
 
 
 
output = output .. '\n      </table>'
 
output = output .. '\n    </div>' -- .infocolumn
 
 
 
output = output .. '\n  </div>' -- .card-table-columns
 
output = output .. '\n</div>' -- .card-table
 
 
return output
 
end
 
 
 
-- Function to be invoked by the module
 
-- Takes all template parameters and returns the HTML
 
function Card.card(frame)
 
-- Create a new card object based on the template params
 
local c = Card:new(frame)
 
 
 
-- Build the list of data to show in the output
 
c:prepareRows()
 
 
 
-- Render the output
 
return c:render()
 
end
 
 
 
return Card
 

Latest revision as of 09:40, 28 July 2023

Karakuri Showdown Castle
Japanese
ふううんカラクリじょう
Base
風雲カラクリ城
Kana
ふううんカラクリじょう
Rōmaji
Fūun Karakuri Jō
Translated
Storming Karakuri Castle
KarakuriShowdownCastle-STBL-EN-R-1E.jpg
Card type Spell
Property Field
Password 22751868
Effect types

Status

When a face-up "Karakuri" monster you control selects an opponent's face-up monster as an attack target, you can change the target's battle position. When this face-up card on the field is destroyed and sent to the Graveyard, you can select 1 Level 4 or higher "Karakuri" monster in your Graveyard, and Special Summon it.

English sets

Worldwide

ReleaseNumberSetRarity
2010-11-11STBL-EN046Starstrike BlastRare

Search categories

Other languages

Language NameCard text
French Château de Confrontation KarakuriLorsqu'un monstre "Karakuri" face recto que vous contrôlez sélectionne un monstre face recto contrôlé par votre adversaire comme cible d'une attaque, vous pouvez changer la position de combat de la cible. Lorsque cette carte face recto sur le Terrain est détruite et envoyée au Cimetière, vous pouvez sélectionner 1 monstre "Karakuri" de Niveau 4 ou plus depuis votre Cimetière, et l'Invoquer Spécialement.
German Schloss der Karakuri-MachtprobeWenn ein offenes „Karakuri“-Monster, das du kontrollierst, ein offenes Monster deines Gegners angreift, kannst du die Kampfposition des angegriffenen Monsters ändern. Wenn diese offene Karte auf dem Spielfeld zerstört und auf den Friedhof gelegt wird, kannst du 1 „Karakuri“-Monster der Stufe 4 oder höher in deinem Friedhof wählen und als Spezialbeschwörung beschwören.
Italian Castello dello Scontro Finale KarakuriQuando un mostro "Karakuri" scoperto che controlli sceglie un mostro scoperto dell'avversario come bersaglio di un attacco, puoi cambiare la posizione del mostro bersaglio. Quando questa carta scoperta sul Terreno viene distrutta e mandata al Cimitero, puoi scegliere 1 mostro "Karakuri" di Livello 4 o superiore nel tuo Cimitero, ed Evocarlo Specialmente.
Spanish Castillo del Enfrentamiento de los KarakurisCuando un monstruo "Karakuri" boca arriba que controlas selecciona 1 monstruo boca arriba de tu adversario como objetivo de un ataque, puedes cambiar la Posición de Batalla del objetivo. Cuando esta carta boca arriba en el Campo es destruida y mandada al Cementerio, puedes seleccionar 1 monstruo "Karakuri" de Nivel 4 o mayor en tu Cementerio e Invocarlo de Modo Especial.
Japanese ふううんカラクリじょう自分フィールド上に表側表示で存在する「カラクリ」と名のついたモンスターが、相手フィールド上に表側表示で存在するモンスターを攻撃対象に選択した時、その相手モンスター1体の表示形式を変更する事ができる。また、フィールド上に表側表示で存在するこのカードが破壊され墓地へ送られた時、自分の墓地に存在するレベル4以上の「カラクリ」と名のついたモンスター1体を選択して特殊召喚する事ができる。
Fūun Karakuri Jō
Storming Karakuri Castle
Korean 풍운의 자동기계성자신 필드 위에 앞면 표시로 존재하는 "자동기계"라는 이름이 붙은 몬스터가, 상대 필드 위에 앞면 표시로 존재하는 몬스터를 공격 대상으로 선택했을 때, 그 상대 몬스터 1장의 표시 형식을 변경할 수 있다. 또한, 필드 위에 앞면 표시로 존재하는 이 카드가 파괴되어 묘지로 보내졌을 때, 자신의 묘지에 존재하는 레벨 4 이상의 "자동기계"라는 이름이 붙은 몬스터 1장을 선택하고 특수 소환할 수 있다.
Simplified Chinese 风云机偶城①:自己的"机偶"怪兽选择对手的表侧表示怪兽为攻击对象时,以1只该对手怪兽为对象可以发动。变更该对手怪兽的表示形式。②:场上表侧表示的此卡被破坏并被送至墓地时,以自己墓地1只等级4以上的"机偶"怪兽为对象可以发动。将该怪兽特殊召唤。

Sets in other languages

French

ReleaseNumberSetFrench nameRarity
2010-11-11STBL-FR046Starstrike BlastExplosion des EtoilesRare

German

ReleaseNumberSetGerman nameRarity
2010-11-11STBL-DE046Starstrike BlastStarstrike BlastRare

Italian

ReleaseNumberSetItalian nameRarity
2010-11-11STBL-IT046Starstrike BlastEsplosione AstraleRare

Spanish

ReleaseNumberSetSpanish nameRarity
2010-11-11STBL-SP046Starstrike BlastLa Explosión del Ataque EstelarRare

Japanese

ReleaseNumberSetJapanese nameRarity
2010-07-17STBL-JP046Starstrike Blastスターストライク・ブラストRare

Korean

ReleaseNumberSetKorean nameRarity
2010-10-25STBL-KR046Starstrike Blast폭풍의 스타스트라이크Rare

Simplified Chinese

ReleaseNumberSetSimplified Chinese nameRarity
2022-11-26CL02-SC112Classic Pack 02经典包02Common

In other media

Page Medium Debut date
Karakuri Showdown Castle (Action Field) Anime 2014-04-20
Karakuri Showdown Castle (Duel Links) Yu-Gi-Oh! Duel Links 2018-04-02
Karakuri Showdown Castle (Master Duel) Yu-Gi-Oh! Master Duel 2022-01-19