Yu-Gi-Oh! VRAINS - Episode 072

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Yu-Gi-Oh! VRAINS - Episode 072
Yu-Gi-Oh! VRAINS - Episode 072
Kanji

曇りなき極致

Rōmaji

Kumorinaki Kyokuchi

Japanese translation

Clear Perfection

Episode number

72

Japanese air date

October 10, 2018

Music
Japanese opening

go forward

Japanese ending

glory

Staff
Screenplay

Shin Yoshida

Director

Ryuta Yamamoto

Storyboard

Masahiro Takada

Animation director

Gill Bo No

Chronology
Episode listing Yu-Gi-Oh! VRAINS episode listing (season 2)
Previous Declaration of War
Next Light Blade that Slices Despair

"Clear Perfection" is the seventy-second episode of the Yu-Gi-Oh! VRAINS anime. It first aired in Japan on October 10, 2018.

Bohman, who has evolved even further, shows off his new "Hydradrive" tactics against Playmaker. Playmaker tries to predict Bohman's actions, and also receives some advice about how to deal with him from Ai. A fierce battle unfolds between the two as they try to outwit one another!

Summary[edit]

Kolter watches Playmaker and Soulburner on his monitors in Café Nom and notes that they've split up. He urges both Yusaku and Theodore not to let them get away. In the network, Bohman suggests to Playmaker that they compete to see who goes first or second before they Duel. Ai isn't having it, telling Bohman that he's going first since they know his Deck is better when going second. Bohman comments that he sees, but admits that while he'd like to agree it wouldn't be true competition. He bids Playmaker follow him, and takes off on his Duel Board. Ai yelps that Bohman fled and he tells Playmaker to pursue him. Playmaker reminds Ai that he knows and does so. They crash through a barrier and back into Windy's Cyberse. Playmaker reflects that they just passed through this Cyberse as he watches it burn, and the false "Linkuriboh" below them hops through the flames before succumbing and fizzling away. Ai cries out in horror at the sight of the Ignis Tower at the center of Windy's Cyberse, now surrounded by a roiling Data Storm. Playmaker reminds Ai that this world is fake and tells him to calm down, and Ai protests that he knows, and as the shoddy buildings explode beneath them he points out that this happened to his homeworld after he left it.

Bohman tells Ai that it was actually much worse, and he knows because he destroyed the Cyberse with his own hands, smiling as he declares that he reduced it to dust without mercy. Ai rudely snarls at Bohman, and Bohman reflects that he remembers the cries of the Cyberse monsters as they burned, recalling using the massive monster to lay waste to the Cyberse. Ai clenches his fists and he furiously snarls that he won't forgive Bohman, and Playmaker urges Ai not to let Bohman provoke him, as he's trying to make them lose their cool; the competition has already begun. Ai protests that he knows, but is Bohman the kind of guy who would do this? Playmaker merely replies that Bohman may simply have evolved as quickly as he'd claimed. Bohman then suggests that whoever passes the Tower first will get to decide who goes first and second, and Playmaker agrees. They accelerate forwards, weaving towards the Ignis Tower as the front of Earth's Tower explodes into rubble and both Playmaker and Bohman, the latter with a wild smile, dodge the stone debris. Ai is surprised that Bohman is that good at riding his Duel Board, and as they bank sharply he warns Playmaker to be careful of the strong Data Storm blowing around the Tower and it'll be over if he gets caught. Playmaker agrees that it seems so, recalling that it's like when they fought Varis around the Tower of Hanoi. Ai admits that back then he'd never have thought that the Ignis would fight one another, but it seems that he fought for this to happen now. Playmaker tells Ai that they'll have to change the future if he doesn't like it, and Ai asks if the future will really change. Playmaker replies that it doesn't - they change the future, by defeating Bohman. Ai is shocked by Playmaker's words, but gets determined and agrees to beat Bohman together, prompting Playmaker to give Ai a rare smile. The cable holding up Earth's Tower suddenly burns through and snaps, and Ai cries Playmaker's name as the Tower crashes to the ground and explodes. Kolter cries Yusaku's name and is relieved to see Bohman and Playmaker emerge from the smoke, telling Yusaku that he's counting on him. Playmaker and Bohman finally reach the Ignis Tower, and they curve around it neck-and-neck...and Bohman noses just in front of Playmaker. Bohman turns to them and declares that he won, and he'll choose to go second. Ai snaps that Bohman's a punk, and Bohman ignores him and he calls "Let's go Playmaker!" They both cry "Speed Duel!"

Playmaker declares his turn, and Ai asks what he'll do, as Bohman can double the ATK of his Link Monsters using "Judgment Arrows" and will crush Playmaker instantly should he end his turn recklessly. Playmaker agrees, and he decides to create a formation to survive Bohman's attack this turn. He activates a Spell Card, "Cynet Mining", discarding a card to add a Level 4 or lower Cyberse monster from his Deck to his hand. He sends "Dotscaper" to the Graveyard, and adds "Cyberse Gadget" to his hand, which he promptly Summons. He activates its effect, Special Summoning a Level 2 or lower monster from his Graveyard in Defense Posotion with its effects negated, and he revives "Dotscaper". Then Playmaker chants "Appear! The circuit that leads to the future!" and declares that the Summoning condition is one Level 1 monster, setting "Dotscaper" to Link Summon the Link 1 "Linkuriboh". Then he activates the effect of "Dotscaper" as it was sent to the Graveyard, Special Summoning it, and he chants again "Appear! The circuit that leads to the future!" He declares that the Summoning conditions are two Cyberse monsters, and he sets "Cyberse Gadget" and "Linkuriboh" in the Link Arrows to Link Summon the Link-2 "Cyberse Witch".

Playmaker then activates the effect of "Cyberse Gadget" as it was sent from the field to the Graveyard, Special Summoning a "Gadget Token". The he activates the effect of "Cyberse Witch" as a monster was Special Summoned to a zone that it points to, banishing a Spell from his Graveyard to add a Cyberse Ritual Monster and "Cynet Ritual" from his Deck to his hand. He banishes "Cynet Mining", and then adds "Cyberse Magician" and "Cynet Ritual" to his hand. Then the effect of "Cyberse Witch" allows Playmaker to Special Summon a Level 4 or lower Cyberse monster from his Graveyard, and he revives "Cyberse Gadget". Playmaker then activates the Ritual Spell Card "Cynet Ritual", Tributing the Level 2 "Gadget Token", Level 4 "Cyberse Gadget" and Level 1 "Dotscaper", Ritual Summoning "Cyberse Magician". He equips it with the Equip Spell Card "Grid Rod", increasing its ATK by 300 and preventing it from being affected by Bohman's card effects, and "Cyberse Magician's" staff is replaced by a mystical rod as he rises to 2800 ATK. Ai cheers and he praises Playmaker's move as perfect, and Playmaker ends his turn. Behind them, Harlan muses that he sees; Playmaker brought out "Cyberse Magician" on his first turn to halve any damage he'd take and strengthen his defenses. Bohman notes that "Cyberse Magician" has 2800 ATK, so Playmaker is using him and "Grid Rod" to stop his attacks, but will it be enough to survive them?

He tells Playmaker to witness how he's evolved, and he declares his turn and draws, then Summons "Hydradrive Booster". He chants "Appear! The circuit that connects to the truth!" and sets "Booster", Link Summoning the Link-1 "Flow Hydradrive". He activates the Spell Card, "Hydradrive Rebuild", destroying a "Hydradrive" monster he controls. "Flow Hydradrive" is destroyed, much to Ai's surprise, but Playmaker recalls that the effect of "Flow Hydradrive" will allow Bohman to Special Summon a Token monster. Bohman Special Summons the "Hydradrive Token" in Defense Position, and Ai asks why Bohman went to the trouble of Summoning the Token. Bohman then adds that the effect of "Hydradrive Rebuild" will allow him to Special Summon a "Hydradrive" from his Graveyard with its effects negated if he activated the effect of the destroyed "Hydradrive" in the Graveyard this turn. He resurrects "Flow Hydradrive", and Playmaker deduces that Bohman destroyed his own "Hydradrive" in order to move his Link Monster to the Main Monster Zone. Bohman smiles and he confirms that he did, activating the Link Spell Card "Judgment Arrows" and chanting "Appear! The three arrows that judge the world!" Ai declares that there's Bohman's Link Spell, which will double the ATK of a monster it points to. Bohman then activates a Quick-Play Spell Card, "Hydradrive Defragment" as an effect destroyed one of his "Hydradrive" monsters this turn, allowing him to destroy one Spell or Trap Card his opponent controls. He chooses to destroy "Grid Rod", which explodes in "Cyberse Magician's" hand, reducing him back to 2500 ATK. Ai states that even if Bohman doubles the ATK of "Flow Hydradrive", "Cyberse Magician" will still have more ATK. Bohman admits that's true, but it's not enough to stop him now. He chants "Appear! The circuit that connects to the truth!" and explains that the Summoning condition is one "Hydradrive", setting the "Hydradrive Token" to Link Summon the Link-1 "Burn Hydradrive". Then he activates the effect of "Hydradrive Defragment" from his Graveyard, banishing it to add a "Hydradrive" Spell Card from his Graveyard to his hand, and he takes back "Hydradrive Rebuild". Ai muses that Bohman retrieved his card that destroys his own monster again, and he realizes what that means. Bohman activates "Hydradrive Rebuild" again, this time destroying "Burn Hydradrive", which activates its effect to Special Summon a "Hydradrive Token", and then the effect of "Hydradrive Rebuild" resurrects "Burn Hydradrive". Bohman chants "Appear! The circuit that connects the truth!" and declares that the Summoning condition is one "Hydradrive" monster, setting the "Hydradrive Token" to Link Summon the Link-1 "Coolant Hydradrive". Noting Bohman's three Link-1 monsters, Playmaker muses that a Link-3 monster is coming, and once again Bohman chants "Appear! The circuit that connects the truth!" He declares that the Summoning conditions are three "Hydradrive" Link Monsters, and he sets "Burn", "Flow" and "Coolant Hydradrive", chanting "Link Summon! Come out, the cursed conqueror! Link-3 Trident Hydradrive Lord!"

Ai declares that a Link-3 "Hydradrive" has arrived, and Bohman activates the effect of "Trident Hydradrive Lord" as it was Link Summoned, allowing it to take on the Attributes of the "Hydradrive" monsters used to Summon it and negate the effects of Playmaker's monsters with those same Attributes. "Trident Hydradrive Lord" spins its staff and projects the green, blue and red energy serpents from it as Playmaker reflects that "Trident Hydradrive Lord" is now WIND, WATER and FIRE. Ai pops up and points out that "Cyberse Magician" is DARK and its effects won't be negated, but Bohman reminds Ai that he has "Judgment Arrows" and will be able to increase the ATK of "Hydradrive Lord" past that of "Cyberse Magician". Playmaker grits his teeth and Ai yelps that this is bad. Bohman Sets a card and then he orders "Trident Hydradrive Lord" to attack "Cyberse Magician". The effect of "Judgment Arrows" activates, doubling the ATK of "Trident Hydradrive Lord" to 4600. Playmaker activates the effect of "Cyberse Magician" in response as it is battling a Link Monster, increasing its ATK by 1000 to 3500. Bohmam comments that the ATK boost is futile, but Playmaker activates the effect of "Grid Rod" from his Graveyard as it was sent there this turn, preventing the equipped monster form being destroyed by battle or card effects. In addition, the "Cyberse Architect" effect of "Cyberse Magician" will halve the damage he takes, and "Cyberse Magician" lowers his visor and blasts out the red beam of energy, blunting the arc of energy approaching it before it hits and reduces Playmaker to 3450 LP. Bohman ends his turn and he notes that Playmaker managed to survive this turn, but wonders if he can survive his next attack. Ai curses, but he vows that he won't give up until he takes revenge for his homeland and he tells Playmaker to go.

Playmaker declares his turn and draws another Equip Spell, "Suspend Wand". Ai takes note of the card, and Playmaker adds it to his hand and activate another, "Resume Mace", which he equips to "Cyberse Magician", replacing its staff and causing it to lose 800 ATK, resulting in 1700. Harlan is surprised that Playmaker would reduce his own ATK, but Playmaker reveals that he can send "Resume Mace" to the Graveyard to double the original ATK of the equipped monster. Bohman muses that he sees that this is how Playmaker will destroy his "Trident Hydradrive Lord". Playmaker tells Bohman that he's coming, but Ai tells him to wait and points out that they have one more card in their hand and he tells him to use it. Playmaker looks at his last card, "Suspend Wand" and Ai tells Playmaker to end it now, he hates to admit it, but Bohman's a lot stronger now and a chance to defeat him won't come easily. Playmaker asks Ai in concern what's wrong, and Ai states that something inside him is saying that Bohman has to be defeated right now. Playmaker asks what's inside Ai, and Ai admits that he isn't sure, but he sometimes feels it during a Duel. He begs Playmaker to do it, and Playmaker agrees. He equips "Cyberse Magician" with the Equip Spell "Suspend Wand", which "Cyberse Magician" takes in its other hand. Bohman is surprised at the new Equip Spell, and Playmaker orders "Cyberse Magician" to attack "Trident Hydradrive Lord". The effect of "Suspend Wand" then activates, and Bohman is surprised that Playmaker is using the effect of the new Equip Spell rather than that of "Resume Mace". Playmaker explains that the equipped monster can't be destroyed by battle when it attacks, and the damage he takes is doubled. Harlan cries "What?!" in utter shock, but Bohman just immediately reminds Playmaker that the effect of "Judgment Arrows" doubles the ATK of "Trident Hydradrive Lord" again, and Playmaker likewise reminds him of the effect of "Cyberse Magician", which gains 1000 ATK, putting it at 2700 as it blasts a spiral of green energy from "Suspend Wand" at "Trident Hydradrive Lord", which retaliates with its rainbow energy arc. The attacks explode on contact, blasting Playmaker backwards. Harlan is shocked that Playmaker would double his own damage, and Ai calculates that 1900 x 2 is 3800, so if this gets through Playmaker would lose, but the effect of "Cyberse Magician" halves the damage and resulted in only 1900 damage, neither less or more. Playmaker adds that the effect of "Suspend Wand" will allow "Cyberse Magician" to attack again, much to Bohman and Harlan's shock. "Cyberse Magician" charges forwards, and this time Playmaker activates the effect of "Resume Mace" as the ATK of the equipped monster is lower than that of the monster it is battling, sending it to the Graveyard to double the original ATK of "Cyberse Magician". "Cyberse Magician" dispels "Resume Mace" and rises to 5000 ATK, and Bohman once again declares the effect of "Judgment Arrows", doubling the ATK of "Trident Hydradrive Lord". Again, the effect of "Cyberse Magician" activates, increasing its ATK by 1000, to 6000, and Bohman growls in frustration.

Then Playmaker activates the effect of "Suspend Wand", sending it to the Graveyard to have "Cyberse Magician" gain ATK equal to the battle damage he took this turn. "Cyberse Magician" dispels "Suspend Wand" as well, increasing to 7900 ATK. Harlan gasps the ATK value, and Bohman realizes that this is the combo that Playmaker was going for; he could have destroyed "Trident Hydradrive Lord" just with "Resume Mace", but instead he's going for broke. He asks why, why did Playmaker do that, but then he sees Ai's expression of fury, and he realizes that it was Ai's suggestion. Ai orders "Cyberse Magician" to go, and Playmaker declares the "Cyber Magic Attack" of "Cyberse Magician", who re-materializes his staff and launches a massive black-blue magic surge at "Trident Hydradrive Lord", disintegrating it and reducing Bohman to 700 LP. Harlan gasps that this is bad, since Playmaker can still attack with "Cyberse Witch" and Bohman will lose if he takes that attack. Ai tells Playmaker to go and defeat Bohman this turn, but Bohman replies that he can't let that attack get through. He activates a Continuous Trap Card, "Property Flash", placing a Property Counter on it for every 1000 damage he took and then ending the Battle Phase. Playmaker and Ai gasp "What?!" in shock, and Ai realizes that this means that they can't end Bohman. Bohman observes that the last attack was unlike Playmaker and he claims that the Dark Ignis misled him. He asks Ai why he's so impatient, and Ai protests that he isn't, but a voice inside him told him that Bohman needed to be defeated. Bohman is intrigued by the prospect, but then he realizes what Lightning was talking about; what Ai has and Bohman doesn't has led him to dig his own grave. Ai repeats Bohman's words, and Bohman confirms that he is talking about instinct, much to Playmaker's shock. "Instinct?" Ai asks, and Bohman states that just as Lightning said, Ai may truly be a special A.I.

Featured Duel: Playmaker vs. Bohman[edit]

Playmaker VS Bohman 72.png

The Duel is conducted as a Speed Duel.

Turn 1: Playmaker
Playmaker activates the Spell "Cynet Mining", sending a card from his hand to the GY to add a Level 4 or lower Cyberse monster from his Deck to his hand, but Playmaker cannot Link Summon Link-3 or higher Link Monsters for the rest of this turn. He sends "Dotscaper" to add the Level 4 "Cyberse Gadget" and subsequently Normal Summon it (1400/300). As "Cyberse Gadget" was Normal Summoned, Playmaker activates its effect, targeting a Level 2 or lower monster in his GY and Special Summoning it in Defense Position, but its effects are negated. He targets and Special Summons the Level 1 "Dotscaper" (0/2100). Playmaker sets "Dotscaper" in the Link Arrows to Link Summon "Linkuriboh" (300/↓) to the Extra Monster Zone. As "Dotscaper" was sent to the GY, Playmaker activates its effect, Special Summoning it (0/2100). Playmaker sets "Cyberse Gadget" and "Linkuriboh" to Link Summon "Cyberse Witch" (800/↙↓) to the Extra Monster Zone. As "Cyberse Gadget" was sent from the field to the GY, Playmaker activates its effect, Special Summoning a "Gadget Token". He Special Summons it (0/0) in Defense Position to a zone "Cyberse Witch" points to. As a monster was Special Summoned to a zone "Cyberse Witch" points to, Playmaker activates its effect, banishing a Spell from his GY to add a Cyberse Ritual Monster and "Cynet Ritual" from his Deck to his hand. He banishes "Cynet Mining" to add "Cyberse Magician" and "Cynet Ritual". During the Main Phase, as the first effect of "Cyberse Witch" was activated this turn, Playmaker activates its second effect, targeting a Level 4 or lower Cyberse monster in his GY and Special Summoning it. He targets and Special Summons "Cyberse Gadget" (1400/300).

Playmaker activates the Ritual Spell "Cynet Ritual", Ritual Summoning a Cyberse Ritual Monster by Tributing monsters from his hand or field whose total Levels equal or exceed the Level of that Ritual Monster. He Tributes the Level 2 "Gadget Token", the Level 4 "Cyberse Gadget", and the Level 1 "Dotscaper" to Ritual Summon "Cyberse Magician" (2500/2000). Playmaker activates the Equip Spell "Grid Rod", equipping it to "Cyberse Magician". The effects of "Grid Rod" increase the ATK of the equipped "Cyberse Magician" by 300, also it is unaffected by Bohman's card effects, and prevent it from being destroyed by battle or card effects once per turn ("Cyberse Magician": 2500 → 2800 ATK).

Turn 2: Bohman
Bohman Normal Summons "Hydradrive Booster". Bohman sets "Hydradrive Booster" in the Link Arrows to Link Summon "Flow Hydradrive" (1000/↓) to the Extra Monster Zone. Bohman activates the Spell "Hydradrive Rebuild", targeting a "Hydradrive" monster he controls and destroying it, then if the "Hydradrive" monster that was destroyed by this effect activates its effect in his GY this turn, Bohman Special Summons a "Hydradrive" monster from his GY, but it cannot attack, its effects are negated, also it is destroyed during the End Phase. He targets and destroys "Flow Hydradrive". As "Flow Hydradrive" was destroyed by battle or card effect, Bohman activates its effect, Special Summoning a "Hydradrive Token" (0/0) in Defense Position. As "Flow Hydradrive" activated its effect from the GY, Bohman Special Summons "Flow Hydradrive" (1000/↓) to the middle Main Monster Zone. Bohman activates the Link Spell "Judgment Arrows" (↖↑↗) at the Spell & Trap Zone the bottom-center Link Arrow of "Flow Hydradrive" points to. As a "Hydradrive" Link Monster Bohman controls was destroyed by a card effect this turn, Bohman activates the Quick-Play Spell "Hydradrive Defragment", targeting a Spell/Trap Card Playmaker controls and destroying it. He targets and destroys "Grid Rod" ("Cyberse Magician": 2800 → 2500 ATK). As "Grid Rod" was sent to the GY while equipped to a monster, Playmaker activates its effect, making that monster unable to be destroyed battle or card effects this turn.

Bohman sets a "Hydradrive Token" in the Link Arrows to Link Summon "Burn Hydradrive" (1000/↓) to a zone "Judgment Arrows" points to. Bohman activates the effect of "Hydradrive Defragment" in his GY, banishing it, then targeting a "Hydradrive" Spell in his GY to add it to his hand. He targets, adds, and subsequently activates "Hydradrive Rebuild", targeting a "Hydradrive" monster he controls and destroying it, then if the "Hydradrive" monster that was destroyed by this effect activates its effect in his GY this turn, Bohman Special Summons a "Hydradrive" monster from his GY, but it cannot attack, its effects are negated, also it is destroyed during the End Phase. He targets and destroys "Burn Hydradrive". As "Burn Hydradrive" was destroyed by battle or card effect, Bohman activates its effect, Special Summoning a "Hydradrive Token" (0/0) in Defense Position. As "Burn Hydradrive" activated its effect from the GY, Bohman Special Summons "Burn Hydradrive" (1000/↓). Bohman sets a "Hydradrive Token" in the Link Arrows to Link Summon "Coolant Hydradrive" (1000/↓) to a zone "Judgment Arrows" points to.

Bohman sets "Flow Hydradrive", "Burn Hydradrive" and "Coolant Hydradrive" to Link Summon "Trident Hydradrive Lord" (2300/←↓→) to a zone "Judgment Arrows" points to. As "Hydradrive Lord" was Link Summoned, Bohman activates its effect, targeting up to three "Hydradrive" Link Monsters in his GY that was used as materials for its Link Summon, and changing its Attribute on the field to become the same as those monsters'. He targets the WIND "Flow Hydradrive", the FIRE "Burn Hydradrive", and the WATER "Coolant Hydradrive". The effect of "Hydradrive Lord" negates the effects of monsters with the same Attributes as "Hydradrive Lord" while Playmaker controls them. Bohman Sets a card. "Hydradrive Lord" attacks "Cyberse Magician". If a Link Monster "Judgment Arrows" points to battles, its effect makes that monster's ATK become double its current ATK during damage calculation only ("Hydradrive Lord": 2300 → 4600 ATK). If "Cyberse Wizard" battles a Link Monster, its effect increases its ATK by 1000 during that damage calculation only ("Cyberse Magician": 2500 → 3500 ATK). The effect of "Cyberse Magician" halves any damage Playmaker takes. The attack continues and "Cyberse Magician" is not destroyed (Playmaker: 4000 → 3450 LP).

Turn 3: Playmaker
Playmaker draws "Suspend Wand". Playmaker activates the Equip Spell "Resume Mace", equipping it to "Cyberse Magician". The effect of "Resume Mace" decreases the ATK of the the equipped "Cyberse Magician" by 800 ("Cyberse Magician": 2500 → 1700 LP). Playmaker activates the Equip Spell "Suspend Wand", equipping it to "Cyberse Magician". "Cyberse Magician" attacks "Hydradrive Lord". As the equipped "Cyberse Magician" declared an attack, Playmaker activates the effect of "Suspend Wand", this turn, the equipped "Cyberse Magician" cannot be destroyed by battle, and any battle damage Playmaker takes from that battle is doubled, also the equipped "Cyberse Magician" can make a second attack during each Battle Phase. During damage calculation, the effects of "Judgment Arrows" and "Cyberse Magician" apply ("Hydradrive Lord": 2300 → 4600 ATK, "Cyberse Magician": 1700 → 2700 ATK). The effect of "Cyberse Magician" halves any damage Playmaker takes. The attack continues and "Cyberse Magician" is not destroyed (Playmaker: 3450 → 1550 LP). "Cyberse Magician" attacks "Hydradrive Lord". During damage calculation, as the equipped "Cyberse Magician" is attacking a monster with higher ATK, Playmaker activates the effect of "Resume Mace", sending it to the GY to double the original ATK of the monster it was equipped to, until the end of the Battle Phase ("Cyberse Magician": 1700 → 4200 ATK). During damage calculation, the effects of "Judgment Arrows" and "Cyberse Magician" apply ("Hydradrive Lord": 2300 → 4600 ATK, "Cyberse Magician": 4200 → 5200 ATK). As the equipped "Cyberse Magician" is attacking Bohman's monster, Playmaker activates the effect of "Suspend Wand", sending it to the GY to make the monster it was equipped to gain ATK equal to the total battle damage Playmaker took this turn from battles involving the equipped monster, until the end of Bohman's turn ("Cyberse Magician": 5200 → 6000 → 7900 ATK). The attack continues and "Hydradrive Lord" is destroyed (Bohman: 4000 → 700 LP). As Bohman took battle damage, he activates his face-down Continuous Trap Card "Property Flash", placing a Property Counter on it for every 1000 damage he took, then ending the Battle Phase. Bohman took 3300 damage, so he places 3 Property Counters on it ("Property Flash": 0 → 3 Property Counters).

Duel continues in the next episode.

Featured cards[edit]

The following cards appeared in this episode. Cards in italics debuted here.

Yusaku Fujiki/Playmaker
Bohman
Fake Cyberse World
Cyberse World

In other languages[edit]

Language Title
Germany German Lupenreine Perfektion
Brazil Portuguese Perfeição Desanuviada
Mexico Spanish Culminación clara