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ArcDesLHK

Disguise Robo

Mar 29th, 2023
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  1. Bear-Disguise Robo
  2. Level 4 EARTH Machine/Effect
  3. 1600/1800
  4. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a card or effect that targets your "Disguise Robo" monster(s): You can Special Summon this card from your Spell & Trap Zone, and if you do, destroy 1 card your opponent controls. You can only control 1 "Bear-Disguise Robo".
  5.  
  6. Cheetah-Disguise Robo
  7. Level 4 EARTH Machine/Effect
  8. 1800/1600
  9. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. At the start of the Damage Step, if your "Disguise Robo" monster battles an opponent's monster: You can destroy that opponent's monster, and if you do, Special Summon this card from your Spell & Trap Zone. You can only control 1 "Cheetah-Disguise Robo".
  10.  
  11. Crane-Disguise Robo
  12. Level 3 EARTH Machine/Effect
  13. 1400/1300
  14. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a card or effect that would destroy your "Disguise Robo" monster(s): You can Special Summon this card from your Spell & Trap Zone, and if you do, banish 1 card from your opponent's GY. You can only control 1 "Crane-Disguise Robo".
  15.  
  16. Crow-Disguise Robo
  17. Level 4 WIND Machine/Effect
  18. 1700/1100
  19. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a monster effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, add 1 "Disguise Robo" monster from your Deck to your hand, except "Crow-Disguise Robo". You can only control 1 "Crow-Disguise Robo".
  20.  
  21. Cattle-Disguise Robo
  22. Level 3 EARTH Machine/Effect
  23. 1700/600
  24. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a monster effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, Special Summon 1 "Disguise Robo" monster from your hand or GY. You can only control 1 "Cattle-Disguise Robo".
  25.  
  26. Dolphin-Disguise Robo
  27. Level 2 WATER Machine/Effect
  28. 700/2100
  29. This card can attack directly. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a monster effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, place 1 "Disguise Robo" monster from your Deck to your Spell & Trap Zone as a Continuous Spell. You can only control 1 "Dolphin-Disguise Robo".
  30.  
  31. Eagle-Disguise Robo
  32. Level 4 WIND Machine/Effect
  33. 1600/2000
  34. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a monster effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, change 1 face-up monster your opponent controls to face-down Defense Position. You can only control 1 "Eagle-Disguise Robo".
  35.  
  36. Falcon-Disguise Robo
  37. Level 4 WIND Machine/Effect
  38. 1700/1600
  39. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a Spell/Trap Card or effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, destroy 1 Spell/Trap your opponent controls. You can only control 1 "Falcon-Disguise Robo".
  40.  
  41. Toad-Disguise Robo
  42. Level 1 WATER Machine/Effect
  43. 800/100
  44. If this card is sent to the GY as Code Material for the Code Summon of a "Disguise Robo" monster: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Toad-Disguise Robo" once per turn. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a monster effect: You can Special Summon this card from your Spell & Trap Zone. You can only control 1 "Toad-Disguise Robo".
  45.  
  46. Gorilla-Disguise Robo
  47. Code-2 EARTH Machine/Code/Effect
  48. 1800/2100
  49. 2 Machine monsters
  50. If this card is Code Summoned: You can return all "Disguise Robo" monsters that were used for its Code Summon to your hand. You can only use this effect of "Gorilla-Disguise Robo" once per turn. When an opponent's monster declares an attack: You can remove 1 Code Counter from this card; for that battle, monsters cannot be destroyed by battle, also you take no battle damage.
  51.  
  52. Hawk-Disguise Robo
  53. Level 3 WIND Machine/Effect
  54. 1500/1000
  55. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a monster effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, Special Summon 1 "Disguise Robo Token" (Machine/WIND/Level 3/ATK 1000/DEF 1000). You can only control 1 "Hawk-Disguise Robo".
  56.  
  57. Leopard-Disguise Robo
  58. Level 3 EARTH Machine/Effect
  59. 1400/1600
  60. During your Main Phase, you can Normal Summon 1 "Disguise Robo" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a monster effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, inflict 500 damage to your opponent. You can only control 1 "Leopard-Disguise Robo".
  61.  
  62. Lion-Disguise Robo
  63. Code-3 EARTH Machine/Code/Effect
  64. 2500/600
  65. 2+ monsters, including a "Disguise Robo" monster
  66. Once per turn: You can remove 1 Code Counter from this card, then target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect. You can send 1 card equipped to this card to the GY; destroy 1 card your opponent controls. You can only use this effect of "Lion-Disguise Robo" once per turn.
  67.  
  68. Owl-Disguise Robo
  69. Level 2 WIND Machine/Effect
  70. 600/2100
  71. If you control a "Disguise Robo" monster, you can Special Summon this card (from your hand). You can only Special Summon "Owl-Disguise Robo" once per turn this way. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a Spell/Trap Card or effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, gain 600 LP. You can only control 1 "Owl-Disguise Robo".
  72.  
  73. Panther-Disguise Robo
  74. Code-2 EARTH Machine/Code/Effect
  75. 2000/1500
  76. 2 "Disguise Robo" monsters
  77. You can target 1 "Disguise Robo" monster in your GY; add it to your hand. During damage calculation, if this card battles an opponent's monster (Quick Effect): You can remove 1 Code Counter from this card; that opponent's monster loses 1000 ATK until the end of this turn. You can only use each effect of "Panther-Disguise Robo" once per turn.
  78.  
  79. Rhino-Disguise Robo
  80. Level 1 EARTH Machine/Effect
  81. 500/500
  82. You can pay 500 LP; Special Summon this card from your hand. You can only use this effect of "Rhino-Disguise Robo" once per turn. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a Spell/Trap Card or effect: You can Special Summon this card from your Spell & Trap Zone. You can only control 1 "Rhino-Disguise Robo".
  83.  
  84. Salamander-Disguise Robo
  85. Code-3 FIRE Machine/Code/Effect
  86. 2400/2000
  87. 2+ "Disguise Robo" monsters
  88. You can target 1 "Disguise Robo" monster in your GY; add it to your hand. You can only use this effect of "Salamander-Disguise Robo" once per turn. At the start of the Damage Step, if this card battles a monster: You can remove 1 Code Counter from this card; destroy that monster, and if you do, inflict damage to your opponent equal to the ATK the destroyed monster had on the field.
  89.  
  90. Shark-Disguise Robo
  91. Level 4 WATER Machine/Effect
  92. 1500/1900
  93. You can target 1 "Disguise Robo" monster in your GY, except "Shark-Disguise Robo"; Special Summon this card from your hand, and if you do, add that monster to your hand. You can only use this effect of "Shark-Disguise Robo" once per turn. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a Spell/Trap Card or effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, action. You can only control 1 "Shark-Disguise Robo".
  94.  
  95. Sheep-Disguise Robo
  96. Level 4 EARTH Machine/Effect
  97. 1100/1900
  98. If this card is Normal or Special Summoned: You can add 1 "Disguise Robo" card from your Deck to your hand, except "Sheep-Disguise Robo". You can only use this effect of "Sheep-Disguise Robo" once per turn. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a Spell/Trap Card or effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, Special Summon 1 "Disguise Robo Token" (Machine/WIND/Level 3/ATK 1000/DEF 1000). You can only control 1 "Sheep-Disguise Robo".
  99.  
  100. Swordfish-Disguise Robo
  101. Level 2 WATER Machine/Effect
  102. 1200/1600
  103. If this card is Normal or Special Summoned: You can Special Summon 1 "Disguise Robo Token" (Machine/WIND/Level 3/ATK 1000/DEF 1000). You can only use this effect of "Swordfish-Disguise Robo" once per turn. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a Spell/Trap Card or effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, this card can attack directly this turn. You can only control 1 "Swordfish-Disguise Robo".
  104.  
  105. Turtle-Disguise Robo
  106. Level 3 WATER Machine/Effect
  107. 600/2000
  108. If you control no monsters, you can Special Summon this card (from your hand). You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a Spell/Trap Card or effect: You can Special Summon this card from your Spell & Trap Zone, and if you do, you can return 1 monster on the field to the hand. You can only control 1 "Turtle-Disguise Robo".
  109.  
  110. Wolf-Disguise Robo
  111. Level 4 EARTH Machine/Effect
  112. 1800/1800
  113. If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Wolf-Disguise Robo" once per turn this way. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a card or effect that targets your "Disguise Robo" monster(s): You can Special Summon this card from your Spell & Trap Zone, and if you do, Special Summon 1 "Disguise Robo" Code Monster from your GY. You can only control 1 "Wolf-Disguise Robo".
  114.  
  115. Boar-Disguise Robo
  116. Level 4 EARTH Machine/Effect
  117. 2000/0
  118. If this card attacks, it is changed to Defense Position at the end of the Damage Step. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a card or effect that targets your "Disguise Robo" monster(s): You can Special Summon this card from your Spell & Trap Zone, and if you do, negate the effect of 1 face-up card your opponent controls, until the end of this turn. You can only control 1 "Boar-Disguise Robo".
  119.  
  120. Bunny-Disguise Robo
  121. Level 3 EARTH Machine/Effect
  122. 1400/1000
  123. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a card or effect that targets your "Disguise Robo" monster(s): You can Special Summon this card from your Spell & Trap Zone, and if you do, your "Disguise Robo" cards cannot be destroyed by battle this turn. You can only control 1 "Bunny-Disguise Robo".
  124.  
  125. Cobra-Disguise Robo
  126. Level 2 EARTH Machine/Effect
  127. 900/1700
  128. You can place this card from your hand to your Spell & Trap Zone as a Continuous Spell. If your opponent activates a card or effect that targets your "Disguise Robo" monster(s): You can Special Summon this card from your Spell & Trap Zone, and if you do, your "Disguise Robo" cards cannot be destroyed by card effects this turn. You can only control 1 "Cobra-Disguise Robo".
  129.  
  130. Dragon-Disguise Robo
  131. Code-4 FIRE Machine/Code/Effect
  132. 2500/2000
  133. 2+ Effect Monsters
  134. You can also Code Summon this card in Compact Mode by using 1 Code Number 2 or 3 "Disguise Robo" Code Monster you control. (While this card is in Compact Mode, transfer its Code Counters to this card.) You can target 1 "Disguise Robo" card in your GY; add it to your hand. You can remove 2 Code Counters from this card, then target 1 card your opponent controls; destroy it. You can only use each effect of "Dragon-Disguise Robo" once per turn.
  135.  
  136. Tiger-Disguise Robo
  137. Code-1 EARTH Machine/Code/Effect
  138. 1500/1000
  139. 1 Level 4 or lower Machine monster
  140. If this card is Link Summoned: You can remove 1 Code Counter from this card; add 1 "Disguise Robo" Spell/Trap from your Deck to your hand. If a Code Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Tiger-Disguise Robo" once per turn.
  141.  
  142. Bestial-Disguise Robos
  143. Quick-Play Spell
  144. Target up to 2 "Disguise Robo" cards in your Spell & Trap Zone; Special Summon them. You can only activate 1 "Bestial-Disguise Robos" per turn.
  145.  
  146. Flash-Disguise Robo
  147. Quick-Play Spell
  148. Target up to 2 Level 4 or lower "Disguise Robo" monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells. You can only activate 1 "Flash-Disguise Robo" per turn.
  149.  
  150. Rampage-Disguise Robo
  151. Quick-Play Spell
  152. Target 1 "Disguise Robo" Code Monster you control; if that target battles an opponent's monster this turn, you can send 1 Spell/Trap your opponent controls to the GY. Your opponent cannot activate cards or effects in response to this effect's activation.
  153.  
  154. Recovery-Disguise Robo
  155. Normal Spell
  156. If you control 2 or more "Disguise Robo" cards in your Spell & Trap Zone: Send 1 "Disguise Robo" card from your Spell & Trap Zone to the GY, and if you do, draw 2 cards. You can only activate 1 "Recovery-Disguise Robo" per turn.
  157.  
  158. Task-Disguise Robo
  159. Normal Trap
  160. Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then, if you control a "Disguise Robo" Code Monster, banish it when it leaves the field. You can only activate 1 "Task-Disguise Robo" per turn.
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