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- Bear-Disguise Robo
- Level 4 EARTH Machine/Effect
- 1600/1800
- 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".
- Cheetah-Disguise Robo
- Level 4 EARTH Machine/Effect
- 1800/1600
- 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".
- Crane-Disguise Robo
- Level 3 EARTH Machine/Effect
- 1400/1300
- 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".
- Crow-Disguise Robo
- Level 4 WIND Machine/Effect
- 1700/1100
- 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".
- Cattle-Disguise Robo
- Level 3 EARTH Machine/Effect
- 1700/600
- 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".
- Dolphin-Disguise Robo
- Level 2 WATER Machine/Effect
- 700/2100
- 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".
- Eagle-Disguise Robo
- Level 4 WIND Machine/Effect
- 1600/2000
- 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".
- Falcon-Disguise Robo
- Level 4 WIND Machine/Effect
- 1700/1600
- 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".
- Toad-Disguise Robo
- Level 1 WATER Machine/Effect
- 800/100
- 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".
- Gorilla-Disguise Robo
- Code-2 EARTH Machine/Code/Effect
- 1800/2100
- 2 Machine monsters
- 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.
- Hawk-Disguise Robo
- Level 3 WIND Machine/Effect
- 1500/1000
- 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".
- Leopard-Disguise Robo
- Level 3 EARTH Machine/Effect
- 1400/1600
- 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".
- Lion-Disguise Robo
- Code-3 EARTH Machine/Code/Effect
- 2500/600
- 2+ monsters, including a "Disguise Robo" monster
- 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.
- Owl-Disguise Robo
- Level 2 WIND Machine/Effect
- 600/2100
- 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".
- Panther-Disguise Robo
- Code-2 EARTH Machine/Code/Effect
- 2000/1500
- 2 "Disguise Robo" monsters
- 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.
- Rhino-Disguise Robo
- Level 1 EARTH Machine/Effect
- 500/500
- 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".
- Salamander-Disguise Robo
- Code-3 FIRE Machine/Code/Effect
- 2400/2000
- 2+ "Disguise Robo" monsters
- 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.
- Shark-Disguise Robo
- Level 4 WATER Machine/Effect
- 1500/1900
- 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".
- Sheep-Disguise Robo
- Level 4 EARTH Machine/Effect
- 1100/1900
- 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".
- Swordfish-Disguise Robo
- Level 2 WATER Machine/Effect
- 1200/1600
- 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".
- Turtle-Disguise Robo
- Level 3 WATER Machine/Effect
- 600/2000
- 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".
- Wolf-Disguise Robo
- Level 4 EARTH Machine/Effect
- 1800/1800
- 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".
- Boar-Disguise Robo
- Level 4 EARTH Machine/Effect
- 2000/0
- 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".
- Bunny-Disguise Robo
- Level 3 EARTH Machine/Effect
- 1400/1000
- 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".
- Cobra-Disguise Robo
- Level 2 EARTH Machine/Effect
- 900/1700
- 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".
- Dragon-Disguise Robo
- Code-4 FIRE Machine/Code/Effect
- 2500/2000
- 2+ Effect Monsters
- 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.
- Tiger-Disguise Robo
- Code-1 EARTH Machine/Code/Effect
- 1500/1000
- 1 Level 4 or lower Machine monster
- 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.
- Bestial-Disguise Robos
- Quick-Play Spell
- 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.
- Flash-Disguise Robo
- Quick-Play Spell
- 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.
- Rampage-Disguise Robo
- Quick-Play Spell
- 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.
- Recovery-Disguise Robo
- Normal Spell
- 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.
- Task-Disguise Robo
- Normal Trap
- 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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