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- Leonight Gecko Grappler
- Level 3 LIGHT Meta/Effect
- 1600/400
- During your Main Phase, you can Normal Summon 1 "Leonight" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Draw 1 card.
- ● Spell/Trap Card: Special Summon 1 "Leonight Token" (Meta/LIGHT/Level 1/ATK 0/DEF 0)
- You can only use this effect of "Leonight Gecko Grappler" once per turn.
- Leonight Thorn Lasher
- Level 4 LIGHT Meta/Effect
- 1800/1400
- If this card is Normal or Special Summoned: You can add 1 Level 4 or lower Meta monster from your Deck to your hand. If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Inflict 600 damage to your opponent.
- ● Spell/Trap Card: Place 2 Prime Counters in your Extra Deck.
- You can only use each effect of "Leonight Thorn Lasher" once per turn.
- Leonight Sparrow Sparrer
- Level 4 LIGHT Meta/Effect
- 1500/1500
- If you control a "Leonight" monster other than "Leonight Sparrow Sparrer", you can Special Summon this card (from your hand). If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Destroy 1 Spell/Trap on the field.
- ● Spell/Trap Card: Special Summon 1 "Leonight" monster from your Deck, except "Leonight Sparrow Sparrer".
- You can only use this effect of "Leonight Sparrow Sparrer" once per turn.
- Leonight Evil Absolver
- Level 6 LIGHT Meta/Effect
- 2400/2000
- If a face-up "Leonight" monster(s) you control is destroyed by battle or your card effect: You can Special Summon this card from your hand. If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Banish 1 monster on the field.
- ● Spell/Trap Card: Special Summon 1 "Leonight" monster from your hand, except "Leonight Evil Absolver".
- You can only use each effect of "Leonight Evil Absolver" once per turn.
- Leonight Trout Lanceman
- Level 3 LIGHT Meta/Effect
- 1100/700
- If this card is Normal or Special Summoned: You can add 1 "Leonight" Spell/Trap from your Deck to your hand. If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Change 1 face-up monster on the field to face-down Defense Position.
- ● Spell/Trap Card: Special Summon 1 "Leonight" monster from your GY, except "Leonight Trout Lanceman".
- You can only use each effect of "Leonight Trout Lanceman" once per turn.
- Leonight Ghost Striker
- Level 4 LIGHT Meta/Effect
- 1200/1600
- You can reveal this card in your hand, then target 1 "Leonight" card in your GY, except "Leonight Ghost Striker"; Special Summon this card from your hand, and if you do, return the targeted card to the hand. If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Destroy 1 Set card on the field.
- ● Spell/Trap Card: Special Summon this card, but banish it when it leaves the field.
- You can only use each effect of "Leonight Ghost Striker" once per turn.
- Leonight Flare Flail
- Level 4 LIGHT Meta/Normal
- 2000/100
- Leonight Dewdrop Double
- Level 6 LIGHT Meta/Effect
- 2500/1800
- You can reveal this card in your hand, then target 1 "Leonight" monster you control, except "Leonight Dewdrop Double"; Special Summon this card from your hand, and if you do, destroy the targeted monster. If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Special Summon this card, but banish it when it leaves the field.
- ● Spell/Trap Card: Draw 1 card.
- You can only use each effect of "Leonight Dewdrop Double" once per turn.
- Leonight Draco Devastater
- Level 5 LIGHT Meta/Effect
- 2000/1500
- You can reveal this card in your hand, then target 1 "Leonight" monster you control, except "Leonight Draco Devastater"; Special Summon this card from your hand, and if you do, destroy the targeted monster. If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Place 2 Prime Counters in your Extra Deck.
- ● Spell/Trap Card: Send 1 "Leonight" card from your Deck to the GY, except "Leonight Draco Devastater".
- You can only use each effect of "Leonight Draco Devastater" once per turn.
- Leonight Stone Shaman
- Level 3 LIGHT Meta/Effect
- 1500/1000
- If this card is destroyed by your own card effect and sent to the GY: You can activate the following effect, based on the type of card that destroyed this card;
- ● Monster: Add 1 "Leonight" monster from your Deck to your hand, except "Leonight Stone Shaman".
- ● Spell/Trap Card: Add 1 "Leonight" Spell/Trap from your Deck to your hand.
- You can only use each effect of "Leonight Stone Shaman" once per turn.
- Leonight Rex Master
- Prime Level 8 LIGHT Meta/Prime/Effect+3
- 2800/2800
- 1 Xyz Monster + 1 Meta monster / Remove 8 Prime Counters from your Extra Deck
- Once per turn, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute 1 monster this card points to; this card's ATK becomes double its original ATK during that damage calculation only. Banish any monster destroyed by battle with this card.
- Leonight Wyvern Duke
- Prime Level 8 LIGHT Meta/Prime/Effect+2
- 2500/2000
- 1 Xyz Monster + 1 Meta monster / Remove 8 Prime Counters from your Extra Deck
- If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card attacks a Defense Position monster, inflict piercing battle damage. Your opponent's monsters cannot target monsters for attacks, except this one. If this card destroys a monster by battle: Inflict damage to your opponent equal to its original ATK.
- Leonight Leviathan Bomber
- Prime Level 6 LIGHT Meta/Prime/Effect+2
- 2000/0
- 1 Xyz Monster + 1 Meta monster / Remove 6 Prime Counters from your Extra Deck
- When this card declares an attack: It gains 500 ATK. Once per turn: You can target 1 face-up monster on the field; negate that target's effects until the end of this turn. If this card in your possession is sent to the GY by an opponent's card: You can target 1 non-Prime "Leonight" card in your GY; add that target to your hand.
- Leonight Mental Menace
- Prime Level 7 LIGHT Meta/Prime/Effect+2
- 2500/2000
- 1 Xyz Monster + 1 Meta monster / Remove 6 Prime Counters from your Extra Deck
- Your opponent must pay 400 LP to activate cards or effects. When this card destroys an opponent's monster by battle and sends it to the GY: You can Special Summon that monster to your field in Defense Position. If this card in your possession is sent to the GY by an opponent's card: You can target 1 non-Prime "Leonight" card in your GY; add that target to your hand.
- Leonight General Giant
- Prime Level 7 LIGHT Meta/Prime/Effect+2
- 2400/1800
- 1 Xyz Monster + 1 Meta monster / Remove 6 Prime Counters from your Extra Deck
- Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved. If this card in your possession is sent to the GY by an opponent's card: You can target 1 non-Prime "Leonight" card in your GY; add that target to your hand.
- Leonight Roar
- Quick-Play Spell
- Target 1 "Leonight" Prime Monster you control; it can make a second attack during each Battle Phase this turn, also, if it attacks this turn, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.
- Leonight Eclipse
- Normal Spell
- Destroy as many "Leonight" monsters you control as possible, and if you do, place 2 Prime Counters in your Extra Deck for each card destroyed this way. During your End Phase, if you control a "Leonight" Prime Monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Leonight Eclipse" effect per turn, and only once that turn.
- Leonight Nightmares
- Normal Spell
- Banish 1 or 2 "Leonight" monsters from your GY; place 2 Prime Counters in your Extra Deck for each card banished. You can only activate 1 "Leonight Nightmares" per turn.
- Leonight Resolution
- Normal Trap
- Special Summon 1 "Leonight" monster from your Deck, but destroy it during the End Phase of this turn. You can only activate 1 "Leonight Resolution" per turn.
- Leonight Sorcery
- Normal Trap
- Target 1 "Leonight" monster you control and 1 monster your opponent controls; destroy them, then draw 1 card. You can only activate 1 "Leonight Sorcery" per turn.
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