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ArcDesLHK

Leonight

Mar 18th, 2022 (edited)
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  1. Leonight Gecko Grappler
  2. Level 3 LIGHT Meta/Effect
  3. 1600/400
  4. 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;
  5. ● Monster: Draw 1 card.
  6. ● Spell/Trap Card: Special Summon 1 "Leonight Token" (Meta/LIGHT/Level 1/ATK 0/DEF 0)
  7. You can only use this effect of "Leonight Gecko Grappler" once per turn.
  8.  
  9. Leonight Thorn Lasher
  10. Level 4 LIGHT Meta/Effect
  11. 1800/1400
  12. 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;
  13. ● Monster: Inflict 600 damage to your opponent.
  14. ● Spell/Trap Card: Place 2 Prime Counters in your Extra Deck.
  15. You can only use each effect of "Leonight Thorn Lasher" once per turn.
  16.  
  17. Leonight Sparrow Sparrer
  18. Level 4 LIGHT Meta/Effect
  19. 1500/1500
  20. 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;
  21. ● Monster: Destroy 1 Spell/Trap on the field.
  22. ● Spell/Trap Card: Special Summon 1 "Leonight" monster from your Deck, except "Leonight Sparrow Sparrer".
  23. You can only use this effect of "Leonight Sparrow Sparrer" once per turn.
  24.  
  25. Leonight Evil Absolver
  26. Level 6 LIGHT Meta/Effect
  27. 2400/2000
  28. 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;
  29. ● Monster: Banish 1 monster on the field.
  30. ● Spell/Trap Card: Special Summon 1 "Leonight" monster from your hand, except "Leonight Evil Absolver".
  31. You can only use each effect of "Leonight Evil Absolver" once per turn.
  32.  
  33. Leonight Trout Lanceman
  34. Level 3 LIGHT Meta/Effect
  35. 1100/700
  36. 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;
  37. ● Monster: Change 1 face-up monster on the field to face-down Defense Position.
  38. ● Spell/Trap Card: Special Summon 1 "Leonight" monster from your GY, except "Leonight Trout Lanceman".
  39. You can only use each effect of "Leonight Trout Lanceman" once per turn.
  40.  
  41. Leonight Ghost Striker
  42. Level 4 LIGHT Meta/Effect
  43. 1200/1600
  44. 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;
  45. ● Monster: Destroy 1 Set card on the field.
  46. ● Spell/Trap Card: Special Summon this card, but banish it when it leaves the field.
  47. You can only use each effect of "Leonight Ghost Striker" once per turn.
  48.  
  49. Leonight Flare Flail
  50. Level 4 LIGHT Meta/Normal
  51. 2000/100
  52.  
  53. Leonight Dewdrop Double
  54. Level 6 LIGHT Meta/Effect
  55. 2500/1800
  56. 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;
  57. ● Monster: Special Summon this card, but banish it when it leaves the field.
  58. ● Spell/Trap Card: Draw 1 card.
  59. You can only use each effect of "Leonight Dewdrop Double" once per turn.
  60.  
  61. Leonight Draco Devastater
  62. Level 5 LIGHT Meta/Effect
  63. 2000/1500
  64. 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;
  65. ● Monster: Place 2 Prime Counters in your Extra Deck.
  66. ● Spell/Trap Card: Send 1 "Leonight" card from your Deck to the GY, except "Leonight Draco Devastater".
  67. You can only use each effect of "Leonight Draco Devastater" once per turn.
  68.  
  69. Leonight Stone Shaman
  70. Level 3 LIGHT Meta/Effect
  71. 1500/1000
  72. 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;
  73. ● Monster: Add 1 "Leonight" monster from your Deck to your hand, except "Leonight Stone Shaman".
  74. ● Spell/Trap Card: Add 1 "Leonight" Spell/Trap from your Deck to your hand.
  75. You can only use each effect of "Leonight Stone Shaman" once per turn.
  76.  
  77. Leonight Rex Master
  78. Prime Level 8 LIGHT Meta/Prime/Effect+3
  79. 2800/2800
  80. 1 Xyz Monster + 1 Meta monster / Remove 8 Prime Counters from your Extra Deck
  81. 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.
  82.  
  83. Leonight Wyvern Duke
  84. Prime Level 8 LIGHT Meta/Prime/Effect+2
  85. 2500/2000
  86. 1 Xyz Monster + 1 Meta monster / Remove 8 Prime Counters from your Extra Deck
  87. 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.
  88.  
  89. Leonight Leviathan Bomber
  90. Prime Level 6 LIGHT Meta/Prime/Effect+2
  91. 2000/0
  92. 1 Xyz Monster + 1 Meta monster / Remove 6 Prime Counters from your Extra Deck
  93. 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.
  94.  
  95. Leonight Mental Menace
  96. Prime Level 7 LIGHT Meta/Prime/Effect+2
  97. 2500/2000
  98. 1 Xyz Monster + 1 Meta monster / Remove 6 Prime Counters from your Extra Deck
  99. 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.
  100.  
  101. Leonight General Giant
  102. Prime Level 7 LIGHT Meta/Prime/Effect+2
  103. 2400/1800
  104. 1 Xyz Monster + 1 Meta monster / Remove 6 Prime Counters from your Extra Deck
  105. 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.
  106.  
  107. Leonight Roar
  108. Quick-Play Spell
  109. 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.
  110.  
  111. Leonight Eclipse
  112. Normal Spell
  113. 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.
  114.  
  115. Leonight Nightmares
  116. Normal Spell
  117. 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.
  118.  
  119. Leonight Resolution
  120. Normal Trap
  121. 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.
  122.  
  123. Leonight Sorcery
  124. Normal Trap
  125. 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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