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ArcDesLHK

Armaments

Aug 3rd, 2022 (edited)
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  1. Armaments of the Vampire Hunter - Wooden Stake
  2. Level 4 DARK Arsenal/Effect
  3. 1700/1500
  4. Once per turn: You can reveal 1 Spell/Trap in your hand; during your Main Phase this turn, you can Normal Summon 1 Arsenal "Vampire Hunter" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  5.  
  6. Armaments of the Vampire Hunter - Silver Knife
  7. Level 3 DARK Arsenal/Effect
  8. 1500/1300
  9. If you control an Arsenal "Vampire Hunter" monster, you can Special Summon this card (from your hand). You can only Special Summon "Armaments of the Vampire Hunter - Silver Knife" once per turn this way. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  10.  
  11. Armaments of the Vampire Hunter - Silver Bullet
  12. Level 3 DARK Arsenal/Effect
  13. 1300/500
  14. When your opponent activates a monster effect (Quick Effect): You can send this card from your hand to the GY; negate that effect. You can only use this effect of "Armaments of the Vampire Hunter - Silver Bullet" once per turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  15.  
  16. Armaments of the Vampire Hunter - Sacred Cross
  17. Level 8 DARK Arsenal/Effect
  18. 2700/2000
  19. If a card(s) on the field is Sealed (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Armaments of the Vampire Hunter - Sacred Cross" once per turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  20.  
  21. Armaments of the Vampire Hunter - Pickaxe
  22. Level 4 DARK Arsenal/Effect
  23. 1600/1200
  24. If this card is Normal or Special Summoned: You can Special Summon 1 Arsenal "Vampire Hunter" monster from your hand in Defense Position, except "Armaments of the Vampire Hunter - Pickaxe". You can only use this effect of "Armaments of the Vampire Hunter - Pickaxe" once per turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  25.  
  26. Armaments of the Vampire Hunter - Mattock
  27. Level 3 DARK Arsenal/Effect
  28. 0/1900
  29. If this card is Normal or Special Summoned: You can add 1 Arsenal "Vampire Hunter" monster from your Deck to your hand, except "Armaments of the Vampire Hunter - Mattock". You can only use this effect of "Armaments of the Vampire Hunter - Mattock" once per turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  30.  
  31. Armaments of the Vampire Hunter - Laurels
  32. Level 4 DARK Arsenal/Effect
  33. 1200/2000
  34. When your opponent activates a Spell/Trap Card, while you control an Arsenal "Vampire Hunter" Time Leap Monster (Quick Effect): You can send this card from your hand to the GY; negate that effect. You can only use this effect of "Armaments of the Vampire Hunter - Laurels" once per turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  35.  
  36. Armaments of the Vampire Hunter - Francisca
  37. Level 4 DARK Arsenal/Effect
  38. 1200/1700
  39. If this card is Normal or Special Summoned: You can send 1 Arsenal "Vampire Hunter" monster from your Deck to the GY, except "Armaments of the Vampire Hunter - Francisca". You can only use this effect of "Armaments of the Vampire Hunter - Francisca" once per turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  40.  
  41. Armaments of the Vampire Hunter - Firebomb
  42. Level 3 DARK Arsenal/Effect
  43. 1200/600
  44. If this card is destroyed by battle and sent to the GY: Destroy the monster that destroyed it. You take no battle damage from battles involving this card. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  45.  
  46. Armaments of the Vampire Hunter - Dagger
  47. Level 6 DARK Arsenal/Effect
  48. 2300/1800
  49. If a face-up Arsenal monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from your hand, then, you can Seal 1 face-up monster on the field, until the End Phase. You can only use this effect of "Armaments of the Vampire Hunter - Dagger" once per turn.
  50.  
  51. Armaments of the Vampire Hunter - Crossbow
  52. Level 4 DARK Arsenal/Effect
  53. 1000/1500
  54. If you control an Arsenal "Vampire Hunter" monster other than "Armaments of the Vampire Hunter - Crossbow" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Armaments of the Vampire Hunter - Crossbow" once per turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  55.  
  56. Armaments of the Vampire Hunter - Automatic Crossbow
  57. Level 4 DARK Arsenal/Effect
  58. 1500/1000
  59. You can Special Summon this card (from your hand) by sending 1 other Arsenal "Vampire Hunter" monster from your hand to the GY. You can only Special Summon "Armaments of the Vampire Hunter - Automatic Crossbow" once per turn this way. If an Arsenal "Vampire Hunter" monster(s) you control would be destroyed by battle or your opponent's card effect, you can discard this card instead.
  60.  
  61. Armaments of the Vampire Hunter - Sunlight Bomb
  62. Level 3 DARK Arsenal/Effect
  63. 1200/2000
  64. If this card is in your GY: You can target 1 face-up monster on the field; Seal that target (until the End Phase), and if you do, Special Summon this card, but return it to the hand during the End Phase. You cannot Special Summon monsters the turn you activate this effect, except Arsenal "Vampire Hunter" monsters. You can only use this effect of "Armaments of the Vampire Hunter - Sunlight Bomb" once per turn.
  65.  
  66. Armaments of the Vampire Hunter - Silver Cross
  67. Future 4 DARK Arsenal/Time Leap/Effect
  68. 2000/1300
  69. A card is Sealed - Arsenal "Vampire Hunter" monster
  70. While a card(s) is Sealed, your opponent can only activate 1 monster effect each turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase. If this card in your possession is sent to the GY by an opponent's card: You can target 1 of your banished Arsenal "Vampire Hunter" monsters; add it to your hand.
  71.  
  72. Armaments of the Vampire Hunter - Holy Stake
  73. Future 4 DARK Arsenal/Time Leap/Effect
  74. 2100/700
  75. A card is Sealed - Arsenal "Vampire Hunter" monster
  76. While a card(s) is Sealed, switch the ATK/DEF of all face-up monsters on the field, except Time Leap Monsters. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase. If this card in your possession is sent to the GY by an opponent's card: You can target 1 of your banished Level 8 or lower Arsenal "Vampire Hunter" monsters; Special Summon that target.
  77.  
  78. Armaments of the Vampire Hunter - Gold Knife
  79. Future 5 DARK Arsenal/Time Leap/Effect
  80. 2500/1700
  81. A card is Sealed - Arsenal "Vampire Hunter" monster
  82. While a card(s) is Sealed, your opponent cannot activate Trap Cards during your turn. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase. If this card in your possession is sent to the GY by an opponent's card: You can add 1 Arsenal "Vampire Hunter" monster from your Deck to your hand.
  83.  
  84. Armaments of the Vampire Hunter - Cursed Zweihander
  85. Future 5 DARK Arsenal/Time Leap/Effect
  86. 2400/2000
  87. A card is Sealed - Arsenal "Vampire Hunter" monster
  88. While a card(s) is Sealed, this card cannot be destroyed by card effects. Once per turn: You can target 1 face-up monster on the field; Seal that target, until the End Phase. When an attack is declared involving this card and an opponent's face-up monster: You can activate this effect; until the end of this turn, that opponent's monster loses 1000 ATK, and if it does, this card gains 1000 ATK.
  89.  
  90. Sealed Armaments
  91. Continuous Spell
  92. When this card is activated: You can add 1 Arsenal "Vampire Hunter" monster from your Deck to your hand. You can discard 1 Arsenal monster; draw 2 cards. If this card is sent to the GY: You can target 1 Arsenal "Vampire Hunter" monster in your GY; Special Summon that target. You can only use each effect of "Sealed Armaments" once per turn.
  93.  
  94. Skull Armaments
  95. Continuous Spell
  96. While you control an Arsenal Time Leap Monster, this card cannot be destroyed, or banished, by card effects. When this card is activated: You can add 1 of your banished Arsenal "Vampire Hunter" monsters to your hand. You can only use this effect of "Skull Armaments" once per turn. Once per turn, during your opponent's Standby Phase: You can target 1 face-up monster on the field; Seal that target, until the End Phase.
  97.  
  98. Armaments of Despair
  99. Normal Spell
  100. Special Summon up to 2 Arsenal "Vampire Hunter" monsters with different names from your hand and/or GY in Defense Position, but their effects are negated, also, for the rest of this turn after this card resolves, you can only Special Summon a non-Time Leap Monster from the Extra Deck once. You can only activate 1 "Armaments of Despair" per turn.
  101.  
  102. Armaments of Impurity
  103. Quick-Play Spell
  104. Target 1 Arsenal monster on the field; this turn, neither player takes battle damage, also that monster cannot be destroyed by battle.
  105.  
  106. Infected Armaments
  107. Counter Trap
  108. When a monster effect is activated, while you control an Arsenal "Vampire Hunter" Time Leap Monster: Negate the activation, and if you do, Seal that monster, until the End Phase.
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