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ArcDesLHK

Florasenal

Feb 26th, 2022 (edited)
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  1. Florasenal Petannon
  2. Level 2 DARK Arsenal/Augment/Effect
  3. 1000/1000
  4. During damage calculation, if your "Florasenal" monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle. If this card is unlinked from a "Florasenal" Cross Monster and sent to the GY to activate that monster's effect: You can activate this effect; this turn, double any effect damage your opponent takes by card effects. You can only use each effect of "Florasenal Petannon" once per turn.
  5.  
  6. Florasenal Lemonade
  7. Level 4 DARK Arsenal/Effect
  8. 1600/1600
  9. If this card is Normal or Special Summoned: You can add 1 "Florasenal" card from your Deck to your hand, except "Florasenal Lemonade". You can only use this effect of "Florasenal Lemonade" once per turn. While this card is in your Cross Zone, your opponent cannot target "Florasenal" Cross Monsters you control with card effects.
  10.  
  11. Florasenal Dandagger
  12. Level 6 DARK Arsenal/Cross/Effect
  13. 1800/1800
  14. 1 Augment X 1+ non-Augment Arsenal monsters
  15. ● Cross Product: 8
  16. Once per turn, before damage calculation, if this card battles an opponent's monster: You can unlink 1 material from this card; destroy that monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK.
  17.  
  18. Florasenal Mistle
  19. Level 6 DARK Arsenal/Effect
  20. 1900/1900
  21. You can reveal this card in your hand, then target 1 "Florasenal" monster you control, except "Florasenal Mistle"; Special Summon this card, and if you do, return that monster to the hand. If this card is unlinked from a "Florasenal" Cross Monster and sent to the GY to activate that monster's effect: You can add 1 "Florasenal" card from your Deck to your hand, except "Florasenal Mistle". You can only use each effect of "Florasenal Mistle" once per turn.
  22.  
  23. Florasenal Hibisniper
  24. Level 8 DARK Arsenal/Cross/Effect
  25. 2700/2700
  26. 1 Augment X 1+ non-Augment Arsenal monsters
  27. ● Cross Product: 12
  28. When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can unlink 1 material from this card; negate the activation, and if you do, destroy that card, then you can inflict 1000 damage to your opponent. If this card is sent from the field to the GY: You can add 1 Arsenal monster from your Deck to your hand.
  29.  
  30. Florasenal Cherigible
  31. Level 2 DARK Arsenal/Augment/Effect
  32. 500/500
  33. During damage calculation, if you would take battle damage (Quick Effect): You can send this card from your hand to the GY; the damage you take from that battle is halved, then end the Battle Phase. If this card is unlinked from a "Florasenal" Cross Monster and sent to the GY to activate that monster's effect: You can inflict 500 damage to your opponent. You can only use each effect of "Florasenal Cherigible" once per turn.
  34.  
  35. Florasenal Cactomohawk
  36. Level 4 DARK Arsenal/Effect
  37. 1800/1800
  38. You can reveal 1 other "Florasenal" card in your hand; Special Summon this card from your hand. You can only use this effect of "Florasenal Cactomohawk" once per turn. Once per turn: You can increase this card's Level by 2 (until the end of this turn), and if you do, inflict 500 damage to your opponent.
  39.  
  40. Florasenal Armory
  41. Equip Spell
  42. Equip only to a "Florasenal" Cross Monster you control. If it attacks a Defense Position monster, inflict piercing battle damage. While you control "Florasenal Garden", this card cannot be destroyed by card effects, also any effect damage your opponent takes from the equipped monster becomes doubled.
  43.  
  44. Florasenal Reloaded
  45. Quick-Play Spell
  46. Activate 1 of the following effects.
  47. ● Special Summon 1 "Florasenal" monster from your Deck, but it cannot attack, also destroy it during the End Phase.
  48. ● Target 1 "Florasenal" monster you control; destroy it, and if you do, draw 2 cards.
  49. You can only activate 1 "Florasenal Reloaded" per turn.
  50.  
  51. Florasenal Pumpkaltrops
  52. Level 6 DARK Arsenal/Effect
  53. 1700/1700
  54. If you control a "Florasenal" monster other than "Florasenal Pumpkaltrops": You can Special Summon this card from your hand. You can only use this effect of "Florasenal Pumpkaltrops" once per turn. Once per turn: You can increase this card's Level by 2 (until the end of this turn), and if you do, inflict 700 damage to your opponent.
  55.  
  56. Florasenal Lock On
  57. Continuous Spell
  58. If a "Florasenal" Cross Monster(s) you control is destroyed by battle or an opponent's card effect: You can target 1 Arsenal monster in your GY, except a Cross Monster; add it to your hand or Special Summon it. You can only use this effect of "Florasenal Lock On" once per turn.
  59.  
  60. Florasenal Roscythe
  61. Level 10 DARK Arsenal/Cross/Effect
  62. 2800/2800
  63. 1 Augment X 1+ non-Augment Arsenal monsters
  64. ● Cross Product: 16
  65. If this card is Cross Summoned: You can destroy as many face-up monsters your opponent controls as possible, and if you do, inflict 1000 damage to your opponent for each, and if you control "Florasenal Garden", this card can make a second attack during each Battle Phase this turn. When your opponent activates a card or effect that targets a card you control (Quick Effect): You can unlink 1 material from this card; negate that activation, and if you do, destroy it. You can only use each effect of "Florasenal Roscythe" once per turn.
  66.  
  67. Florasenal Garden
  68. Field Spell
  69. All "Florasenal" monsters on the field gain 200 ATK/DEF. If your "Florasenal" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Arsenal monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Arsenal monsters (even if this card leaves the field). You can only use this effect of "Florasenal Garden" once per turn.
  70.  
  71. Florasenal Bunker
  72. Normal Trap
  73. Target 1 "Florasenal" Cross Monster you control; equip this card to that target. It gains 500 ATK/DEF. If the equipped monster destroys your opponent's monster by battle and sends it to the GY: Inflict damage to your opponent equal to the destroyed monster's ATK.
  74.  
  75. Florasenal Honeysickle
  76. Level 8 DARK Arsenal/Effect
  77. 2200/2200
  78. If you control a "Florasenal Garden": You can Special Summon this card from your hand. You can discard 1 Spell/Trap; add 1 "Florasenal" Augment from your Deck to your hand. You can only use each effect of "Florasenal Honeysickle" once per turn.
  79.  
  80. Florasenal Overgrowth
  81. Continuous Trap
  82. You can target 1 "Florasenal" monster in your GY; Special Summon it in Defense Position, but return it to the hand when it leaves the field (even if this card leaves the field). You can only use this effect of "Florasenal Overgrowth" once per turn.
  83.  
  84. Florasenal Underbrush
  85. Continuous Trap
  86. Activate this card by targeting 1 "Florasenal" Cross Monster you control. That monster gains 800 ATK, also all monsters your opponent controls must attack that monster you control, if able. If this face-up card in its owner's Spell & Trap Zone has left the field because of an opponent's effect, and is now in the GY or banished: Target 1 "Florasenal" Augment in your GY; add that target to your hand. You can only use this effect of "Florasenal Underbrush" once per turn.
  87.  
  88. Florasenal Appillbox
  89. Level 2 DARK Arsenal/Augment/Effect
  90. 600/600
  91. 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 "Florasenal Appillbox" once per turn. Once per turn, during the End Phase, if this card is in the GY because it was sent there to activate this effect this turn: You can shuffle this card from your GY into the Deck, and if you do, draw 1 card.
  92.  
  93. Florasenal Carpet Bombing
  94. Counter Trap
  95. When a card or effect is activated that would destroy a "Florasenal" monster(s) you control: Negate the activation, and if you do, destroy that card, then you can inflict 500 damage to your opponent for each "Florasenal" monster you control. You can only activate 1 "Florasenal Carpet Bombing" per turn.
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