ArcDesLHK

Action

Jun 21st, 2023
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  1. Action Warrior Ventus
  2. Level 3 WIND Warrior/Normal
  3. 1000/1000
  4.  
  5. Action Warrior Pyrus
  6. Level 3 FIRE Warrior/Normal
  7. 1200/800
  8.  
  9. Action Warrior Boudeon
  10. Level 4 EARTH Warrior/Normal
  11. 800/2000
  12.  
  13. Action Warrior Thunder
  14. Level 4 LIGHT Warrior/Normal
  15. 1600/1400
  16.  
  17. Action Warrior Aquos
  18. Level 4 WATER Warrior/Effect
  19. 1200/1800
  20. If this Normal Summoned while you control no other cards: Draw 2 cards
  21.  
  22. Action Warrior Shade Wing
  23. Level 5 DARK Warrior/Effect
  24. 1800/2000
  25. Once, while this card is in the Graveyard, 1 Level 5 or higher "Action" monster you Normal Summon can be Summoned without Tributing.
  26.  
  27. Action Warrior Spiderman
  28. Level 6 DARK Warrior/Effect
  29. 2400/1600
  30. If a card or effect is activated on the field. You can Special Summoned this card (from your hand).
  31.  
  32. Action Warrior Solus
  33. Level 4 LIGHT Warrior/Effect
  34. 1400/800
  35. If this card is use as material for a Xyz Summoned for a Warrior-Type Monster that monster gain 1000 ATK until the end of the turn.
  36.  
  37. Action Warrior Wildman
  38. Level 4 EARTH Warrior/Effect
  39. 1500/1000
  40. This card cannot be target by Trap Effect. If your opponent activated a Trap: You can Special Summoned this card if you do negated it activation.
  41.  
  42. Action Warrior Iron Edge
  43. Level 7 EARTH Warrior/Effect
  44. 2600/1800
  45. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
  46.  
  47. Action Warrior Lightning Swordsman
  48. Level 4 LIGHT Warrior/Effect
  49. 1800/1800
  50. If a "Action" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.
  51.  
  52. Action Warrior Polymerizer
  53. Level 3 DARK Warrior/Effect
  54. 1000/1200
  55. If this card is Normal Summoned: You can add 1 "Polymerization" from your Deck to your hand. Once per turn: while you control this face-up card on the field, Fusion Summon 1 Fusion Monster using monsters you control as Fusion Material. You can only use 1 "Action Warrior Polymerizer" effect per turn, and only once that turn.
  56.  
  57. Action Warrior Speer Knight
  58. Level 4 LIGHT Warrior/Effect
  59. 1600/1000
  60. If this card attacks a Defense Position monster, inflict piercing battle damage.
  61.  
  62. Action Warrior Celutus
  63. Level 4 WIND Warrior/Effect
  64. 1800/500
  65. When this is Normal or Special Summoned add 1 Action Monster from your deck to your Hand.
  66.  
  67. Action Warrior Zexus
  68. Level 4 LIGHT Warrior/Effect
  69. 1600/1400
  70. During your Main Phase, you can Normal Summon 1 "Action" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles a monster: You can destroy that monster.
  71.  
  72. Action Warrior Kyber
  73. Level 4 LIGHT Warrior/Effect
  74. 1600/1400
  75. When this card is Normal Summoned: You can Special Summon 1 "Action" monster from your hand. If this card is sent from the field to the GY: You can add 1 "Action" Spell/Trap from your Deck to your hand. You can only use this effect of "Action Warrior Kyber" once per turn.
  76.  
  77. Action Warrior Aston
  78. Level 4 DARK Warrior/Effect
  79. 1800/800
  80. When this face-up card leave the field: Return all opponet's face-up Spell and Trap Card on the field to the hands.
  81.  
  82. Action Warrior Jade
  83. Level 3 EARTH Warrior/Effect
  84. 1200/500
  85. If you control an "Action" monster, you can Special Summon this card (from your hand). You can only Special Summon "Action Warrior Jade" once per turn this way. Your opponent cannot target "Action" monsters for attacks, except this one.
  86.  
  87. Action Warrior Sapphire
  88. Level 4 LIGHT Warrior/Effect
  89. 1800/1200
  90. If this card is Normal or Special Summoned: You can add 1 "Action" monster from your Deck to your hand, except "Action Warrior Sapphire". You can only use this effect of "Action Warrior Sapphire" once per turn. When this card is destroyed by battle and sent to the GY: You can Special Summon 1 "Action" monster from your Deck.
  91.  
  92. Action Warrior Ruby
  93. Level 1 LIGHT Warrior/Effect
  94. 300/300
  95. During damage calculation, if your "Action" monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle. You can only use this effect of "Action Warrior Ruby" once per turn. Once per turn, during the End Phase, if this card is in the GY because it was discarded there to activate this effect this turn: Special Summon 1 "Action" monster from your hand or GY.
  96.  
  97. Action Warrior Topaz
  98. Level 4 LIGHT Warrior/Effect
  99. 1600/1400
  100. If this card attacks, it gains 400 ATK during the Damage Step only. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can Special Summon 1 "Action" monster from your hand or GY, except "Action Warrior Topaz".
  101.  
  102. Action Warrior Emerald
  103. Level 4 WIND Warrior/Effect
  104. 1500/2000
  105. If you control no monsters, while this card is in your hand or GY: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Action" monsters. You can only use this effect of "Action Warrior Emerald" once per turn.
  106.  
  107. Action Warrior Amber
  108. Level 3 LIGHT Warrior/Effect
  109. 1200/1800
  110. If an "Action" monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from your hand. When another "Action" monster you control is targeted for an attack: You can change the attack target to this card. You can only use each effect of "Action Warrior Amber" once per turn.
  111.  
  112. Action Warrior Colbolt
  113. Level 4 EARTH Warrior/Effect
  114. 1500/1000
  115. You can target 1 "Action" monster in your GY, except "Action Warrior Colbolt"; Special Summon this card from your hand, and if you do, add that monster to your hand. (Quick Effect): You can Tribute this card, then target 1 "Action" monster you control; it gains 1000 ATK until the end of this turn. You can only use each effect of "Action Warrior Colbolt" once per turn.
  116.  
  117. Action Warrior Amethyst
  118. Level 3 LIGHT Warrior/Effect
  119. 1200/800
  120. Once per turn: You can target 1 Level 4 or lower "Action" monster you control; it can attack your opponent directly this turn.
  121.  
  122. Action Warrior Coretech
  123. Level 4 EARTH Warrior/Effect
  124. 1000/2000
  125. Once per turn: This Defense Position card cannot be destroy by battle.
  126.  
  127. Action Warrior Rock
  128. Level 4 EARTH Warrior/Effect
  129. 800/2100
  130. Once per turn: You can send 1 "Action" monster from your hand to the GY; you take no damage this turn.
  131.  
  132. Action Warrior Steel
  133. Level 5 EARTH Warrior/Effect
  134. 2000/2300
  135. You can Normal Summon this card without Tributing. You can only use each of the following effects of "Action Warrior Steel" once per turn. If this card is Normal or Special Summoned: You can Special Summon 1 "Action" monster from your hand in Defense Position, except "Action Warrior Steel". You can target 1 "Action" monster you control; increase or decrease its Level by 1, until the end of this turn, and if you do, it cannot be destroyed by battle this turn.
  136.  
  137. Action Warrior Grounder
  138. Level 7 EARTH Warrior/Effect
  139. 2600/1800
  140. You can Normal Summon this card without Tributing. If this card attacks a Defense Position monster, inflict piercing battle damage. When this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster.
  141.  
  142. Action Warrior Bolt
  143. Level 4 LIGHT Warrior/Effect
  144. 1600/1100
  145. If only your opponent controls a monster, you can Special Summon this card (from your hand). You can only use each of the following effects of "Action Warrior Bolt" once per turn. (Quick Effect): You can Tribute 1 "Action" monster, then target 1 "Action" monster you control; it gains ATK equal to the original ATK of the Tributed monster until the end of this turn. If this card is sent from the field to the GY: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Action" card to your hand, also shuffle the rest into your Deck.
  146.  
  147. Action Warrior Electro
  148. Level 4 LIGHT Warrior/Effect
  149. 1500/1000
  150. If this card is added to your hand, except by drawing it: You can Special Summon it. If this card is Normal or Special Summoned: You can target 3 "Action" cards in your GY, except "Action Warrior Electro"; shuffle all 3 into the Deck, then draw 1 card. You can only use each effect of "Action Warrior Electro" once per turn.
  151.  
  152. Action Warrior Drake
  153. Level 4 DARK Warrior/Effect
  154. 1300/1800
  155. If this card is Normal Summoned: Change this card to Defense Position. Once per turn, during your Main Phase: You can Fusion Summon 1 "Action" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. If your LP are lower than your opponent's, you can also use up to 1 "Action" monster in your Deck as Fusion Material.
  156.  
  157. Action Warrior Gild
  158. Level 2 FIRE Warrior/Tuner/Effect
  159. 300/800
  160. If this card you control would be used as Synchro Material, "Action" monsters in your hand can be used as the non-Tuner Synchro Materials. If a monster(s) is Special Summoned to your opponent's field, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use this effect of "Action Warrior Gild" once per turn.
  161.  
  162. Action Warrior Darts
  163. Level 3 DARK Warrior/Tuner/Effect
  164. 1200/0
  165. When a monster(s) is Special Summoned from your hand (except during the Damage Step): You can Special Summon this card from your hand. If this card is sent to the GY as Synchro Material: You can add 1 "Action" Normal Monster from your Deck to your hand. You can only use each effect of "Action Warrior Darts" once per turn.
  166.  
  167. Action Warrior Graviton
  168. Level 4 DARK Warrior/Effect
  169. 1500/800
  170. You can reveal 1 other "Action" monster in your hand; Special Summon this card from your hand. During your Main Phase: You can Special Summon 1 "Action" Normal Monster from your hand. You can only use each effect of "Action Warrior Graviton" once per turn.
  171.  
  172. Action Warrior Basher
  173. Level 4 DARK Warrior/Effect
  174. 1800/600
  175. This card in your hand, field, or GY can be used as a substitute for any 1 Fusion Material whose name is mentioned on the Fusion Monster Card, but the other materials must be correct. If this card is sent to the GY as Fusion or Synchro Material: That monster can make a second attack during each Battle Phase this turn.
  176.  
  177. Action Warrior Jumper
  178. Level 3 LIGHT Warrior/Tuner/Effect
  179. 1000/300
  180. If this card is in your hand: You can target 1 "Action" monster you control; destroy that monster, and if you do, Special Summon this card. You can only use this effect of "Action Warrior Jumper" once per turn. If this card is sent to the GY as Fusion or Synchro Material: That monster cannot be destroyed by battle or card effects this turn.
  181.  
  182. Action Warrior Tramper
  183. Level 2 LIGHT Warrior/Effect
  184. 0/1500
  185. When an opponent's monster declares an attack: You can Special Summon this card from your hand, then end the Battle Phase. Once per turn: You can Special Summon 1 "Action" monster from your hand or GY, except "Action Warrior Tramper". If this card is sent to the GY as Synchro Material: You can inflict 500 damage to your opponent. You can only use this effect of "Action Warrior Tramper" once per turn.
  186.  
  187. Action Warrior Aurora
  188. Level 3 WATER Warrior/Effect
  189. 1000/800
  190. This card can attack directly. You can only use each of the following effects of "Action Warrior Aurora" once per turn. When this card inflicts battle damage to your opponent: You can target 1 face-up monster on the field; change that target to face-down Defense Position. If this card is sent from the field to the GY: You can Special Summon 1 "Action" Normal Monster from your Deck.
  191.  
  192. Action Warrior Oracion
  193. Level 3 DARK Warrior/Tuner/Effect
  194. 1300/800
  195. If an "Action" monster(s) you control would be destroyed by battle or your opponent's card effect, you can discard this card instead. If this card is in your GY: You can pay 1000 LP; 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 "Action" monsters. You can only use this effect of "Action Warrior Oracion" once per turn.
  196.  
  197. Action Warrior Seis
  198. Level 4 LIGHT Warrior/Effect
  199. 1500/900
  200. When an attack is declared involving an "Action" monster: You can Special Summon this card from your hand. When an opponent's monster declares an attack: You can negate the attack. If this card is detached from an Xyz Monster and sent to the GY to activate that monster's effect: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Action Warrior Seis" once per turn.
  201.  
  202. Action Warrior Grey
  203. Level 4 EARTH Warrior/Effect
  204. 800/2100
  205. You can detach 1 material from an Xyz Monster you control; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "Action" Pendulum Monster from your Deck to your hand. You can only use each effect of "Action Warrior Grey" once per turn.
  206.  
  207. Action Warrior Blue
  208. Level 3 WATER Warrior/Effect
  209. 1200/1500
  210. If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Action Warrior Blue" once per turn this way. This card can be treated as 2 Tributes for the Tribute Summon of an "Action" monster or a Pendulum Monster.
  211.  
  212. Action Warrior Red
  213. Level 3 FIRE Warrior/Effect
  214. 1200/500
  215. You can Tribute 1 monster, then target 1 "Action" monster in your GY; Special Summon it. You can only use this effect of "Action Warrior Red" once per turn. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Action" monster from your Deck, except "Action Warrior Red".
  216.  
  217. Action Warrior Yellow
  218. Level 4 LIGHT Warrior/Effect
  219. 1600/1000
  220. When an "Action" monster is Normal Summoned to your field: You can Special Summon this card from your hand. You can only use this effect of "Action Warrior Yellow" once per turn. When this card inflicts battle damage to your opponent: You can Special Summon 1 "Action" monster from your hand.
  221.  
  222. Action Warrior Green
  223. Level 3 WIND Warrior/Tuner/Effect
  224. 1000/1000
  225. You can banish this card from your field or GY; Special Summon 1 "Action" Tuner from your Deck or GY, except "Action Warrior Green". You can only use this effect of "Action Warrior Green" once per turn.
  226.  
  227. Action Warrior Purple
  228. Level 4 DARK Warrior/Effect
  229. 1700/700
  230. If this card is Summoned (and no other cards): You can Special Summon 1 Level 4 or lower "Action" Pendulum Monster from your hand or face-up Extra Deck, except "Action Warrior Purple". You can only use this effect of "Action Warrior Purple" once per turn.
  231.  
  232. Action Warrior Phantom Knight
  233. Level 4 DARK Warrior/Effect
  234. 1500/800
  235. (This card is always treated as an "Phantom Knight" card.)
  236. If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 monster from your GY or face-up in your Extra Deck in Defense Position also you can make that monster's Level become 7 until the end of the turn. If this card is used for the Xyz Summon of a DARK monster, it can be treated as a Level 7 monster.
  237.  
  238. Action Warrior Speedroid
  239. Level 4 WIND Warrior/Tuner/Effect
  240. 1200/600
  241. (This card is always treated as an "Speedroid" card.)
  242. Cannot be used as an Xyz Material. If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Action" or "Performapal" monster from your GY or face-up in the Extra Deck in Defense Position negate it effects. If this card is used for the Synchro Summon of a "Synchro Dragon" monster, it can be treated as a Level 3 monster.
  243.  
  244. Action Warrior Predaplant
  245. Level 4 DARK Warrior/Effect
  246. 1600/400
  247. (This card is always treated as an "Predaplant" card.)
  248. If this card is face-up on the field: You can Fusion Summon 1 "Fusion Dragon" from your Extra Deck, using monsters you control as Fusion Materials, including this card. You can banish this card from your Graveyard; Add 1 "Polymerization" or "Fusion" Spell Card from your Deck to your hand. You can only use each effect of "Action Warrior Predaplant" once per turn. You cannot activate this effect the turn this card is sent to the GY.
  249.  
  250. Action Warrior Clown Stuntman
  251. Level 4 Scale 3 DARK Warrior/Pendulum/Effect
  252. 1400/500
  253. You can target 1 Xyz Monster you control; attach this card to it as material. You can only use this effect of "Action Warrior Clown Stuntman" once per turn.
  254. ----
  255. (Quick Effect): You can return 1 Level 5 or higher "Action" monster you control to the hand; Special Summon this card from your hand. You can only use this effect of "Action Warrior Clown Stuntman" once per turn. If this card is detached from an Xyz Monster and sent to the GY to activate that monster's effect: You can place this card in your Pendulum Zone.
  256.  
  257. Action Warrior Daredevil
  258. Level 4 Scale 7 DARK Warrior/Pendulum/Effect
  259. 1800/1000
  260. If your "Action" monster attacks a Defense Position monster, inflict piercing battle damage. You can Tribute 1 "Action" monster; Special Summon this card from your Pendulum Zone. You can only use this effect of "Action Warrior Daredevil" once per turn.
  261. ----
  262. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use this effect of "Action Warrior Daredevil" once per turn.
  263.  
  264. Action Warrior Beater
  265. Level 3 Scale 5 DARK Warrior/Pendulum/Effect
  266. 1500/100
  267. If you control an "Action" monster: You can place 1 "Action" Pendulum Monster from your Deck, except "Action Warrior Beater", in your other Pendulum Zone, then Special Summon this card. You can only use this effect of "Action Warrior Beater" once per turn.
  268. ----
  269. At the start of the Damage Step, if this card battles a monster: You can destroy that monster. If this card is sent to the GY or added to your Extra Deck face-up because it was used as Fusion Material: You can add 1 face-up "Action" Pendulum Monster from your Extra Deck to your hand, except "Action Warrior Beater". You can only use this effect of "Action Warrior Beater" once per turn.
  270.  
  271. Action Warrior Rean
  272. Level 2 Scale 5 DARK Warrior/Pendulum/Effect
  273. 800/300
  274. Once per turn, if you have an "Action" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 9 until the end of this turn, also you cannot Special Summon monsters from your Deck for the rest of this turn (even if this card leaves the field).
  275. ----
  276. If this card is Special Summoned: You can activate this effect; treat this card as a Tuner this turn. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Action Warrior Rean" once per turn.
  277.  
  278. Action Warrior Blue Scale
  279. Level 3 Scale 1 DARK Warrior/Pendulum/Effect
  280. 1200/500
  281. If an "Action" monster you control battles, your opponent cannot activate Trap Cards until the end of the Damage Step. You can banish 1 "Action" card from your GY; Special Summon this card from your Pendulum Zone. You can only use this effect of "Action Warrior Blue Scale" once per turn.
  282. ----
  283. The first time this card would be destroyed by battle each turn, it is not destroyed. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.
  284.  
  285. Action Warrior Red Scale
  286. Level 5 Scale 8 DARK Warrior/Pendulum/Effect
  287. 2100/1400
  288. If an "Action" monster you control battles, your opponent cannot activate monster effects until the end of the Damage Step. You can target 1 "Action" card in your GY; Special Summon this card from your Pendulum Zone, and if you do, shuffle that card into the Deck. You can only use this effect of "Action Warrior Red Scale" once per turn.
  289. ----
  290. If this card is in your hand: You can target 1 card in your Pendulum Zone; destroy that card, and if you do, Special Summon this card. You can only use this effect of "Action Warrior Red Scale" once per turn.
  291.  
  292. Action Warrior Rebellion
  293. Level 4 Scale 4 DARK Warrior/Pendulum/Effect
  294. 1800/1000
  295. Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its current ATK (until the end of this turn), then Special Summon this card from your Pendulum Zone.
  296. ----
  297. (This card is always treated as an "Rebellion" card.)
  298. If this card is destroyed by battle or card effect: You can target 1 "Action" monster in your GY, except "Action Warrior Rebellion"; Special Summon it.
  299.  
  300. Action Warrior Wing
  301. Level 3 Scale 10 WIND Warrior/Pendulum/Effect
  302. 1200/500
  303. Once per turn, when an activated card or effect resolves that targets an "Action" monster you control, negate that effect, then Special Summon this card from your Pendulum Zone.
  304. ----
  305. (This card is always treated as an "Clear Wing" card.)
  306. If this Pendulum Summoned card is used for a Synchro Summon, banish it.
  307.  
  308. Action Warrior Venom
  309. Level 4 Scale 1 DARK Warrior/Pendulum/Effect
  310. 1000/1000
  311. During your Main Phase: You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including an "Action" monster you control. You can only use this effect of "Action Warrior Venom" once per turn.
  312. ----
  313. If this card is destroyed by battle or card effect: You can target 1 Set card on the field; destroy it.
  314.  
  315. Action Beast Lycanroc
  316. Level 4 EARTH Beast/Effect
  317. 1800/1200
  318. If this card is Special Summoned, or if this card destroys a monster by battle: You can add 1 "Action" monster from your Deck to your hand, except a Pendulum Monster. You can only use this effect of "Action Beast Lycanroc" once per turn.
  319.  
  320. Action Beast Beartic
  321. Level 4 WATER Beast/Effect
  322. 1500/1800
  323. When your opponent activates a card or effect that targets an "Action" monster(s) you control (Quick Effect): You can Special Summon this card from your hand, and if you do, negate that effect. You can only use this effect of "Action Beast Beartic" once per turn. Your opponent cannot target cards in your Pendulum Zones with card effects.
  324.  
  325. Action Beast Iron Goat
  326. Level 3 EARTH Beast/Effect
  327. 800/1500
  328. If this card is Normal or Special Summoned: You can send 1 "Action" monster from your Deck to the GY, except "Action Beast Iron Goat". If you have 2 cards in your Pendulum Zones, you can Special Summon it, instead. You can only use this effect of "Action Beast Iron Goat" once per turn. Cards in your Pendulum Zones cannot be destroyed by card effects.
  329.  
  330. Action Beast Thunder Bird
  331. Level 4 LIGHT Winged Beast/Effect
  332. 1200/500
  333. This card in your hand, field, or GY can be used as a substitute for any 1 Fusion Material whose name is mentioned on the Fusion Monster Card, but the other materials must be correct. You can only use each of the following effects of "Action Beast Thunder Bird" once per turn. If this card is in your hand or GY: You can Tribute 1 "Action" monster; Special Summon this card, but banish it when it leaves the field. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.
  334.  
  335. Action Dragon Igneel
  336. Level 5 FIRE Dragon/Effect
  337. 2100/1500
  338. If this card is in your hand or GY: You can Tribute 1 "Action" monster; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Action Dragon Igneel" once per turn. Once per turn: You can change the Attribute of this card. Once per turn, during your Main Phase: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material, including this card.
  339.  
  340. Action Dragon Salamander
  341. Level 7 FIRE Dragon/Effect
  342. 2300/1800
  343. (Quick Effect): You can reveal this card and 1 "Action" monster in your hand; Special Summon 1 of them and discard the other. When a monster is destroyed by battle involving your "Action" monster, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Action Dragon Salamander" once per turn.
  344.  
  345. Action Fairy Stacia
  346. Level 2 LIGHT Fairy/Effect
  347. 1000/0
  348. This Attack Position card cannot be destroyed by battle. You can only use each of the following effects of "Action Fairy Stacia" once per turn. If this card is in your hand or GY: You can Tribute 1 Beast, Beast-Warrior, or Winged Beast monster; Special Summon this card, but banish it when it leaves the field. If this card is destroyed by battle with an opponent's attacking monster, or by an opponent's monster effect while in its owner's Monster Zone: Gain LP equal to half that monster's original ATK.
  349.  
  350. Action Fairy Blue Angel
  351. Level 1 WATER Fairy/Tuner/Effect
  352. 100/100
  353. If this card is Special Summoned: You can target 1 Level 4 or lower "Action" monster in your GY, except "Action Fairy Blue Angel"; gain LP equal to its ATK. If this card is in your GY: You can send 1 "Action" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Action Fairy Blue Angel" once per turn.
  354.  
  355. Action Warrior Wingman
  356. Level 6 WIND Warrior/Fusion/Effect
  357. 2100/1400
  358. "Action Warrior Ventus" + "Action Warrior Pyrus"
  359. Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.
  360.  
  361. Action Warrior Charged Golem
  362. Level 6 LIGHT Warrior/Fusion/Effect
  363. 2400/1500
  364. "Action Warrior Thunder" + "Action Warrior Boudeon"
  365. Must be Fusion Summoned. Once per turn: You can discard 1 monster, then target 1 monster on the field with original ATK higher than or equal to the discarded monster's; banish that target.
  366.  
  367. Action Warrior Shining Wingman
  368. Level 8 LIGHT Warrior/Fusion/Effect
  369. 2500/2000
  370. "Action Warrior Wingman" + "Action Warrior Thunder"
  371. Must be Fusion Summoned. Gains 300 ATK for each "Action" monster in your GY. If this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to that monster's original ATK in the GY.
  372.  
  373. Action Warrior Odd-Eyes Leonidas
  374. Level 8 DARK Warrior/Fusion/Effect
  375. 3000/2500
  376. "Action Warrior Leonidas" + "Odd-Eyes Pendulum Dragon"
  377. Once per turn, during either player's turn, when a card or effect is activated that would destroy a card(s) on the field: You can negate the effect, and if you do, destroy it. When this card destroys a monster by battle whose original ATK is 2000 or more and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the monster it destroyed, and you gain Life Points equal to that monster's DEF.
  378.  
  379. Action Warrior Venom Leonidas
  380. Level 10 DARK Warrior/Fusion/Effect
  381. 3300/2500
  382. "Action Warrior Leonidas" + "Starving Venom" monster
  383. Once per turn: You can target 1 Special Summoned monster your opponent controls, negate that monster's effect and if you do this card gain ATK equal to that monster's original ATK until the end of the turn. If this card destroys an opponent's monster by battle and sends it to the GY: You can Special Summon 1 "Action" or "Perfomapal" monster from your GY. If this Fusion Summoned card is destroyed: You can destroy all your opponent's Special Summoned monsters.
  384.  
  385. Action Warrior Leonidas
  386. Level 7 DARK Warrior/Fusion/Effect
  387. 2500/2000
  388. While this card is face-up on the field, You can Fusion Summon 1 Fusion Monster from your Extra Deck using this card and any other face-up monsters you currently control as Fusion Material. A Fusion Summoned that list this card name as Fusion Material cannot be negated.
  389.  
  390. Rank-Up-Magic Action Performance
  391. Normal Spell
  392. Target 1 face-up "Action" or "Perfomapal" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Action" or "Performapal" monster with the same type as that monster you control but is 1 rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.).
  393.  
  394. Action Skyland
  395. Field Spell
  396. If your opponent control more monsters then you do you can Special Summon up to 2 Level 4 or lower "Action" monsters from your hand but you cannot Special Summon monsters from your hand for the rest of this turn. If an "Action" monster attacks a monster with equal or higher ATK, the attacking monster gains 1000 ATK during damage calculation only.
  397.  
  398. Action Soul
  399. Normal Spell
  400. Banish 1 "Action" monster in your GY then add 1 "Action" monster from your Deck whose level in equal or lower then the monster that was banish.
  401.  
  402. Action Strike
  403. Normal Spell
  404. Target 1 face-up monster you control; it gains 1000 ATK until the end of the turn.
  405.  
  406. Action Sword
  407. Equip Spell
  408. Equip only on "Action" monster the equipped monster gains 800 ATK. When the equip monster battle a Defense Position monster inflict piercing battle damage.
  409.  
  410. Action Guard
  411. Normal Trap
  412. When a opponent's monsters declare an attack on a face-up Attack Position monster you control switch it Defense Position if you do it cannot be destroy in battle this turn.
  413.  
  414. Action Draw
  415. Normal Spell
  416. Discard 1 "Action" monster and draw 2 cards.
  417.  
  418. Action Heated Spirit
  419. Normal Spell
  420. Target 1 face-up monster you control; until the end of this turn, it gains 500 ATK, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.
  421.  
  422. Action Reborn
  423. Normal Spell
  424. Target 1 "Action" monster in your GY; Special Summon it.
  425.  
  426. Action Fighting Spirit
  427. Normal Spell
  428. Target 1 "Action" monster you control; if that target attacks 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.
  429.  
  430. Action Fusion
  431. Normal Spell
  432. Fusion Summon 1 "Action" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is in your Graveyard except on the turn it was sent to the GY: You can banish 1 "Acton" monster from your Graveyard; add this card to your hand. You can only activate 1 "Action Fusion" per turn.
  433.  
  434. Gear Up Action
  435. Equip Spell
  436. Equip only to a "Action" monster you control. You take no battle damage involved the equip monster. While equipped:
  437. ● Gains 500 ATK/DEF.
  438. ● If equip monster you control is destroyed and sent to GY: Special Summon 1 "Action" monster from GY in defense also that monster cannot be destroy by battle or card effects this turn.
  439.  
  440. Reverse Action
  441. Counter Trap
  442. When your opponent activates a Spell or Trap on the field negate it activation if you do destroy it.
  443.  
  444. Surprise Action
  445. Normal Trap
  446. When an opponent's monster declares an attack: Special Summon 1 "Action" monster from your hand.
  447.  
  448. Emergency Action
  449. Normal Spell
  450. Special Summon 1 "Action" monster from your Deck, or 1 face-up "Action" Pendulum Monster from your Extra Deck, but destroy it during your opponent's next End Phase. During your Main Phase: You can banish this card from your GY, then target 1 "Action" Trap in your GY; Set it. You can only use each effect of "Emergency Action" once per turn.
  451.  
  452. Action Miracle
  453. Normal Trap
  454. If a monster on the field battles: Target that monster; it cannot be destroyed by that battle, also any battle damage is halved.
  455.  
  456. Action Evasion
  457. Normal Trap
  458. When a monster declares an attack: Target that monster; negate the attack.
  459.  
  460. Take Action
  461. Normal Trap
  462. During your opponent's Main Phase: Banish 2 "Action" cards with different card types (Monster/Spell/Trap) from your GY; immediately after this effect resolves, Pendulum Summon an "Action" monster(s), also for the rest of this turn after this card resolves, cards in your Pendulum Zones cannot activate their effects, also, shuffle them into the Deck during the End Phase. You can only activate 1 "Take Action" per turn.
  463.  
  464. Action Synchron
  465. Level 3 EARTH Warrior/Tuner/Effect
  466. 1300/400
  467. When this card is Normal Summoned: You can target 1 Level 4 or lower "Action" monster in your Graveyard; Special Summon that target in Defense Position, but it has its effects negated.
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