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- Night's Rest
- Continuous Trap
- Your opponent's monsters cannot declare attacks, unless they activated their effect this turn. During each of your End Phases, you must pay 1000 LP (this is not optional), or this card is destroyed. You can target 1 "Igris" monster in your GY; destroy this card, and if you do, Special Summon that target. You can only use this effect of "Night's Rest" once per turn.
- Night Cavalier
- Level 4 DARK Warrior/Effect
- 1600/1600
- This card can be treated as 2 Tributes for the Tribute Summon of a DARK Warrior monster. You can only use 1 of the following effects of "Night Cavalier" per turn, and only once that turn. You can reveal 1 "Igris" monster in your hand; Special Summon this card from your hand. If this card is in your GY: You can reveal 1 "Igris" monster in your Extra Deck; Special Summon this card, but banish it when it leaves the field.
- Night's Coronation Ceremony
- Quick-Play Spell
- Add 1 "Igris" monster from your Deck to your hand. You can banish this card from your GY; Fusion Summon 1 "Igris" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY. You can only use each effect of "Night's Coronation Ceremony" once per turn.
- Night's Whisper
- Counter Trap
- When your opponent activates a monster effect on the field: Destroy 2 DARK Warrior monsters you control, and if you do, negate the activation, and if you do that, destroy that monster, then you can Special Summon 1 "Igris" monster from your hand, Deck, or GY. You can only activate 1 "Night's Whisper" per turn.
- Cloak of Night
- Equip Spell
- Equip only to an "Igris" monster you control. Effect damage inflicted to your opponent by the equipped monster is doubled. You can only use each of the following effects of "Cloak of Night" once per turn. If you gain LP while this card is equipped to a monster: You can draw 1 card. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead.
- Night's Armor
- Equip Spell
- Equip only to an "Igris" monster you control. If the equipped monster battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. You can only use each of the following effects of "Night's Armor" once per turn. During your Main Phase: You can Fusion Summon 1 "Igris" Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including the equipped monster. If you control an "Igris" monster: You can banish this card from your GY, then target 1 face-up monster your opponent controls; gain LP equal to half its ATK.
- Igris, the Dark Red Night
- Level 7 Scale 1 DARK Warrior/Pendulum/Effect
- 2400/2000
- During the End Phase: You can destroy this card, and if you do, Special Summon 1 DARK Warrior monster that was destroyed by battle or card effect and sent to your GY this turn. You can only use this effect of "Igris, the Dark Red Night" once per turn.
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- If this card is in your hand or face-up in your Extra Deck: You can Tribute 2 DARK Warrior monsters; Special Summon this card. When your opponent activates a Spell Card (Quick Effect): You can place this card in your Pendulum Zone, and if you do, negate the activation, and if you do that, destroy that card. If this card is destroyed: Target 1 monster your opponent controls; your opponent can discard 1 card to negate this effect, otherwise destroy that monster, and if you do, gain LP equal to half its ATK. You can only use each effect of "Igris, the Dark Red Night" once per turn.
- Shadows of Fallen Nights
- Quick-Play Spell
- Ritual Summon 1 "Igris, the Arisen Night" from your hand, Deck, or GY, by Tributing monsters from your hand or field whose total Levels equal 7 or more. If this card is in your GY: You can banish this card, then target 2 "Igris" monsters with different names in your GY; your opponent chooses 1 of them to Special Summon, and banish the other. You can only use each effect of "Shadows of Fallen Nights" once per turn.
- Night's Arisen
- Level 3 DARK Warrior/Effect
- 1600/1000
- If you Ritual Summon exactly 1 "Igris" Ritual Monster with a card effect that requires use of monsters, this card can be used as the entire Tribute. You can only use each of the following effects of "Night's Arisen" once per turn. If this card is Normal or Special Summoned: You can add 1 "Shadows of Fallen Nights" from your Deck to your hand. If this card is sent from the field to the GY: You can inflict 600 damage to your opponent.
- Shattered Armor of the Night
- Equip Spell
- Equip only to an "Igris" monster you control. If the equipped monster battles an opponent's monster, that monster's ATK/DEF become halved during damage calculation only. If the equipped monster would be destroyed by battle or card effect, you can destroy this card instead. You can banish this card from your GY; Special Summon 1 "Igris" monster from your hand, Deck, GY, or face-up Extra Deck. You can only use this effect of "Shattered Armor of the Night" once per turn.
- Night's Squire
- Level 2 DARK Warrior/Effect
- 600/2000
- Your opponent's monsters cannot target monsters for attacks, except this one. You can only use each of the following effects of "Night's Squire" once per turn. When an attack is declared involving a DARK Warrior monster: You can Special Summon this card from your hand. If this card is sent from the field to the GY: You can add 1 "Igris" monster from your Deck or GY to your hand.
- Igris, the Arisen Night
- Level 7 DARK Warrior/Ritual/Effect
- 2400/2000
- You can Ritual Summon this card with "Shadows of Fallen Nights". When your opponent activates a Trap Card (Quick Effect): You can banish this card you control (until the End Phase); negate the activation, and if you do, destroy that card, and if you do that, destroy 1 monster your opponent controls. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 "Shadows of Fallen Nights" in your GY; Set it. You can only use each effect of "Igris, the Arisen Night" once per turn.
- Night's Crest
- Normal Spell
- Target 1 "Igris" monster in your GY; Special Summon it. If an "Igris" monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can add this card to your hand. You can only use this effect of "Night's Crest" once per turn.
- Night's Oath
- Continuous Trap
- If a face-up DARK Warrior monster(s) you control is destroyed by battle or card effect: You can target 1 card on the field; destroy it. You can banish this card from your GY; add 1 Equip Spell from your Deck to your hand. You can only use each effect of "Night's Oath" once per turn.
- Empty Throne?! What is a Night To Do?
- Field Spell
- When this card is activated: You can take 1 "Igris" monster from your Deck, and either add it to your hand or Special Summon it. Once per turn, if you Special Summon an "Igris" monster(s): You can target 1 DARK Warrior monster in your GY; add it to your hand. Once per turn, during your Main Phase, if you control an "Igris" monster: You can target 1 face-up monster on the field and 1 monster in your GY; the first target loses ATK equal to the other target's, until the end of this turn. You can only activate 1 "Empty Throne?! What is a Night To Do?" per turn.
- Night's Loyalty
- Normal Trap
- Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then, if you control an "Igris" monster, gain LP equal to that targeted monster's original ATK. If effect damage is inflicted while this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use each effect of "Night's Loyalty" per turn.
- Night's New Lord
- Level 4 DARK Warrior/Effect
- 1400/1600
- You can Tribute this card; Special Summon 1 "Igris" monster from your hand or GY. If this card is in your GY, if a face-up "Igris" card you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Night's New Lord" once per turn.
- Night's Summons
- Continuous Spell
- Once per turn: You can Special Summon 1 Level 4 or lower DARK Warrior monster from your hand, but for the rest of this turn, you cannot Special Summon from the Extra Deck, except DARK Warrior monsters. You must control no monsters to activate and to resolve this effect.
- Summoning of the Night
- Normal Trap
- Target 1 DARK Warrior monster you control and 2 cards your opponent controls; destroy them. If you gain LP while this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use each effect of "Summoning of the Night" per turn.
- Shiny New Night's Armor
- Equip Spell
- Activate this card by targeting 1 DARK Warrior monster in your GY; Special Summon it, and if you do, equip this card to it. The first time it would be destroyed by battle each turn, it is not destroyed. You can only activate 1 "Shiny New Night's Armor" per turn.
- Phantom Night Igris
- Level 7 Scale 8 DARK Warrior/Pendulum/Effect
- 2400/2000
- If a face-up DARK Warrior monster(s) you control is destroyed by battle or card effect: You can target 1 card on the field; destroy it, and if you do, Special Summon this card from your Pendulum Zone. You can only use this effect of "Phantom Night Igris" once per turn.
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- If this card is in your hand or face-up in your Extra Deck: You can Tribute 2 DARK Warrior monsters; Special Summon this card. When your opponent activates a monster effect (Quick Effect): You can place this card in your Pendulum Zone, and if you do, negate the activation, and if you do that, Special Summon 1 Level 4 or lower DARK Warrior monster from your GY. If this card is destroyed: You can target 1 Spell/Trap on the field; destroy it. You can only use each effect of "Phantom Night Igris" once per turn.
- Night Igris and the Phantom Army
- Level 8 DARK Warrior/Fusion/Effect
- 2800/2500
- 1 "Igris" monster + 1 DARK Warrior monster
- This card can make a second attack during each Battle Phase, also if it attacks a Defense Position monster, inflict piercing battle damage. You can only use each of the following effects of "Night Igris and the Phantom Army" once per turn. When your opponent activates a monster effect (Quick Effect): You can gain LP equal to half that monster's ATK. If you gain LP: You can Special Summon 1 "Phantom Army Token" (Warrior/DARK/Level 4/ATK ?/DEF 0) with ATK equal to the amount of LP gained.
- Igris, the Crimson Phantom Night
- Level 8 DARK Warrior/Fusion/Effect
- 2800/2500
- 1 "Igris" monster + 1 DARK Warrior monster
- This card can attack all monsters your opponent controls, once each. You can only use each of the following effects of "Igris, the Crimson Phantom Night" once per turn. When your opponent activates a monster effect (Quick Effect): You can inflict damage to your opponent equal to half that monster's ATK. If effect damage is inflicted while this card is in your GY (except during the Damage Step): You can Special Summon this card (but banish it when it leaves the field), and if you do, it gains ATK equal to the amount of damage inflicted.
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