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ArcDesLHK

Zaparmor

Feb 10th, 2023 (edited)
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  1. Armor monster ability
  2. -Only 1 Armor monster can attack each turn.
  3. -If you have 2 or more Armor monsters and 1 is targeted for that attack, you can redirect the attack to another Armor monster.
  4.  
  5. Plus monsters share the following line:
  6. Cannot declare an attack targeting a Plus monster.
  7.  
  8. Minus monsters share the following line
  9. Cannot declare an attack targeting a Minus monster.
  10.  
  11. Plus Minus Monsters are always a Contact Fusion of 1 Plus and 1 Minus monsters.
  12.  
  13. Zaparmor Helm
  14. Level 4 LIGHT Thunder/Armor/Effect
  15. 0/2000
  16. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. Once per battle, during damage calculation, if this Attack Position card battles an Attack Position monster (Quick Effect): You can apply each card's DEF for damage calculation.
  17.  
  18. Zaparmor Bevor
  19. Level 4 LIGHT Thunder/Armor/Effect
  20. 1500/2000
  21. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. Cannot be destroyed by battle. At the end of the Damage Step, when this card battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.
  22.  
  23. Zaparmor Pauldron
  24. Level 4 LIGHT Thunder/Armor/Effect
  25. 1000/1000
  26. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is destroyed by battle or card effect: You can add 1 "Zaparmor" card from your Deck or GY to your hand, except "Zaparmor Pauldron".
  27.  
  28. Zaparmor Cuirass
  29. Level 4 LIGHT Thunder/Armor/Effect
  30. 1500/0
  31. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. Once per turn, when an opponent's monster declares an attack: You can negate the attack.
  32.  
  33. Zaparmor Rerebrace
  34. Level 4 LIGHT Thunder/Armor/Effect
  35. 1500/1000
  36. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. Once per Chain, during your opponent's Main or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Xyz Summon using this card you control.
  37.  
  38. Zaparmor Couter
  39. Level 4 LIGHT Thunder/Armor/Effect
  40. 0/500
  41. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. You can reveal this card and 1 other "Zaparmor" monster in your hand; Special Summon both in Defense Position, but negate their effects, also you cannot Special Summon monsters for the rest of this turn, except LIGHT Thunder monsters. You can only use this effect of "Zaparmor Couter" once per turn.
  42.  
  43. Zaparmor Plackart
  44. Level 4 LIGHT Thunder/Armor/Effect
  45. 1500/1500
  46. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. You can reveal this card and 1 "Zaparmor" monster in your hand; Special Summon 1 of them and discard the other. If this card is Special Summoned: You can add 1 "Zaparmor" card from your Deck to your hand, except "Zaparmor Plackart". You can only use this effect of "Zaparmor Plackart" once per turn.
  47.  
  48. Zaparmor Vambrace
  49. Level 4 LIGHT Thunder/Armor/Effect
  50. 1000/1500
  51. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned: You can Special Summon 1 "Zaparmor" monster from your hand or Deck, except "Zaparmor Vambrace". You can only use this effect of "Zaparmor Vambrace" once per turn.
  52.  
  53. Zaparmor Faulds
  54. Level 4 LIGHT Thunder/Armor/Effect
  55. 1000/2000
  56. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. When a monster declares an attack: You can Special Summon this card from your hand, and if you do, negate that attack, then, if you control another "Zaparmor" monster, you can destroy the monster that declared that attack.
  57.  
  58. Zaparmor Gauntlets
  59. Level 4 LIGHT Thunder/Armor/Effect
  60. 1000/1000
  61. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. This card can attack directly. If this card inflicts battle damage to your opponent: Gain LP equal to the damage inflicted.
  62.  
  63. Zaparmor Cuisses
  64. Level 4 LIGHT Thunder/Armor/Effect
  65. 500/2000
  66. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. Once per turn: You can target 1 face-up monster on the field; negate that target's effects until the end of your opponent's next turn.
  67.  
  68. Zaparmor Poleyn
  69. Level 4 LIGHT Thunder/Armor/Effect
  70. 1500/1500
  71. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is in your hand or GY: You can target 1 "Zaparmor" Xyz Monster you control; attach this card to it as material. You can only use this effect of "Zaparmor Poleyn" once per turn.
  72.  
  73. Zaparmor Greaves
  74. Level 4 LIGHT Thunder/Armor/Effect
  75. 1000/500
  76. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. You can banish 1 "Zaparmor" card from your GY, except "Zaparmor Greaves"; Special Summon this card from your hand. You can only use this effect of "Zaparmor Greaves" once per turn.
  77.  
  78. Zaparmor Sabatons
  79. Level 4 LIGHT Thunder/Armor/Effect
  80. 1000/1000
  81. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a "Zaparmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is destroyed by battle and sent to the GY: Destroy the monster that destroyed it. Neither player takes any battle damage from battles involving this card.
  82.  
  83. Zaparmor Coilpy Knight
  84. Level 4 LIGHT Thunder/Union/Effect
  85. 1000/1000
  86. If you control a "Zaparmor" Armor monster, you can Special Summon this card (from your hand). You can only Special Summon "Zaparmor Coilpy Knight" once per turn this way. Once per turn, you can either: Target 1 "Zaparmor" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  87.  
  88. Zaparmor Caller +
  89. Level 4 LIGHT Thunder/Plus/Effect
  90. 1500/1000
  91. Cannot declare an attack targeting a Plus monster. When this card is Normal Summoned: You can Special Summon 1 "Zaparmor" monster from your hand. If this card is sent to the GY, except from the field: You can add 1 "Zaparmor" Spell/Trap from your Deck to your hand. You can only use this effect of "Zaparmor Caller +" once per turn.
  92.  
  93. Zaparmor Conductor -
  94. Level 4 LIGHT Thunder/Minus/Effect
  95. 1000/1500
  96. Cannot declare an attack targeting a Minus monster. When this card is Normal Summoned: You can target 1 "Zaparmor" monster in your GY, except "Zaparmor Conductor -"; Special Summon that target. If this card is sent to the GY, except from the field: You can send 1 "Zaparmor" card from your Deck to the GY, except "Zaparmor Conductor -". You can only use this effect of "Zaparmor Conductor -" once per turn.
  97.  
  98. Zaparmor Thundregal King +-
  99. Level 8 LIGHT Thunder/Fusion/Plus Minus/Effect
  100. 2000/2000
  101. 1 Thunder Plus monster + 1 Thunder Minus monster
  102. Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned: Target 1 Thunder Plus monster in your GY; this card gains ATK equal to that target's original ATK. When this card destroys a monster by battle: You can target 1 Thunder Minus monster in your GY; destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to the targeted monster's original ATK.
  103.  
  104. Zaparmor Teslaquipped Menace
  105. Rank 4 LIGHT Thunder/Xyz/Effect
  106. 2500/2000
  107. 2+ Level 4 Thunder monsters
  108. Once per battle, during damage calculation, if this card battles an opponent's monster (Quick Effect): You can halve the ATK of that opponent's monster, during that damage calculation only. Once per turn, when an effect of a card in the GY is activated (Quick Effect): You can detach 1 material from this card; negate the activation.
  109.  
  110. Zaparmor Edisonquipped Matrix
  111. Rank 4 LIGHT Thunder/Xyz/Effect
  112. 2500/2000
  113. 2+ Level 4 Thunder monsters
  114. You can detach any number of materials from this card, then target that many cards on the field; destroy them. You can only use this effect of "Zaparmor Edisonquipped Matrix" once per turn. Once per turn, when an effect of a card in the GY is activated (Quick Effect): You can banish up to 3 cards in either player's GY.
  115.  
  116. Zaparmor Gravitation
  117. Normal Spell
  118. Special Summon 2 "Zaparmor" monsters with the same Level, 1 from your hand and 1 from your GY, but negate their effects, also you cannot Special Summon monsters from the Extra Deck, except Thunder monsters. You can only activate 1 "Zaparmor Gravitation" per turn.
  119.  
  120. Zaparmor Suit
  121. Normal Spell
  122. If you control no monsters: Special Summon 2 "Zaparmor" monsters with the same Level, 1 from your Deck and 1 from your GY, but negate their effects, also you cannot Special Summon monsters from the Extra Deck, except Thunder monsters. If a Thunder monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Zaparmor Suit" per turn.
  123.  
  124. Zaparmor Guard
  125. Equip Spell
  126. Special Summon 1 Level 4 or lower "Zaparmor" monster from your hand or GY, and if you do, equip it with this card, then you can change 1 face-up monster your opponent controls to face-down Defense Position. The equipped monster cannot be destroyed by card effects. You can only activate 1 "Zaparmor Guard" per turn.
  127.  
  128. Zaparmor Shield
  129. Equip Spell
  130. Special Summon 1 Level 4 or lower "Zaparmor" monster from your hand or GY, and if you do, equip it with this card, then you can destroy 1 Spell/Trap on the field. The equipped monster cannot be destroyed by battle. You can only activate 1 "Zaparmor Shield" per turn.
  131.  
  132. Zaparmor Vest
  133. Continuous Spell
  134. You can target 1 "Zaparmor" monster in your GY; add it to your hand. You can only use this effect of "Zaparmor Vest" once per turn. Once per turn, during the End Phase: Inflict 100 damage to your opponent for each "Zaparmor" monster you control and in your GY.
  135.  
  136. Zaparmor Plate
  137. Continuous Spell
  138. When this card is activated: You can add 1 "Zaparmor" monster from your Deck to your hand. Once per turn, during the End Phase: Gain 200 LP for each "Zaparmor" monster you control and in your GY. You can only activate 1 "Zaparmor Plate" per turn.
  139.  
  140. Zaparmor Production Factory
  141. Field Spell
  142. All "Zaparmor" monsters you control gain 500 ATK/DEF. You can only use each of the following effects of "Zaparmor Production Factory" once per turn. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 "Zaparmor" Armor monster in your GY; Special Summon that target in Defense Position. When an opponent's monster declares an attack: You can negate the attack.
  143.  
  144. Zaparmor Protection
  145. Normal Trap
  146. Target 1 "Zaparmor" monster you control; equip this card to that target. It gains 400 ATK. Once per turn, during the End Phase, if this card is equipped to a monster: You can target 1 "Zaparmor" Spell in your GY; add it to your hand.
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