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ArcDesLHK

Ballroom

May 30th, 2023
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  1. Ballroom Tangolem
  2. Level 9 LIGHT Rock/Synchro/Effect
  3. 2800/2500
  4. 1 Tuner + 1+ non-Tuner LIGHT monsters
  5. If this card is Synchro Summoned: You can target 1 monster in your GY used as its material; inflict damage to your opponent equal to its ATK. You can only use this effect of "Ballroom Tangolem" once per turn. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can return that opponent's monster to the hand, also, send 1 random card from your opponent's hand to the GY.
  6.  
  7. Ballroom Bachatagician
  8. Level 4 LIGHT Spellcaster/Tuner/Effect
  9. 1500/1400
  10. If you control a "Ballroom" monster: You can target 1 face-up monster your opponent controls; Special Summon this card from your hand in Defense Position, then return the targeted monster to the hand. You can only use this effect of "Ballroom Bachatagician" once per turn. A "Ballroom" Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by your opponent's card effects.
  11.  
  12. Ballroom Boleroguin
  13. Level 3 LIGHT Aqua/Effect
  14. 1400/1200
  15. You can target 1 "Ballroom" card in your GY, except "Ballroom Boleroguin"; Special Summon this card from your hand, and if you do, add that card to your hand, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. If this card is sent to the GY as Synchro Material: You can inflict 200 damage to your opponent for each card in your opponent's hand. You can only use each effect of "Ballroom Boleroguin" once per turn.
  16.  
  17. Ballroom Chachachampion
  18. Level 7 LIGHT Warrior/Synchro/Effect
  19. 2400/1900
  20. 1 LIGHT Tuner + 1+ non-Tuner monsters
  21. If this card is Synchro Summoned: You can target 1 monster in your GY used as its material; add it to your hand. You can only use this effect of "Ballroom Chachachampion" once per turn. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can make that opponent's monster lose ATK equal to the number of cards in your opponent's hand x 1000 until the end of this turn.
  22.  
  23. Ballroom Jiviper
  24. Level 2 LIGHT Reptile/Effect
  25. 700/1900
  26. If you control a "Ballroom" monster, you can Special Summon this card (from your hand). You can only Special Summon "Ballroom Jiviper" once per turn this way. This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; return it to the hand.
  27.  
  28. Ballroom Mambo Mambo
  29. Level 4 LIGHT Fish/Tuner/Effect
  30. 1700/1000
  31. If you control no monsters, or only "Ballroom" 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 Synchro Monsters. You can only use this effect of "Ballroom Mambo Mambo" once per turn.
  32.  
  33. Ballroom Sambuster
  34. Level 6 LIGHT Warrior/Synchro/Tuner/Effect
  35. 2200/1800
  36. 1 Tuner + 1+ non-Tuner monsters
  37. Gains 200 ATK/DEF for each card in your opponent's hand. You can only use each of the following effects of "Ballroom Sambuster" once per turn. If this card is Special Summoned: You can add 1 "Ballroom" monster from your Deck to your hand. During your Main Phase: You can Special Summon 1 "Ballroom" monster from your hand.
  38.  
  39. Ballroom Waltzapper
  40. Level 9 LIGHT Rock/Synchro/Effect
  41. 2800/2500
  42. 1 Tuner + 1+ non-Tuner monsters
  43. If this card is Synchro Summoned: You can target 1 monster in your GY used as its material; this card gains ATK equal to that target's ATK. You can only use this effect of "Ballroom Waltzapper" once per turn. Once per turn, when your opponent activates a monster effect (Quick Effect): You can return that opponent's monster to the hand, also, send 1 random card from your opponent's hand to the GY.
  44.  
  45. Ballroom Trotfoxer
  46. Level 2 LIGHT Beast/Effect
  47. 900/900
  48. During your Main Phase, you can Normal Summon 1 "Ballroom" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is sent to the GY as Synchro Material: You can make each player draw 1 card. You can only use this effect of "Ballroom Trotfoxer" once per turn.
  49.  
  50. Ballroom Pasodobull
  51. Level 3 LIGHT Beast-Warrior/Effect
  52. 1300/800
  53. If this card is added to your hand, except by drawing it, and you control a "Ballroom" monster: You can Special Summon it. You can only use this effect of "Ballroom Pasodobull" once per turn. At the start of the Damage Step, if this card battles an opponent's monster: You can return both the opponent's monster and this card to the hand.
  54.  
  55. Ballroom Quick Step
  56. Quick-Play Spell
  57. Target 2 "Ballroom" monsters in your GY with different Levels; add them to your hand. While this card is in your GY: You can target 1 "Ballroom" monster you control; add this card to your hand, and if you do, return that monster to the hand. You can only use each effect of "Ballroom Quick Step" once per turn.
  58.  
  59. Ballroom Rhythm
  60. Quick-Play Spell
  61. Target 1 "Ballroom" Tuner you control; it gains this effect, until the end of this turn.
  62. ● If this card you control would be used as Synchro Material for a "Ballroom" monster, "Ballroom" monsters in your hand can be used as the non-Tuner Synchro Materials.
  63. While this card is in your GY: You can target 1 "Ballroom" monster you control; add this card to your hand, and if you do, return that monster to the hand. You can only use each effect of "Ballroom Rhythm" once per turn.
  64.  
  65. Ballroom Vibe
  66. Normal Spell
  67. Special Summon up to 2 "Ballroom" 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 from the Extra Deck once. While this card is in your GY: You can target 1 "Ballroom" monster you control; add this card to your hand, and if you do, return that monster to the hand. You can only use each effect of "Ballroom Vibe" once per turn.
  68.  
  69. Ballroom Rumbarms
  70. Normal Trap
  71. Activate 1 of the following effects.
  72. ● Target 1 "Ballroom" monster in your GY; Special Summon it in Defense Position.
  73. ● When your opponent activates a card or effect in response to your "Ballroom" monster's effect activation: Target 1 card your opponent controls; return it to the hand.
  74. You can only activate 1 "Ballroom Rumbarms" per turn
  75.  
  76. Ballroom Swing
  77. Counter Trap
  78. When a Spell/Trap Card, or monster effect, is activated while you control a "Ballroom" Synchro Monster: Negate the activation, and if you do, destroy that card, then, if it was a Monster Card, return 1 monster on the field to the hand. You can only activate 1 "Ballroom Swing" per turn.
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