Advertisement
ArcDesLHK

Enyggma

May 11th, 2023 (edited)
22
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.77 KB | None | 0 0
  1. Enyggma Source
  2. Level 4 WATER Illusion/Tuner/Effect
  3. 1100/1700
  4. You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Illusion monsters, also, destroy that card, and if you do, Special Summon 1 "Enyggma" monster from your Deck, except "Enyggma Source". If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Enyggma" monster from your hand or GY, except "Enyggma Source". You can only use each effect of "Enyggma Source" once per turn.
  5.  
  6. Enyggma Progenitor
  7. Level 4 WATER Illusion/Tuner/Effect
  8. 1200/1400
  9. You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Illusion monsters, also, destroy that card, and if you do, Special Summon 1 "Enyggma" monster from your Deck, except "Enyggma Progenitor". If this card is destroyed by battle or card effect and sent to the GY: You can add 1 "Enyggma" card from your Deck to your hand, except "Enyggma Progenitor". You can only use each effect of "Enyggma Progenitor" once per turn.
  10.  
  11. Enyggma Dawn
  12. Level 3 WATER Illusion/Tuner/Effect
  13. 1100/600
  14. You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Illusion monsters, also, destroy that card, and if you do, Special Summon 1 "Enyggma" monster from your Deck, except "Enyggma Dawn". If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Enyggma Token" (Illusion/WATER/Level 4/ATK 1000/DEF 1000). You can only use each effect of "Enyggma Dawn" once per turn.
  15.  
  16. Enyggma Foundation
  17. Level 3 WATER Illusion/Tuner/Effect
  18. 1200/600
  19. You can target 1 face-up card you control; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Illusion monsters, also, destroy that card, and if you do, Special Summon 1 "Enyggma" monster from your Deck, except "Enyggma Foundation". If this card is destroyed by battle or card effect and sent to the GY: You can target 1 Spell/Trap your opponent controls; destroy it. You can only use each effect of "Enyggma Foundation" once per turn.
  20.  
  21. Enyggma Root
  22. Level 4 WATER Illusion/Effect
  23. 1500/1500
  24. If this card is in your hand: You can destroy 1 other "Enyggma" monster in your hand and/or face-up field, and if you do, Special Summon this card. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 "Enyggma" card in your GY, except "Enyggma Root"; add it to your hand. You can only use each effect of "Enyggma Root" once per turn.
  25.  
  26. Enyggma Start
  27. Level 3 WATER Illusion/Effect
  28. 900/1700
  29. If this card is in your hand: You can destroy 1 other "Enyggma" monster in your hand and/or face-up field, and if you do, Special Summon this card. If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Enyggma" monster from your Deck, except "Enyggma Start", but destroy it during the End Phase. You can only use each effect of "Enyggma Start" once per turn.
  30.  
  31. Enyggma Providence Master
  32. Level 11 WATER Illusion/Synchro/Effect
  33. 4000/2500
  34. 2+ Tuners + 1 non-Tuner monster
  35. Once per turn, during the Damage Step, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use each of the following effects of "Enyggma Providence Master" once per turn. If an opponent's monster(s) is destroyed by battle or card effect: You can banish 1 card your opponent controls. If this card is destroyed by battle or card effect: You can add 1 Illusion monster from your Deck or GY to your hand, except "Enyggma Providence Master".
  36.  
  37. Enyggma Riser
  38. Level 9 WATER Illusion/Synchro/Effect
  39. 2500/2500
  40. 2+ Tuners + 1 non-Tuner monster
  41. Once per turn, when an effect of a card in the GY is activated (Quick Effect): You can negate the activation. You can only use each of the following effects of "Enyggma Riser" once per turn. You can target 1 monster you control and 1 card your opponent controls; destroy them. If this card is destroyed by battle or card effect: You can Special Summon 1 Illusion monster from your Deck.
  42.  
  43. Enyggma Origin
  44. Level 10 WATER Illusion/Synchro/Effect
  45. 3000/3000
  46. 2+ Tuners + 1 non-Tuner monster
  47. Once per turn, when your opponent would Special Summon a monster(s) (Quick Effect): You can negate the Summon, and if you do that, destroy that monster(s). You can only use each of the following effects of "Enyggma Origin" once per turn. You can target 1 Level 9 or lower "Enyggma" monster in your GY; Special Summon it. If this card is destroyed by battle or card effect: You can add 1 "Enyggma" card from your Deck to your hand.
  48.  
  49. Enyggma Ancestry
  50. Normal Spell
  51. Special Summon 1 "Enyggma" monster from your hand or GY. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can destroy 1 Illusion monster you control. You can only use each effect of "Enyggma Ancestry" once per turn.
  52.  
  53. Enyggma Creation
  54. Normal Spell
  55. Special Summon 1 "Enyggma" monster from your Deck. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can add 1 "Enyggma" monster from your Deck to your hand. You can only use each effect of "Enyggma Creation" once per turn.
  56.  
  57. Enyggma Inception
  58. Normal Spell
  59. Target 1 "Enyggma" monster in your GY; add it to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can Set 1 "Enyggma" Trap directly from your Deck. You can only use each effect of "Enyggma Inception" once per turn.
  60.  
  61. Enyggma Beginning
  62. Normal Spell
  63. Destroy Spells/Traps on the field equal to the number of "Enyggma" monsters you control. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 Illusion monster, and if you do, draw 2 cards. You can only use each effect of "Enyggma Beginning" once per turn.
  64.  
  65. Enyggma Interference
  66. Normal Trap
  67. Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then, if you control an "Enyggma" Synchro Monster, inflict damage to your opponent equal to that targeted monster's original ATK. If this Set card is sent from the field to the GY: You can add 1 Illusion monster from your Deck to your hand. You can only use each effect of "Enyggma Interference" once per turn.
  68.  
  69. Enyggma Entrancement
  70. Normal Trap
  71. Target 1 "Enyggma" monster you control and 1 card your opponent controls; destroy them, and if you do, draw 1 card. If this Set card is sent from the field to the GY: You can add 1 Illusion monster from your GY to your hand. You can only use each effect of "Enyggma Entrancement" once per turn.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement