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ArcDesLHK

Chronomorph

Jun 30th, 2023 (edited)
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  1. Chronomorph Sphere
  2. Level 3 LIGHT Machine/Effect
  3. 800/800
  4. You can discard this card and 1 "Chronomorph" card; draw 2 cards. You can only use this effect of "Chronomorph Sphere" once per turn. During your opponent's turn (Quick Effect): You can banish this card from your GY; negate the next attack this turn from a monster your opponent controls.
  5.  
  6. Chronomorph Ghost
  7. Level 3 DARK Fiend/Effect
  8. 100/1800
  9. You can reveal this card and 1 "Chronomorph" monster in your hand; Special Summon 1 of them and discard the other. While this card is in your GY, if a face-up "Chronomorph" Fusion Monster 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 "Chronomorph Ghost" once per turn.
  10.  
  11. Chronomorph Timestalker
  12. Level 4 DARK Warrior/Effect
  13. 1800/800
  14. If this card attacks, it gains 400 ATK during the Damage Step only. You can only use each of the following effects of "Chronomorph Timestalker" once per turn. You can reveal this card and 1 "Chronomorph" monster in your hand; Special Summon 1 of them and discard the other. If this card is in your GY, except the turn it was sent there: You can banish 1 "Chronomorph" card from your GY, except "Chronomorph Timestalker"; add this card to your hand.
  15.  
  16. Chronomorph Spinner
  17. Level 2 LIGHT Machine/Effect
  18. 800/800
  19. (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Chronomorph" monster you control; it gains 800 ATK until the end of this turn. You can only use this effect of "Chronomorph Spinner" once per turn. If a Fusion Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
  20.  
  21. Chronomorph Space Cruiser
  22. Level 4 LIGHT Machine/Effect
  23. 1600/1300
  24. You can target 1 "Chronomorph" card in your GY, except "Chronomorph Space Cruiser"; Special Summon this card from your hand, and if you do, add that card to your hand. While this card is in your GY, if a face-up "Chronomorph" Fusion Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can banish this card; destroy 1 card on the field. You can only use each effect of "Chronomorph Space Cruiser" once per turn.
  25.  
  26. Chronomorph Slasher
  27. Level 5 DARK Warrior/Effect
  28. 1900/1200
  29. If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Chronomorph Slasher" once per turn this way. You can only use each of the following effects of "Chronomorph Slasher" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Chronomorph" Fusion Monster from your GY. When your "Chronomorph" monster destroys an opponent's monster by battle, while this card is in your GY: You can add this card to your hand.
  30.  
  31. Chronomorph Airship
  32. Level 4 LIGHT Machine/Effect
  33. 1500/1100
  34. (Quick Effect): You can banish 1 "Chronomorph" monster from your GY; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 "Chronomorph" monster from your hand in Defense Position. You can only use each effect of "Chronomorph Airship" once per turn.
  35.  
  36. Chronomorph Jet
  37. Level 3 LIGHT Machine/Effect
  38. 1000/1000
  39. If this card is Normal or Special Summoned: You can add 1 "Chronomorph" monster from your Deck to your hand, except "Chronomorph Jet". You can banish this card from your field or GY; Special Summon 1 "Chronomorph" monster from your hand or GY, except "Chronomorph Jet". You can only use each effect of "Chronomorph Jet" once per turn.
  40.  
  41. Chronomorph Biplane
  42. Level 6 LIGHT Machine/Effect
  43. 800/1800
  44. 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 activate 1 of these effects;
  45. ● Special Summon 1 "Chronomorph" monster from your hand, except "Chronomorph Biplane".
  46. ● Switch the ATK and DEF of 1 face-up monster on the field, until the end of this turn.
  47.  
  48. Chronomorph Breaker
  49. Level 4 DARK Warrior/Effect
  50. 1800/1000
  51. You can reveal this card and 1 "Chronomorph" monster in your hand; Special Summon 1 of them and discard the other. You can only use this effect of "Chronomorph Breaker" once per turn. At the start of the Damage Step, if this card battles a monster: You can destroy that monster.
  52.  
  53. Chronomorph Sweeper
  54. Level 4 DARK Machine/Effect
  55. 1200/100
  56. If this card is in your hand: You can return 1 "Chronomorph" monster you control to the hand, except "Chronomorph Sweeper"; Special Summon this card. If you control no monsters: You can banish this card from your GY, then target 3 "Chronomorph" cards in your GY, except "Chronomorph Sweeper"; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Chronomorph Sweeper" once per turn.
  57.  
  58. Chronomorph Crusher
  59. Level 3 LIGHT Warrior/Effect
  60. 1300/600
  61. If you control no monsters, you can Special Summon this card (from your hand). During damage calculation, if a "Chronomorph" monster you control battles an opponent's monster (Quick Effect): You can banish this card from your GY; for that battle, that monster you control cannot be destroyed, also you take no battle damage.
  62.  
  63. Chronomorph Wingman
  64. Level 4 LIGHT Warrior/Effect
  65. 1400/500
  66. During your Main Phase, if you Fusion Summoned this turn: You can Special Summon this card from your hand. If you control a "Chronomorph" Fusion Monster: You can Tribute this card, then target 1 monster on the field; destroy that target. You can only use each effect of "Chronomorph Wingman" once per turn.
  67.  
  68. Chronomorph Mono
  69. Level 1 LIGHT Machine/Effect
  70. 0/0
  71. If this card is sent to the GY: You can add 1 "Chronomorph" monster from your Deck to your hand, except "Chronomorph Mono". If you control a "Chronomorph" Fusion Monster: You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chronomorph Mono" once per turn.
  72.  
  73. Chronomorph Cycle
  74. Level 2 DARK Machine/Effect
  75. 800/800
  76. During your Main Phase, you can Normal Summon 1 "Chronomorph" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During the End Phase, if a Fusion Monster(s) was sent to your GY this turn: You can add this card from the GY to your hand. You can only use this effect of "Chronomorph Cycle" once per turn.
  77.  
  78. Chronomorph Road Runner
  79. Level 2 DARK Warrior/Effect
  80. 400/400
  81. During the Damage Step, when your "Chronomorph" Fusion Monster battles (Quick Effect): You can send this card from your hand to the GY; that monster gains 1000 ATK until the end of this turn. During the End Phase, if a Fusion Monster(s) was sent to your GY this turn: You can add this card from the GY to your hand. You can only use each effect of "Chronomorph Road Runner" once per turn.
  82.  
  83. Chronomorph Space Dragon
  84. Level 7 DARK Machine/Fusion/Effect
  85. 2500/1200
  86. 2 "Chronomorph" monsters
  87. Once per turn: You can target 1 monster your opponent controls; destroy it, and if you do, if this card was Fusion Summoned using a monster(s) on the field as material, inflict damage to your opponent equal to the destroyed monster's ATK on the field. If this face-up card leaves the field: You can target 1 card on the field; destroy it.
  88.  
  89. Chronomorph Battle Voyager
  90. Level 8 DARK Machine/Fusion/Effect
  91. 2400/2800
  92. 3 "Chronomorph" monsters
  93. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved. If this face-up card leaves the field: You can target 1 "Chronomorph" card in your GY, except "Chronomorph Battle Voyager"; add it to your hand.
  94.  
  95. Chronomorph Air Fighter
  96. Level 6 LIGHT Machine/Fusion/Effect
  97. 2400/1500
  98. 2 "Chronomorph" monsters
  99. You can banish 1 "Chronomorph" card from your GY and declare 1 type of card (Monster, Spell, or Trap); for the rest of this turn, your opponent cannot activate cards or effects of that type. You can only use this effect of "Chronomorph Air Fighter" once per turn. If this face-up card leaves the field: You can add 1 "Chronomorph" monster from your Deck to your hand.
  100.  
  101. Chronomorph Mecha Knight
  102. Level 7 LIGHT Machine/Fusion/Effect
  103. 2200/1900
  104. 2 "Chronomorph" monsters
  105. At the start of the Damage Step, if this card battles a monster: You can destroy that monster, and if you do, if this card was Fusion Summoned using a LIGHT monster(s) as material, inflict damage to your opponent equal to the ATK the destroyed monster had on the field. If this face-up card leaves the field: You can Special Summon 1 "Chronomorph" monster from your Deck.
  106.  
  107. Chronomorph Astro Cruiser
  108. Level 5 LIGHT Machine/Fusion/Effect
  109. 1800/2300
  110. 2 "Chronomorph" monsters
  111. Cannot be destroyed by battle. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: This card gains ATK equal to half that opponent's monster's original ATK. If this face-up card leaves the field: You can Special Summon 1 "Chronomorph" monster from your hand or GY, except "Chronomorph Astro Cruiser".
  112.  
  113. Chronomorph Beetle Mars
  114. Level 8 DARK Machine/Fusion/Effect
  115. 3000/2500
  116. 1 "Chronomorph" monster + 1 Fusion Monster
  117. 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, destroy 1 card in your opponent's hand (at random) or their field. If a monster(s) your opponent controls is destroyed by a card effect while you control this monster: You can inflict 400 damage to your opponent for each card in your opponent's hand. You can only use this effect of "Chronomorph Beetle Mars" once per turn.
  118.  
  119. Chronomorph Space Zone
  120. Field Spell
  121. When this card is activated: You can add 1 "Chronomorph" monster from your Deck to your hand, with a different name than the cards you control. During your Main Phase: You can Fusion Summon 1 "Chronomorph" Fusion Monster from your Extra Deck, using monsters from your hand or field as material. You can only activate 1 "Chronomorph Space Zone" per turn.
  122.  
  123. Chronomorph Raid Speer
  124. Equip Spell
  125. Special Summon 1 "Chronomorph" monster from your hand or GY, except a Fusion Monster, and if you do, equip this card to it. It cannot be destroyed by battle, also if it attacks a Defense Position monster, inflict piercing battle damage. During your Main Phase: You can Fusion Summon 1 "Chronomorph" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including the equipped monster. You can only use this effect of "Chronomorph Raid Speer" once per turn. You can only activate 1 "Chronomorph Raid Speer" per turn.
  126.  
  127. Chronomorph Fusion
  128. Normal Spell
  129. Fusion Summon 1 "Chronomorph" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY.
  130.  
  131. Chronomorphesis
  132. Quick-Play Spell
  133. (This card is always treated as a "Chronomorph" card.)
  134. Fusion Summon 1 "Chronomorph" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and all other monsters on the field lose ATK equal to the Summoned monster's original ATK. You can only activate 1 "Chronomorphesis" per turn.
  135.  
  136. Chronophage
  137. Normal Spell
  138. (This card is always treated as a "Chronomorph" card.)
  139. Fusion Summon 1 "Chronomorph" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls more monsters than you do, you can also use up to 1 "Chronomorph" monster in your Deck as Fusion Material. You can only activate 1 "Chronophage" per turn.
  140.  
  141. Reverse Time
  142. Quick-Play Spell
  143. (This card is always treated as a "Chronomorph" card.)
  144. Target 1 "Chronomorph" Fusion Monster you control; return that target to the Extra Deck, and if you do, gain LP equal to its original ATK, then, if all the materials that were used for its Fusion Summon are in your GY, you can Special Summon all of them.
  145.  
  146. Chronostasis
  147. Counter Trap
  148. (This card is always treated as a "Chronomorph" card.)
  149. When a Spell/Trap Card, or monster effect, is activated while you control a "Chronomorph" Fusion Monster: Negate the activation, and if you do, destroy that card, then, you can move the turn count forward by 1.
  150.  
  151. Chronotransmision
  152. Normal Trap
  153. (This card is always treated as a "Chronomorph" card.)
  154. Target 1 "Chronomorph" monster you control; shuffle it into the Deck, and if you do, Special Summon 1 "Chronomorph" monster from your hand, then, if you returned a Fusion Monster to the Extra Deck this way, destroy 1 Spell/Trap on the field.
  155.  
  156. Timeshift Formation
  157. Continuous Trap
  158. (This card is always treated as a "Chronomorph" card.)
  159. While you control a "Chronomorph" Fusion Monster, this card cannot be destroyed, or banished, by card effects. Once per turn, when an opponent's monster declares an attack: You can negate the attack, then place 1 counter on this card. You can send this face-up card with 3 or more counters to the GY; inflict 1000 damage to your opponent for each "Chronomorph" Fusion Monster you control.
  160.  
  161. Chronomirage
  162. Normal Trap
  163. (This card is always treated as a "Chronomorph" card.)
  164. If you control a "Chronomorph" Fusion Monster: Special Summon as many monsters as possible from your GY that were destroyed and sent to your GY by battle or an opponent's card effect this turn. You can only activate 1 "Chronomirage" per turn.
  165.  
  166. Chronomorph Arc of Time
  167. Normal Trap
  168. If a face-up "Chronomorph" monster(s) you control is destroyed by battle or card effect: Special Summon 1 Level 4 or lower "Chronomorph" monster from your Deck, then you can inflict damage to your opponent equal to 1 of the destroyed monsters' ATK. You can only activate 1 "Chronomorph Arc of Time" per turn.
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