Advertisement
ArcDesLHK

Electro

Jun 27th, 2023
49
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.36 KB | None | 0 0
  1. Electro Pincer
  2. Level 3 LIGHT Thunder/Effect
  3. 1200/800
  4. You can target 1 "Electro" monster you control; Special Summon this card from your hand, then the targeted monster loses 1200 ATK. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 face-up monster your opponent controls; it loses 1200 ATK. You can only use each effect of "Electro Pincer" once per turn.
  5.  
  6. Electro Volkner
  7. Level 4 LIGHT Thunder/Effect
  8. 1600/1200
  9. You can target 1 "Electro" monster you control; Special Summon this card from your hand, then change the targeted monster's battle position. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 face-up monster your opponent controls; change its battle position. You can only use each effect of "Electro Volkner" once per turn.
  10.  
  11. Electro Surge
  12. Level 4 LIGHT Thunder/Effect
  13. 1700/1200
  14. Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 "Electro" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. You can only use this effect of "Electro Surge" once per turn.
  15.  
  16. Electro Zapter
  17. Level 2 LIGHT Thunder/Effect
  18. 1000/0
  19. Once per turn, during your Main Phase: You can Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 Set card your opponent controls; destroy it. You can only use this effect of "Electro Zapter" once per turn.
  20.  
  21. Electro Sparker
  22. Level 3 LIGHT Thunder/Effect
  23. 900/1400
  24. This card can attack directly. You can only use each of the following effects of "Electro Sparker" once per turn. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 face-up monster your opponent controls; negate its effects. When an opponent's monster declares an attack: You can banish this card from your GY; negate the attack, also end the Battle Phase.
  25.  
  26. Electro Pulser
  27. Level 4 LIGHT Thunder/Effect
  28. 1500/500
  29. If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 face-up monster your opponent controls; banish it when it leaves the field. You can only use each effect of "Electro Pulser" once per turn.
  30.  
  31. Electro Stingner
  32. Level 4 LIGHT Thunder/Effect
  33. 1800/1000
  34. At the start of the Damage Step, if this card battles a monster: You can destroy that monster. You can only use each of the following effects of "Electro Stingner" once per turn. If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. While this card is in your GY, if a face-up "Electro" 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.
  35.  
  36. Electro Ninevolt
  37. Level 4 LIGHT Thunder/Effect
  38. 1100/1900
  39. (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Electro" monster you control; it gains 1900 ATK until the end of this turn. If this card is in your GY: You can Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your GY, including this card. You can only use each effect of "Electro Ninevolt" once per turn.
  40.  
  41. Electro Charger
  42. Level 1 LIGHT Thunder/Effect
  43. 100/100
  44. If you control an "Electro" monster, you can Special Summon this card (from your hand). You can only Special Summon "Electro Charger" once per turn this way. If this card is Normal or Special Summoned (except during the Damage Step): You can Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. You can only use this effect of "Electro Charger" once per turn.
  45.  
  46. Electro Waver
  47. Level 2 LIGHT Thunder/Effect
  48. 800/800
  49. If you control an "Electro" monster, you can Special Summon this card (from your hand). You can only Special Summon "Electro Waver" once per turn this way. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can discard 1 Spell/Trap; add this card to your hand. You can only use this effect of "Electro Waver" once per turn.
  50.  
  51. Electro Flasher
  52. Level 4 LIGHT Thunder/Effect
  53. 1400/400
  54. If this card is in your hand: You can Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Materials, including this card. You can banish this card from your GY, then target 1 "Electro" Fusion Monster you control; it gains 1400 ATK until the end of this turn. You can only use each effect of "Electro Flasher" once per turn.
  55.  
  56. Electro Lamper
  57. Level 4 LIGHT Thunder/Effect
  58. 1600/800
  59. During damage calculation, if your "Electro" monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle. If this card is in your GY: You can send 1 "Electro" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Electro Lamper" once per turn.
  60.  
  61. Electro Magnetic
  62. Level 5 LIGHT Thunder/Effect
  63. 2200/1600
  64. During your turn, if your opponent Special Summons a monster(s) while this card is in your hand or GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 "Electro" Fusion Monster you control; it gains 1600 ATK until the end of this turn. You can only use each effect of "Electro Magnetic" once per turn.
  65.  
  66. Electro Boombolt
  67. Level 8 LIGHT Thunder/Effect
  68. 3000/2000
  69. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 3 "Electro" monsters from your GY. You can only use each of the following effects of "Electro Boombolt" once per turn. You can target 1 of your "Electro" monsters thatis banished or in your GY; add it to your hand. You can send 1 "Electro" monster from your hand to the GY, then target 1 card your opponent controls; destroy it.
  70.  
  71. Electro Shocker
  72. Level 6 LIGHT Thunder/Effect
  73. 2300/1500
  74. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon this card from your hand. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 "Electro" monster you control; it can attack directly this turn, but other monsters you control cannot attack this turn. You can only use each effect of "Electro Shocker" once per turn.
  75.  
  76. Electro Jammer
  77. Level 6 LIGHT Thunder/Effect
  78. 1900/2400
  79. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon this card from your hand. If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can target 1 "Electro" monster you control; it can make up to 2 attacks during each Battle Phase this turn. You can only use each effect of "Electro Jammer" once per turn.
  80.  
  81. Electro Gigathunder
  82. Level 8 LIGHT Thunder/Fusion/Effect
  83. 3000/2000
  84. 3 "Electro" monsters
  85. Monsters your opponent controls lose 200 ATK/DEF for each "Electro" monster in your GY. You can discard 1 card; destroy all face-up cards your opponent controls with the same type (Monster, Spell, or Trap) as the discarded card. You can only use this effect of "Electro Gigathunder" once per turn. Once per turn, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute 1 "Electro" monster; this card's ATK becomes double its original ATK during that damage calculation only.
  86.  
  87. Electro Megavolt
  88. Level 7 LIGHT Thunder/Fusion/Effect
  89. 2500/1000
  90. 2 "Electro" monsters
  91. Once per turn, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute 1 "Electro" monster; halve that opponent's monster's ATK during that damage calculation only. You can only use each of the following effects of "Electro Megavolt" once per turn. You can target 1 Level 6 or lower "Electro" monster in your GY; Special Summon it. If this card in your possession is sent to the GY by an opponent's card: You can add 1 "Electro" monster from your Deck to your hand.
  92.  
  93. Electro Powersoucer
  94. Level 6 LIGHT Thunder/Fusion/Effect
  95. 2000/2000
  96. 2 "Electro" monsters
  97. At the start of the Damage Step, if this card battles a monster: You can destroy that monster. You can only use each of the following effects of "Electro Powersoucer" once per turn. You can target 1 "Electro" card in your GY; add it to your hand. During your Main Phase: You can inflict 1000 damage to your opponent.
  98.  
  99. Electro Feedback
  100. Level 7 LIGHT Thunder/Fusion/Effect
  101. 2600/2000
  102. 2 "Electro" monsters
  103. If this card is Special Summoned, or a monster(s) is Special Summoned to your opponent's field: You can target 1 monster your opponent controls; change its battle position. If this card in your possession is sent to the GY by an opponent's card: You can Special Summon 1 "Electro" monster from your Deck. You can only use each effect of "Electro Feedback" once per turn.
  104.  
  105. Electro Laserman
  106. Level 6 LIGHT Thunder/Fusion/Effect
  107. 2400/1600
  108. 2 "Electro" monsters
  109. Once per turn: You can discard 1 card, then target 1 face-up card with the same type of card (Monster, Spell, or Trap) as the discarded card your opponent controls; banish it. If this card in your possession is sent to the GY by an opponent's card: You can target 1 Attack Position monster your opponent controls; it cannot attack this turn. You can only use this effect of "Electro Laserman" once per turn.
  110.  
  111. Electro Voltager
  112. Level 7 LIGHT Thunder/Fusion/Effect
  113. 2800/1800
  114. 2 "Electro" monsters
  115. This card can attack directly, but when it uses this effect, any battle damage it inflicts to your opponent is halved. You can only use each of the following effects of "Electro Voltager" once per turn. When this card inflicts battle damage to your opponent: You can destroy all Spells and Traps your opponent controls. If this card in your possession is sent to the GY by an opponent's card: You can target 1 Attack Position monster your opponent controls; it loses 2800 ATK.
  116.  
  117. Electro Fusion
  118. Normal Spell
  119. Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, by shuffling the Fusion Materials mentioned on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. You can only activate 1 "Electro Fusion" per turn. During your Draw Phase, if this card is in your GY, instead of conducting your normal draw: You can add this card from your GY to your hand. You cannot Special Summon during the turn you activate this effect, except Thunder monsters.
  120.  
  121. Fusesource
  122. Normal Spell
  123. Special Summon 1 "Electro" monster from your hand, then add 1 "Electro" monster with a different name from your Deck to your hand, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Thunder Fusion Monsters. You can only activate 1 "Fusesource" per turn.
  124.  
  125. Electro Draw
  126. Normal Spell
  127. Send 1 "Electro" monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Electro Draw" per turn.
  128.  
  129. Electro Canon
  130. Continuous Spell
  131. You can only control 1 "Electro Canon". Once per turn: You can Special Summon 1 Level 4 or lower "Electro" monster from your hand.
  132.  
  133. Electromagnetic Cannon
  134. Continuous Spell
  135. When this card is activated: You can add 1 "Electro" monster from your Deck to your hand. While you control an "Electro" Fusion Monster, each time your opponent Normal or Special Summons a monster(s), you gain inflict 200 damage to your opponent, and if you do, all monsters your opponent controls lose 200 ATK. You can only activate 1 "Electromagnetic Cannon" per turn.
  136.  
  137. Voltage Shooter
  138. Equip Spell
  139. Activate this card by targeting 1 "Electro" monster in your GY; Special Summon it, and if you do, equip this card to it. It cannot be destroyed by battle. You can only activate 1 "Voltage Shooter" per turn.
  140.  
  141. Electro Wall
  142. Continuous Spell
  143. Your opponent cannot target "Electro" Fusion Monsters you control with card effects. Once per turn, when an "Electro" Fusion Monster you control destroys a monster by battle: You can inflict damage to your opponent equal to that monster's original ATK.
  144.  
  145. Electro Power Outage
  146. Quick-Play Spell
  147. Tribute 1 Thunder monster, then target 1 face-up monster your opponent controls; its ATK becomes 0, and if you do, draw 1 card. You can only activate 1 "Electro Power Outage" per turn.
  148.  
  149. Electro Reborn
  150. Normal Spell
  151. Target 1 "Electro" monster in your GY; Special Summon it. If a Thunder Fusion Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
  152.  
  153. Electric Jamming
  154. Counter Trap
  155. When a Spell/Trap Card, or monster effect, is activated while you control an "Electro" monster: Negate the activation, and if you do, destroy that card. If you control an "Electro" Fusion Monster, you can activate this card from your hand. You can only activate 1 "Electric Jamming" per turn.
  156.  
  157. Electro Bio-Voltage
  158. Normal Trap
  159. Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then, if you control a Thunder monster, gain LP equal to that targeted monster's original ATK. If you control an "Electro" Fusion Monster, you can activate this card from your hand. You can only activate 1 "Electro Bio-Voltage" per turn.
  160.  
  161. Electromagnetic Reflector
  162. Normal Trap
  163. Target 1 Set card your opponent controls, or, if you control a Thunder monster, you can target 1 face-up card your opponent controls instead; destroy it. If you control an "Electro" Fusion Monster, you can activate this card from your hand. You can only activate 1 "Electromagnetic Reflector" per turn.
  164.  
  165. Electro Energy Current
  166. Normal Trap
  167. When you take damage: Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your hand, field, or GY, and if you do, if that monster is an "Electro" Fusion Monster, that monster gains ATK equal to the damage you took, until the end of your next turn. You can only activate 1 "Electro Energy Current" per turn.
  168.  
  169. Electro Lifesource
  170. Normal Trap
  171. Target 1 "Electro" Fusion Monster you control; equip this card to it. The first time the equipped monster would be destroyed by battle each turn, it is not destroyed. If this card is sent from the field to the GY during the Battle Phase: End the Battle Phase.
  172.  
  173. Electric Willmill
  174. Continuous Trap
  175. All monsters your opponent controls must attack, if able. You can send this face-up card from your Spell & Trap Zone to the GY, then target 1 face-up monster on the field; Fusion Summon 1 "Electro" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY, and if you do, that target loses ATK equal to the Summoned monster's ATK, until the end of this turn. You can only use this effect of "Electric Willmill" once per turn.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement