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- Castle Knight Alvera
- Level 4 LIGHT Warrior/Normal
- 1300/800
- Castle Knight Elright
- Level 4 LIGHT Warrior/Effect
- 1600/800
- When this card is Normal Summoned: You can Special Summon 1 "Castle Knight" monster from your hand, except "Castle Knight Elright". Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Rowan
- Level 4 LIGHT Warrior/Effect
- 1500/400
- If this card is Normal or Special Summoned: You can add 1 "Castle Knight" cards from your Deck to your hand, except "Castle Knight Rowan". You can only use this effect of "Castle Knight Rowan" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Aldous
- Level 3 EARTH Warrior/Effect
- 1100/400
- If this card is Special Summoned: You can activate this effect; treat this card as a Tuner this turn. You can only use this effect of "Castle Knight Aldous" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Renfry
- Level 3 WIND Warrior/Tuner/Effect
- 700/1000
- If you control a "Castle Knight" monster, you can Special Summon this card (from your hand). You can only Special Summon "Castle Knight Renfry" once per turn this way. If you Fusion Summon a "Castle Knight" Fusion Monster, you can also banish this card from your GY as material.
- Castle Knight Bronwen
- Level 2 EARTH Warrior/Effect
- 100/1800
- During damage calculation, if your "Castle Knight" monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle. You can only use this effect of "Castle Knight Bronwen" once per turn. Once per turn, during the End Phase, if this card is in the GY because it was discarded there to activate this effect this turn: You can Special Summon 1 "Castle Knight" monster from your Deck, except "Castle Knight Bronwen".
- Castle Knight Reynard
- Level 4 LIGHT Warrior/Effect
- 1900/100
- If this card battles an opponent's monster, it gains 400 ATK during the Damage Step only. When this card destroys an opponent's monster by battle: You can Special Summon 1 Level 4 or lower "Castle Knight" monster from your Deck. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Owen
- Level 4 EARTH Warrior/Effect
- 1000/2100
- 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, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight George
- Level 5 EARTH Warrior/Effect
- 2100/1400
- If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can discard up to 2 cards, then target that many Spells/Traps on the field; destroy them. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY.
- Castle Knight Catrin
- Level 2 EARTH Warrior/Tuner/Effect
- 800/800
- If this card is sent to the GY as Synchro Material for the Synchro Summon of a "Castle Knight" monster: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Castle Knight Catrin" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Sorrel
- Level 3 WIND Warrior/Effect
- 1300/100
- During your Main Phase, you can Normal Summon 1 "Castle Knight" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Arwen
- Level 4 EARTH Warrior/Effect
- 1300/900
- At the start of the Damage Step, if this card battles a monster: You can destroy that monster. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Sigurd
- Level 6 WIND Warrior/Effect
- 2400/1800
- Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. You can only use each of the following effects of "Castle Knight Sigurd" once per turn. If all monsters you control are "Castle Knight" monsters (min. 1): You can Special Summon this card from your hand, and if you do, add 1 Level 5 or lower "Castle Knight" monster from your Deck to your hand. (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Castle Knight" monster you control; it gains 2000 ATK until the end of this turn.
- Castle Knight Judith
- Level 4 EARTH Warrior/Effect
- 1100/700
- You can target 1 "Castle Knight" card in your GY, except "Castle Knight Judith"; Special Summon this card from your hand, and if you do, add that card to your hand. You can only use this effect of "Castle Knight Judith" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Wyn
- Level 1 LIGHT Warrior/Tuner/Effect
- 100/300
- If this card is Normal or Special Summoned: You can target 1 "Castle Knight" monster in your GY, except "Castle Knight Wyn"; Special Summon it in Defense Position. You can only use this effect of "Castle Knight Wyn" once per turn.
- Castle Knight Jacqueline
- Level 3 EARTH Warrior/Tuner/Effect
- 1000/1000
- If this card in your hand or field is used as Fusion Material, and sent to the GY or banished: You can Special Summon this card, but banish it when it leaves the field. You can target 1 other "Castle Knight" monster you control; it becomes Level 4 until the end of this turn. You can only use each effect of "Castle Knight Jacqueline" once per turn.
- Castle Knight Brielle
- Level 4 LIGHT Warrior/Effect
- 1600/1400
- If this card is in your hand: You can target 1 "Castle Knight" monster you control, except "Castle Knight Brielle"; destroy that monster, and if you do, Special Summon this card. You can only use this effect of "Castle Knight Brielle" once per turn. Once per turn, during your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material.
- Castle Knight Jaime
- Level 3 LIGHT Warrior/Effect
- 1200/1000
- If this card is in your hand or GY: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your hand or GY, including this card. You can only use this effect of "Castle Knight Jaime" once per turn.
- Castle Knight Aegis
- Level 7 EARTH Warrior/Fusion/Effect
- 2300/1800
- 2 "Castle Knight" monsters
- After this card is Fusion Summoned, you take no effect damage for the rest of this turn. If this card attacks a Special Summoned monster, this card gains ATK equal to its original ATK during the Damage Step only. When this card is destroyed by battle: You can Special Summon 1 "Castle Knight" monster from your Deck or GY, except "Castle Knight Aegis". You can only use this effect of "Castle Knight Aegis" once per turn.
- Castle Knight Ingram
- Level 6 WIND Warrior/Fusion/Effect
- 2100/1800
- 2 "Castle Knight" monsters
- If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Once per turn, before damage calculation, if this card battles an opponent's monster: You can destroy that monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK.
- Castle Knight Cyndeous
- Level 7 LIGHT Warrior/Fusion/Effect
- 2500/1000
- 1 "Castle Knight" monster + 1 Warrior monster
- Gains ATK equal to half the combined original ATK of the "Castle Knight" Fusion Materials used for its Fusion Summon. This card can make a second attack during each Battle Phase. If this card would be destroyed by battle or card effect, you can destroy 1 card from your hand or field instead.
- Castle Knight Rafe
- Level 6 EARTH Warrior/Synchro/Effect
- 2100/1200
- 1 Tuner + 1+ non-Tuner monsters
- Once per turn: You can discard 1 card, then target 1 face-up monster your opponent controls; halve its ATK, until the end of this turn. If this card in your possession is destroyed and sent to your GY: You can target 2 "Castle Knight" monsters in your GY (1 Tuner and 1 non-Tuner); add them to your hand. You can only use this effect of "Castle Knight Rafe" once per turn.
- Castle Knight Wolfle
- Level 7 LIGHT Warrior/Synchro/Effect
- 2400/1800
- 1 Tuner + 1+ non-Tuner monsters
- Once per turn, when a Spell/Trap(s) is Set on your field (except during the Damage Step): You can target 1 card on the field; destroy it. If this card in your possession is destroyed and sent to your GY: You can target 2 "Castle Knight" monsters in your GY (1 Tuner and 1 non-Tuner); add them to your hand. You can only use this effect of "Castle Knight Wolfle" once per turn.
- Castle Knight Morgan
- Level 8 EARTH Warrior/Synchro/Effect
- 2600/2100
- 1 Tuner + 1+ non-Tuner monsters
- When this card is Synchro Summoned: You can target cards on the field, up to the number of "Castle Knight" monsters used for the Synchro Summon of this card; destroy those targets. If this card in your possession is destroyed and sent to your GY: You can target 2 "Castle Knight" monsters in your GY (1 Tuner and 1 non-Tuner); add them to your hand. You can only use each effect of "Castle Knight Morgan" once per turn.
- Castle Knight Fortress
- Field Spell
- All "Castle Knight" monsters gain 300 ATK. During the turn they were Normal or Special Summoned, your opponent cannot target "Castle Knight" monsters you control with card effects, and they cannot be destroyed by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of "Castle Knight" cards and effects. Once per turn, if you Synchro Summon a Synchro Monster using a "Castle Knight" Tuner as material: You can draw 1 card.
- Battle Crusher
- Equip Spell
- Equip only to a "Castle Knight" monster you control. It gains 500 ATK. You can only use each of the following effects of "Battle Crusher" once per turn. During your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including the equipped monster. If this card is sent to the GY while equipped to a monster: You can target 1 "Castle Knight" monster you control; it gains 1500 ATK until the end of this turn.
- Castle Knight Crossbow
- Equip Spell
- Equip only to a "Castle Knight" monster you control. It is treated as a Tuner. You can only use each of the following effects of "Castle Knight Crossbow" once per turn. During your Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including the equipped monster. If this card is sent to the GY while equipped to a monster: You can target 1 Spell/Trap on the field; destroy it.
- Castle Knight Reborn
- Normal Spell
- Target 1 "Castle Knight" monster in your GY; Special Summon it. If a "Castle Knight" Fusion or Synchro Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use this effect of "Castle Knight Reborn" once per turn.
- Castle Knight's Will
- Normal Spell
- Discard 1 card; add 2 "Castle Knight" monsters with different names from each other and the cards in your GY, from your Deck to your hand.
- Honor and Spirit
- Normal Spell
- Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY. When your "Castle Knight" monster destroys an opponent's monster by battle, while this card is in your GY: You can banish this card; destroy 1 card on the field. You can only use each effect of "Honor and Spirit" once per turn.
- Medal of Honor
- Normal Spell
- Destroy Spells/Traps on the field equal to the number of "Castle Knight" monsters you control.
- Knight Fusion
- Normal Spell
- Fusion Summon 1 "Castle Knight" 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 "Castle Knight" monster in your Deck as Fusion Material. You can only activate 1 "Knight Fusion" per turn.
- Liberation of Freedom
- Normal Trap
- When a monster you control is destroyed by battle and sent to the GY: Target 1 face-up monster on the field; destroy it, and if you do, Special Summon 1 "Castle Knight" monster from your hand or GY.
- Reinforced Defense
- Normal Trap
- Special Summon 1 "Castle Knight" monster from your Deck, or 1 "Castle Knight" Fusion or Synchro Monster from your GY, but it cannot attack directly this turn, also banish it when it leaves the field.
- Ballista Attack
- Normal Trap
- ● During your turn: Target 1 "Castle Knight" Fusion or Synchro Monster you control; it can make a second attack during each Battle Phase this turn, also, if it attacks this turn, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.
- ● During your opponent's turn: Target 1 "Castle Knight" Fusion or Synchro Monster you control and 1 card on the field; destroy them.
- You can only activate 1 "Ballista Attack" per turn.
- Sagittarius Attack
- Counter Trap
- When your opponent activates a monster effect on the field: Tribute 1 "Castle Knight" Fusion or Synchro Monster; negate the activation, and if you do, take control of that monster, but negate its effects, also it is treated as a "Castle Knight" monster. You can only activate 1 "Sagittarius Attack" per turn.
- Round of the Castle Knights
- Continuous Trap
- While you control a "Castle Knight" Fusion or Synchro Monster, this card cannot be destroyed, or banished, by card effects. You can only use each of the following effects of "Round of the Castle Knights" once per turn. During the Main Phase: You can Fusion Summon 1 "Castle Knight" Fusion Monster from your Extra Deck, using monsters from your hand and/or field as material. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 "Castle Knight Token" (Warrior/EARTH/Level 6/ATK 2000/DEF 2000).
- Castle Knight Aegis Shield
- Normal Trap
- Target 1 Set card your opponent controls, or, if you control a "Castle Knight" Fusion or Synchro Monster, or "Ancient War Dragon", you can target 1 face-up card your opponent controls instead; destroy it. You can only activate 1 "Castle Knight Aegis Shield" per turn.
- Ancient War Dragon
- Level 7 LIGHT Dragon/Synchro/Effect
- 2400/2000
- 1 Tuner + 1+ non-Tuner monsters
- When this card is Synchro Summoned return all Spell/Trap Cards on the the field to the owner hands. When this card destroys a monster by Battle and sends it to the Graveyard, inflict damage equal to half of that monster's current ATK.
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