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- Everciv Sumer
- Future 8 LIGHT Machine/Time Leap/Effect
- 3000/3000
- Your opponent Special Summoned 5 or more monsters last turn - "Everciv" monster
- Gains 200 ATK for each of your banished "Everciv" monsters. You can only use each of the following effects of "Everciv Sumer" once per turn. (Quick Effect): You can target 1 "Everciv" card you control and 1 card your opponent controls; destroy them. If this card is destroyed by battle or card effect: You can add 1 "Everciv" card from your Deck to your hand.
- Everciv Akka
- Level 7 LIGHT Machine/Effect
- 2500/2500
- During the Main Phase, if your opponent Special Summoned 5 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. You can only use this effect of "Everciv Akka" once per turn. Once per turn: You can target 1 Spell/Trap your opponent controls; destroy it. If this card would be destroyed by battle or card effect, you can destroy 1 card you control instead.
- Everciv Babylo
- Future 8 LIGHT Machine/Time Leap/Effect
- 2800/2000
- Your opponent Special Summoned 5 or more monsters last turn - "Everciv" monster
- Monsters your opponent controls lose 200 ATK for each of your banished "Everciv" monsters. You can only use each of the following effects of "Everciv Babylo" once per turn. If this card is Time Leap Summoned, or a monster(s) is Special Summoned to your opponent's field: You can target 1 monster your opponent controls; banish it. If this card is destroyed by battle or card effect: You can Special Summon 1 "Everciv" monster from your Deck.
- Everciv Aegyp
- Level 7 LIGHT Machine/Effect
- 2700/2000
- During the Main Phase, if your opponent Special Summoned 5 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. You can only use this effect of "Everciv Aegyp" once per turn. Once per turn, during the Damage Step, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation.
- Everciv Athen
- Future 8 LIGHT Machine/Time Leap/Effect
- 2900/2100
- Your opponent Special Summoned 5 or more monsters last turn - "Everciv" monster
- For each of your banished "Everciv" monsters, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. Once per turn, when your opponent would Special Summon a monster(s) (Quick Effect): You can target 1 of your banished "Everciv" monsters; shuffle it into the Deck, and if you do, negate the Summon, and if you do that, destroy that monster(s).
- Everciv Spart
- Level 7 LIGHT Machine/Effect
- 2200/3000
- During the Main Phase, if your opponent Special Summoned 5 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. You can only use this effect of "Everciv Spart" once per turn. When an opponent's monster declares an attack: You can have this card lose exactly 1000 DEF, and if you do, all "Everciv" monsters you currently control gain 800 ATK until the end of this turn.
- Everciv Maced
- Level 7 LIGHT Machine/Effect
- 2400/2000
- You can discard this card; Special Summon 1 of your "Everciv" monsters that is banished or in your GY, except "Everciv Maced". During the Main Phase, if your opponent Special Summoned 5 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. You can only use each effect of "Everciv Maced" once per turn.
- Everciv Thebe
- Level 7 LIGHT Machine/Effect
- 2500/1500
- During the Main Phase, if your opponent Special Summoned 5 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. You can only use this effect of "Everciv Thebe" once per turn. At the start of the Damage Step, if this card battles a monster: You can destroy that monster.
- Everciv Mycen
- Level 7 LIGHT Machine/Effect
- 2400/1500
- During the Main Phase, if your opponent Special Summoned 5 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 "Everciv" monster from your Deck, except "Everciv Mycen". You can only use each effect of "Everciv Mycen" once per turn.
- Everciv Ephes
- Level 5 LIGHT Machine/Effect
- 2100/1600
- If this card is used for the Time Leap Summon of an "Everciv" monster, it can be treated as a Level 7 monster. You can only use each of the following effects of "Everciv Ephes" once per turn. During the Main Phase, if your opponent Special Summoned 3 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. If this card is Normal or Special Summoned: You can add 1 "Everciv" card from your Deck to your hand, except "Everciv Ephes".
- Everciv Miletu
- Level 5 LIGHT Machine/Effect
- 0/3000
- If this card is used for the Time Leap Summon of an "Everciv" monster, it can be treated as a Level 7 monster. You can only use each of the following effects of "Everciv Miletu" once per turn. During the Main Phase, if your opponent Special Summoned 3 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. If this card is Normal or Special Summoned: You can add 1 of your banished "Everciv" monsters to your hand, except "Everciv Miletu".
- Everciv Corint
- Level 5 LIGHT Machine/Effect
- 1900/2300
- If this card is used for the Time Leap Summon of an "Everciv" monster, it can be treated as a Level 7 monster. You can only use each of the following effects of "Everciv Corint" once per turn. During the Main Phase, if your opponent Special Summoned 3 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. If this card on the field is banished for the Time Leap Summon of an "Everciv" monster: You can target 1 monster your opponent controls; negate its effects until the end of this turn.
- Everciv Creta
- Level 5 LIGHT Machine/Effect
- 2200/1800
- If this card is used for the Time Leap Summon of an "Everciv" monster, it can be treated as a Level 7 monster. You can only use each of the following effects of "Everciv Creta" once per turn. During the Main Phase, if your opponent Special Summoned 3 or more monsters this turn (Quick Effect): You can Special Summon this card from your hand or GY. If this card on the field is banished for the Time Leap Summon of an "Everciv" monster: You can add 1 "Everciv" card from your Deck to your hand, except "Everciv Creta".
- Everciv Temple
- Field Spell
- Each turn, 1 "Everciv" monster you Normal Summon can be Summoned without Tributing. You can only use each of the following effects of "Everciv Temple" once per turn. You can pay 500 LP; reveal 3 "Everciv" monsters with different names from your Deck, and your opponent randomly picks 1 for you to add to your hand, also shuffle the rest into your Deck. You can discard 1 card; banish 1 "Everciv" monster from your field, and if you do, Special Summon 1 "Everciv" Time Leap Monster from your Extra Deck. (This is treated as a Time Leap Summon.)
- Everciv Polis
- Quick-Play Spell
- You must control an "Everciv" monster to activate either of these effects.
- ● When a monster your opponent controls activates its effect: Negate that effect.
- ● Target 1 Spell/Trap your opponent controls; banish it.
- You can only activate 1 "Everciv Polis" per turn.
- Everciv Skills
- Quick-Play Spell
- Add 1 "Everciv" monster from your Deck to your hand, then your opponent can Special Summon 1 monster from their hand. You can only activate 1 "Everciv Skills" per turn.
- Everciv Growth
- Quick-Play Spell
- Special Summon 1 "Everciv" monster from your Deck (but banish it during the End Phase), then your opponent can Special Summon 1 monster from their hand. You can only activate 1 "Everciv Growth" per turn.
- Everciv Development
- Counter Trap
- When your opponent activates a monster effect on the field, while you control an "Everciv" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Everciv Development" per turn.
- Everciv League
- Normal Trap
- Target 1 "Everciv" monster you control and 2 cards your opponent controls; destroy them, and if you do, if you control "Everciv Temple", banish your opponent's destroyed cards instead of sending them to the GY. You can only activate 1 "Everciv League" per turn.
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