Post by Admin on Dec 26, 2009 19:27:18 GMT -5
Magnet Warrior Blue
Level: 2
Attribute: Light
Type: Machine
Type 2: Effect/Union
Atk: 300
Def: 300
Effect: This card can be equipped to a machine monster to make all monsters on the opponent's side have to attack it if they're going to attack. If the monster would be destroyed, you can destroy this card instead but still take the damage you would've.
Magnet Warrior Red
Level: 2
Attribute: Light
Type: Machine
Type 2: Effect/Tuner
Atk: 300
Def: 300
Effect: If this card is faceup on the field, you can pay amounts of 700 to make the opponent discard a card each time.
Magnet Warrior Yellow
Level: 2
Attribute: Light
Type: Machine
Type 2: Effect/Tuner
Atk: 300
Def: 300
Effect: If this card is faceup on the field, you can bring half of a monster's atk to a monster other than this one on your side until the end phase. Only from a monster on the opponent's side.
You must pay 500 LP to do so.
Magnet Master
Level: 4
Attribute: Light
Type: Machine
Type 2: Effect/Tuner
Atk: 1500
Def: 800
Effect: Once per turn during your main phase you can bring to your hand from the grave a card with magnet Warrior in it's name. It can't be played that turn.
Primary Magnet Warrior
Level: 6
Attribute: Light
Type: Machine
Type 2: Effect/Fusion
Atk: 500
Def: 500
Effect: This can be summoned without polymerization. You need all three magnet warriors on the field.
Effect 2: This card can tribute itself to negate all traps activated this turn and prevent more to be activated until next turn.
Magnet Warrior 1000
Level: 4
Attribute: Light
Type: Machine
Type 2: Effect/Synchro
Atk: 1000
Def: 1000
Req: One tuner plus one non tuner monster
Effect: Negate a spell, trap, effect, or an attack once per turn.
Magnet Warrior 2000
Level: 6
Attribute: Light
Type: Machine
Type 2: Effect/Synchro
Atk: 2000
Def: 2000
Req: One tuner plus one non tuner monster
Effect: Negate a spell, trap, effect, or an attack once per turn.
Gain 500 LP when you do that.
Magnet Warrior 3000
Level: 8
Attribute: Light
Type: Machine
Type 2: Effect/Synchro
Atk: 3000
Def: 3000
Req: One tuner plus one non tuner monster
Effect: Negate a spell, trap, effect, attack, or summon once per turn.
Gain 500 LP when you do that.
Perfect Magnet Warrior
Level: 12
Type: Machine
Type 2: Effect/Synchro
Atk: 0
Def: 0
Req: Magnet Master plus one or more non tuner monsters
Effect: This card can tribute itself to let each duelist summon three monsters level 4 or lower from their hand, or deck.
Effect 2: As long as this is faceup on the field, no spells or traps may be activated for all duelists. (Traps or spells can counter this right when it's summoned)
Digital Magnet Warrior
Attribute: Light
Level: 10
Type: Machine
Type 2: Effect/Synchro
Atk: 2500
Def: 0
Req: Magnet Master plus one non tuner fusion monster
Effect: This card can attack directly but you have to discard a card. It's atk is halved during damage calculation.
Cyber Magnet God
Attribute: Light
Level: 12
Type: Machine
Type 2: Effect/Synchro
Atk: 3000
Def: 3000
Req: A Magnet Warrior tuner plus one synchro monster.
Effect: This card can negate a spell, trap, or effect by removing from play two monsters with magnet in their names from the grave to out of play.
Effect 2: When this is summoned, discard all cards in your hand.
Digital Overload
Type: Spell, Normal
Effect: Lower Digital Magnet Warrior's atk to 0 and bring a copy of each magnet warrior to your hand from your deck.
Pixel Magnet Warrior Blue
Attribute: Light
Level: 2
Type: Machine
Type 2: Effect/Tuner
Atk: 0
Def: 0
Effect: This monster is considered as Magnet Warrior Blue when it's on the field. If it's used for a synchro summon, increase the monster that was summoned by 800 atk.
Pixel Magnet Warrior Red
Attribute: Light
Level: 2
Type: Machine
Type 2: Effect/Tuner
Atk: 0
Def: 0
Effect: This monster is considered as Magnet Warrior Red when it's on the field. If it's used for a synchro summon, increase the monster that was summoned by 800 atk.
Pixel Magnet Warrior Yellow
Attribute: Light
Level: 2
Type: Machine
Type 2: Effect/Tuner
Atk: 0
Def: 0
Effect: This monster is considered as Magnet Warrior Yellow when it's on the field. If it's used for a synchro summon, increase the monster that was summoned by 800 atk.
Pixel Strike
Type: Spell, Normal
Effect: If you have all three pixel magnet warriors on the field, you can inflict damage equal to the number of cards on the field times 300 to the opponent.
Magnet Reaction
Type: Trap, Counter
Effect: If a monster with the name magnet is targeted for something, negate the effect and destroy the card that targeted it.
Level: 2
Attribute: Light
Type: Machine
Type 2: Effect/Union
Atk: 300
Def: 300
Effect: This card can be equipped to a machine monster to make all monsters on the opponent's side have to attack it if they're going to attack. If the monster would be destroyed, you can destroy this card instead but still take the damage you would've.
Magnet Warrior Red
Level: 2
Attribute: Light
Type: Machine
Type 2: Effect/Tuner
Atk: 300
Def: 300
Effect: If this card is faceup on the field, you can pay amounts of 700 to make the opponent discard a card each time.
Magnet Warrior Yellow
Level: 2
Attribute: Light
Type: Machine
Type 2: Effect/Tuner
Atk: 300
Def: 300
Effect: If this card is faceup on the field, you can bring half of a monster's atk to a monster other than this one on your side until the end phase. Only from a monster on the opponent's side.
You must pay 500 LP to do so.
Magnet Master
Level: 4
Attribute: Light
Type: Machine
Type 2: Effect/Tuner
Atk: 1500
Def: 800
Effect: Once per turn during your main phase you can bring to your hand from the grave a card with magnet Warrior in it's name. It can't be played that turn.
Primary Magnet Warrior
Level: 6
Attribute: Light
Type: Machine
Type 2: Effect/Fusion
Atk: 500
Def: 500
Effect: This can be summoned without polymerization. You need all three magnet warriors on the field.
Effect 2: This card can tribute itself to negate all traps activated this turn and prevent more to be activated until next turn.
Magnet Warrior 1000
Level: 4
Attribute: Light
Type: Machine
Type 2: Effect/Synchro
Atk: 1000
Def: 1000
Req: One tuner plus one non tuner monster
Effect: Negate a spell, trap, effect, or an attack once per turn.
Magnet Warrior 2000
Level: 6
Attribute: Light
Type: Machine
Type 2: Effect/Synchro
Atk: 2000
Def: 2000
Req: One tuner plus one non tuner monster
Effect: Negate a spell, trap, effect, or an attack once per turn.
Gain 500 LP when you do that.
Magnet Warrior 3000
Level: 8
Attribute: Light
Type: Machine
Type 2: Effect/Synchro
Atk: 3000
Def: 3000
Req: One tuner plus one non tuner monster
Effect: Negate a spell, trap, effect, attack, or summon once per turn.
Gain 500 LP when you do that.
Perfect Magnet Warrior
Level: 12
Type: Machine
Type 2: Effect/Synchro
Atk: 0
Def: 0
Req: Magnet Master plus one or more non tuner monsters
Effect: This card can tribute itself to let each duelist summon three monsters level 4 or lower from their hand, or deck.
Effect 2: As long as this is faceup on the field, no spells or traps may be activated for all duelists. (Traps or spells can counter this right when it's summoned)
Digital Magnet Warrior
Attribute: Light
Level: 10
Type: Machine
Type 2: Effect/Synchro
Atk: 2500
Def: 0
Req: Magnet Master plus one non tuner fusion monster
Effect: This card can attack directly but you have to discard a card. It's atk is halved during damage calculation.
Cyber Magnet God
Attribute: Light
Level: 12
Type: Machine
Type 2: Effect/Synchro
Atk: 3000
Def: 3000
Req: A Magnet Warrior tuner plus one synchro monster.
Effect: This card can negate a spell, trap, or effect by removing from play two monsters with magnet in their names from the grave to out of play.
Effect 2: When this is summoned, discard all cards in your hand.
Digital Overload
Type: Spell, Normal
Effect: Lower Digital Magnet Warrior's atk to 0 and bring a copy of each magnet warrior to your hand from your deck.
Pixel Magnet Warrior Blue
Attribute: Light
Level: 2
Type: Machine
Type 2: Effect/Tuner
Atk: 0
Def: 0
Effect: This monster is considered as Magnet Warrior Blue when it's on the field. If it's used for a synchro summon, increase the monster that was summoned by 800 atk.
Pixel Magnet Warrior Red
Attribute: Light
Level: 2
Type: Machine
Type 2: Effect/Tuner
Atk: 0
Def: 0
Effect: This monster is considered as Magnet Warrior Red when it's on the field. If it's used for a synchro summon, increase the monster that was summoned by 800 atk.
Pixel Magnet Warrior Yellow
Attribute: Light
Level: 2
Type: Machine
Type 2: Effect/Tuner
Atk: 0
Def: 0
Effect: This monster is considered as Magnet Warrior Yellow when it's on the field. If it's used for a synchro summon, increase the monster that was summoned by 800 atk.
Pixel Strike
Type: Spell, Normal
Effect: If you have all three pixel magnet warriors on the field, you can inflict damage equal to the number of cards on the field times 300 to the opponent.
Magnet Reaction
Type: Trap, Counter
Effect: If a monster with the name magnet is targeted for something, negate the effect and destroy the card that targeted it.