From: Will Yeomans
[mailto:nagash4king@yahoo.co.uk]
To: yugiohcrew@pojo.com
Sent: Mon, 7 Aug 2006 11:51:42 +0100 (BST)
Subject: The set after Power of the Duellist, by
Nagash
After doing a couple of articles of originality and
such like (and I hope I got my point across. Ov= =
er over here I'm notorious for wibbling i.e. Talking
a load of nonsense.) I've decided to just pos= t up
a spoiler of the new set (no, not Power of the
Duellist, that's old news), Cyber Dark Impact,= or
CDIP on the Konami cards. So, here it is.
My layout goes: Set Number Name ATK/DEF Type
Attribute {Level}, effect
Cyber Dark Impact
Cyber Dark Horn 800/800 Machine Dark {4}, when this
card is Normal Summoned successfully, choos= = e 1
level 3 or lower Dragon-Type monster in your
graveyard, equip it to this card and increase th= is
card's ATK by an amount equal to the ATK of the
monster equipped to this card. During a battl= e
between this attacking card and a Defence Position
monster whose DEF is lower than the ATK of t= his
card, inflict the difference as Battle Damage to
your opponent's Life Points. If this card w= ould be
destroyed as a result of battle, the monster
equipped to this card is destroyed instead.
Cyber Dark Edge 800/800 Machine Dark {4}, when this
card is Normal Summoned successfully, choos= = e 1
level 3 or lower Dragon-Type monster in your
graveyard, equip it to this card and increase t= his
card's ATK by an amount equal to the ATK of the
monster equipped to this card. This monster c= an
attack your opponent's life points directly. In this
case, this card's ATK is halved during d= amage
calculation. If this card would be destroyed as a
result of battle, the monster equipped to= this card
is destroyed instead.
Cyber Dark Keel 800/800 Machine Dark {4}, when this
card is Normal Summoned successfully, choos= = e 1
level 3 or lower Dragon-Type monster in your
graveyard, equip it to this card and increase th= is
card's ATK by an amount equal to the ATK of the
monster equipped to this card. When this card=
battles with an opponent's monster, do 300 damage to
your opponent. If this card would be destro= yed as
a result of battle, the monster equipped to this
card is destroyed instead.
Cyber Ogre 1900/1200 Machine Earth {5}, discard this
card from your hand to the graveyard. If a= = Cyber
Ogre on your side of the field is destroyed as a
result of battle, only once you can negat= e the
destruction and and increase its ATK by 2000 points.
You can use this effect even in the o= pponent's
turn.
Cyber Esper 1200/1800 Machine Fire {4}, while this
card is in face-up Attack Position on your s= = ide
of the field, you can confirm cards set by opponent.
Allure Queen LV3 500/500 Spellcaster Dark {3}, once
per turn during your Main Phase, you may se= = lect
1 Monster Card on your side of the field or in your
hand and equip it to this card (You can = only equip
1 monster at a time to this card). If this card
would be destroyed as a result of bat= tle, the
monster equipped to this card is destroyed instead.
During your End Phase, by sending th= is face-up
card to the graveyard, Special Summon 1 Allure Queen
LV5 from your hand or deck.
Allure Queen LV5 1000/1000 Spellcaster Dark {5}, if
this card was Special Summoned by the effec= = t of
Allure Queen LV3, once per turn during your Main
Phase, you may select 1 Monster Card in you= r
opponent's Graveyard and equip it to this card (You
can only equip 1 monster at a time to this= card).
The ATK and DEF of this card become the same amounts
as the monster's equipped to this ca= rd. During the
End Phase of your turn that this card destroyed a
monster as a result of battle, = by sending this
card to the graveyard, Special Summon 1 Allure Queen
LV7 from your hand or deck.
Allure Queen LV7 1500/1500 Spellcaster Dark {7}, if
this card is Special Summoned through the e= = ffect
of Allure Queen LV5, once per turn during your
Main-Phase, you can choose one monster on yo= ur
opponent's side of the field and equip it to this
card (Only up to one card as the same time)= . If
this card would be destroyed as a result of battle,
destroy the equipped monster card instead.
Dark Luscious LV4 1000/300 Fiend Earth {4}, the
effects of an effect monster that this card des= =
troys as a result of battle are negated. When this
card destroys a monster as a result of battle,=
during your next Standby Phase, by sending this
face-up card to the graveyard, Special Summon 1=
Dark Luscious LV6 from your hand or deck.
Dark Luscious LV6 1700/600 Fiend Earth {6}, if this
card was Special Summoned by the effect of = = Dark
Luscious LV4, negate the effects of the monsters
this card destroys in battle. When this car= d
negates the effects of an opponent's effect monster,
during your next Standby Phase, you may s= end this
card to the graveyard to Special Summon 1 Dark
Luscious LV8 from your hand or deck.
Dark Luscious LV8 2800/900 Fiend Earth {8}, if this
card is Special Summoned through the effect= = of
Dark Luscious LV6, negate the effects of the
monsters this card destroys in battle and remove= it
from play.
Stray Devil 1300/1700 Fiend Fire {3}, when this card
is destroyed by battle and is sent to grav= = e,
both player gains 800 Life Point.
Violent Ogre 1700/1100 Fiend Fire {4}, when this
card is destroyed by battle and is sent to gra= = ve,
deal 500 points of Direct Damage to both players
Life Points.
Flame Ogre 2400/1700 Fiend Fire {7}, this card
cannot be Special Summoned. When this card is su= =
ccessfully summoned, draw a card from your deck.
Snipestalker 1500/600 Fiend Dark {4}, discard a card
from hand. Choose a card on the field and = = roll a
dice. If the result is anything other than a 1 or a
6, destroy the chosen card.
Blast Devil 1000/300 Fiend Fire {3}, when a chain of
Magic or Trap effects happens, deal 500 po= = ints
of Direct Damage to your opponent.
Vanity Devil 2400/1200 Fiend Dark {6}, this card
cannot be Special Summoned. When this card is = =
face-up on the field, monster(s) cannot be Special
Summoned.
Boundary Statue of Abyss 1000/1000 Fiend Dark {4},
if this card is face-up on the field, all mo= =
nster except Dark Attribute monsters cannot be
Special Summoned.
Boundary Statue of Gale 1000/1000 Winged-Beast Wind
{4}, if this card is face-up on the field, = = all
monster except Wind Attribute monsters cannot be
Special Summoned.
Boundary Statue of Hellfire 1000/1000 Pyro Fire {4},
if this card is face-up on the field, all = =
monster except Fire Attribute monsters cannot be
Special Summoned.
Boundary Statue of Flash 1000/1000 Fairy Light {4},
if this card is face-up on the field, all m= =
onster except Light Attribute monsters cannot be
Special Summoned.
Boundary Statue of Drought 1000/1000 Rock Earth {4},
if this card is face-up on the field, all = =
monster except Earth Attribute monsters cannot be
Special Summoned.
Boundary Statue of Heavy Rain 1000/1000 Aqua Water
{4}, if this card is face-up on the field, a= = ll
monster except Water Attribute monsters cannot be
Special Summoned.
Vanity Ruler 2500/1600 Fairy Light {8}, this card
cannot be Special Summoned. When this card is= =
face-up on the field, your opponent cannot Special
Summon any monster(s).
Earth Mother Iris 2400/1200 Fairy Light {6}, when a
Chain 3 is accumulated, draw a card from de= = ck.
When an effect by the same name card activates on
the same chain multiple times, this effect = cannot
be activate.
Lightning Punisher 2600/1600 Thunder Dark {7}, when
3 chain link are formed, 1 card on the oppo= =
nent=3Fs field is destroyed. When multiple cards of
the same name are Chain Links in one chain, t= his
effect cannot be activated.
Bodyguard of Queen 1700/1200 Warrior Earth {4}, when
this card is face-up on the field, any of = = the
Allure Queen on your field cannot be chosen as an
attack target.
Combofighter 1600/800 Warrior Wind {4}, when this
card is face-up on the field, during your Mai= = n
Phase 1 when a Chain happens, during this turn this
card (can attack two times during Battle Ph= ase).
Combomaster 2200/1500 Warrior Wind {5}, when this
card is face-up on the field, during your Mai= = n
Phase 1 when a Chain happens, during this turn this
card can attack two times during Battle Pha= se.
Beastman Ares 500/500 Beast Earth {3}, when this
card is face-up on the field, whenever a chain= =
happens, increase this card's ATK by 500.
Assault Rhinos 1500/1500 Warrior Earth {3}, once per
turn, you can move this card to an adjacen= = t
monster card zone that is not in use. If this card
attacks an opponent=3Fs monster right in fro= nt of
it, increase this card=3Fs attack strength by 500
points during the damage step.
Storm Shooter 2300/500 Winged-Beast Wind {7}, once
during your turn, you can choose one of the = =
following effects and activate it. - Move this to
the adjacent monster card zone that is not in u= se.
- Return an opponent's Monster, Magic, or Trap
directly in front of this card to its owner's= hand.
Alien Beda 800/500 Reptile Earth {2}, once during
your turn, this card can move to the adjacent= =
unused monster zone. When there's not opponent's
monster, Magic, or Trap card directly in front = of
this card, this card can attack opponent directly.
Alien Mars 1000/1000 Reptile Fire {3}, when this
card is face-up on the field, negate the effec= = t
of all monsters other than Alien Mars with an "A
Counter" on it.
Cyber Dark Dragon 1000/1000 Machine Dark {8} [Cyber
Dark Horn] + [Cyber Dark Edge] + [Cyber Dar= = k
Keel], this card cannot be Special Summoned except
by a Fusion Summon. When this card is succes= sfully
Special Summoned, select a Dragon-type monster from
your Graveyard and equip it to this c= ard. Increase
this card's ATK by an amount equal to that monster's
ATK. For every monster card in= your Graveyard,
increase this card's ATK by 100. When this card is
destroyed as a result of bat= tle, the monster
equipped to this card is destroyed instead.
Cyber Ogre-2 2600/1900 Machine Earth {7} [Cyber
Ogre] + [Cyber Ogre], a Fusion Summon of this M= =
onster can only be conducted with the above Fusion
Material Monsters. When this card is in battle= ,
half of the ATK of the opposing Monster is added to
this card's ATK.
Magic Card, (Infecting) Cell "A", put an "A Counter"
on a face-up monster on your opponent's fi= = eld.
Magic Card, A Flash of Magic Sealing, this card can
be activate when there's monsters on each p= = lace
of monster zone on opponent's field. Destroy all
monsters on your opponent's field.
Magic Card, Limit Lift, pay 1000 Life Points.
Special Summon a Ritual monster with from your ha= =
nd. The Ritual monster Special Summoned by this
effect cannot attack, and is destroyed in the End=
Phase. Only 1 Limit Lift can be played per turn.
Magic Card, Instant Fusion, pay 1000 Life Points.
Special Summon a Fusion monster with level 5 = = or
less from your Fusion deck. The Fusion monster
Special Summoned by this effect cannot attack, = and
is destroyed at the End Phase. Only 1 Instant Fusion
can be play per turn. (This Special Sum= mon is
treated as Fusion Summon).
Magic Card, Linear Cannon, Tribute a monster on your
field. Do damage to your opponent equal to= = half
of that monster's original ATK. During the turn this
card is activate, no other Magic cards= can be
activate.
Magic Card, Countercleaner, pay 500 Life Ppoints.
Remove all counters on the field.
Quick-Play Magic Card, Chain Strike, inflict damage
to your opponent equal to the number of Cha= = in
Links formed when this card was activated x400. When
multiple cards of the same name are Chain= Links in
one chain, this card cannot be activated.
Quick-Play Magic Card, Miracle Reborn, this card can
only be activated as Chain Link 4 or more.= = Choose
1 monster from your graveyard and special summon it
to your side of the field. When multi= ple cards of
the same name are Chain Links in one chain, this
card cannot be activated.
Quick-Play Magic Card, Gust of Wind, this card can
be activated after or at 3 chain links. Dest= = roy
1 Magic or Trap card on the field. When multiple
cards of the same name are Chain Links in on= e
chain, this card cannot be activated.
Quick-Play Magic Card, Level Down!=3F, choose a
face-up monster on the field with LV to activat= =
e. Return the chosen card to owner's deck, Special
Summon a monster with the same name with lower= LV
than that card from owner's Graveyard ignoring the
summoning requirement to owner's field.
Continuous Magic Card, Shortest Circuit, during this
card's controller's Standby Phase, pay 500= = Life
Points. Whenever a monster card returns to the hand,
remove it from game instead.
Continuous Magic Card, Position Change, select a a
monster from your field and move it to an ad= =
jacent unused slot. This effect can be used once per
turn.
Trap Card, Trapwire, this card can only be activated
when the column this card is set in have c= = ards
on all of yours and your opponent's field. All cards
in this column are destroyed.
Trap Card, Straight Flush, this card can be activate
when there's card on each place of Magic/T= = rap
zone on opponent's field. Destroy all Magic and Trap
cards on your opponent's field.
Trap Card, Justibreak, this card can be activate
when a face-up Normal monster on your field is= =
target of attack declaration. Destroy all monsters
in attack mode on the field except Normal mon=
sters.
Trap Card, Reverse Dimension, this card can be
activate when monster(s) originally owned by you= =
is remove from game by opponent's effect. Special
Summon one of those monster to your field.
Trap Card, Chain Healing, increase your Life Points
by 600 points. If this card is activated in= = a
chain and is Chain Link 2 or Chain Link 3, this card
returns to your Deck. If this card is act=
ivated in a chain and is Chain Link 4 or more, this
card returns to your hand.
Trap Card, Chain Strike, deal 500 Life Points damage
to opponent. When this card is activate du= = ring
chain 2 or 3, shuffle this card into your deck. If
activate during chain 4 or later, return = this card
into your hand.
Trap Card, Byroad Sacrifice, this card can be
activate when a monster on your field is destroy = =
as result of battle. Special Summon a Cyber Ogre
from your hand.
Trap Card, Troy Bomb, you can only activate this
card when the control of 1 Monster on your sid= = e
of the Field is switched to the opposing player.
Destroy that Monster and inflict damage to the=
player equal to its ATK.
Trap Card, Cumulative Happiness, this card can only
be activated as Chain Link 4 or more in a c= = hain.
Draw 2 cards from your Deck. When multiple cards of
the same name are Chain Links in a chai= n, this
card cannot be activated.
Trap Card, Cyber Shadow Guardna, this card cannot be
activated outside your opponent's Main Pha= = se on
their turn and this card will become a Monster and
be Special Summoned to a Monster Card Zo= ne.
(Machine Sub-Type, Earth, 4 Stars, Attack:
=3F/Defense: =3F) This card's ATK and DEF are the=
same as the ATK and DEF as a Monster on the
opponent's Field in attack mode. At the opponent's
n= ext End Phase, set this card back in a Magic/Trap
zone.
Counter Trap Card, Ascending Black Horn, negate the
Special Summon of an opponent's monster and= =
destroy it.
Counter Trap Card, Vanity Call, this card can be
activate after or on Chain 4. Pay half of your= =
Life Points, negate all effects and activation of
cards on the same chain, and destroy all those=
cards.
This card spoiler was brought to you by Nagash, at
nagash4king@yahoo.co.uk
=09=09
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