3
All Normal Monsters gain 200 ATK. You take no battle damage from battles involving Normal Monsters you control.
The horns were needed to prepare a medicine for her village, suffering from a plague. Unknown to her, the dragons burned and trampled her village, once displaced from their den.
2
Once per turn, during the End Phase, if this card was activated this turn: You can target 1 face-up Spell/Trap Card on the field; destroy it.
A mechanized life form, roving through space-time. But the mysterious thing is that its memory i... m...stly gone. W...at is t...e reason? D..... refuse t... b.... interfered w...h?
2
Once per turn, if a Normal Monster you control destroys an opponent's monster by battle, after damage calculation: You can add 1 Level 4 or higher Normal Monster from your Deck to your hand.
Armed with muskets and iron spears, these mounted land troops of the Draconia Empire are feared by the Reptier Kingdom and other bordering nations.
FLIP: Target 1 monster your opponent controls; destroy that target.
Aether, the Empowering Dragon
LIGHTLevel 6
[
Dragon
/
Effect
]
ATK 2300DEF 1600
When this card is Pendulum Summoned: You can target 1 card on the field; return it to the hand. You can only use this effect of "Aether, the Empowering Dragon" once per turn.
Once per turn: You can Tribute any number of Warrior-Type monsters, except this card; for each Tributed monster, this card gains 1 additional attack during each Battle Phase this turn.
Once per turn: You can discard 1 card, then target 1 card in either player's Pendulum Zone; destroy that card, and if you do, draw 1 card.
Dark Hole
SPELL
Destroy all monsters on the field.
Riryoku
SPELL
Target 2 face-up monsters on the field; halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster. These effects last until the end of this turn.
Nightmare's Steelcage
SPELL
This card remains on the field for 2 of your opponent's turns. While this card is face-up on the field, no monsters can attack.
Wonder Wand
SPELLEquip
Equip only to a Spellcaster monster. It gains 500 ATK. If you control the equipped monster and this card: You can send both to the GY; draw 2 cards.
Bashing Shield
SPELLEquip
Equip only to a Normal Summoned/Set monster. It gains 1000 ATK. You take no battle damage from attacks involving it.
Mirror Force
TRAP
When an opponent's monster declares an attack: Destroy all your opponent's Attack Position monsters.
Reckless Greed
TRAP
Draw 2 cards and skip your next 2 Draw Phases.
Defense Draw
TRAP
During your opponent's turn, at damage calculation: Make the battle damage you take from this battle 0, and if you do, draw 1 card.
Inspiration
TRAP
Target 1 face-up monster you control; it gains 700 ATK until the end of this turn.