Crystal Beast Sapphire Pegasus
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Sets | |||
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2020-07-03 | LDS1-EN098 | LEGENDARY DUELISTS: SEASON 1 | |
2018-02-23 | LED2-EN042 | LEGENDARY DUELISTS: ANCIENT MILLENNIUM | |
2012-02-21 | RYMP-EN046 | RA YELLOW MEGA PACK | |
2011-10-04 | LCGX-EN161 | LEGENDARY COLLECTION 2 THE DUEL ACADEMY YEARS MEGA PACK |
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2010-01-29 | DT01-EN058 | DUEL TERMINAL 1 | |
2009-06-20 | DTP1-EN028 | DUEL TERMINAL - PREVIEW WAVE 2 | |
2007-08-29 | CT04-EN002 | COLLECTIBLE TIN SERIES 4 WAVE 1 |
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2007-05-16 | FOTB-EN007 | FORCE OF THE BREAKER |
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2007-05-16 | FOTB-EN007 | FORCE OF THE BREAKER |
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Related Cards
Search Results: 1 - 10 of 28
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- Advanced Dark
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SPELL
Field
- All "Crystal Beast" monsters on the field and in the GY become DARK. If an "Ultimate Crystal" monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the GY; you take no battle damage from that battle.
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- Ancient City - Rainbow Ruins
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SPELL
Field
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You must have this many "Crystal Beast" cards in your Spell & Trap Zone to activate and to resolve these effects.
●1+: This card cannot be destroyed by card effects.
●2+: Once per turn (including the opponent's) you can halve the battle damage you take.
●3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the GY; negate the activation, and if you do, destroy it.
●4+: Once per turn, during your Main Phase: You can draw 1 card.
●5: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target. -
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- Counter Gem
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TRAP
- Send all cards in your Spell & Trap Zone to the GY. Place as many "Crystal Beast" monsters as possible from your GY face-up in your Spell & Trap Zone as Continuous Spells. During the End Phase of this turn, destroy all "Crystal Beast" cards you control.
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- Crystal Abundance
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SPELL
- Send 4 "Crystal Beast" cards from your Spell & Trap Zone to the GY; send as many cards on the field as possible to the GY, then Special Summon as many "Crystal Beast" monsters as possible from your GY, up to the number of cards sent from your opponent's field to the GY by this card's effect.
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- Crystal Beacon
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SPELL
- Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Zone to activate and to resolve this effect.
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- Crystal Beast Amber Mammoth
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EARTH
Level 4 [ Beast / Effect ] ATK 1700 DEF 1600
- When another "Crystal Beast" monster you control is targeted for an attack: You can change the attack target to this card. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
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- Crystal Beast Amethyst Cat
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EARTH
Level 3 [ Beast / Effect ] ATK 1200 DEF 400
- This card can attack your opponent directly, but when it uses this effect, any battle damage it inflicts to your opponent is halved. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
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- Crystal Beast Cobalt Eagle
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WIND
Level 4 [ Winged Beast / Effect ] ATK 1400 DEF 800
- Once per turn: You can target 1 "Crystal Beast" card you control; place that target on top of the Deck. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
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- Crystal Beast Emerald Tortoise
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WATER
Level 3 [ Aqua / Effect ] ATK 600 DEF 2000
- Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
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- Crystal Beast Ruby Carbuncle
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LIGHT
Level 3 [ Fairy / Effect ] ATK 300 DEF 300
- When this card is Special Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
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