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Absolute Powerforce (607)

Absolute Powerforce (607)
「アブソリュートパワーフォース」
Absolute Powerforce (607)


Absolute Powerforce (607)

Release Date: 14th November 2009
Price: 150 yen (inc. tax)

5 cards per pack, 30 packs per box

Includes 80 cards total:
5 Ultra Rare
9 Super Rare
18 Rare
48 Common
(Ultra Rare also as Ultimate Rare available, 1 of 80 cards also as Holographic Rare)

Details:
- The 7th Set in the 6th series of the Yu-Gi-Oh! OCG
- Features the latest Cards from the 5D's Anime
- Including Jack's "Savior Demon Dragon", there will be many cards from characters like Jack, Yusei, Aki, Misty, and Godwin to collect.
- Including cards from the climax of the "Dark Signer Arc"
- Also features cards for existing theme Decks, as well as cards that will work together with the Machiners' Commando Structure Deck which is to be released in December.


Cardlist
80/80


Credit for the first card scans to pokekid88 and Chimeratech
RedEyesFan - 10. Aug, 13:34

- Also featuring cards for existing theme decks, as well as cards that will work together with the Structure Deck planned to be released in December

that will make this the best set i ever seen.

in short

moar lightloards, i think.
lol

Kotori - 10. Aug, 14:36

Re: New Set

It seems that sets from Stardust Overdrive onwards are getting better and better..

I hope there will be cards like Battlefader, Joint Future, Black Rose Witch, Shining Rebirth and more Reptiless supports.

I wondering what type/strategies is the new Structure Deck focusin on...hmmm

marshmallows - 10. Aug, 15:22

considering the structure decks have been the same types as the original ones
its probably machine, dino, earth or wind can't remember the order
Espada4 - 11. Aug, 06:02

I can't belive stardust fuses with red archfind. Can't wait to get card

Aura_Sphere - 11. Aug, 16:14

....who said stardust fuses with red demons?
It's Salvation Dragon + RDD + 1 non-Tuner.....
Even the anime, where SDD first appeared, never shows stardust fuses with RDD....
kyuubinoyouko - 11. Aug, 15:25

About damn time

I'm looking forward to Savior Demon Dragon, if only because he looks pretty sweet, and if you can ever pull him off, destruction cards are a moot point. Also, Espada, Stardust doesn't fuse with Daemon, Savior Dragon is a completely different card.

Espada4 - 12. Aug, 04:13

Sorry read too fast and thanks for telling me my mistake on the savior thing
kyuubinoyouko - 12. Aug, 23:54

Hey, its alright. I know how these things can be confusing. Hope I didn't come off as being full of myself or anything.
Forrenz - 12. Aug, 06:43

EEEEEEE!!

What a great name!
"Red Daemon's Dragon no kogike! ABSOLUTE POWER FORCE!!!"
XD
Sorry, I had to.

I'm really hoping that "existing theme decks" means more than just GBs, Six Warmasters (haven't had anything since 'Hand' came out), Lightlords (not since 601, right?), and DARK are obvious choices, and even Fish, Sea-Serpent, Normal Monsters, "Frogs" and "Batterymen" are open for more, but I'm hoping for a bit more for those archetypes that got bonuses in the 400 block- Harpies, 'Cyber' monsters, LV Monsters (Gill deLancebow's Masked Knights and 'Level Change' maybe?), KONAMI game cards, and RFG stuff haven't had much for quite a while.
And, as last ditch, won't-get-my-hopes-up-much choices, I'll beg for more Hero stuff, especially Fusions (c'mon, they're only taking the stuff from the manga... You can make up your own stuff... And I still want 'Miracle Contact'!), Angels only get boosts from the manga too, and, finally... Toons. Come on, it'd be fun!

Okay, I'm done.
I really want those 'Sad Story' cards, but I want some of the Season 3 stuff like 'Antique Gear Statue', 'Eccentric Boy', and those "Junk" cards. I'm sure they're saving the 'Machine Emperor Wisel' cards for later.

TriforceMaster3000 - 13. Aug, 10:58

Or...

Just give reptiles the cards they need. Seriously, when it comes to archetypes, they jeep jumping around from 1 to the next with reptiles, not giving any nearly enough support. Aliens, Venoms, Worms, more aliens, reptiless, etc. They only came close with Aliens, and that wasn't until years after their release with the support from CRMS and RGBT, but they still aren't very competitive. also the fact that venoms and reptiless are one-shot anime archetypes that will most likely never see the light of day again. Not to mention besides archetypes, reptiles have a lot more support going for them hidden in the background. If Konami would focus on handling the archetypes correctly instead of jumping around, we could get some good reptile competitive decks.

Hell, even other types though are like that. The water type is another victim of the jumping around. Over the years, they've gotten a lot of support for different things. They've bounced around from frogs with OTK strategies, fish swarming, and more recently, sea serpents. Each of these are and have been getting great support but still don't have the right cards to give them that boost.

As for other stuff you said, I agree with normal monsters. They've had support since all the way back in ancient sanctuary or whatever, and have gotten more and more throughout the years, and so far, the only things I've ever seen them do successfully is work for a few useful geminis. Batterymen are actually pretty good when built right. My friend has a deck of them, and it has OTK'd me a number of times. It's one of those under the radar decks really. Glads, Ls, and Darks have enough support as it is. Six sam have pretty much been replaced with blackwings, however the TCG is getting more support soon. Harpies are another underplayed deck that, with a little support, combined with some of today's cards, can also be a great deck. Cybers were also mostly an anime thing, and there isn't much usefulness coming from them since they relied on power fusing, which is literally gone nowadays by a number of factors. LV Monsters would be nice, as I've always liked them, but they're far too slow in today's meta, and the masked knights don't have the effects to boot. I also think Toons were more of an anime thing, but they could get more support. They've always been unique.

I do agree on heroes though. They should make some new ones more in line with the current game. Some tuners and synchros, anyone? Hey, maybe with that new movie coming out with Yugi, Judai, and Yusei in it, maybe Judai will use some new cards adapted to 5D's, eh?
marshmallows - 20. Aug, 19:36

eccentric boy is coming in the yusei pack
I'd really love junk cards as well plus I hope they make some more bommer cards though its unlikely
TriforceMaster3000 - 13. Aug, 11:00

Cards for Existing theme decks

How many times have I seen this before? Usually it's just more of the same, with dark support, synchros, psychics, glads, etc. but hopefully there's more to it this time.

Wonder what that structure is too...the new warrior one just came out in the OCG not too long ago...

Forrenz - 14. Aug, 05:19

You know what I hope it is?

Speed World.
Not kidding.
A new Format is coming up right away, and if they want to
They can release Speed Spell cards, a handful of Monsters (well, kinda just the 'Gate Blocker' monsters), and only a couple of Traps that are available to everyone.
So the only real uniqueness there will be would be the Monsters used and the Traps you use to support them.
Come on! A whole new way of dueling would be fun, and you know it ;)
marshmallows - 20. Aug, 19:38

mabey they'll have cherie's cards you know the centaur one's

Chewydog - 31. Aug, 17:27

saviors can be used

they must be in a dragon synchro deck if u wanna use'em.
the trick to doing it uses red eyes darkness metal dragon, and 3 level returner trap cards so synchroing is much easier for these mighty god.
let me if want anymore info


YO!! shreik,add "one hundred eyes dragon" to the TCG page it'll be out next year or in stardust overdrivethis year! konami may change this an put it ina jump or something:)
Chewydog - 31. Aug, 17:29

i turbo duel in real life!!!

and now i got to pay for a new bike...LOL
InPassing - 17. Sep, 11:49

Wow, gotta love the Ritual push Konami's been doing lately.

Garandolph - Now why does the name remind me of Zelda? >_> (By the way, if that ability isn't "all other face-up monster", it's unplayable)

Curse Enchanter - Oh God, Releaser wasn't enough.

Manjyome Thunder - 17. Sep, 23:50

Yeah, "other" got lost somewhere in the process. (Sometimes you can read the effect three times while having the correct one kept in mind, and you still don't see the discrepancy)
Well, now the card became 'playable' again ;)
InPassing - 18. Sep, 15:23

Nice, it just turned into a decent card. A built-in Lightning Vortex AND the Ritual Devil effects? Sign me up! (Though it kinda clashes with the Ritual)
You know, looking at Ganond...erm, Garlandolph, and Eltanin, I'm starting to think Konami wants to punish swarm decks by pushing mass removal.
Forrenz - 19. Sep, 01:29

Yeah

Garandolph looks like Dark Lucius, who tried so hard to be decent, but failed. :)P

I'm glad to see quite a few of these cards, especially Drill Synchron (I hope he keeps his draw effect) and Drill Warrior (That RFP effect is so cool! Try to catch HIM, Wisel Infinity!), and I'm pulling for Splendid Rose and Daemon Chaos King as well.

And yeah, they must be pushing for ways to deal with swarming that aren't quite too splashable. Which I'm all for, but still pull for archetype support (speaking of which, I don't think any of the cards we know so far go with the new SD, which would be nice to see).
An Onyx Mouse - 21. Sep, 06:14

As a Ritual player, I just have to say...

WOW.

The first two Ritual Devils and Norsewemko were awesome enough, but Garandolph and Curse Enchanter are just mind-blowing. Blow up pretty much any monster in the game, lock out Synchro effects (tough luck, Stardust), and, in combination with Releaser, screw your opponent out of Special Summoning for a recovery. Doesn't hurt that Ritual of Destruction's 2nd effect is pretty sweet.

Kinda makes me wonder what the other Ritual Devil (it's pretty much a given that ABPF-JP038 is going to be a Lv 3 Ritual Devil) will do...given the set's theme, I'm guessing ATK boost, which would just make Garandolph all the more dangerous.

Can't say Subliming Soul impresses me at all, though, especially since the Ritual Devils work just as well in the Graveyard. *shrug* Oh well, not every card in a theme can be a winner.

InPassing - 30. Sep, 06:38

>>Subliming Soul
Oh, tell me you didn't just diss Manju and its awesome search effect. >_>
Summon Manju, search, Sublime, return Manju and search again next turn. You can't tell me that's not a winner.
An Onyx Mouse - 10. Nov, 22:18

I'd like...

...to retract my earlier comments regarding Subliming Soul. Took a little while, but I saw InPassing's point regarding that card.

Personal favorite combo involving it right now isn't Manju, though, but Armageddon Knight. Summon Arma, drop a Ritual Devil, Ritual Summon, get Arma back. Repeat ad nauseum.
Forrenz - 3. Oct, 15:35

The Sun and the Moon - Inti and Quilla

So they're really confirmed to be in here? That's pretty cool. I can't help wondering, if they have the same effects as the did in the show, if people will try making a deck around them.

InPassing - 17. Oct, 18:17

There seems to be 2 instances of Priest of the Sun. (Probably paste mistake, it happens)

But that's not important. What's important is... are you serious? BAD-END QUEEN DRAGON? Sweeeeeeeeeeeeeeeeeet. Also, that Viper Reborn=Yay Venominaga.

And I'm glad Inti and Quilla look pretty easy to summon, even with the Tuner specific. And that Quilla doesn't kill herself during End-Phase. >_>

RedEyesFan - 18. Oct, 01:48

inti's first effect is pretty much useless, unless it is anti-Honest.

Bad End Queen Dragon...... i doubt it will be common, can be splash into Gembeast decks

and the rest of Godwin's cards, they make the cover card look stupid.

masterofdarkness - 10. Nov, 20:45

more of leo's cards

good i get to make my leo inspired deck and as i just bought three warriors strike with hidden armory im good

masterofdarkness - 10. Nov, 21:11

evolution burst and cyber dragon Zwei and cyber dragon and polymerisation

killer combo special summon cyber dragon normal summon Zwei activate evolution burst then activate polymerisation attack then activate defusion for two more attacks

naviassassin - 10. Nov, 21:12

ABPF Full Cardlist

Dear Manjyomethunder and Shriek,

Seems like my friend pokekid had posted, here is my contribution to the Full Cardlist for ABPF. Same, for 25 and 44, i not sure on the card name and for 79 and 80 the placement is unconfirm. Now at list the cardlist is 80/80 rather than 78/80 (on shriek's site) and 75/80 (on manjymethunder's site).

Hope it helps you guys and the rest who are reading this :)

Rarity of ABPF:
Holographic Rare (1):
Majestic Archfiend Dragon (040)

Ultimate Rare / Ultra Rare (5):
Majestic Archfiend Dragon (040)
Drill Warrior (041)
Sun Dragon Inti (042)
Moonlight Dragon Quilla (043)
XX-Saber ?? (044)

Super Rare (9):
Black Rose Witch (012)
Bad End Queen Dragon (014)
Reptilianne Vasuki (018)
Priest of the Sun (019)
Koa'ki Meiru ?? (025)
Gravekeeper's High Priest (027)
Garandolph, Devil King of Destruction (039)
Harmony's Treasure (045)
Demon's Chain (064)

Rare (18):
Drill Synchron (004)
Magic Hole Golem (008)
Power Invader (009)
Dark Bug (010)
XX-Saber Galsem (026)
Gravekeeper's Descendant (028)
Shretsudder (030)
Pandaborg (031)
Godalos (032)
Gundari (034)
Cyber Dragon Zwei (035)
Reptilianne Anger (047)
Rocket Pileder (051)
Power Pickaxe (053)
Iron Core Synthetic Beast Research Lab (055)
Synchro Control (062)
Liar Wire (071)
Forgotten Underwater Temple (076)

Normal Rare (4):
Holy Light (033)
Pot of Selflessness (061)
Reverse World (079)
Land Mine Dud (080)

----------------------------------------------------------------------------------------------

ABPF-JP001
Unicler
Earth/Machine/1/100/100
Normal Monster

ABPF-JP002
Bicler
Earth/Machine/Effect/2/200/200
When this card is destroyed by battle, you can Special Summon 1 [Unicler] from your hand or Deck.

ABPF-JP003
Tricler
Earth/Machine/Effect/3/300/300
When this card is destroyed by battle, you can Special Summon 1 [Bicler] from your Deck.

ABPF-JP004
Drill Synchron
Earth/Machine/Tuner/3/800/300
While you control this face-up card, during battle between an attacking monster you control and a Defense Position monster whose DEF is lower than the ATK of that card, inflict the difference as Battle Damage to your opponent. When you inflict Battle Damage to your opponent using this effect, you can draw 1 card.
Rare

ABPF-JP005
Ogre of the Bloody Tears
Dark/Fiend/Effect/4/0/0
During the Battle Phase of a turn in which you took damage from a direct attack, when your opponent declares a second direct attack, you can Special Summon this card from your hand. This card's ATK and DEF become equal to the amount of damage you took from that direct attack. The monster that declared the second direct attack must then attack this card.

ABPF-JP006
Battlefader
Dark/Fiend/Effect/1/0/0
When your opponent declares a direct attack, you can Special Summon this card from your hand and end the Battle Phase.

ABPF-JP007
Power Supplier
Earth/Spellcaster/Effect/2/400/400
Once per turn, you can select 1 face-up monster you control. It gains 400 ATK until the End Phase.

ABPF-JP008
Magic Hole Golem
Dark/Rock/Effect/3/0/2000
Once per turn you can halve the ATK of 1 monster you control, until the End Phase. That monster can attack your opponent directly this turn.
Rare

ABPF-JP009
Power Invader
Dark/Fiend/Effect/5/2200/0
If your opponent controls 2 or more monsters, you can Normal Summon this card without Releasing.
Rare

ABPF-JP010
Dark Bug
Dark/Insect/Effect/1/100/100
When this card is Normal Summoned successfully, you can Special Summon 1 Level 3 Tuner Monster from your Graveyard. That monster's effect(s) is negated.
Rare

ABPF-JP011
Sword Master
Earth/Warrior/Tuner/3/1200/0
During the end of a Damage Step in which a Warrior-Type monster you control did not destroy an opponent's monster by battle, you can Special Summon this card from your hand. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

ABPF-JP012
Black Rose Witch
Dark/Spellcaster/Tuner/4/1700/1200
This card cannot be Special Summoned. When this card is Normal Summoned successfully, if there is no other card is on your field except for this card, draw 1 card. If it is not a Monster Card, destroy this card.
Super Rare

ABPF-JP013
Rose Fairy
Wind/Plant/Effect/3/600/1200
When this card is added from your Deck to your hand by the effect of a Monster, Magic or Trap card, you can Special Summon this monster to your side of the field.

ABPF-JP014
Bad End Queen Dragon
Dark/Dargon/Effect/6/1900/2600
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if you control 3 or more Continuous Spell Cards. When this card inflicts Battle Damage to your opponent, your opponent selects 1 card from their hand and sends it to the Graveyard, then you draw 1 card. If this card is sent from the field to the Graveyard, during your Standby Phase, you can send 1 Continuous Spell Card from your side of the field to the Graveyard to Special Summon this card from the Graveyard.
Super Rare

ABPF-JP015
Reptilianne Servant
Dark/Reptile/Effect/1/100/100
If there are face-up monsters on the field other than this card, this card is destroyed. When this card is targeted by the effect of a Magic Card or Trap Card, it is destroyed. While this card is face-up on the field, neither player can Normal Summon monsters.

ABPF-JP016
Reptilianne Guardna
Water/Reptile/Effect/4/0/2000
When this card you control is destroyed and sent to the Graveyard, add 1 [Reptilianne] monster from your Deck to your hand.

ABPF-JP017
Reptilianne Naja
Dark/Reptile/Effect/1/0/0
This card cannot be destroyed by battle. A monster that battles with this card has its ATK reduced to 0 at the end of the Battle Phase. During your End Phase, if you control this face-up Defense Position monster, it is switched to Attack Position.

ABPF-JP018
Reptilianne Vasuki
Dark/Reptile/Effect/8/2600/0
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Releasing 2 face-up monsters with 0 ATK on either side of the field. Once per turn, you can destroy 1 face-up monster your opponent controls. There can only be 1 [Reptilianne Vasuki] face-up on the field.
Super Rare

ABPF-JP019
Priest of the Sun
Light/Spellcaster/Effect/5/1000/2000
If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. When this card on the field is destroyed and sent to the Graveyard, you can add 1 [Red Ant Azcatl] or [Supay] from your Deck to your hand.
Super Rare

ABPF-JP020
Red Ant Azcatl
Earth/Insect/Tuner/3/700/1300
When this card is destroyed by battle and sent to the Graveyard, you can select 1 Level 5 monster in your Graveyard and Special Summon it. Its effect(s) are negated, and it is sent to the Graveyard during the End Phase of that turn.

ABPF-JP021
Stone Statue of the Lamenting God
Dark/Rock/Effect/2/0/500
By removing 1 Tuner monster in your Graveyard from play, you can Special Summon this card from your hand.

ABPF-JP022
Apocatequil
Light/Thunder/Effect/4/1800/1200
If you control a face-up Tuner Monster, the Level of this face-up card on the field is treated as being 5. When this card on the field is destroyed and sent to the Graveyard, you can select 1 [Priest of the Sun] in your Graveyard and Special Summon it.

ABPF-JP023
Supay
Earth/Fiend/Tuner/1/300/100
When this card on the field is sent to the Graveyard by a card effect, you can Special Summon 1 [Priest of the Sun] from your Deck. Its ATK is doubled, and it is returned to its owner's hand during the End Phase of this turn.

ABPF-JP024
Informer Spider
Earth/Insect/Effect/4/500/1800
When this card on the field is sent to the Graveyard by a card effect, gain control of 1 Defense Position monster your opponent controls.

ABPF-JP025
Koa'ki Meiru {x?x?x?x}
?/Beast-Warrior/Effect/4/2000/?
During each of your End Phases, destroy this card unless you send 1 [Iron Core of Koa'ki Meiru] from your Hand to the Graveyard or reveal 1 Beast-Warrior-Type Monster in your hand. Once per turn, you can reveal 1 [Iron Core of Koa'ki Meiru] from your hand to your opponent, and then select 1 Level 4 and below monster except [Koa'ki Meiru {x?x?x?x}] from your deck and Special Summon it to your field.
Super Rare

ABPF-JP026
XX-Saber Galsem
Earth/Beast/Effect/4/1400/400
When this card is destroyed and sent to the Graveyard by a card effect, you can add 1 [X-Saber] monster from your Deck to your hand. This card gains 200 ATK for each face-up [X-Saber] monster you control.
Rare

ABPF-JP027
Gravekeeper's High Priest
Dark/Spellcaster/Effect/8/2000/1800
You can Normal Summon this card from your hand by Releasing 1 [Gravekeeper's] monster. This card gains ATK equal to the number of [Gravekeeper's] monsters in your Graveyard x 200. If this face-up card would be destroyed, you can discard 1 [Gravekeeper's] monster to negate the destruction.
Super Rare

ABPF-JP028
Gravekeeper's Descendant
Dark/Spellcaster/Effect/4/1500/1200
You can release 1 other face-up [Gravekeeper's] monster. Destroy 1 card your opponent controls.
Rare

ABPF-JP029
Black Portan
Dark/Fiend/Effect/1/200/100
If you control a face-up Tuner monster, this card cannot be destroyed by battle. When a face-up Tuner monster you control is removed from the field, gain 800 Life Points.

ABPF-JP030
Shretsudder
Earth/Machine/Effect/4/1600/1000
Activate by sending 1 Machine-Type monster from your hand to the Graveyard. Destroy 1 face-up monster your opponent controls of a Level equal to or lower than that of the monster sent to the Graveyard. This effect can only be used once per turn.
Rare

ABPF-JP031
Pandaborg
Water/Psychic/Effect/4/1700/1400
When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to Special Summon 1 Level 4 Psychic-Type monster from your Deck.
Rare

ABPF-JP032
Godalos
Water/Sea-Serpent/Effect/4/1400/1200
Send a face-up [Umi] you control to the Graveyard to send up to 2 cards your opponent controls to the Graveyard.
Rare

ABPF-JP033
Holy Light
Light/Fairy/Effect/1/0/0
This card cannot be destroyed by battle with a DARK monster, and any Battle Damage you take as a result of that battle becomes 0. While this card is face-up on the field, DARK monsters cannot attack, and neither player can Normal or Special Summon DARK monsters.
Normal Rare

ABPF-JP034
Gundari
Fire/Pyro/Spirit/4/1000/200
This card cannot be Special Summoned. If this card battles with a Synchro Monster, you can return both monsters to their owner's hands at the start of the Damage Step (without damage calculation).
Rare

ABPF-JP035
Cyber Dragon Zwei
Light/Machine/Effect/4/1500/1000
If this card attacks an opponent's monster, this card gains 300 ATK during the Damage Step only. Once per turn, you can reveal a Magic Card in your hand to your opponent to treat this card's name as [Cyber Dragon] until the End Phase. Also, this card's name is treated as [Cyber Dragon] while it is in the Graveyard.
Rare

ABPF-JP036
Oilman
Earth/Machine/Union/2/400/400
Once per turn, if you control this monster on the field, you can equip it to a face-up Machine-Type monster on your side of the field as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect destroys an opponent's monster by battle, draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

ABPF-JP037
Djinn, Curse Enchanter of Rituals
Dark/Fiend/Effect/4/1700/1000
If you Ritual Summon a Ritual Monster, you can remove from play this card to treat this card as 1 monster for the required Level of that Ritual Summon. While the Ritual Monster this card was used in the Ritual Summon for is face-up on the field, negate the effect(s) of a Synchro Monster.

ABPF-JP038
Djinn Precogster of Rituals
Dark/Fiend/Effect/3/400/300
If you Ritual Summon a Ritual Monster, you can remove from play this card to treat this card as 1 monster for the required Level of that Ritual Summon. While the Ritual Monster this card was used in the Ritual Summon inflicts Battle Damage to your opponent's Life Points, your opponent selects and discard 1 card in their hand.

ABPF-JP039
Garandolph, Devil King of Destruction
Dark/Fiend/Ritual/7/2500/1400
This card can only be Ritual Summoned with the Ritual Magic Card [Ritual of Destruction]. When this card is Ritual Summoned this way, destroy all face-up monsters on the field whose DEF is equal to or lower than this card's ATK, and this card gains 100 ATK for every card destroyed by this effect.
Super Rare

ABPF-JP040
Majestic Archfiend Dragon
Dark/Dragon/Synchro/10/4000/3000
[Majestic Dragon] + [Red Dragon Archfiend] + 1 non-Tuner monster
Once per turn, negate the effect(s) of 1 face-up monster your opponent controls until the End Phase. This card gains ATK equal to that monster's ATK. When an opponent's card's effect that would destroy this card is activated, negate it and destroy it. Then, inflict damage to your opponent equal to the ATK of this card. When this card attacks, destroy all Defense Position monsters on the field after the Damage Step. Return this card to the Extra Deck during the End Phase, and Special Summon 1 [Red Dragon Archfiend] from your Graveyard.
Holographic Rare / Ultimate Rare / Ultra Rare

ABPF-JP041
Drill Warrior
Earth/Warrior/Synchro/6/2400/2000
[Drill Synchron] + 1 or more non-Tuner monsters.
Once per turn, during your Main Phase, you can halve the attack of this card to have it attack your opponent directly. You can discard 2 cards from your hand to remove this card from play. During your next Standby Phase after this card has been removed from play by its own effect, Special Summon this card to your side of the field. Then, add 1 card from your Graveyard to your hand.
Ultimate Rare / Ultra Rare

ABPF-JP042
Sun Dragon Inti
Light/Dragon/Synchro/8/3000/2800
[Red Ant Azcatl] + 1 or more non-Tuner monster(s)
When this card is destroyed by battle and sent to the Graveyard, destroy the monster that destroyed it, and inflict damage to your opponent equal to half that monster's ATK. If this card on the field is destroyed, during the Standby Phase of your next turn, you can Special Summon 1 [Moonlight Dragon Quilla] from your Graveyard.
Ultimate Rare / Ultra Rare

ABPF-JP043
Moonlight Dragon Quilla
Dark/Dragon/Synchro/6/2500/2000
[Supay] + 1 or more non-Tuner Dragon-Type monster(s)
When this card is selected as an attack target, gain Life Points equal to half the attacking monster's ATK. If this card on the field is destroyed, you can Special Summon 1 [Sun Dragon Inti] from your Graveyard.
Ultimate Rare / Ultra Rare

ABPF-JP044
XX-Saber {x?x?x?x}
Earth/Warrior/Synchro/6/2300/?
1 Tuner + 1 or more non-Tuner [X-Saber] monster(s)
When this card is Synchro Summoned, you can destroy up to 3 Magic or Trap Cards on the field.
Ultimate Rare / Ultra Rare

ABPF-JP045
Harmony's Treasure
Magic - Normal
Activate by discarding 1 Dragon-type Tuner monster with 1000 or less ATK. Draw 2 cards.
Super Rare

ABPF-JP046
Variety Out
Magic - Normal
Activate by returning 1 Synchro Monsters you control to the Extra Deck. Select a number of Tuner Monsters from your Graveyard whose combined Level equals that of the selected Synchro Monster. Special Summon the selected monsters from your Graveyard.

ABPF-JP047
Reptilianne Anger
Magic - Equipment
The equipped monster's Type is changed to Reptile-Type, and gains 800 ATK. When this card is destroyed and sent to the Graveyard, select 1 face-up monster your opponent controls. It loses 800 ATK.
Rare

ABPF-JP048
Advance Force
Magic - Continuous
While this card is face-up on the field, Level 7 or higher monsters can be Advance Summoned by using 1 Level 5 or higher monster as a Release.

ABPF-JP049
Viper Reborn
Magic - Normal
Activate by selecting 1 non-Tuner monster in your Graveyard if the only monsters in your Graveyard are Reptile-Type monsters. Special Summon the selected monster. It is destroyed during the End Phase of this turn.

ABPF-JP050
Altar of the Sun
Magic - Continuous
While this card is on the field, all face-up monsters you control that were Special Summoned from the Graveyard gain 300 ATK.

ABPF-JP051
Rocket Pileder
Magic - Equipment
The equipped monster cannot be destroyed by battle. An opponent's monster, attacked by the equipped monster, loses ATK equal to the equipped monster's, until the End Phase.
Rare

ABPF-JP052
Break Draw
Magic - Equipment
When the equipped monster destroys a monster by battle, draw 1 card. After using this effect 3 times, destroy this card.

ABPF-JP053
Power Pickaxe
Magic - Equipment
Once per turn, you can remove from play 1 monster in your opponent's Graveyard with a Level lower than that of the equipped monster. The equipped monster gains ATK equal to half the ATK of the removed monster during this turn's Damage Step only.
Rare

ABPF-JP054
Spider Field
Magic - Continuous
Once per turn, activate by selecting 1 face-up Insect-Type monster. Oppnent's monster that battled with the selected monster are changed to Defense Position at the End of the Battle Phase, and cannot change their Position while this card is on the field.

ABPF-JP055
Iron Core Synthetic Beast Research Lab
Magic - Field
During each of your End Phases, destroy this card unless you reveal 1 [Iron Core of Koa'ki Meiru] in your hand. Each time a [Koa'ki Meiru] monster on the field is destroyed during the End Phase, that Original Owner can add 1 [Koa'ki Meiru] monster from the Deck to their hand.
Rare

ABPF-JP056
Gravekeeper's Lithograph
Magic - Normal
Select 2 Monster Cards that includes [Gravekeeper's] in its card name from your Graveyard and add the selected cards to your hand. This card's activation and effect are unaffected by [Necrovalley].

ABPF-JP057
Machine Developer
Magic - Continuous
Face-up Machine-Type monster gains 200 ATK strength. Each time a Machine-Type monster on the field is destroyed, place 2 Junk Counter on this card. Send this card to the Graveyard to Special Summon 1 Machine-Type monster in your Graveyard with a Level equal to or lower than the number of Junk Counter(s) on this card.

ABPF-JP058
Ritual of Destruction
Magic - Ritual
This card is used to Ritual Summon [Garandolph, Devil King of Destruction]. You must also Release monsters whose total Level eqauls 7 or more from the field or your hand. By removing this card in your Graveyard from play, during a turn a monster destroyed by battle Ritual Monster you control is not sent to the Graveyard and placed on top of owner's Deck instead.

ABPF-JP059
Subliming Soul
Magic - Continuous
When a Ritual Monster is Ritual Summoned, you can select 1 of the monsters in your Graveyard that was Released for that Ritual Summon and add it to your hand. This effect can only be used once per turn.

ABPF-JP060
Ritual Cage
Magic - Continuous
While this card is on the field, Battle Damage to you from a Battle involving a face-up Ritual Monster you control becomes 0. Also, a face-up Ritual Monster you control cannot become the target of or destroyed by an Effect Monster's effect.

ABPF-JP061
Pot of Selflessness
Magic - Normal
Select 2 cards from both player's Graveyards, and return them to their respective owners' Decks. After activation, this card is removed from play. Only 1 [Pot of Selflessness] can be activated per turn.
Normal Rare

ABPF-JP062
Synchro Control
Magic - Quickplay
This card can only be activated if you control no Synchro Monsters and there are none in your Graveyard. Pay 1000 Life Points. Select 1 face-up Synchro Monster your opponent controls. Take control of it until the End Phase.
Rare

ABPF-JP063
Change of Destiny
Trap - Normal
Negate the attack of 1 monster your opponent controls. Your opponent then selects and activates one of the following effects:
- You gain Life Points equal to the ATK of the monster.
- Your opponent takes damage equal to half the ATK of the monster.

ABPF-JP064
Demon's Chain
Trap - Continuous
Activate by selecting one monster on your opponent's side of the field. The effect of the selected monster is negated, and it cannot attack or be used as a Release. If the selected monster is destroyed, destroy this card. If your Life Points are lower than 1000, destroy this card.
Super Rare

ABPF-JP065
Reflect Nature
Trap - Normal
For this turn only, negate all effect damage caused by your opponent's card effects, and inflict the damage to your opponent instead.

ABPF-JP066
Snake Choke
Trap - Continuous
Face-up Attack Position monsters your opponent controls with 0 ATK cannot be destroyed by battle by [Reptilianne] monsters.

ABPF-JP067
Meteor Prominence
Trap - Normal
If your opponent has more than 3000 Life Points, activate by sending 2 cards from your hand to the Graveyard. Inflict 2000 points of damage to your opponent. If this card is in your Graveyard, during your Draw Phase, you can add it to your hand instead of conducting your normal draw.

ABPF-JP068
Sacrifice of Honor
Trap - Normal
If you have 3000 or less Life Points, activate when your opponent declares a direct attack. Negate the attack and Special Summon 2 [Sacrifice Stone Tokens](Earth/Rock/1/0/0), and add 1 [Earthbound Immortal] card from Deck to your hand. [Sacrifice Stone Token]'s can only be Released for the Advance Summon of an [Earthbound Immortal] monster, and cannot be used as Synchro Material Monsters.

ABPF-JP069
Destruct Potion
Trap - Normal
Activate by selecting 1 monster you control. The selected monster is destroyed, and you gain Life Points equal to the ATK of the destroyed monster.

ABPF-JP070
Call of the Death God
Trap - Normal
Activate only when you Special Summon Monster Card(s) from your Graveyard. Select 1 [Supay] or [Red Ant Azcatl] in your Graveyard and Special Summon it.

ABPF-JP071
Liar Wire
Trap - Normal
Activate by remving from play 1 Insect-Type monster in your Graveyard, and selecting 1 monster your oppnent controls. The selected monster is destroyed.
Rare

ABPF-JP072
Core Blast
Trap - Continuous
Once during your Standby Phase, if your opponent controls more monster than you, you can destroy a number of cards your oppnent controls equal to the number of monster you control. This effect can only be activated if you control a face-up [Koa'ki Meiru] monster.

ABPF-JP073
Saber Hole
Trap - Counter
Activate only when you control a face-up [X-Saber] monster. Negate the Normal Summon, Flip Summon, or Special Summon of a monster and destroy it.

ABPF-JP074
Machine King - B.C 3000
Trap - Continuous
After activation, Special Summon this card; it is treated as a Monster Card (Earth/Machine/4/1000/1000). Once per turn, you can release 1 Machine-Type monster yu control to have this card gain ATK strength equal to the ATK of the released monster until End Phase. During the turn you activate this card, you cannot Normal Summon or Special Summon a monster. (This card is also still treated as a Trap Card.)

ABPF-JP075
Alien Brain
Trap Normal
Activate only when a Reptile-Type monster you control is destroyed by an attacking opponent's monster and sent to the Graveyard. At that time, gain control over the monster that attacked, and that monster is treated as Reptile-Type.

ABPF-JP076
Forgotten Underwater Temple
Trap - Continuous
While this card is on the field, this card's name is treated as [Umi]. Once per turn, you can select and remove from play 1 face-up Level 4 or lower Fish, Sea-Serpent r Aqua-Type monster. During your End Phase, Special Summon a monster that was removed from play by this effect back to the field.
Rare

ABPF-JP077
Conspiracy of the Tuning Mentor
Trap - Continuous
You can activate this card when a Synchro Monster is Special Summoned to your opponent's side of the field. Gain control of that Synchro Monster. When that monster is destroyed it is removed from play. When that monster is removed from the field, destroy this card.
Super Rare

ABPF-JP078
Curse Psychic
Trap - Normal
Activate only when a face-up Psychic-Type monster you control is destroyed by an attacking opponent's monster and sent to the Graveyard. At that time, destroy the opponent's monster that attacked, and inflict damage to your opponent's Life Points equal to the Level of your destroyed Psychic-Type monster × 300.

ABPF-JP079/80
Reverse World
Trap - Normal
Switch the ATK and DEF of all face-up Effect monsters on the field until the end of this turn.
Normal Rare

ABPF-JP079/80
Land Mine Dud
Trap - Continuous
Activate by selecting 2 face-up Monster on the field. When the selected monster(s) is removed from the field, destroy this card. When this card is destroyed, destroy the selected monsters.
Normal Rare

Manjyome Thunder - 11. Nov, 11:42

Thanks alot for your assistance ;)
rayanprem - 13. Jan, 12:06

I got almost every card from here except Inti Quilla and a few others in thailand

Infernity Zero - 19. Jan, 22:44

You must have some pretty bad luck on this pack, then =(
Infernity Zero - 19. Jan, 22:44

Battle Fader

Watch; this card will be an Ultra in the TCG Format =(

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