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Posted 20 hours ago

Yu-Gi-Oh KONSPCH Spirit Charmers Structure Deck

£9.9£99Clearance
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When this card is Special Summoned by its effect: You can Special Summon 1 Level 4 or lower monster from your GY, but negate its effects. Familiar monsters are extenders to get more different attributes on the board. You can Link them off with your Link Charmer cards if you have doubles to optimize the attributes.

When a monster would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon or activation, and if you do, destroy that card. You can only control 1 face-up "Inari Fire". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). During your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard. The setup will have 2-3 monsters with different elements on the board,1-2 "Awakening of the Possessed" and 1 "Unpossessed" card on the field.Pendulum Effect: All EARTH, WATER, FIRE, and WIND monsters you control gain 200 ATK and DEF for every different Attribute among the monsters you control. Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect. During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase. You can only control 1 "Nefarious Archfiend Eater of Nefariousness". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). During your opponent's End Phase, if this card is in your Graveyard: You can target 1 face-up monster you control; destroy it, and if you do, Special Summon this card.

Cannot be Special Summoned. While you control no Set Spell/Trap Cards, neither player can Set Spell/Trap Cards nor activate Spell/Trap Cards that are Set on the field. Tribute 1 EARTH monster on your side of the field. Special Summon 1 Level 4 or lower EARTH monster from your Graveyard, except the Tributed monster. Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn. When this card is Special Summoned by its effect: You can inflict damage to your opponent equal to the original ATK of 1 monster they control (your choice). Link Charmers do benefit from its effect. So if you have doubles of attributes, you can Link summon for your Link Charmers instead.FLIP: Take control of 1 WIND monster on your opponent's side of the field, for as long as this card remains face-up on the field. Monsters you control gain 300 ATK for each different Attribute you control. "Charmer" and "Familiar-Possessed" monsters you control cannot be destroyed by card effects. If a Spellcaster monster(s) with 1850 original ATK is Normal or Special Summoned to your field: Draw 1 card. You can only use this effect of "Awakening of the Possessed" once per turn. You have cards such as Selene, "Unpossessed," and "Possessed Partnerships" to revive your Familiar-Possessed monsters from the GY. So, in case 1 or 2 get destroyed, you have a way to reset your board. During either player's turn, when your opponent activates a Normal Spell/Trap Card: You can Tribute 1 other monster; the activated effect becomes "Change 1 face-up monster your opponent controls to face-down Defense Position". You can only use this effect of "Fairy Tail - Sleeper" once per turn.

If only you control a Spellcaster monster, your opponent cannot activate Spell Cards. If you control no Spellcaster monsters, you cannot activate Spell Cards. FLIP: Take control of 1 EARTH monster on your opponent's side of the field, for as long as this card remains face-up on the field. Take advantage of the different Link Charmers to summon from your opponent's GY and link climb into Selene and then Accesscode Talker. Tribute 1 WATER monster; look at your opponent's hand, then send 1 card from their hand to the Graveyard. FLIP: Take control of 1 WATER monster on your opponent's side of the field, for as long as this card remains face-up on the field.

Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up from your field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn. FLIP: Take control of 1 FIRE monster on your opponent's side of the field, for as long as this card remains face-up on the field. Fairy Tail - Luna is for potentially bouncing your opponent's monsters from the field (if they don't choose to discard copies of the target monster).

Aside from at least one copy of each Link Charmer, you can use whichever generic XYZ monster combination you want. Also, since most monsters are four stars, you can access great 4-star utility XYZ cards such as Bagooska and Redoer. You can only control 1 "Ranryu". If you control a Spellcaster monster, you can Special Summon this card (from your hand). If this card is destroyed by battle or card effect and sent to the GY: You can target 1 monster with 1500 ATK and 200 DEF in your GY, except "Ranryu"; Special Summon it. Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.

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