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    News

    Soul Fusion Continued

    JoenenBy JoenenJuly 13, 2018No Comments

    Soul Fusion intensifies some more!

    Concent-rate / Rockin’-Outlet
    Quick-Play Spell Card
    (1) Target 1 face-up monster you control; until the end of this turn, it gains ATK equal to its DEF.
    Other monsters you control cannot attack during the turn you activate this card.

    “Concent”, short for concentric outlet, is the Japanese Loan-word for “Electric Outlet”, so we went with Rockin’-Outlet

    Shin’en no Senkokusha / Abyssal Adjudicator
    Normal Spell Card
    You can activate a card with this card’s name only once per turn.
    (1) Pay 1500 LP, then declare 1 Monster Type and Attribute; if your opponent controls a monster(s) with that Type and Attribute, make them send 1 of those monsters to the GY, and if they do, your opponent cannot activate monster effects with the sent monster’s name for the rest of this turn.

    Two-man Salesmen
    Level 2 LIGHT Warrior Effect Monster
    ATK 1200
    DEF 1200
    (1) Once per turn: You can have both players reveal a card in their hand to their opponent, and if both revealed cards have the same card type (Monster, Spell, or Trap), apply the appropriate effect.
    • Monster: Each player can Special Summon their revealed monster.
    • Spell: Each player draws 2 cards.
    • Trap: Each player sends 2 cards from their Deck to the GY.

    Necro Fusion
    Normal Trap Card
    (1) Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials from your GY, face-down, but that Summoned monster cannot attack this turn.

    Isshokusokuhatsu / Breaking Point of the Normal
    Normal Trap Card
    You can activate a card with this card’s name only once per turn.
    (1) Special Summon Level 4 or lower monsters from your hand, up to the number of monsters your opponent controls.

    Hikari no Seirei Diana / Diana the Light Spirit
    Level 4 LIGHT Thunder Effect Monster
    ATK 1700
    DEF 1000
    Cannot be Normal Summoned/Set.
    Must first be Special Summoned (from your hand) by banishing 1 LIGHT monster from your GY.
    (1) Once per turn, during your opponent’s End Phase: Gain 1000 LP.

    Invincible Halo
    Continuous Trap Card
    (1) Once per turn: You can banish 1 face-up Ritual, Fusion, Synchro, Xyz, Pendulum, or Link Monster you control; during this turn, effects of monsters with the same card type (Ritual, Fusion, Synchro, Xyz, Pendulum, Link) as that banished monster are negated while this card is in the Spell & Trap Zone.

    Parallel Panzer
    Equip Spell Card
    Equip only to a Link Monster.
    You can use the (2)nd effect with this card’s name only once per turn.
    (1) Once per turn: You can move the equipped monster to a Main Monster Zone it points to on its controller’s field.
    (2) If this card is sent to the GY while equipped to a monster: You can destroy 1 card in the same column as that monster on the field.

    Krawler Palladion
    Continuous Trap Card
    (1) Special Summon this card as an Effect Monster (Insect/EARTH/Level 2/ATK 300/DEF 2100). (This card is also still a Trap.)
    (2) If this card is Special Summoned by its own effect to a zone a Link Monster(s) points to: You can add 1 “World Legacy” card from your Deck to your hand.

    and more! Krawler palladion Soul Fusion YGO OCG News
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    Joenen

    Number 17 of the YGOrg. I'll write articles on various themes that catch my interest and help out in the newsroom as necessary. I always try to post the best builds I can, or at least ones that I enjoy a lot. That being said, I'm an amateur writer and duelist, so I'm always open to constructive criticism. Please do share your thoughts in the comments, and be sure to check all article urls and tags!

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