Spoiler Ancient Prophecy OCG (JAP)

Posté le Samedi 27 Juin 2009 à 12:53 par chaos_soldier (15612 lectures)

Voici la nouvelle extension qui nous attend après la Rage des Guerriers.
Comme d'habitude, il y a 80 cartes, mais il y aura également en plus 10 cartes seulement disponibles au Japon et 10 cartes totalement inédites (inconnues à ce jour).
Dans cette extension, on pourra trouver le puissant Ancient Fairy Dragon en version ghost, des cartes Sabre-X et Aile Noires entre autres. Mais on pourra également découvrir un nouveau type de cartes : les Fortune Lady.
Cette extension est déjà disponible au Japon depuis le mois d'Avril, et sera commercialisée en France en Août 2009.

Voici donc le spoiler :

ANPR-JP001
Kuribbon
Light/Angel/1/300/200
During battle damage calculation when this card is the attack target of opponent's monster, you can have battle damages dealt to you by that battle becomes 0 and recover opponent's Life Point equal to the attack strength of the attacking monster, then return this card to hand.
Rare

ANPR-JP002
Sunny Pixie
Light/Spellcaster - Tuner/1/300/400
When this card is used for Synchro Summon of a Light Attribute Synchro monster, you gain 1000 Life Points.

ANPR-JP003
Sunlight Unicorn
Light/Beast/4/1800/1000
Once per turn, you can activate this during your Main Phases. Look at the top card on your deck, if it is an Equipment Magic add it to your hand. Otherwise, return it to the bottom of your deck.

ANPR-JP004
Black Feather - Mistral of Silver Shield
Dark/Bird - Tuner/2/100/1800
When this card on the field is destroyed and sent to Graveyard, once during this turn the battle damages you received becomes 0.

ANPR-JP005
Black Feather - Vayu of Big Flag
Dark/Bird - Tuner/1/800/0
When this card is face-up on the field, this card cannot be Synchro material. When this card is in your Graveyard, by removing this card and a non-Tuner [Black Feather] monster from your Graveyard from the game, special summon a [Black Feather] Synchro monster with level equal to the combine levels of those monsters from your Extra Deck. Negate the effect of the monster special summoned by this effect.

ANPR-JP006
Black Feather - Foehn of Iron Chain
Dark/Bird/2/500/800
This card can attack opponent directly. When this card deals battle damages to opponent by direct attack, change the mode of a face-up monster on opponent's field to defense mode.

ANPR-JP007
Deformer Magnen I
Earth/Thunher/1/100/100
This card gains the follow effect depends to the mode of this card.
- Attack mode : When there are 2 face-up monsters on your field outside of this card, once per turn, you can increase this card's attack strength by the total attack strength of those monsters until End Phase of this turn. Other monsters cannot attack the turn this effect was activated.
- Defense mode : When this card is face-up on the field, monster(s) on your field cannot attack.

ANPR-JP008
Jester Lord
Dark/Spellcaster/1/0/0
When there is no other monster outside of this card on the field, for each card in both Magic/Trap card zone, increase this card's attack strength by 1000.

ANPR-JP009
Jester Confit
Dark/Spellcaster/1/0/0
This card can be special summon from hand in face-up attack mode. If special summoned this way, during the next opponent's End Phase return this card and a face-up monster on opponent's field to hand. Only 1 [Jester Confi] can be face-up on your field at once.
Super Rare

ANPR-JP010
Fortune Lady Lighty
Light/Spellcaster/1/?/?
This card's attack and defense strength becomes this card's level x200. During your Standby Phase, increase this card's level by 1 (max. 12). When this card leaves the field by effect of card, you can special summon a [Fortune Lady] monster from your deck.
Rare

ANPR-JP011
Fortune Lady Firey
Fire/Spellcaster/2/?/?
This card's attack and defense strength becomes this card's level x200. During your Standby Phase, increase this card's level by 1 (max. 12). When this card is successfully special summoned by the effect of a [Fortune Lady] monster in face-up attack mode, destroy a face-up monster on opponent's field, and deal damages to opponent equal to that monster's attack strength.
Rare

ANPR-JP012
Infernity Beast
Dark/Beast/3/1600/1200
When there is 0 cards in your hand, this gains the following effect. When this card attacks, until end of Damage Step opponent cannot activate Magic/Trap cards.

ANPR-JP013
Darksea Rescue
Dark/Machine/1/0/0
When this card is sent to Graveyard as result of used of Synchro Summoning of a Synchro monster, draw a card from your deck.

ANPR-JP014
Darksea Float
Dark/Machine/1/0/300
When this card on the field is sent to Graveyard as result of card effect, draw a card from your deck.

ANPR-JP015
One-Shot Rocket
Wind/Machine - Tuner/2/0/0
When this card attacks, this card cannot be destroy as result of battle. After that Damage Step, deal damages to opponent equal to half of the attack strength of the attacked target.
Rare

ANPR-JP016
Earthbound Immortal - Cusillu
Dark/Beast/10/2800/2400
Only one [Earthbound Immortal] monster can be face-up on the field at once. When there is not a face-up Field Magic card on the field destroy this card. Opponent cannot choose this card as target of attack. This card can attack opponent directly. When this face-up card on your field is destroyed in battle, instead you can release a monster on your field to half opponent's Life Points.
Ultra/Ultimate Rare

ANPR-JP017
Earthbound Immortal - Chacu Challhua
Dark/Fish/10/2900/2400
Only one [Earthbound Immortal] monster can be face-up on the field at once. When there is not a face-up Field Magic card on the field destroy this card. Opponent cannot choose this card as target of attack. This card can attack opponent directly. Once per turn, you can deal damages to opponent equal to half of this card's defense strength. During the turn this effect was activated, this card cannot attack. Also, when this card is in face-up defense mode on the field, opponent cannot go into Battle Phase.
Ultra Rare

ANPR-JP018
Core Chimail Rock
Earth/Rock/4/1200/1000
When this card is destroyed and sent to Graveyard in battle, you can add a [Steel Core of Core Chimail] or a [Core Chimail] monster with level 4 or less from your deck to hand.

ANPR-JP019
Core Chimail Crusader
Earth/Beast-Warrior/4/1900/1300
The controller of this card sends a [Steel Core of Core Chimail] from hand to Graveyard or reveal a Beast-Warrior type monster card from hand during each of your End Phases. Destroy this card if either was not done. When this card is destroyed in battle by opponent's monster, you can add a [Core Chimail] monster from your Graveyard to hand.

ANPR-JP020
Core Chimail Speed
Wind/Machine/3/1200/2200
The controller of this card sends a [Steel Core of Core Chimail] from hand to Graveyard or reveal a Machine type monster card from hand during each of your End Phases. Destroy this card if either was not done. When this card is face-up on the field, and the card you drew during your Draw Phase is [Steel Core of Core Chimail], by revealing that card to opponent you can draw 1 more card.

ANPR-JP021
Core Chimail Tornado
Wind/Bird/4/1500/1200
Return a [Steel Core of Core Chimail] from your hand to top of deck to activate. Destroy all monsters that was special summoned on opponent's field.
Rare

ANPR-JP022
Core Chimail Full Barrier
Water/Aqua/3/1000/1900
Send a [Steel Core of Core Chimail] to the top of deck from hand to activate. Until the Standby Phase of your next turn, negate the effect of all face-up non-[Core Chimail] effect monsters on the field.
Rare

ANPR-JP023
Scale Moth
Wind/Insect/6/1800/2300
When this card is face-up on the field, both players can only special summon monster(s) once during a turn.

ANPR-JP024
Black Shining G
Earth/Insect/1/200/500
When a Synchro monster is successfully special summoned to opponent's field, remove this card from your Graveyard from the game to activate. Destroy that Synchro monster.
Rare

ANPR-JP025
Arms Seahunter
Water/Sea-Dragon/4/1800/400
When there is another face-up Water Attribute monster outside of this card on your field, negate the effect of effect monsters battled with this card after Damage Calculation. When this card is destroyed, you can instead destroy a face-up Water Attribute monster with level 3 or less from your field.

ANPR-JP026
Divine Dragon - Aquavaser
Water/Sea-Dragon/5/2100/1500
Release a face-up Water Attribute monster on your field outside of this card, choose a Continuous or Field Magic card in your Graveyard to activate. Return the chosen card to the top of your deck from your Graveyard. This effect can only be activated once per turn.

ANPR-JP027
Fishborg - Gunner
Water/Fish - Tuner/1/100/200
When there is a face-up Water Attribute monster with level 3 or less on your field, discard a card from hand to activate. Special Summon this card from Graveyard. When this card is used as a Synchro material, all other Synchro material must be Water Attribute monster(s).

ANPR-JP028
Shark the Crew
Water/Fish/5/1800/2200
When this face-up card on your field is destroyed by opponent's card's effect, you may special summon up to 2 Water Attribute monster(s) with Level 4 or less from your deck.

ANPR-JP029
Armored Psychiker
Earth/Psychic/6/2200/1800
When you have face-up Psychic type monster(s), you can summon this card without release. When this card destroyed a monster in Battle, you receive deamage equals to the half of the attack strength of the destroyed monster. Also, you can special summon a monster from your Graveyard with attack strength less than or equal to the received damages.

ANPR-JP030
Genetic Woman
Wind/Psychic/4/1700/1200
Pay 1000 Life Points, choose one of your Psychic type monster that is removed from game to activate. Add that removed monster to hand. This effect can only be used once per turn.

ANPR-JP031
Maji Cat
Light/Spellcaster/1/600/500
When this card is sent to Graveyard as result of Synchro Summon of a Spellcaster type monster, you can return a Magic card from your Graveyard
to top of deck.
Rare

ANPR-JP032
Cyborg Doctor
Earth/Spellcaster/4/1500/1700
Release a face-up Tuner on your field to activate. Special Summon a monster in your Graveyard with the same Attribute and level as the released monster. This effect can only be activated once per turn.
Rare

ANPR-JP033
White Botan
Light/Angel/1/100/200
When there is a face-up Tuner on your field, this card cannot be destroyed in battle. When a face-up Tuner on your field is destroyed by battle and sent to Graveyard, deal 500 damages to opponent.

ANPR-JP034
Mine Field
Earth/Machine/4/1500/1500
When this face-up card on your field leaves the field, you can add a Field Magic card from your Graveyard to hand.
Super Rare

ANPR-JP035
X-Saber Faultroll
Earth/Warrior/6/2400/1800
This card cannot be Normal Summoned. This card cannot be special summon outside of when there are 2 or more [X-Saber] monsters face-up on your field. Once per turn, you can special summon a [X-Saber] monster with level 4 or less from your Graveyard.

ANPR-JP036
X-Saber Reijigra
Earth/Beast-Warrior/1/200/1000
When this card is successfully summoned or special summoned, you can add a [X-Saber] monster from your Graveyard to hand.

ANPR-JP037
Frembell Helldog
Fire/Beast/4/1900/200
When this card destroys an opponent monster and sent it to Graveyard, you can special summon a Fire Attribute monster with defense strength 200 or less outside of [Frembell Helldog] from your deck to your field.
Rare

ANPR-JP038
Ancient Crimson Ape
Light/Beast/7/2600/1800
When a monster on your field is destroyed and sent to Graveyard, you gain 1000 Life Points.

ANPR-JP039
Falchion Beta
Light/Machine/4/1200/800
When this card destroyed an opponent's monster by battle, choose one of the following effects to activate.
- Choose and send a Light/Machine monster with attack strength 1200 or less from your deck to Graveyard.
- Choose and special summon a Light/Machine monster with attack strength or less from your Graveyard.
Rare


Light/Dragon - Synchro/7/2100/3000
Tuner + 1 or more non-Tuner monster(s)
Once per turn, you can special summon a monster with level 4 or less from your hand. During the turn this effect was activated, you cannot go into Battle Phase. Also, once per turn, you can destroy a Field Magic card. If it is destroyed you gain 1000 Life Points. Afterward, you can add a Field Magic card from your deck to hand.
Ultra/Ultimate/Ghost rare

ANPR-JP041
One-Shot Cannon
Fire/Machine - Synchro/3/0/0
[One Shot Rocket] + 1 non-Tuner monster
Once per turn, by destroying a face-up monster on the field, deal damages to that card's controller equal to half of the attack strength of the destroyed monster.
Super Rare

ANPR-JP042
Undead Skull Demon
Dark/Undead - Synchro/6/2500/1200
[Zombie Carrier] + 2 or more non-Tuner Undead type monster(s)
All Undead type monsters face-up on your field cannot be destroy by effect of cards.
Ultra/Ultimate Rare

ANPR-JP043
Ancient Holy Wyvern
Light/Angel - Synchro/7/2100/2000
Light Attribute Tuner + 1 or more non-Tuner monster(s)
When your Life Points is higher than opponent's, increase this card's attack strength by the difference. When your Life Points is lower than opponent's, decrease this card's attack strength by the difference. When this card is sent to Graveyard by battle, by paying 1000 Life Points, special summon this card to your field.
Super Rare

ANPR-JP044
X-Saber Gatoms
Earth/Beast-Warrior - Synchro/9/3100/2600
Tuner + 1 or more Earth Attribute monster(s)
Release a face-up [X-Saber] monster on your field to activate. Randomly discard a card from opponent's hand.
Ultra/Ultimate Rare

ANPR-JP045
High Speed Releasing Wave
Magic - Normal
Choose a face-up equipment Magic card on your field to activate. Destroy the chosen Equipment Magic and all set Magic/Trap cards on opponent's field.

ANPR-JP046
Silver Wings
Magic - Equipment
Can only be equipped on Dragon type Synchro monster with level 8 or higher. The equipped monster cannot be destroyed in battle up to 2 times in a turn. When the equipped monster is destroy by effect of card, you can destroy this card instead.

ANPR-JP047
Advanced Draw
Magic - Normal
Release a face-up monster with level 8 or higher from your field to activate. Draw 2 cards from your deck.

ANPR-JP048
Ancient Forest
Magic - Field
When this card is activated, when there is monster in defense mode on the field, change all of those to face-up attack mode. At that time, effect of Reverse effect monster does not activate. Also, when a monster attacks, destroy that attacking monster at the end of Battle Phase.

ANPR-JP049
Emergency Lifesaving
Magic - Normal
Can only be activated during Main Phase 2. Special Summon a level 4 monster that was destroyed and sent to Graveyard by card effect from your Graveyard.

ANPR-JP050
Spirit Burner
Magic - Equipment
Once per turn, you can change the equipped monster to defense mode. When the equipped monster is return to hand from field and this card is sent to Graveyard, deal 600 damages to opponent. When this card is in Graveyard, during your Draw Phase instead of Normal Draw you can add this card to your hand.

ANPR-JP051
Future Vision
Magic - Field
When you or your opponent successfully summoned a monster, remove that monster from game. During the next Standby Phase of the controller of the summoned monster, return the monster removed from game by this effect to face-up attack mode on the field.
Super Rare

ANPR-JP052
Core Density Compression
Magic - Normal
Reveal a [Steel Core of Core Chimail] to opponent, discard a [Core Chimail] monster from hand to acivate. Draw 2 cards from your deck.
Rare

ANPR-JP053
Core Buster
Magic - Equipment
Can only be equipped on [Core Chimail] monster. When the equipped monster battles with a Light or Dark attribute monsters, destroy that monster without going into Damage Calculation. When the equipped monster leaves the field and sent to Graveyard, you can return this card to hand.

ANPR-JP054
Tribe United
Magic - Continuous
When all monsters in your Graveyard is only one Type, increase the attack strength of all face-up monsters with that type on your field by 800.

ANPR-JP055
Hydropressure Cannon
Magic - Equipment
Can only be equipped on Water Attribute monster with level 3 or less. When the equipped monster destroyed an opponent's monster in battle, opponent randomly discard a card from his/her hand.

ANPR-JP056
Water Hazard
Magic - Continuous
When there is no monster on your field, you can special summon a Water Attribute monster with level 4 or less. This effect can only be activated once per turn.
Rare

ANPR-JP057
Brain Development Research Laboratory
Magic - Field
When this card is on the field, you can in addition to a Normal Summon summon one extra Psychic Type monster once. When a Psychic type monster is successfully summoned this way, put a Psycho Counter onto this card. Also, when you pay the Life Point cost to activate effect of a Psychic Type monster on your field, you can put a Psycho Counter onto this card instead. When this card leaves the field, deal damages to this card's controller equal to amount of Psycho Counter on this card x1000.

ANPR-JP058
Saber Slash
Magic - Normal
Destroy number of face-up cards on the field equal to number of [X-Saber] monsters in face-up attack mode on your field.

ANPR-JP059
Sparling Sword
Magic - Equipment
Can only be equipped on [X-Saber] monsters. When the equipped monster destroyed an opponent's monster by battle, you can destroy a card on opponent's field. Also, by releasing a monster on your field, return this card in your Graveyard to the top of your deck.

ANPR-JP060
Explosion of True Flame
Magic - Normal
Special Summon any amount of Fire Attribute monster(s) with defense strength 200 as possible from your Graveyard. Remove all monsters special summoned by this effect at End Phase of that turn.
Rare

ANPR-JP061
Ancient Leaf
Magic - Normal
When your Life Points is 9000 or more, pay 2000 Life Points to activate. Draw 2 cards from your deck.
Rare

ANPR-JP062
Fossil Investigation
Mgaic - Normal
Add a Dino type monster with level 6 or less from your deck to hand.

ANPR-JP063
Skull Successor
Trap - Normal
Choose a face-up monster on your field to activate. Increase the attack strength of the chosen monster by 400. Also, when this card is in Graveyard, you can remove this card to increase the attack strength of the chosen monster by 800 until End Phase. This effect cannot be used the turn this card is sent to Graveyard, and can only be use during your turn.
Super Rare

ANPR-JP064
Truce Reinforce
Trap - Normal
Special Summon a Warrior type monster with level 2 or less from your deck. During the turn this card was activated, you cannot go into Battle Phase.
Rare

ANPR-JP065
Gallitrap - Pixie's Ring
Trap - Continuous
When there are 2 or more monsters in face-up attack mode on your field, opponent cannot choose the monster with the lowest attack strength as
target of attack.

ANPR-JP066
Fairy Wind
Trap - Normal
Destroy all face-up Magic/Trap cards on the field, and both players received damages equal to number of cards destroyed x300.
Rare

ANPR-JP067
Customs of Imperial Court
Trap - Continuous
Face-up Continuous Trap cards outside of [Customs of Imperial Court] cannot be destroy. Only 1 [Customs of Imperial Court] can be face-up on your field at once.

ANPR-JP068
Dissonance Chord
Trap - Continuous
Both players cannot Synchro Summon. Send this card to Graveyard the 3rd of your End Phases after this card was activated.
Super Rare

ANPR-JP069
Fortune Slip
Trap - Normal
Can be activated when an opponent's monster declares attack. Negate the attack of an opponent's monster, and remove the attacked target monster from the game until the next Standby Phase.
Rare

ANPR-JP070
Depth Amulet
Trap - Continuous
Can be activated when an opponent's monster declares attack. Discard a card from your hand, negate the attack of that opponent's monster. Destroy this card on the 3rd opponent's End Phase after this card was activated.

ANPR-JP071
Damage Translation
Trap - Normal
Half any effect damages you received during this turn. At End Phase of this turn, special summon number of [Ghost Token] (Dark/Demon/1/0/0) in defense mode equal to number of times you had received effect damages.

ANPR-JP072
Battle Teleportation
Trap - Normal
When the only monster on your field is a face-up Psychic Type monster, choose that monster to activate. The chosen monster can attack opponent directly during this turn. At the end of Battle Phase of this turn, change the control of the chosen monster to opponent.

ANPR-JP073
Refining of Core
Trap - Continuous
Choose a [Core Chimail] monster in your Graveyard, and special summon it in attack mode. During your End Phase if that monster is destroyed, the controller of this card receives damages equal to the attack strength of that monster. When this card leaves the field, destroy that monster. When that monster is destroyed destroy this card.

ANPR-JP074
Shining of Steel Core
Trap - Counter
Reveal a [Steel Core of Core Chimail] from hand to opponent to activate. Negate the activation of an opponent's Magic/Trap card and destroy it.
Rare

ANPR-JP075
Heterogenous Struggle
Trap - Normal
Can only be activated when all monsters on both fields are face-up. All players send monster(s) from their own field to Graveyard until there is only one Type left.

ANPR-JP076
Protection of Leviadragon God
Trap - Normal
Until End Phase of this turn, all face-up Water Attribute monsters with level 3 or less on your field cannot be destroyed in battle nor by effect of cards.

ANPR-JP077
Psycho Soul
Trap - Normal
Release a Psychic type monster from your field to activate. You gain Life Points equal to the level of released monster x300.

ANPR-JP078
Frembell Counter
Trap - Counter
Remove a Fire Attribute monster with defense strength 200 in your Graveyard from the game to activate. Negate the activation of a Magic/Trap card and destroy it.

ANPR-JP079
Body and Sword as one
Trap - Normal
Can only be activated when there is only face-up one [X-Saber] monster on your field. After activation this card becomes an equip card that increase the attack strength by 800, and equipped it onto that monster. When the equipped monster is destroyed by opponent's monster in battle, draw a card from deck.

ANPR-JP080
Stunning Surprise
Trap - Normal
Release a monster in face-up attack mode with level 2 or less on your field to activate. Return all face-up monsters with level 7 or more that was special summoned to owner's hand.
Rare

Pour les 20 autres (de 081 à 099, ainsi que la 000), il faudra patienter un petit peu

source : http://dmcomet.net/anpr.txt

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