YU-GI-OH! Structure Deck, Legend Of The Crystal Beasts (SDCB) 2021 Tin of Ancient Battles

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YU-GI-OH! Structure Deck, Legend Of The Crystal Beasts (SDCB) 2021 Tin of Ancient Battles

YU-GI-OH! Structure Deck, Legend Of The Crystal Beasts (SDCB) 2021 Tin of Ancient Battles

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Description

Crystal Boon: Okay effects. As long as Ruby Carbuncle is one of the Summons, you can yank everything else out of your S/T Zones. Pendulum Effect: Each turn, the first an "Ultimate Crystal" monster(s) and/or "Crystal Beast" card(s) you control that would be destroyed by a card effect that turn, it is not destroyed. Rainbow Bridge: Search a Crystal S/T. The S/Ts are still slow and funky, but at least this can boost consistency. Awakening of the Crystal Ultimates: Rainbow Bridge searcher or Crystal Beast summoner from just about anywhere. You need to reveal an "Ultimate Crystal" card in your hand, which means either Rainbow Dragon or Rainbow Dark Dragon, but if you've got it, this card serves well as either extension or recovery, depending on the need. Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.

Rainbow Overdragon: Use Rainbow Dragon as special material for a monster that can gain a little more ATK than 4000 by banishing one Crystal Beast per turn or do the board wipe like the original without having to wait a turn for either effect. In 2018. Hmm…Pendulum Effect: Your opponent cannot target "Ultimate Crystal" monsters or "Crystal Beast" cards you control in your Monster Zone, with card effects. Ultimate Crystal Magic: "Future Fusion" your way into Rainbow Overdragon using its "normal" summoning method, then load your S/T Zones if your opponent tries to effect-destroy Overdragon. It's…interesting. Traps are slow, but if sprung during your opponent's turn, this would let you choose to either board wipe or let Overdragon get popped to load the S/T Zones. This could have been great if released with the first cards. You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects: • 1+: This card cannot be destroyed by card effects.

Most of the Crystal spells require some setup before they can be used (effectively), which means they're not good as starters and tend to be slow overall. 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. Isle of Man, Isle of Wight, Northern Ireland and the Scottish Highlands) may take longer to reach you. 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. Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 7 DARK monsters with different names from your GY. You can banish all other DARK monsters from your field and GY; this card gains 500 ATK for each card banished this way.

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Crystal Aegis: Okay effects. Won't necessarily get you started but can help you recover and/or extend. When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; negate the activation and destroy it.

If you control 2 or more "Crystal Beast" cards in your Spell & Trap Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Zone, you send it to the GY, and if you do, you draw 2 cards. Crystal Brilliance: Battle-dependent Continuous Trap; feels like it should have released with the first cards. Hamon could send three S/T Crystal Beasts to the GY to establish a 4000 ATK/DEF beater or wall, but again, this required S/T setup, and if Hamon was lost, recovering could be arduous. Rainbow Bridge of the Heart: Wow! Extra Normal Summon, crystallize, search a Crystal S/T, and bounce an opponent's card. When your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can Special Summon this card from your hand to the opponent's field in Defense Position. This card's controller cannot Fusion, Synchro, Xyz, or Link Summon unless they use this card as material.The Crystal traps both want a Crystal Beast in the GY in some way, but why would they be there if you're using their effects to route them to the S/T Zones on destruction (which is their signature effect)? Target up to 2 "Crystal Beast" monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells.

Crystal Miracle: Dedicated (and therefore searchable) Counter Trap that lets you do the Crystal Beast thing twice! Helps with the S/T setup if you can bait your opponent into trying to react to your cards. Reveal 1 "Ultimate Crystal" monster in your hand, then activate 1 of these effects. If you control an "Ultimate Crystal" monster, you can activate 1 or 2 of these effects in sequence, instead (and do not have to reveal a monster). 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.A Crystal Blessings to fans of the Crystal Beast theme! You could call it a Crystal Beacon of hope!



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