| Spells and Traps list: CRMS-JP045 Prevent Star common
 Equip card
 Turn one face-up attack position monster on your field to defense position and equip it with this card. Select 1 monster your opponent controls. It cannot attack the equipped monster or change its Battle Position. When the equipped monster is destroyed and send to the graveyard, remove the targeted opponent's monster from the game.
 CRMS-JP046 Hostile Vassal common
 Equip card
 If control of the equipped monster changes, inflict damage equal to that monster's Original ATK to your opponent.
 CRMS-JP047 ???
 CRMS-JP048 ??? rare
 Normal Spell
 Return a "BF" monster you control to your deck. Search for a "BF" monster from your deck and add it to your hand.
 CRMS-JP049 Deformers ??? common
 Equip spell
 Equip to a Deformer monster. When the monster is destroyed, both player take damage equal to the origianl ATK of the equipped monster.
 CRMS-JP050 Deformers ??? common
 Field Spell
 Whenever a monster(s) on the field changes battle position, put one ??? counter on this card. All deformer monsters gain 300 ATK for each ??? counter on this card. When this card on the field is destroyed and send to the graveyard, special summon a Deformer monster from your graveyard.
 CRMS-JP051 Buster Burst common
 CRMS-JP052 Buster Teleport Rare
 CRMS-JP053 Re-Buster common
 CRMS-JP054 ??? common
 Equip Spell
 Equip only to a psychic monster. (something about reducing attack to a max of 2000)
 CRMS-JP055 ??? common
 Quick-Play spell
 Special summon any number of Lv 2 or below psychics from your graveyard to your field. You take damage equal to the sum of the level of the monsters special summoned X 300.
 CRMS-JP056 Gladiator Beast's ??? common (common rare?)
 Quick-play spell
 One face up Gladiator beast monster on your field gains 500 atk. By returning two Gladiator beast monsters in in your graveyard to your deck, return this card in your graveyard to your hand.
 CRMS-JP057 (seed bullet? bullet seed?) common
 continuous spell
 Each time a plant monster is normal summoned, flip summon or special summoned, put one ??? counter on this card (max. 5). Send this card to the graveyard to deal damage to your opponent equal to the number of counter on this card X500.
 CRMS-JP058 ??? rare
 Continuous spell
 Release one lv or below plant monster on your field. Special summon a monster with the released monster's level +3 or below from your hand or deck. When the monster is remove from the field, this card is destroyed. When this card is removed from the field, destroy the monster.
 CRMS-JP059 ???
 CRMS-JP060 ??? common
 Continuous spell
 When an insect on the field is destroyed and send to the graveyard, the controller of the monster destroyed search for an insect with the same name as the destroyed monster and add it to his hand.
 CRMS-JP061 Barrier of the magic type common
 CRMS-JP062 ??? common
 Quick-play spell
 Destroy one monster on the field with A-counters. Special summon a lv 4 or below Alien monster from your deck. The monster special summoned by this card's effect is destroyed during the end phrase of the turn.
 CRMS-JP063 Buster Mode Rare
 CRMS-JP064 Spirit Force Rare
 CRMS-JP065 Lost Star Descent common
 Normal Trap
 Special Summon 1 Synchro Monster from your Graveyard in Defense Position. Its effect is negated, its DEF becomes 0, its Level is reduced by 1 and it cannot change its battle position
 CRMS-JP066 Barrier of Silver- Silver Force (super rare?)
 CRMS-JP067 Half or stop common
 Normal Trap
 Activates during your opponent's battle phrase. you opponent selects one of the following effects:
 -End the battle phrase, and halve the ATK of all monsters you control.
 -End the battle phrase.
 CRMS-JP068 ??? common
 Release a monster you control to activate. Special summon 3 ??? token (Fiend. DARK. Lv 6. ATK/DEF 2000) onto your opponent's field in attack position. When the ??? token is destroyed, the controller of the token takes 800 points of damage.
 CRMS-JP069 Black Arrow common
 Normal Trap
 Activate only by selecting 1 face-up monster you control. Until the End Phase it loses 500 ATK. When the selected monster attacks a Defense Position monster whose DEF is lower than its ATK, inflict the difference as Battle Damage to your opponent. When the selected monster destroys a monster by battle inflict damage to your opponent equal to destroyed monster's original DEF
 CRMS-JP070 ???
 CRMS-JP071 Fake Explosion Penta common
 Normal Trap
 Activate only when your opponent declares an attack. The attack target is not destroyed by battle. After damage calculation, Special Summon 1 Summon Reactor AI from your hand
 CRMS-JP072 Deformers ??? common
 Counter Trap
 Negate the activation of a spell or trap card that destroys (one? multiple?) Deformers monster on your side of the field and destroy it. Search for a Deformers monster from your deck and add it to your hand.
 CRMS-JP073 ??? common
 Activates when you have 2 or more Deformers on the field. Select 2 cards on your opponent's field. He selects one of the selected cards. destroy the selected card. (not sure)
 CRMS-JP074 Buster Slash common
 CRMS-JP075 Buster Counter common
 CRMS-JP076 ??? rare
 Continuous trap
 Select a Psychic monster from your graveyard and special summon it in attack position. It becomes a tuner. When this card is removed from the field, the monster is destroyed. When the monster is removed from the field, this card is destroyed. When this card is send to the graveyard, you take damage equal to the Level of the special summoned monster X400.
 CRMS-JP077 ??? common (common rare?)
 Normal Trap
 Activate during the end phrase. Gain 1000 life points equal to the number of your psychic monsters send to the graveyard this turn.
 CRMS-JP078 ??? rare
 Normal Trap
 Activate when one of your plant monster is selected as an attack target. Destroy all attack position monsters on your opponent's field.
 CRMS-JP079 Trojan (Troy?) Gladiator Beast common
 Normal Trap
 Special summon a Gladiator beast monster from your hand. Draw a card.
 CRMS-JP080 ??? Virus rare
 Release a Alien monster to activate. Destroy all monster on your opponent's field with A-counters. For the next 3 turns, everytime your opponent normal summon, flip summon or special summon a monster, put an A-counter on the monster.
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