Team Fortress 2
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Team Fortress 2
Heavy
LV6/2500/1000
Once per turn, add 1 "Sandvich" from your graveyard or deck to your hand.
Sandvich
Spell Card
Gain 1000 life points.
Scout
LV4/1400/200
You may Special Summon this card from your hand, if you used your Normal Summon for the turn and control no monsters.
Once per turn you may activate one of the following effects:
1. If this monster destroys an opponent's monster by battle, it can attack again.
2. This card can attack directly.
3. This card gains 700 ATK, but is destroyed during your End Phase
During your opponent's turn, you may remove this card from play and return it to your side of the field during your 2nd Standby Phase.
Mad Milk
Trap Card
During the End Phase of this turn gain LP equal to the ATK of all opponent's monsters that were destroyed by battle this turn.
Sandman
Equip Spell
This card can only be equipped to Scout. The target gains 800 ATK. Once per turn you can change one monster on your opponent's side of the field from ATK to face-up DEF.
Sniper
LV3/1000/1000
When your opponent declares an attack on your monster, you may discard this card from your hand to destroy the monster.
Jarate
Spell Card
All opponent's monsters lose 1000 ATK until the end of the turn.
Engineer
LV3/1000/1000
FLIP: Add 1 "Dispenser", "Teleporter" or "Sentry" from your Deck to your hand.
Dispenser
Continuous Spell Card
All monsters on your side of the field gain 300 ATK and cannot be targeted by trap cards.
Teleporter
Spell Card
Special Summon 1 LV4 or lower monster from your hand to the field. You may tribute 1 Engineer on your side of the field to return this card from your graveyard to your hand.
Sentry Gun
Continuous Spells
During each of your Standby Phases, this card gains 2 counters (max. 3).
Once per turn you can remove counters from this card to activate the corresponding effect.
1: Destroy a monster on the field with 1000 or less ATK.
2: Destroy a monster on the field with 2000 or less ATk.
3: Destroy one card on the field.
Demoman
LV4/1600/1000
Once per turn, flip a coin. If the result is heads destroy 1 monster on the field. If the result is tails, take 600 damage.
Scottish Resistance
Trap Card
If your opponent Special Summons more than once this turn, destroy 1 of the opponent's cards.
Medic
LV4/1000/1000
You may equip this to 1 monster on your side of the field. If that monster were to be destroyed a card effect, you can destroy this card instead.
Ubercharge
Spell Card
Your monsters cannot be destroyed during this turn.
Pyro
LV4/1600/1000
Once per turn, you may inflict 500 DMG to your opponent's life points. All monsters on your opponent's side of the field lose 200 ATK. When your opponent Special Summons a monster it loses 800 ATK.
Compression Blast
Spell Card
Return 1 card on the field to the owner's hand. You may not attack directly during this turn. If Pyro is face-up on the field, you may activate this card from your hand during your opponent's turn.
Spy
LV3/1000/1000
You can remove from play this face-up card if you are the owner of this card. It is then Special Summoned to your opponent's side of the field during their Standby Phase. When this card is special summoned, the controller must remove from play one card on the field other than this turn.
Spy - Electrosapper
Continuous Trap Card
Select a continuous spell or trap on the field. Its effects cannot be activated.
LV6/2500/1000
Once per turn, add 1 "Sandvich" from your graveyard or deck to your hand.
Sandvich
Spell Card
Gain 1000 life points.
Scout
LV4/1400/200
You may Special Summon this card from your hand, if you used your Normal Summon for the turn and control no monsters.
Once per turn you may activate one of the following effects:
1. If this monster destroys an opponent's monster by battle, it can attack again.
2. This card can attack directly.
3. This card gains 700 ATK, but is destroyed during your End Phase
During your opponent's turn, you may remove this card from play and return it to your side of the field during your 2nd Standby Phase.
Mad Milk
Trap Card
During the End Phase of this turn gain LP equal to the ATK of all opponent's monsters that were destroyed by battle this turn.
Sandman
Equip Spell
This card can only be equipped to Scout. The target gains 800 ATK. Once per turn you can change one monster on your opponent's side of the field from ATK to face-up DEF.
Sniper
LV3/1000/1000
When your opponent declares an attack on your monster, you may discard this card from your hand to destroy the monster.
Jarate
Spell Card
All opponent's monsters lose 1000 ATK until the end of the turn.
Engineer
LV3/1000/1000
FLIP: Add 1 "Dispenser", "Teleporter" or "Sentry" from your Deck to your hand.
Dispenser
Continuous Spell Card
All monsters on your side of the field gain 300 ATK and cannot be targeted by trap cards.
Teleporter
Spell Card
Special Summon 1 LV4 or lower monster from your hand to the field. You may tribute 1 Engineer on your side of the field to return this card from your graveyard to your hand.
Sentry Gun
Continuous Spells
During each of your Standby Phases, this card gains 2 counters (max. 3).
Once per turn you can remove counters from this card to activate the corresponding effect.
1: Destroy a monster on the field with 1000 or less ATK.
2: Destroy a monster on the field with 2000 or less ATk.
3: Destroy one card on the field.
Demoman
LV4/1600/1000
Once per turn, flip a coin. If the result is heads destroy 1 monster on the field. If the result is tails, take 600 damage.
Scottish Resistance
Trap Card
If your opponent Special Summons more than once this turn, destroy 1 of the opponent's cards.
Medic
LV4/1000/1000
You may equip this to 1 monster on your side of the field. If that monster were to be destroyed a card effect, you can destroy this card instead.
Ubercharge
Spell Card
Your monsters cannot be destroyed during this turn.
Pyro
LV4/1600/1000
Once per turn, you may inflict 500 DMG to your opponent's life points. All monsters on your opponent's side of the field lose 200 ATK. When your opponent Special Summons a monster it loses 800 ATK.
Compression Blast
Spell Card
Return 1 card on the field to the owner's hand. You may not attack directly during this turn. If Pyro is face-up on the field, you may activate this card from your hand during your opponent's turn.
Spy
LV3/1000/1000
You can remove from play this face-up card if you are the owner of this card. It is then Special Summoned to your opponent's side of the field during their Standby Phase. When this card is special summoned, the controller must remove from play one card on the field other than this turn.
Spy - Electrosapper
Continuous Trap Card
Select a continuous spell or trap on the field. Its effects cannot be activated.
minervx- Posts : 198
Join date : 2011-05-16
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