Post by Jame Grant on Dec 8, 2009 22:26:05 GMT -5
The next generation of Nuclears have come, ready to support their older creations. The leaks from their destruction cause the destruction of other cards, leading to a contained damage on your opponent's side of the field. They are growing and becoming more human, making them more dangerous.
And the Goblin of Greed is back with more to his story from rich to poor, and now further to insanity.
Nuclear Cannon
MMH-EN001
DARK Machine
***
600/2100
This card can attack your opponent directly. If this face-up card is destroyed by a card effect you control, discard one random card from your opponent's hand. If this face-up card is destroyed by a card effect your opponent controls, look at your opponents hand and discard 1 card from your opponent's hand. During your third Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Insect
MMH-EN002
DARK Machine
*
300/1950
This card can attack your opponent directly. If this face-up card is destroyed by a card effect, destroy 1 monster on your opponent's side of the field. During your second Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Prince
MMH-EN003
DARK Machine
****
800/1800
This card can attack your opponent directly. If this face-up card is destroyed by a card effect controlled by your opponent, draw 2 cards. During your fifth Standby Phase after this card was removed from the field, add it to your hand.
Nuclear King
MMH-EN004
DARK Machine
****
2100/100
This card cannot be Special Summoned. Your opponent cannot select "Nuclear" monsters as an attack target, other than "Nuclear King". Battle Damage from a battle involving this card is reduced to 0. During your third Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Queen
MMH-EN005
DARK Machine
100/2100
If you control a "Nuclear King" you can Special Summon this card from your hand. If this card is Special Summoned this way, Special Summon 1 "Nuclear Prince" from your hand or Deck. During your second Standby Phase after this card was removed from the field, place this card on the bottom of your Deck.
Nuclear Gravitic Orb
MMH-EN006
DARK Machine
***
0/2000
When this card is summoned, it is changed to Defense Position. While this card is face-up on your side of the field, when a monster is Summoned, it is changed to Defense Position. During each of your End Phases, change all monsters you control to Defense Position. During your third Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Golem
MMH-EN007
DARK Machine
********
3000/3000
This card cannot be Special Summoned. This card can attack your opponent directly. If this monster inflicts Battle Damage to your opponent, the damage becomes 1000. If this card is destroyed by a card effect, Special Summon 1 "Nuclear Submarine", ignoring Summoning Conditions from your Deck or Graveyard. During your second Standby Phase after this card was removed from the field, place this card on the bottom of your deck.
Nuclear Factory
MMH-EN008
Spell Field
Both players can Tribute Summon "Nuclear" monsters with 1 less Tribute than required. Battle Damage to the controller of a "Nuclear" monster from a battle involving that "Nuclear" monster becomes 0.
Collector of the Card
MMH-EN009
EARTH Machine
****
?/?
As long as this card remains face-up on the field, there is no limit to the number of cards in both player's hands. The ATK and DEF of this card is equal to the number of cards in your hand x500. If this card would be destroyed, you can discard 2 cards from your hand to negate its destruction.
Collector of Greed
MMH-EN010
EARTH Fiend
****
?/?
Whenever a card with "Greed" in its name is activated or Summoned (except for "Collector of Greed") Draw 1 card. If the card was activated or Summoned by your opponent, draw an extra card.
Note: This card works with Jar of Greed, Greed, Goblin of Greed, Pot of Greed (in traditional only), Spirit of the Pot of Greed, Chaos Greed, Dark Spirit Art - Greed, Greed Grado, Moray of Greed, Reckless Greed, and The Gift of Greed. It isn't advised to use it with Greed though.
Mad Goblin of Greed
MMH-EN011
EARTH Fiend
*******
1800/1000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Goblin of Greed". If you have more cards in your hand, increase this cards ATK by 600 for every card more you have. Each time your opponent draws a card outside of their Draw Phase or adds a card from their Deck to their hand, that card is discarded.
Goblin Cannibal
MMH-EN012
EARTH Fiend
****
2000/0
Each time a "Goblin" card is destroyed, increase this card's ATK by 500. If this card attacks, it is changed to defense position at the end of the Battle Phase. If this card would be destroyed, destroy 1 "Goblin" card you control instead.
Goblin Attack Orders
MMH-EN013
Trap Continuous
The Battle Positions of "Goblin" monsters cannot be changed by a card effect controlled by your opponent.
Machine Generals
MMH-EN014
Magic Normal
Reveal 1 card in your hand. This card gains the effect depending on the card you reveal.
*Jinzo: Inflict 500 damage to your opponent for each Spell and Trap card on his or her side of the field.
*Nuclear Submarine: Inflict 500 damge to your opponent for each Machine-Type monster you control.
*Ancient Gear Golem: Each time a Machine-Type monster you control attacks, inflict 500 damage to your opponent.
Ancient Gear Scientist
MMH-EN015
EARTH Machine
******
1900/1900
If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. You can add 1 Level 4 or lower Machine-Type monster from your Deck to your hand instead of conducting a normal draw in your Draw Phase.
Destruction Blaster
MMH-EN016
Trap Counter
Activate only when your opponent activates a Monster Effect. Pay 1000 Life Points. The effect of that monster's effect becomes until the end of the turn, "This effect can only be activated once per turn. Your opponent destroys one card on his or her side of the field. This card cannot attack the turn it uses this effect."
Fission Reactor
MMH-EN017
Magic Quick-Play
Special Summon 1 "Nuclear" monster from your deck then destroy 1 "Nuclear" monster on your side of the field, other than the Special Summoned monster.
Fusion Reactor
MMH-EN018
Magic Quick-Play
Activate only when a monster your opponent controls declares an attack against a "Nuclear" monster. Draw 1 card and destroy both monsters.
Nuclear Bomb
MMH-EN019
Magic Normal
Activate only while you control 5 "Nuclear" monsters. Destroy all cards on the field. Then Special Summon as many "Nuclear Submarines" from your Graveyard, ignoring Summoning Conditions. Battle Damage to your opponent this turn becomes 0.
Power Plant
MMH-EN020
Trap Continuous
Once per turn, select 1 Machine-Type monster on your side of the field. Increase the ATK of the selected monster by 200.
Perfected Metalmorph
MMH-EN021
Trap Continuous
Select 1 Machine-Type monster on your side of the field; it gains 700 ATK. Only once, negate the effect of a Spell Card that would destroy the monster. Only once, negate the effect of a Monster card that would destroy the equipped monster, and destroy it. When the selected monster is removed from the field, destroy this card. When this card is destroy, its owner takes 700 damage.
Upgrade
MMH-EN022
Magic Quick-Play
Tribute a monster with "Machine King" in its name. Special Summon "Perfect Machine King" from your hand, Deck, or Graveyard, and 1 "Machine Soldier Token" (Machine-Type/EARTH/Level 4/ATK 1500/DEF 1900).
End of Arm Tooling
MMH-EN023
Magic Normal
Tribute 2 "Ancient Gear" cards you control. Special Summon any Level 6 or lower "Ancient Gear" monster from your Deck, ignoring Summoning conditions. You can then Special Summon 1 monster of the same name from your hand, ignoring Summoning conditions.
Nuclear Guard
MMH-EN024
DARK Machine
***
200/2000
This card can attack your opponent directly. During your second Standby Phase after this card was sent to the Graveyard, add it to your hand. As long as this card is face-up on your side of the field, your opponent cannot select any "Nuclear" Monster as an attack target, other than "Nuclear Guard". During your second Standby Phase after this card was sent to the Graveyard, add it to your hand.
Nuclear Blast
MMH-EN025
Trap Normal
You can only activate this card if you have at least 1 monster on your side of the field. Destroy all monsters on your side of the field. Special Summon 1 "Nuclear Sorceress" ignoring Summoning Conditions from your hand or Deck.
Advancing Nuclear Technology Enterprise
MMH-EN026
Magic Field
Both players can Tribute Summon "Nuclear" monsters with 1 less Tribute than required. If this card would be destroyed by a card effect, destroy 1 "Nuclear" monster instead.
Nuclear Acceleration
MMH-EN027
Trap Normal
This card can only be activated at the start of your Main Phase 1. Skip ahead to your next Draw Phase.
Rapid Urianium
MMH-EN028
DARK Machine
*
0/0
You can Special Summon this card from your hand. This card can only be used as a Tribute for the Summoning of a "Nuclear" monster. If this card is on your side of the field during your End Phase, destroy it. During your fourth Standby Phase after this card was sent to the Graveyard, add it to your hand.
Nuclear Holder
DARK Machine
***
600/1800
This card can attack your opponent directly. If this face-up card is destroyed by a card effect remove from play 1 card from either player's Graveyard. During your second Standby Phase after this card was removed from the field, add it to your hand.
And the Goblin of Greed is back with more to his story from rich to poor, and now further to insanity.
Nuclear Cannon
MMH-EN001
DARK Machine
***
600/2100
This card can attack your opponent directly. If this face-up card is destroyed by a card effect you control, discard one random card from your opponent's hand. If this face-up card is destroyed by a card effect your opponent controls, look at your opponents hand and discard 1 card from your opponent's hand. During your third Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Insect
MMH-EN002
DARK Machine
*
300/1950
This card can attack your opponent directly. If this face-up card is destroyed by a card effect, destroy 1 monster on your opponent's side of the field. During your second Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Prince
MMH-EN003
DARK Machine
****
800/1800
This card can attack your opponent directly. If this face-up card is destroyed by a card effect controlled by your opponent, draw 2 cards. During your fifth Standby Phase after this card was removed from the field, add it to your hand.
Nuclear King
MMH-EN004
DARK Machine
****
2100/100
This card cannot be Special Summoned. Your opponent cannot select "Nuclear" monsters as an attack target, other than "Nuclear King". Battle Damage from a battle involving this card is reduced to 0. During your third Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Queen
MMH-EN005
DARK Machine
100/2100
If you control a "Nuclear King" you can Special Summon this card from your hand. If this card is Special Summoned this way, Special Summon 1 "Nuclear Prince" from your hand or Deck. During your second Standby Phase after this card was removed from the field, place this card on the bottom of your Deck.
Nuclear Gravitic Orb
MMH-EN006
DARK Machine
***
0/2000
When this card is summoned, it is changed to Defense Position. While this card is face-up on your side of the field, when a monster is Summoned, it is changed to Defense Position. During each of your End Phases, change all monsters you control to Defense Position. During your third Standby Phase after this card was removed from the field, add it to your hand.
Nuclear Golem
MMH-EN007
DARK Machine
********
3000/3000
This card cannot be Special Summoned. This card can attack your opponent directly. If this monster inflicts Battle Damage to your opponent, the damage becomes 1000. If this card is destroyed by a card effect, Special Summon 1 "Nuclear Submarine", ignoring Summoning Conditions from your Deck or Graveyard. During your second Standby Phase after this card was removed from the field, place this card on the bottom of your deck.
Nuclear Factory
MMH-EN008
Spell Field
Both players can Tribute Summon "Nuclear" monsters with 1 less Tribute than required. Battle Damage to the controller of a "Nuclear" monster from a battle involving that "Nuclear" monster becomes 0.
Collector of the Card
MMH-EN009
EARTH Machine
****
?/?
As long as this card remains face-up on the field, there is no limit to the number of cards in both player's hands. The ATK and DEF of this card is equal to the number of cards in your hand x500. If this card would be destroyed, you can discard 2 cards from your hand to negate its destruction.
Collector of Greed
MMH-EN010
EARTH Fiend
****
?/?
Whenever a card with "Greed" in its name is activated or Summoned (except for "Collector of Greed") Draw 1 card. If the card was activated or Summoned by your opponent, draw an extra card.
Note: This card works with Jar of Greed, Greed, Goblin of Greed, Pot of Greed (in traditional only), Spirit of the Pot of Greed, Chaos Greed, Dark Spirit Art - Greed, Greed Grado, Moray of Greed, Reckless Greed, and The Gift of Greed. It isn't advised to use it with Greed though.
Mad Goblin of Greed
MMH-EN011
EARTH Fiend
*******
1800/1000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Goblin of Greed". If you have more cards in your hand, increase this cards ATK by 600 for every card more you have. Each time your opponent draws a card outside of their Draw Phase or adds a card from their Deck to their hand, that card is discarded.
Goblin Cannibal
MMH-EN012
EARTH Fiend
****
2000/0
Each time a "Goblin" card is destroyed, increase this card's ATK by 500. If this card attacks, it is changed to defense position at the end of the Battle Phase. If this card would be destroyed, destroy 1 "Goblin" card you control instead.
Goblin Attack Orders
MMH-EN013
Trap Continuous
The Battle Positions of "Goblin" monsters cannot be changed by a card effect controlled by your opponent.
Machine Generals
MMH-EN014
Magic Normal
Reveal 1 card in your hand. This card gains the effect depending on the card you reveal.
*Jinzo: Inflict 500 damage to your opponent for each Spell and Trap card on his or her side of the field.
*Nuclear Submarine: Inflict 500 damge to your opponent for each Machine-Type monster you control.
*Ancient Gear Golem: Each time a Machine-Type monster you control attacks, inflict 500 damage to your opponent.
Ancient Gear Scientist
MMH-EN015
EARTH Machine
******
1900/1900
If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. You can add 1 Level 4 or lower Machine-Type monster from your Deck to your hand instead of conducting a normal draw in your Draw Phase.
Destruction Blaster
MMH-EN016
Trap Counter
Activate only when your opponent activates a Monster Effect. Pay 1000 Life Points. The effect of that monster's effect becomes until the end of the turn, "This effect can only be activated once per turn. Your opponent destroys one card on his or her side of the field. This card cannot attack the turn it uses this effect."
Fission Reactor
MMH-EN017
Magic Quick-Play
Special Summon 1 "Nuclear" monster from your deck then destroy 1 "Nuclear" monster on your side of the field, other than the Special Summoned monster.
Fusion Reactor
MMH-EN018
Magic Quick-Play
Activate only when a monster your opponent controls declares an attack against a "Nuclear" monster. Draw 1 card and destroy both monsters.
Nuclear Bomb
MMH-EN019
Magic Normal
Activate only while you control 5 "Nuclear" monsters. Destroy all cards on the field. Then Special Summon as many "Nuclear Submarines" from your Graveyard, ignoring Summoning Conditions. Battle Damage to your opponent this turn becomes 0.
Power Plant
MMH-EN020
Trap Continuous
Once per turn, select 1 Machine-Type monster on your side of the field. Increase the ATK of the selected monster by 200.
Perfected Metalmorph
MMH-EN021
Trap Continuous
Select 1 Machine-Type monster on your side of the field; it gains 700 ATK. Only once, negate the effect of a Spell Card that would destroy the monster. Only once, negate the effect of a Monster card that would destroy the equipped monster, and destroy it. When the selected monster is removed from the field, destroy this card. When this card is destroy, its owner takes 700 damage.
Upgrade
MMH-EN022
Magic Quick-Play
Tribute a monster with "Machine King" in its name. Special Summon "Perfect Machine King" from your hand, Deck, or Graveyard, and 1 "Machine Soldier Token" (Machine-Type/EARTH/Level 4/ATK 1500/DEF 1900).
End of Arm Tooling
MMH-EN023
Magic Normal
Tribute 2 "Ancient Gear" cards you control. Special Summon any Level 6 or lower "Ancient Gear" monster from your Deck, ignoring Summoning conditions. You can then Special Summon 1 monster of the same name from your hand, ignoring Summoning conditions.
Nuclear Guard
MMH-EN024
DARK Machine
***
200/2000
This card can attack your opponent directly. During your second Standby Phase after this card was sent to the Graveyard, add it to your hand. As long as this card is face-up on your side of the field, your opponent cannot select any "Nuclear" Monster as an attack target, other than "Nuclear Guard". During your second Standby Phase after this card was sent to the Graveyard, add it to your hand.
Nuclear Blast
MMH-EN025
Trap Normal
You can only activate this card if you have at least 1 monster on your side of the field. Destroy all monsters on your side of the field. Special Summon 1 "Nuclear Sorceress" ignoring Summoning Conditions from your hand or Deck.
Advancing Nuclear Technology Enterprise
MMH-EN026
Magic Field
Both players can Tribute Summon "Nuclear" monsters with 1 less Tribute than required. If this card would be destroyed by a card effect, destroy 1 "Nuclear" monster instead.
Nuclear Acceleration
MMH-EN027
Trap Normal
This card can only be activated at the start of your Main Phase 1. Skip ahead to your next Draw Phase.
Rapid Urianium
MMH-EN028
DARK Machine
*
0/0
You can Special Summon this card from your hand. This card can only be used as a Tribute for the Summoning of a "Nuclear" monster. If this card is on your side of the field during your End Phase, destroy it. During your fourth Standby Phase after this card was sent to the Graveyard, add it to your hand.
Nuclear Holder
DARK Machine
***
600/1800
This card can attack your opponent directly. If this face-up card is destroyed by a card effect remove from play 1 card from either player's Graveyard. During your second Standby Phase after this card was removed from the field, add it to your hand.