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DM31 — DM-31 Sengoku Arc Expansion Pack Vol.4 (Greatest Champion)
60 cards · 2002–2011 (DM-01 – DM-39) · English text is an unofficial translation. Tap a card name for the official card page.
| Card | Civ. | Cost | Power | Type / Race | No. | |
|---|---|---|---|---|---|---|
| Spell Gear Phantom, Blue Wolf■ Whenever this creature attacks, turn the top 3 cards of your deck face up. If there's a spell among them, choose 1 of your opponent's creatures in the battle zone and return it to its owner's hand, then you may add 1 of the face-up spells to your hand. If there's a Cross Gear among the 3 face-up cards, choose 1 card in your opponent's mana zone and return it to its owner's hand, then you may add 1 of the face-up Cross Gear to your hand. Then put the remaining cards on top of your deck in any order. | Water | 5 | 5000 | CreaturePoseidia Dragon/Knight/Samurai | 1/55 VR | |
| Galaxy Shot - HELL■ Choose any number of your opponent's creatures with total power 9000 or less and destroy them. Then, for each creature destroyed this way, choose 1 of your opponent's shields and put it into its owner's graveyard. | Fire | 10 | SpellKnight | 2/55 VR | ||
| King Surprise, Heavenly Sea Elemental■ When you put this card into your mana zone, put it in tapped. ■ Knight Generate (When this creature enters the battle zone, you may cast 1 spell with "Knight Magic" from your hand for no cost.) ■ Double Breaker (This creature breaks 2 shields.) | Light/Water | 7 | 6000 | CreatureAngel Command/Leviathan/Knight | 3/55 VR | |
| Flowing Fang - Shishimai Dosfang■ When you put this card into your mana zone, put it in tapped. ■ Cross Gear ■ The creature it is crossed onto gets +6000 power and breaks 1 additional shield. ■ When the creature it is crossed onto would be destroyed, return it to your hand instead of putting it into your graveyard. ■ Samurai Magic (When you generate this card, if you have a Samurai creature in the battle zone, look at your deck. You may choose 1 "Flowing Fang - Shishimai Dosfang" from it and put it into the battle zone for no cost. Then shuffle your deck.) | Water/Nature | 5 | Cross GearSamurai | 4/55 VR | ||
| Master of Destiny, the Spirit Wolf Phoenix■ When you put this card into your mana zone, put it in tapped. ■ Evolution V: Put on top of 1 of your Samurai creatures and 1 of your Knight creatures stacked together. ■ Whenever this creature attacks, you may cast 1 spell with "Shield Trigger" from your mana zone for no cost. Then you may put 1 Cross Gear from your mana zone into the battle zone. ■ Triple Breaker (This creature breaks 3 shields.) | Darkness/Nature | 7 | 12000 | Evolution Creature (Evolution V)Phoenix/Knight/Samurai | 5/55 VR | |
| Pure Zaru■ Blocker ■ This creature can't attack players. ■ When this creature enters the battle zone, you may cross 1 of your Cross Gear in the battle zone onto this creature for no cost. ■ When this creature is put into your hand from your shield zone, if you have a Cross Gear in the battle zone, this creature gets "Shield Trigger." | Light | 5 | 5000 | CreatureShine Monster/Samurai | 6/55 R | |
| Seimei, Yin-Yang Enforcer■ When your opponent chooses a creature, they can't choose this creature. (However, they may attack or block this creature.) ■ Your opponent can't return spells from their own graveyard to their hand. | Light | 4 | 3500 | CreatureBerserker/Samurai | 7/55 R | |
| Heavenly Fan - Fanatic Fanwaver■ Cross Gear: Put this card into the battle zone. To cross it onto a creature, pay this card's cost again. If that creature leaves the battle zone, this card stays in the battle zone. ■ The creature it is crossed onto gets "Blocker." ■ The creature it is crossed onto untaps at the end of your turn. | Light | 2 | Cross GearSamurai | 8/55 R | ||
| Legendary Vanguard, the Ice Fang■ Evolution: Put on top of 1 of your Knight creatures. ■ Whenever this creature attacks, if you have 3 or more spells in your graveyard, you may draw a card. ■ Double Breaker (This creature breaks 2 shields.) | Water | 5 | 11000 | Evolution CreatureLeviathan/Knight | 9/55 R | |
| Amaterasu, Founder of the Blue Wolves■ When this creature enters the battle zone, choose 1 spell with cost 4 or less from your deck, shuffle your deck, and cast that spell; or choose 1 Cross Gear with cost 4 or less from your deck, shuffle your deck, and generate that Cross Gear. | Water | 6 | 5000 | CreatureKnight/Samurai/Origin | 10/55 R | |
| Mystic Sea Castle - T2■ Castle - Choose 1 of your shields and fortify it by attaching this card. When that fortified shield leaves the shield zone, put this card into your graveyard. (If you use a "Shield Trigger" ability, use it before putting this card into your graveyard.) ■ Cards put into your hand from the shield fortified with this Castle get "Shield Trigger." | Water | 4 | Castle | 11/55 R | ||
| King Balcry, Demonic Eye Lord■ Evolution: Put on top of 1 of your Dark Lords. ■ Whenever this creature attacks, you may put 1 non-evolution Dark Lord from your graveyard into the battle zone. ■ Double Breaker (This creature breaks 2 shields.) | Darkness | 7 | 11000 | Evolution CreatureDark Lord/Knight | 12/55 R | |
| Magic Shot - God Genocider■ Destroy 1 of your opponent's creatures. If that creature is a God, you may destroy 1 more of your opponent's creatures. | Darkness | 6 | SpellKnight | 13/55 R | ||
| Mysterious Castle - Potemkin■ Castle - Choose 1 of your shields and fortify it by attaching this card. When that fortified shield leaves the shield zone, put this card into your graveyard. (If you use a "Shield Trigger" ability, use it before putting this card into your graveyard.) ■ When an opponent's creature attacks and isn't blocked, destroy that creature after the attack. | Darkness | 1 | Castle | 14/55 R | ||
| Val Arthur, Explosive Armor■ Evolution: Put on top of 1 of your Knight creatures. ■ Double Breaker (This creature breaks 2 shields.) ■ Whenever you cast a spell, this creature gets +6000 power and "Triple Breaker" until the end of the turn. | Fire | 4 | 6000 | Evolution CreatureHumanoid/Knight | 15/55 R | |
| Dacity Dragoon, Explosive Beast■ Shield Trigger (When this creature is put into your hand from your shield zone, you may summon it immediately for no cost.) ■ When this creature enters the battle zone, destroy 1 of your opponent's creatures with power 3000 or less. | Fire | 6 | 3000 | CreatureTyranno Drake/Knight | 16/55 R | |
| Jiraiya, Hidden Earth Dragon■ Ninja Strike 4 (When an opponent's creature attacks or blocks, if you have 4 or more cards in your mana zone and you haven't used a "Ninja Strike" ability during that attack, you may summon this Shinobi for no cost. At the end of that turn, put this Shinobi on the bottom of your deck.) ■ When this creature enters the battle zone, all of your other Shinobi in the battle zone get +3000 power until the end of the turn. | Nature | 5 | 5000 | CreatureEarth Dragon/Shinobi | 17/55 R | |
| Wild Beast Bracky, the Invoked■ Whenever this creature battles, you may have your opponent choose 1 card from your hand, face down, and show it. If it's a creature, add its power to this creature's power until the end of the turn. | Nature | 3 | 1000 | CreatureWonder Trick/Knight | 18/55 R | |
| Master Weapon - All Yes■ When you put this card into your mana zone, put it in tapped. ■ Cross Gear ■ The creature it is crossed onto gets +4000 power and "Blocker." ■ Whenever the creature it is crossed onto attacks, choose 1 card in your opponent's hand without looking and have them discard it. | Light/Darkness | 2 | Cross GearSamurai | 19/55 R | ||
| Magic Shot - Better Tomorrow■ When you put this card into your mana zone, put it in tapped. ■ Until the end of the turn, all of your creatures in the battle zone get "Power Attacker +3000" and break 1 additional shield. ■ Knight Magic (If you have a Knight in the battle zone, you may use this spell's ability again.) | Fire/Nature | 6 | SpellKnight | 20/55 R | ||
| White Heaven, Thunderclap Elemental■ When this creature enters the battle zone, if you have at least 1 other Angel Command in the battle zone, you may choose 1 of your opponent's non-evolution creatures in the battle zone and add it face down to its owner's shields. ■ Double Breaker (This creature breaks 2 shields.) | Light | 6 | 6000 | CreatureAngel Command/Samurai | 21/55 U | |
| Sonic, Lightfang Ninja■ Ninja Strike 4 (When an opponent's creature attacks or blocks, if you have 4 or more cards in your mana zone and you haven't used a "Ninja Strike" ability during that attack, you may summon this Shinobi for no cost. At the end of that turn, put this Shinobi on the bottom of your deck.) ■ When this creature enters the battle zone, untap 1 of your creatures in the battle zone. | Light | 5 | 3000 | CreatureLight Bringer/Shinobi | 22/55 U | |
| Holy Gear - Nebula Wing■ Cross Gear: Put this card into the battle zone. To cross it onto a creature, pay this card's cost again. If that creature leaves the battle zone, this card stays in the battle zone. ■ The creature it is crossed onto gets +1500 power. ■ You may cross a Cross Gear onto the creature it is crossed onto for no cost. | Light | 2 | Cross GearSamurai | 23/55 U | ||
| T2 Ogapu■ Whenever you put one of your Castles into your shield zone, you may draw a card or choose 1 creature in the battle zone and return it to its owner's hand. | Water | 3 | 2000 | CreatureCyber Lord | 24/55 U | |
| Force Again■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Destroy 1 of your creatures. Then put that creature from your graveyard into the battle zone. | Water | 4 | Spell | 25/55 U | ||
| Researching Bow - Tri-Snake■ Cross Gear: Put this card into the battle zone. To cross it onto a creature, pay this card's cost again. If that creature leaves the battle zone, this card stays in the battle zone. ■ The creature it is crossed onto gets +2000 power. ■ Whenever the creature it is crossed onto attacks, draw 3 cards, then put 3 cards from your hand on the bottom of your deck in any order. | Water | 2 | Cross GearSamurai | 26/55 U | ||
| Mister Mustache, the Wicked General■ Samurai Generate (When this creature enters the battle zone, you may generate 1 Cross Gear from your hand for no cost.) ■ All of your creatures with a Cross Gear crossed onto them get "Slayer." (Whenever a creature with "Slayer" battles, destroy the opponent's creature after the battle.) | Darkness | 5 | 3000 | CreatureSamurai/Dark Lord | 27/55 U | |
| Dark Camster■ When this creature enters the battle zone, look at your opponent's hand, choose 1 non-creature card, and have them discard it. | Darkness | 3 | 1000 | CreatureDark Monster | 28/55 U | |
| Wicked Gear - Coumaric Chain■ Cross Gear: Put this card into the battle zone. To cross it onto a creature, pay this card's cost again. If that creature leaves the battle zone, this card stays in the battle zone. ■ Whenever the creature it is crossed onto attacks, until the end of the turn, all of your creatures in the battle zone get +2000 power and all of your opponent's creatures in the battle zone get -1000 power. (A creature with power 0 or less is destroyed.) | Darkness | 2 | Cross GearSamurai | 29/55 U | ||
| Violence "Thunderclap" Dragon■ Samurai Generate (When this creature enters the battle zone, you may generate 1 Cross Gear from your hand for no cost.) ■ Double Breaker (This creature breaks 2 shields.) ■ Whenever you put a Cross Gear into the battle zone, destroy 1 of your opponent's creatures with power 4000 or less. | Fire | 6 | 6000 | CreatureArmored Dragon/Samurai | 30/55 U | |
| Papra Poorapra, the Explosive■ Whenever you cast a spell, choose 1 of your opponent's creatures with "Blocker" in the battle zone. That creature can't block this turn. | Fire | 4 | 3000 | CreatureFire Bird/Knight | 31/55 U | |
| Magic Shot - Critical Destroyer■ Destroy 1 of your opponent's creatures with "Blocker." ■ Knight Magic (If you have a Knight in the battle zone, you may use this spell's ability again.) | Fire | 3 | SpellKnight | 32/55 U | ||
| Panda Boleyn, Wild Beast■ You may reduce this creature's summoning cost by 1 for each spell in your mana zone. However, the cost can't be reduced below 1. ■ Double Breaker (This creature breaks 2 shields.) | Nature | 9 | 6000 | CreatureDreammate/Knight | 33/55 U | |
| Kirino Giant■ You may reduce the summoning cost of your Giants by up to 2. However, the cost can't be reduced below 1. ■ Saver: Giant (When one of your Giants would be destroyed, you may destroy this creature instead.) | Nature | 4 | 3000 | CreatureGiant/Samurai | 34/55 U | |
| Great Veggie Fortress - Dandy Paradise■ Castle - Choose 1 of your shields and fortify it by attaching this card. When that fortified shield leaves the shield zone, put this card into your graveyard. (If you use a "Shield Trigger" ability, use it before putting this card into your graveyard.) ■ All of your creatures in the battle zone get "Power Attacker +3000." | Nature | 2 | Castle | 35/55 U | ||
| Oracion, Mysterious Samurai■ Evolution: Put on top of 1 of your Samurai creatures. ■ When this creature enters the battle zone, for each Castle in your shield zone, add the top card of your deck face down to your shields, and you may choose 1 of your opponent's creatures in the battle zone and tap it. ■ When this creature is put into your hand from your shield zone, if you have a Castle in your shield zone, this creature gets "Shield Trigger." ■ Double Breaker (This creature breaks 2 shields.) | Light | 5 | 6000 | Evolution CreatureRainbow Phantom/Samurai | 36/55 C | |
| Ucon, Vizier of Arms■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then this creature battles that creature.) ■ If no Cross Gear is crossed onto this creature, this creature can't attack players. | Light | 3 | 4000 | CreatureInitiate/Samurai | 37/55 C | |
| Kibidan Bowler, the Oracle■ When this creature enters the battle zone, choose 1 Samurai or Cross Gear from your hand and show it. If you don't, destroy this creature. | Light | 2 | 3500 | CreatureLight Bringer/Samurai | 38/55 C | |
| Heavenly Gear - Daylight Deity■ Cross Gear: Put this card into the battle zone. To cross it onto a creature, pay this card's cost again. If that creature leaves the battle zone, this card stays in the battle zone. ■ The creature it is crossed onto gets +1000 power for each Cross Gear crossed onto that creature. | Light | 1 | Cross GearSamurai | 39/55 C | ||
| Aqua Blade, Blue Wolf | Water | 3 | 3000 | CreatureLiquid People/Knight/Samurai | 40/55 C | |
| Chanting Clineko■ When this creature enters the battle zone, choose 1 card from your opponent's graveyard and put it on the bottom of its owner's deck. ■ When this creature would be destroyed, return it to your hand instead of putting it into your graveyard. | Water | 3 | 1000 | CreatureCyber Virus/Samurai | 41/55 C | |
| Cosmo Politan■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then this creature battles that creature.) ■ Whenever this creature blocks, you may draw a card. ■ This creature can't attack. | Water | 2 | 1000 | CreatureSplash Queen | 42/55 C | |
| Fortune Slot■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Turn the top 4 cards of your deck face up. You may add 1 creature, 1 spell, 1 Cross Gear, and 1 Castle from among them to your hand. Put the rest on the bottom of your deck in any order. | Water | 4 | Spell | 43/55 C | ||
| Dark Hayate, Parasitic Worm■ Whenever one of your Samurai creatures is destroyed, your opponent chooses 1 card in your shield zone and turns it face up. If it's a non-evolution Samurai, you may put it into the battle zone. Otherwise, you may put that card into your graveyard. If you do, add the top card of your deck face down to your shields. | Darkness | 4 | 4000 | CreatureParasite Worm/Origin/Samurai | 44/55 C | |
| Crescent Worm, Fullmetal Insect■ Whenever this creature attacks, you may put 1 of your Cross Gear from the battle zone into your graveyard. If you do, you may draw up to 2 cards. | Darkness | 2 | 1000 | CreatureParasite Worm/Samurai | 45/55 C | |
| Proclamation of Weakness■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Destroy your opponent's creature with the lowest power. If there are 2 or more, you choose which one to destroy. | Darkness | 4 | Spell | 46/55 C | ||
| Wicked Fan - Night Breeze■ Cross Gear: Put this card into the battle zone. To cross it onto a creature, pay this card's cost again. If that creature leaves the battle zone, this card stays in the battle zone. ■ The creature it is crossed onto gets +1000 power. ■ Whenever the creature it is crossed onto attacks, if your opponent has 3 or more cards in their hand, your opponent chooses 1 of them and discards it. | Darkness | 1 | Cross GearSamurai | 47/55 C | ||
| Inaba Geeze, the Explosive■ All of your other Knights in the battle zone get "Speed Attacker." (A creature with "Speed Attacker" isn't affected by summoning sickness.) | Fire | 3 | 3000 | CreatureDragonoid/Origin/Knight | 48/55 C | |
| Magnus, Explosive Crimson Lord■ If you have at least 1 spell in your graveyard, this creature gets "Speed Attacker." (A creature with "Speed Attacker" isn't affected by summoning sickness.) | Fire | 3 | 2000 | CreatureFlame Monster/Knight | 49/55 C | |
| Rikabu Flipper, Explosive Artisan■ Whenever you cast a spell, this creature gets +2000 power for the turn. | Fire | 2 | 1000 | CreatureMachine Eater/Knight | 50/55 C | |
| Magic Shot - Sword Launcher■ Destroy 1 of your opponent's creatures with power 3000 or less, or choose 1 of your opponent's Cross Gear in the battle zone and put it into the graveyard. ■ Knight Magic (If you have a Knight in the battle zone, you may use this spell's ability again.) | Fire | 5 | SpellKnight | 51/55 C | ||
| Windsor Giant■ Shield Trigger (When this creature is put into your hand from your shield zone, you may summon it immediately for no cost.) | Nature | 5 | 4000 | CreatureGiant/Knight | 52/55 C | |
| Matthew Stewart, Wild Beast■ Whenever you cast a spell, you may put the top card of your deck into your mana zone. | Nature | 4 | 2000 | CreatureDreammate/Knight | 53/55 C | |
| Windy Nature, the Whirlwind■ Ninja Strike 2 (When an opponent's creature attacks or blocks, if you have 2 or more cards in your mana zone and you haven't used a "Ninja Strike" ability during that attack, you may summon this Shinobi for no cost. At the end of that turn, put this Shinobi on the bottom of your deck.) ■ When this creature enters the battle zone, 1 of your creatures in the battle zone gets +2000 power until the end of the turn. | Nature | 3 | 2000 | CreatureEmerald Monster/Shinobi | 54/55 C | |
| Magic Shot - Pandaful Life■ Put the top card of your deck into your mana zone. ■ Knight Magic (If you have a Knight in the battle zone, you may use this spell's ability again.) | Nature | 4 | SpellKnight | 55/55 C | ||
| El Levain, Lord of Spirits■ Evolution: Put on top of 1 of your Angel Commands. ■ Shield Force (When you put this creature into the battle zone, you may choose 1 of your shields. While that shield is in the shield zone, this creature gets the following ability.) Summoning non-light creatures costs 4 more. ■ You may reduce the summoning cost of your creatures by 1 for each Castle in your shield zone. However, the cost can't be reduced below 1. ■ Double Breaker (This creature breaks 2 shields.) | Light | 5 | 9500 | Evolution CreatureAngel Command | s1/s5 SR | |
| Galaxy Blade - THE FINAL■ Cross Gear: Put this card into the battle zone. To cross it onto a creature, pay this card's cost again. If that creature leaves the battle zone, this card stays in the battle zone. ■ The creature it is crossed onto gets +12000 power. ■ Whenever the creature it is crossed onto attacks, you may give that creature "G (Galaxy) Breaker" until the end of that attack. (A creature with "G Breaker" breaks all of your opponent's shields, and after that attack, breaks all of your own shields.) | Darkness | 10 | Cross GearSamurai | s2/s5 SR | ||
| Saigou Giant■ All of your Giants must be blocked if able. ■ During your turn, whenever one of your Giants wins a battle, break 1 of your opponent's shields. ■ Triple Breaker (This creature breaks 3 shields.) | Nature | 9 | 13000 | CreatureGiant/Samurai | s3/s5 SR | |
| Shiden Galaxy, Super Champ■ When you put this card into your mana zone, put it in tapped. ■ Evolution V: Put on top of any 2 of your Dragons or Angel Commands stacked together. ■ Meteor Burn - The first time this creature attacks this turn, you may choose up to 2 cards under this creature and put them into your graveyard. If you put a Dragon into your graveyard this way, untap this creature. If you put an Angel Command into your graveyard this way, this creature stays in the battle zone instead of being destroyed this turn. ■ Triple Breaker | Light/Fire | 5 | 15000 | Evolution Creature (Evolution V)Angel Command/Armored Dragon/Samurai | s4/s5 SR | |
| Greatest Caesar, the Dark Kaiser■ When you put this card into your mana zone, put it in tapped. ■ Evolution V: Put on top of any 2 of your Knight creatures or Dragons stacked together. ■ Whenever this creature attacks, choose any number of darkness or fire spells in your graveyard with total cost 7 or less and cast them for no cost. Then put those spells on the bottom of your deck in any order. ■ Triple Breaker (This creature breaks 3 shields.) | Darkness/Fire | 6 | 13000 | Evolution Creature (Evolution V)Armored Dragon/Dragon Zombie/Knight | s5/s5 SR |