Cards › Earlier sets › DMBD13
DMBD13 — Chronicle Final Battle Deck Awakening Meteor Tale
26 cards · Released 2020-08-22 · 2017–2021 (DMRP / DMEX / DMBD / DMSD) · English text is an unofficial translation. Tap a card name for the official card page.
| Card | Civ. | Cost | Power | Type / Race | No. | |
|---|---|---|---|---|---|---|
| Ryusei Splash the Intense Wave■ Double Breaker ■ Whenever this creature attacks, draw a card and put the top card of your deck into your mana zone. Then you may choose 1 of your opponent's creatures. That creature and this creature battle. ■ Parallel Release (When this creature would leave the battle zone, flip this creature over instead and make it 1 of those 3 creatures.) | Water | 7 | 5000 | Psychic CreatureBlue Command Dragon/Hunter | 1/26 - | |
| Ryusei Kaiser, the Victorious■ [Psychic Cell] ■ Speed Attacker ■ Hunting (While battling, this creature gets +1000 power for each Hunter you have in the battle zone.) ■ World Breaker ■ Whenever this creature wins a battle, untap this creature and choose 2 of your opponent's shields. Your opponent adds those shields to their hand. ■ Unlink (When this creature would leave the battle zone, choose 1 of its Psychic Cells and return it to the Hyperspatial Zone, and flip over the remaining cards.) | Water/Darkness/Fire | 6 | 6000 | Psychic CreatureRed Command Dragon/Hunter | 2/26 VIC | |
| Gaial Kaiser, the Victorious | Darkness/Fire/Nature | 7 | 5000 | Psychic CreatureRed Command Dragon/Hunter | 3/26 VIC | |
| Prin Prin, the Victorious | Light/Water/Nature | 5 | 4000 | Psychic CreatureHunter/Alien | 4/26 C | |
| Storm Genji Double Cross, the Super Temporal■ World Breaker (This creature breaks all of your opponent's shields.) ■ Whenever this creature attacks, put any number of Psychic Creatures with cost 10 or less from your Hyperspatial Zone into the battle zone. ■ When your opponent chooses one of your creatures, they can't choose this creature. (However, they may still attack or block this creature.) | Fire | 20 | 24000 | Evolution Psychic CreatureArmored Dragon/Flame Command/Samurai | 5/26 SR | |
| Diabolos Zeta, Temporal Ruler■ {E-Soul} ■ Quattro Breaker ■ Whenever this creature attacks, destroy 1 each of your opponent's Light, Water, Darkness, Fire, and Nature creatures. ■ Release (When this creature would leave the battle zone, instead of leaving the battle zone, flip it over to the side with the lower cost.) | Light/Water/Darkness/Fire/Nature | 10 | 9000 | Psychic CreatureWorld Command | 6/26 SR | |
| Prin Prin, Princess Rush■ Speed Attacker ■ Mach Fighter ■ Double Breaker ■ Whenever this creature enters the battle zone or wins a battle, put 1 Psychic Creature with cost 10 or less from your Hyperspatial Zone into the battle zone. ■ At the start of your turn, if the total cost of your Psychic Creatures in the battle zone is 100 or more, you win the game. | Water/Fire/Nature | 9 | 11000 | CreatureRed Command Dragon/Hunter/Alien | 7/26 - | |
| Sword Saint Jigen, Awoken Dragon World■ Speed Attacker ■ Triple Breaker ■ Whenever this creature attacks, you may flip over any number of Dragheart cards and Psychic Creatures. ■ Whenever this creature wins a battle, you may untap this creature. | Fire | 9 | 14000 | CreatureGaial Command Dragon | 8/26 VIC | |
| Hurricane Crawler / Brain Charger■ Draw a card. ■ Charger (After you cast this spell, put it into your mana zone instead of your graveyard.) | Water | 5 | 4000 | CreatureEarth Eater | 9/26 SR | |
| Sr Spellcyclica, Dragment Symbol■ Double Breaker ■ When this creature enters the battle zone, you may cast a spell with cost 7 or less from your graveyard for no cost. If you do, after you cast it, put it into your hand instead of your graveyard. ■ When this creature would be destroyed, put it on the bottom of your deck instead of into your graveyard. | Water | 7 | 6000 | CreatureCrystal Command Dragon | 10/26 SR | |
| Dondon Shower Now■ Shield Trigger ■ Put the top 2 cards of your deck into your mana zone tapped. Return a creature from your mana zone to your hand. Then you may choose 1 of your opponent's creatures with cost equal to or less than that creature and return it to its owner's hand. | Water/Nature | 5 | Spell | 11/26 SR | ||
| Everyone Gathered Together! Aqua Three Brothers / Hyperspatial JCA Hole■ Shield Trigger ■ Draw 2 cards, then put a card from your hand on the bottom of your deck. Put 1 Water Psychic Creature with cost 7 or less from your Hyperspatial Zone into the battle zone. | Water | 3 | 3000 | CreatureLiquid People/Hunter | 12/26 - | |
| Final Wars! Onimaru Boy / Hyperspatial Onishura Hole■ Destroy all of your opponent's creatures with power 2000 or less. Put 1 Fire Psychic Creature with cost 7 or less from your Hyperspatial Zone into the battle zone. | Fire | 5 | 2000 | CreatureHumanoid/Hunter/Alien | 13/26 - | |
| The Big Boss, Kiryuin Jin / "I Don't Give a Damn About Unknown's!"■ Put the top card of your deck into your mana zone. If it's a spell with "Hyperspatial" in its name, put another card from the top of your deck into your mana zone. | Nature | 7 | 9000 | CreatureBeast Folk/Hunter | 14/26 - | |
| Hyperspatial Ryusei Hole■ Put 1 Water, Fire, or Nature Psychic Creature with cost 7 or less from your Hyperspatial Zone into the battle zone. Choose one of the following. ▶ Draw a card. ▶ Destroy 1 of your opponent's creatures with power 3000 or less. ▶ Put the top card of your deck into your mana zone. ■ (At the start of the game, Psychic Creatures are not included in your deck; put them in your Hyperspatial Zone. If one goes to any zone other than the battle zone, return it there.) | Water/Fire/Nature | 5 | Spell | 15/26 - | ||
| Dondon Vacuuming Now■ Shield Trigger (When you put this spell into your hand from your shield zone, you may cast it immediately without paying its cost.) ■ Look at the top 5 cards of your deck. Show 1 of them to your opponent and put it into your hand, then put the rest on the bottom of your deck in any order. If the card you showed is a fire or nature card, you may choose a creature and return it to its owner's hand. | Water | 4 | Spell | 16/26 R | ||
| Cyberdice Vegas, Gambling Expert of D■ Shield Trigger ■ At the end of your turn, you may draw a card. (When another D2 Field enters the battle zone, put this D2 Field into your graveyard.) ■ D-Switch: Whenever an opponent's creature attacks you, you may flip this D2 Field upside down once per game. If you do, you may cast a Water spell with cost 7 or less from your hand for no cost. | Water | 5 | D2 Field | 17/26 R | ||
| Faerie Shower■ Shield Trigger ■ Look at the top 2 cards of your deck. Add 1 of them to your hand and put the other into your mana zone. | Water/Nature | 4 | Spell | 18/26 R | ||
| Hyperspatial Gallows Hole■ Choose 1 creature that is not a Psychic Creature and return it to its owner's hand. Put 1 Water or Darkness Psychic Creature with cost 7 or less from your Hyperspatial Zone into the battle zone. (At the start of the game, Psychic Creatures are not included in your deck; put them in your Hyperspatial Zone. If one goes to any zone other than the battle zone, return it there.) | Water | 6 | Spell | 19/26 U | ||
| Analith, Cyber Armor■ When this creature enters the battle zone, you may destroy this creature. If you do, choose one of the following. ▶ Put the top card of your deck into your mana zone. ▶ Draw a card. | Water/Nature | 2 | 2000 | CreatureGiant Insect/Cyber Lord | 20/26 U | |
| Johnny Walker, Exploding Mask■ When this creature enters the battle zone, you may destroy this creature. If you do, choose one of the following. ▶ Put the top card of your deck into your mana zone. ▶ Destroy 1 of your opponent's creatures with power 2000 or less. | Fire/Nature | 2 | 2000 | CreatureHumanoid Baku | 21/26 U | |
| Hyperspatial Faerie Hole■ Put the top card of your deck into your mana zone. Choose one of the following. ▶ Choose any number of Psychic Creatures from your Hyperspatial Zone with a total cost of 5 or less and put them into the battle zone. ▶ Put 1 Nature Psychic Creature with cost 7 or less from your Hyperspatial Zone into the battle zone. ■ (At the start of the game, Psychic Creatures are not included in your deck; put them in your Hyperspatial Zone. If one goes to any zone other than the battle zone, return it there.) | Nature | 5 | Spell | 22/26 C | ||
| Faerie Life■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Put the top card of your deck into your mana zone. | Nature | 2 | Spell | 23/26 C | ||
| Faerie Life■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Put the top card of your deck into your mana zone. | Nature | 2 | Spell | 24/26 C | ||
| Faerie Life■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Put the top card of your deck into your mana zone. | Nature | 2 | Spell | 25/26 C | ||
| Faerie Life■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Put the top card of your deck into your mana zone. | Nature | 2 | Spell | 26/26 C |