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DMR02
60 cards · 2012–2016 (DMX / DMR / DMD) · English text is an unofficial translation. Tap a card name for the official card page.
| Card | Civ. | Cost | Power | Type / Race | No. | |
|---|---|---|---|---|---|---|
| Insight Indigo Kaiser■ When your opponent summons a creature or casts a spell, this turn, your opponent's creatures can't attack or block. ■ W-breaker (This creature breaks 2 shields.) | Water | 7 | 7000 | CreatureBlue Command Dragon/Hunter | 1/54 VR | |
| Yokozuna Gil no Fuji■ When this creature wins a battle, you may untap this creature. ■ W-breaker (This creature breaks 2 shields.) | Fire | 8 | 7000 | Psychic CreatureFlame Command/Alien | 2/54 VR | |
| Kiryuin Jin, Young Leader■ When you put this creature into the battle zone, you may put any number of nature Hunter creatures from your mana zone into the battle zone tapped. ■ T-breaker (This creature breaks 3 shields.) | Nature | 10 | 17000 | CreatureGaia Command/Beast Folk/Hunter | 3/54 VR | |
| Mother Alien■ When you put this card into your mana zone, put it in tapped. ■ Your Hunters can't be blocked. ■ When one of your Hunters would be destroyed by losing a battle, it stays in the battle zone instead of going to the graveyard. ■ When this creature would be discarded from your hand by your opponent's spell effect or your opponent's creature's ability, you may put it into your mana zone instead of your graveyard. | Light/Water | 5 | 5000 | CreatureAlien | 4/54 VR | |
| Alien Father■ When you put this card into your mana zone, put it in tapped. ■ All of your other Aliens in the battle zone get "Speed Attacker" and "Slayer." ■ When this creature would be discarded from your hand by your opponent's spell effect or your opponent's creature's ability, you may put it into your mana zone instead of your graveyard. | Darkness/Fire | 5 | 5000 | CreatureAlien | 5/54 VR | |
| DNA Spark■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately without paying its cost.) ■ Tap all of your opponent's creatures in the battle zone. If you have 2 or fewer shields, you may put the top card of your deck face down into your shield zone as a new shield. | Light | 6 | Spell | 6/54 R | ||
| Aqua Jet (Charging Brotherhood!)■ When you put this creature into the battle zone, look at the top 5 cards of your deck. You may put either Aqua Attack or Aqua Cascade, or both, 1 each, into the battle zone. Then put the rest on the bottom of your deck in any order. | Water | 5 | 3000 | CreatureLiquid People/Hunter | 7/54 R | |
| Switch Reincarnation■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately without paying its cost.) ■ Choose 1 creature in the battle zone and return it to its owner's hand. Then that player may choose 1 creature with lower cost than the chosen creature from their own hand and put it into the battle zone. | Water | 5 | Spell | 8/54 R | ||
| Death Phantom, Pandora Fortress■ Castle: Choose 1 of your shields and attach this card to it to fortify it. 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 the graveyard.) ■ When one of your Aliens leaves the battle zone, you may put 1 Alien Psychic Creature with lower cost than it from your hyperspatial zone into the battle zone. ■ When the shield fortified with this castle would be broken by an opponent's creature, if that shield isn't fortified by another castle, you may instead add 1 of your shields to your hand. | Water | 5 | Castle | 9/54 R | ||
| Death Gate, Gate of Hell■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Destroy one of your opponent's untapped creatures. You may put a non-evolution creature with lower cost than that creature from your graveyard into the battle zone. | Darkness | 6 | Spell | 10/54 R | ||
| Bolshack Superhero■ When you put this creature into the battle zone, destroy all non-Psychic creatures with power 3000 or less. Then destroy all Psychic Creatures with power 5000 or less. ■ W-breaker (This creature breaks 2 shields.) | Fire | 6 | 6000 | CreatureArmored Dragon/Hunter | 11/54 R | |
| Galaxy Falcon, Counterattack Fortress■ Castle: Choose 1 of your shields and attach this card to it to fortify it. 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 the graveyard.) ■ All of your Hunters in the battle zone get "Speed Attacker." | Fire | 1 | Castle | 12/54 R | ||
| Hunting Gaia Egg■ At the start of your turn, put the top card of your deck into your graveyard. If it's a non-evolution Hunter creature, destroy this creature and put that Hunter into the battle zone. ■ This creature can't attack. | Nature | 3 | 1000 | CreatureEgg | 13/54 R | |
| Dancing Fever■ Look at the top 6 cards of your deck. Put up to 3 of them into your mana zone tapped, then put the rest on the bottom of your deck in any order. | Nature | 6 | Spell | 14/54 R | ||
| Jealousy Bell■ When you put this card into your mana zone, put it in tapped. ■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately without paying its cost.) ■ Discard 1 card from your hand. Then your opponent chooses 2 cards from their hand and discards them. | Light/Darkness | 4 | Spell | 15/54 R | ||
| Deis Heratrix, Spirit Knight■ When you put this card into your mana zone, put it in tapped. ■ Space Charge: Light/Nature (When a card with light, nature, or both is put into your mana zone, you may use this creature's ability.) ■ Light: Choose 1 of your opponent's creatures in the battle zone and tap it. ■ Nature: This turn, 1 of your creatures in the battle zone gets +2000 power. | Light/Nature | 5 | 3500 | CreatureArc Seraphim/Alien | 16/54 R | |
| Fuuma Zaulak Deis■ When you put this card into your mana zone, put it in tapped. ■ Space Charge: Water/Darkness (When a card with Water, Darkness, or both is put into your mana zone, you may use this creature's ability.) ■ Water: Draw a card. ■ Darkness: Your opponent chooses a card in his hand and discards it. | Water/Darkness | 5 | 3000 | CreatureGrand Devil/Alien | 17/54 R | |
| Deis Fuld Dragoon■ When you put this card into your mana zone, put it in tapped. ■ Space Charge: Darkness/Fire (When a card with Darkness, Fire, or both is put into your mana zone, you may use this creature's ability.) ■ Darkness: Choose 1 of your opponent's creatures in the battle zone. It gets -1000 power until the end of the turn. (A creature with 0 power or less is destroyed.) ■ Fire: Destroy 1 of your opponent's creatures that has power 2000 or less. | Darkness/Fire | 5 | 3000 | CreatureTyranno Drake/Alien | 18/54 R | |
| Deis Kamakiras■ When you put this card into your mana zone, put it in tapped. ■ Space Charge: Fire/Nature (When a card with Fire, Nature, or both is put into your mana zone, you may use this creature's ability.) ■ Fire: Until the end of the turn, 1 of your creatures in the battle zone gets "Power Attacker +3000." ■ Nature: Until the end of the turn, 1 of your creatures in the battle zone breaks 1 additional shield. | Fire/Nature | 4 | 3000 | CreatureVehicle Bee/Alien | 19/54 R | |
| Hyperspatial Gotsusan Hole■ When you put this card into your mana zone, put it in tapped. ■ Put 1 Darkness, Fire, or Nature Psychic Creature with cost 8 or less from your hyperspatial zone into the battle zone. ■ When your opponent's creature attacks, if you have Yokozuna Giru no Fuji in the battle zone, you may discard this card from your hand. If you do, stop the attack, Yokozuna Giru no Fuji gets +3000 power this turn, and it battles the attacking creature. | Darkness/Fire/Nature | 5 | Spell | 20/54 R | ||
| Chan Bell, Channeler of Suns■ Double Breaker (This creature breaks 2 shields.) ■ When this creature would be destroyed, you may discard 1 Light creature from your hand instead of putting it into your graveyard. | Light | 6 | 6000 | CreatureMecha Del Sol/Hunter | 21/54 U | |
| Gaga Tulken, the Oracle■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.) ■ If you have no Psychic Creatures in the battle zone, this creature can't attack your opponent. | Light | 2 | 2500 | CreatureLight Bringer/Alien | 22/54 U | |
| Sinutchi■ Whenever this creature attacks, you may draw a card for each of your tapped creatures in the battle zone. | Water | 5 | 3000 | CreatureCyber Lord/Hunter | 23/54 U | |
| Thunder Tiger■ When you put this creature into the battle zone, choose 1 of your opponent's creatures in the battle zone. It gets -2000 power this turn. (A creature with 0 power or less is destroyed.) ■ Awakening (Psychic) Link - At the start of your turn, if you have Volg Thunder in the battle zone, flip it and this creature and link them. | Darkness | 5 | 3000 | Psychic CreatureDemon Command/Hunter | 24/54 U | |
| Komusubi Zami no Hana■ Your opponent's creatures must block if able. ■ When this creature wins a battle, untap it. ■ All your other Aliens in the battle zone get +5000 power. ■ Quadruple Breaker (This creature breaks 4 shields.) ■ Link Release (When this creature leaves the battle zone, choose 1 of its psychic cells and return it to the hyperspatial zone, then flip the remaining cards.) ■ * Cards needed for Awakening Link (Yokozuna Giru no Fuji / Komusubi Zami no Hana / Ozeki Chiotoko no Sato) | Darkness | 2 | 1000 | Psychic CreatureLiving Dead/Alien | 25/54 U | |
| Flowing Lava Hand■ Shield Trigger ■ Choose 1 of your opponent's creatures in the battle zone. If you have a Water or Fire creature in the battle zone, the chosen creature gets -4000 power this turn. If you don't, it gets -2000 power. (A creature with 0 power or less is destroyed.) | Darkness | 5 | Spell | 26/54 U | ||
| Splitting Ryoudan, Avenging Soldier■ Whenever this creature attacks, choose 1 of your opponent's shields for each of your tapped creatures in the battle zone. Your opponent adds the chosen shields to his hand. | Fire | 8 | 4000 | CreatureArmaroid/Hunter | 27/54 U | |
| Ozeki Chiotoko no Sato■ All your other Aliens in the battle zone get +2000 power. ■ Awakening (Psychic) Link - At the start of your turn, if you have Yokozuna Giru no Fuji and Komusubi Zami no Hana in the battle zone, flip them and this creature and link them. ■ (At the start of the game, put Psychic Creatures into your hyperspatial zone instead of your deck. If they go to any zone other than the battle zone, return them there.) | Nature | 3 | 2000 | Psychic CreatureWild Veggies/Alien | 28/54 U | |
| Duel Me!■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Choose 1 creature in the battle zone. This turn, it gets +5000 power and can't attack players. | Nature | 2 | Spell | 29/54 U | ||
| Hyperspatial White Blue Hole■ When you put this card into your mana zone, put it in tapped. ■ Put 1 Psychic Creature with cost 5 or less from your hyperspatial zone into the battle zone. ■ If you put a Light Psychic Creature into the battle zone this way, you may put a card from your hand face down into your shield zone as a new shield. ■ If you put a Water Psychic Creature into the battle zone this way, your creatures in the battle zone can't be blocked this turn. | Light/Water | 4 | Spell | 30/54 U | ||
| Hyperspatial Green White Hole■ When you put this card into your mana zone, put it in tapped. ■ Put 1 Psychic Creature with cost 5 or less from your hyperspatial zone into the battle zone. ■ If you put a Light Psychic Creature into the battle zone this way, you may put a card from your hand face down into your shield zone as a new shield. ■ If you put a Nature Psychic Creature into the battle zone this way, you may return a card from your mana zone to your hand. | Light/Nature | 4 | Spell | 31/54 U | ||
| Hyperspatial Blue Black Hole■ When you put this card into your mana zone, put it in tapped. ■ Put 1 Psychic Creature with cost 5 or less from your hyperspatial zone into the battle zone. ■ If you put a Water Psychic Creature into the battle zone this way, your creatures in the battle zone can't be blocked this turn. ■ If you put a Darkness Psychic Creature into the battle zone this way, choose 1 of your opponent's creatures in the battle zone. During your opponent's next turn, that creature attacks if able. | Water/Darkness | 4 | Spell | 32/54 U | ||
| Hyperspatial Black Red Hole■ When you put this card into your mana zone, put it in tapped. ■ Put 1 Psychic Creature with cost 5 or less from your hyperspatial zone into the battle zone. ■ If you put a Darkness Psychic Creature into the battle zone this way, choose 1 of your opponent's creatures in the battle zone. During your opponent's next turn, that creature attacks if able. ■ If you put a Fire Psychic Creature into the battle zone this way, this turn 1 of your creatures in the battle zone can attack untapped creatures. | Darkness/Fire | 4 | Spell | 33/54 U | ||
| Hyperspatial Red Green Hole■ When you put this card into your mana zone, put it in tapped. ■ Put 1 Psychic Creature with cost 5 or less from your hyperspatial zone into the battle zone. ■ If you put a Fire Psychic Creature into the battle zone this way, this turn 1 of your creatures in the battle zone can attack untapped creatures. ■ If you put a Nature Psychic Creature into the battle zone this way, you may return a card from your mana zone to your hand. | Fire/Nature | 4 | Spell | 34/54 U | ||
| Amanes, Avenging Elemental■ Whenever this creature attacks, for each of your tapped creatures in the battle zone, you may choose 1 of your opponent's creatures in the battle zone and tap it. | Light | 5 | 5000 | CreatureAngel Command/Hunter | 35/54 C | |
| Burei, Vizier of Dual Swords■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.) ■ This creature can't attack your opponent. ■ Hunting (While battling, this creature gets +1000 power for each of your Hunters in the battle zone.) | Light | 3 | 2500 | CreatureInitiate/Hunter | 36/54 C | |
| Formation in the Springs■ Shield Trigger ■ If you have a Water or Nature creature in the battle zone, put 1 creature with cost 5 or less from your graveyard into the battle zone. If you don't, put 1 creature with cost 3 or less from your graveyard into the battle zone. | Light | 4 | Spell | 37/54 C | ||
| Energy Pirates■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.) ■ This creature can't attack. ■ When this creature blocks, you may draw a card. | Water | 4 | 4000 | CreatureMerfolk | 38/54 C | |
| Aqua Slash■ When you put this creature into the battle zone, each player chooses a card in his hand and puts it on top of his deck. | Water | 2 | 1000 | CreatureLiquid People | 39/54 C | |
| Shadowflash Revival Spiral■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Choose 1 of your opponent's creatures in the battle zone. If you have a Light or Darkness creature in the battle zone, put the chosen creature on top of its owner's deck. If you don't, return it to its owner's hand. | Water | 4 | Spell | 40/54 C | ||
| Rose Worm, Avenging Insect■ Whenever this creature attacks, choose 1 of your opponent's creatures in the battle zone. This turn, that creature gets -1000 power for each of your tapped creatures in the battle zone. (A creature with 0 power or less is destroyed.) | Darkness | 4 | 1000 | CreatureParasite Worm/Hunter | 41/54 C | |
| Nagleen, Inmate Enigma■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.) ■ This creature can't attack. ■ Hunting (While battling, this creature gets +1000 power for each of your Hunters in the battle zone.) | Darkness | 2 | 1000 | CreatureDevil Mask/Hunter | 42/54 C | |
| Hyperspatial Raiden Hole■ Put 1 Darkness Psychic Creature with cost 6 or less from your hyperspatial zone into the battle zone. ■ You may destroy 1 of your creatures that is not a Psychic Creature. If you do, put 1 Darkness Psychic Creature with cost 5 or less from your hyperspatial zone into the battle zone. ■ (At the start of the game, put Psychic Creatures into your hyperspatial zone instead of your deck. If they go to any zone other than the battle zone, return them there.) | Darkness | 6 | Spell | 43/54 C | ||
| Melken Arrow, Fist Guy | Fire | 4 | 4000 | CreatureHumanoid/Hunter | 44/54 C | |
| Fire Pillar of the Spiritual Forest■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ If you have a Darkness or Nature creature in the battle zone, destroy 1 of your opponent's creatures that has power 7000 or less. If you don't, destroy 1 of your opponent's creatures that has power 4000 or less. | Fire | 5 | Spell | 45/54 C | ||
| Iron Arm Tribe■ When you put this creature into the battle zone, put the top card of your deck into your mana zone. ■ When this creature would be destroyed, put it into your mana zone instead of your graveyard. | Nature | 4 | 1000 | CreatureBeast Folk/Hunter | 46/54 C | |
| Snowma Elder, Avenging Faerie■ Whenever this creature attacks, choose 1 of your opponent's creatures in the battle zone that has a cost less than the number of your tapped creatures. Put the chosen creature into your opponent's mana zone. | Nature | 2 | 2000 | CreatureSnow Faerie/Hunter | 47/54 C | |
| Torch Buster Trap■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ If you have a Light or Fire creature in the battle zone, choose 1 of your opponent's creatures in the battle zone and put it into its owner's mana zone. If you don't, choose 1 of your opponent's tapped creatures in the battle zone and put it into its owner's mana zone. | Nature | 5 | Spell | 48/54 C | ||
| Deis Bulldozer■ When you put this card into your mana zone, put it in tapped. ■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.) | Light/Water | 3 | 3500 | CreatureKikai Hero/Alien | 49/54 C | |
| Warning Spike■ When you put this card into your mana zone, put it in tapped. ■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Choose any number of your opponent's creatures in the battle zone. This turn, those creatures can't attack or block. | Light/Water | 2 | Spell | 50/54 C | ||
| Deis Alunilam, Protection Spirit■ When you put this card into your mana zone, put it in tapped. ■ When this creature would be destroyed, put it into your mana zone instead of your graveyard. | Light/Nature | 2 | 2500 | CreatureSaint Head/Alien | 51/54 C | |
| Deis Melnia, the Aqua Shadow■ When you put this card into your mana zone, put it in tapped. ■ Blocker ■ This creature can't be blocked. ■ Slayer (Whenever this creature battles, destroy the opponent's creature after the battle.) | Water/Darkness | 3 | 1000 | CreatureLiquid People/Ghost/Alien | 52/54 C | |
| Deis Chicken Racer, Evil Battler■ When you put this card into your mana zone, put it in tapped. ■ Instead of attacking with this creature, you may tap it and use the following ability: Destroy this creature. Your opponent chooses 1 of his creatures and destroys it. | Darkness/Fire | 3 | 2000 | CreatureBrave Spirit/Alien | 53/54 C | |
| Tsukkomi Panda Deis■ When you put this card into your mana zone, put it in tapped. | Fire/Nature | 2 | 4000 | CreatureDreammate/Alien | 54/54 C | |
| Gaga Last Mysterica, Lord of Spirits■ Evolution - Put on 1 of your Light creatures. ■ Triple Breaker (This creature breaks 3 shields.) ■ When this creature is untapped, draw all but the bottom 2 cards of your deck. Then you may cast any number of spells with "Shield Trigger" without paying their costs, and summon any number of creatures with "Shield Trigger" without paying their costs. | Light | 9 | 13000 | Evolution CreatureAngel Command/Alien | S1/S5 SR | |
| Thunder Blade, Wolf Tiger■ When you put this creature into the battle zone, destroy 1 of your opponent's creatures. ■ Double Breaker (This creature breaks 2 shields.) | Darkness | 7 | 7000 | CreatureDemon Command/Hunter | S2/S5 SR | |
| Ryusei Kaiser, the Eternal■ All your creatures in the battle zone have "Speed Attacker." ■ Double Breaker ■ Your opponent's creatures are put into the battle zone tapped. ■ When this creature would be discarded from your hand by your opponent's spell or creature ability, you may put it into your battle zone instead of your graveyard. | Fire | 8 | 8000 | CreatureRed Command Dragon/Hunter | S3/S5 SR | |
| Geo Aldebaran, the Okami Breaker■ Evolution - Put on 1 of your Nature creatures. ■ Triple Breaker (This creature breaks 3 shields.) ■ Space Charge: Nature (When a Nature card is put into your mana zone, you may use this creature's ability.) Your opponent chooses 1 of his creatures in the battle zone and puts it into its owner's mana zone. | Nature | 7 | 15000 | Evolution CreatureGaia Command/Alien | S4/S5 SR | |
| Deis Optimus, the Invincible■ When you put this card into your mana zone, put it in tapped. ■ Space Charge: Light/Water (When a card with Light, Water, or both is put into your mana zone, you may use this creature's ability.) ■ Light: Return a spell from your graveyard to your hand. ■ Water: Add 1 of your shields to your hand. You can't use the "Shield Trigger" of that card. Then put a card from your hand face down into your shield zone as a new shield. ■ Double Breaker | Light/Water | 6 | 6000 | CreatureGreat Mechaoh/Alien | S5/S5 SR | |
| Volg Thunder■ When you put this creature into the battle zone, choose a player. That player puts cards from the top of his deck into his graveyard until 2 creatures have appeared. ■ Double Breaker ■ (At the start of the game, put Psychic Creatures into your hyperspatial zone instead of your deck. If they go to any zone other than the battle zone, return them there.) | Darkness | 6 | 7000 | Psychic CreatureDemon Command/Hunter | V1/V1 VIC |