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DMX02 — DMX-02 Deck Builder DX Hunter Edition
42 cards · Released 2011-11-19 · 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. | |
|---|---|---|---|---|---|---|
| Boltmeteus, Young Warrior Dragon of Spacetime■ Whenever this creature attacks, destroy 1 of your opponent's creatures with power 3000 or less. ■ Awakening - At the start of your turn, if your opponent has 2 or fewer shields, flip this creature to its higher-cost side. ■ (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.) | Fire | 7 | 5000 | Psychic CreatureArmored Dragon/Samurai | 1/42 - | |
| Cerulean Dagger Dragon■ When this creature enters the battle zone, you may draw a card for each of your Dragons in the battle zone. ■ Double Breaker (This creature breaks 2 shields.) | Fire | 7 | 6000 | CreatureArmored Dragon | 2/42 - | |
| Super Psychen Pippi■ Saver: Hunter (When 1 of your Hunters would be destroyed, you may destroy this creature instead.) ■ When this creature is discarded from your hand during your opponent's turn, you may put "Gaial Kaiser" from your hyperspatial zone into the battle zone. | Fire | 4 | 2000 | CreatureFire Bird/Hunter | 3/42 - | |
| Super Go-On Pippy■ All your creatures in the battle zone that have both Dragon and Hunter as races get "Speed Attacker." (A creature with "Speed Attacker" can attack the turn it enters the battle zone.) | Fire | 3 | 3000 | CreatureFire Bird/Hunter | 4/42 - | |
| Super Dash Buster, Divine Machine Hero■ When you put this card into your mana zone, put it in tapped. ■ Evolution - Put on 1 of your fire or nature creatures. ■ When you put this creature into the battle zone, choose 2 of your opponent's creatures in the battle zone with cost 5 or less and put them into their owner's mana zone. ■ Double Breaker (This creature breaks 2 shields.) | Fire/Nature | 6 | 8000 | Evolution CreatureHumanoid/Beast Folk/Hunter | 5/42 - | |
| Wiz, White Knight Enlightener■ Blocker ■ Evolution: Put on 1 of your creatures that has "Blocker." ■ Double Breaker ■ The "can't attack" effects of your creatures that have "Blocker" are ignored. ■ At the end of your turn, untap all your creatures in the battle zone that have "White Knight" in their name. | Light | 7 | 10500 | Evolution CreatureMecha Thunder | 6/42 R | |
| Corteo, Spirit Knight■ 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, for each of your creatures in the battle zone, you may choose 1 of your opponent's creatures in the battle zone and tap it. | Light | 7 | 2000 | CreatureArc Seraphim/Origin | 7/42 R | |
| Chief De Baula, Machine King of Mystic Light■ Blocker ■ This creature can't attack players. ■ When you put this creature into the battle zone, you may return 1 spell from your graveyard to your hand. | Light | 4 | 4000 | CreatureGreat Mechaoh/Knight | 8/42 R | |
| Pala Olesis, Morning Guardian■ Blocker ■ This creature can't attack your opponent. ■ During your opponent's turn, all of your other creatures in the battle zone get +2000 power. | Light | 3 | 2500 | CreatureGuardian | 9/42 R | |
| Heaven's Gate■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost) ■ Put up to 2 non-evolution light creatures with "Blocker" from your hand into the battle zone. | Light | 6 | Spell | 10/42 R | ||
| Super Spark■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Tap all your opponent's creatures in the battle zone. | Light | 5 | Spell | 11/42 R | ||
| Valkyrie Dragon■ When you put this creature into the battle zone, look at your deck. You may choose 1 Armored Dragon from it, show it to your opponent, and add it to your hand. Then shuffle your deck. ■ Double Breaker (This creature breaks 2 shields.) | Fire | 7 | 7000 | CreatureArmored Dragon | 12/42 R | |
| Rikabu's Screwdriver■ Instead of attacking with this creature, you may tap it and use the following ability: Destroy one of your opponent's creatures that has "Blocker." | Fire | 2 | 1000 | CreatureXenoparts | 13/42 R | |
| Terradragon Mildgarmus■ When you put this creature into the battle zone, choose a card in your opponent's mana zone and put it into its owner's graveyard. Then put the top card of your deck into your mana zone. | Nature | 7 | 5000 | CreatureEarth Dragon | 14/42 R | |
| Courtney, Summer Breeze Faerie■ Cards in your mana zone count as cards of every civilization. | Nature | 2 | 2000 | CreatureSnow Faerie | 15/42 R | |
| Natural Snare■ 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 and put it into its owner's mana zone. | Nature | 6 | Spell | 16/42 R | ||
| Nakatsumaki, Godly Guns Elemental■ Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then that creature battles this creature.) ■ Double Breaker (This creature breaks 2 shields.) | Light | 7 | 11500 | CreatureAngel Command/Origin | 17/42 U | |
| Ultimus, Divine Law Elemental■ Blocker ■ This creature can't attack players. ■ When this creature is destroyed, look at your deck. You may choose a spell with "Shield Trigger" from it, show it to your opponent, and put it into your hand. Then shuffle your deck. | Light | 4 | 3500 | CreatureAngel Command | 18/42 U | |
| Murmur, Vizier of Formation■ Blocker ■ This creature can't attack your opponent. ■ All of your other creatures in the battle zone that have "Blocker" get +3000 power. | Light | 2 | 2000 | CreatureInitiate | 19/42 U | |
| Martini, Dancer of Spacetime■ Blocker ■ This creature can't attack. ■ Awakening - When you put 1 of your creatures with "Blocker" and cost 4 or more into the battle zone, flip this creature to its higher-cost side. ■ (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 | 3 | 1000 | Psychic CreatureSplash Queen | 20/42 U | |
| Marshmallow Doll Zabi Polima■ Double Breaker (This creature breaks 2 shields.) ■ Link Release (When this creature leaves the battle zone, return 1 of its Psychic Cells to your hyperspatial zone and flip the remaining cards.) ■ * Cards required for Awakening Link (Marshmallow Doll Zabi Polima / Gil Polima's Pliers) | Darkness | 2 | 2000 | Psychic CreatureDeath Puppet/Alien | 21/42 U | |
| Pliers of Gil Polima■ W-breaker (This creature breaks 2 shields.) ■ Unlink (When this creature leaves the battle zone, choose any 1 of its Psychic Cells and return it to the hyperspatial zone, then turn the remaining cards over.) ■ Note: Cards required for Awakening Link (Zabi Polima, Marshmallow Doll / Pliers of Gil Polima) | Fire | 3 | 3000 | Psychic CreatureXenoparts/Alien | 22/42 U | |
| Kill, Brawler of Spacetime■ During your opponent's turn, when 1 of your Psychic Creatures would be returned to your hand by your opponent's spell or the ability of your opponent's creature in the battle zone, it stays in the battle zone instead of being returned to your hand. ■ Awakening - At the start of your turn, if you have a creature with power 6000 or more in the battle zone, flip this creature to its higher-cost side. ■ (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.) | Fire | 2 | 1000 | Psychic CreatureHumanoid | 23/42 U | |
| Kokko Lupia■ Your Dragons cost 2 less to summon. However, the cost can't be reduced below 2. | Fire | 3 | 1000 | CreatureFire Bird | 24/42 U | |
| Hyperspatial Shooting Hole■ Destroy 1 of your opponent's creatures that has "Blocker." Put 1 fire Psychic Creature with cost 9 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.) | Fire | 5 | Spell | 25/42 U | ||
| Caiman, Spacetime Flower■ Whenever this creature attacks, put the top card of your deck into your mana zone. ■ Double Breaker (This creature breaks 2 shields.) | Nature | 5 | 5000 | Psychic CreatureBeast Folk | 26/42 U | |
| Barkwhip, the Smasher■ Evolution - Put on one of your Beast Folk. ■ While this creature is tapped, each of your other Beast Folk in the battle zone gets +2000 power. | Nature | 2 | 5000 | Evolution CreatureBeast Folk | 27/42 U | |
| Fortress of Thunder and Flame■ When you put this card into your mana zone, put it in tapped. ■ Shield Trigger ■ Destroy 1 of your opponent's creatures with power 3000 or less. Then you may choose 1 of your opponent's creatures in the battle zone and tap it. | Light/Fire | 5 | Spell | 28/42 U | ||
| Skysword, Rogue Saint■ When you put this card into your mana zone, put it in tapped. ■ When you put this creature into the battle zone, add the top card of your deck to your mana zone, then add another card face down from the top of your deck to your shield zone as a new shield. | Light/Nature | 5 | 2000 | CreatureBeast Folk/Initiate | 29/42 U | |
| Sunfist, Rogue Saint■ When you put this card into your mana zone, put it in tapped. ■ Blocker ■ During your opponent's turn, when this creature would be discarded from your hand, you may put it into the battle zone instead of into your graveyard. | Light/Nature | 3 | 3000 | CreatureBeast Folk/Initiate | 30/42 U | |
| Hyperspatial Shiny Hole■ Choose 1 of your opponent's creatures in the battle zone and tap it. Choose 1 of the following. ▼ Choose any number of Psychic Creatures from your hyperspatial zone with total cost 5 or less and put them into the battle zone. ▼ Put 1 light 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.) | Light | 5 | Spell | 31/42 C | ||
| Hyperspatial Surprise Hole■ Shield Trigger ■ Choose 1 of the following. ▼ Put 1 Psychic Creature with cost 2 or less from your hyperspatial zone into the battle zone. ▼ Put 1 light or water Psychic Creature with cost 4 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.) | Light | 3 | Spell | 32/42 C | ||
| Flameburn Dragon■ When you put this creature into the battle zone, you may destroy one of your opponent's creatures with power 4000 or less. | Fire | 6 | 5000 | CreatureArmored Dragon | 33/42 C | |
| Reppi Aini■ When you put this creature into the battle zone, you may reveal the top 2 cards of your deck to all players. Choose a spell with Hyperspatial in its name from among them and put it into your hand, and put the rest into your graveyard. | Fire | 3 | 1000 | CreatureFire Bird | 34/42 C | |
| Cheering Pippi■ You may reduce the cost of summoning your Dragons by 1. However, the cost can't be reduced below 1. ■ You may reduce the cost of summoning your creatures with "Command" in their race by 1. However, the cost can't be reduced below 1. | Fire | 3 | 1000 | CreatureFire Bird/Flame Monster | 35/42 C | |
| Bronze-Arm Tribe■ When you put this creature into the battle zone, put the top card of your deck into your mana zone. | Nature | 3 | 1000 | CreatureBeast Folk | 36/42 C | |
| Hyperspatial Faerie Hole■ Put the top card of your deck into your mana zone. Choose 1 of the following. ▼ Choose any number of Psychic Creatures from your hyperspatial zone with total cost 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 | 37/42 C | ||
| Dimension Gate■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) ■ Look at your deck. You may choose a creature from it, show it to your opponent, and put it into your hand. Then shuffle your deck. | Nature | 3 | Spell | 38/42 C | ||
| Faerie Life■ Shield Trigger (When this spell is put into your hand from your shield zone, you may cast it immediately without paying its cost.) ■ Put the top card of your deck into your mana zone. | Nature | 2 | Spell | 39/42 C | ||
| Living Lithograph■ Put the top card of your deck into your mana zone. If that card is a creature, this turn, each of your creatures in the battle zone gets +2000 power. | Nature | 2 | Spell | 40/42 C | ||
| Jet R.E., Valiant Knight Saint■ When you put this card into your mana zone, put it in tapped. ■ When you put this creature into the battle zone, add the top card of your deck face down to your shield zone as a new shield. Then destroy 1 of your opponent's creatures that has "Blocker." | Light/Fire | 5 | 2000 | CreatureInitiate/Humanoid | 41/42 C | |
| Gantora Maxivus■ When you put this card into your mana zone, put it there tapped. ■ Whenever this creature attacks, you may put the top card of your deck into your mana zone. | Fire/Nature | 3 | 4000 | CreatureVehicle Bee | 42/42 C |