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 Jolt's Kangaroo archtype

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kangaroojolt
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Posts : 36
Join date : 2014-01-06
Age : 28
Location : adelaide/ austalia Norfolk/england

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PostSubject: Jolt's Kangaroo archtype   Sat Feb 08, 2014 2:45 pm

Fighter Kangaroo:
Earth
level 4
Beast
1900 atk 1000 def
Effect: once per turn, if this card successfully destroys an opponent's monster by battle, this card can make a 2nd attack in a row at n opponent's monster.
battle damage caused by this monster in battle is halfed.

High jump Kangaroo:
Earth
Level 5
beast
2300 atk 1300 def
Effect: If you control no monster's you can special summon this card from your hand in face up atk mode, this card cannot attack your opponent directly.

Mini Wallaby:
Earth
level 3
beast
1000 atk 1200 def
tuner
Effect: while you control a beast type monster, you can make this cards level 4
(this card can only be used for the synchro summon of a beast type synchro monster).

Rock Kangaroo:
Earth
level 4
beast
800 atk 2000 def
Effect: when this card is destroyed by your opponent (either by battle or by card effect) and sent to the graveyard. you can add one kangaroo monster or mini wallaby from your deck to your hand. whilst this card is on the field you opponent cannot attack kangaroo monster except this one.

Thunder Kangaroo:
Earth
level 4
beast
1800 atk 1400 def
Effect: When this card destroys an opponents monster by battle, you can inflict damage equal to the destroyed monster original attack. you can only use the eff of thunder kangaroo once per turn.

Mighty Kangaroo:
Earth
level 8
beast
2600 atk 2000 def
Synchro
1 tuner monster + 1 or more non tuner beast type monsters
Effect: Face up beast type monsters you control cannot be destroyed by card effects. once per turn when this card destroys an opponents monster by battle and sends it to the graveyard, this card can half its attack and attack once more this turn. You can only control one mighty kangaroo.

Bright outback:
Field spell card
Kangaroo monsters on the field gain 200 attack and defence.
Once per turn, when a face up kangaroo monster inflicts damage to you opponents life points, you can switch one monster you opponent controls to face up defence position.

Mob rule:
normal spell card
Target one face up kangaroo monster you control and increase its attack by 1000, this turn only the targeted monster can attack.

Birth Pouch:
Normal spell card
Add one Kangaroo monster or mini wallaby from your deck to your hand, you cannot special summon during the turn you activate this card, you can only activate one birth pouch per turn.

Ultimate Destruction Punch:
Trap card:
When an opponents monster attacks a face up kangaroo monster you control, special summon one level 4 or lower kangaroo monster from you graveyard in face up attack mode and it gains an additional 500 attack and becomes the target of the monsters attack. you can only activate one ultimate destruction punch per turn.

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kangaroojolt
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Age : 28
Location : adelaide/ austalia Norfolk/england

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PostSubject: Re: Jolt's Kangaroo archtype   Sat Feb 08, 2014 6:09 pm


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