Card Name | Rarity | Number | Structure Deck: Cyber Dragon Revolution Lowest Price (NM) |
|
---|---|---|---|---|
Dimensional Prison | Common | SDCR-EN033 | $4.00 | Buy |
Cyber Dragon Core | Super Rare | SDCR-EN001 | $2.00 | Buy |
Super Polymerization | Common | SDCR-EN021 | $2.60 | Buy |
Cyber Twin Dragon | Ultra Rare | SDCR-EN037 | $0.95 | Buy |
Cyber Dragon Nova | Ultra Rare | SDCR-EN038 | $1.89 | Buy |
Proto-Cyber Dragon | Common | SDCR-EN005 | $0.13 | Buy |
Limiter Removal | Common | SDCR-EN023 | $0.19 | Buy |
Cyber Dragon (White) | Common | SDCR-EN003 | $0.13 | Buy |
Call of the Haunted | Common | SDCR-EN036 | $0.18 | Buy |
Waboku | Common | SDCR-EN035 | $0.29 | Buy |
Malevolent Catastrophe | Common | SDCR-EN034 | $0.18 | Buy |
Cyber Dragon (Black) | Common | SDCR-EN003 | $0.20 | Buy |
Trap Stun | Common | SDCR-EN032 | $0.24 | Buy |
Three of a Kind | Common | SDCR-EN031 | $0.20 | Buy |
Cybernetic Hidden Technology | Common | SDCR-EN030 | $0.24 | Buy |
Cyber Network | Common | SDCR-EN029 | $0.20 | Buy |
Machina Armored Unit | Common | SDCR-EN028 | $0.14 | Buy |
Light of Redemption | Common | SDCR-EN027 | $0.15 | Buy |
Mystical Space Typhoon | Common | SDCR-EN026 | $0.44 | Buy |
D.D.R. - Different Dimension Reincarnation | Common | SDCR-EN025 | $0.28 | Buy |
Megamorph | Common | SDCR-EN024 | $0.20 | Buy |
Power Bond | Common | SDCR-EN022 | $0.19 | Buy |
Cyber Valley | Common | SDCR-EN006 | $0.16 | Buy |
Solar Wind Jammer | Common | SDCR-EN013 | $0.15 | Buy |
Cyber Larva | Common | SDCR-EN007 | $0.07 | Buy |
Cyber Phoenix | Common | SDCR-EN008 | $0.01 | Buy |
Cyber Dinosaur | Common | SDCR-EN009 | $0.13 | Buy |
Cyber Eltanin | Common | SDCR-EN010 | $0.19 | Buy |
Armored Cybern | Common | SDCR-EN011 | $0.13 | Buy |
Satellite Cannon | Common | SDCR-EN012 | $0.20 | Buy |
Jade Knight | Common | SDCR-EN014 | $0.10 | Buy |
Cyber Dragon Zwei | Common | SDCR-EN004 | $0.09 | Buy |
Falchion Beta | Common | SDCR-EN015 | $0.07 | Buy |
Reflect Bounder | Common | SDCR-EN016 | $0.63 | Buy |
The Light - Hex-Sealed Fusion | Common | SDCR-EN017 | $0.66 | Buy |
Shining Angel | Common | SDCR-EN018 | $0.18 | Buy |
Cyber Dragon Drei | Super Rare | SDCR-EN002 | $0.14 | Buy |
Evolution Burst | Common | SDCR-EN020 | $0.09 | Buy |
Cyber Repair Plant | Common | SDCR-EN019 | $0.12 | Buy |
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Activate only when your opponent declares an attack. Remove from play the attacking monster.
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When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
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Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. Cards and effects cannot be activated in response to this card's activation.
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"Cyber Dragon" + "Cyber Dragon"
A Fusion Summon of this card can only be done with the above Fusion Materials. This card can make a second attack during each Battle Phase.
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2 Level 5 Machine monsters
Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.
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This card's name becomes "Cyber Dragon" while on the field.
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Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters.
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If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
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Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is removed from the field, destroy the monster. When the monster is destroyed, destroy this card.
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When an opponent's monster declares an attack: Destroy all Spell and Trap Cards on the field.
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If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
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If you control 3 or more monsters with the same name, except Tokens: Target 3 cards your opponent controls; destroy those targets.
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When an opponent's monster declares an attack, you can send 1 "Cyber Dragon" you control, or a Fusion Monster you control that lists "Cyber Dragon" as a Fusion Material Monster to the Graveyard. Destroy the attacking monster.
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Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine monster from your Deck. When this card is sent from the field to the GY: Special Summon as many of your banished LIGHT Machine monsters as possible, and if you do, destroy all Spells and Traps you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.
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Once per turn, when a Machine monster is destroyed by battle and sent to your GY: You can Special Summon 1 Machine monster from your Deck that has the same Attribute and less ATK than that destroyed monster in the GY.
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Pay 800 Life Points, then target 1 of your banished LIGHT monsters; add that target to your hand.
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Discard 1 card, then target 1 of your banished monsters; Special Summon it in Attack Position, and equip it with this card. When this card leaves the field, destroy the equipped monster.
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Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.
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You can use 1 of these effects.
• When this card is targeted for an attack by an opponent's monster: You can banish this card; draw 1 card, then end the Battle Phase.
• You can target 1 face-up monster you control and this card; banish both that target and this card, then draw 2 cards.
• You can target 1 card in your GY; banish both this card and 1 card from your hand, then place that target on top of the Deck.
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If you control no monsters, you can Special Summon this card (from your hand), but its original ATK and DEF become halved. During each of your Standby Phases: Increase the Level of this card by 1. There can only be 1 face-up "Solar Wind Jammer" on the field.
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If this face-up card is targeted for an attack: You take no battle damage for the rest of this turn. When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 "Cyber Larva" from your Deck.
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While this card is in Attack Position, negate any Spell/Trap effects that target 1 Machine monster you control (and no other cards). When this card is destroyed by battle and sent to the GY: You can draw 1 card.
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When your opponent Special Summons a monster from their hand (except during the Damage Step): You can Special Summon this card from your hand.
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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing all LIGHT Machine monsters from your field and GY. This card's ATK/DEF become the number of monsters banished for its Special Summon x 500. When this card is Special Summoned: Send all other face-up monsters on the field to the GY.
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Once per turn, you can either: Target 1 "Cyber Dragon" you control, or 1 Fusion Monster you control that lists "Cyber Dragon" as Fusion Material; equip this card to that target, OR: Unequip this card and Special Summon it. Once per turn, while equipped to a monster by this effect: You can target 1 face-up monster on the field; the equipped monster loses exactly 1000 ATK (even if this card leaves the field), and if it does, destroy that target. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
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This card cannot be destroyed by battle with a Level 7 or lower monster. During each of your End Phases, this card gains 1000 ATK. If this card attacks, its ATK is returned to 0, after damage calculation.
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Face-up Machine-Type monsters you control with 1200 or less ATK cannot be destroyed by the effects of Trap Cards. When this face-up card is destroyed by battle and sent to the Graveyard, you can add 1 Level 4 LIGHT Machine-Type monster from your Deck to your hand.
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If this card attacks an opponent's monster, it gains 300 ATK during the Damage Step only. Once per turn: You can reveal 1 Spell in your hand; this card's name becomes "Cyber Dragon" until the End Phase. This card's name becomes "Cyber Dragon" while in the GY.
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When this card destroys a monster by battle, select and activate 1 of the following effects. Send 1 LIGHT Machine-Type monster with 1200 or less ATK from your Deck to the Graveyard. Special Summon 1 LIGHT Machine-Type monster with 1200 or less ATK from yo
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When this face-up Attack Position card is attacked by an opponent's monster, before damage calculation, inflict damage to your opponent equal to the attacking monster's ATK. Then, destroy this card after damage calculation.
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You can substitute this card for any 1 Fusion Material Monster. The other Fusion Material Monster(s) must be the correct one(s). By Tributing Fusion Material Monsters on the field, including this card, Special Summon 1 LIGHT Fusion Monster from your Fusion Deck.
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When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 LIGHT monster with 1500 or less ATK from your Deck, in face-up Attack Position.
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When this card is Normal Summoned: You can make all "Cyber Dragon" you currently control become Level 5. You cannot Special Summon any monsters during the turn you activate this effect, except Machine monsters. If this card is banished: You can target 1 "Cyber Dragon" you control; it cannot be destroyed by battle or by card effects this turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
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If you control a "Cyber Dragon": Target 1 card your opponent controls; destroy that target. "Cyber Dragons" cannot attack the turn you activate this card.
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If "Cyber Dragon" is in your GY: You can activate 1 of these effects. If you have 3 or more "Cyber Dragon" in your GY at activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn.
• Add 1 LIGHT Machine monster from your Deck to your hand.
• Target 1 LIGHT Machine monster in your GY; shuffle that target into your Deck.