Card Name | Rarity | Number | Dark Saviors Lowest Price (NM) |
|
---|---|---|---|---|
Sky Striker Maneuver - Afterburners! | Secret Rare | DASA-EN031 | $11.11 | Buy |
Beat, Bladesman Fur Hire | Secret Rare | DASA-EN017 | $7.99 | Buy |
Sky Striker Mobilize - Engage! | Secret Rare | DASA-EN030 | $6.49 | Buy |
Mayhem Fur Hire | Secret Rare | DASA-EN025 | $7.00 | Buy |
Sky Striker Mecha - Widow Anchor | Secret Rare | DASA-EN034 | $5.73 | Buy |
Sky Striker Mecha Modules - Multirole | Secret Rare | DASA-EN038 | $3.30 | Buy |
Sky Striker Airspace - Area Zero | Super Rare | DASA-EN039 | $2.50 | Buy |
Rafale, Champion Fur Hire | Secret Rare | DASA-EN023 | $1.89 | Buy |
Sky Striker Mecha - Shark Cannon | Secret Rare | DASA-EN036 | $0.49 | Buy |
Sky Striker Mecharmory - Hercules Base | Super Rare | DASA-EN037 | $0.15 | Buy |
Armageddon Knight | Super Rare | DASA-EN040 | $0.25 | Buy |
Plaguespreader Zombie | Super Rare | DASA-EN041 | $1.15 | Buy |
Dark Grepher | Super Rare | DASA-EN042 | $1.75 | Buy |
Toon Table of Contents | Super Rare | DASA-EN043 | $2.28 | Buy |
The Monarchs Stormforth | Super Rare | DASA-EN044 | $0.20 | Buy |
Drowning Mirror Force | Super Rare | DASA-EN045 | $0.25 | Buy |
Mystic Tomato | Super Rare | DASA-EN046 | $0.72 | Buy |
Vampiric Orchis | Super Rare | DASA-EN047 | $0.01 | Buy |
Vampiric Koala | Super Rare | DASA-EN048 | $0.05 | Buy |
Vampire Sorcerer | Super Rare | DASA-EN049 | $0.14 | Buy |
Vampire Vamp | Super Rare | DASA-EN050 | $0.35 | Buy |
Kuribandit | Super Rare | DASA-EN051 | $0.05 | Buy |
Scapegoat | Super Rare | DASA-EN052 | $0.16 | Buy |
Reinforcement of the Army | Super Rare | DASA-EN053 | $1.09 | Buy |
Allure of Darkness | Super Rare | DASA-EN054 | $0.74 | Buy |
Magical Citadel of Endymion | Secret Rare | DASA-EN055 | $0.15 | Buy |
Spell Power Grasp | Super Rare | DASA-EN056 | $0.07 | Buy |
Quick Booster | Super Rare | DASA-EN057 | $0.03 | Buy |
Foolish Burial Goods | Super Rare | DASA-EN058 | $0.49 | Buy |
Mirror Force | Super Rare | DASA-EN059 | $0.65 | Buy |
Sky Striker Mecha - Eagle Booster | Super Rare | DASA-EN035 | $0.80 | Buy |
Vampire Familiar | Super Rare | DASA-EN001 | $0.35 | Buy |
Sky Striker Mecha - Hornet Drones | Super Rare | DASA-EN033 | $1.00 | Buy |
Sky Striker Maneuver - Jamming Waves! | Secret Rare | DASA-EN032 | $1.32 | Buy |
Vampire Fraulein | Secret Rare | DASA-EN003 | $0.95 | Buy |
Vampire Grimson | Super Rare | DASA-EN004 | $0.10 | Buy |
Vampire Scarlet Scourge | Secret Rare | DASA-EN005 | $0.35 | Buy |
Vampire Red Baron | Super Rare | DASA-EN006 | $0.10 | Buy |
Dhampir Vampire Sheridan | Secret Rare | DASA-EN007 | $0.99 | Buy |
Vampire's Desire | Secret Rare | DASA-EN008 | $0.29 | Buy |
Vampire's Domain | Secret Rare | DASA-EN009 | $0.73 | Buy |
Vampire Awakening | Super Rare | DASA-EN010 | $0.30 | Buy |
Vampire Domination | Secret Rare | DASA-EN011 | $0.25 | Buy |
Shadow Vampire | Super Rare | DASA-EN012 | $0.08 | Buy |
Crimson Knight Vampire Bram | Super Rare | DASA-EN013 | $0.10 | Buy |
Donpa, Marksman Fur Hire | Super Rare | DASA-EN014 | $0.45 | Buy |
Recon, Scout Fur Hire | Super Rare | DASA-EN015 | $0.12 | Buy |
Helmer, Helmsman Fur Hire | Super Rare | DASA-EN016 | $0.18 | Buy |
Seal, Strategist Fur Hire | Super Rare | DASA-EN018 | $0.30 | Buy |
Bravo, Fighter Fur Hire | Super Rare | DASA-EN019 | $0.12 | Buy |
Sagitta, Maverick Fur Hire | Secret Rare | DASA-EN020 | $0.24 | Buy |
Dyna, Hero Fur Hire | Secret Rare | DASA-EN021 | $0.19 | Buy |
Wiz, Sage Fur Hire | Secret Rare | DASA-EN022 | $1.00 | Buy |
Fandora, the Flying Furtress | Super Rare | DASA-EN024 | $0.05 | Buy |
Training Fur Hire, Fur All Your Training Needs | Secret Rare | DASA-EN026 | $0.19 | Buy |
Sky Striker Ace - Kagari | Super Rare | DASA-EN027 | $0.15 | Buy |
Sky Striker Ace - Shizuku | Super Rare | DASA-EN028 | $0.85 | Buy |
Sky Striker Ace - Raye | Super Rare | DASA-EN029 | $0.09 | Buy |
Vampire Retainer | Super Rare | DASA-EN002 | $0.48 | Buy |
Horn of the Phantom Beast | Super Rare | DASA-EN060 | $0.03 | Buy |
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If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.
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During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Beat, Bladesman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 monster "Fur Hire" from your Deck to your hand, except "Beat, Bladesman Fur Hire". You can only use each effect of "Beat, Bladesman Fur Hire" once per turn.
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If you control no monsters in your Main Monster Zones: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card.
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Target 1 monster "Fur Hire" in your GY; Special Summon it in Defense Position. You can only activate 1 "Mayhem Fur Hire" per turn.
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If you control no monsters in your Main Monster Zones: Target 1 Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.
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Once per turn: You can target 1 other card you control; send that card to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations for the rest of this turn (even this cards leaves the field). Once per turn, during the End Phase: You can Set "Sky Striker" Spells with different names from your GY, up to the number of "Sky Striker" Spell Cards you activated this turn while this card was face-up on the field, but banish them when they leave the field.
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You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest back into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn.
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If this card is Special Summoned: You can excavate the top cards of your Deck, equal to the number of monsters "Fur Hire" you control with different names, except "Rafale, Champion Fur Hire", and if you do, add 1 of them to your hand, also shuffle the rest back into the Deck. When your opponent activates a monster effect (Quick Effect): You can discard 1 card "Fur Hire"; negate the activation. You can only use each effect of "Rafale, Champion Fur Hire" once per turn.
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If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish it, or, if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.
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Activate this card only if you control no monsters in your Main Monster Zone. The equipped monster cannot attack directly. It can make a second attack on monsters during each Battle Phase. If the equipped monster destroys a monster by its attack while you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 “Sky Striker” cards in your GY, except “Sky Striker Mecharmory - Hercules Base”; shuffle them into the Deck.
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When this card is Summoned: You can send 1 DARK monster from your Deck to the GY.
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If this card is in your GY: You can place 1 card from your hand on the top of the Deck; Special Summon this card, but banish it when it leaves the field.
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You can Special Summon this card (from your hand) by discarding 1 Level 5 or higher DARK monster. Once per turn: You can discard 1 DARK monster; send 1 DARK monster from your Deck to the GY.
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Once during this turn, if you would Tribute a monster for a Tribute Summon, you can Tribute 1 monster your opponent controls even though you do not control it. You can only activate 1 "The Monarchs Stormforth" per turn. During the turn you activate this card, you cannot Special Summon monsters from the Extra Deck.
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When an opponent's monster declares a direct attack: Shuffle all your opponent's Attack Position monsters into the Deck.
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When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 DARK 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 Special Summon 1 "Des Dendle" from your hand.
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If this card inflicts battle damage to your opponent by battle with a monster: Gain LP equal to the battle damage inflicted.
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If this card in your possession is sent to your GY by your opponent's card: You can add 1 DARK "Vampire" monster or 1 "Vampire" Spell/Trap from your Deck to your hand. You can banish this card from your GY; 1 DARK "Vampire" monster you Normal Summon this turn can be Summoned without Tributing.
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Once per turn, when this card or a "Vampire" monster is Normal Summoned to your field: You can target 1 face-up monster your opponent controls, whose ATK is higher than this card's; equip it to this card. This card gains ATK equal to the combined original ATK of the monsters equipped to it by this effect. If this card is sent to the GY, while equipped with a card(s) by this effect: Special Summon this card.
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During the End Phase, if this card was Normal Summoned this turn: You can Tribute this card; excavate the top 5 cards of your Deck, you can add 1 excavated Spell/Trap to your hand, also send the remaining cards to the GY.
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Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
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Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.
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Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. If a card with a Spell Counter(s) is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card effect by removing a Spell Counter(s) from your side of the field, you can remove that many Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead.
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Target 1 face-up card on the field that you can place a Spell Counter on; place 1 Spell Counter on that target, then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn.
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Target 1 Quick-Play Spell in your GY, except "Quick Booster"; shuffle that target into the Deck. If this card you control is destroyed by your opponent's card and sent to your GY: You can add 1 Quick-Play Spell from your Deck to your hand, except "Quick Booster".
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Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn.
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When an opponent's monster declares an attack: Destroy all Attack Position monsters your opponent controls.
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If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; that target is unaffected by card effects this turn, except its own, and if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.
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If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" monster from your Deck to your hand, except "Vampire Familar". If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Familiar" once per turn.
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If you control no monsters in your Main Monster Zones: Special Summon 1 "Sky Striker Ace Token" (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, which cannot be Tributed, and if you have 3 or more Spells in your GY when this effect resolves, the Token's ATK/DEF become 1500.
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If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.
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When a monster declares an attack: You can Special Summon this card from your hand in Defense Position. You can only use this effect of "Vampire Fraulein" once per turn. Once per battle, if your Zombie monster battles an opponent's monster, during damage calculation (Quick Effect): You can pay LP in multiples of 100 (max. 3000); your battling monster gains that much ATK/DEF during that damage calculation only. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
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If a monster(s) you control would be destroyed by battle or an opponent's card effect, you can pay 1000 LP for monster that would be destroyed, instead (you must protect all your monsters that would be destroyed, if you use this effect). At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
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If this card is Normal or Special Summoned: You can pay 1000 LP, then target 1 "Vampire" monster in your GY, except "Vampire Scarlet Scourge"; Special Summon it, but it cannot attack this turn. You can only use this effect of "Vampire Scarlet Scourge" once per turn. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
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Once per turn: You can pay 1000 LP, then target 1 monster your opponent controls and 1 other "Vampire" monster you control; switch control of those monsters. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
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2+ Level 6 monsters
If you Xyz Summon this card by using a monster that is owned by your opponent as material, that monster’s Level is treated as 6. Once per turn: You can detach 1 material from this card, then target 1 card your opponent controls; send it to the GY. Once per turn, if a monster(s) on the field is sent to your opponent’s GY by a card effect, or is destroyed by battle and sent to your opponent’s GY: You can detach 1 material from this card; Special Summon 1 of that monster(s) to your field in Defense Position.
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Activate 1 of these effects.
• Target 1 face-up monster you control; send 1 "Vampire" monster from your Deck to the GY with a different Level from that monster, and if you do, that monster becomes the Level of that sent monster until the end of this turn.
• Target 1 "Vampire" monster in your GY; send 1 monster you control to the GY, and if you do, Special Summon the targeted monster.
You can only activate 1 "Vampire's Desire" per turn.
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Once per turn: You can pay 500 LP; during your Main Phase this turn, you can Normal Summon 1 "Vampire" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Each time your "Vampire" monster inflicts battle damage to your opponent: Gain the same amount of LP.
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Special Summon 1 "Vampire" monster from your Deck, but destroy it during the End Phase of this turn. You can only activate 1 "Vampire Awakening" per turn.
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When a Spell/Trap Card, or monster effect, is activated while you control a "Vampire" monster: Negate the activation, and if you do, destroy that card, then, if it was a Monster Card, gain LP equal to its original ATK. You can only activate 1 "Vampire Domination" per turn.
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Cannot be used as material for an Xyz Summon, except for the Xyz Summon of a DARK monster. When this card is Normal Summoned: You can Special Summon 1 DARK "Vampire" monster from your hand or Deck, except "Shadow Vampire", but monsters you control cannot attack for the rest of this turn, except that Special Summoned monster.
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2 Level 5 Zombie monsters
You can detach 1 material from this card, then target 1 monster in your opponent's GY; Special Summon that target to field, but only that monster can attack for the rest of this turn. You can only use this effect of "Crimson Knight Vampire Bram" once per turn. Once per turn, during the Standby Phase of the next turn after this card you controlled was destroyed by your opponent's card and sent to your GY: Special Summon this card in Defense Position.
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During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Donpa, Marksman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 face-up card on the field; destroy it. You can only use each effect of "Donpa, Marksman Fur Hire" once per turn.
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During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Recon, Scout Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 Set card on the field; destroy it. You can only use each effect of "Recon, Scout Fur Hire" once per turn.
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During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Helmer, Helmsman Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster: You can discard 1 card "Fur Hire"; draw 1 card. You can only use each effect of "Helmer, Helmsman Fur Hire" once per turn.
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During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Seal, Strategist Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster (except during the Damage Step): You can target 1 monster "Fur Hire" in your GY; add it to your hand. You can only use each effect of "Seal, Strategist Fur Hire" once per turn.
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During your Main Phase: You can Special Summon 1 monster "Fur Hire" from your hand, except "Bravo, Fighter Fur Hire". If a monster "Fur Hire" is Special Summoned to your field while you control this monster: You can have all monsters "Fur Hire" currently on the field gain 500 ATK/DEF until the end of this turn. You can only use each effect of "Bravo, Fighter Fur Hire" once per turn.
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If this card is Special Summoned: You can inflict 500 damage to your opponent for each monster "Fur Hire" you control with a different name, except "Sagitta, Maverick Fur Hire". You can only use this effect of "Sagitta, Maverick Fur Hire" once per turn. Your opponent cannot target monsters "Fur Hire" you control with card effects, except this one.
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If this card is Special Summoned: You can banish cards from your opponent's GY, up to the number of monsters "Fur Hire" you control with different names. You can only use this effect of "Dyna, Hero Fur Hire" once per turn. Monsters your opponent controls cannot target monsters "Fur Hire" for attacks, except this one.
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If this card is Special Summoned: You can gain 500 LP for each monster "Fur Hire" you control with a different name, except "Wiz, Sage Fur Hire". When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can discard 1 card "Fur Hire"; negate the activation. You can only use each effect of "Wiz, Sage Fur Hire" once per turn.
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During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 monster "Fur Hire" from your Deck to your hand. If you control 5 or more monsters "Fur Hire" with different names: You can send this card from the Field Zone to the GY; destroy all cards your opponent controls, also, for the rest of this turn, your opponent takes no damage.
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If a face-up monster(s) "Fur Hire" you control is destroyed by battle or an opponent's card effect: You can target 1 of those monsters; Special Summon 1 monster "Fur Hire" from your Deck. whose Level is lower than target's original Level. You can only use this effect of "Training Fur Hire, Fur All Your Training Needs" once per turn.
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1 non-FIRE "Sky Striker Ace" monster
If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn.
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1 non-WATER "Sky Striker Ace" monster
Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand with a different name from every card in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.
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You can Tribute this card (Quick Effect): Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn.
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If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" Spell/Trap from your Deck to your hand. If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Retainer" once per turn.
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Target 1 Beast or Beast-Warrior monster you control; equip this card to that target. It gains 800 ATK. If the equipped monster destroys your opponent's monster by battle and sends it to the GY: Draw 1 card.