DM26-SD1_Doki_Doki_Tsuyoi_Decks:_25_of_Royal_Roads
40 cards total

Light/ Water· Creature· Oracle Celes / King Command Dragon / Unknown
9 · #1 · Power 11000
■ This creature costs 1 less to summon for each spell in your graveyard. It can't cost 0 or less. Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.)
■ Double breaker (This creature breaks 2 shields.)
■ When you put this creature, return any number of spells from your graveyard to your hand.
■ Whenever this creature attacks, you may cast a spell from your hand for no cost.

Water· Spell
99 · #1
■ You may summon up to 4 Dolszak creatures from your hand or graveyard for no cost.
■ Take an extra turn after this one.

Light/ Water· Creature· Angel Command Dragon / Revolutionary / Team Doremi
8 · #1 · Power 12000
■ Revolution Change: Light or Water Dragon that costs 5 or more
■ Triple breaker
■ When you put this creature, you may cast a light spell that costs 5 or less from your hand for no cost. If you don't, draw a card.
■ Final Revolution: When you put this creature with "Revolution Change" and you haven't used another "Final Revolution" during this turn, your opponent can't summon creatures that cost 7 or less until the end of your opponent's next turn.

Light/ Water· Creature· Angel Command Dragon / Team Doremi / Revolutionary
7 · #1 · Power 7000
■ Revolution Change: Light or Water Dragon (When one of your Light or Water dragons attacks, you may switch that creature with this creature from your hand.)
■ Double breaker (This creature breaks 2 shields.)
■ When you put this creature, your opponent can't cast spells until the end of your opponent's next turn.

Water/ Fire· Spell
3 · #1
■ If you have 2 or more spells in your graveyard, this spell in your shield zone gets "shield trigger".
■ Choose 2 of the following. (You may choose the same one twice.) ► Choose one of your opponent's creatures. That creature can't attack or block until the start of your next turn. ► Discard a card from your hand and draw 2 cards. ► Put an element that costs 2 or less from your hand.

Light/ Water/ Nature· Spell
15 · #1
■ You may cast this spell by discarding 5 Snow Faerie creatures from your hand instead of paying the cost.
■ Destroy all your opponent's face up non-creature cards and put all your opponent's face up cards in their shield zone into their owner's graveyard.
■ Tap all your opponent's creatures and cards in their mana zone. They don't untap at the start of your opponent's next turn.


Light· Spell
3 · #1
Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
■ Each player puts all their creatures that cost the same as or more than the number of cards in their mana zones on the bottom of their decks in any order.

Fire· Spell
1 · #1
■ This turn, the next creature you summon may cost 1 less. It can't cost less than 1. When you put that creature, it gets "speed attacker" until the end of the turn.

Light/ Water/ Fire· Spell
3 · #1
■ Choose one of the following. ► Tap 3 of your opponent's creatures. ► Draw 3 cards. ► This turn, your next creature costs up to 3 less to summon. It can't cost 0 or less. When you put that creature, that creature gets "speed attacker" until the end of the turn. (A creature that has "speed attacker" doesn't get summoning sickness.)

Water· Spell
1 · #1
Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
■ Put a card from your mana zone into your hand. Then put a card from your hand into your mana zone.

Fire· Spell
2 · #1
Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
■ Choose one of the following. ► Discard a card from your hand, then draw 2 cards. ► Destroy one of your opponent's creatures that has power 2000 or less.

Fire· Spell
2 · #1
Shield Trigger Plus (When this spell is put into your hand from your shield zone, you may cast it for no cost. If it's your opponent's turn, and you have had 2 or more of your shields broken this turn, this spell gets its ability.)
■ Discard a card, then draw 2 cards. Choose one of your opponent's elements that costs 6 or less and destroy it.

Fire· Spell
1 · #1
Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)
■ Discard a card from your hand. Choose one of your opponent's elements that costs the same as or less than the discarded card from your hand, and destroy it.