Translation file for: Structure Deck - Lord of Magicians - (SD16-JP) Document version 1.0, last update 12/6/08 Created by Spikes and Baron http://www.dmcomet.net (c)12/2008 S&B Duel Monster Comet, all rights reserved ---------------------------------------------- UPDATE: v1.0 - Initial Version ---------------------------------------------- DISCLAIMER: This file is only for reference, and the translation provided are not official. I am not responsible for any changes by the official translation by Upperdeck/Konami (and that means YOU DON'T FREAKING USE MY FILE SAYING HOW UPPERDECK MESSED UP ON THE TRANSLATION EVEN IF THEY DID ALL THE TIME) Also, NEVER EVER COPY THIS FILE ANYWHERE, NO MATTER FORUMS OR SITES, without citing the source or gain permission by me for you (all) to use this. ------------------------------------------------------ HOW TO READ THIS FILE? Monster: (Card Set)-(Card Number) (Card Name) (Attribute)/(Type)-(Archetype)/(Level)/(Attack Strength)/(Defense) (Effect) Magic/Trap: (Card Set)-(Card Number) (Card Name) (Type of Magic/Trap) (Effect) ----------------------------------------------- Rarity List for this set: Ultra Rare (1): Holy Magical Lord Endymion (001) Super Rare (2): Saint Disenchanter (002) Magical Knight - Defender (003) Common: 37 All others ------------------------------------------------------- Card effect text translation: SD16-JP001 Holy Magical Lord Endymion Dark/Spellcaster/7/2700/1700 This card can be special summon from hand or Graveyard by removing 6 Magic Counters from [Magical City Endymion] on your field. When this is special summoned by this effect, add a Magic card from your Graveyard to hand. Once per turn, by discarding a Magic card from hand, destroy a card on the field. Ultra Rare SD16-JP002 Saint Disenchanter Light/Spellcaster/5/2000/2300 Once per turn, by removing a Magic Counter from the field, return a face-up Magic card on the field to hand. SD16-JP003 Magical Knight - Defender Light/Spellcaster/4/1600/2000 When this card is successfully summoned, put a Magic Counter onto this card (max. 1). When face-up Spellcaster type monster(s) are destroyed, instead you can remove the number of Spellcaster type monster destroyed of Magic Counters fromthe field. This effect can only be activate once per turn. SD16-JP004 Hannibal Necromancer Dark/Spellcaster/4/1400/1800 When this card is successfully summoned, put a Magic Counter onto this card (max. 1). Remove a Magic Counter from this card, destroy a face-up Trap card on the field. SD16-JP005 Silent Magician LV4 Light/Spellcaster/4/1000/1000 When opponent draws, put a Magic counter on this card (max. 5). Increase this card's attack strength by 500 for each Magic counter on this card. When there're 5 Magic counters on this card, you can send this face-up card at your next Standby Phase to special summon a [Silent Magician LV8] from your hand or deck. SD16-JP006 Silent Magician LV8 Light/Spellcaster/8/3500/1000 This card cannot be Normal Summoned. This card cannot be special summon outside of by effect of [Silent Magician LV4]. This card cannot be affect by effect of opponent's Magic. SD16-JP007 Summon Priest Dark/Spellcaster/4/800/1600 This card cannot be released. When this card is Normal Summon or Reverse Summon, switch it to defense mode. Discard a Magic card from your hand, special summon a monster with Level 4 from your deck. The monster special summon by this effect cannot attack that turn. This effect can only be use once per turn. SD16-JP008 Darkred Enchanter Dark/Spellcaster/6/1700/2200 When this card is successfully Summoned, put 2 Magic Counters onto this card. When you or opponent activates a Magic card, put a Magic counter onto this card. Increase this card's attack strength by 300 for each Magic Counter on this card. Also, you can remove 2 Magic Counters on this card, and randomly discard a card from opponent's hand. This effect can only be use once per turn. SD16-JP009 Skilled White Magician Light/Spellcaster/4/1700/1900 Whenever a Magic card is activated, put a Magic counter onto this card (max. 3). BY releasing this card with 3 Magic Counters on it, special summon a [Buster Blader] from your hand, deck, or Graveyard. SD16-JP010 Skilled Black Magician Dark/Spellcaster/4/1900/1700 Whenever a Magic card is activated, put a Magic counter onto this card (max. 3). BY releasing this card with 3 Magic Counters on it, special summon a [Black Magician] from your hand, deck, or Graveyard. SD16-JP011 Apprentice Magician Dark/Spellcaster/2/400/800 When this card is successfully Summon, Reverse Summon, or Special Summon, put a Magic counter onto a face-up card on the field that can have Magic Counter(s) on it. When this card is destroy as a result of battle, you can choose a Spellcaster type monsters with Level 2 or less from your deck and set it onto your field. SD16-JP012 Tenacious Old Magician Dark/Spellcaster/2/450/600 Reverse: Destroy a monster on your opponent's field. SD16-JP013 Magical Marionette Dark/Spellcaster/5/2000/1000 Whenever a Magic card is activated, put a Magic Couunter onto this card. For each Magic Counter on this card, increase this card's attack strength by 200. Remove 2 Magic Counters from this card, destroy a monster on the field. SD16-JP014 Magical Knight - Breaker Dark/Spellcaster/4/1600/1000 When this card is successfully summoned, put a Magic counter onto this card (max. 1). For each Magic counter on this card, increase this card's attack strength by 300. Remove a Magic counter from this card, destroy a Magic/Trap card on the field. SD16-JP015 Magical Plant - Mandragora Dark/Spellcaster/2/500/200 Reverse: Put a Magic Counter on all cards that Magic Counter can put on. SD16-JP016 Royal Magical Library Light/Spellcaster/4/0/2000 Whenever you or your opponent activates a Magic card, put a Magic Counter onto this card (max. 3). Remove 3 Magic Counters on this card, draw a card from your deck. SD16-JP017 Blood Magician - Magician of Purgatory - Fire/Spellcaster/4/1400/1700 Whenever a Magic card is activated, put a Magic counter onto this card. Remove any number of Magic Counter from this card, destroy a face-up monster on the field with attack strength lower than or equal to number of Magic counters removed * 700. SD16-JP018 Magical Beast - Cerberus Light/Spellcaster/4/1400/1400 Whenever a Magic card is activated, put a Magic counter on this card. For each Magic Counter on this card, increase this card's attack strength by 500. When this card battles, remove all Magic Counters from this card at the end of battle phase. SD16-JP019 Barrier Technique Master - Meiku Light/Spellcaster/4/1700/600 Release this card from your field to activate. Destroy a face-up Continuous Magic or Continuous Trap card on the field. SD16-JP020 Fortune Teller of Crystal Water/Spellcaster/1/100/100 Reverse: Look at the top 2 cards on your deck, put one into your hand and the rest to bottom of your deck. SD16-JP021 Magical City Endymion Magic - Field When you or opponent activates a Magic card, put a Magic Counter onto this card. When cards with Magic Counters on it is destroyed, put same amount of Magic Counters onto this card as number of Magic Counters on the destroyed card. Once per turn, when you activate card effect that would remove Magic Counter(s) from your field, instead you can remove Magic Counter(s) from this card. When this card is destroyed, instead you can remove a Magic Counter on this card. SD16-JP022 Mana Seize Magic - Normal Put a Magic Counter onto a face-up card on the field that ca have Magic Counter(s) put onto it. Afterward, you can add a [Mana Seize] from your deck into your hand. Only one [Mana Seize] can be activated once per turn. SD16-JP023 Magician's Cross Magic - Normal When there are 2 or more Spellcaster Type monsters on your field, choose 1 of them to activate. The attack strength of the chosen Spellcaster Type monster becomes 3000 until the end of turn. All Spellcaster Type monsters other than the chosen monster cannot attack during this turn. SD16-JP024 Mist Body Magic - Equipment When this card is equipped, the equipped monster cannot be destroy as result of battle (Damage Calculation is still applied) SD16-JP025 Hurricane Magic - Normal Return all Magic/Trap cards on the field to hand. SD16-JP026 Fissure Magic - Normal Destroy the face-up monster on opponent's field with the lowest attack strength. SD16-JP027 Power of Magicians Magic - Equipment Increase the attack and defense strength of the equipped monster by 500 for each Magic/Trap cards on your field. SD16-JP028 Terra Forming Magic - Normal Add a Field Magic card from your deck to hand. SD16-JP029 Megaton Magical Cannon Magic - Normal Remove 10 Magic COunters from your field. Destroy all cards on opponent's field. SD16-JP030 Magic Blast Magic - Normal Can be activated when there is a Spellcaster Type monster on your field. Deal damages to opponent equal to number of Spellcaster type monsters on your field x200. When this card is in your Graveyard, instead of Draw at your Draw Phase, you can add this card into your hand. SD16-JP031 Dimensional Magic Magic - Quickplay Can be activated when there is a face-up Spellcaster type monster on your field. Release a monster from your field, special summon a Spellcaster type monster from hand. Afterward, you can destroy a monster on the field. SD16-JP032 Twister Magic - Quickplay Pay 500 Life Points to activate. Destroy a face-up Magic/Trap card on the field. SD16-JP033 Magician's Circle Trap - Normal Can be activated when a Spellcaster Type monster declares attack. Both players choose a Spellcaster monster from their own deck with attack strength of 2000 or less and special summon it to their respective own field in face-up attack mode. SD16-JP034 Pitch-Black Power Stone Trap - Continuous After activation, put 3 Magic counters onto this card. Once during your turn, you may move a Magic counter from this card to another "card that can have Magic Counters put on it". When there are no Magic counters on this card, destroy this card. SD16-JP035 Hidden Magical Tomb Trap - Normal Can only be activated during your turn. Choose 2 Magic cards from your Graveyard, shuffle them into your deck. SD16-JP036 Resistance Spell Trap - Counter Remove 2 Magic Counters from your field. Negate the activation of a Magic card and destroy it. SD16-JP037 Babel Tower Trap - Continuous When a Magic card is activated, put a Magic Counter onto this card. Destroy this card when the 4th Maic Counter is put onto this card, and deal 3000 damages to the player that activated that Magic card. SD16-JP038 Magic Cylinder Trap - Normal Negate the attack of an opponent's monster, deal damages to opponent equal to the attack strength of that monster. SD16-JP039 Ascending Black Horn Trap - Counter Negate the special summon of an opponent's monster and destroy it. END.