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Translation File - DM-28 Battle Galaxy (Commons only)

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Translation File - DM-28 Battle Galaxy (Commons only) Empty Translation File - DM-28 Battle Galaxy (Commons only)

Post  AlphadiosThe2nd Sun Jun 15, 2008 11:33 am

Translation File : DM-28 Battle Galaxy (to be updated; this is done up by Ryoma_Echizen and will be further edited with compatible names by me Very Happy)

Rules Primer for DM-28
There are many new mechanics introduced in DM-28 because it is the first set in the block. Also the cross gear card type returns so I will go over it as well.

Cross Gears all have the following text: “Put this card in the battle zone when cast. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.” Whenever I have the “ –Cross Gear” text that’s what it means. Cross is just another word for “equip”.

When you pay the cross gear’s cost again to cross, remember that you need to have at least 1 mana of each of the colors of that cross gear. So to cross a fire cross gear you need to pay at least 1 fire mana to cross it with another creature.

Cross Gears stay on the respective creature(s) when it is evolved/linked or in the cases of Royal Durian/Soul Phoenix devolved.

There are some creatures in this set with “Accelerator” abilities that activate when they are crossed with cross gears.

There are multiple evolution creatures that evolve from the mana zone in this set. Simply put the mana evolution creature on top of the indicated card(s) in your mana zone and put the stack into the battle zone. For Mana Vortex and Mana Galaxy Vortex evolutions put the cards to be evolved into a stack and place the corresponding Mana Vortex or Mana Galaxy Vortex on top of them.

There is a new mechanic “Shield Plus” in this set. It means to put the top card of your deck under one of your shields. Each stack is still 1 shield but it when broken you get all the cards in the stack and you can activate Shield Trigger should any of the cards have that ability. However be careful as not all Shield Plus creatures activate upon summon. Some activate their Shield Plus ability on attack or destruction. There is no limit to the amount of cards that can be under a shield so go crazy.

There is one creature with “Super Shield Plus” Unlike Shield Plus you put the top card of your deck under each shield so if you have 5 shields you would put 5 cards in total underneath your shields with 1 card going under each shield. Don’t deck yourself.

There is a new mechanic “Shield Force” in this set. When you put a Shield Force creature into the battle zone you choose a shield and as long as that shield remains in play that creature has that Shield Force ability. Once the SF creature loses its ability due to a shield break it can’t be regained unless you put that SF creature into the battle zone again and re-choose a shield. To make things easy on everyone put the SF creature in front of the shield you chose for it.

There is a new mechanic “Samurai Generation” in this set. Creatures with this ability allow you to generate a cross gear into the battle zone for free upon their being put into the battle zone. Generate just means to put a cross gear into the battle zone.

There are new creature types “Samurai” and “Knight” in this set. They differ from normal creature types because the Samurai type appears on certain cross gears and the Knight type appears on certain spells. This means if a card lets you search for a Samurai or Knight card you can choose a Knight spell or a Samurai cross gear.

There is an ability on Knight spells called “Knight Magic” it lets you use the spell effect of that spell once more if you have a Knight in the battle zone. For example if the spell effect is to draw 2 cards and you have a Knight in the battle zone you would draw 4 cards. There is a creature in this set that lets you use your KM abilities an additional time. Should you have this creature in the battle zone you would draw 6 cards.

Many creatures have zany prefixes or suffixes to their names. I don’t know why WoTC decided to up this count but I thought I should mention it.

------------
Duel Masters Set 28 (Battle Galaxy) Translation File
Version 0.99 (no flavor) Completed: June 14th, 2008
Translation by Ryoma Echizen (aka Jouiba)

Miruth, Spirit Barrier Vizier
Creature / Light / 5 / Initiate / 4500
-When you put this creature into the battle zone, you may choose 1 of your opponent’s creatures and tap it.
-When your opponent attacks your creatures, this creature gains “Blocker” until the end of that attack.
70/110 (Common)

Riku, the Prophet
Creature / Light / 5 / Light Bringer / 1000
-Shield Trigger
-If you have 2 shields or less when you put this creature into the battle zone, add the top card of your deck to your shields face down.
71/110 (Common)

Hyou, the Prophet
Creature / Light / 3 / Light Bringer / 4000
-Blocker
-This creature can’t attack players.
-Shield Plus: When this creature is destroyed, put the top card of your deck face down under 1 of your shields. (Each card stack is still considered to be 1 shield.)
72/110 (Common)

Lazerion, Light Attack Soldier
Creature / Light / 3 / Great Mecha King / 3500
[This creature has no effect text]
73/110 (Common)

Pure Landers
Creature / Light / 3 / Shine Monster / 2000
-Shield Plus: When you put this creature into the battle zone, put the top card of your deck face down under 1 of your shields. (Each card stack is still considered to be 1 shield.)
74/110 (Common)

Bagris, Vizier of Turbulence
Creature / Light / 3 / Initiate / 1000
-Shield Force (When you put this creature into the battle zone, you may choose one of your shields. While the chosen shield remains in the shield zone, this creature gains the following {SF} abilities):
{SF}: You may untap 1 of your creatures at the end of each turn.
75/110 (Common)

La Ura Giga, Sky Guardian
Creature / Light / 1 / Guardian / 2000
-Blocker
-This creature can’t attack players.
76/110 (Common)

Magic Shot – Chain Spark
Spell / Light / 2 / Knight
- {KM} Choose 1 of your opponent’s creatures and tap it.
-Knight Magic (If there is a Knight in your battle zone, you may use this spell’s {KM} ability once more.)
77/110 (Common)

Hoihoizer, the Sudden Moonlight
Creature / Water / 6 / Great Mecha King / 3000
-Shield Trigger
-Blocker
-This creature can’t attack.
78/110 (Common)

Hulk Crawler
Creature / Water / 4 / Earth Eater / 3000
-Blocker
-This creature can’t attack.
-When you put this creature into the battle zone, you may draw a card.
79/110 (Common)

Sir Leopol Deenay, the Ice Fang
Creature / Water / 4 / Cyber Virus + Knight / 2000
-Whenever you cast a spell, you may draw a card.
80/110 (Common)

Pinya-co Lada
Creature / Water / 3 / Splash Queen / 3000
-Blocker
-This creature can’t attack.
-This creature can’t be attacked.
81/110 (Common)

Franz the 1st, the Ice Fang
Creature / Water / 3 / Cyber Lord + Knight / 2000
-Your spells cost 1 less to cast. However, they can’t cost less than 1.
82/110 (Common)

Deepsea Douzan
Creature / Water / 3 / Blue Monster / 2000
-Accelerator (While this creature is crossed with a cross gear, this creature gains the following {Accelerator} ability):
{Accelerator}: When this creature attacks your opponent and isn’t blocked, you may return 1 creature in the battle zone with less power than this creature to its owner’s hand.
83/110 (Uncommon)

Aqua Belala
Creature / Water / 2 / Liquid People / 1000
-Whenever another creature is put into the battle zone, you may look at the top card of either player’s deck. Then, you may put that card on the bottom of that player’s deck.
84/110 (Common)

Magic Shot – Open Brain
Spell / Water / 5 / Knight
-Shield Trigger
- {KM} Draw 2 cards.
-Knight Magic (If there is a Knight in your battle zone, you may use this spell’s {KM} ability once more.)
85/110 (Common)

Saving Sword – Memory Accela
Cross Gear / Water / 1 / Samurai
-Cross Gear
-When the crossed creature attacks, you may draw a card.
86/110 (Common)

Fuuma Zurmel
Creature / Darkness / 5 / Grand Devil / 5000
-Shield Plus: When you put this creature into the battle zone, put the top card of your deck face down under 1 of your shields. (Each card stack is still considered to be 1 shield.)
87/110 (Common)

Darkness Southern
Creature / Darkness / 5 / Dark Monster / 3000
-Shield Trigger
-When you put this creature into the battle zone, until the end of the turn all of your opponent’s creatures get -1000 power.
88/110 (Common)

Marquis Aleksei, Demon Eyed Gunman
Creature / Darkness / 4 / Dark Lord + Knight / 1000
-Shield Trigger
-When you put this creature into the battle zone, return 1 Samurai or cross gear in the battle zone to the bottom of its owner’s deck.
89/110 (Common)

Trappy Trap Man
Creature / Darkness / 3 / Hedrian / 3000
-When this creature is attacked, it gains “Slayer” until the end of the turn.
90/110 (Common)

Fuuma Albaram
Creature / Darkness / 3 / Grand Devil / 1000+
-Blocker
-This creature can’t attack.
-Shield Force (When you put this creature into the battle zone, you may choose one of your shields. While the chosen shield remains in the shield zone, this creature gains the following {SF} abilities):
{SF}: This creature gets +4000 power.
91/110 (Common)

Bombra 1, Exploding Whale Doll
Creature / Darkness / 3 / Death Puppet / 1000
-Slayer
92/110 (Common)

Magic Shot – Dual Zanzibar
Spell / Darkness / 4
- {KM} Choose one of your opponent’s creatures in the battle zone. Until the end of the turn, that creature gets -2000 power.
-Knight Magic (If there is a Knight in your battle zone, you may use this spell’s {KM} ability once more.)
93/110 (Common)

Bubble Trap
Spell / Darkness / 4
-Return 1 of your shields to your hand. You can’t use the shield trigger ability of that shield.
-Destroy 1 of your opponent’s non-evolution creatures.
94/110 (Common)

Crimson Ash Lord
Creature / Fire / 4 / Flame Monster / 5000
-Speed Attacker
-Return this creature to your hand at the end of your turn.
95/110 (Common)

Concone, Master of Hiding
Creature / Fire / 3 / Dreammate / 3000
-Shield Force (When you put this creature into the battle zone, you may choose one of your shields. While the chosen shield remains in the shield zone, this creature gains the following {SF} abilities):
{SF}: This creature can’t be attacked.
96/110 (Common)

Dual Matasa, Rashin Soldier
Creature / Fire / 3 / Armorloid + Samurai / 2000+
-Accelerator (While this creature is crossed with a cross gear, this creature gains the following {Accelerator} ability):
{Accelerator}: This creature gets +3000 power and “Speed Attacker”.
97/110 (Common)

Carbine, Explosive Fighter
Creature / Fire / 3 / Human / 1000+
-Power Attacker +3000
98/110 (Common)

Lyla Litta
Creature / Fire / 2 / Fire Bird / 3000
-When this creature is attacked, return 1 of your shields to your hand. You can’t use the shield trigger ability of that shield.
99/110 (Common)

Poppo “Yatarou” Pappi
Creature / Fire / 2 / Fire Bird + Samurai / 2000
-Saver: Fire Bird or Samurai creatures (When 1 of your Fire Bird or Samurai creatures are destroyed, you may destroy this creature instead.)
100/110 (Common)

Lionic Phantom Dragon’s Flame
Spell / Fire / 3
-Shield Trigger
-Destroy 1 of your opponent’s creatures with 2000 power or less OR choose 1 of your opponent’s cross gears and put it in its owner’s graveyard.
101/110 (Common)

Flame Sword – Pierce Accela
Cross Gear / Fire / 1
-Cross Gear
-The crossed creature gets “Power Attacker +3000”.
102/110 (Common)

JK Paper Nature
Creature / Nature / 5 / Emerald Monster / 5000
-When this creature attacks, you may play rock-paper-scissors with your opponent. If you win, put 1 of your opponent’s creatures with 5000 power or less into its owner’s mana zone.
-If your opponent reveals “scissors” when you play rock-paper-scissors, you may put the top card of your deck into your mana zone.
103/110 (Common)

Boomerang Totem
Creature / Nature / 4 / Mystery Totem / 4000
-Shield Plus: When you put this creature into the battle zone, put the top card of your deck face down under 1 of your shields. (Each card stack is still considered to be 1 shield.)
104/110 (Common)

Loquat Retainers, the Wandering Travelers
Creature / Nature / 3 / Wild Veggies + Samurai / 3000
-Accelerator (While this creature is crossed with a cross gear, this creature gains the following {Accelerator} ability):
{Accelerator}: When this creature attacks, search your deck. You may choose a Samurai from it, show it to your opponent, and put it into your hand. Then, shuffle your deck.
105/110 (Common)

Dunas, Spirit Knight
Creature / Nature / 3 / Arc Seraphim / 4000
[This creature has no effect text]
106/110 (Common)

Kabra Katabra
Creature / Nature / 3 / Wild Veggies / 1000
-Shield Trigger
-When you put this creature into the battle zone, you may return 1 card from your mana zone to your hand.
[T/N: Kabra is the Japanese word for turnip. The name is a pun of “abra cadabra”]
107/110 (Common)

Shaman Melissa, Melting Snow Fairy
Creature / Nature / 2 / Snow Faerie / 1000
-When this creature would be destroyed, put it into your mana zone instead.
108/110 (Common)

Living Lithograph
Spell / Nature / 2
-Put the top card of your deck into your mana zone. If that card is a creature, all your creatures get +2000 power until the end of this turn.
109/110 (Common)

Ascendant Wing – Faerie Accela
Cross Gear / Nature / 1
-Cross Gear
-When the crossed creature attacks, you may put the top card of your deck into your mana zone.
110/110 (Common)
AlphadiosThe2nd
AlphadiosThe2nd
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Post  zanipeo272 Tue Jun 17, 2008 2:57 pm

la ura has returned Very Happy

Dual Matasa, Rashin Soldier

O_o?

Crimson Ash Lord
Creature / Fire / 4 / Flame Monster / 5000
-Speed Attacker
-Return this creature to your hand at the end of your turn.
95/110 (Common)

oo pyrofighter bounce
zanipeo272
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Post  Ahmed_Tariq Tue Jun 17, 2008 4:06 pm

Nice work. Smile

Ahmed_Tariq
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Post  zanipeo272 Fri Jun 20, 2008 5:10 pm

we can go ccgdb and check now so topic locked?
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