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Translation File - DM-28 Battle Galxy (Uncommons only)

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Translation File - DM-28 Battle Galxy (Uncommons only) Empty Translation File - DM-28 Battle Galxy (Uncommons only)

Post  AlphadiosThe2nd Sun Jun 15, 2008 11:31 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-28There 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.


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

Leopold the 2nd, God of Mystic Light
Creature / Light / 6 / Knight + God / 5000+
-When you put this creature into the battle zone, you may search your deck. Choose 1 Knight from it, show it to your opponent, and add it to your hand. Then, shuffle your deck.
-God Link ((Ludvica the 2nd, God of Mystic Light)) Right Side
-While this creature is linked, when the opponent would choose one of your creatures, this creature can’t be chosen. (However, this creature may be attacked or blocked.)
40/110 (Uncommon)

Lightning Kid, Spirit of Divine Armaments
Creature / Light / 5 / Angel Command / 5500+
-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.)
-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 +5500 power and “Double Breaker”.
41/110 (Uncommon)

Rodomia, Vizier of Thunder
Creature / Light / 4 / Initiate + Knight / 4000
-When this creature battles with a Samurai, search your deck. You may choose a spell from it, show it your opponent, and add it to your hand. Then, shuffle your deck.
42/110 (Uncommon)

Prince Avaraldo, Cavalier of Thunder
Creature / Light / 3 / Arc Seraphim + Knight / 1000
-When you put this creature into the battle zone, reveal the top 3 cards of your deck. You may put any spells revealed in this way into your hand, and the rest on the bottom of your deck in any order.
43/110 (Uncommon)

Tios, Guardian of Fate
Creature / Light / 3 / Guardian / 0000+
-This creature gets +1000 power for each card in your shield zone.
44/110 (Uncommon)

Power Puzzle
Spell / Light / 2
-Shield Trigger
-Tap 1 creature in your battle zone. Then, tap any number of your opponent’s creatures with a total power equal to or less than the creature you tapped.
45/110 (Uncommon)

Shield Pierce, Blue Divine Dragon
Creature / Water / 6 / Poseidia Dragon / 6000
-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 blocked.
-Double Breaker
46/110 (Uncommon)

Roid Goemon, Song and Dance Machine
Creature / Water / 6 / Great Mecha King + Samurai / 2000
-Blocker
-This creature can’t attack.
-When you put this creature into the battle zone, draw 1 card for each other Samurai in your battle zone.
-Samurai Generation (When you put this creature into the battle zone, you may generate a cross gear from your hand without paying its cost)
47/110 (Uncommon)

Cuty Heart
Creature / Water / 4 / Cyber Virus / 1000+
-Shield Trigger
-When you put this creature into the battle zone, if you have 2 or fewer shields, choose 1 creature in the battle zone and return it to your opponent’s hand.
-When you have 2 or fewer shields, this creature gets +4000 power and can’t be blocked.
48/110 (Uncommon)

Pirolon
Creature / Water / 3 / Cyber Lord / 2000
-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}: Whenever you draw cards, you may draw twice that amount. If you do, for every 2 cards drawn put 1 card from your hand on the bottom of your deck in any order.
49/110 (Uncommon)

Magic Shot – Stream Circle
Spell / Water / 5 / Knight
- {KM} Return 1 creature or cross gear in the battle zone to its owner’s hand.
-Knight Magic (If there is a Knight in your battle zone, you may use this spell’s {KM} ability once more.)
50/110 (Uncommon)

Water Weapon – Shark Bunker
Cross Gear / Water / 2 / Samurai
-Cross Gear
-The crossed creature gets +2000 power.
-Whenever the crossed creature battles, you may draw 1 card.
51/110 (Uncommon)

Ludvica the 2nd, God of Mystic Light
Creature / Darkness / 5 / Knight + God / 5000+
-This creature breaks an additional shield for each spell cast during your turn.
-God Link ((Leopold the 2nd, God of Mystic Light)) Left Side
-While this creature is linked, it has “Double Breaker”
52/110 (Uncommon)

Lord Eudocia, the Demonic Eyed Viper
Creature / Darkness / 5 / Demon Command + Knight / 4000+
-Whenever you cast a spell, this creature gets +3000 power and “Double Breaker” until the end of that turn.
53/110 (Uncommon)

750 Man
Creature / Darkness / 4 / Hedrian / 4000
-When you put this creature into the battle zone, you may choose 1 of your shields and put it into your hand. You can’t use the shield trigger ability of that shield.
54/110 (Uncommon)

Gardis Dragoon
Creature / Darkness / 3 / Tyranno Drake / 5000
-When you put this creature into the battle zone, put 1 of your shields into your graveyard.
-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.)
55/110 (Uncommon)

Bokko Rock, JK Doll
Creature / Darkness / 3 / Death Puppet / 2000
-Instead of having this creature attack, you may tap it to use its {tap} ability: Play rock-paper-scissors with your opponent. If you win, choose 1 of your opponent’s creatures. The chosen creature gets -3000 power during this turn. (A creature with 0 or less power is destroyed.)
-If the opponent reveals “paper” when you play rock-paper-scissors, your opponent chooses a card in their hand and discards it.
[T/N: JK is an abbreviation for “janken” the JP name for Rock-Paper-Scissors]
56/110 (Uncommon)

Magic Shot – Soul Catcher
Spell / Darkness / 2 / Knight
- {KM} Return 1 creature from your graveyard to your hand.
-Knight Magic (If there is a Knight in your battle zone, you may use this spell’s {KM} ability once more.)
57/110 (Uncommon)

Benkei, the Wandering Cloud
Creature / Fire / 5 / Dreammate + Samurai / 5000
-Samurai Generation (When you put this creature into the battle zone, you may generate a cross gear from your hand without paying its cost)
58/110 (Uncommon)

Edge Arm “Raikou” Dragoon
Creature / Fire / 4 / Tyranno Drake + Samurai / 4000
-When this creature battles a Knight, search your deck. You may take a cross gear from it, show it to your opponent, and put it into your hand. Then, shuffle your deck.
[T/N]: More info on the Raikou name: http://en.wikipedia.org/wiki/Minamoto_no_Yorimitsu
59/110 (Uncommon)

Scissors, JK Guy
Creature / Fire / 4 / Human / 2000+
-When this creature battles, play rock-paper-scissors with your opponent. If you win, this creature gets +5000 power until the end of that turn.
-If your opponent reveals “rock” when you play rock-paper-scissors, your opponent chooses 1 card in their mana zone and puts it in their graveyard.
60/110 (Uncommon)

Trance Dragoon
Creature / Fire / 3 / Tyranno Drake / 5000
-When you put this creature into the battle zone, choose 1 card in your mana zone and put it into your graveyard.
-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.)
61/110 (Uncommon)

Todoroki, Ushiwaka Swordsman
Creature / Fire / 3 / Human + Samurai / 1000
-When you put this creature into the battle zone, reveal the top 3 cards of your deck. Put all cross gears revealed in this way into your hand, and put the rest on the bottom of your deck in any order.
[T/N: The “ushi” in ushiwaka means “cow” which explains the horns of Todoroki]
62/110 (Uncommon)

Raijin Dragoon
Creature / Fire / 2 / Tyranno Drake / 1000+
-When this creature attacks creatures, this creature gets +4000 power until the end of the turn.
63/110 (Uncommon)

Huckle Kirin Sawyer, Jungle Governor
Evolution Creature / Nature / 3 / Dreammate / 5000
-Mana Evolution: Choose a nature creature in your mana zone and put this creature into the battle zone on top of that creature.
-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}: Your creatures can’t be blocked by creatures with less power.
64/110 (Uncommon)

Aug Totem
Creature / Nature / 6 / Mystery Totem + Samurai / 5000+
-Samurai Generation (When you put this creature into the battle zone, you may generate a cross gear from your hand without paying its cost)
-Accelerator (While this creature is crossed with a cross gear, this creature gains the following {Accelerator} ability):
{Accelerator}: This creature gets +4000 power and “Double Breaker”.
65/110 (Uncommon)

Kiyomasa Komusou, Spirit Knight
Creature / Nature / 5 / Arc Seraphim + Samurai / 3000
-When you put this creature into the battle zone, for each spell in your opponent’s graveyard you may put the top card of your deck into your mana zone.
66/110 (Uncommon)

Bronze Chain Sickle
Creature / Nature / 4 / Beastfolk / 2000
-When you put this creature into the battle zone, put the top card of your deck into your mana zone.
-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.)
67/110 (Uncommon)

Donna Dona, Remnant of the Jungle
Creature / Nature / 3 / Dreammate / 2000
-Whenever you put another creature into the battle zone, this creature gets +3000 power.
68/110 (Uncommon)

Luna-tic Energy
Spell / Nature / 2
-Shield Trigger
-All of your creatures get +4000 power until the end of the turn.
69/110 (Uncommon)
AlphadiosThe2nd
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Translation File - DM-28 Battle Galxy (Uncommons only) Empty Re: Translation File - DM-28 Battle Galxy (Uncommons only)

Post  zanipeo272 Fri Jun 20, 2008 5:10 pm

we can go ccgdb and check now so topic locked?
zanipeo272
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