SD9 - Pulse of Dinosaurs Translation

Discussion in 'Cards & Board Games' started by Turbo, Jun 18, 2006.

  1. Turbo

    Turbo Registered Member

    This is courtesy of dmcomet.net

    Structure Deck - Pulse of Dinosaurs

    HOW TO READ THIS FILE?
    Monster:
    (Card Set)-(Card Number)
    (Card Name)
    (Main Type)/(Sub-Type)-(Archtype)/(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):
    Super Conductor Tyranno (001)

    Common: 39
    All others
    -------------------------------------------------------
    Card effect text translation:
    SD09-JP001
    Super Conductor Tyranno
    Light/Dino/8/3300/1400
    Sacrifice a monster from your field to do 1000 damage to opponent. This effect can only be activate once
    per turn. Also, when you activate this effect, this monster cannot declare attack that turn.
    Ultra Rare

    SD09-JP002
    Big Sneeze Kabazaurus
    Water/Dino/4/1700/1500
    Normal Monster

    SD09-JP003
    Sabersaurus
    Earth/Dino/4/1900/500
    Normal Monster

    SD09-JP004
    Charging Sword-Horned Beast
    Earth/Dino/4/1400/1200
    When this card attacks a monster in defense mode, and the attack strength exceeds that defense strength, do
    battle damages to opponent equal to the difference.

    SD09-JP005
    Fleet-Footed Gilasaurus
    Earth/Dino/3/1400/400
    You may summon this monster as a special summon. If you special summon it this way, opponent may special
    summon a monster from his/her Graveyard.
    (Two in the deck)

    SD09-JP006
    Dark Triceratops
    Earth/Dino/6/2400/1500
    When this card attackes a monster in defense mode, if this card's attack strength is higher than that
    monster's defense strength, do damages to your opponent equal to the difference.

    SD09-JP007
    Hyper Hammerhead
    Earth/Dino/4/1500/1200
    The opponent's monster that destroy this card as a result of battle would return to owner's hand at the
    end of Damage Step.
    (Two in the deck)

    SD09-JP008
    Black Tyranno
    Earth/Dino/7/2600/1800
    If the only cards on opponent’s field are monsters in defense mode, this card can attack opponent directly.

    SD09-JP009
    Dino Infinity
    Earth/Dino/4/?/0
    This card's original attack strength is equal to number of owner's Dino sub-type monster remove
    from the game * 1000.

    SD09-JP010
    Hydrogedon
    Water/Dino/4/1600/1000
    When this card destroy a monster as result of battle and send to Graveyard, special summon a [Hydrogedon]
    from your deck onto the field.
    (Two in the deck)

    SD09-JP011
    Oxygedon
    Wind/Dino/4/1800/800
    If this card is destroy as a result of battle from a Pyro sub-type monster, do 800 damages to both player.

    SD09-JP012
    Black Ptera
    Wind/Dino/3/1000/500
    When this card is send to Graveyard from the field outside of destroy as result of battle, return
    this card into owner's hand.

    SD09-JP013
    Black Stego
    Earth/Dino/4/1200/2000
    When this card is chosen as target of attack by opponent's monster, switch this card to defense mode.

    SD09-JP014
    Ultimate Tyranno
    Earth/Dino/8/3000/2200
    At the beginning of your Battle Phase when this card is in attack mode, this card must attack each
    opponent's monster once at the beginning.

    SD09-JP015
    Miracle Jurassic Egg
    Earth/Dino/4/0/2000
    When this card is face-up on your field, this card cannot be remove from the game. Also, when a Dino
    sub-type monster is send to Graveyard, put 2 counters on this card. Sacrifice this card, special
    summon a Dino sub-type monster with level equal to or less than the number of counters on this card
    from your deck.

    SD09-JP016
    Baby Ceratosaurus
    Earth/Dino/2/500/500
    When this card is sent to Graveyard by effect, choose a Dino sub-type monster with level 4 or less
    from your deck and special summon it onto your field.

    SD09-JP017
    Great Evolution Pill
    Magic - Normal
    Sacrifice a Dino sub-type monster from your field to activate. This card stays on the field 3 turns
    (counting opponent's turn) after its activation. When this card is on the field, Dino sub-type monsters
    does not need sacrifice(s) to be summon.

    SD09-JP018
    Tail Swing
    Magic - Normal
    Choose a face-up Dino monster on your field with Level 5 or more to activate this card. Choose up to
    two monsters on opponent's field that is face-down or with level lower than the chosen monster, and return
    them to owner's hand.

    SD09-JP019
    Jurassic World
    Magic - Field
    Increase the attack and defense strength of all Dino sub-type mosnters by 300.

    SD09-JP020
    Sebek's Blessing
    Magic - Quickplay
    This card can be activate when your monster successfully direct attack opponent. Increase your lifepoints
    equal to the battle damages done in that battle by a monster.

    SD09-JP021
    Force
    Magic - Normal
    Until the end of turn, halved the attack strength of one monster, and increase the attack strength of the
    other monster by that amount.

    SD09-JP022
    Hypnosis
    Magic - Normal
    During opponent's next turn after this card is activate, opponent cannot change the mode of his/her
    monster(s).

    SD09-JP023
    Cyclone
    Magic - Quickplay
    Destroy a Magic/Trap card on the field.

    SD09-JP024
    Giant Growth
    Magic - Equipment
    When your lifepoints is lower than opponent's, double the equipped monster's original attack strength. When
    your lifepoints is higher than opponent's, halved the equipped monster's original attack strength.

    SD09-JP025
    Heavy Storm
    Magic - Normal
    Destroy all Magic/Trap cards on the field.

    SD09-JP026
    Lightning Vortex
    Magic - Normal
    Discard a card from your hand. Destroy all face-up monsters on opponent's field.

    SD09-JP027
    Mallet of Luck
    Magic - Normal
    Choose any number of cards in your hand, and shuffle them into your deck. Afterward, draw number of
    cards equal to number added to the deck.

    SD09-JP028
    Hunting Instinct
    Trap - Normal
    This card can be activate when a monster is special summon onto opponent's field. Special summon a Dino
    sub-type monster from your hand.

    SD09-JP029
    Survival Instinct
    Trap - Normal
    Remove any number of Dino sub-type monsters from your Graveyard from game. For each Dino sub-type monster
    removed from game this way, increase your lifepoints by 400.

    SD09-JP030
    Large Eruption
    Trap - Normal
    When [Jurassic World] is on your field, this card can be activate during your End Phase. Destroy all cards
    on the field.

    SD09-JP031
    Big Earthquake
    Trap - Continuous
    This card can be activate when a Dino sub-type monster on your field is destroy and send to Graveyard.
    Choose 3 spaces in Magic/Trap card zone on opponent's field. The chosen Magic/Trap card zone cannot be
    use. All place(s) with cards cannot be choose. This card is destroy on your third Standby Phase after
    this card is activate. When destroy by this effect, return a Dino sub-type monster from your Graveyard
    to your hand.

    SD09-JP032
    Magic Arm Shield
    Trap - Normal
    This card can be activate when there's a monster on your field and opponent declare attack. Gain control
    of a face-up monster on opponent's field other than the attacking monster, and that monster would receives
    the attack. After the end of Battle Phase return that monster to opponent's control.

    SD09-JP033
    Attack Nullification
    Trap - Counter
    This card can be activate when your opponent’s monster declare attack. Negate an attack of an opponent’s
    monster, and his/her battle phase end.

    SD09-JP034
    Goblin's Perfunctory Action
    Trap - Counter
    Pay 500 lifepoints, negate an activation of a Magic card, and return that Magic card back
    to owner's hand.

    SD09-JP035
    Malfunction
    Trap - Counter
    Pay 500 lifepoints, negate an activation of a Trap card, and return it set.

    SD09-JP036
    Fossil Excavation
    Trap - Continuous
    Discard a card from your hand. Choose a Dino sub-type monster from your Graveyard and special
    summon it. The effects of the monster special summon this way would be negate. When this card is
    not on the field, destroy that monster. When that monster is destroy destroy this card.
     

  2. Kos4Evr

    Kos4Evr Registered Member

    That sounds like a really cool set. I read one version of the list that said that Jurassic World made dinos immune to the effects of traps. It would have been cool if that text had been correct but I guess +300 attack and defense is decent. I mean considering that there is a field card that gives dinos 200 attack and defense already. Certain cards could have been better, but over all it is still a solid set.
     
  3. lavoidgaskins

    lavoidgaskins Registered Member

    I cold have sworn this set was already out. Oh wellZ. Great find.
     
  4. Turbo

    Turbo Registered Member

    what amazes me most about this SD is that Magic Arm Shield is a common in this when it was just made Ultra in the latest TP set.
     
  5. lavoidgaskins

    lavoidgaskins Registered Member

    I haven't even noticed. Then again it doesn't come as a shock. Just look wha thtey did to Toon Cannon Soldier and all the other Toon cards that came out when it did.
     

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