SD9 - Pulse of Dinosaurs Translation

Turbo

Registered Member
#1
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.
 

Kos4Evr

Registered Member
#2
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.
 

Turbo

Registered Member
#4
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.
 

lavoidgaskins

Registered Member
#5
TurboniumNY said:
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.
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.