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 opponentÃ¢â‚¬â„¢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 opponentÃ¢â‚¬â„¢s monster declare attack. Negate an attack of an opponentÃ¢â‚¬â„¢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.