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A Cycle is a series of cards that share one or more qualities with each other, usually featured in the same set. Some cycles are between sets released at the same time, or between sets in the same block.

Each set of cards in Duel Masters features at least one or more cycles, usually cards with a similar cost or effect that differs by Civilization.

Contents

DM Booster Packs

DM-01 Base Set

  • A cycle of spells with a mana cost of 6, as well as featuring the Shieldtrigger Shield Trigger ability and an effect that involves one or more creatures.
    • Light: Holy Awe (Light, Taps all of your opponents creatures)
    • Fire: Burst Shot (Fire, Destroys all creatures with less than 2000 power)
    • Nature: Natural Snare (Nature, Puts one of your opponents creatures in their mana zone)
    • Terror Pit (Darkness, Destroys one of your opponents creatures)
  • A cycle of creatures with a mana cost of 2, as well as 2000 power (except Aqua Vehicle)

DM-02 Evo-Crushinators of Doom

DM-03 Rampage of the Super Warriors

DM-04 Shadowclash of Blinding Night

DM-05 Survivors of the Megapocalypse

  • A cycle of creatures that gain additional effects when battling with a creature of a hostile civilization.
  • A cycle of 2 creatures that triggers when they are destroyed, putting another copy of the same card from their mana zone into the battle zone.

DM-06 Stomp-A-Trons of Invincible Wrath

DM-07 Thundercharge of Ultra Destruction

  • A cycle of 3 Evolution Creatures, each with a Stealth ability for their respective hostile civilization.
  • A cycle of creatures with a Tap ability that gives an effect to other creatures in that cards civilization.
    • Gandar, Seeker of Explosions (At the end of the turn, untap all your Light creatures.)
    • King Benthos (Each of your Water creatures gets "This creature can't be blocked" until the end of the turn.)
    • Battleship Mutant (Until the end of the turn, each of your darkness creatures in the battle zone gets +4000 power and "double breaker.")
    • Armored Transport Galiacruse (Each of your fire creatures gets "This creature can attack untapped creatures" until the end of the turn.)
    • Spinning Totem (This turn, whenever any of your nature creatures is attacking your opponent and becomes blocked, it breaks one of his shields.)

DM-08 Epic Dragons of Hyperchaos

DM-09 Fatal Brood of Infinite Ruin

  • A cycle of spells from each civilization that allow you to choose a race for the spell to affect.
    • Light: Unified Resistance (Until the start of your next turn, each of your creatures in the battle zone of that race gets "Blocker)
    • Water:Impossible Tunnel (Creatures of that race can't be blocked this turn.)
    • Darkness: Zombie Carnival (Return up to 3 creatures of that race from your graveyard to your hand.)
    • Fire: Relentless Blitz (This turn, each creature of that race can attack untapped creatures and can't be blocked while attacking a creature.)
    • Nature: Dance of the Sproutlings (You may put any number of creatures of that race from your hand into your mana zone.)
  • A cycle of creatures with a Tap ability that allow you to choose a race for them to affect.
    • Light: Tra Rion, Penumbra Guardian (At the end of this turn, untap all creatures of that race in the battle zone.)
    • Water: Hokira (Whenever one of your creatures of that race would be destroyed this turn, return it to your hand instead.)
    • Darkness: Venom Worm (Each creature of that race gets "slayer" until the end of the turn.)
    • Fire: Gigio's Hammer (Each creature of that race attacks this turn if able and gets "power attacker +4000" until the end of the turn.)
    • Nature: Silvermoon Trailblazer (Creatures of that race can't be blocked by creatures that have power 3000 or less this turn.)
  • A cycle of Common rarity creatures that trigger an effect when they attack and aren't blocked.
    • Light: Cyclolink, Spectral Knight (You may take a spell from your deck, show that spell to your opponent, and put it into your hand.)
    • Water: Tentacle Cluster (You may choose a creature in the battle zone and return it to its owner's hand.)
    • Darkness:Trixo, Wicked Doll (Your opponent chooses one of his creatures and destroys it.)
    • Fire: Quakesaur (Your opponent chooses a card in his mana zone and puts it into his graveyard.)
    • Nature: Cavern Raider (You may take a creature from your deck, show that creature to your opponent, and put it into your hand. Then shuffle your deck.)
  • A cycle of Dragon creatures that feature +0000 power. They each gain power in different ways, as well as featuring "rist" and "Vhal" in their name.

DM-10 Shockwaves of the Shattered Rainbow

DM-11 Blast-O-Splosion of Gigantic Rage

DM-12 Thrash of the Hybrid Megacreatures

DM-13 Eternal Phoenix

DM-14 Generate Gear

  • A cycle of creatures that gain an effect when you only have 1 civilization in your mana zone.
  • A cycle of creatures that increase the mana cost of hostile civilization cards.
    • Light: Cabalt, the Patroller (When put into battle zone, discard all Darkness and Fire spells from your opponent hand)
    • Water: Trident Tower Lunatron (When opponent casts a Fire or Nature spell, return up to 2 cards in your opponent's mana zone to their hand)
    • Darkness: Wrangle, the Hidden Heretic (Your opponent can't cast a Light or Nature spell with the same name as a spell in their graveyard)
    • Fire: Screwhead Lizard (When your opponent casts a Light or Water spell, destroy one of your opponent's Light or Water creatures with power 5000 or less)
    • Nature: Broken Horn, the Barricading (Water and Darkness spells cost 2 more to cast)

DM-15 Secret of Hidden Gear

DM-16 Origin of Perfect Gear

DM-17 The Over-Technocross

DM-19 Spectacle Nova

DM-20 The Ultimate Nova

DM-21 History of Devil Nova

DM-22 The Dragonic Nova

  • A cycle of Vortex Evolution Phoenix race creatures, from each civilization. They all feature a mana cost of 6 (with the exception of Gauss) and a power of 11000 (with the exception of Gellum) as well as the Double Breaker ability. They each evolve from two allied races from the Phoenix Saga as well as a race of Dragon.

DM-23 The End of the Universe

  • A cycle of creatures that can trigger their ability when you opponent uses a Shieldtrigger Shield trigger ability.
  • A cycle of creatures with a mana cost of 5, a power of 3000, and an effect that triggers when they are put into the battle zone relating to cards in their respective civilizations zone with a cost of 3.
    • Mobile Stronghold Plamilion (Look at 3 of your shields. You may choose a Machine Hero with cost 3 or less and put it into your battle zone. If you do, put the top card from your deck into shields face-down)
    • Fuuma Algors Vaison (Look at the top 3 cards of your deck. From there, you may put a Deep Marine that costs 3 or less into the battle zone, and return the rest to the top of your deck in any order)
    • Bombraid Dragoon (You may return a Brave Spirit with a cost of 3 or less from your graveyard into your battle zone)
    • Rabbirionix, Spirit Knight (You may put a Saint Head with a cost of 3 or less from your mana zone to the battle zone.
    • Sniped Shadow's Don Bat (You may destroy a Saint Head, Deep Marine, Brave Spirit, or Machine Hero with a cost of 3 or less)
  • A cycle of creatures that trigger an ability when they are put into play, based on the number of creatures of a certain race in your battle zone)

DM-24 Violence Heaven

DM-25 Violence Creator

DM-26 Dragonic Wars

DM-27 Perfect Heaven

DM-28 Battle Galaxy

DM-29 Lock-on Heroes

DM-30 Ultra Duel

DM-32 Evolution Saga

DM-33 Rising Dragon

DM-34 Cross Generation

DM-35 Neverending Saga

DM-36 Psychic Shock

DM-37 Dark Emperor

DM-38 Angelic Wars

DM-39 Psychic Splash

DMR Sets

DMR-01 Episode 1: First Contact

DMR-02 Episode 1: Dark Side

DMR-03 Episode 1: Gaial Victory

DMR-04 Episode 1: Rising Hope

DMR-05 Episode 2: Golden Age

DMR-06 Episode 2: Victory Rush

DMR-07 Episode 2: Golden Dragon

DMR-08 Episode 2: Great Miracle

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