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Cycle/DM-06 to DM-09
Next: DM-10 to DM-13
Previous: DM-01 to DM-05

The following is a list of cycles that appeared during DM-06 to DM-09, also known as Fighting Spirit Saga.

DM-06 Stomp-A-Trons of Invincible Wrath and DM-06 Invincible Soul[]

Each of these spells has a mana cost of 13 and features "Invincible" in their names.

Each of these evolution creatures has a Tap Tap ability that can use tap themselves or one of your creatures that share the same civilization.

Vertical Cycles[]

Each of these Light creatures can only be summoned if you cast a spell this turn.

Each of these Water creatures gets the ​Blocker "Blocker" keyword whenever your opponent summons a creature or spell during that turn.

Each of these Darkness creatures are destroyed at the end of your turn if you only control one creature.

Each of these Fire creatures return to your hand at the end of your turn.

DM-07 Thundercharge of Ultra Destruction and DM-07 Invincible Charge[]

Each of these evolution creatures has a 'Stealth' ability against one of their enemy civilizations.

Civilization: Card Stealth:
Light Kizar Basiku, the Outrageous Fire stealth
Darkness Phantasmal Horror Gigazabal Light stealth
Fire Valkrowzer, Ultra Rock Beast Water stealth
Nature World Tree, Root of Life Darkness stealth

Each of these creatures has a ​Tap Ability Tap Ability that gives an effect to your creatures in that card's civilization.

Civilization: Card: Effect:
Light Gandar, Seeker of Explosions Tap At the end of the turn, untap all your Light creatures.
Water King Benthos Tap Each of your Water creatures gets "This creature can't be blocked" until the end of the turn.
Darkness Battleship Mutant Tap Until the end of the turn, each of your darkness creatures in the battle zone gets +4000 power and "double breaker".
Fire Armored Transport Galiacruse Tap Each of your fire creatures gets "This creature can attack untapped creatures" until the end of the turn.
Nature Spinning Totem Tap This turn, whenever any of your nature creatures is attacking your opponent and becomes blocked, it breaks one of his shields.

Each of these spells has the "Charger" keyword.

Civilization: Card: Effect:
Light Lightning Charger ■ Choose one of your opponent's creatures in the battle zone and tap it.
Water Riptide Charger ■ Choose a creature in the battle zone and return it to its owner's hand.
Darkness Venom Charger ■ One of your creatures in the battle zone gets "slayer" until the end of the turn.
Fire Energy Charger ■ One of your creatures gets +2000 power until the end of the turn.
Nature Mulch Charger ■ Put one of your creatures from the battle zone into your mana zone.

DM-08 Epic Dragons of Hyperchaos and DM-08 Invincible Legend[]

Each of these evolution creatures can evolve from a Dragon.

Each of these common creatures has a Dragon race.

DM-09 Fatal Brood of Infinite Ruin and DM-09 Invincible Blood[]

Each of these spells has an ability to "Choose a race" for them to affect.

Civilization: Card: Effect:
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.

Each of these creatures has a Tap ability that allow you to "Choose a race" for them to affect.

Civilization: Card: Effect:
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.

Each of these common creatures has an ability that triggers when they attack and aren't blocked.

Civilization: Card: Effect:
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.

Each of these Dragons has +0000 power and gets power in different ways, while also featuring "rist" and "Vhal" in their name.

Civilization: Card: Effect:
Darkness Necrodragon Izorist Vhal ■ This creature gets +2000 power for each darkness creature in your graveyard.
Fire Magmadragon Ogrist Vhal ■ This creature gets +3000 power for each card in your hand.
Nature Terradragon Anrist Vhal ■ This creature gets +2000 power for each of your other nature creatures in the battle zone.
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