Grepher Deck Breakdown
Cards Usage Statistic
Main Deck
x3 in 100%
x3 in 100%

WIND
4Spirit Ryu
ATK:
1000
DEF:
1000
During your Battle Step, if this card battles (Quick Effect): You can discard 1 Dragon monster to the GY; this card gains 1000 ATK/DEF until the end of the Battle Phase.
x2 in 100%
x2 in 100%

LIGHT
1Magician of Faith
ATK:
300
DEF:
400
FLIP: Target 1 Spell in your GY; add that target to your hand.
x3 in 100%
x3 in 100%

EARTH
4Alligator's Sword
ATK:
1500
DEF:
1200
ey, dis mighty lissard man can swing his sword so fast, dat it's more dan da speed a sound!
x3 in 100%
x3 in 100%

WIND
3Baby Dragon
ATK:
1200
DEF:
700
Much more than just a child, this dragon is gifted with untapped power.
x3 in 100%
x3 in 100%

WIND
4The Dragon Dwelling in the Cave
ATK:
1300
DEF:
2000
A huge dragon dwelling in a cave. It is horrible when it gets angry, although it is usually quiet. It is said to preserve certain treasures.
x3 in 100%
x3 in 100%

EARTH
4Warrior Dai Grepher
ATK:
1700
DEF:
1600
The warrior who can manipulate dragons. Nobody knows his mysterious past.
x3 in 100%
x3 in 100%

WIND
4Winged Dragon, Guardian of the Fortress #1
ATK:
1400
DEF:
1200
A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue.
x3 in 100%
x3 in 100%

WIND
4Winged Dragon, Guardian of the Fortress #2
ATK:
1200
DEF:
1000
This monster's wings are capable of generating tornadoes.
x1 in 100%
x1 in 100%

Spell
NormalAyers Rock Sunrise
Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all face-up monsters your opponent currently controls lose 200 ATK for each Beast, Plant, and Winged Beast-Type monster currently in your Graveyard, until the end of this turn. You can only activate 1 "Ayers Rock Sunrise" per turn.
x3 in 100%
x3 in 100%

Spell
ContinuousHeart of the Underdog
During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card.
x3 in 100%
x3 in 100%

Spell
ContinuousMessenger of Peace
Monsters with 1500 or more ATK cannot declare an attack. Once per turn, during your Standby Phase, pay 100 LP or destroy this card.
x1 in 100%
x1 in 100%

Spell
NormalOne Day of Peace
Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.
x3 in 100%
x3 in 100%

Spell
NormalPolymerization
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
x3 in 100%
x3 in 100%

Spell
EquipPrevention Star
Equip only to a monster you control, if it was changed from face-up Attack Position to face-up Defense Position this turn. Select 1 monster your opponent controls. That monster cannot attack or change its battle position. When the equipped monster is destroyed and this card is sent to the Graveyard, remove from play the selected monster.
x2 in 100%
x2 in 100%

Spell
EquipRe-Fusion
Activate this card by paying 800 LP, then target 1 Fusion Monster in your GY; Special Summon it and equip it with this card. When this card is destroyed, banish the equipped monster.
x3 in 100%
x3 in 100%

Spell
FieldSpring
Once per turn: You can choose any number of your unused Main Monster Zones, and if you do, place that number of Season Counters on this card, also those zones cannot be used while this card is on the field. Monsters you control gain 400 ATK for each Season Counter on this card. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.
x1 in 100%
x1 in 100%

Spell
FieldSummer
Once per turn: You can place Season Counters on this card equal to the number of your opponent's unused Main Monster Zones. Once per turn, when your monster declares an attack: You can inflict 400 damage to your opponent for each Season Counter on this card, and for each "Spring" in your GY. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your hand or Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.
x3 in 100%
x3 in 100%

Trap
NormalArmory Call
Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.
x2 in 100%
x2 in 100%

Trap
NormalCommon Charity
Draw 2 cards, then banish 1 Normal Monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.
x1 in 100%
x1 in 100%

Trap
ContinuousD.D. Post
Monsters you control gain 300 ATK for each card type (Monster, Spell, or Trap) among your banished cards. Once per turn, during the Main Phase: You can banish 1 card from your hand or GY, then you can shuffle 1 of your banished cards into the Deck. If this card is banished: You can place it face-up on your field. You can only use this effect of "D.D. Post" once per turn.
x1 in 100%
x1 in 100%

Trap
NormalFuhma Wave
Target 1 face-up monster on the field; destroy 1 monster on the field with the same Attribute, but a different name, as that monster.
x3 in 100%
x3 in 100%

Trap
NormalImpenetrable Attack
During the Battle Phase, activate 1 of these effects. ● Target 1 monster on the field; it cannot be destroyed by battle or by card effects during this Battle Phase. ● You take no battle damage during this Battle Phase.
x3 in 100%
x3 in 100%

Trap
NormalSuper Team Buddy Force Unite!
Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone.
x3 in 100%
x3 in 100%

Trap
NormalWaboku
You take no battle damage from your opponent's monsters this turn. Your monsters cannot be destroyed by battle this turn.
Extra Deck
x3 in 100%
x3 in 100%

WIND
5Alligator's Sword Dragon
ATK:
1700
DEF:
1500
"Baby Dragon" + "Alligator's Sword" This card can attack your opponent directly if the only face-up monsters they control are EARTH, WATER, or FIRE.
x3 in 100%
x3 in 100%

EARTH
6Ryu Senshi
ATK:
2000
DEF:
1200
"Warrior Dai Grepher" + "Spirit Ryu" A Fusion Summon of this card can only be done with the above Fusion Materials. When a Normal Trap Card is activated (Quick Effect): You can pay 1000 LP; negate that effect. This card must be face-up on the field to activate and to resolve this effect. Negate the effects of any Spell Card that targets this card and destroy it.
x1 in 100%
x1 in 100%

LIGHT
Number 49: Fortune Tune
ATK:
400
DEF:
900
2 Level 3 monsters During each of your Standby Phases: Gain 500 Life Points. This card cannot be targeted by card effects. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. When this card is sent from the field to the Graveyard: Target 2 Level 3 monsters in your Graveyard; shuffle them both into the Deck, and if you do, return this card from your Graveyard to the Extra Deck. You can only use this effect of "Number 49: Fortune Tune" once per turn.
Main: 59 Extra: 7



Spell
NormalAyers Rock Sunrise
Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all face-up monsters your opponent currently controls lose 200 ATK for each Beast, Plant, and Winged Beast-Type monster currently in your Graveyard, until the end of this turn. You can only activate 1 "Ayers Rock Sunrise" per turn.



Spell
EquipPrevention Star
Equip only to a monster you control, if it was changed from face-up Attack Position to face-up Defense Position this turn. Select 1 monster your opponent controls. That monster cannot attack or change its battle position. When the equipped monster is destroyed and this card is sent to the Graveyard, remove from play the selected monster.



Spell
FieldSpring
Once per turn: You can choose any number of your unused Main Monster Zones, and if you do, place that number of Season Counters on this card, also those zones cannot be used while this card is on the field. Monsters you control gain 400 ATK for each Season Counter on this card. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.



Spell
FieldSummer
Once per turn: You can place Season Counters on this card equal to the number of your opponent's unused Main Monster Zones. Once per turn, when your monster declares an attack: You can inflict 400 damage to your opponent for each Season Counter on this card, and for each "Spring" in your GY. Once per turn, during your opponent's End Phase: You can take 1 Field Spell from your hand or Deck that you can place a Season Counter on, and place it face-up on your field (but neither player can activate its effects this turn), and if you do, place all Season Counters on this card on that card.



Trap
ContinuousD.D. Post
Monsters you control gain 300 ATK for each card type (Monster, Spell, or Trap) among your banished cards. Once per turn, during the Main Phase: You can banish 1 card from your hand or GY, then you can shuffle 1 of your banished cards into the Deck. If this card is banished: You can place it face-up on your field. You can only use this effect of "D.D. Post" once per turn.



Trap
NormalSuper Team Buddy Force Unite!
Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone.



EARTH
6Ryu Senshi
ATK:
2000
DEF:
1200
"Warrior Dai Grepher" + "Spirit Ryu" A Fusion Summon of this card can only be done with the above Fusion Materials. When a Normal Trap Card is activated (Quick Effect): You can pay 1000 LP; negate that effect. This card must be face-up on the field to activate and to resolve this effect. Negate the effects of any Spell Card that targets this card and destroy it.



LIGHT
Number 49: Fortune Tune
ATK:
400
DEF:
900
2 Level 3 monsters During each of your Standby Phases: Gain 500 Life Points. This card cannot be targeted by card effects. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. When this card is sent from the field to the Graveyard: Target 2 Level 3 monsters in your Graveyard; shuffle them both into the Deck, and if you do, return this card from your Graveyard to the Extra Deck. You can only use this effect of "Number 49: Fortune Tune" once per turn.





