Grepher Deck Breakdown

Cards Usage Statistic

Main Deck

Spirit Ryu
Spirit Ryu
Spirit Ryu
WIND 4
Spirit 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.

Magician of Faith
Magician of Faith
Magician of Faith
LIGHT 1
Magician of Faith
  • ATK:

  • 300

  • DEF:

  • 400


FLIP: Target 1 Spell in your GY; add that target to your hand.

Alligator's Sword
Alligator's Sword
Alligator's Sword
EARTH 4
Alligator'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!

Baby Dragon
Baby Dragon
Baby Dragon
WIND 3
Baby Dragon
  • ATK:

  • 1200

  • DEF:

  • 700


Much more than just a child, this dragon is gifted with untapped power.

The Dragon Dwelling in the Cave
The Dragon Dwelling in the Cave
The Dragon Dwelling in the Cave
WIND 4
The 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.

Warrior Dai Grepher
Warrior Dai Grepher
Warrior Dai Grepher
EARTH 4
Warrior Dai Grepher
  • ATK:

  • 1700

  • DEF:

  • 1600


The warrior who can manipulate dragons. Nobody knows his mysterious past.

Winged Dragon, Guardian of the Fortress #1
Winged Dragon, Guardian of the Fortress #1
Winged Dragon, Guardian of the Fortress #1
WIND 4
Winged 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.

Winged Dragon, Guardian of the Fortress #2
Winged Dragon, Guardian of the Fortress #2
Winged Dragon, Guardian of the Fortress #2
WIND 4
Winged Dragon, Guardian of the Fortress #2
  • ATK:

  • 1200

  • DEF:

  • 1000


This monster's wings are capable of generating tornadoes.

Ayers Rock Sunrise
Ayers Rock Sunrise
Ayers Rock Sunrise
Spell Normal
Ayers 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.

    Heart of the Underdog
    Heart of the Underdog
    Heart of the Underdog
    Spell Continuous
    Heart of the Underdog

      During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card.

      Messenger of Peace
      Messenger of Peace
      Messenger of Peace
      Spell Continuous
      Messenger 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.

        One Day of Peace
        One Day of Peace
        One Day of Peace
        Spell Normal
        One Day of Peace

          Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.

          Polymerization
          Polymerization
          Polymerization
          Spell Normal
          Polymerization

            Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.

            Prevention Star
            Prevention Star
            Prevention Star
            Spell Equip
            Prevention 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.

              Re-Fusion
              Re-Fusion
              Re-Fusion
              Spell Equip
              Re-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.

                Spring
                Spring
                Spring
                Spell Field
                Spring

                  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.

                  Summer
                  Summer
                  Summer
                  Spell Field
                  Summer

                    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.

                    Armory Call
                    Armory Call
                    Armory Call
                    Trap Normal
                    Armory 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.

                      Common Charity
                      Common Charity
                      Common Charity
                      Trap Normal
                      Common 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.

                        D.D. Post
                        D.D. Post
                        D.D. Post
                        Trap Continuous
                        D.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.

                          Fuhma Wave
                          Fuhma Wave
                          Fuhma Wave
                          Trap Normal
                          Fuhma 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.

                            Impenetrable Attack
                            Impenetrable Attack
                            Impenetrable Attack
                            Trap Normal
                            Impenetrable 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.

                              Super Team Buddy Force Unite!
                              Super Team Buddy Force Unite!
                              Super Team Buddy Force Unite!
                              Trap Normal
                              Super 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.

                                Waboku
                                Waboku
                                Waboku
                                Trap Normal
                                Waboku

                                  You take no battle damage from your opponent's monsters this turn. Your monsters cannot be destroyed by battle this turn.

                                  Extra Deck

                                  Alligator's Sword Dragon
                                  Alligator's Sword Dragon
                                  Alligator's Sword Dragon
                                  WIND 5
                                  Alligator'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.

                                  Ryu Senshi
                                  Ryu Senshi
                                  Ryu Senshi
                                  EARTH 6
                                  Ryu 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.

                                  Number 49: Fortune Tune
                                  Number 49: Fortune Tune
                                  Number 49: Fortune Tune
                                  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

                                  3 cardSpirit Ryu 3 cardSpirit Ryu
                                  Spirit Ryu
                                  WIND 4
                                  Spirit 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.


                                  2 cardMagician of Faith 2 cardMagician of Faith
                                  Magician of Faith
                                  LIGHT 1
                                  Magician of Faith
                                  • ATK:

                                  • 300

                                  • DEF:

                                  • 400


                                  FLIP: Target 1 Spell in your GY; add that target to your hand.


                                  3 cardAlligator's Sword 3 cardAlligator's Sword
                                  Alligator's Sword
                                  EARTH 4
                                  Alligator'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!


                                  3 cardBaby Dragon 3 cardBaby Dragon
                                  Baby Dragon
                                  WIND 3
                                  Baby Dragon
                                  • ATK:

                                  • 1200

                                  • DEF:

                                  • 700


                                  Much more than just a child, this dragon is gifted with untapped power.


                                  3 cardThe Dragon Dwelling in the Cave 3 cardThe Dragon Dwelling in the Cave
                                  The Dragon Dwelling in the Cave
                                  WIND 4
                                  The 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.


                                  3 cardWarrior Dai Grepher 3 cardWarrior Dai Grepher
                                  Warrior Dai Grepher
                                  EARTH 4
                                  Warrior Dai Grepher
                                  • ATK:

                                  • 1700

                                  • DEF:

                                  • 1600


                                  The warrior who can manipulate dragons. Nobody knows his mysterious past.


                                  3 cardWinged Dragon, Guardian of the Fortress #1 3 cardWinged Dragon, Guardian of the Fortress #1
                                  Winged Dragon, Guardian of the Fortress #1
                                  WIND 4
                                  Winged 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.


                                  3 cardWinged Dragon, Guardian of the Fortress #2 3 cardWinged Dragon, Guardian of the Fortress #2
                                  Winged Dragon, Guardian of the Fortress #2
                                  WIND 4
                                  Winged Dragon, Guardian of the Fortress #2
                                  • ATK:

                                  • 1200

                                  • DEF:

                                  • 1000


                                  This monster's wings are capable of generating tornadoes.


                                  1 cardAyers Rock Sunrise 1 cardAyers Rock Sunrise
                                  Ayers Rock Sunrise
                                  Spell Normal
                                  Ayers 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.


                                    3 cardHeart of the Underdog 3 cardHeart of the Underdog
                                    Heart of the Underdog
                                    Spell Continuous
                                    Heart of the Underdog

                                      During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card.


                                      3 cardMessenger of Peace 3 cardMessenger of Peace
                                      Messenger of Peace
                                      Spell Continuous
                                      Messenger 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.


                                        1 cardOne Day of Peace
                                        1 cardOne Day of Peace
                                        One Day of Peace
                                        Spell Normal
                                        One Day of Peace

                                          Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.


                                          3 cardPolymerization 3 cardPolymerization
                                          Polymerization
                                          Spell Normal
                                          Polymerization

                                            Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.


                                            3 cardPrevention Star 3 cardPrevention Star
                                            Prevention Star
                                            Spell Equip
                                            Prevention 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.


                                              2 cardRe-Fusion 2 cardRe-Fusion
                                              Re-Fusion
                                              Spell Equip
                                              Re-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.


                                                3 cardSpring 3 cardSpring
                                                Spring
                                                Spell Field
                                                Spring

                                                  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.


                                                  1 cardSummer 1 cardSummer
                                                  Summer
                                                  Spell Field
                                                  Summer

                                                    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.


                                                    3 cardArmory Call 3 cardArmory Call
                                                    Armory Call
                                                    Trap Normal
                                                    Armory 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.


                                                      2 cardCommon Charity 2 cardCommon Charity
                                                      Common Charity
                                                      Trap Normal
                                                      Common 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.


                                                        1 cardD.D. Post 1 cardD.D. Post
                                                        D.D. Post
                                                        Trap Continuous
                                                        D.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.


                                                          1 cardFuhma Wave 1 cardFuhma Wave
                                                          Fuhma Wave
                                                          Trap Normal
                                                          Fuhma 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.


                                                            3 cardImpenetrable Attack 3 cardImpenetrable Attack
                                                            Impenetrable Attack
                                                            Trap Normal
                                                            Impenetrable 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.


                                                              3 cardSuper Team Buddy Force Unite! 3 cardSuper Team Buddy Force Unite!
                                                              Super Team Buddy Force Unite!
                                                              Trap Normal
                                                              Super 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.


                                                                3 cardWaboku 3 cardWaboku
                                                                Waboku
                                                                Trap Normal
                                                                Waboku

                                                                  You take no battle damage from your opponent's monsters this turn. Your monsters cannot be destroyed by battle this turn.


                                                                  3 cardAlligator's Sword Dragon 3 cardAlligator's Sword Dragon
                                                                  Alligator's Sword Dragon
                                                                  WIND 5
                                                                  Alligator'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.


                                                                  3 cardRyu Senshi 3 cardRyu Senshi
                                                                  Ryu Senshi
                                                                  EARTH 6
                                                                  Ryu 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.


                                                                  1 cardNumber 49: Fortune Tune 1 cardNumber 49: Fortune Tune
                                                                  Number 49: Fortune Tune
                                                                  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.


                                                                  tcg
                                                                  Grepher
                                                                  5







                                                                  https://metaduelist.com/
                                                                  Top