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Deck "Savatage - Gutter Ballet"

Deck "Savatage - Gutter Ballet"
Format: OCG - 45 Cards
created by enigmafiend LV14 activity icon envelope icon
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Card list Group cards by  
Section: Main Deck (40 cards)
3 x Dogiragon Buster, Blue Leader Dogiragon Buster, Blue Leader (DMEX-01)
  • Collector Number: 71
  • Rarity: Legend Rare
  • Type: Creature
  • Race: Mega Command Dragon/Revolutionary/Team Hamukatsu
  • Power: 13000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Fire/Nature
Card text:

(This creature is put into your mana zone tapped.)

■ Revolution Change - Fire or Nature dragon that costs 5 or more (When one of your fire or nature dragons that costs 5 or more attack, you may switch that creature with this creature from your hand.)

■ Each of your multicolored creatures gets "speed attacker".

■ Triple breaker

■ Final Revolution - If you put this creature into the battle zone through "Revolution Change" and you didn't use "Final Revolution" during this turn, put any number of non-evolution multicolored creatures from your hand or mana zone that have total cost 6 or less into the battle zone.

4 x Dorgan Churis Dorgan Churis (DMRP-04?)
  • Collector Number: 16
  • Rarity: Common
  • Type: Creature
  • Race: Dragon Guild/Beat Jockey
  • Power: 5000
  • Cost: 5
  • Civilization: Fire
Card text:

* Bad Action Dynamite 2 (You may reduce this creatures summon cost by 2. If you do, destroy this creature at the end of the turn.)

* Speed attacker (This creature doesn't get summoning sickness.)

3 x Final Dogiragolden Final Dogiragolden (DMR-23)
  • Collector Number: L2
  • Rarity: Legend Rare
  • Type: Creature
  • Race: Mega Command Dragon/Revolutionary/Team Hamukatsu
  • Power: 14000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Fire/Nature
  • Artist: NAKAMURA 8
Card text:

* (This creature is put into your mana zone tapped.)

* Revolution Change - Fire or Nature dragon that costs 5 or more (When one of your fire or nature dragons that costs 5 or more attack, you may switch that creature with this creature from your hand.)

* Triple breaker

* When you put this creature into the battle zone, choose one of your opponent's creatures in the battle zone and put it into his mana zone. Then destroy one of your opponent's Forbidden Creatures.

* Final Final Revolution - When you put this creature into the battle zone, if "Final Revolution" was not used during the game, during your next turn, your opponent's creatures that have power 1000000 or less can't attack you.

4 x Holy, Flash Guardian Holy, Flash Guardian (DMEX-01)
  • Collector Number: G3
  • Rarity: Rare
  • Type: Creature
  • Race: Guardian
  • Power: 3500
  • Mana Number: 1
  • Cost: 9
  • Civilization: Light
Card text:

Shieldtrigger Shield trigger (When this creature is put into your hand from your shield zone, you may summon it immediately for no cost.)
Blockericon Blocker (Whenever an opponent's creature attacks, you may tap this creature to stop the attack. Then the 2 creatures battle.)

* When you put this creature into the battle zone, tap all your opponent's creatures.

1 x Hyperspatial Green White Hole Hyperspatial Green White Hole (DMX-25)
  • Collector Number: 18
  • Rarity: Uncommon
  • Type: Spell
  • Mana Number: 1
  • Cost: 4
  • Civilization: Light/Nature
Card text:

* (This spell is put into your mana zone tapped.)

* Put a psychic creature that costs 5 or less from your hyperspatial zone into the battle zone.

* If you put a Light psychic creature into the battle zone in this way, you may add a card from your hand to your shields face down.

* If you put a Nature psychic creature into the battle zone in this way, you may return a card from your mana zone to your hand.

1 x Hyperspatial Musha Hole Hyperspatial Musha Hole (P-Y9)
  • Collector Number: P10-Y9
  • Rarity: Promotional
  • Type: Spell
  • Mana Number: 1
  • Cost: 5
  • Civilization: Fire
  • Artist: hippo
Card text:

*  Destroy 1 of your opponent's creatures with a cost of 4 or less.

*  Put 1 fire psychic creature with a cost of 7 or less into the battle zone from your hyperspatial zone.

(At the start of your game, separate your psychic creatures from your deck and put them into the hyperspatial zone. If a psychic creature would leave the battle zone, return it to the hyperspatial zone instead.)

3 x Intense Vacuuming Twist Intense Vacuuming Twist (DMD-26)
  • Collector Number: 14
  • Rarity: Common
  • Type: Spell
  • Mana Number: 1
  • Cost: 4
  • Civilization: Water
Card text:

Shieldtrigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)

* Look at the top 5 cards of your deck. Reveal one and put it into your hand, then put the rest on the bottom of your deck in any order. If a fire or nature card was revealed in this way, you may choose a creature in the battle zone and return it to its owner's hand.

4 x Kernel, Blue Stagnation Dragon Elemental Kernel, Blue Stagnation Dragon Elemental (DMRP-05)
  • Collector Number: G3
  • Rarity: Uncommon
  • Type: Creature
  • Race: Angel Dragon/Revolutionary
  • Power: 3500
  • Mana Number: 1
  • Cost: 5
  • Civilization: Light/Water
  • Artist: lack
Card text:

(This creature is put into your mana zone tapped.)

Shield_Trigger Shield trigger

Blocker Blocker

■ When you put this creature into the battle zone, choose one of your opponent's creatures. Until the start of your next turn, that creature can't attack or block.

3 x Mega Magma Dragon Mega Magma Dragon (DMR-18)
  • Collector Number: S7
  • Rarity: Super Rare
  • Type: Creature
  • Race: Mega Command Dragon/Revolutionary
  • Power: 8000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Fire
Card text:

* This creature costs 1 less to summon for each of your opponents creatures in the battle zone. It can't cost 0 or less.

* Double breaker

* When you put this creature into the battle zone, destroy all creatures that have 5000 power or less.

3 x Miradante Twelve, Time Pope Miradante Twelve, Time Pope (DMR-22)
  • Collector Number: L3
  • Rarity: Legend Rare
  • Type: Creature
  • Race: Angel Command Dragon/Revolutionary/Team Doremi
  • Power: 12000
  • Mana Number: 1
  • Cost: 8
  • Civilization: Light/Water
Card text:

* (This creature is put into your mana zone tapped.)

* Triple breaker

* Revolution Change - Light or Water dragon that costs 5 or more (When one of your light or water dragons that costs 5 or more attack, you may switch that creature with this creature from your hand.)

* When you put this creature into the battle zone, you may cast a light spell that costs 5 or less from your hand for no cost. If you don't, draw a card.

* Final Revolution - If you put this creature into the battle zone through "Revolution Change" and you didn't use "Final Revolution" during this turn, until the end of your opponent's next turn, he cannot summon creatures that cost 7 or less.

2 x Puchohenza, Mia Moja Puchohenza, Mia Moja (DMRP-05)
  • Collector Number: G4
  • Rarity: Legend Rare
  • Type: Creature
  • Race: Jurassic Command Dragon/Revolutionary/Team Damama
  • Power: 12500
  • Mana Number: 1
  • Cost: 8
  • Civilization: Light/Nature
Card text:

(This creature is put into your mana zone tapped.)

■ Revolution Change - Light or Nature dragon that costs 5 or more (When one of your light or nature dragons that costs 5 or more attack, you may switch that creature with this creature from your hand.)

■ Triple breaker

■ Your opponent's creatures that cost less than the number of cards in your mana zone are put into the battle zone tapped.

■ Final Revolution - If you put this creature into the battle zone through "Revolution Change" and you didn't use "Final Revolution" during this turn, put all creatures that have power less than this creature into their owner's mana zones.

1 x Rafululu, Sound Faerie Rafululu, Sound Faerie (DMX-23)
  • Collector Number: 14
  • Rarity: No Rarity
  • Type: Creature
  • Race: Angel Dragon/Revolutionary/Team Doremi
  • Power: 5000
  • Mana Number: 1
  • Cost: 5
  • Civilization: Light/Water
Card text:

* (This creature is put into your mana zone tapped.)

* Revolution Change - Light or Water creature (When one of your light or water creatures attack, you may switch that creature with this creature from your hand.)

* When you put this creature into the battle zone, this turn, your opponent can't cast spells.

4 x Ragnarok, the Clock Ragnarok, the Clock (DMSP-01)
  • Collector Number: 22
  • Rarity: Rare
  • Type: Creature
  • Race: Outrage MAX
  • Power: 3000
  • Cost: 3
  • Civilization: Water
Card text:

Shieldtrigger Shield trigger (When this creature is put into your hand from your shield zone, you may summon it immediately for no cost.)

■ When you put this creature into the battle zone, skip the rest of the turn. (Immediately start the next player's turn.)

3 x Scale of Bravery and Love Scale of Bravery and Love (DMSP-01)
  • Collector Number: 34
  • Rarity: Common
  • Type: Spell
  • Cost: 2
  • Civilization: Fire
Card text:

Shieldtrigger Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.)

■ Choose one of the following.

▼ Discard a card from your hand. Then draw 2 cards.
▼ Destroy one of your opponent's creatures that has power 2000 or less.

1 x Victorious Apache Urara Victorious Apache Urara (DMEX-01)
  • Collector Number: 49
  • Rarity: Common
  • Type: Creature
  • Race: Melt Warrior/Dark Lord/Hunter
  • Power: 3000
  • Mana Number: 1
  • Cost: 6
  • Civilization: Darkness/Fire
Card text:

(This creature is put into your mana zone tapped.)

■ When you put this creature into the battle zone, or when this creature is destroyed, choose a card in your opponent's hand at random, and your opponent reveals that card. Put a Hunter psychic creature that shares a civilization with the revealed card that costs 8 or less from your hyperspatial zone into the battle zone

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)

 
Section: Hyperspatial Zone (5 cards)
1 x Convoy Trailer, Temporal Commander/Convoy, Awakened Commander Convoy Trailer, Temporal Commander/Convoy, Awakened Commander (DMX-22)
  • Collector Number: 116b
  • Rarity: No Rarity
  • Type: Psychic Creature
  • Race: Flame Command/Great Mecha King/Hunter
  • Power: 5000/8000
  • Mana Number: 1
  • Cost: 7/14
  • Civilization: Water/Fire
Card text:

Blockericon Blocker

* This creature can't attack.

* Awaken - At the start of your turn, you may put a non-evolution Great Mecha King or Machine Hero from your hand into the battle zone. If you do, flip this card.

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)


* Double breaker (This creature breaks 2 shields.)

* Each of your Great Mecha King and Machine Hero gets "speed attacker" and +8000 power while battling.

* Release (When this creature would leave the battle zone, flip this card to the smaller costing side instead.)

1 x Gaial Kaiser Gaial Kaiser (DMEX-01)
  • Collector Number: 46
  • Rarity: Common
  • Type: Psychic Creature
  • Race: Red Command Dragon/Hunter
  • Power: 6000
  • Cost: 8
  • Civilization: Fire
Card text:

■ Speed attacker (This creature doesn't get summoning sickness.)

■ Whenever your shields break, look at that shield. You may put it into your graveyard instead of your hand. If you do, you may put a Hunter psychic creature from your hyperspatial zone into the battle zone that costs the same as the card that you put into your graveyard.

■ Double breaker (This creature breaks 2 shields.)

1 x Gaial Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory Gaial Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory (DMX-25)
  • Collector Number: V12
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 5000/26000
  • Cost: 7/30
  • Civilization: Darkness/Fire/Nature//All
Card text:

* Speed attacker (This creature doesn't get summoning sickness.)

* During the turn this creature was put into the battle zone, this creature can attack untapped creatures.

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)


* Speed attacker (This creature doesn't get summoning sickness.)

* Hunting (While battling, this creature gets +1000 power for each of your Hunters in the battle zone.)

* Whenever this creature wins a battle, untap this creature, then choose 2 of your opponent's shields. Add those shields to your opponent's hand.

* World breaker (This creature breaks all your opponent's shields.)

* Link Release (When this creature would leave the battle zone, return a psychic cell to your hyperspatial zone and flip the other cards instead.)

1 x Prin Prin, the Victorious/Gaial Ore Dragon, the Vainglory Prin Prin, the Victorious/Gaial Ore Dragon, the Vainglory (DMX-25)
  • Collector Number: 21
  • Rarity: Common
  • Type: Psychic Super Creature
  • Race: Hunter/Alien//Rainbow Command Dragon/Hunter
  • Power: 4000/26000
  • Cost: 5/30
  • Civilization: Light/Water/Nature//All
Card text:

* When you put this creature into the battle zone, choose one of your opponent's creatures in the battle zone. Until the start of your next turn, that creature can't attack or block.

* Victory Psychic Link - If you have Ryusei Kaiser, the Victorious and Gaial Kaiser, the Victorious in the battle zone, link them to this creature and flip this creature to its higher cost side.

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)

1 x Ryusei Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory Ryusei Kaiser, the Victorious/Gaial Ore Dragon, the Vainglory (DMX-25)
  • Collector Number: V11
  • Rarity: Victory Rare
  • Type: Psychic Super Creature
  • Race: Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter
  • Power: 6000/26000
  • Cost: 6/30
  • Civilization: Water/Darkness/Fire//All
Card text:

* Your opponent's cards are put into his mana zone tapped.

* Double breaker (This creature breaks 2 shields.)

(At the start of your game, separate your psychic creatures from your deck and put them into your hyperspatial zone. If a psychic creature would be put into a zone other than the battle zone, return it to your hyperspatial zone.)


* Speed attacker (This creature doesn't get summoning sickness.)

* Hunting (While battling, this creature gets +1000 power for each of your Hunters in the battle zone.)

* Whenever this creature wins a battle, untap this creature, then choose 2 of your opponent's shields. Add those shields to your opponent's hand.

* World breaker (This creature breaks all your opponent's shields.)

* Link Release (When this creature would leave the battle zone, return a psychic cell to your hyperspatial zone and flip the other cards instead.)

 
Deck Statistics
Distribution by Civilization
Darkness/Fire bar 2 %  
Darkness/Fire/Nature//All bar 2 %  
Fire bar 12  27 %  
Fire/Nature bar 13 %  
Light bar 9 %  
Light/Nature bar 7 %  
Light/Water bar 18 %  
Light/Water/Nature//All bar 2 %  
Water bar 16 %  
Water/Darkness/Fire//All bar 2 %  
Water/Fire bar 2 %  
 

Distribution by Cost
2 bar 7 %  
3 bar 9 %  
4 bar 9 %  
5 bar 10  22 %  
5/30 bar 2 %  
6 bar 2 %  
6/30 bar 2 %  
7/14 bar 2 %  
7/30 bar 2 %  
8 bar 15  33 %  
9 bar 9 %  
 

Distribution by Power
- bar 18 %  
12000 bar 7 %  
12500 bar 4 %  
13000 bar 7 %  
14000 bar 7 %  
3000 bar 11 %  
3500 bar 18 %  
4000/26000 bar 2 %  
5000 bar 11 %  
5000/26000 bar 2 %  
5000/8000 bar 2 %  
6000 bar 2 %  
6000/26000 bar 2 %  
8000 bar 7 %  
 

Distribution by Race
- bar 18 %  
Angel Command Dragon/Revolutionary/Team Doremi bar 7 %  
Angel Dragon/Revolutionary bar 9 %  
Angel Dragon/Revolutionary/Team Doremi bar 2 %  
Dragon Guild/Beat Jockey bar 9 %  
Flame Command/Great Mecha King/Hunter bar 2 %  
Guardian bar 9 %  
Hunter/Alien//Rainbow Command Dragon/Hunter bar 2 %  
Jurassic Command Dragon/Revolutionary/Team Damama bar 4 %  
Mega Command Dragon/Revolutionary bar 7 %  
Mega Command Dragon/Revolutionary/Team Hamukatsu bar 13 %  
Melt Warrior/Dark Lord/Hunter bar 2 %  
Outrage MAX bar 9 %  
Red Command Dragon/Hunter bar 2 %  
Red Command Dragon/Hunter//Rainbow Command Dragon/Hunter bar 4 %  
 

Distribution by Rarity
Common bar 13  29 %  
Legend Rare bar 11  24 %  
No Rarity bar 4 %  
Promotional bar 2 %  
Rare bar 18 %  
Super Rare bar 7 %  
Uncommon bar 11 %  
Victory Rare bar 4 %  
 

Distribution by Type
Creature bar 32  71 %  
Psychic Creature bar 4 %  
Psychic Super Creature bar 7 %  
Spell bar 18 %  
 



Rating
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