Dreamy Alice
Fusion (3 Dream monsters). On fusion: This monster gains HP and ATK equal to the total cost of its fusion bases × 10. Always: Cards in your hand cost 1 less.
Pink looks cute but hits harder than you would expect. A good fit if you enjoy building unusual combos. 11 cards so far. Click an image to enlarge it.
Fusion (3 Dream monsters). On fusion: This monster gains HP and ATK equal to the total cost of its fusion bases × 10. Always: Cards in your hand cost 1 less.
Evolve (cost 4) from a Dream & Demi-human monster. Always: Spell cards in your opponent’s hand cost 1 more. Double Breaker.
Look at the top 3 cards of your deck, add 1 pink monster or field card to your hand, and put the rest on the bottom.
On summon: Choose one — ① Draw 1 card, or ② Return 1 card from your graveyard to the bottom of your deck.
On summon: Choose one — ① Draw 1 card, or ② This monster gains +10 ATK.
Can be played only while you control a Dream monster. Place this card in your energy zone (no energy is generated this turn).
[Equip: Pink monster] Equipped monster gains +30 HP.
Always: Dream monsters gain +10 HP and ATK. Field, optional: Pay 1 cost to restore 20 HP to one of your monsters.
Evolve (cost 2) from "Dreamy Rabbit". On evolve: If you have an open slot, remove the evolution base and put it into play.
Evolve (cost 2) from "Dreamy Sheep". Field, optional (once per turn): Deal 30 damage to one enemy monster and to this monster.
Choose up to 5 Dream monsters in your graveyard and put them on the bottom of your deck. In hand, this card costs 2 during CLIMAX.
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