Lucifer
Hand, automatic: This card costs 2 less per Connect Level. CLIMAX / Field / optional / once per turn per name: Choose an enemy monster; it takes double damage this turn.
All 181 cards in CLIMAX CONNECT. Use search and filters to find what you are after, and click an image to enlarge it.
Hand, automatic: This card costs 2 less per Connect Level. CLIMAX / Field / optional / once per turn per name: Choose an enemy monster; it takes double damage this turn.
CLIMAX / Play (Connect −4): Send 1 monster on your opponent’s field to the graveyard.
On summon: Send the top 5 cards of your deck to the graveyard. On attack: Return 1 card from your graveyard to your hand and place 1 card from your hand into your energy zone (energy is generated).
On summon: Gain HP equal to the number of Nature monsters in your graveyard × 10. Ability (optional, once per turn): If it has not attacked this turn, spend 1 attack to gain +30 ATK.
On summon: Deal 30 damage to all enemy monsters. At end of turn: This monster gains +10 max HP.
Evolve (cost 3) from "Count Dracula". At end of turn during CLIMAX: If you have an open slot, summon a random Zombie monster from your graveyard.
Evolve (cost 2 / Connect 4) from "Knight Alma". On attack: Choose an enemy monster other than the attack target and deal 30 damage to it.
In hand: This card costs 1 less at the end of each player’s turn (cumulative). Ability (once per turn): Choose 1 energy card and add it to your life.
Evolve (cost 4 / CLIMAX) from a Human & yellow monster. Ability (optional): If it has 1 or more evolution bases, send 1 to the graveyard and deal 60 damage to one enemy monster. Double Breaker.
Evolve (cost 6) from "Sieg Dragon". Double Breaker. When an equipment card is equipped to this card (once per turn): It gains multi-attack for that turn only.
Fusion (Machine Core + 2 Machine monsters). Always: Multi-attack (can attack twice per turn). Ability (optional, once per turn): Send 1 fusion base to the graveyard to restore 3 energy this turn (used energy becomes available again).
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.
Choose 1–2 equipment cards in your energy zone. Equip them freely to your monsters that meet their equip conditions (both may go on the same monster). Cards not equipped go to the graveyard.
You may send 1 equipment card to the graveyard. If you do, attack again. Always (CLIMAX): +30 HP.
Evolve (cost 2) from "Squire Alma". On attack: Gains +10 ATK.
[Equip: Machine] The equipped monster gains HP and ATK equal to the number of Machine monsters you control × 10. When the equipped monster attacks: Deal 10 damage to all enemy monsters.
Field (optional, once per turn): Lower your Connect Level by 1 and draw 2 cards.
On summon: All enemy monsters cannot attack next turn. When destroyed: Place this card at the bottom of your life.
[Equip: Hero with cost 9+] Always: +50 ATK. Ability (once per turn): Deal 30 damage to all enemy monsters.
On summon: Choose 2 enemy monsters; they cannot attack next turn. On attack: Draw 1 card.
[Equip: Demon Lord with cost 9+] On attack (optional): Send 2 of your life cards to the graveyard to attack again.
On summon: Destroy all enemy monsters with 30 HP or less remaining. On attack: Deal 10 damage to all enemy monsters.
Field, optional (once per turn): Return 1 blue or green spell/equipment card from your graveyard to your hand and permanently reduce its cost by 2.
When your life is lost (hand, once per turn per name): Summon this card without paying its cost and place 1 card from your energy zone at the bottom of your life (nothing is placed if you have no energy).
Fusion (2 monsters with cost 3+). Optional (once per turn): Send 1 fusion base to the graveyard, look at your opponent’s entire hand, and put 1 card from it on the bottom of their deck.
On summon: Send any number of your monsters that have not attacked to the graveyard. Reduce this card’s cost by the number sent.
On attack: Restore 10 HP to itself. Graveyard (optional): Pay 1 life to summon this monster with no cost.
Evolve (cost 4) from "Electro Girl". On attack: If this attack destroys an enemy monster, your opponent loses 1 life.
Fusion (Machine Core + 1 Machine monster). Ability (optional): Send 1 fusion base to the graveyard to fully restore this monster’s HP and gain +10 ATK.
Hand: You may send 2 of your energy cards to the graveyard. If you do, this card costs 4 less. Double Breaker (attacks on life take 2 life cards).
Evolve (cost 4) from a Dream & Demi-human monster. Always: Spell cards in your opponent’s hand cost 1 more. Double Breaker.
In hand, this card costs 1 less for each Sniper in your graveyard. On summon and on attack: Choose an enemy monster and deal 50 damage.
In hand, its cost is reduced by the number of monsters on both fields × 2.
(Vanilla card with no effect)
(Vanilla card with no effect)
(Vanilla card with no effect)
(Vanilla card with no effect)
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.
Add 1 "Squire Alma" from your deck to your hand.
Look at the top 4 cards of your deck, add 1 Demon monster to your hand, and put the rest on the bottom.
Can be played only during CLIMAX. Place this card in your energy zone (no energy is generated this turn).
(Vanilla card with no effect)
(Vanilla card with no effect)
When your life is lost (hand, optional): Discard this card and draw 2 cards.
When used as energy: Draw 1 card.
[Equip: none] Equipped monster gains +10 ATK.
[Equip: none] Equipped monster gains +20 HP.
Permanently give one of your monsters +20 ATK.
On summon: If you have 4 or fewer cards in hand, draw 2 cards.
Look at the top 3 cards of your deck, add 1 Dragon to your hand, and put the rest on the bottom.
When destroyed: Draw 1 card.
Look at the top 3 cards of your deck, add 1 Zombie to your hand, and send the rest to the graveyard.
Summon 2 Zombie monsters with cost 2 or less from your graveyard. They cannot attack this turn.
Draw 2 cards.
Restore 30 HP to one of your monsters.
On summon: Add 1 Pirate monster with cost 3 or less, or 1 blue equipment card, from your deck to your hand.
Look at the top 3 cards of your deck, add 1 Pirate monster to your hand, and put the rest on the bottom.
Always: Your red or Spirit monsters gain +10 HP.
Always: Your blue or Spirit monsters gain +10 HP.
Always: Your green or Spirit monsters gain +10 ATK.
Always: Your purple or Spirit monsters gain +10 ATK.
[Equip: Spirit] Equipped monster gains +10 HP. On equip: Draw 1 card.
Can be played only if your monsters cover 4 or more colors. Place this card at the bottom of your life.
Look at the top 3 cards of your deck, add 1 Spirit monster to your hand, and put the rest on the bottom.
When your life is lost (hand): Summon this monster with no cost.
Look at the top 3 cards of your deck, add 1 Mythic Beast monster to your hand, and put the rest on the bottom.
On summon: Draw 2 cards, then choose 1 card in your hand and send it to the graveyard.
On summon: Add 1 "Electro Girl" from your deck to your hand.
[Equip: Yellow Human] On equip: Draw 1 card. Always: +10 HP.
Look at the top 6 cards of your deck, add 1 yellow monster with cost 2 or less to your hand, and put the rest on the bottom.
Add 1 "Schoolgirl Rina" from your deck to your hand.
Can be played only if you control no monsters. Summon 1 yellow monster with cost 4 or less from your graveyard with no cost.
Send 1 card from your hand to the graveyard to play. Deal 30 damage to one enemy monster.
On play: Draw 1 card. Field, optional (once per turn): Send 4 of your energy cards to the graveyard and summon 1 El Dorado monster from your deck or hand, ignoring its cost.
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.
Draw 1 card. If played on your first turn, place this card in your energy zone and draw 1 more card. No energy is generated this turn.
On summon: Draw 1 card.
On summon: Deal 10 damage to one enemy monster.
Return 1 spell card with cost 3 or less from your graveyard to your hand.
Look at the top 3 cards of your deck, add 1 Human or Dragon monster to your hand, and put the rest on the bottom.
Draw cards equal to the number of Dragon monsters you control.
On summon: Look at the top 3 cards of your deck, add 1 Machine monster to your hand, and send the rest to the graveyard.
[Equip: Machine] Equipped monster gains +10 HP. When equipped: Draw 1 card.
Look at the top 3 cards of your deck, add 1 Machine monster to your hand, and put the rest on the bottom.
Can be played only if your graveyard has 2 or more cards and all of them are colorless. Place this card in your energy zone (energy is generated).
Raise your Connect Level by 1.
(Vanilla card with no effect)
On summon: Draw 1 card.
Restore 20 HP to one of your monsters.
When your life is lost (graveyard): Deal 10 damage to a random enemy monster.
(Vanilla card with no effect)
[Equip: Human] Equipped monster gains +40 HP.
[Equip: Red monster] Equipped monster gains +30 ATK.
Deal 30 damage to one enemy monster.
Restore 60 HP to one of your monsters.
Add 1 card with cost 3 or less from your graveyard to your hand.
[Equip: Red monster] Equipped monster gains +20 ATK.
[Equip: Red monster] Equipped monster gains +30 HP.
Choose up to 3 Dragons in your graveyard, return them to your deck and shuffle. During CLIMAX, place this card in your energy zone.
When your life is lost (hand, any number of times per turn): Summon this monster with no cost.
[Equip: Purple monster] Equipped monster gains +20 ATK.
[Equip: Purple monster] Equipped monster gains +30 HP.
Can only be played if there are 2 or more purple cards in your graveyard. Summon 2 "Zombie Soldier" from outside the battle.
Choose an enemy monster. It cannot attack during your opponent’s next turn.
Place this card in your energy zone, then add 1 card from your energy zone to your hand.
Hand: You may send 1 equipment card to the graveyard. If you do, summon this card without paying its cost. On summon: Draw 1 card.
[Equip: Blue monster] Equipped monster gains +10 ATK. On equip: Draw 1 card.
[Equip: Blue monster] Equipped monster gains +10 ATK and +10 HP.
[Equip: Blue monster] Equipped monster gains +20 HP.
Look at the top 5 cards of your deck, add up to 2 equipment cards to your hand, and put the rest on the bottom.
When your life is lost (hand, any number of times per turn): Choose an enemy monster; it cannot attack this turn.
Draw cards equal to the number of Spirit monsters you control.
Summon this monster with no cost. If you do, send it to the graveyard at end of turn.
[Equip: Mythic Beast] Equipped monster gains +10 ATK and +10 HP.
Restore 20 HP to all your monsters.
Choose up to 2 Zombie monsters in your graveyard and place them in your energy zone (energy is generated this turn).
[Equip: Yellow] Equipped monster gains +20 ATK.
When destroyed: Place this card in your energy zone (energy is generated).
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: +10 HP for each Demon monster you control.
On play: Draw 1 card. Always (CLIMAX): Your Demon monsters gain +10 HP and ATK.
[Equip: Human with cost 3+] Equipped monster gains +10 HP and ATK, and also becomes a Dragon.
On summon: Deal 20 damage to one enemy monster.
On summon: Raise your Connect Level by 1.
Deal 40 damage to one enemy monster.
Can attack twice per turn.
(Vanilla card with no effect)
On summon: Draw 1 card.
On attack: Permanently gain +10 ATK.
[Equip: cost 3+] Equipped monster gains +40 ATK.
[Equip: cost 3+] Equipped monster gains +40 ATK.
On summon: Deal 20 damage to one enemy monster.
Deal damage equal to the number of Dragons you control × 10 to all enemy monsters.
Add 1 monster with cost 6 or less from your graveyard to your hand.
On summon: Choose 1 equipment card in your hand and equip it to this monster without paying its cost.
Always: Your blue equipment cards cost 1 less. Ability (once per turn): Pay 2 cost to add 1 equipment card from your graveyard to your hand.
Choose up to 3 Spirit monsters in your graveyard and add them to your hand.
On attack: If this attack destroys an enemy monster, permanently gain +10 HP and ATK, and draw 2 cards.
Place this card in your energy zone (energy is generated).
Shuffle your entire hand into your deck, then draw 5 cards.
Summon 1 red monster with cost 6 or less from your graveyard without paying its cost. It cannot attack this turn.
On summon: Look at the top 3 cards of your deck, add 1 Dragon to your hand, and put the rest on the bottom.
[Equip: Pirate] Equipped monster gains +50 HP.
Choose up to 3 Mythic Beast monsters with cost 3 or less from your deck and summon them. They cannot attack this turn.
Always: Dream monsters gain +10 HP and ATK. Field, optional: Pay 1 cost to restore 20 HP to one of your monsters.
On summon: Raise your Connect Level by 1.
Return 1 Hero monster from your graveyard to your hand and reduce its cost by 2. In hand, this card costs 0.
Choose up to 2 monsters with cost 2 or less in your graveyard and add them to your hand.
On summon: Add 1 "Ride Dragon" from your deck or graveyard to your hand.
Summon 1 Machine monster with cost 4 or less from your graveyard to your field. During CLIMAX, summon 1 more.
(Vanilla card with no effect)
Always: Can attack twice per turn. On destroyed: Discard 1 random card from your opponent’s hand.
[Equip: none] Equipped monster can attack twice per turn.
Place this card at the bottom of your life.
Always: +10 HP while equipped with an equipment card.
[Equip: Dragon, cost 4+] Equipped monster gains +50 ATK.
[Equip: Zombie] On attack: Restore 10 HP to the equipped monster.
In hand, its cost is reduced by the number of Mythic Beasts you control. Choose an enemy monster and return it, along with everything attached to it (equipment, fusion/evolution bases), to your opponent’s hand.
Evolve (cost 2) from "Schoolgirl Rina". On evolve: Gains multi-attack (2 times) for this turn only.
[Equip: Yellow Human] Equipped monster gains +30 ATK and +30 HP.
When your life is lost (hand, optional): If you have 6 or more equipment cards between your graveyard and energy zone, you may summon this card without paying its cost. On summon: Draw 3 cards.
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.
On summon: Draw 3 cards, then put 2 cards from your hand on the bottom of your deck.
In hand, its cost is reduced by the number of purple monsters you control. On play: Deal 30 damage to one enemy monster.
On summon: Return 1 colorless card with cost 3 or less from your graveyard to the bottom of your deck. At the end of each turn, this monster gains +10 ATK.
Hand (optional): When your life is reduced, you may trash 2 colorless cards from your hand to summon this monster ignoring its cost. Then choose 2 enemy monsters; they cannot attack this turn. When it attacks: Draw 1 card.
Ability (once per turn): Deal 50 damage to one enemy monster.
On summon: Send any number of your monsters that have not attacked to the graveyard. Reduce this card’s cost by the number sent.
On summon: Deal 20 damage to 2 enemy monsters.
On summon: Destroy 1 card with cost 5 or less on your opponent’s field. On attack: The attacked monster permanently loses 20 ATK.
Hand: Costs 1 less for each green or yellow monster you control. Field: Your monsters at full HP gain +10 ATK.
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.
You may discard 1 Sniper card from your hand. If you do, discard 1 random card from your opponent’s hand.
When an allied monster would be destroyed, discard this monster instead and that ally stays on the field with 10 HP.
On summon: Deal 10 damage to 2 enemy monsters. Multi-attack.
On summon: This monster cannot attack this turn.
In hand, its cost is reduced by the number of Machine monsters you control × 2. When a monster is fusion-summoned to your field, deal 10 damage to all enemy monsters. Field (optional, once per turn): Return up to 3 cards from your hand to your deck and draw that many.
Its summon cost is reduced by the number of Spirits in your field and graveyard. Always: Your Spirit monsters gain +10 HP and ATK. At end of turn: Restore 20 HP to all your monsters.
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