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Cycle/DM-14 to DM-17
Next: DM-19 to DM-23
Previous: DM-10 to DM-13

The following is a list of cycles that appeared during DM-14 to DM-17, also known as Reincarnation Saga.

DM-14 Generate Gear[]

Each of these monocolored support creatures receives an effect and increased power when there's only one civilization in your mana zone.

Civilization: Card: Effect:
Light Parshia, the Explorer This creature gets +2500 power and "Blocker".
Water Deep Juggler This creature gets +1000 power and draws a card whenever it attacks.
Darkness Zamaru, Treasure of Darkness This creature gets +2000 power and discards a card at random whenever it attacks.
Fire Zyler's Lighter This creature gets +1000 power and "Speed attacker".
Nature Cloud Mayfly This creature gets +4000 power, "Double breaker" and can't be blocked by creatures that have 5000 power or less.

Each of these creatures has an ability against Enemy Civilization spells.

Civilization: Card: Effect:
Light Cabalt, the Patroller ■ Look at your opponent's hand. Your opponent discards all darkness and fire spells from it.
Water Trident Tower Lunatron ■ Whenever your opponent casts a fire or nature spell, choose up to 2 cards in your opponent's mana zone and return them to their owner's hand.
Darkness Wrangle, the Hidden Heretic ■ Your opponent can't cast a light or nature spell that has the same name as a spell in their graveyard.
Fire Screwhead Lizard ■ Whenever your opponent casts a light or water spell, destroy one of your opponent's light or water creatures that has power 5000 or less.
Nature Broken Horn, the Barricading ■ Each water and darkness spell costs 2 more to cast.

Each of these creatures has its power reduced if your opponent has Enemy Civilization cards in the battle zone.

Civilization: Card: Effect:
Light Regi Pael, Purple Shrine Guardian ■ This creature gets -1000 power for each darkness or fire creature in the battle zone.
Water Pattern Egg ■ This creature gets -1000 power for each fire or nature creature in the battle zone.
Darkness Gigaroaster ■ This creature gets -1000 power for each light or nature creature in the battle zone.
Fire Brock, the Screw Soldier ■ This creature gets -1000 power for each light or water creature in the battle zone.
Nature Cyclone Totem ■ This creature gets -1000 power for each water or darkness creature in the battle zone.

Each of these creatures has an ability that affects Enemy Civilization cards.

Civilization: Card: Effect:
Light Glasya, Channeler of Suns ■ Whenever this creature attacks, you may choose a darkness or fire creature in the battle zone and tap it.
Water Dolunka ■ Whenever one of your opponent's fire or nature creatures attacks, you may draw a card.
Darkness Telescope Horn ■ When you put this creature into the battle zone, look at your opponent's hand and discard a light or nature creature from it.
Fire Gankloak's Magnifying Glass ■ This creature can't be attacked by light or water creatures.
Nature Brave Bell ■ This creature gets +3000 power while battling water or darkness creatures.

Each of these creatures has a mana cost of 2 and the "Saver" keyword.

Civilization: Card: Effect:
Light Bix, Guardian of the Sacred Mountain ■ Saver: Angel Command
Water Crescent Anemone ■ Saver: Cyber Moon
Darkness Balor, Lifesaving Doll ■ Saver: Demon Command
Fire Branca, Protection Soldier ■ Saver: Armored Dragon
Nature Malulu, Snowy Valley Faerie ■ Saver: Earth Dragon

DM-15 Secret of Hidden Gear[]

Each of these creatures has the ​Accelerator "Accelerator" keyword and gets +3000 power as well as an additional race while they are crossed.

Civilization: Card: Obtained Race:
Light Arissa, Vizier of Holy Strikes Angel Command
Water Aqua Moon Edge Cyber Moon
Darkness Deathblood, Mysterious Demon Demon Command
Fire Mysterious, Armed Soldier Volcano Dragon
Nature Fifi, Awakened Dragon Faerie Earth Dragon

Each of these creatures has a Come Into Play ability that triggers when you have a creature with the same name in your graveyard.

Civilization: Card: Effect:
Light Beinz Sayla, Guardian of Cleansing Light You may choose one of your opponent's creatures in the battle zone and tap it.
Water Bubble Lamp Draw a card.
Darkness Dark Mare, the Debilitating Shadow One of your opponent's tapped creatures gets -2000 power until the end of the turn.
Fire Red Ridaz', Explosive Daredevils Put a card in your opponent's mana zone into their graveyard.
Nature Hustle Ball Tribe Put the top card of your deck into your mana zone.

DM-16 Origin of Perfect Gear[]

Each of these Cross Gear has an ability that's active while they aren't crossed with a creature.

Civilization: Card: Effect:
Light Impact Absorber Creatures can only break 1 shield per attack.
Water Noble Enforcer Creatures that have power 2000 or less can't attack or block.
Darkness Immortal Blade Each creature in the battle zone gets "slayer".
Fire Sky Jet Each creature in the battle zone gets "speed attacker".
Nature Mobile Forest Your creatures each cost 1 less to summon.

Each of these creatures has the "Gravity Zero" ability word and can be summoned for no cost if you have a creature with the specified race.

Civilization: Card: Race:
Light Webius, the Patroller Angel Command
Water Paradise Aroma Cyber Lord
Darkness Mad Guitar Demon Command
Fire Fokker, Rider of the North Wind Armored Wyvern
Nature Buu, the Invoked Horned Beast

Each of these Very Rare and Super Rare creatures has the "Gravity Zero" ability word and can be summoned for no cost.

Civilization: Card: Gravity Zero:
Light Ophanis, Unified Five Elemental If you have cards of all 5 civilizations in the battle zone.
Water Cosmoview Lunatron If a player has 9 or more cards in their hand.
Darkness Dulanzames, Jet-Black War Demon If there are 3 or more Demon Commands in the battle zone.
Fire Valkerios Dragon If there are 2 or more Armored Dragons in the battle zone.
Nature Commanding Leopard Horn If there are 8 or more creatures in the battle zone.

DM-17 The Over-Technocross[]

Each of these Allied Civilization multicolored cards has the Evolution Cross Gear card type and features "Catastrophe" in their name.

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