Power 6000 or more パワー6000以上 (Pawā 6000 Ijō) | |
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Dmwiki.net: | Article |
Power 6000 or more is a characteristic based term for support cards.
- See also: Power 12000 or more
Details[]
6000 power is often seen as the required power that a creature requires to have to have the Double Breaker keyword (without other demerits).
- This was later further cemented as fact by the Powered Breaker keyword (where an additional shield is broken for each 6000 power).
In DM-33 Rising Dragon during the Divine Evolution Saga, 9 cards referencing creatures that have "power 6000 or more" were introduced. Later on, many additional cards in the Nature Civilization referenced this characteristic.
Usage of the term resurfaced in the The Rise of Kings block, primarily on Distas creatures, as many of the Dispectors they support are large creatures with high power.
2 The Strong Spiral |
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Water / Spell |
■ Choose a creature in the battle zone, and return it to its owner's hand. |
2 Kill, Temporal Brawler |
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Fire / Psychic Creature Human 1000 |
■ During your opponent's turn, if any of your psychic creatures would be returned to your hand by one of your opponent's spells or the ability of one of your opponent's creatures in the battle zone, that creature stays in the battle zone instead. |
3 Fabula Snail / Gorchop Trap |
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Nature / Creature + Spell Gransect 3000 |
■ Your creatures that have power 6000 or more cost 1 less to summon. Shield trigger (When this spell is put into your hand from your shield zone, you may cast it immediately for no cost.) |
Support[]
- See also: Power 12000 or more
Supporting[]
Cards that support "Power 6000 or more"
Support Card: | Card Effect: |
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Aterui, the Patroller | ■ Whenever your opponent would choose your creatures in the battle zone, they can't choose creatures that have power 6000 or more. |
Bumpy Blueprint | ■ Each of your creatures in the battle zone that have power 6000 or more gets "Double breaker". |
Diamond Fall | ■ Each of your creatures in the battle zone that have power 6000 or more gets "Double breaker". |
Fabula Snail / Gorchop Trap | ■ Your creatures that have power 6000 or more cost 1 less to summon. |
Kujigojira, Whalekind | ■ When you put this creature or another creature that has power 6000 or more in the battle zone, you may put the top card of your deck into your mana zone. |
Necrodragon Czar Gandhi | ■ When you put this creature into the battle zone, you may return a creature that has power 6000 or more from your graveyard to your hand. |
Peacock Breath | ■ This turn, whenever one of your creatures attack, if they have power 6000 or more, they get "double breaker". |
Powered Stallion | ■ If the crossed creature has power 6000 or more, it has "double breaker". |
Princess Cub SP | ■ Whenever your opponent would choose a creature in the battle zone by the effect of a spell, they can't choose your creatures in the battle zone that have power 6000 or more. |
Punchfox, Knuckle Chain | ■ At the end of your turn, if you have a creature that has power 6000 or more in the battle zone, draw a card. |
Senseless Mike | ■ Whenever you put a creature that has power 6000 or more into the battle zone, your opponent chooses a card from their hand and discards it. |
Shubil Punch, Strong Defense Mecha | ■ Saver: Power 6000 or more |
X-girls, Snow Faerie | ■ Your nature creatures that have power 6000 or more cost 2 less to summon. They can't cost 0 or less. |
Supported[]
Cards supported by "Power 6000 or more"
Supported Card: | Card Effect: |
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Burst Oneshot | ■ If you have a creature in the battle zone that has power 6000 or more, draw a card. |
Disbilpun | ■ If you have a creature in the battle zone that has power 6000 or more, this creature gets "blocker". |
Disganba | ■ This creature can't attack players unless you have a creature in the battle zone that has power 6000 or more. |
Dismoors | ■ When you put a creature that has power 6000 or more, return this creature from your graveyard to your hand. |
Dispenter | ■ When this creature is destroyed, if you have a creature in the battle zone that has power 6000 or more, return this creature to your hand instead. |
Dondon Trap Now | ■ Look at the top 5 cards of your deck. You may show a creature from among them to your opponent and add it to your hand. Put the rest on the bottom of your deck in any order. If the revealed creature has power 6000 or more, choose one of your opponent's creatures and put it into its owner's mana zone. |
Faerie Power | ■ Put the top card of your deck into your mana zone. If it's a creature that has power 6000 or more, draw a card. |
Kill, Temporal Brawler | ■ Awaken—At the start of your turn, if you have a creature in the battle zone that has power 6000 or more, flip this creature. |
Nanny, Beast Army | ■ If you have another nature creature in the battle zone that has power 6000 or more, this creature gets +3000 power, "double breaker" and the Guerrilla Command race. |
Ochame Trap | If you have a creature in the battle zone that has power 6000 or more, draw a card. |
Puffball Mushroom | ■ When you put this creature into the battle zone, destroy it unless you have another creature in the battle zone that has power 6000 or more. |
The Strong Bomber | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Breath | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Crush | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Guard | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Momopower | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Spiral | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Telepo | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Thunder | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Trap | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
The Strong Void | ■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card. |
World Spiral | ■ If you have a creature in the battle zone that has power 6000 or more, draw a card. |
Anti-"Power 6000 or more" Cards[]
Anti-"Power 6000 or more" cards
Card: | Card Effect: |
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Greatest Earth, Planetary Dragon | ■ Your opponent's creatures that have power 6000 or more must attack this creature if able. |
Smash Warrior Stagrandu | ■ Whenever this creature attacks a creature that has power 6000 or more, this creature gets +9000 power until the end of the turn. |
Evolution Creatures[]
Creatures that evolve from "Power 6000 or more" creatures
Evolution Creature: | Evolves From: |
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Warashibabe, Super Mirage | ■ Evolution—Put on one of your nature creatures. |
■ Invasion—Nature creature that has power 6000 or more |
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Effects
Oneshot Effect ● Continuous Effect ● Replacement Effect
Destruction Replacement effect ● Sprout
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March 25, 2017 Rules revision ● March 16, 2021 Rules revision
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Demerits
Can't Attack ● Can't Block
Attack if Able ● Block if Able
Alternate Loss Condition
Characteristic support
Cost 1 ● Cost 3 ● Cost 7 or less ● Cost 9 ● Cost 10
Power 6000 or more ● Power 12000 or more
Blocker ● Last 3 Digits
Activation Cost ● Additional Cost ● Attacking Creature
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Rock-Paper-Scissors ● Stop ● System Creature ● The Over Eggplant-cross
Touch ● Trivia card ● Twinpactification ● Vanilla