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Power 6000 or more
パワー6000以上 (Pawā 6000 Ijō)
dm-wiki: Article

Power 6000 or more is a characteristic based term for support cards.

Details

It is seen as the required power a creature needs to have to have the Double Breaker keyword (without other demerits).

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.

The Strong Spiral

Water / Spell / 2
■ Choose a creature in the battle zone, and return it to its owner's hand.

■ If you have a creature in the battle zone that has power 6000 or more, you may draw a card.


Kill, Temporal Brawler

Fire / Psychic Creature / Human / 2 / 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.

■ 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.


Fabula Snail / Gorchop Trap

Nature / Creature + Spell / Gransect / 3 / 3000
■ Your creatures that have power 6000 or more cost 1 less to summon.

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

■ Put all your opponent's creatures that have power 4000 or less into his mana zone.


Support

See also: Power 12000 or more

Supporting

Cards that support "Power 6000 or more"

Support Card: Card Effect:
Aterui, the Patroller ■ Whenever your opponent would choose your creatures in the battle zone, he can't choose creatures that have power 6000 or more.
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 the 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, he can't choose your creatures in the battle zone that have power 6000 or more.
Senseless Mike ■ Whenever you put a creature that has power 6000 or more into the battle zone, your opponent chooses a card from his 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:
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.
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 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 Spiral ■ 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.

Anti-"Power 6000 or more" Cards

Anti-"Power 6000 or more" cards

Card: Card Effect:
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:
Warashibabe, Super Mirage Evolution—Put on one of your nature creatures.
Invasion—Nature creature that has power 6000 or more
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