Zero is also the name of a card in DMRP-11 and a colorless civilization.
ZERO
Japanflag.png 侵略ZEROゼロ
Released:
DMR-22 The World of Zero!! Blackout!!
DM-Wiki: Article
Category for ZERO

ZERO is an ability word released in DMR-22 The World of Zero!! Blackout!!.

Details

It allows a card to be put from the hand into the battle zone at the end of the opponent's turn if they put a creature into the battle zone for no cost during their turn. As the creature is put during the opponent's turn, it doesn't get summoning sickness. The trigger requirements for this ability include spells such as Heaven's Gate and creatures such as Batorai Bushin, Blazing Deluxe, Invasion and Revolution Change.

As it is useless against decks that do not cost trample creatures or ends the game via for no cost tramples (Such as Heaven's Gate Loop), it is a form of Opponent Reliance.

Reminder Text

The latest reminder text for the ZERO ability on creatures and D2 Fields reads;

ZERO (At the end of your opponent's turn, if your opponent put a creature into the battle zone for no cost, you may put this [CARD TYPE] from your hand into the battle zone for no cost.)

The latest reminder text for the ZERO ability on spells reads;

ZERO (At the end of your opponent's turn, if your opponent put a creature into the battle zone for no cost, you may cast this spell from your hand for no cost.)

Example

6 Blackout, ZERO Invasion
Darkness / Creature
Sonic Command / Invader ZERO

7000


■ Double breaker

■ ZERO: At the end of your opponent's turn, if your opponent put a creature into the battle zone for no cost, you may put this creature from your hand into the battle zone.

■ Whenever this creature attacks, if you have a D2 Field in the battle zone, destroy one of your opponent's creatures that has the highest power.

Dmr22-l2.jpg


Cards with the ZERO ability


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