All these commons are in MINT UNPLAYED condition
Even Yu-Gi-Oh
Spell/Field (This card is always treated as a "Paradise Lost" card.) A Synchro or Xyz Summon using a Level 6 or higher Tuner monster as a Material cannot be negated
Once per turn, if you control at least one HERO Normal Monster or a HERO Fusion Monster, you can discard a card to activate 1 of these Skills based on the HERO monsters attribute: If youve got an EARTH HERO, destroy an EARTH monster you control and a face-up monster your opponent controls If you have a WIND, blow away a face-up Spell or Trap Card A FIRE will let you return all face-up non-FIRE Special Summoned monsters back to their controllers hand A WATER HERO will get you a free draw, and until the end of the next turn, you can activate one Normal Trap straight from your hand If youve got a LIGHT HERO, you can change the battle position of a face-up monster on the field You can only get one of these effects per turn, but some of them are wildly powerful and the sheer range of options is massive
For one, Im using the Spellbook engine to generate Spell counters across a variety of cards, and almost all of the Endymion monsters to drive your gameplan forward
Stardust Dragon spent a long time as the staple Synchro for almost any deck