Ampire

From CMC Wiki

Card Stats

Card number 977
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Rarity
1
Buy
2000
Sell
1
Stores
Search

Cardart

Card Details

  • It is effectively immune to combat damage unless it's killed in one hit. In combat, it will heal the damage taken previously before taking damage.
  • Its activated ability affects your own monsters, but allows for a very potent stall if it can be kept alive.
  • As many stall decks use ability-oriented monsters (such as snipers or dizziers), being unable to attack will often be of little penalty to the user.
  • One round is counted from the Draw Phase for an affected monster's controller to their next Draw Phase.
    • For Ampire's user, this means that they Can't Attack for the turn that the ability was used, and their next turn.
    • For their opponent, this means that they Can't Attack on their next turn.
  • Using the ability multiple times resets the count rather than adding to it.
  • As the ability dizzy-locks Ampire when used, to maintain a lockdown, you either need a second Ampire or undizziers.
  • Cards brought into play after the ability is used are not affected. One means of evading the lockdown is to use Speed Summon monsters or to undizzy newly played monsters.

Card History