If this card is Normal or Special Summoned: You can pay 1000 LP, then target 1 "Vampire" monster in your GY, except "Vampire Scarlet Scourge"; Special Summon it, but it cannot attack this turn. You can only use this effect of "Vampire Scarlet Scourge" once per turn. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field.
Once per turn: You can equip 1 "Inzektor" monster from your hand or Graveyard to this card. If an Equip Card(s) is sent to your Graveyard while equipped to this card (except during the Damage Step): You can add 1 "Inzektor" card from your Deck to your hand. While this card is equipped to a monster, that monster's Level is increased by 3.
If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" monster from your Deck to your hand, except "Vampire Familar". If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Familiar" once per turn.
If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" Spell/Trap from your Deck to your hand. If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Retainer" once per turn.
You can target 1 face-up "Inzektor" monster you control; equip this card from your hand to that target. While this card is equipped to a monster, that monster's original ATK becomes 2400. If this card is sent to the Graveyard while equipped to a monster: You can target 1 "Inzektor" monster in your Graveyard except "Inzektor Giga-Mantis"; Special Summon that target. This effect of "Inzektor Giga-Mantis" can only be used once per turn.
If your opponent controls a card and you control no cards, you can Normal Summon this card without Tributing. If this card attacks an opponent's monster, as long as you control no Spell/Trap Cards, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
Lmao at p2w players, like u guys just play MH and silent crystal or just keep up with meta and think you're different from us. Keep pouring money to Konami,ok? And we just keep money for our own. When this game died, I hope u won't bark any single word.
Lol. I am F2P by choice and enjoy it for the challenge. Capacity to pay has nothing to do with it. I could buy out all the boxes if I wanted but then reaching KoG would be too easy. It's already easy, having gotten KoG every season since I started. And the money I would have paid is now added to my stock market investments, making more money in the long run. That's called being smart.
such a wise gentleman you are. this is the shittiest review i've ever read. while probably still no worth going after, vamps combined with some old zombies like samskull and gozuki are a spell/trap negation mechanic away from being fur hire 2.0
It's worth noting that the vast majority of stuff here is Zexal-era, so around 5 years old, which is certainly not new. There's like half a dozen cards in here that were released in the last 2 years. (The Dark Saviors Vampire stuff, Mithra and Extra Net.) There's literally twice as many cards in this pack that are over a decade old.