|Cyber-Tech Era - Future City Two|
|English||Cyber-Tech Era - Future City Two|
|Card type||Spell Card|
|Lore|| Pay 1000 Life Points to activate this card. Increase the ATK of any "Cyber-Tech" monster you control by 1000.
As long as this card stays on the field, all monsters with "Cyber-Tech" in it's name are immune to spell and monster effects that removes cards from play. In addition, if the effect of a "Cyber-Tech" monster you control makes it immune to removal from play, every monster that meets that criteria can also not be sent to the graveyard by any trap cards.
Pay 500 Life Points, for each "Cyber-Tech" monster you control on the field, each End Phase to keep this card in play or destroy this card.
|Description||a more futuristic-looking city than Future City One|
|Sets||Dawn of the Cyber-Tech Era - DC-TE - DE002|
|Other info|| Gallery - Rulings - Errata - Tips|
Appearances - Trivia
Lores - Artworks - Names
|Era of the Cyber-Tech|
Normal and Effect Monsters
Fusion, Ritual and Synchro Monsters
Advanced (Union) Monsters
Dark Tuner and Dark Synchro Monsters
Spell and Trap Cards