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Draconus's AGM Legacy Support Thread! (543 total cards!)


Draconus297

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[spoiler= DRACONUS, WHY?]

The AGM is host to a wide stable of archetypes, with a variety of playstyles- not only have we used the Archetype Game's prompts to build with, we've brought in our own side projects, built up a long list of generics, and even allowed ourselves a short list of Konami's cards to play with.

 

However, this means that some of our projects have . . . fallen behind in terms of the care they receive from the group. They fall by the wayside, and suddenly the pool seems to stagnate.

 

Now, Tinkerer beat me to the punch here, but I wasn't going to let him have all the fun. Instead, I'll just do something slightly different- instead of exactly one card per archetype, I'll make whatever I think each archetype needs. In addition, I won't just cover in-house AGM archetypes- the Konami archetypes and the member pet projects are going to get some help, too. I won't be designing extras for my own archetypes, though- I'll leave that to the other members if they so wish.

 

 

 

[spoiler= "Official" AGM Archetypes]

[spoiler= Buster Blader Platoon]

One of two Buster Blader support archetypes in the AGM, which is kinda necessary because our dragons are prominent, dominant, and powerful. This one focuses on giving your opponent useless Dragon-Type Tokens to ram into, and gaining power through teamwork.

 

Naturally, a team of five isn't exactly enough members to accomplish much . . . let's fix that! In addition, I know just the backrow support to add . . .

 

Buster Blader Platoon Quartermaster

EARTH - Level 3 - Warrior/Effect - 1200/800

If you control no monsters, you can Special Summon this monster from your hand (you can only Summon 1"Buster Blader Platoon Quartermaster" per turn this way). "Buster Blader" monsters you control gain 200 ATK for each face-up Dragon-Type monster your opponent controls. You can Tribute this face-up monster: Special Summon 1 "Buster Blader" monster from your hand or Graveyard, and if you do, you can Special Summon 1 "Threatening Dragon Token" (WATER/Level 6/Dragon-Type/2400 ATK/1000 DEF) to your opponent's side of the field in face-up Defense Position.

 

Buster Blader Platoon Sprinter

EARTH - Level 1 - Beast/Tuner/Effect - 300/100

You can Tribute this face-up monster to Special Summon 2 "Buster Blader Platoon" monsters from your Deck with different names, except "Buster Blader Platoon Sprinter", from your Deck in face-up Defense Position, but destroy them during the End Phase, also during the turn you activate this effect you cannot Summon monsters, except "Buster Blader" and "Destruction Sword" monsters. At the start of either player's 1st Main Phase, you can Special Summon this monster from your Graveyard, but banish it when it leaves the field.

 

Buster Blader Platoon's Dragon Mirage

Normal Trap

Send the top card of your Deck to the Graveyard: All monsters your opponent controls and in their Graveyard are treated as Dragon-Type until the end of the turn. If you control "Buster Blader", "Buster Blader, the Destruction Swordmaster", or a Fusion monster that lists "Buster Blader" as Material when this card is activated, you can destroy all Spell/Trap Cards your opponent controls. You can banish this card from your Graveyard, except during the turn it was sent there: Add 1 "Buster Blader" card from your Deck to your hand, except "Buster Blader Platoon's Dragon Mirage".

 

 

[spoiler= Funereal Flowers]

This one is an interesting case, because they have a very well-defined playstyle, and the Deck could be played as-is mostly competently. So, essentially, I'll just be upping their consistency a little bit.

 

Funereal Flower - Orchid

EARTH - Level 4 - Plant/Effect - 1000/1900

During either player's turn, if a card your opponent controls is destroyed and sent to the Graveyard (by battle or card effect), you can Special Summon 1 "Funereal Flower" monster from your Graveyard (you can only activate this effect of "Funereal Flower - Orchid" once per turn. If your opponent controls a face-up "Funereal Flower" monster when a Pendulum card they control is destroyed, that card is sent to the Graveyard instead of being sent face-up to the Extra Deck.

 

Funereal Flower - Vanilla

DARK - Level 2 - Plant/Effect - 1250/0

If this card is destroyed, this monster's original owner can target up to 2 face-up cards on the field: Destroy that target(s). If your opponent does not control a face-up "Funereal Flower" monster, you can give control of this card to your opponent, and if you do, you can add 1 "Funereal" Spell Card from your Deck or Graveyard to your hand (you can only activate this effect of "Funereal Flower - Vanilla" once per turn.

 

Funereal Mourning

Continuous Spell

Cards cannot be banished from the Graveyard. "Funereal Flower" monsters you control gain 100 ATK for each card in your opponent's Graveyard.

 

 

[spoiler= Cafe Girl]

Whoo boy. Archetype based on one Normal monster. This ought to be fun.

 

But seriously, I like the idea, the execution is . . . kinda wonky. A wider monster lineup than just the one might be necessary.

 

Cafe Girl Intern

EARTH - Level 1 - Warrior/Tuner/Effect - 0/0

When this monster is Normal Summoned, you can add 1 "Cafe Girl" Equip Spell Card from your Deck to your hand, but you cannot activate the added card this turn. If this monster is used as Material for the Summon of a "Cafe Girl" Fusion or Synchro monster, you can add 1 "Cafe Girl" from your Deck or Graveyard to your hand.

 

Cafe Girl Manager

EARTH - Level 1 - Warrior/Tuner/Effect - 1000/0

If a "Cafe Girl" monster you control is destroyed by your opponent's card (by battle or card effect), you can Special Summon this monster from your hand, and if you do, you can place the destroyed monster on top of your Deck. You can shuffle this face-up monster you control into your Deck: Special Summon 1 "Cafe Girl" from your hand, Deck, or Graveyard.

 

 

[spoiler= Shivergami]

Great Synchro archetype. Very limited in-archetype Synchros. I can help!

 

Shivergami Cyst

WATER - Level 1 - Fiend/Effect - 1000/0

When this monster is Normal Summoned, you can Special Summon 1 Level 3 or lower "Shivergami" monster from your Deck, and if you do, discard 1 card (You can only activate this effect of "Shivergami Cyst" once per Duel). This monster can be treated as a Tuner monster for a Summon of a Fiend-Type Synchro monster. If this card is discarded, you can add up to 2 "Shivergami" monsters from your Graveyard to your hand (you can only activate this effect of "Shivergami Cyst" once per turn).

 

Shivergami Fracture

WATER - Level 2 - Fiend/Effect - 800/1500

If this card is discarded: You can Special Summon this monster. If this monster is used as Synchro Material for the Summon of a "Shivergami" Synchro monster, you can add 2 "Shivergami" monsters from your Graveyard to your hand, except "Shivergami Fracture".

 

Shivergami Pneumonia

WATER - Level 4 - Fiend/Tuner/Effect - 1700/0

You can discard 1 "Shivergami" card to Special Summon this monster from your hand. If this card is discarded, you can target 1 "Shivergami" monster in your Graveyard and Special Summon it, also, if this card was discarded by the effect of a "Shivergami" card, you can add 1 "Shivergami" monster from your Deck to your hand.

 

Shivergami Impalement

WATER - Level 5 - Fiend/Effect - 1400/1900

If another "Shivergami" monster is discarded, you can Special Summon this monster from your hand, and if you do, you can add 1 Fiend-Type Tuner from your Deck to your hand. Once per turn, you can target 1 "Shivergami" monster in your Graveyard: This monster becomes the target's Level, also if the target is a Tuner, you can treat this monster as a Tuner for a Synchro Summon this turn.

 

Shivergami Amputation

WATER - Level 4 - Fiend/Synchro/Effect - 2300/0

1 "Shivergami" Tuner + 1 or more non-Tuner WATER monsters

When this monster is Synchro Summoned: Draw 1 card for each "Shivergami" monster used as Material for this monster's Synchro Summon. During each of your End Phases, you can draw 1 card, and if you do, discard 1 card.

 

Shivergami Vivisection

WATER - Level 7 - Fiend/Synchro/Effect - 2700/1000

1 "Shivergami" Tuner + 1 or more non-Tuner monsters

During either player's turn, you can discard 1 card: "Shivergami" monsters you control gain 500 ATK, until the End Phase (this is a Quick Effect). If this monster is in your Graveyard, you can discard 2 cards: Special Summon this monster.

 

Shivergami Reconstruction

WATER - Level 9 - Fiend/Synchro/Effect - 2900/2000

1 "Shivergami" Tuner + 1 or more non-Tuner WATER monsters

When this monster is Synchro Summoned, you can discard all cards in your hand, and if you do: During the End Phase, you can add a number of cards from your Graveyard to your hand equal to the number of cards discarded. Once per turn, during either player's turn, you can discard 1 card to target 1 card your opponent controls: Banish that target. Up to thrice per turn, if you discard a card(s) for a monster effect, except the effect of "Shivergami Reconstruction", draw 1 card.

 

Shivergami Chemotherapy

WATER - Level 10 - Fiend/Synchro/Effect - 3300/3100

2 Tuners + 1 or more non-Tuner "Shivergami" monsters

Cannot be destroyed by battle or card effects. Once per turn, you can add 1 "Shivergami" monster from your Graveyard to your hand. During either player's turn, you can discard 1 card and target 1 face-up card on the field: That target's effects are negated, also if it leaves the field this turn, it (and all Materials attached to it, if the target is an Xyz monster) is banished. If a card(s) is discarded for the effect of a "Shivergami" card, increase this monster's ATK by 100 for each card discarded.

 

Spite of the Shivergami

Quick-Play Spell

Target 1 "Shivergami" monster in your Graveyard: Special Summon that target, then discard 1 card. During either player's turn, you can banish this card from your Graveyard: Increase the ATK of all Special Summoned monsters you control by 800, until the End Phase, also, each time a "Shivergami" monster you control inflicts Battle Damage this turn, draw 1 card. You can only activate 1 "Spite of the Shivergami" per turn.

 

 

[spoiler= Zord]

Illuzord

EARTH - Level 5 - Machine/Union/Effect - 100/2500

You can Special Summon this monster from your hand by sending 1 "zord" monster from your hand or Deck to your Graveyard, except "Illuzord", and if you do, this monster's name and effects become the same as the sent monster's. If this card is sent to the Graveyard as Fusion Material while duplicating the name of another "zord" monster, you can Special Summon the monster whose name was duplicated this way from your Graveyard. Once per turn, you can equip this monster you control to a face-up "zord" monster you control OR unequip it to Special Summon this card in face-up Attack Position (If a monster equipped with this card would be destroyed, you can destroy this card instead).

 

Combazord

EARTH - Level 8 - Machine/Fusion/Union/Effect - 2800/2100

"Charzord" + "Biozord"

You can only control 1 "Combazord". Must first be Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above Materials you control (A Summon by this effect is treated as a Fusion Summon). You can Normal Summon one "zord" monster from your hand during each Battle Phase. If a "zord" monster you control attacks, you can add 1 "zord" card from your Deck or Graveyard to your hand. Once per turn, you can equip this card from your side of the field to a face-up "zord" monster you control, OR unequip this card to Special Summon it in face-up Attack Position (If the equipped monster would be destroyed, you can destroy this card instead). Battle Damage inflicted by a "zord" monster equipped with this card is doubled.

 

Zordjacking

Quick-Play Spell

Target 1 face-up monster your opponent controls: This turn, you can Normal Summon 1 Level 5 or higher monster, and the targeted monster can be used as Tribute if necessary (this Summon is in addition to your Normal Summon/Set, if you activate this card during your turn), but your opponent takes no damage for the rest of the turn. If you Normal Summoned a "zord" monster with this effect, you can Special Summon 1 "zord" monster from your hand or Graveyard with equal or lower ATK than that monster. You can banish this card from your Graveyard to add 1 "zord" card from your Deck to your hand, except "Zordjacking". You can only activate 1 effect of "Zordjacking" per turn, and only once that turn.

 

 

[spoiler= Electric Field]

You kinda want to have more than two ED options in the archetype.

 

Chi, Sergeant of the Electric Field

EARTH - Level 8 - Thunder/Synchro/Effect - 2500/2300

1 "Electric Field" Tuner + 1 or more non-Tuner monsters

During either player's turn, you can banish 1 Thunder-Type monster from your Graveyard to banish 1 face-up card your opponent controls. If a card your opponent controls is destroyed by your card effect, you can Tribute this face-up monster to shuffle all Thunder-Type monsters in your Banished Zone into your Deck, and if you do, Special Summon this monster from your Graveyard during your next Standby Phase. You can only activate each effect of "Chi, Sergeant of the Electric Field" once per turn.

 

Psi, Sergeant-Major of the Electric Field

EARTH - Rank 4 - Thunder/Xyz/Effect - 2000/2800

2 Level 4 LIGHT monsters

Once per turn, you can banish up to 2 Thunder-Type monsters from your Graveyard to target a number of cards on the field equal to the number of banished monsters +1: Destroy those targets. During either player's turn, you can detach 1 Xyz Material from this card: All cards your opponent owns that would be destroyed by the effects of "Electric Field" cards are banished, instead. If this monster is destroyed or banished, you can Special Summon 1 "Electric Field" monster from your Banished Zone, except "Psi, Sergeant-Major of the Electric Field".

 

Energized Electric Field

Continuous Spell

Once per turn, if a card your opponent controls is destroyed or banished by the effect of an "Electric Field" monster you control, you can add 1 "Electric Field" monster from your Deck to your hand. You can destroy this face-up card you control: Special Summon 1 "Electric Field" monster from your hand or Graveyard.

 

 

[spoiler= Gold Spear]

Gold Spear Armory

Field Spell

During each of your End Phases, send the top 2 cards of your Deck to the Graveyard, and inflict 500 damage to your opponent. LIGHT monsters you control gain 200 ATK for each "Gold Spear" monster in your Graveyard of a different name. If this card is sent to the Graveyard by the effect of a "Gold Spear" monster, you can Special Summon a number of "Gold Spear" monsters of different names from your Graveyard up to the number of face-up cards your opponent controls, and negate the effects of a number of cards your opponent controls equal to the number of monsters Summoned by this effect. You can only activate this effect of "Gold Spear Armory" once per turn.

 

Gold Spear Barricade

Continuous Trap

If this card is sent from your Deck to the Graveyard by the effect of a "Gold Spear" card: You can Set this card from your Graveyard. Each time a "Gold Spear" monster(s) is sent to the Graveyard, except from the field: Place 1 Barricade Counter on this card for each. "Gold Spear" monsters you control gain 200 ATK and 300 DEF for each Barricade Counter on this card. If a "Gold Spear" card(s) on the field would be destroyed, you can remove 2 Barricade Counters from this card: No "Gold Spear" cards are destroyed.

 

 

[spoiler= Show Jumper]

Show Jumper Poni

LIGHT - Level 3 - Pyro/Effect - 1300/1000

If this monster is returned to your hand by the effect of a "Show Jumper" monster, you can select 1 "Show Jumper" monster in the Graveyard: Add it to your hand. You can return 1 "Show Jumper" monster you control to your hand: This monster can attack your opponent directly this turn.

 

Show Jumper Ke'oke'o

LIGHT - Level 5 - Pyro/Effect - 2200/1000

You can Special Summon this monster (from your hand) by returning 1 "Show Jumper" monster you control to your hand (you can only Summon "Show Jumper Ke'oke'o" once per turn this way). If this card is returned to your hand by the effect of a "Show Jumper" monster, you can Special Summon 1 "Show Jumper" monster from your hand, except "Show Jumper Ke'oke'o". You can return 1 "Show Jumper" monster you control to your hand: This monster can attack your opponent directly this turn.

 

Ticket Revenue

Continuous Spell

Once per turn, if a "Show Jumper" monster you control is returned to your hand, you can add 1 "Show Jumper" monster from your Deck to your hand. During either player's turn: You can return this card you control to your hand, and if you do, you can Special Summon 1 "Show Jumper" monster from your hand (you can only activate this effect of "Ticket Revenue" once per turn).

 

Show Jumper Event Starter

Continuous Spell

Once per turn, you can Special Summon 1 "Show Jumper" monster from your hand. If a "Show Jumper" monster is returned to your hand by the effect of a "Show Jumper" monster, you can Special Summon 1 "Show Jumper" monster from your hand with a different name than the returned monster (you can only activate this effect of "Show Jumper Event Starter" once per turn).

 

 

[spoiler= Kraken]

Call of the Kraken

Continuous Trap

This Set card cannot be destroyed. Once per turn, you can activate 1 "Kraken" Continuous Spell Card from your Graveyard in either player's Spell/Trap Card Zone. All cards and effects on the field that can Summon a monster or Token must do so, if possible. During the turn this card on the field is banished, you can target 1 face-up monster on the field: Its original ATK is increased by 2000, also it cannot be destroyed or targeted by card effects.

 

 

[spoiler= Nightmare Engine]

Nightmare Engine Triska

DARK - Level 10 - Machine/Effect - 2200/3400

You can Normal Summon this monster without Tributing, but if you do, this monster's ATK becomes 0. Once per turn, you can Special Summon 1 "Nightmare Engine" monster from your hand or Graveyard, and if you do, take 1000 damage.

 

Nightmare Engine Antidae

DARK - Level 10 - Machine/Effect - 3000/3000

If you control no monsters, you can Special Summon this monster from your hand, and if you do, this monster's ATK and DEF become 0, also inflict 800 damage to your opponent. If this card is detached from a Machine-Type Xyz monster to activate its effect, activate the following effect:

●Draw 1 card, and if the drawn card is a "Nightmare Engine" monster, target 1 face-up monster your opponent controls and banish it.

 

Nightmare Engine Agora

DARK - Level 10 - Machine/Effect - 3000/3000

If a Machine-Type monster you control is destroyed by your opponent's card effect, you can Special Summon this monster from your hand in Defense Position, and if you do, inflict 500 damage to your opponent. If this card is detached from an Xyz monster to activate its effect, you can Special Summon 1 non-Xyz "Nightmare Engine" monster from your Graveyard, except "Nightmare Engine Agora", with its ATK and DEF halved.

 

Nightmare Engine Jung

DARK - Rank 10 - Machine/Xyz/Effect - 3000/3900

2 Level 10 Machine-Type monsters

Twice per turn, during either player's turn, if either player takes damage from a Monster Card's effect, except the effect of "Nightmare Engine Jung", while this card has a "Nightmare Engine" monster as Xyz Material, inflict 800 damage to your opponent. During either player's turn, you can target 1 face-up Xyz monster on the field: Detach all of that card's Xyz Materials, and attach those detached Materials to this card (you can only activate this effect of "Nightmare Engine Jung" once per turn). Once during either player's turn, you can detach 1 Xyz Material from this card to target 1 face-up monster on the field: That target is unaffected by, and cannot be targeted by card effects (except its own) until the end of the turn.

 

Nightmare Engine Maslow

DARK - Rank 10 - Machine/Xyz/Effect - 3000/3000

2 Level 10 monsters

"Nightmare Engine" monsters gain 100 DEF x the combined Ranks of all Xyz monsters on the field. While this card has Xyz Material, inflict 600 damage to your opponent each time they Special Summon a monster(s). Once per turn, you can detach 1 Xyz Material from this card to select and activate 1 of the following effects (This is a Quick Effect):

●Destroy all Special Summoned monsters your opponent controls.

●Destroy all Spell/Trap Cards on the field.

●Target 1 monster on the field: That target's ATK and DEF are switched, until the End Phase.

 

 

[spoiler= Clockwork Alchemist]

Clockwork Alchemist Synchronization

Field Spell

If a "Clockwork Alchemist" monster you control is destroyed by a card effect, destroy all Spell/Trap Cards on the field, except this one. During the End Phase, if 2 or more cards were destroyed by the same card effect this turn, you can draw 1 card, and if the drawn card is a "Clockwork Alchemist" card, you can add 1 "Clockwork Alchemist" monster from your Deck to your hand. If this card is destroyed, you can activate 2 "Clockwork Alchemist" Pendulum cards from your hand and/or Extra Deck to your Pendulum Scales.

 

 

[spoiler= Mechasauras]

Mechasauras Conductyranno

LIGHT - Level 8 - Dinosaur/Fusion/Effect - 3300/1400

1 "Mechasauras" monster + 1 LIGHT monster

When this monster is Fusion Summoned, your opponent must banish 1 card they control or in their hand. If this card is sent from the field to the Graveyard, you can Tribute 1 monster you control to Special Summon this monster from your Graveyard, and if you do, inflict 1000 damage to your opponent (You can only activate this effect of "Mechasauras Conductyranno" once per turn).

 

Mechasauras Super-Ancient Tyranno

DARK - Level 8 - Dinosaur/Fusion/Effect - 2700/1400

1 "Mechasauras" monster + 1 DARK monster

When this monster is Fusion Summoned, you can add 1 "Mechasauras" card from your Deck, Graveyard, or face-up in your Extra Deck to your hand. If a "Mechasauras" monster(s) is Special Summoned, you can draw 1 card, but discard it if it is not a "Mechasauras" card. If this card is in your Graveyard, you can return 2 "Mechasauras" cards you control to your hand and 1 card your opponent controls to its original owner's hand: Special Summon this monster from your Graveyard (You can only activate this effect of "Mechasauras Super-Ancient Tyranno" once per turn). The card you select to return cannot activate its effects in response to this effect.

 

 

[spoiler= Brimstone]

Omu from the Land of Brimstone

DARK - Level 1 - Pyro/Effect - 200/200

If you control a face-up "Brimstone" monster, you can Special Summon this monster from your hand. You can send 1 "Brimstone" monster from your Deck to the Graveyard: This monster's Level becomes the sent monster's Level. All "Brimstone" monsters you control gain 100 ATK times the combined Level of all "Brimstone" monsters you control. If this card is sent to the Graveyard, inflict 300 damage to your opponent. You can only activate each effect of "Omu from the Land of Brimstone" once per turn.

 

Nei from the Land of Brimstone

DARK - Level 3 - Pyro/Tuner/Effect - 800/800

If you control "Brimstone" monsters with a combined Level of 3 or higher, you can Special Summon this monster from your hand, and if you do, you can Special Summon 1 Level 4 or lower "Brimstone" monster from your Graveyard in Defense Position (you can only Summon 1 "Nei from the Land of Brimstone" per turn this way). If this card is sent to the Graveyard, inflict 300 damage to your opponent (you can only activate this effect of "Nei from the Land of Brimstone" once per turn).

 

Gon from the Land of Brimstone

DARK - Level 2 - Pyro/Effect - 0/1900

If you control "Brimstone" monsters with a combined Level of 2 or higher, you can Special Summon this monster from your hand (you can only Summon 1 "Gon from the Land of Brimstone" per turn this way). If your opponent takes damage from the effect of a "Brimstone" card, you can add 1 "Brimstone" monster from your Deck to your hand, except "Gon from the Land of Brimstone". If this card is sent to the Graveyard, inflict 300 damage to your opponent. You can only activate each effect of "Gon from the Land of Brimstone" once per turn.

 

Kru from the Land of Brimstone

DARK - Level 4 - Pyro/Effect - 200/2400

If you control "Brimstone" monsters with a combined Level of 4 or higher: You can Special Summon this card from your hand (You can only Summon 1 "Kru from the Land of Brimstone" per turn this way). You can Tribute this card to Special Summon 1 "Brimstone" monster from your Deck, except "Kru from the Land of Brimstone". If this card is sent to the Graveyard: Inflict 300 damage to your opponent, also, if your opponent controls a Special Summoned monster; draw 1 card (You can only activate this effect of "Kru from the Land of Brimstone" once per turn).

 

Yan from the Land of Brimstone

DARK - Level 5 - Pyro/Effect - 2000/2000

Cannot be Normal Summoned/Set. If you control "Brimstone" monsters with a combined Level of 5 or higher, you can Special Summon this monster from your hand (you can only Summon 1 "Yan from the Land of Brimstone" per turn this way). If this card is sent to the Graveyard, inflict 300 damage to your opponent, and if you do, you can Special Summon 1 Pyro-Type "Brimstone" monster from your Graveyard in Defense Position, except "Yan from the Land of Brimstone" (you can only activate this effect of "Yan from the Land of Brimstone" once per turn).

 

Eth from the Land of Brimstone

DARK - Level 8 - Pyro/Effect - 2700/2600

Cannot be Normal Summoned/Set. If you control "Brimstone" monsters with a combined Level of 8 or higher, you can Special Summon this monster from your hand (You can only Summon 1 "Eth from the Land of Brimstone" per turn this way). If your opponent takes damage from battle with or the effect of a "Brimstone" card, this monster gains ATK equal to the amount of damage inflicted, until the End Phase. If this card is sent to the Graveyard, inflict 300 damage to your opponent, then you can Special Summon 1 Level 7 or lower "Brimstone" monster from your Graveyard (you can only activate this effect of "Eth from the Land of Brimstone" once per turn).

 

Jur from the Land of Brimstone

DARK - Level 6 - Pyro/Effect - 2200/2000

If you control "Brimstone" monsters with a combined Level of 6 or higher, you can Special Summon this monster from your hand (You can only Summon 1 "Jur from the Land of Brimstone" per turn this way). If this card destroys your opponent's monster by battle, you can send the top card of your Deck to the Graveyard, and if the sent card is a "Brimstone" card, you can Special Summon 1 Level 4 or lower "Brimstone" monster from your Graveyard. If this card is sent to the Graveyard, inflict 300 damage to your opponent, then target 1 face-up monster on the field: If that target is destroyed (by battle or card effect), you can Special Summon 1 Level 4 or lower "Brimstone" monster from your hand or Graveyard (you can only activate this effect of this card's name once per turn).

 

Mesrut, Gatekeeper of the Land of Brimstone

FIRE - Level 6 - Fiend/Synchro/Effect - 2300/1000

1 "Brimstone" Tuner + 1 or more non-Tuner monsters

When this monster is Synchro Summoned, you can add 1 "Brimstone" monster from your Deck to your hand. Once per turn, during either player's turn, if your opponent takes damage from a card's effect, you can Special Summon 1 Level 5 or lower "Brimstone" monster from your Graveyard, then increase this monster's ATK by 100. If this card is sent to the Graveyard, you can send the top 2 cards of your Deck to the Graveyard, then draw 1 card.

 

Celoro from the Land of Brimstone

FIRE - Level 9 - Fiend/Synchro/Effect - 2700/2000

1 "Brimstone" Tuner + 1 or more non-Tuner monsters

If this monster is Synchro Summoned, you can destroy all Set Spell/Trap Cards your opponent controls (those cards cannot be activated in response to this effect). When your opponent takes damage from a card's effect, increase the ATK of all "Brimstone" monsters you control by 200. If this card is sent to the Graveyard, you can select up to 4 "Brimstone" cards in your Graveyard: Shuffle those targets into the Deck, then draw 1 card.

 

Brimstone Bellows

Quick-Play Spell

Special Summon 1 Level 4 or lower "Brimstone" monster from your hand or Graveyard, but destroy it during the End Phase. If a "Brimstone" monster is Normal or Special Summoned, except during the turn this card is sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Brimstone" monster from your Deck to your hand exactly 1 Level higher or lower than that Summoned monster.

 

Blazing Brimstone

Normal Spell

Target 1 face-up monster on the field: Send 1 "Brimstone" monster from your Deck to the Graveyard, then destroy that target. You can banish this card and 1 "Brimstone" card from your Graveyard: Special Summon 1 "Brimstone" monster from your Graveyard. You can only activate 1 effect of "Blazing Brimstone" per turn, and only once that turn.

 

Brimstone Blocker

Normal Trap

If your opponent's monster attacks: You can Special Summon 1 "Brimstone" monster from your hand or Graveyard whose Level is less than or equal to the Level/Rank of the attacking monster. You can only activate 1 "Brimstone Blocker" per turn.

 

 

[spoiler= YCM Heavenly Sovereign]

To help give the archetype more design independence from Nekroz, here's some support that does some interesting things. In OCG format, because it's mildly simpler for this style.

 

YCM Heavenly Cup-Bearer

WIND - Level 1 - Psychic/Effect - 0/0

You can only activate the (2) effect of "YCM Heavenly Cup-Bearer" twice per turn. (1) While this card is on the field or in your hand, you can reveal 1 "YCM Heavenly" Ritual monster in your hand: This monster's Level becomes half the revealed monster's Level. (2) If this card is used for the Ritual Summon of a "YCM Heavenly" Ritual monster, you can return this card and the card you used for that Ritual Summon from your Graveyard to your hand.

 

Dancing Acolyte of the YCM Heavenly Sovereign

WATER - Level 2 - Fairy/Effect - 1000/0

You can only use the (1) effect of "Dancing Acolyte of the YCM Heavenly Sovereign" once per turn. (1) When this monster is Normal Summoned, you can pay 800 LP to draw 1 card: If that card is a "YCM Heavenly" card, you can banish 1 card from your opponent's Graveyard. (2) If you would Ritual Summon a "YCM Heavenly Sovereign" Ritual monster with an effect that requires the use of monsters, this card can be used as the entire requirement.

 

YCM Heavenly Oracle

LIGHT - Level 4 - Spellcaster/Effect - 1000/1800

You can only activate each effect of "YCM Heavenly Oracle" once per turn. (1) Once per turn, you can reveal any number of "YCM Heavenly" cards in your hand: Increase this monster's Level by the number of revealed cards, until your 2nd End Phase after this effect's activation. (2) If you Ritual Summon a "YCM Heavenly Sovereign" monster without using "YCM Heavenly Oracle", you can Special Summon this monster from your Graveyard, but if this monster is Summoned this way, shuffle it into your Deck when it leaves the field.

 

YCM Heavenly Envoy

EARTH - Level 5 - Spellcaster/Effect - 1900/1800

You can only activate the (3) effect of this card's name once per turn. (1) If you Summon a "YCM Heavenly Sovereign" monster: You can add this card from your Graveyard to your hand. (2) If a Ritual monster you control battles, you can discard this card: The battling monster gains 1900 ATK, also it cannot be destroyed or targeted by card effects, until the End Phase. (3) If this card is used for the Summon of a "YCM Heavenly Sovereign" Ritual monster: You can add the Ritual Spell Card used for that Summon from your Graveyard to your hand; also, if your opponent controls the monster on the field with the highest Level, you can draw 1 card.

 

YCM Heavenly Enforcer

DARK - Level 6 - Warrior/Effect - 2000/2200

You can only activate each effect of "YCM Heavenly Enforcer" once per turn. (1) If this monster is used for the Ritual Summon of a "YCM Heavenly" Ritual monster, you can Special Summon this monster from the Graveyard. (2) If this monster is Normal or Special Summoned, you can excavate the top 3 cards of your Deck, and if all 3 cards excavated this way are "YCM Heavenly" cards, you can add 1 of those cards to your hand, and select 1 of those cards to send to the Graveyard: Banish 1 random card from your opponent's hand (the third card is shuffled into the Deck. If 1 or more of the excavated cards was not a "YCM" card, return all 3 cards to the top of your Deck in any order). (3) If another "YCM Heavenly" card(s) in the Graveyard would be banished to activate its effect, you can banish this card instead.

 

YCM Heavenly Dismay

Quick-Play Spell

You can only activate the (3) effect of "YCM Heavenly Dismay" once per turn. (1) "YCM Heavenly Sovereign" monsters you control gain 200 ATK times their Level, until the End Phase. (2) If this card is activated in response to the activation of a "YCM Heavenly" Ritual Spell Card, this card can be treated as the entire requirement. (3) You can banish this card from your Graveyard and shuffle 2 of your banished "YCM Heavenly" cards into your Deck: Special Summon 1 "YCM Heavenly" monster from your Graveyard, ignoring Summoning conditions.

 

YCM Heavenly Golden Mirror

Ritual Spell

This card can be used to Ritual Summon any "YCM Heavenly" Ritual monster. Tribute up to 2 monsters from your hand or side of the field, and Ritual Summon 1 "YCM Heavenly" Ritual monster whose Level is less than or equal to the combined Levels of those monsters. If there are 3 or more "YCM Heavenly" monsters in your Graveyard while you control no monsters and your opponent controls a monster(s) with a Level, you can also use 1 monster your opponent controls. You can banish this card from your Graveyard: Add 1 Level 6 or lower "YCM Heavenly" monster from your Deck to your hand. You can only activate each effect of "YCM Heavenly Golden Mirror" once per turn.

 

YCM Heavenly Rainbow Mirror

Ritual Spell

This card can be used to Ritual Summon any "YCM Heavenly" Ritual monster. You can only activate each of the following effects of this card's name once per turn. (1) Reveal 1 "YCM Heavenly" Ritual monster in your Deck, and banish monsters you control and/or from either player's Graveyard whose (combined) Level is exactly equal to the Level of the revealed monster: The next time your opponent activates a card or effect after this effect's activation, negate it, and Ritual Summon a monster with the revealed monster's name from your hand or Deck. (2) During Main Phase 2, you can banish this card and 1 other "YCM Heavenly" card from your Graveyard, except during the turn this card was sent to the Graveyard: Draw a number of cards equal to the number of Ritual monsters you control +1.

 

YCM Heavenly Intervention

Normal Trap

You can only activate the (2) and (3) effects of "YCM Heavenly Intervention" once per turn. (1) Add 1 "YCM Heavenly Sovereign" monster from your Deck to your hand. (2) If your opponent Special Summons a monster(s) from their Extra Deck, you can Set this card from your Graveyard. (3) During either player's turn, you can banish this card from your Graveyard: Once this turn, you can activate 1 "YCM Heavenly" Ritual Spell Card from your hand (as a Quick Effect).

 

 

[spoiler= Falchioner]

Falchioner Bird - Condaara

Equip Spell

Equip only to "The Falchioner". A monster equipped with this card loses 400 ATK, also all battle damage it inflicts in battles involving your opponent's monster is doubled. Once per turn, you can decrease the ATK of the equipped monster by 400, then double its ATK until the end of the turn. If an Equip Spell Card is sent to the Graveyard, you can return this card from the field to your hand to add that card from the Graveyard to your hand (you can only activate this effect of "Falchioner Bird - Condaara" once per turn). You can only control 1 "Falchioner Bird - Condaara".

 

Falchioner Bird - Rapieregrine

Equip Spell

Equip only to "The Falchioner". A monster equipped with this card loses 500 ATK, also if it destroys your opponent's monster by battle, increase its ATK by half the ATK of the destroyed monster. You can discard this card from your hand to add 1 "Falchioner Bird" Equip Spell Card from your Deck or Graveyard to your hand, except "Falchioner Bird - Rapieregrine". During either player's turn, you can shuffle this card and 1 other Equip Spell Card from your Graveyard into your Deck to select and activate 1 of the following effects:

●Any effects that would reduce the ATK of "The Falchioner" increase its ATK by the same amount, instead, until the End Phase.

●Special Summon 1 "The Falchioner" from your hand, Deck, or Graveyard, and if you do, equip it with 1 "Falchioner Bird" Equip Spell Card from your hand, if possible.

 

Falchioner's Whistle

Quick-Play Spell

Target up to 3 "Falchioner Bird" cards in your Graveyard, then activate and apply 1 of the following effects:

●Equip all of those targets to a face-up "The Falchioner" you control.

●Shuffle those targets into the Deck, then draw 1 card; then, if you shuffled 3 cards into the Deck, you can banish 1 card your opponent controls.

During either player's turn, you can banish this card from your Graveyard: Special Summon 1 "The Falchioner" from your Graveyard, then equip the Summoned monster with 1 "Falchioner Bird" Equip Spell Card from your Graveyard.

 

 

[spoiler= BlasterCube]

BlasterCube Linked Core

LIGHT - Level 5 - Psychic/Tuner/Effect - 2000/1700

You can discard 1 card to Special Summon this monster from your hand. This monster can be treated as "BlasterCube Core" for a Synchro Summon. If you successfully Synchro Summon a "BlasterCube" monster using this monster as Material, you can Special Summon 1 "BlasterCube" monster from your Graveyard.

 

BlasterCube Color Block

DARK - Level 1 - Machine/Effect - 200/500

When this monster is Special Summoned, you can add 1 "BlasterCube" monster from your Deck to your hand. You can Tribute this face-up monster to Special Summon 1 "BlasterCube" monster from your hand or Graveyard. You can change this monster's Attribute on the field to any desired Attribute. You can only activate each effect of "BlasterCube Color Block" once per turn.

 

BlasterCube Rainbow Block

LIGHT - Level 1 - Machine/Effect - 300/200

When this card is Special Summoned, you can add 1 "BlasterCube" Tuner monster from your Deck to your hand. If this card is used as Synchro Material for the Summon of a "BlasterCube" monster: You can Special Summon 1 Level 3 or lower "BlasterCube" monster from your Deck, except "BlasterCube Rainbow Block". If a "BlasterCube" Synchro monster you control is sent to the Graveyard: You can Special Summon this card from your Graveyard. You can only activate each effect of this card's name once per turn.

 

BlasterCube Mecha

EARTH - Level 9 - Machine/Synchro/Effect - 3200/2500

"BlasterCube Core" + 1 or more non-Tuner monsters

During either player's turn, you can banish this monster until the End Phase to target a number of cards on your opponent's field and/or in their Graveyard equal to the number of "BlasterCube" monsters you control: Banish that target(s). When this monster returns to the field by this effect, you can add 1 "BlasterCube" card from your Graveyard or Banished Zone to your hand. While there are "BlasterCube" monsters on the field and/or in the Graveyard with the following Attributes, this monster gains the appropriate effect(s):

●WATER: Cannot be targeted by your opponent's cards or effects.

●DARK: If this monster battles your opponent's monster, you can destroy 1 card on the field at the start of the Damage Step.

●LIGHT: If this monster destroys your opponent's card, by battle or its own effect, you can Special Summon 1 "BlasterCube" monster from your Graveyard in face-up Attack Position or face-down Defense Position.

 

BlasterCube Toybox

Field Spell

You can skip your Draw Phase: Add 1 "BlasterCube" monster from your Deck to your hand. If you add a "BlasterCube" monster to your hand by a card effect, you can Special Summon 1 "BlasterCube" monster from your hand. Once during either player's turn, if all monsters you control are "BlasterCube" monsters and you control at least 1 face-up Tuner monster, you can, immediately after this effect resolves, Synchro Summon using monsters you control as Material.

 

BlasterCube Delivery System

Continuous Spell

Once per turn, you can discard 1 card to draw 1 card, and if the drawn card is a "BlasterCube" card, you can Special Summon 1 "BlasterCube" monster from your hand. "BlasterCube" monsters you control gain 100 ATK for each monster on the field and in the Graveyard with the same Attribute as themselves. "BlasterCube" monsters you control gain 200 ATK for each "BlasterCube" card in your Graveyard. If this card is destroyed, you can target 2 "BlasterCube" monsters in your Graveyard of different Levels: Special Summon those targets.

 

BlasterCube Collection Bonus

Continuous Spell

When this card is activated: You can add 1 "BlasterCube" card from your Deck to your hand, except "BlasterCube Collection Bonus". If you Synchro Summon a "BlasterCube" Synchro monster: You can Special Summon 1 "BlasterCube" monster from your Graveyard of the same Attribute as the Synchro Summoned monster. Once per turn, if you control a face-up "BlasterCube" Synchro monster(s), and all 3 Attributes listed in its card text(s) are in your Graveyard: You can banish 1 card from your opponent's Graveyard for each monster you control that meets that criteria, or, if there aren't enough cards in your opponent's Graveyard, you can banish that card(s) from the top of your opponent's Deck, instead.

 

BlasterCube Playset

Normal Spell

Target 1 "BlasterCube" Tuner in your Graveyard: Special Summon that target. If the Summoned monster's original name was "BlasterCube Core": You can Special Summon 1 Level 2 or lower non-Tuner "BlasterCube" monster from your hand or Graveyard.

 

 

 

[spoiler= Cerebrite]

Cerebrite Connector

LIGHT - Level 3 - Psychic/Effect - 1200/800

When this monster is Normal or Special Summoned, you can add 1 Level 5 or higher "Cerebrite" monster from your Deck to your hand. Once per turn, you can pay 800 Life Points to Special Summon 1 "Cerebrite Token" (LIGHT/Psychic-Type/Level 1/0 ATK/0 DEF). During either player's turn, you can banish this card from your field or Graveyard to activate this effect: Each player selects 1 monster they control, and control of the selected monsters is switched.

 

Cerebrite Analyzer

LIGHT - Level 9 - Psychic/Effect - 3000/0

You can Special Summon this monster (from your hand) by Tributing 2 "Cerebrite Tokens" either player controls. Once per turn, you can target and destroy 1 monster on the field, and if you do, Special Summon 1 "Cerebrite Token" (LIGHT/Psychic-Type/Level 1/0 ATK/0 DEF) to the same side of the field as the destroyed monster, in Defense Position. If your opponent would Summon exactly 1 monster, you can pay 1500 Life Points and select 1 monster you control: That monster is Summoned to your field, and your opponent gains control of the target. You can only control 1 "Cerebrite Analyzer".

 

Cerebrite Scanner

LIGHT - Level 5 - Psychic/Effect - 2200/1100

If you control a face-up monster your opponent owns, or vice versa, you can Normal Summon this monster without Tributing. If this monster destroys your opponent's monster by battle, you can Special Summon 1 "Cerebrite Token" (LIGHT/Psychic-Type/Level 1/0 ATK/0 DEF). Once per turn, you can pay 1000 LP: Both players select 1 monster they control, and control of those monsters is switched. Once per turn, you can Tribute 1 face-up monster you control that your opponent owns: Special Summon 1 "Cerebrite" monster from your Graveyard whose ATK and/or Level is less than that of the Tributed monster.

 

Cerebrite Neurodiode

Field Spell

Up to twice per turn, if you would pay Life Points to activate the effect of a "Cerebrite" monster, you can pay no Life Points. Reduce the number of Tributes required to Normal Summon a "Cerebrite" monster by 1. If your opponent would select a monster they control to give you control of, you can select 1 of your opponent's monsters: Your opponent cannot select that monster to give to you (You can only activate this effect of "Cerebrite Neurodiode" once per turn).

 

 

[spoiler= Blistersmith]

Blistersmith Mullerlago

FIRE - Level 1 - Warrior/Effect - 200/200

If you Normal or Special Summon a "Blistersmith" monster, you can take 400 damage to Special Summon this monster from your hand or Graveyard. If you take damage from the effect of a "Blistersmith" monster, except "Blistersmith Mullerlago", you can Special Summon 1 "Blistersmith Mullerlago" from your Deck with its effects negated. You can only activate each effect of "Blistersmith Mullerlago" once per turn.

 

Blistersmith Hecatonkheires

FIRE - Rank 1 - Warrior/Xyz/Effect - 1400/200

2 Level 1 FIRE monsters

"Blistersmith" monsters you control gain 100 ATK for each "Blistersmith" monster you control. While this card has Xyz Material, if you would take damage, you can Special Summon 1 "Blistersmith" monster from your Graveyard whose ATK is less than or equal to the amount of damage you would take: Reduce that damage by the Summoned monster's ATK, also negate the Summoned monster's effects (you can only activate this effect of "Blistersmith Hecatonkheires" once per turn). Once per turn, you can detach 1 Xyz Material from this card to excavate the top 3 cards of your Deck: Set any "Blistersmith" Trap Cards among those excavated cards, and shuffle all other cards excavated by this effect into the Deck.

 

Blistersmith Magnum Opus - Xiuhcoatl

Normal Trap

When this card is activated, select and activate any number of the following effects:

●Equip this card to a Level/Rank 1 FIRE monster you control. If you take damage, increase the equipped monster's ATK by half the damage you took.

●If your LP are less than your opponent's, all monsters your opponent controls when this card is activated lose ATK equal to half the difference. Monsters whose ATK is reduced to 0 by this effect have their effects negated. You can only activate this effect of this card's name once per turn.

●Banish up to 3 cards from the Graveyard.

If you would take damage, you can reduce that damage to 0, and if you do, destroy this card.

 

Blistersmith Magnum Opus - Tapac-yauri

Normal Trap

Activate one or both of the following effects:

●Equip this card to a "Blistersmith" monster you control. When the equipped monster attacks, gain LP equal to the difference between both players' LP, plus the equipped monster's ATK.

●Level/Rank 1 monsters you control cannot be destroyed by battle or card effects this turn. The first time a monster you control that would be destroyed is not destroyed due to this card's effect, draw 1 card.

If you would take damage, you can reduce that damage to 0, and if you do, destroy this card.

 

 

[spoiler= T-Rocks]

T-Rocks Peattus

EARTH - Level 3 - Rock/Effect - 1000/0

Cannot be Normal Summoned. Once per turn, if a "T-Rocks" monster you control inflicts Battle Damage, you can add 1 "T-Rocks" card from your Deck or Graveyard to your hand. If this card is sent from your Deck to the Graveyard by the effect of a "T-Rocks" card, you can Special Summon this monster from your Graveyard with its original ATK doubled, and if you do, send the top card of your Deck to the Graveyard.

 

T-Rocks Cetracos

EARTH - Level 4 - Rock/Effect - 700/1500

All "T-Rocks" monsters you control gain 100 ATK for every Rock-Type monster in your Graveyard. If this monster attacks, you can send the top 3 cards from your Deck to the Graveyard: Double this monster's ATK until the end of the Damage Step. If this card is sent to the Graveyard by a card effect, you can draw 1 card.

 

T-Rocks Shuncos

EARTH - Level 5 - Rock/Ritual/Effect - 1200/1800

You can Ritual Summon this card using any "T-Rocks" Ritual Spell. "T-Rocks" monsters you control gain X00 ATK for each Rock-Type monster in your Graveyard, where X is the number of Rock-Type monsters you control. If this monster destroys your opponent's monster by battle, you can Special Summon 1 "T-Rocks" monster from your Graveyard.

 

T-Rocks Fossil Forgery

Ritual Spell

This card can be used to Ritual Summon any "T-Rocks" Ritual monster. You must also Tribute monsters from your hand and/or side of the field whose Levels are greater than or equal to the Level of the monster you wish to Ritual Summon. If you control no monsters, you can Summon that monster from your Deck. If this card is sent to the Graveyard by the effect of a "T-Rocks" card, you can add it to your hand.

 

 

[spoiler= Firefighter Dragon]

Firefighter Dragon Tactics

Continuous Spell

If you control 2 or more face-up "Firefighter Dragon" monsters, you can target 1 face-up monster on the field: Destroy that target, then Special Summon 1 "Firefighter Dragon" monster from your hand or Graveyard. If the destroyed monster was a FIRE monster, you can Special Summon 1 "Firefighter Dragon" monster from your Deck, instead. If this card on the field would be destroyed or banished, you can attach this card to 1 face-up "Firefighter Dragon" monster you control as Xyz Material, instead. You can only activate each effect of "Firefighter Dragon Tactics" once per turn.

 

Firefighter Dragon Dispatch

Continuous Spell

Once per turn, when a "Firefighter Dragon" Xyz monster is Summoned, you can draw 1 card. Once per turn, if you control 2 or more face-up "Firefighter Dragon" monsters, you can Special Summon 1 "Firefighter Dragon" monster from your hand. During either player's turn, you can destroy this face-up card to select and activate 1 of the following effects:

●All monsters your opponent currently controls, and that are currently in their hand or Graveyard, are treated as FIRE-Attribute.

●Return 3 "Firefighter Dragon" cards from your Graveyard to your Deck, except "Firefighter Dragon Dispatch", and if you do, draw 1 card.

 

Firefighter Dragon Rescue

Quick-Play Spell

Target 1 face-up Xyz monster on the field with 1 or more non-Xyz "Firefighter Dragon" monsters as Material: Detach 1 Xyz Material from that card, and add 1 "Firefighter Dragon" monster from your Deck to your hand. If your opponent controls a face-up monster with 1000 or less DEF when this card is activated, you can Special Summon that monster from your Deck, instead. You can only activate 1 "Firefighter Dragon Rescue" per turn.

 

Firefighter Dragon Awa

WATER - Level 4 - Dragon/Effect - 1500/1000

If you control 1 or more face-up Attack Position "Firefighter Dragon" monsters and no Defense Position monsters, you can Special Summon this monster from your hand in face-up Defense Position, and if you do, you can add 1 "Firefighter Dragon" card from your Deck to your hand, except "Firefighter Dragon Awa". If your opponent activates the effect of a FIRE monster while this card is in your Graveyard, you can attach this card from your Graveyard to a face-up Dragon-Type Xyz monster you control. You can only activate each effect of "Firefighter Dragon Awa" once per turn.

 

Firefighter Dragon Keshitomeru

WATER - Level 4 - Dragon/Effect - 1000/1800

You can discard 1 card to Special Summon this monster from your hand, and if you do, you can add 1 "Firefighter Dragon" Spell/Trap Card from your Deck to your hand. If this monster battles, all FIRE monsters your opponent controls lose 600 ATK and DEF. If this card is detached from a "Firefighter Dragon" Xyz monster to activate its effect, you can Special Summon 1 "Firefighter Dragon" monster with a Level from your hand or Graveyard, except "Firefighter Dragon Keshitomeru" (you can only activate this effect of "Firefighter Dragon Keshitomeru" once per turn).

 

Firefighter Dragon Dokan

WATER - Level 4 - Dragon/Effect - 800/800

If this monster battles a FIRE monster, destroy that monster without applying damage calculation. If this card is detached from a "Firefighter Dragon" Xyz monster to activate its effect: You can Special Summon 1 "Firefighter Dragon" monster from your Deck, except "Firefighter Dragon Dokan", and if you do; that Xyz monster gains 500 ATK. If you would take damage from a card's effect, you can Special Summon this monster from your Graveyard: You take no damage from that effect. You can only activate each effect of "Firefighter Dragon Dokan" once per turn.

 

Firefighter Dragon Captain Doshaburi

WATER - Rank 4 - Dragon/Xyz/Effect - 2800/2000

3 Level 4 Dragon-Type monsters

Once per turn, you can Xyz Summon this monster using 1 "Firefighter Dragon" Xyz monster you control as Material, except "Firefighter Dragon Captain Doshaburi" (Xyz Materials attached to that monster also become Xyz Materials on this card). Once per turn, during either player's turn, if your opponent controls a face-up FIRE monster(s), you can select and activate 1 of the following effects:

●Detach 1 Xyz Material from this card; For the rest of this turn, a Spell Card that would be sent from the field to the Graveyard is attached to this card as Xyz Material, instead.

●Detach 2 Xyz Materials from this card; The first Spell/Trap Card that your opponent activates after this effect resolves is negated and destroyed (even if it is a Counter Trap Card).

●Detach 3 Xyz Materials from this card; destroy all FIRE monsters in your opponent's hand and on their field, and if you do, inflict 800 damage to your opponent for each monster destroyed.

 

Firefighter Dragon Captain Shizumeru

WATER - Rank 4 - Dragon/Xyz/Effect - 1900/2400

2 Level 4 monsters

Once per turn, you can Xyz Summon this monster using 1 "Firefighter Dragon" Xyz monster you control as Material, except "Firefighter Dragon Captain Shizumeru" (Xyz Materials attached to that monster also become Xyz Materials on this card). If this monster battles your opponent's FIRE monster, this monster's ATK is doubled until the end of the Damage Step. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card: All monsters your opponent controls and in their Graveyard are treated as FIRE, until the End Phase.

 

Firefighter Dragon Captain Suu

WATER - Rank 4 - Dragon/Xyz/Effect - 2000/1500

2 Level 4 WATER monsters

Once per turn, you can Xyz Summon this monster using 1 "Firefighter Dragon" Xyz monster you control as Material, except "Firefighter Dragon Captain Suu" (Xyz Materials attached to that monster also become Xyz Materials on this card). If this monster battles your opponent's Attack Position monster, that monster's ATK and DEF are switched. If this monster inflicts Battle Damage to your opponent in battle with your opponent's monster, increase this monster's ATK by the amount of damage inflicted. The first Spell Card your opponent activates in a turn is negated, and if it is, you can detach 1 Xyz Material from this card to banish that card instead of sending it to the Graveyard.

 

Firefighter Dragon Captain Taki

WATER - Rank 4 - Dragon/Xyz/Effect - 1000/2500

2 Level 4 WATER monsters

Once per turn, you can Xyz Summon this monster using 1 "Firefighter Dragon" Xyz monster you control as Material, except "Firefighter Dragon Captain Taki" (Xyz Materials attached to that monster also become Xyz Materials on this card). Once per turn while this card has Xyz Material, if you would take damage from a card's effect: You can negate that damage, and if you do, increase this card's ATK by the amount of damage you would have taken. Once per turn, during either player's turn, if this card battles a FIRE monster: You can Special Summon 1 "Firefighter Dragon" monster from your Graveyard, except "Firefighter Dragon Captain Taki"; Reduce the opposing monster's ATK by half the Summoned monster's DEF, but this card is changed to Defense Position at the end of the Damage Step.

 

 

[spoiler= Fantasy Wyvern]

Hoshi the Fantasy Wyvern

LIGHT - Level 2 - Wyrm/Effect - 600/600

If you Normal or Special Summon a "Fantasy Wyvern" monster, you can Special Summon this monster from your hand. This monster can be treated as a Tuner for a Synchro Summon if all other Materials are Wyrm-Type.

 

Yoake the Fantasy Wyvern

LIGHT - Level 2 - Wyrm/Effect - 800/0

If this monster is Normal Summoned, you can Special Summon 1 "Fantasy Wyvern" monster from your hand with its ATK and DEF reduced to 0. This monster can be treated as Level 3 for a Synchro Summon of a Wyrm-Type monster, or Level 4 for the Summon of a Synchro Summon if all other Materials are Wyrm-Type.

 

Rìluò the High Fantasy Wyvern

LIGHT - Level 9 - Wyrm/Synchro/Effect - 2500/3000

1 Tuner + 2 or more non-Tuner monsters

When this monster is Synchro Summoned, you can target 1 LIGHT monster in your Graveyard: Special Summon 1 "Fantasy Wyvern" monster from your hand or Deck of equal or lower Level to the target. Each "Fantasy Wyvern" monster you control cannot be destroyed once per turn. If this monster is targeted for a card effect, you can shuffle it into the Extra Deck to draw 1 card, and if that card is a Level 5 or lower Wyrm-Type monster, you can Special Summon it.

 

Yuuyake the High Fantasy Wyvern

LIGHT - Level 9 - Wyrm/Synchro/Effect - 3000/2500

1 Tuner + 1 or more non-Tuner monsters

When this monster is Special Summoned, you can target 1 other face-up LIGHT monster you control: Special Summon 1 "Fantasy Wyvern" monster from your hand or Graveyard whose Level is less than or equal to the target's Level. Once per turn, during either player's turn, if your opponent activates an effect that would banish a "Fantasy Wyvern" monster(s) you control, or return it to your hand, you can activate the following effect: That effect destroys that monster(s) and sends it to the Graveyard instead. If this monster is destroyed by battle or card effect, you can Special Summon up to 3 Wyrm-Type monsters from your Graveyard, except Synchro monsters, with a combined Level of up to 9.

 

Revitalized Fantasy Wyvern

Quick-Play Spell

If exactly 1 "Fantasy Wyvern" monster you control is destroyed, you can pay 1000 LP: Special Summon that destroyed monster, and if you do; you can Special Summon 1 Wyrm-Type monster from your Deck or Graveyard whose Level is less than the Level of the monster Summoned by this effect. If your opponent's monster attacks a Wyrm-Type monster you control, you can banish this card from your Graveyard: Negate that attack, then draw 1 card. You can only activate each effect of this card's name once per turn.

 

 

[spoiler= Faerie]

Faerie Vespid

LIGHT - Level 3 - Fairy/Tuner/Effect - 1200/400

This monster can be treated as a non-Tuner monster for the Summon of a Fairy-Type Synchro monster. You can banish this card and other appropriate Synchro Materials from your Graveyard for the Summon of a Fairy-Type Synchro monster, then, immediately after this effect resolves, Synchro Summon that monster, treating the banished cards as Material.

 

Faerie Healer

LIGHT - Level 2 - Fairy/Effect - 0/0

When this card is destroyed by battle and sent to the Graveyard, you can banish 2 cards from either player's Graveyard, in any combination, to Special Summon this card (from your Graveyard) (You can only activate this effect of this card's name once per turn). If this card is banished, you can Special Summon this monster. If Special Summoned by its own effect, this monster can be treated as a Tuner.

 

Faerie Gatekeeper

LIGHT - Level 2 - Fairy/Tuner/Effect - 500/1000

This monster can be treated as a non-Tuner monster for the Summon of a Fairy-Type Synchro monster. If this card is banished, you can Special Summon 1 "Faerie" monster from your Deck, but its effects are negated until the end of the turn.

 

Faerie Wisp

LIGHT - Level 1 - Fairy/Effect - 600/100

If this card is sent to the Graveyard, you can Special Summon 1 "Faerie" monster from your Deck. If this card is banished, all Fairy-Type monsters you control gain 300 ATK.

 

Faerie Elder

LIGHT - Level 1 - Fairy/Effect - 100/100

When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower "Faerie" monster from your Graveyard. When this monster is Special Summoned, you can Special Summon 1 Level 4 or lower "Faerie" monster from your Banished Zone. If this card is banished, you can target 1 face-up monster your opponent controls: That target loses 200 ATK for each of your banished cards.

 

Faerie Wyvern

LIGHT - Level 4 - Fairy/Tuner/Effect - 1400/1000

Cannot be used as Synchro Material, except for the Summon of a Fairy-Type monster. During either player's turn, you can, immediately after this effect resolves: Synchro Summon, using monsters you control as Material, including this card. If this card is banished, you can add 1 "Faerie" monster from your Deck to your hand. If this card is sent to the Graveyard, except from the field, you can shuffle 3 "Faerie" cards from your Graveyard into your Deck: Draw 1 card, and if that card is a "Faerie" monster, you can Special Summon 1 "Faerie" monster from your Graveyard or Banished Zone.

 

Faerie Arms

Equip Spell

Banish 1 "Faerie" monster from your hand or Deck: Special Summon 1 "Faerie" monster from your Graveyard or Banished Zone, and equip it with this card. If the equipped monster battles, you can send 1 "Faerie" monster from your Deck to the Graveyard to increase the equipped monster's ATK and DEF by 1000.

 

Faerie Advance

Normal Spell

Banish 1 "Faerie" monster from your hand or Deck: If you banished a monster from your Deck, draw 1 card, otherwise, draw 2 cards. You can banish this card from your Graveyard: Return up to 5 "Faerie" cards from your Banished Zone to your Graveyard, except " Faerie Advance". You can only activate each effect of this card's name once per turn.

 

Fae Rebirth

Normal Trap

Special Summon 1 non-Synchro "Faerie" monster from your Banished Zone in face-up Defense Position. You can banish this card from your Graveyard to add 1 "Faerie" monster from your Deck to your hand.

 

 

[spoiler= Inaudible Resonation]

Inaudible Resonation - Ferryman

LIGHT - Level 5 - Zombie/Synchro/Effect - 1600/2400

During each of your opponent's Standby Phases, you can add 1 "Inaudible Resonation" monster from your Deck to your hand. During either player's turn, if this card was sent from the field to the Graveyard this turn, you can Special Summon this monster from your Graveyard (you can only activate this effect of "Inaudible Resonation - Ferryman" once per turn).

 

Inaudible Resonation - Silence

LIGHT - Level 10 - Wyrm/Effect - ?/?

Cannot be Normal Summoned/Set. You can Special Summon this monster from your hand by Tributing 2 Synchro monsters on the field, including at least 1 "Inaudible Resonation" Synchro monster you control, and if you do, this monster's ATK and DEF become the combined ATK and DEF of the Tributed monsters, respectively. The first time your opponent would Summon a monster(s) from the Extra Deck in a turn, return that monster(s) to the Extra Deck (any monsters used as Material for that Summon are sent to the Graveyard, but are not treated as having been sent to the Graveyard by a card effect).

 

 

[spoiler= Prysm]

Prysm Formation Strike

Quick-Play Spell

Reveal any number of "Prysm" monsters in your hand, then activate any number of the following effects depending on the number of "Prysm" monsters with different names you revealed:

●2+: Target 1 card your opponent controls and destroy it.

●3+: Special Summon 1 "Prysm" monster from your hand or Graveyard.

●4+: Draw 1 card.

If you control "Prysm Red" when this card is activated, any "1" in the above effect can be treated as a "2".

You can only activate 1 "Prysm Formation Strike" per turn. You cannot activate "Prysm Formation Strike" on two consecutive turns.

 

Prysm Stratagem

Continuous Spell

If you control another face-up "Prysm" card: There is no limit to the number of cards you can hold in your hand. All face-up "Prysm" monsters you control gain ATK equal to their Level x200. During your opponent's Main Phase 1, if they have Special Summoned 3 or more times this turn, and at least 1 of the monsters they currently control that was Summoned this turn was Special Summoned from the Extra Deck: You can end their Main Phase 1, also all monsters they control that were Summoned from the Extra Deck have their effects negated until the end of the Damage Step after that monster attacked. You must control a face-up "Prysm" monster to activate and resolve this effect.

 

Prysm Heroism

Counter Trap

If your opponent activates a Spell/Trap Card or monster effect, except during the Battle Phase, while you control a face-up "Prysm" monster: Negate the activation, and destroy that card. Then, if your opponent controls a monster, you can target 1 face-up "Prysm" monster you control, and increase its ATK by 400 for each monster your opponent controls.

 

 

[spoiler= Hearts Riding Club]

Hearts Riding Club - Judenki

DARK - Level 4 - Beast/Effect - 100/2500

While you control a DARK Spellcaster-Type "Hearts Riding Club" monster, this card cannot be destroyed by your opponent's cards or effects. If a "Hearts Riding Club" monster you control destroys your opponent's monster by battle, you can Special Summon 1 "Hearts Riding Club" monster of the same Attribute as the destroyed monster from your hand or Deck in face-up Defense Position (you can only activate this effect of this card's name once per turn).

 

Hearts Riding Club Veteran Member - Rose

DARK - Level 6 - Spellcaster/Tuner/Effect - 2400/800

If you control no monsters, you can Special Summon this monster from your hand. You can Tribute this face-up monster: Special Summon 1 Beast-Type "Hearts Riding Club" monster from your hand or Deck. You can shuffle this card from your Graveyard into your Deck: Special Summon 1 Spellcaster-Type "Hearts Riding Club" monster from your hand or Graveyard, except "Hearts Riding Club Veteran Member - Rose". You can only activate each effect of this card's name once per turn.

 

Hearts Riding Club Champion - Denreisha

FIRE - Level 5 - Beast/Synchro/Effect - 2300/2000

1 Spellcaster-Type Tuner + 1 or more non-Tuner monsters

If this card is Synchro Summoned using only "Hearts Riding Club" monsters: Draw 1 card. If a card your opponent controls is destroyed by a "Hearts Riding Club" monster you control, you can Special Summon 1 "Hearts Riding Club" monster from your Graveyard of the same Type as this card, except a Synchro monster. If you Synchro Summon a "Hearts Riding Club" Synchro monster using only "Hearts Riding Club" monsters you control as Material, you can Special Summon this card from your Graveyard, and if you do: This monster's Type becomes Spellcaster, also it becomes a Tuner. You can only activate each effect of this card's name once per turn.

 

Hearts Riding Club Champion - Kantai-no-ashi

DARK - Level 10 - Beast/Synchro/Effect - 3300/1700

1 Spellcaster-Type Tuner + 1 or more non-Tuner Beast-Type monsters

If this card is Synchro Summoned using only "Hearts Riding Club" monsters as Material, it is unaffected by, and cannot be targeted by, your opponent's cards or effects. If your opponent adds a card(s) from their Deck or Graveyard to their hand by an effect they activated, you can add 1 "Hearts Riding Club" card from your Deck to your hand (you can only activate this effect of this card's name once per turn). This monster's maximum number of attacks per Battle Phase is equal to the number of "Hearts Riding Club" monsters you control of different Attributes.

 

 

[spoiler= Arachne Pirates]

Pirate's Curse

Quick-Play Spell

You can shuffle this card from your hand into your Deck to Special Summon 1 Level 4 or lower "Arachne Pirate" monster from your Deck (you can only activate this effect of this card's name once per turn). If you gain LP by the effect of an "Arachne Pirate" monster, or "Widow's Black Market", you can place 1 Curse Counter on your opponent for each 300 LP you gained, and your opponent removes 1 Curse Counter from themselves during each of their Standby Phases. During each Draw Phase, your opponent takes 200 damage for each Curse Counter on them, and "Arachne Pirate" monsters you control gain ATK equal to half the amount of damage inflicted.

 

 

[spoiler=Jinx]

Jinx Zone

Field Spell

When this card is activated, add 1 monster that includes an effect that rolls a six-sided die from your Deck or Graveyard to your hand. Once per turn, you can: Special Summon 1 "Jinx" monster from your hand. If a card or effect is activated that rolls a six-sided die: All monsters you control gain 100 ATK and DEF times the result, also, if the result is 6; draw 1 card (you can only activate this effect of this card's name twice per turn).

 

Jinx Hexer

DARK - Level 8 - Spellcaster/Fusion/Effect - 2800/2000

2 "Jinx" monsters

You can also Fusion Summon this card by shuffling appropriate Materials you control into your Deck. If this card battles your opponent's monster, you can roll a six-sided die, and apply the appropriate effect depending on the result:

●1-2: This card loses 800 ATK and DEF.

●3-5: All monsters your opponent controls lose 700 ATK and DEF.

●6: All monsters your opponent controls lose 800 ATK and DEF, also all monsters you control inflict doubled battle damage in battle with your opponent's monsters for the rest of this turn.

Once per turn, during either player's turn, if a card or effect is activated that rolls a six-sided die: Inflict damage to your opponent equal to the roll x200, also, if the result was 6; you can Special Summon 1 "Jinx" monster from your Deck or Graveyard.

 

 

[spoiler= Carnimal]

Carnimal Festa

Continuous Spell

Once per turn, if you Synchro Summon a "Carnimal" Synchro monster using only "Carnimal" monsters as Material: You can Special Summon 1 "Carnimal" monster from your Graveyard whose Level is less than the Level of that Synchro Summoned monster. Once per turn, during either player's turn, if a card your opponent controls is destroyed by a "Carnimal" monster (by battle or card effect): Draw 1 card.

 

 

[spoiler= Archaevil]

Archaevil Summoner

DARK - Level 4 - Fiend/Effect - 1800/1000

When this card is Normal or Special Summoned, you can add 1 "Archaevil Scripture" Continuous Spell Card from your Deck or Graveyard to your hand. If this card inflicts battle damage to your opponent: You can place 1 Evil Counter on each "Archaevil Scripture" card you control. During either player's Standby Phase, if you control a face-up "Archaevil" card and this card is in your Graveyard: You can add this card from your Graveyard to your hand (you can only activate this effect of this card's name once per turn).

 

Reading of Archaevil Scripture

Normal Spell

Special Summon 1 "Archaevil Token" (DARK/Level 4/Fiend-Type/1500 ATK/1500 DEF). This Token cannot be Tributed or used as Material for a Summon this turn. You can banish this card from your Graveyard: Special Summon 1 "Archaevil" monster from your hand or Graveyard.

 

Archaevil Temple

Field Spell

When this card is activated: You can add 1 "Archaevil Summoner" from your Deck or Graveyard to your hand. "Archaevil" monsters you control cannot be targeted for attacks or effects from monsters whose Level/Rank is less than or equal to their Level. During your End Phase, you can target a number of "Archaevil Scripture" cards in your Graveyard up to the number of DARK Fiend-Type monsters you control: Set that target(s).

 

 

[spoiler=Murine]

Murine Construct, Torrentia

WATER - Level 10 - Cyberse/Ritual/Effect - 2500/1000

You can Ritual Summon this card with "Murine System Flow". This card gains 1000 ATK and DEF for each other card in the same column as itself. If an opponent's Zone in the same column as this card is unoccupied, they cannot Summon monsters, or activate Spell/Trap Cards, except in a Zone in the same column as "Murine Construct, Torrentia". Once per turn, during either player's turn, if your opponent activates a card or effect on the field while you control another face-up "Murine" card: You can negate the activation, and if you do; flip that card face-down (cards flipped face-down by this effect cannot be flipped face-up while you control a face-up "Murine" card). If this card is shuffled into the Deck, you can target up to 4 "Murine" cards in your Graveyard (min. 2): Shuffle that target(s) into the Deck, and if you do; Special Summon 1 "Murine" monster from your hand or Graveyard whose Level is exactly double or 1 les than double the number of shuffled cards.

 

 

[spoiler= Moth Princess]

Moth Princesses' Heir

WIND - Level 1 - Insect/Tuner/Effect - 100/200

If this card is added to your hand: You can Special Summon it. If this card is Special Summoned: You can add 1 "Moth Princess" card from your Deck to your hand, except "Moth Princesses' Heir". A "Moth Princess" monster Tribute Summoned by Tributing this card does not count other "Moth Princess" monsters, and is not counted for the effects of "Moth Princess" monsters, while face-up on the field, also it gains the following effect:

●During your Standby Phase: You can Special Summon 1 Insect-Type monster from your Graveyard whose Level is less than this card's.

 

 

[spoiler= Sunbeast]

Ascent of the Sunbeast

Continuous Spell

If you control a "Sunbeast" monster when this card is activated, you can add 1 "Sunbeast" monster from your Deck to your hand. During your Standby Phase, you can select and apply 1 of the following effects:

●You can Normal Summon 1 "Sunbeast" monster this turn, in addition to your Normal Summon/Set.

●If you Normal Summon a Level 5 or higher monster this turn: You can Special Summon 1 "Sunbeast" monster from your Graveyard.

●Until your next Standby Phase, "Sunbeast" monsters you control are unaffected by your opponent's effects that do not target them.

 

 

[spoiler= Skateboard Dragon]

Skateboard Dragon Combo Trick

Continuous Spell

During the End Phase of the turn an opponent's monster was flipped face-down by the effect of a "Skateboard Dragon" monster, if that monster is still face-down: Shuffle it into the Deck. If a monster is Normal Summomed, you can either:

●Target 1 Set monster on the field: Flip it into face-up Attack or Defense Position.

●Target up to 3 face-up "Skateboard Dragon" monsters you control: Flip those targets face-down.

 

 

[spoiler=Emberwurm]

Emberwurm Infernal Citadel

Continuous Spell

When this card is activated: You can add 1 "Emberwurm" card from your Deck to your hand, except "Emberwurm Infernal Citadel", then send the top 2 cards of your Deck to your Graveyard. If the effect of an "Emberwurm" card(s) activates in your Graveyard: You can reduce the ATK of all monsters your opponent controls by 200 for each. Once per turn, you can shuffle 3 FIRE Wyrm-Type monsters from your Graveyard into your Deck to target 1 monster on the field: Negate that target's effects until your next turn.

 

Emberwurm Regulation

Quick-Play Spell

Send 1 FIRE Wyrm-Type monster from your hand or field to the Graveyard: Destroy 1 card on the field. You can banish this card from your Graveyard to target 1 "Emberwurm" monster in your Graveyard: Special Summon that target, then send 1 "Emberwurm" card from your Deck to the Graveyard, except "Emberwurm Regulation".

 

Emberwurm Rejuvenation

Normal Spell

Discard 1 FIRE Wyrm-Type monster: Draw cards equal to the number of "Emberwurm Rejuvenation" in your Graveyard +1. During the End Phase of the turn this card was activated, if it is still in your Graveyard: You can target 1 Spell/Trap Card your opponent controls; banish that target.

 

Emberwurm Penfa

FIRE - Level 5 - Wyrm/Tuner/Effect - 500/2200

You can reveal this card in your hand: Send the top 3 cards of your Deck to the Graveyard; Special Summon this card from your Graveyard, and if you do, you can destroy 1 Spell/Trap Card on the field. If this card is sent to the Graveyard, you can target 1 card you control: Destroy that target, then Special Summon this card from your Graveyard. You can only activate each effect of this card's name once per turn.

 

 

 

 

 

[spoiler= Non-Game Member Archetypes]

[spoiler= Sclera Guild]

Everyone worked together on this one, but I still have the feeling I didn't do enough to help the archetype function.

 

I can fix that.

 

Wyck, Bookkeeper of the Sclera Guild

DARK - Level 4 - Spellcaster/Effect - 1000/2000

Once per turn, you can Tribute 1 DARK monster you control: Set 1 "Sclera Guild" Spell/Trap Card from your Deck. If this monster is destroyed, you can Special Summon 1 "Sclera Guild" monster from your Graveyard, except "Wyck, Bookkeeper of the Sclera Guild". If this monster is Tributed for the effect of "Rulebook of the Sclera Guild", you can Special Summon 1 Level 5 or lower "Sclera Guild" monster from your Deck, except "Wyck, Bookkeeper of the Sclera Guild".

 

Elizabeth, Marksman of the Sclera Guild

DARK - Level 1 - Psychic/Tuner/Effect - 1000/0

You can Tribute 1 DARK monster either player controls to Special Summon this monster from your hand. If this monster on the field is destroyed, your opponent must discard 1 card from their hand at random: If the discarded card is a Monster Card, inflict 100 damage to your opponent times its Level. A "Sclera Guild" Fusion, Synchro, or Xyz monster Summoned using this monster as Material gains the following effect:

●"Sclera Guild" monsters used as Fusion, Synchro, or Xyz Material, or Tributed for a Summon, are treated as having been destroyed by battle.

 

Gloria, Representative of the Sclera Guild

DARK - Level 4 - Fairy/Effect - 1700/1100

When this monster is Normal Summoned, you can Special Summon 1 Level 3 or lower "Sclera Guild" monster from your hand or Graveyard. You can Tribute 1 DARK monster you control to target 1 monster your opponent controls: Destroy that target. If this monster is destroyed, you can Special Summon 1 "Sclera Guild" monster from your Graveyard in face-up Defense Position, except "Gloria, Representative of the Sclera Guild". You can only activate each effect of this card's name once per turn.

 

Haedl, Warmonger of the Sclera Guild

DARK - Level 3 - Beast-Warrior/Effect - 1200/800

If you control 2 or more face-up "Sclera Guild" monsters, you can Special Summon this monster from your hand. If you control "Sclera Guild Hall" when this monster is Summoned, you can target 1 face-up monster your opponent controls: That target's ATK and DEF are halved, also it cannot activate its effects. During the End Phase of the turn this monster was destroyed, you can Special Summon this monster from your Graveyard.

 

Sacred Rites of the Sclera Guild

Quick-Play Spell

Tribute 1 face-up DARK monster you control. For the rest of the turn, apply the following effects:

●If your opponent would Special Summon a monster, they must Special Summon 1 "Sclera Guild" monster from your Graveyard to your side of the field in face-up Defense Position first.

●If your opponent would add a card(s) to their hand, except by drawing, they must allow you to add 1 "Sclera Guild" card from your Deck or face-up in your Extra Deck to your hand first.

 

Aurelia, High Oracle of the Sclera Guild

DARK - Level 6 - Spellcaster/Synchro/Effect - 2400/1200

1 Tuner + 1 or more non-Tuner "Sclera Guild" monsters

When this monster is Special Summoned, you can target 1 card on the field: Destroy that target, and inflict 400 damage to your opponent. Once per turn, you can Tribute 1 DARK monster you control to Special Summon 1 "Sclera Guild" monster from your Deck. If this monster is destroyed (by battle or card effect), you can draw 1 card, and if it is a "Sclera Guild" card, you can Special Summon this monster from your Graveyard.

 

Diem, High Inquisitor of the Sclera Guild

DARK - Level 7 - Psychic/Fusion/Effect - 2000/2000

1 Level 5 or higher "Sclera Guild" monster + 1 or more Effect Monsters

Cannot be used as Fusion Material. If you control "Sclera Guild Hall" when this monster would be Fusion Summoned from your Extra Deck, 1 or more of this monster's Fusion Materials can be from your opponent's side of the field (regardless of the text of the card that Fusion Summoned this monster). This monster gains 200 ATK for every Effect monster in the Graveyard. If a face-up "Sclera Guild" card you control would be destroyed or targeted by your opponent's card effect, you can Tribute 1 DARK monster you control: Negate the activation, and if you do, destroy it. If this monster is destroyed by battle, you can Special Summon 2 Level 4 or lower "Sclera Guild" monsters from your Graveyard.

 

 

[spoiler= Akkedis]

Akkedis Genjiadke

FIRE - Level 7 - Reptile/Ritual/Pendulum/Effect - 2700/200 - Scale 2

Pendulum Effect - If you control another "Akkedis" card in your Pendulum Zone, this card's Pendulum Scale can be treated as 5. You can destroy this card in a Pendulum Zone: Add 1 "Akkedis" card from your Deck to your hand, except "Akkedis Genjiadke", and if the added card is a monster, increase the ATK of all Gemini monsters you control by the added monster's Level x300.

Monster Effect - You can Ritual Summon this monster using any "Akkedis" Ritual Spell Card. The effects of Gemini monsters you control that gained their effects cannot be negated. If a Gemini monster inflicts damage to your opponent by battle or its own effect, you can Special Summon 1 face-up Pendulum monster from your Extra Deck whose Pendulum Scale is less than or equal to this card's Pendulum Scale. This face-up card in your Extra Deck is treated as Level 4.

 

 

[spoiler= Deep Sleep]

False Awakening from Deep Sleep

Continuous Spell

Once per turn, you can Special Summon 1 "Deep Sleep" monster from your hand. Once per turn, if you control 2 or more Gemini monsters, including at least 1 "Deep Sleep" monster, you can Special Summon 1 Normal monster from your Graveyard. Gemini monsters gain 400 ATK and DEF, also they cannot be targeted by your opponent's card effects. During the turn you activate the effect of "False Awakening from Deep Sleep", you cannot Normal Summon monsters.

 

Lucid Dreaming in the Deep Sleep

Quick-Play Spell

Send 1 Gemini monster from your Deck to the Graveyard: Special Summon 1 Normal monster from your hand or Graveyard. During your End Phase, if you have not Normal Summoned this turn, you can Set this card from your Graveyard, but banish it when it leaves the field.

 

 

[spoiler= Grief Dragon]

Devastating Grief

Continuous Trap

The first time a "Grief Dragon" monster you control is Tributed in a turn, you can banish 1 card from your opponent's hand or Graveyard (a card in the hand is selected at random). If a card your opponent controls is destroyed by battle with or the effect of a "Grief Dragon" card, both players draw 1 card, then your opponent must discard 1 card.

 

 

[spoiler= Darksteel]

Darksteel Amphithere

DARK - Level 1 - Dragon/Tuner/Effect - 100/100

This monster can be treated as a non-Tuner monster for the Summon of a Dragon-Type Synchro monster. This monster can be treated as Level 2 for a Synchro Summon. If this monster is Special Summoned, you can Special Summon 1 Level 4 or lower Dragon-Type monster from your hand or Graveyard, except "Darksteel Amphithere".

 

Darksteel Drake

DARK - Level 2 - Dragon/Tuner/Effect - 0/1900

You can discard this card from your hand to add 1 "Darksteel" monster from your Deck to your hand, except "Darksteel Drake". This monster can be treated as a non-Tuner monster for the Summon of a Dragon-Type Synchro monster. If this monster is used as Synchro Material for the Summon of a DARK Synchro monster, you can draw 1 card.

 

Darksteel Protector

DARK - Level 3 - Dragon/Tuner/Effect - 600/1800

If you control no monsters, you can Special Summon this card from your hand, and if you do, you can Special Summon 1 "Darksteel" monster from your Deck, except "Darksteel Protector". You cannot Summon monsters from the Extra Deck during the turn you activate this effect, except "Darksteel" Synchro monsters. A Dragon-Type Synchro monster Summoned using this card as Material cannot be destroyed by your opponent's card effects.

 

Darksteel Vision

Normal Spell

Add 1 "Darksteel" monster from your Deck to your hand. During the End Phase that this turn was sent to your Graveyard, if this card is in your Graveyard and you control a face-up DARK Dragon-Type Synchro monster, you can add 1 "Darksteel Vision" from your Deck to your hand. You can banish this card from your Graveyard to Special Summon 1 "Darksteel" monster from your hand or Graveyard, and if you do, it can be treated as a Tuner or a non-Tuner monster for a Synchro Summon. You can only activate each effect of "Darksteel Vision" once per turn.

 

 

[spoiler= Accelerator Satellite]

Accelerator Satellite Zeta

LIGHT - Level 9 - Machine/Effect - 2900/3200

You can Special Summon this monster from your hand or Graveyard by sending 2 LIGHT Machine-Type monsters from your hand or side of the field to the Graveyard, except this card. During either player's Battle Phase, you can Special Summon 1 "Accelerator Satellite" monster from your Graveyard in face-up Attack Position: This monster cannot attack or be selected as an attack target the turn you activate this effect, also the Special Summoned monster cannot be destroyed by battle or card effects this turn.

 

Accelerator Satellite Eta

LIGHT - Level 4 - Machine/Effect - 1200/1200

When this monster is Normal or Special Summoned, you can Special Summon 1 Level 5 or lower "Accelerator Satellite" monster from your hand or Graveyard with its effects negated, and if you do, both monsters' Levels become the sum of this monster's Level and the Summoned monster's Level.

 

Accelerator Satellite Docking Ring

Field Spell

During your Standby Phase, you can add 1 "Accelerator Satellite" monster from your Deck to your hand, but you cannot conduct your Normal Draw the turn you activate this effect. Once per turn, you can Special Summon 1 "Accelerator Satellite" monster from your hand or Graveyard. If you Xyz Summon a "Super Accelerator Satellite" monster, you can draw 1 card, and if that card is an "Accelerator Satellite" monster, you can draw 1 additional card.

 

Maximum Acceleration

Normal Spell

Add 1 "Accelerator Satellite" monster from your Deck to your hand. If you control a face-up LIGHT Xyz monster when this effect resolves, you can draw 1 card. During the End Phase of the turn this card is activated, if you have 2 or fewer cards in your hand, you can Special Summon up to 3 "Accelerator Satellite" monsters with a Level from your Graveyard, and immediately after this effect resolves, Xyz Summon using those monsters as Materials; if those monsters are different Levels, those monsters are all treated as the Level of 1 of those monsters. If you activate "Maximum Acceleration", you cannot activate "Maximum Acceleration" again until your 2nd Draw Phase after the activation resolves.

 

Duplicate Accelerator Satellite

Continuous Trap

Once per turn, during either player's turn, you can shuffle up to 4 "Accelerator Satellite" cards (min. 3) from your Graveyard into your Deck, then draw cards equal to the number of shuffled cards -2. During your Main Phase, you can target 1 "Accelerator Satellite" monster you control with a Level: Special Summon this card as a monster with the same Level, Attrribute, Type, and name as that target, but this card's ATK and DEF become 500. If Summoned this way, banish this card when it leaves the field. You can only activate each effect of this card's name once per turn.

 

 

[spoiler= Clayborne]

Shattersoul Clayborne Hextia

EARTH - Level 8 - Rock/Fusion/Effect - 3200/3200

2 "Clayborne" monsters + 1 monster that can be Special Summoned

Once per turn, you can Special Summon 1 "Clayborne" monster from your hand or Graveyard whose Level is less than this monster's Level. During each of your End Phases, reduce this monster's Level by 1. If this monster has the lowest Level among monsters on the field (excluding a tie), destroy it. You can shuffle 1 "Clayborne" monster from your Graveyard into your Deck to Special Summon this monster from your Graveyard: If Special Summoned this way, this monster's Level is equal to the Level of the returned monster.

 

Clayborne Shard Management

Quick-Play Spell

If a "Clayborne" monster you control is destroyed: Special Summon any number of "Clayborne" monsters from your Graveyard whose combined Level is less than or equal to the Level of the destroyed monster. You can only activate 1 "Clayborne Shard Management" per turn.

 

 

[spoiler= Fossil]

Fossil Ceratops

EARTH - Level 4 - Rock/Effect - 0/2000

If this Attack Position monster battles, you can switch it to Defense Position: Negate the attack, and if you do, this monster gains ATK equal to half the opposing monster's ATK. Once per turn, during your turn (Quick Effect), you can target 1 face-up monster your opponent controls without an original Level, and reveal 1 "Fossil" Fusion monster from your Extra Deck whose ATK is less than or equal to the target's current ATK: That target is now treated as the same Level as the revealed monster. If this card is sent from the field to the Graveyard, you can Special Summon 1 "Fossil" monster from your Graveyard, except "Fossil Ceratops".

 

Filching Fossil Fusion

Normal Trap

Fusion Summon 1 "Fossil" Fusion monster, using monsters either player controls as Fusion Materials. During the turn this card is activated, negate your opponent's cards and effects that target "Fossil" monsters you control. You can banish this card from your Graveyard, except during the turn it was sent there, to target 1 "Fossil" Fusion monster in your Graveyard: Special Summon that target with its ATK halved until the End Phase, also all monsters your opponent controls lose ATK and DEF equal to that lost ATK (This is treated as a Fusion Summon). You can only activate each effect of this card's name once per turn.

 

Antique Fossil Supertyranno

EARTH - Level 12 - Rock/Fusion/Effect - 4000/0

1 Rock-Type monster + 1 Level 10 or higher monster

Must first be Fusion Summoned using the above Materials. Cannot be destroyed or targeted by your opponent's card effects. When this monster attacks, switch all face-up Attack Position monsters your opponent controls to face-up Defense Position, and halve their DEF. This monster inflicts piercing Battle Damage, and when it does, you can add 1 "Fossil" monster from your Deck to your hand. If this card destroys your opponent's monster by battle, you can Special Summon 1 "Fossil" monster from your Graveyard, except "Antique Fossil Supertyranno", ignoring Summoning conditions.

 

 

[spoiler= Barrk]

Barrk-Bit Barb

EARTH - Level 1 - Plant/Tuner/Effect - 200/0

If this card is sent to the Graveyard: Inflict 200 damage to your opponent, and if you do, you can; flip 1 face-down monster you control face-up, or vice versa. You can Special Summon this card from your Graveyard by discarding 1 EARTH monster (you can only activate this effect of this card's name once per turn).

 

Barrk-Knight Percyew

EARTH - Level 5 - Plant/Synchro/Effect - 2200/2200

1 Tuner + 1 or more non-Tuner monsters

You can discard 1 card to add 1 "Barrk" card from your Deck to your hand. During either player's turn, if a monster is discarded, you can Special Summon 1 "Barrk" monster from your Graveyard whose Level is less than or equal to the discarded monster's, except the discarded monster. You can only activate each effect of this card's name once per turn.

 

Barrk-Knight Willorz

EARTH - Level 8 - Plant/Synchro/Effect - 2300/2800

1 "Barrk" Tuner + 1 or more non-Tuner monsters

Once per turn, you can discard 1 card: Destroy all monsters your opponent controls whose ATK is less than or equal to this card's DEF. If this card is used as Fusion or Synchro Material, you can: Draw 1 card, then discard 1 card, then, if the discarded card is a "Barrk" monster, you can Special Summon 1 Level 7 or lower "Barrk" monster from your Banished Zone.

 

 

[spoiler= Dragunmetal]

Dragunmetal Smith

Continuous Trap

When this card is activated: You can add 1 "Dragunmetal" card from your Deck to your hand, except "Dragunmetal Smith". You can activate 1 Union monster in the same Spell/Trap Zone as this card. If another "Dragunmetal" card you control is destroyed, you can banish 1 card from your opponent's Graveyard, OR, if there are no cards in your opponent's Graveyard, that your opponent controls. The first time you Special Summon a "Dragunmetal" monster each turn: Draw 1 card.

 

 

[spoiler= New Order]

Altar to the New Orders

Continuous Spell

When this card is activated: You can target 1 Continuous Spell Card in your Graveyard, regardless, Special Summon this card (and the target, if you targeted a Continuous Spell Card) as a monster (LIGHT/Rock-Type/Level 4/ATK 2000/DEF 0). If this card is Special Summoned as a monster: You can add 1 "New Orders" card from your Deck to your hand, except "Altar to the New Orders". This card cannot be used as Material for a Summon, except the Summon of a "New Orders" Xyz monster.

 

New Orders Unleashed

Continuous Spell

When this card is activated: Special Summon this card as a monster (LIGHT/Rock-Type/Level 4/ATK 2000/DEF 0). If this card is Special Summoned as a monster: You can activate this effect; during the End Phase, gain 200 LP for each Xyz monster Summoned this turn, then inflict damage to your opponent equal to half the LP you gained. If this card is detached from a "New Orders" Xyz monster to activate its effect, you can target 1 "New Orders" card in your Graveyard: Add that target to your hand (you can only activate this effect of this card's name once per turn).

 

Rank-Up-Magic: New Orders of Atum

Normal Spell

This card cannot be sent from your hand or Deck to the Graveyard by or for another card's effect. Target 1 LIGHT Xyz monster either player controls of an even-numbered Rank: Special Summon 1 "New Orders" Xyz monster from your Graveyard or Extra Deck using that target as Xyz Material, whose Rank is exactly 2 higher than that target's (Transfer its Materials to the Summoned monster, this is treated as an Xyz Summon). While this card is in the Graveyard, if your opponent Special Summons a monster, or activates the effect of a Special Summoned monster: You can add this card from your Graveyard to your hand, then both players draw 1 card (you can only activate this effect of this card's name once per turn).

 

 

 

 

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Konami cards have been moved to this post, because editing the OP was getting difficult with slowdown.

 

[spoiler= Destruction Sword]

Squire of the Destruction Swordmaster

EARTH - Level 3 - Warrior/Effect - 1300/1000

You can Tribute this face-up monster to Special Summon 1 "Buster Blader" or "Destruction Sword" monster from your hand or Graveyard. During any turn except the turn this card was sent to the Graveyard: you can banish this monster from your Graveyard: all monsters on the field and in the Graveyard are treated as Dragon-Type until the End Phase of this turn.

 

Archfiend Buster Destruction Sword

DARK - Level 2 - Fiend/Effect - 900/400

You can target 1 "Buster Blader" you control: Equip this card from your hand or side of the field to that target. While this card is equipped to a monster, your opponent cannot activate Spell/Trap Cards or their effects from their hand. You can send this Equip Card to the Graveyard to add 1 "Buster Blader" or "Destruction Sword" card from your Deck to your hand, except "Archfiend Buster Destruction Sword".

 

 

[spoiler= Venom]

Given that the AGM has the Venom archetype, we should make it so that they're actually able to do what they need to as an archetype- and that means a more formidable monster lineup, for one, as well as a support card or two.

 

Venom Bog

Continuous Spell

When this card is activated, you can add 1 "Venom" or "Snake Deity" card from your Deck or Graveyard to your hand, except "Venom Bog" or "Altar to the Snake Deity". During each Standby Phase, place 1 Venom Counter on all face-up monsters on the field, except "Venom" monsters. "Venom" monsters you control gain 200 ATK and DEF for each Venom Counter on the field. If a face-up "Venom" card you control would be destroyed or targeted by your opponent's card effect, you can remove 2 Venom Counters from anywhere on the field to negate that effect and destroy that card.

 

Altar to the Snake Deity

Continuous Spell

When this card is activated, you can add 1 "Venom" or "Snake Deity" card from your Deck or Graveyard to your hand, except "Altar to the Snake Deity". Once per turn, you can Special Summon 1 Reptile-Type monster from your hand. Once per turn, you can Fusion Summon 1 "Venom" Fusion monster from your Extra Deck by banishing appropriate Fusion Materials from your field and/or Graveyard. If this card is destroyed, you can Special Summon 1 "Venom" or "Vennom" monster from your Graveyard or Banished Zone.

 

Venom Strike

Normal Trap

"Venom" monsters you control gain 200 ATK times their Level, also place 1 Venom Counter on all face-up monsters your opponent controls. You can banish this card from your Graveyard: Your opponent must discard a number of cards equal to the number of monsters they control with Venom Counters on them.

 

Venom Call

Normal Trap

If a monster you control is destroyed, Special Summon 1 "Venom" monster from your hand or Deck whose Level is less than or equal to the Level/Rank of the destroyed monster, and if you do, place 1 Venom Counter on all face-up monsters your opponent controls. A monster Summoned by this effect cannot be destroyed during the turn it is Summoned.

 

Venom Python

DARK - Level 4 - Reptile/Effect - 1500/1400

You can discard this card: Add 1 "Venom", "Snake Deity", or "Fusion" card from your Deck to your hand, except "Venom Python" (You can only activate this effect of "Venom Python" once per turn). If your opponent's monster is destroyed by battle with or the effect of a "Venom" card, you can Special Summon this monster from your Graveyard. Once per turn, you can target 1 monster your opponent controls: Place 1 Venom Counter on that target, and if you do, this monster cannot attack this turn.

 

Venom Viper

DARK - Level 4 - Reptile/Effect - 1300/1600

When this monster is Normal or Special Summoned, you can Special Summon 1 Level 5 or lower "Venom" monster from your hand or Graveyard, except "Venom Viper". During your Main Phase 2, place a number of Venom Counters on monsters your opponent controls up to the number of "Venom" cards you control.

 

Venom Garter

DARK - Level 3 - Reptile/Effect - 1000/1500

If a "Venom" monster is Summoned to your side of the field, except "Venom Garter", you can Special Summon this monster from your hand, and if you do, you can add 1 "Venom" or "Vennom" monster from your Deck to your hand (You can only activate this effect of "Venom Garter" once per turn). If a monster is destroyed by battle with a "Venom" monster, or the effect of "Venom Swamp", you can distribute the Venom Counters that were on the destroyed monster among face-up monsters on the field.

 

Venom Hatchling

DARK - Level 1 - Reptile/Tuner/Effect - 1000/0

Once per turn, you can target 1 face-up DARK and/or Reptile-Type monster you control: That target becomes a "Venom" monster. Once per turn, you can target 1 face-up monster on the field: Place 1 Venom Counter on that target. If this card is banished from your Graveyard, you can Special Summon 1 "Venom" monster from your Deck, except "Venom Hatchling".

 

Predaplant Venom Altis

DARK - Level 4 - Reptile/Effect - 1300/700

This monster is also always treated as Plant-Type. Once per turn, you can switch this Attack Position monster to Defense Position: Place 1 Venom Counter on the monster your opponent controls with the lowest ATK. Once per turn, you can switch this Defense Position monster to Attack Position: Place 1 Predator Counter on the monster your opponent controls with the highest ATK. If this monster battles a monster with a Predator Counter: You can Special Summon 1 Level 3 or lower "Venom" or "Predaplant" monster from your hand or Graveyard.

 

Odd-Eyes Predaplant Venom Cobrallis

DARK - Level 3 - Plant/Tuner/Effect - 0/0

This monster is also always treated as Reptile-Type. If this monster is Normal or Special Summoned, you can place 1 each of a Venom and Predator Counter on each monster your opponent controls. Level 2 or higher monsters with a Predator Counter on them are treated as Level 1. Once per turn, if a "Venom" or "Predaplant" monster battles your opponent's monster of equal or lower Level, you can destroy the opposing monster at the start of the Damage Step, and increase your battling monster's ATK by the original ATK of the opposing monster.

 

Vennomaster, Overseer of Poisonous Snakes

DARK - Level 6 - Reptile/Effect - 2000/2000

You can Normal Summon 1 Reptile-Type monster in addition to your Normal Summon/Set (you can only gain this effect of "Vennomaster, Overseer of Poisonous Snakes" once per turn). During each of your opponent's End Phases, place 1 Venom Counter on all face-up monsters on the field, except "Venom" monsters. If you would Normal Summon a "Venom" or "Vennom" monster, you can remove 2 Venom Counters from anywhere on the field in lieu of Tributing. You can banish this card from your Graveyard to return all banished Reptile-Type monsters to the Graveyard, except "Vennomaster, Overseer of Poisonous Snakes".

 

Master Starving Venom

DARK - Level 8 - Reptile/Effect - 1800/1000

You can Special Summon this monster (from your hand) by Tributing up to 2 monsters on either player's field with Venom Counters on them (You can only Summon 1 "Master Starving Venom" per turn this way). If you do, this monster gains 500 ATK and DEF for each Venom Counter that was on the Tributed monster(s). Once per turn, during either player's turn, you can distribute a number of Venom Counters among face-up monsters your opponent controls equal to the number of "Venom" monsters you control. While you control this face-up card, "Venom" cards you control, except this card, cannot be destroyed or targeted by your opponent's card effects.

 

Venom Lamia

DARK - Level 5 - Reptile/Fusion/Effect - 1600/2500

1 "Venom" monster + 1 monster with 1500 or less ATK

When this card is Special Summoned, you can add 1 "Venom Swamp" from your Deck or Graveyard to your hand. Once per turn, you can place 1 Venom Counter on all face-up monsters your opponent controls. If your opponent's monster activates its effect on the field, place 1 Venom Counter on that monster. Cards your opponent owns that are destroyed by "Venom Swamp", or by battle with a "Venom" monster, are banished instead of being sent to the Graveyard or face-up in the Extra Deck.

 

Venom Hydra

DARK - Level 6 - Reptile/Fusion/Effect - 2400/1800

2 "Venom" monsters

This monster can attack all monsters your opponent controls, once each. At the start of the Damage Step, if this monster battles your opponent's monster, place 2 Venom Counters on the opposing monster. If this monster is destroyed, you can banish 1 Reptile-Type monster from your Graveyard: Special Summon this monster from your Graveyard, and if you do, you can add 1 "Venom", "Vennom", or "Snake Deity" card from your Deck or Graveyard to your hand.

 

Venom Basilisk

DARK - Level 7 - Reptile/Fusion/Effect - 2600/1900

2 "Venom" monsters on the field

Once per turn, you can place 1 Venom Counter on all face-up monsters your opponent controls. Monsters with 2 or more Venom Counters on them have their effects negated, except "Venom" monsters. Once per turn, if a monster your opponent controls is destroyed by battle with a "Venom" or "Vennom" monster, you can Special Summon 1 Reptile-Type monster from your Banished Zone.

 

Venom Gorgon

DARK - Level 8 - Reptile/Fusion/Effect - 3000/1000

1 "Venom" monster + 2 monsters with 1600 or less ATK

If your opponent Special Summons a monster(s), you can place 2 Venom Counters on that monster(s). Once per turn, you can Special Summon 1 "Venom" monster from your hand or Graveyard. If a card your opponent controls is destroyed by battle with or the effect of a "Venom" or "Vennom" card, you can target 2 cards from your opponent's Graveyard or side of the field and banish them.

 

Envious Venom Fusion Dragon

DARK - Level 8 - Dragon/Fusion/Effect - 2800/2000

2 DARK monsters of different Types

Must first be Fusion Summoned. When this card is Fusion Summoned, halve the ATK of all Special Summoned monsters your opponent controls. Once per turn, during either player's turn, you can banish 1 monster from your opponent's Graveyard: This monster gains the banished monster's name and effects until the End Phase, also this monster gains ATK equal to half the ATK of the banished monster. If this card is sent from the field to the Graveyard, you can target 1 Level 8 or lower DARK Fusion monster in your Graveyard, except "Envious Venom Fusion Dragon": Special Summon that target during your next Standby Phase (A Summon by this effect is treated as a Fusion Summon).

 

Spiteful Venom Fusion Dragon

DARK - Level 10 - Dragon/Fusion/Effect - 3300/2500

1 Level 8 or higher DARK monster + 1 "Venom" or "Vennom" monster

This monster is also always treated as Reptile-Type. Must first be Fusion Summoned using the above Materials, and cannot be Summoned from your Extra Deck by other means. When this monster is Fusion Summoned, or Special Summoned by its own effect, you can negate the effects of all face-up monsters your opponent controls, and if you do, you can replace this effect with the effect of a monster whose effect is currently negated. Once per turn, you can target 1 Special Summoned monster on the field: This monster gains ATK equal to the target's ATK until the end of the turn, and if it does, halve the target's ATK. If this monster is destroyed (by battle or card effect), you can banish 1 "Venom" monster from your Graveyard: Special Summon this monster from your Graveyard.

 

Wrathful Venom Fusion Dragon

DARK - Level 10 - Dragon/Fusion/Effect - 3300/2500

1 DARK Fusion monster + 1 Level 5 or higher DARK monster

Must first be Fusion Summoned using the above Materials. When this monster battles, increase this monster's ATK by the ATK of the monster you control with the highest ATK, except this card, until the end of the Damage Step. Once per turn, during either player's turn, if a Special Summoned monster would activate its effect: You can negate the activation, also replace this effect with the negated effect until the End Phase. If this monster is destroyed, you can Special Summon 1 "Fusion Dragon" monster from the Graveyard or that is banished, except "Wrathful Venom Fusion Dragon". You can only control 1 "Wrathful Venom Fusion Dragon".

 

 

[spoiler= Aroma]

Aroma needs more Tuners. I can fix that!

 

Aromaseraphy Gabrielle

LIGHT - Level 1 - Plant/Tuner/Effect - 0/0

If your Life Points are increased, you can Special Summon this monster from your hand or Graveyard (you can only activate this effect of "Aromaseraphy Gabrielle" once per turn). If your Life Points are at least 2000 Points higher than your opponent's when this card is used as Synchro Material, the Synchro Summoned monster cannot be targeted by your opponent's cards or effects.

 

Aromaseraphy Selena

LIGHT - Level 2 - Plant/Tuner/Effect - 1000/600

This monster can be treated as Level 3 for a Synchro Summon. If you gain LP: You can add 1 "Aroma" monster from your Deck to your hand, except "Aromaseraphy Selena" (you can only activate this effect of "Aromaseraphy Selena" once per turn). If this card is used as Synchro Material for the Summon of an "Aroma" Synchro monster, you can activate 1 "Winds" Continuous Trap Card from your Graveyard.

 

Aromaseraphy Freya

DARK - Level 1 - Plant/Tuner/Effect - 0/1800

If your opponent declares a direct attack, you can Special Summon this monster from your hand: Negate that attack, and gain 1000 LP. If you control 2 or more "Winds" Continuous Trap Cards when this card is Special Summoned from your Graveyard, you can Special Summon 1 "Aromage" monster from your Deck with its ATK reduced to 0 and its effects negated, and if you do, you can, immediately after this effect resolves: Synchro Summon, using "Aroma" monsters you control as Material. If you activate this effect of "Aromaseraphy Freya", you cannot activate this effect again until your 2nd Standby Phase after this effect resolves.

 

Aromaiden

LIGHT - Level 1 - Plant/Effect - 500/500

While your LP are higher than your opponent's, this monster can be treated as a Tuner. If this card is sent from the field to the Graveyard, you can Special Summon 1 "Aroma" monster from your Deck with its ATK and DEF halved, and if you do, gain 500 LP. If an "Aroma" monster you control, except "Aromaiden", is destroyed while this card is in your Graveyard, you can Special Summon this card from your Graveyard in face-up Attack Position, and if you do, gain 500 LP. You can only activate each effect of "Aromaiden" once per turn.

 

Aromagister Angelica

LIGHT - Level 8 - Plant/Synchro/Effect - 2700/3100

1 Tuner + 1 or more non-Tuner "Aroma" monsters

When this monster is Synchro Summoned, you can Special Summon 1 "Aroma" monster from your Graveyard, except a monster that was used as Material for this monster's Summon. While your LP are higher than your opponent's, "Winds" Continuous Trap cards, and other "Aroma" cards, cannot be targeted by your opponent's cards or effects. The first time you gain LP in a turn, you can target 1 card on your opponent's field or in their Graveyard: Banish it.

 

Aromagister Freya

DARK - Level 9 - Plant/Synchro/Effect - 3000/3000

1 "Aroma" Tuner + 1 or more non-Tuner monsters

When this monster is Synchro Summoned, you can target 1 Special Summoned monster on the field: Gain LP equal to the target's ATK. Once per turn, during either player's turn, if your LP are higher than your opponent's, you can target 1 "Aroma" monster in your Graveyard: This monster gains the target's effects, until the End Phase. The first time you gain LP in a turn, you can target 1 card in your opponent's Graveyard for each 800 points of difference between your LP and your opponent's (rounded down): Banish that target(s).

 

Aromagister Selena

LIGHT - Level 10 - Plant/Synchro/Effect - 4000/2500

1 "Aroma" Tuner + 2 or more non-Tuner monsters

Must first be Synchro Summoned using the above Materials. When this monster is Special Summoned, you can gain 1000 LP, and if you do, inflict 500 damage to your opponent. Once per turn, during either player's turn, if your LP are higher than your opponent's, you can declare 2 card Types (Monster, Spell, or Trap): "Aroma" monsters you control cannot be destroyed or targeted by the effects of your opponent's cards of that Type for the rest of the turn. The first time you gain LP in a turn, you can destroy all face-up Special Summoned monsters your opponent controls. During the End Phase of the turn this card was sent to the Graveyard, you can banish 2 "Aroma" monsters from your Graveyard: Special Summon this monster from your Graveyard.

 

Aromatic Winds

Continuous Trap

Once per turn, during either player's turn, if you gain LP: Increase the ATK and DEF of all "Aroma" monsters you control by the amount of LP you gained. If you control 2 or more "Aroma" monsters, your opponent cannot target monsters you control for attacks or effects, except the monster you control with the highest ATK. If this card is destroyed, you can Set 1 "Winds" Continuous Trap Card from your Deck, except "Aromatic Winds".

 

Gentle Winds

Continuous Trap

Once per turn, if your Life Points are higher than your opponent's, you can Special Summon 1 "Aroma" monster from your Graveyard, but if you do, you cannot Normal Summon/Set this turn, except to Normal Summon an "Aroma" monster(s). Once per turn, during either player's turn, if a monster on the field is destroyed: You can gain LP equal to its Level x200 or its Rank x500. If this card on the field is destroyed, you can Set 1 "Winds" Continuous Trap Card from your hand or Graveyard, except "Gentle Winds" (you can activate that Set card this turn).

 

 

 

[spoiler= Toon]

Toons are considerably more powerful in the AGM than in the actual game, thanks to some pretty amazing support we've already made for them . . . but it's NOT ENOUGH, I say!

 

Toon Vigilizard Blade Captain

EARTH - Level 4 - Reptile/Toon/Effect - 1700/1500

If "Toon World" is face-up on the field, you can Special Summon this monster from your hand (You can only Summon 1 "Toon Vigilizard Blade Captain" per turn this way). This monster cannot attack the turn it is Summoned. This monster can attack all monsters your opponent controls, once each. If you control "Toon World" and your opponent controls no Toon monsters, this monster can attack your opponent directly, but if it does. If this monster inflicts Battle Damage to your opponent, select and activate 1 of the following effects:

●Banish the top 2 cards of your opponent's Deck.

●Shuffle 2 of your banished cards into your Deck.

 

Toon Galaxy-Eyes Photon Dragon

LIGHT - Level 8 - Dragon/Toon/Effect - 3000/2500

Cannot be Normal Summoned/Set. You can Special Summon this monster (from your hand) if you control 2 face-up Attack Position Toon monsters (You can only Summon 1 "Toon Galaxy-Eyes Photon Dragon" per turn this way). If you control "Toon World" and your opponent controls no Toon monsters, this monster can attack your opponent directly. Cannot attack the turn it is Summoned. If this monster attacks your opponent's Special Summoned monster, you can banish this monster and the opposing monster at the start of the Damage Step: If this effect is not negated, you can Special Summon this monster from your Banished Zone during your 2nd Main Phase, and if you do; you can add 1 card from your Banished Zone to your hand.

 

Toon Masked Dragon

FIRE - Level 4 - Dragon/Toon/Effect - 1400/1100

If you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. If "Toon World" is destroyed, destroy this card. If this card is sent from the field to the Graveyard, you can Special Summon 1 Level 6 or lower Toon monster from your Deck in face-up Defense Position.

 

Toon Rerun

Continuous Spell

Once per turn, you can target 1 "Toon" monster in your Graveyard: Special Summon that target. You cannot Normal Summon/Set during the turn you activate this effect. During either player's turn, you can destroy this face-up card to Special Summon up to 3 "Happy Toon Tokens" (LIGHT/Level 1/Fairy/0 ATK/0 DEF) to your side of the field, and if you do, you are treated as controlling "Toon World" until the end of the turn (you can only activate this effect of this card's name once per turn).

 

 

[spoiler= Malefic]

Otherwise known as the newest approved AGM archetype! Here's a few things to make them not suck:

 

Malefic Reverse Gear

DARK - Level 2 - Machine/Tuner/Effect - 1000/1000

This monster can be treated as "Malefic Parallel Gear" for a Synchro Summon. You can Synchro Summon 1 "Malefic" Synchro monster using this card and 1 "Malefic" monster in your hand. This monster can be treated as Level 3 for a Synchro Summon. When this monster is Normal or Special Summoned, you can activate 1 "Malefic World" from your Deck or Graveyard. If a "Malefic" monster you control is destroyed, except by its own effect, you can Special Summon the monster listed in its card text from your Banished Zone, with its ATK doubled (this can be treated as a Fusion or Synchro Summon).

 

Malefic Shining Hope Dragon

DARK - Level 8 - Dragon/Effect - 3000/2000

Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by banishing 1 "Shining Hope Dragon" from your Extra Deck. There can be only 1 face-up "Malefic" monster on the field. Other monsters you control cannot attack. If a card(s) on the field is destroyed, gain 1000 LP. If you do not control a face-up Field Spell Card, destroy this card. If this monster is destroyed, except by its own effect, you can Special Summon 1 Level 10 or lower "Malefic" monster from your Graveyard, except "Malefic Shining Hope Dragon", ignoring Summoning conditions.

 

Malefic Tyrant Amulet Dragon

DARK - Level 8 - Dragon/Effect - 2900/2800

Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by banishing 1 "Tyrant Amulet Dragon" from your Extra Deck. There can be only 1 face-up "Malefic" monster on the field. Other monsters you control cannot attack. Negate the effects of face-up Level 7 or lower monsters your opponent controls. If you do not control a face-up Field Spell Card, destroy this card. If this monster is destroyed, except by its own effect, you can target 1 of your banished monsters: Special Summon that target.

 

Malefic Infinite-Eyes Aeon Dragon

DARK - Level 7 - Dragon/Effect - 2500/2100

Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by banishing 1 "Infinite-Eyes Aeon Dragon" from your hand or Deck. There can be only 1 face-up "Malefic" monster on the field. Other monsters you control cannot attack. Your opponent's monster that battles this monster has its effects negated, also banish that opposing monster when it leaves the field. If you do not control a face-up Field Spell Card, destroy this card. If this monster is destroyed, except by its own effect, you can add 1 "Malefic" card from your Deck or Graveyard to your hand, except "Malefic Infinite-Eyes Aeon Dragon".

 

Malefic Clear Wing Synchro Dragon

DARK - Level 7 - Dragon/Effect - 2500/2000

Cannot be Normal Summoned/Set. Cannot be Special Summoned, except by banishing 1 "Clear Wing Synchro Dragon" from your Extra Deck. There can be only 1 face-up "Malefic" monster on the field. Other monsters you control cannot attack. Once per turn, if your opponent would activate an effect that would destroy or target a "Malefic" monster you control, you can negate that effect and destroy that card, and if the destroyed card was a monster, this monster gains ATK and DEF equal to the destroyed monster's ATK or DEF (whichever is higher), until the End Phase. If you do not control a face-up Field Spell Card, destroy this card. During either player's turn, you can, immediately after this effect resolves, Synchro Summon a Synchro monster from your Extra Deck, by banishing this card and 1 DARK Tuner from your Graveyard as Synchro Material.

 

Malefic Fallacy Dragon

DARK - Level 10 - Dragon/Synchro/Effect - 4000/4000

1 DARK Tuner + 1 non-Tuner "Malefic" monster

While this card is face-up on the field, negate the effects of "Malefic" monsters that would prevent you from attacking with other monsters, or controlling additional "Malefic" monsters. If you do not control "Malefic World", destroy this card. If your opponent would activate a monster effect while you control a "Malefic" monster with more ATK than that monster, you can negate that effect, and if you do, destroy that card (you can only activate this effect of "Malefic Fallacy Dragon" a number of times per turn up to the number of "Malefic" monsters you control.

 

Malefic Misconception Dragon

DARK - Level 10 - Dragon/Synchro/Effect - 4000/4000

1 DARK Tuner + 1 non-Tuner "Malefic" monster

While you control this card, Field Spell Cards cannot be targeted by your opponent's card effects, also negate the effects of your opponent's Field Spell Cards. If you do not control "Malefic World", destroy this card. If a card(s) your opponent controls is destroyed, inflict 800 damage to your opponent for each. If you inflict 2000 or more damage to your opponent, you can add 1 "Malefic" Spell/Trap Card from your Deck to your hand. You can only control 1 "Malefic" monster.

 

Malefic Selector

Normal Spell

Banish 1 "Malefic" card from your Graveyard: Add 2 "Malefic" cards from your Deck to your hand, except "Malefic Selector". You can only activate 1 "Malefic Selector" per turn.

 

Malefic Synchro Zone

Continuous Spell

This face-up card is treated as "Malefic World". Once per turn, if you control a face-up "Malefic" monster, you can send 1 monster your opponent controls that cannot be Normal Summoned/Set to the Graveyard. If you Synchro Summon a "Malefic" Synchro monster, you can draw 1 card.

 

Malefic Paradigm Shift

Normal Trap

If a "Malefic" Synchro monster is destroyed, you can pay half your LP: Special Summon 1 "Malefic Truth Dragon" from your hand, Deck, or Graveyard, ignoring Summoning conditions, and if you do, draw 2 cards. If "Malefic Truth Dragon" you control is destroyed by your opponent's card (by battle or card effect), you can banish this card from your Graveyard to Special Summon 1 Level 10 or lower "Malefic" monster from your hand or Graveyard, ignoring Summoning conditions, and if you do not control a face-up Field Spell Card when you do, you can also activate 1 "Malefic World" from your hand or Graveyard. You can only activate 1 effect of "Malefic Paradigm Shift" per turn, and only once that turn.

 

Malefic Future

Continuous Trap

Negate the effects of "Malefic" monsters that would prevent you from attacking with other monsters, or controlling additional "Malefic" monsters. While you control a face-up "Malefic" monster, your opponent cannot target Spell/Trap Cards you control for card effects. During your End Phase, if you do not control a face-up "Malefic" monster, pay half your Life Points or destroy this card. If this card is destroyed, except by its own effect, you can add 1 "Malefic" card from your Deck or Graveyard to your hand, except "Malefic Future".

 

 

[spoiler= Worm]

W Nebula Impact Site

Field Spell

If you draw a Reptile-Type "Worm" monster for your Normal Draw, you can Special Summon 1 Reptile-Type "Worm" monster of equal or lower Level to the added monster from your Deck in face-down Defense Position. Set monsters you control cannot be destroyed or targeted by your opponent's card effects. Once per turn, you can Set 1 face-up Reptile-Type monster you control, and if you do, you can add 1 Reptile-Type "Worm" monster from your Deck to your hand.

 

Worm Invasion

Continuous Spell

When this card is activated, you can add 1 Reptile-Type "Worm" monster or 1 "W Nebula" Spell/Trap Card from your Deck to your hand. Once per turn, during either player's turn, if a Reptile-Type "Worm" monster(s) you control is Tributed, you can Special Summon any number of those monsters from your Graveyard in face-down Defense Position (this is treated as that monster(s) being Set), and place 1 Worm Counter on this card for each. If a Worm Counter is placed on a monster you control, you can place 1 Worm Counter on this card. Reptile-Type "Worm" monsters you control gain 100 ATK for each Worm Counter on the field.

 

W Nebula Fusion

Quick-Play Spell

Select and activate 1 of the following effects:

●Fusion Summon 1 "Worm" Fusion monster from your Extra Deck, using monsters you control and/or in your hand as Fusion Material.

●Fusion Summon 1 "Worm" Fusion monster from your Graveyard or Extra Deck by banishing appropriate Fusion Materials from your Graveyard.

If this card is in your Graveyard, you can shuffle this card in your Graveyard and 3 of your banished Reptile-Type "Worm" monsters into your Deck, and if you do, you can add 1 Reptile-Type "Worm" monster from your Deck to your hand.

 

W Nebula Immortality Tactics

Normal Spell

Target up to 2 Reptile-Type "Worm" monsters in your Graveyard with a total Level of 10 or less: Special Summon that target(s) in either face-up Attack Position or face-down Defense Position (independent). You can banish this card from your Graveyard to target up to 4 face-up monsters on the field (1 minimum that each player controls): Flip all of those targets to face-down Defense Position.

 

W Nebula Return

Quick-Play Spell

Banish 1 card from your opponent's Graveyard: Special Summon 1 Reptile-Type "Worm" monster from your Graveyard in face-down Defense Position. You can banish this card from your Graveyard, except during the turn it was sent there: Target 1 face-up monster your opponent controls; Thus turn, you can Tribute that monster for the Tribute Summon/Set of a Reptile-Type "Worm" monster as if you controlled it, and if you do, that target can be treated as the entire requirement. You can only activate each effect of this card's name once per turn. During the turn you activate either of this card's effects, you cannot Summon monsters from the Extra Deck, except Reptile-Type "Worm" monsters.

 

W Nebula Assistance

Normal Trap

Target 1 face-up Reptile-Type "Worm" monster you control, and 1 face-down Defense Position monster you control: Flip the second target face-up, and it gains the effects of the first target until the End Phase. You can shuffle this card and 2 Reptile-Type "Worm" monsters from your Graveyard into your Deck, except during the turn this card was sent to the Graveyard: Special Summon 1 Reptile-Type "Worm" monster from your Deck whose Level is less than or equal to the combined Levels of the returned monsters, except a monster with the same name as the shuffled monsters, in face-up Attack Position or face-down Defense Position.

 

Worm 01

LIGHT - Level 7 - Reptile/Fusion/Effect - 2500/1200

2 Reptile-Type "Worm" monsters of different names

You can also Fusion Summon this monster from your Extra Deck by Tributing the above Materials you control. Once per turn, you can Special Summon 1 Reptile-Type "Worm" monster from your hand or Graveyard in face-down Defense Position. Reptile-Type "Worm" monsters you control gain 200 ATK and DEF for every Reptile-Type monster in your Graveyard. If this monster is sent from the field to the Graveyard: You can Fusion Summon 1 "Worm" Fusion monster from your Extra Deck, except "Worm 01" by returning appropriate Fusion Materials from your Graveyard and/or side of the field to your Deck.

 

Worm 02

LIGHT - Level 7 - Reptile/Fusion/Flip/Effect - 1200/2800

3 Reptile-Type "Worm" monsters

FLIP: Fusion Summon 1 "Worm" Fusion monster from your Extra Deck by sending appropriate Fusion Materials from your Deck to the Graveyard.

If this monster is Fusion Summoned: Flip it into face-down Defense Position. During the turn you Normal or Flip Summon a Reptile-Type "Worm" monster, you gain 1 additional Normal Summon/Set (you can only use this effect of "Worm 02" once per turn).

 

Worm 03

LIGHT - Level 8 - Reptile/Fusion/Flip/Effect - 2900/1600

1 Reptile-Type "Worm" monster + 2 Flip Effect monsters

FLIP: Your opponent can banish 1 monster from their hand, and if they do not, you can draw 2 cards.

Must first be Fusion Summoned using the above Materials. If this monster is Fusion Summoned, flip it into face-down Defense Position. Once per turn, this monster cannot be destroyed by battle. Once during the turn a Flip Effect activated, you can banish 1 card from your opponent's Graveyard (this is a Quick Effect).

 

Worm 04

LIGHT - Level 7 - Reptile/Fusion/Effect - 2900/0

2 or more Reptile-Type "Worm" monsters

When this monster is Fusion Summoned, you can send a number of cards from your opponent's side of the field to the Graveyard equal to the number of Fusion Materials used for this monster's Fusion Summon. If this monster inflicts Battle Damage to your opponent, you can Special Summon 1 Reptile-Type "Worm" monster from your hand or Deck in face-down Defense Position.

 

Worm 05

LIGHT - Level 6 - Reptile/Fusion/Flip/Effect - 2200/1500

2 Flip Effect monsters

FLIP: For the rest of the turn, Reptile-Type "Worm" monsters you control are unaffected by your opponent's cards and effects.

During either player's Main Phase, you can flip this monster into face-down Defense Position (you can only activate this effect of "Worm 05" once per turn). If this Set card is targeted by your opponent's card or effect, you can flip this monster into face-up Attack Position. If this monster battles your opponent's monster, that monster loses 200 ATK and DEF times its Level/Rank, also this monster gains ATK equal to that total lost ATK and DEF.

 

 

[spoiler= Crystal Beast]

Ultimate Crystal Deity

Normal Spell

You cannot activate this card if you have activated any other Spell Cards this turn. If there are 7 or more Spell Cards in the Graveyards, you can activate each of the following effects in sequence depending on the number of "Crystal Beast" cards you control with different names:

●2 or more: Add 1 "Rainbow Dragon" from your Deck to your hand.

●5 or more: Draw 2 cards.

●7 or more: Special Summon 1 "Rainbow Dragon" monster from your hand or Graveyard, ignoring Summoning conditions, and if you do, it is unaffected by your opponent's cards and effects this turn.

 

Double Rainbow

Normal Spell

If 14 "Crystal Beast" monsters with different names are on the field or in your Graveyard, you can draw 2 cards, and if you do, gain 2000 LP. If your opponent's current LP are half or less than half of yours, you can banish this card from your Graveyard during your turn: Add 2 "Ultimate Crystal" monsters from your Deck or Graveyard to your hand. You can only activate 1 effect of "Double Rainbow" per turn, and only once that turn.

 

Advanced Crystal Beast Ruby Carbuncle

DARK - Level 3 - Fairy/Effect - 300/300

When this monster is Normal Summoned, you can add 1 "Crystal Beast" monster from your Deck to your hand, except "Advanced Crystal Beast Ruby Carbuncle". If this monster is Special Summoned, you can Special Summon 1 "Crystal Beast" monster from your Spell/Trap Card Zone. If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in your Spell/Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. While being treated as a Continuous Spell Card, this card has the following effect:

●"Crystal Beast" and "Ultimate Crystal" monsters you control gain 200 ATK and DEF for every "Crystal Beast" card, and "Rainbow Dragon" monster, that you control. During either player's turn: You can Special Summon this card from your Spell/Trap Card Zone (you can only activate this effect of this card's name once per turn).

 

Advanced Crystal Beast Topaz Tiger

DARK - Level 4 - Beast/Effect - 1600/1000

If this monster battles, all "Crystal Beast" monsters you control gain 100 ATK and DEF. If this monster destroys your opponent's monster by battle, you can Special Summon 1 "Crystal Beast" monster from your hand or Graveyard. If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in your Spell/Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. While being treated as a Continuous Spell Card, this card has the following effect:

●Once during your Draw Phase, if you draw a "Crystal Beast" card, a "Crystal" Spell/Trap Card (except "Crystal Counter" or "Violet Crystal"), or a "Rainbow Dragon" monster, you can reveal it to draw 1 additional card.

 

Advanced Crystal Beast Amber Mammoth

DARK - Level 4 - Beast/Effect - 1700/1600

Your opponent cannot target "Crystal Beast" monsters you control for attacks, except this one. If this monster is attacked, all "Crystal Beast" monsters you control gain ATK equal to half their original DEF until the start of your opponent's next Battle Phase. If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in your Spell/Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. While being treated as a Continuous Spell Card, this card has the following effect:

●Your opponent cannot target other "Crystal Beast" cards in your Spell/Trap Card Zone for cards or effects.

 

Advanced Crystal Beast Emerald Tortoise

DARK - Level 3 - Aqua/Effect - 600/2000

Once per turn, during either player's turn, if a "Crystal Beast" monster you control attacks or is attacked by your opponent's monster, you can switch the opposing monster to Defense Position at the start of the Damage Step. While this monster is in face-up Defense Position, it gains ATK equal to half its DEF. This monster can attack in Defense Position, using its ATK for damage calculation. If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in your Spell/Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. While being treated as a Continuous Spell Card, this card has the following effect:

●Once per turn, you can target 1 "Crystal Beast" card you control, except this card: Special Summon 1 "Advanced Crystal Beast" monster from your Deck with the same Level as that target, but with a different name, from your Deck, and if you do; destroy that target.

 

Advanced Crystal Beast Sapphire Pegasus

DARK - Level 4 - Beast/Effect - 1800/1200

If you Normal or Special Summon an "Advanced Crystal Beast" monster, except "Advanced Crystal Beast Sapphire Pegasus", you can Special Summon this monster from your hand. When this monster is Summoned, you can place 1 "Crystal Beast" monster, except an "Advanced Crystal Beast" monster, from your hand, Deck, or Graveyard into your Spell/Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in your Spell/Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. While being treated as a Continuous Spell Card, this card has the following effect:

●While this card is face-up on your side of the field, you can use your Pendulum Zones as a 6th and 7th Spell/Trap Card Zones, but only for "Crystal Beast" cards, and cards that list "Crystal Beast", "Ultimate Crystal", and/or "Rainbow Dragon" cards in their card text.

 

Advanced Crystal Beast Cobalt Eagle

DARK - Level 4 - Winged Beast/Effect - 1400/800

Once per turn, you can target 1 face-up "Crystal Beast" card you control: Return that target to your hand. If a "Crystal Beast" monster you control leaves the field, you can discard 1 card to excavate the top 2 cards of your Deck, and if you do: Special Summon any excavated "Crystal Beast" monsters among those excavated cards, but any other excavated cards are shuffled into your Deck (you can only activate this effect of "Advanced Crystal Beast Cobalt Eagle" once per turn). If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in your Spell/Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. While being treated as a Continuous Spell Card, this card has the following effect:

●"Crystal Beast" and "Ultimate Crystal" monsters you control cannot be targeted by your opponent's card effects.

 

Advanced Crystal Beast Amethyst Cat

DARK - Level 3 - Beast/Effect - 1200/400

This monster can attack your opponent directly, using its DEF for damage calculation. If this monster inflicts Battle Damage to your opponent, you can add 1 Spell/Trap Card that lists a "Crystal Beast" or "Ultimate Crystal" monster in its card text from your Deck to your hand. If this face-up card is destroyed in a Monster Card Zone, you can place it face-up in your Spell/Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. While being treated as a Continuous Spell Card, this card has the following effect:

●You can destroy this face-up card to Special Summon 1 "Crystal Beast" monster from your Graveyard, except "Advanced Crystal Beast Amethyst Cat".

 

Advanced Ultimate Crystal Rainbow Dragon

DARK - Level 10 - Dragon/Effect - 4000/0

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. If there are 7 "Advanced Crystal Beast" monsters with different names on the field and/or in the Graveyard, you can Special Summon this monster from your hand. You can return any number of banished "Crystal Beast" cards to your Graveyard to target a number of cards your opponent controls up to the number of cards returned: Shuffle those targets into the Deck. If this card is shuffled into your Deck from your side of the field, shuffle your opponent's hand and Graveyard into their Deck.

 

Shining Ultimate Crystal Rainbow Dragon

LIGHT - Level 10 - Dragon/Fusion/Effect - ?/0

2 or more "Crystal Beast" or "Rainbow Dragon" monsters

Cannot be used as Fusion Material. This monster's original ATK is equal to the number of monsters used as Fusion Material for its Fusion Summon x500. This monster gains the following effects depending on the number of Fusion Materials with different names used for its Fusion Summon:

●3+: This monster cannot be destroyed by battle.

●6+: Once per turn, during either player's turn, you can target 1 face-up card your opponent controls: Shuffle that target into the Deck.

●8+: Once per turn, you can draw 1 card.

●10+: If your opponent's monster activates a monster effect, you can negate that effect and shuffle that card into the Deck (you can only activate this effect of "Shining Rainbow Dragon" once per turn).

If this monster is sent from the field to the Graveyard, you can Special Summon 1 "Rainbow Dragon" monster, except "Shining Rainbow Dragon", from your hand, Deck, or Graveyard, ignoring Summoning conditions.

 

 

[spoiler= Critias]

Destiny Flame Dragon

FIRE - Level 10 - Dragon/Fusion/Effect - 3000/3000

Must be Special Summoned with "The Fang of Critias", using "Pyro Clock of Destiny", and cannot be Summoned by other ways. Once per turn, you can increase the current turn count by 1. Once per turn, you can Special Summon 1 Fusion monster with "The Fang of Critias" in its card text whose Level is less than or equal to the current turn count from your Graveyard, ignoring Summoning conditions. If the current turn count is 4 or higher, this monster cannot be targeted by your opponent's cards or effects. If the current turn count is 10 or higher, this monster cannot be destroyed by battle or card effects. If the current turn count is 20 or higher, this card's original ATK and DEF are doubled, also it gains the following effect:

●Once per turn, during either player's turn, if your opponent activates a card or effect: You can negate the activation, and if you do, destroy that card, and if you do that, this monster gains 500 ATK.

 

Skill Breaker Dragon

LIGHT - Level 7 - Dragon/Fusion/Effect - 2000/2500

Must be Special Summoned with "The Fang of Critias", using "Breakthrough Skill", and cannot be Summoned by other ways. Once per turn, during either player's turn

you can target 1 monster on the field: That monster's effects are negated, until your next Standby Phase. You can banish this card from your Graveyard to add up to 3 "The Fang of Critias" and/or monsters that list "The Fang of Critias" in their card text from your Graveyard to your hand.

 

Twin Dust Dragon

EARTH - Level 6 - Dragon/Fusion/Effect - 2400/1200

Must be Special Summoned with "The Fang of Critias", using "Double Duststorm", and cannot be Summoned by other ways. Once per turn, you can target 1 Spell/Trap Card your opponent controls and destroy it (that target cannot be activated in the same Chain as this effect). Once per turn, during either player's turn, when a card you control is destroyed, you can target 1 Spell/Trap Card your opponent controls and destroy it. If this monster leaves the field, you can reveal 1 Fusion monster from your Extra Deck that lists "The Fang of Critias" in its card text: Add 1 card that is listed in that card's text from your Deck to your hand.

 

Paladin of Fanged Dragon

DARK - Level 4 - Dragon/Effect - 1200/1900

When this monster is Normal Summoned, you can add 1 "The Fang of Critias" from your Deck or Graveyard to your hand. You can Tribute this face-up monster to Set 1 Normal Trap Card from your Deck: If the card Set by this effect is used for the effect of "The Fang of Critias", you can Special Summon this monster from your Graveyard.

 

Dragonfang Maiden

DARK - Level 1 - Spellcaster/Tuner/Effect - 0/0

If this monster is targeted for an attack, you can negate that attack to add 1 "The Fang of Critias", or a card that lists "The Fang of Critias" in its card text, from your Deck or Graveyard to your hand. If this monster is targeted for an effect, you can negate that effect to Special Summon 1 monster from your Graveyard with "The Fang of Critias" in its card text, except "Dragonfang Maiden", ignoring Summoning conditions. You can activate these effects a total of 3 times per turn, in any combination.

 

Fang of the Legendary Dragon

Quick-Play Spell

Send 1 Normal Trap Card from your hand to the Graveyard to Special Summon 1 Fusion monster that lists "The Fang of Critias" and the sent card in its card text from your Extra Deck (this is treated as a Summon by the effect of "The Fang of Critias"). Once while this card is in your Graveyard, if you activate "The Fang of Critias", you can Set 1 Normal Trap Card from your Graveyard.

 

Memories of the Sword of Justice

Normal Spell

Shuffle 1 Normal Trap Card from your Graveyard into your Deck to Special Summon 1 Fusion monster that lists "The Fang of Critias" and the sent card in its card text from your Extra Deck (this is treated as a Summon by the effect of "The Fang of Critias"). Once while this card is in your Graveyard, if your opponent would Special Summon a monster(s) from their Extra Deck, you can add 1 "The Fang of Critias" from your Deck or Graveyard to your hand.

 

Oath of Atlantis

Normal Spell

Add up to 1 "Legendary Dragon" card each from your Deck, Graveyard, and/or Banished Zone to your hand. You can banish this card from your Graveyard to add all "Legendary Dragon" Normal Spell Cards from your Graveyard to your hand.

 

Revolt of Critias

Normal Trap

Shuffle 1 Normal Trap Card from your Graveyard into your Deck whose name is listed in the text of a Dragon-Type Fusion monster that can be Summoned by the effect of "The Fang of Critias": Special Summon the appropriate monster from your Graveyard or Extra Deck (this is treated as a Summon by the effect of "The Fang of Critias"). You can shuffle this card and one of the following Normal Trap Cards from your Graveyard to Special Summon the appropriate monster from your Graveyard, ignoring Summoning conditions:

●1 "Mirror Force" Trap: "Mirror Force Dragon"

●1 "Virus" Trap: "Doom Virus Dragon"

●1 Trap Card that banishes itself from the Graveyard to activate its effect: "Skill Breaker Dragon"

 

 

[spoiler= Cyberdark]

Cyberdark Tail

DARK - Level 3 - Dragon/Effect - 1400/1000

When this monster is Normal or Special Summoned, you can add 1 "Cyberdark" monster from your Deck to your hand, except "Cyberdark Tail". If this card is sent from the field to the Graveyard, you can target 1 Machine-Type "Cyberdark" monster you control: It can activate its effect that equips a monster from the Graveyard to itself once more.

 

Cyberdark Horror

DARK - Level 6 - Machine/Fusion/Effect - 1000/1000

2 "Cyberdark" monsters

This monster is treated as a Dragon-Type monster in your Graveyard. When this monster is Summoned, you can equip it with 1 Dragon-Type monster from your Graveyard. This monster gains ATK equal to the ATK of a monster equipped to it. Once per turn, during either player's turn, if this card is equipped with a monster, you can target 1 other Machine-Type "Cyberdark" monster on the field or in the Graveyard: This monster gains that target's effects until the End Phase. If this card is sent from the field to the Graveyard: Draw 1 card.

 

Cyberdark Horror Dragon

DARK - Level 9 - Machine/Fusion/Effect - 1500/1500

4 "Cyberdark" monsters with different names

Cannot leave your Extra Deck, except by Fusion Summon. Once per turn, you can target 1 Machine-Type or Dragon-Type monster in your Graveyard: Equip this card with that target. This monster gains ATK equal to the ATK of all equipped monsters, also this monster gains the effects of those monsters. During either player's turn, if your opponent would Normal or Special Summon exactly 1 monster, you can destroy 1 card equipped to this card: Negate the Summon, and destroy that monster. If this monster is destroyed by battle, you can Special Summon 1 "Cyberdark Dragon" or "Cyberdark Horror" from your Graveyard or Extra Deck (this is treated as a Fusion Summon).

 

Cyberdark Shot

Normal Spell

Send 1 "Cyberdark" monster from your Deck to the Graveyard: Add 1 "Cyberdark" monster from your Deck to your hand. You can only activate 1 "Cyberdark Shot" per turn.

 

Cyberdark Binding

Quick-Play Spell

Target 1 face-up "Cyberdark" monster you control: Equip that target with 1 Level 3 or lower Dragon-Type monster from your hand or Deck. It is treated as having been equipped to that monster by its own effect. If your opponent takes damage from a battle involving the target this turn, draw 1 card for each 1000 points of damage inflicted (rounded up).

 

Cyberdark Fusion

Normal Trap

Fusion Summon 1 "Cyberdark" Fusion monster from your Extra Deck, using monsters from your hand, Deck, and/or side of the field as Materials. During either player's turn, except during the turn this card was sent to the Graveyard, you can banish this card: The ATK of all "Cyberdark" monsters you control is doubled, until the End Phase. You can only activate 1 effect of "Cyberdark Fusion" per turn, and only once that turn.

 

Cyberdark Consumption

Counter Trap

If your opponent activates a Spell/Trap Card or the effect of a Spell/Trap Card while you control at least 2 other "Cyberdark" cards, negate the activation (but do not destroy that card), then you can Special Summon 1 Machine-Type "Cyberdark" monster from your Graveyard, then you can equip it with 1 appropriate equip target from your opponent's field or Graveyard (in addition to its normal effect that equips a monster from your Graveyard to it, if possible). You can only activate 1 "Cyberdark Consumption" per turn.

 

 

[spoiler= Dragunity]

Dragunity Guus

WIND - Level 4 - Winged Beast/Effect - 1800/1100

During the turn this monster is Normal or Special Summoned, you can Normal Summon 1 "Dragunity" monster in addition to your Normal Summon/Set, except "Dragunity Guus". Once per turn, you can send 1 "Dragunity" card from your Deck to your Graveyard, and if you do, equip 1 Dragon-Type "Dragunity" monster from your hand or Graveyard to a face-up monster you control.

 

Dragunity Spiro

WIND - Level 2 - Dragon/Tuner/Effect - 1000/0

If this card is sent from the field to the Graveyard, you can target up to 2 face-up monster(s) you control: Equip that target(s) with up to 2 Dragon-Type "Dragunity" monsters from your Graveyard, in any combination (you can only activate this effect of "Dragunity Spiro" up to twice per turn). A monster equipped with this card gains 500 ATK for each card equipped to it.

 

Dragunity Aara

WIND - Level 3 - Dragon/Tuner/Effect - 1400/800

If you Normal Summon a Winged Beast-Type "Dragunity" monster, you can equip this card from your hand to that monster, and if you do, you can Special Summon 1 Level 3 or lower "Dragunity" monster from your Graveyard in Defense Position. A monster equipped with this card gains 800 ATK. If this card is sent from the field to the Graveyard, you can equip 1 Dragon-Type "Dragunity" monster from your Graveyard, except "Dragunity Aara", to a face-up monster you control, and if you do, you can add 1 Winged Beast-Type "Dragunity" monster from your Deck or Graveyard to your hand (You can only activate this effect of "Dragunity Aara" once per turn).

 

Dragunity Trust

Continuous Spell

A Dragon-Type "Dragunity" monster equipped as an Equip Card can be placed in the same Spell/Trap Card Zone as this card. Once per turn, you can select and activate 1 of the following effects:

● If you control a Winged Beast-Type "Dragunity" monster, you can add 1 Dragon-Type "Dragunity" monster from your Deck to your hand.

●If you control a Dragon-Type "Dragunity" monster, you can add 1 Winged Beast-Type "Dragunity" monster from your Deck to your hand.

 

 

[spoiler= Timaeus/Dark Magician]

Mystic Dragon Rider Paladin

DARK - Level 8 - Dragon/Fusion/Effect - 3000/2600

"Dark Magician Knight" + 1 Dragon-Type monster

Must be Fusion Summoned using the above Materials or "The Eye of Timaeus", and cannot be Summoned by other ways. Once per turn, during either player's turn, you can shuffle 1 of your banished "Dark Magician" cards, or Spell/Trap Cards that list "Dark Magician" or "Dark Magician" cards in their card text into your Deck to banish 1 card from your opponent's hand or Graveyard (a card in the hand is chosen at random). If this card is destroyed, you can Special Summon 1 "Dark Magician Knight" from your Graveyard, ignoring Summoning conditions.

 

Ultimate Chaos Dragopaladin

DARK - Level 9 - Dragon/Fusion/Effect - 3300/2800

"Dark Magician of Chaos" + 1 Dragon-Type monster

Must be Fusion Summoned using the above Materials or "The Eye of Timaeus", and cannot be Summoned by other ways. If this monster destroys your opponent's monster by battle, activate each of the following effects in sequence:

●Banish the destroyed monster.

●Increase this monster's ATK and DEF by the destroyed monster's Level x200.

●If your opponent controls a face-up Special Summoned monster, you can banish 1 card from your Graveyard to allow this monster to attack exactly once again in a row.

If this monster leaves the field, you can Special Summon 1 "Dark Magician of Chaos" from your Graveyard or Banished Zone.

 

Skilled Dragoon Mage

DARK - Level 5 - Dragon/Fusion/Effect - 2300/2100

"Skilled Dark Magician" + 1 Dragon-Type monster

Must be Fusion Summoned using the above Materials or "The Eye of Timaeus", and cannot be Summoned by other ways. If a Spell Card is activated, or the effect of a Spell Card is activated from the Graveyard, place 1 Spell Counter on this card. You can remove 4 Spell Counters from this card to target 1 "Dark Magician" monster, or a Fusion monster that lists a "Dark Magician" monster as Material, in your Graveyard (except "Skilled Dragoon Mage"): Special Summon that target in face-up Defense Position, ignoring Summoning conditions, but a monster Summoned by this effect cannot activate its effects this turn. If this monster is destroyed, you can Special Summon 1 "Skilled Dark Magician" from your Graveyard, and if you do, return 1 "The Eye of Timaeus" from your Graveyard to the top of your Deck.

 

Dark Magician Dame

DARK - Level 8 - Spellcaster/Fusion/Effect - 2800/2300

"Dark Magician Girl" + "Dark Magician Knight"

This monster gains 400 ATK and DEF for every "Dark Magician" card, and every card with "Dark Magician" in its card text, in the Graveyard. If this monster battles, you can target 1 card on the field: Destroy that target. If this card leaves the field, you can Special Summon 1 "Dark Magician" monster from your hand, Deck, or Graveyard, except "Dark Magician Dame".

 

Ebon Silent Magician

DARK - Level 8 - Spellcaster/Fusion/Effect - 2500/2200

"Dark Magician Girl" + 1 "Silent Magician" monster

Must be Fusion Summoned using the above Materials or "The Eye of Timaeus", and cannot be Summoned by other ways. This card cannot be used as Fusion Material. If a Spell Card is activated, your opponent adds a card(s) to their hand, or a Spellcaster-Type monster(s) is sent to the Graveyard: Place 1 Spell Counter on this card for each. This card gains 500 ATK for each Spell Counter on it. If a Spell Card, or the effect of a Spell or Monster Card, is activated, you can remove 5 Spell Counters from this card: Negate the activation, and if you do, destroy that card.

 

Bond Between Teacher and Student

Quick-Play Spell

If you control a face-up "Dark Magician" or "Dark Magician Knight", you can Special Summon 1 "Dark Magician Girl" from your hand, Deck, or Graveyard. While this card is in your Graveyard, apply these effects:

●"Dark Magician of Chaos" and "Magician of Black Chaos" you control gain 200 ATK for each DARK Spellcaster-Type monster on the field.

●"Dark Magician", "Palladium Oracle Mahad", and "Dark Magician Knight" you control gain 100 ATK for every "Dark Magician Girl", "Dark Magician", "Dark Magician Knight", and "Magician of Black Chaos" on the field and in the Graveyard.

 

Eye of the Legendary Dragon

Quick-Play Spell

Send 1 "Dark Magician" monster from your hand to the Graveyard whose name is listed as Material for the Summon of a Fusion monster in your Extra Deck: Fusion Summon that monster (this is treated as a Summon by the effect of "The Eye of Timaeus"). Once while this card is in the Graveyard, you can Set "The Eye of Timaeus" from your Graveyard or Banished Zone.

 

Dark Spiral Force

Normal Trap

Can only be activated during your Battle Phase. If you control a face-up "Dark Magician", an Effect Monster that lists "Dark Magician" in its card text, or a Fusion monster that lists "Dark Magician" as Material, you can target that monster and one other monster you control: That first target cannot attack this turn, but the second target's ATK and DEF are doubled this turn. You can banish this card from your Graveyard: Special Summon 1 "Dark Magician" from your Graveyard, and add 1 card with "Dark Magician" or a "Dark Magician" monster in its card text from your Deck or Graveyard to your hand.

 

Dark Magician Girl of Chaos

DARK - Level 6 - Spellcaster/Effect - 2300/2000

Cannot be Normal Summoned. This card is treated as "Dark Magician Girl" in your hand, on the field, and in the Graveyard. If you Special Summon a DARK Spellcaster-Type monster with 2500 or more original ATK, you can Special Summon this monster (from your hand). This monster gains 300 ATK for each other "Dark Magician" monster, and Fusion monster that lists a "Dark Magician" monster as Fusion Material, on the field and in the Graveyard. If this card destroys your opponent's monster by battle, you can add 1 card with "Dark Magician" or a "Dark Magician" monster in its card text from your Graveyard to your hand.

 

Dark Magician of Malice

DARK - Level 7 - Spellcaster/Effect - 2500/2100

This card is treated as "Dark Magician" in your hand, on the field, and in your Graveyard. If your opponent declares a direct attack, or activates a card effect that would inflict damage to you: You can Special Summon this card from your hand; negate that attack or effect, and if you do, Set 1 Spell/Trap Card with "Dark Magician" or a "Dark Magician" monster in its card text from your Deck or Graveyard. If you activate "Thousand Knives" or "Dark Magic Attack" while you control this card, you can return this card you control to your hand (that card still resolves): Special Summon 1 "Dark Magician" or "Dark Magician Girl" from your hand or Graveyard, except "Dark Magician of Malice" (you can only activate this effect of this card's name once per turn).

 

 

[spoiler= Gladiator Beast]

Gladiator Beast Antoninius

WIND - Level 8 - Dinosaur/Fusion/Effect - 700/2800

"Gladiator Beast Secutor" + 2 "Gladiator Beast" monsters

Must first be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"). If this monster is Special Summoned, you can Special Summon 1 "Gladiator Beast" monster from your hand or Graveyard. Up to twice per turn, if another "Gladiator Beast" monster(s) you control is shuffled into your Main or Extra Deck, this monster gains ATK equal to (the higher of) the shuffled monster's original ATK. At the end of the Battle Phase, if this monster battled this turn, you can shuffle this monster into your Extra Deck to Special Summon up to 3 "Gladiator Beast" monsters from your Main Deck, except "Gladiator Beast Secutor".

 

Gladiator Beast Caligula

DARK - Level 7 - Beast-Warrior/Fusion/Effect - 2000/2000

2 "Gladiator Beast" monsters with the same name

Must first be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"). If this monster is Special Summoned, your opponent can Special Summon 1 monster from their hand or Graveyard in face-up Defense Position with its effects negated, and if they do, you can Special Summon 1 "Gladiator Beast" monster from your hand, Deck, or Graveyard whose ATK is less than or equal to the ATK of the monster your opponent Summoned (you can only activate this effect of "Gladiator Beast Caligula" once per turn). At the end of the Battle Phase, if this monster battled this turn, you can shuffle this monster into your Extra Deck to Special Summon up to 2 "Gladiator Beast" monsters with different names and Levels from your Main Deck.

 

Gladiator Beast Aurelius

WATER - Level 6 - Sea Serpent/Fusion/Effect - 2200/1500

"Gladiator Beast Murmillo" + 1 "Gladiator Beast" monster

Must first be Fusion Summoned by shuffling the above Materials you control into the Deck (you do not use "Polymerization"). When this monster is Special Summoned, you can target 1 face-up "Gladiator Beast" monster you control: That target gains ATK equal to half its original ATK, also it cannot be targeted by other cards or effects while it remains face-up on the field. At the end of the Battle Phase, if this monster battles, you can shuffle this monster into the Extra Deck to Special Summon 1 "Gladiator Beast" monster from your Main Deck, except "Gladiator Beast Murmillo", and if you do, you can Special Summon 1 "Gladiator Beast" monster from your Graveyard.

 

Respect for the Gladiator Beasts

Normal Spell

This card cannot be sent to the Graveyard from the Deck. Shuffle appropriate Fusion Materials from your hand or Graveyard into your Deck to Fusion Summon 1 "Gladiator Beast" Fusion monster from your Extra Deck, ignoring Summoning conditions. If a "Gladiator Beast" monster(s) you control would be destroyed by your opponent's card effect, you can shuffle this card from your Graveyard into your Deck: No cards you control are destroyed by that effect.

 

Gladiator Beast Honor

Continuous Trap

The first time your opponent's card is destroyed by battle with or the effect of a "Gladiator Beast" monster, you can Special Summon 1 "Gladiator Beast" monster from your hand. If a non-Fusion "Gladiator Beast" you control battles your opponent's monster, it gains 1000 ATK during the Damage Step only. At the end of your 2nd Main Phase, if all monsters you control are "Gladiator Beast" monsters, you can destroy this card: After your 2nd Main Phase ends, you get a 2nd Battle Phase, and a third Main Phase (you can only activate this effect of "Gladiator Beast Honor" once per Duel).

 

Gladiator Beast Emblem

Equip Spell

Equip only to a "Gladiator Beast" monster. If you control no monsters, you can pay 1000 LP to target 1 "Gladiator Beast" monster in your Graveyard: Special Summon that target, and equip it with this card. Once per turn, the equipped monster cannot be destroyed by battle. If this card is sent to the Graveyard by the equipped monster being shuffled into your Main or Extra Deck, you can Special Summon 1 "Gladiator Beast" monster from your Main Deck with less ATK than the shuffled monster (this is treated as a Summon by the effect of a "Gladiator Beast" monster).

 

Gladiator Beast Valite

EARTH - Level 4 - Reptile/Effect - 1100/1800

If this monster is Special Summoned by the effect of a "Gladiator Beast" monster, you can reveal 1 "Gladiator Beast" monster from your Main Deck, except "Gladiator Beast Valite": At the start of the next Standby Phase, Special Summon that monster from your Deck (if you cannot, take 1000 damage). If this Special Summoned monster is used as Fusion Material, you can Special Summon 1 Level 3 or lower "Gladiator Beast" monster from your hand or Graveyard (you can only activate this effect of "Gladiator Beast Valite" once per turn). At the end of the Battle Phase, if this monster attacked or was attacked, you can shuffle this monster into your Deck to Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Valite".

 

 

[spoiler= Predaplant]

Predaplant Manticorvorous

DARK - Level 4 - Plant/Fusion/Effect - 1900/2300

1 "Predaplant" monster + 1 Effect monster

When this monster is Special Summoned, you can Special Summon 1 "Predaplant" monster from your Graveyard whose Level is less than or equal to the number of Predator Counters on the field, except "Predaplant Manticorvorous". If a "Predaplant" monster you control battles your opponent's monster of equal or lower Level, all "Predaplant" monsters you control gain 200 ATK times the difference in Levels between the battling monsters (monsters without an original Level are treated as Level 0 for this effect). During the End Phase of the turn this monster is sent to the Graveyard, you can add 1 "Predap" card from your Deck to your hand.

 

Predaplant Basilisculatum

DARK - Level 6 - Plant/Fusion/Effect - 2300/2100

2 "Predaplant" monsters

During each End Phase, place 1 Predator Counter on all face-up monsters your opponent controls. Level 2 or higher monsters with a Predator Counter on them are treated as Level 1. This monster can attack all monsters your opponent controls with a Predator Counter on them, once each. If this monster attacks, it gains 100 ATK for each Predator Counter on the field.

 

Predaplant Orcmansia

DARK - Level 5 - Plant/Fusion/Effect - 2100/2200

1 "Predaplant" monster + 1 Special Summoned DARK monster

Once per turn, during either player's turn, you can target 1 face-up Special Summoned monster your opponent controls: Place 1 Predator Counter on that target. Level 2 or higher monsters with a Predator Counter become Level 1. Once per turn, if a monster your opponent controls with a Predator Counter is sent to the Graveyard, you can Special Summon 1 Level 6 or lower "Predaplant" monster from your Graveyard, except "Predaplant Orcmansia".

 

Predaprofit

Continuous Trap

If a "Predaplant" monster is Special Summoned from your hand: Draw 1 card. If a "Predaplant" or "Fusion Dragon" monster is Special Summoned from your Extra Deck: Draw 1 card. If a "Predaplant" or "Fusion Dragon" monster is Special Summoned from your Graveyard: Draw 1 card. You can only activate each effect of "Predaprofit" once per turn. You cannot activate this card's effects if there are no Predator Counters on the field.

 

Predapolymerization

Quick-Play Spell

Fusion Summon 1 DARK Fusion monster from your Extra Deck, using monsters you control or in your hand as Fusion Material, including at least 1 "Predaplant" monster. If your opponent controls a monster, and you control no Special Summoned monsters, you can also use "Predaplant" monster(s) from your Deck as Fusion Material. During the End Phase of the turn this card was activated, you can Special Summon 1 "Predaplant" monster from your Graveyard.

 

Super Predapolymerization

Quick-Play Spell

Pay 1500 LP and banish 1 card from your Graveyard: Fusion Summon 1 DARK Fusion monster from your Graveyard or Extra Deck, by shuffling DARK monsters from your hand, field, or Graveyard into your Deck. During the next Standby Phase after this card was activated, if you control a face-up "Predaplant" monster and the monster Fusion Summoned by this card, you can Special Summon 1 DARK monster from your hand or Graveyard whose Level is less than or equal to the combined Levels of all monsters you control, then place 1 Predator Counter on all face-up monsters your opponent controls.

 

Predaplant Lilyzard

DARK - Level 3 - Plant/Effect - 1200/1200

This Special Summoned monster can be treated as a Tuner for a Synchro Summon. If this monster is Special Summoned from the Graveyard, you can draw 1 card (you can only activate this effect of this card's name once per turn). Once per turn, you can target 1 "Predaplant" or "Fusion Dragon" monster you control: Distribute a number of Predator Counters among monsters your opponent controls equal to the target's Level. Level 2 or higher monsters your opponent controls with a Predator Counter are treated as Level 1.

 

Predaplant Lonidile

DARK - Level 4 - Plant/Effect - 1700/1100

When this monster is Special Summoned, place 1 Predator Counter on all face-up monsters your opponent controls (this effect cannot be negated). Level 2 or higher monsters with a Predator Counter become Level 1. If an opponent's monster with a Predator Counter attacks or activates its effect, your opponent takes 200 damage for each Predator Counter on that monster. If this card is sent from the field to the Graveyard, you can target 1 Level 4 or lower "Predaplant" monster in your Graveyard, except "Predaplant Lonidile": Special Summon that target.

 

 

[spoiler= Photon]

Photon Knight

LIGHT - Level 4 - Warrior/Effect - 2000/0

If this monster is Normal or Special Summoned in Attack Position, change it to Defense Position, and add 1 "Photon" monster from your Deck to your hand. When you Normal or Special Summon a "Photon" monster, except "Photon Knight", you can Special Summon this monster from your hand in face-up Attack Position (you can only activate this effect of this card's name once per turn).

 

Photon Deflector

LIGHT - Level 4 - Cyberse/Effect - 1000/2000

While this card is in your hand, you can reveal your hand to your opponent, and if this is the only Cyberse-Type monster in your hand, you can Special Summon this monster, and if you do, you can: Special Summon 1 Level 4 or lower "Photon" monster from your Graveyard in Defense Position. If there are less cards in your hand than in your opponent's, you can make this monster's ATK become its DEF, and vice versa, but this monster cannot attack this turn.

 

Photon Armor

LIGHT - Level 2 - Thunder/Effect - 1000/0

If you control "Photon" and/or "Starliege" monsters with a combined ATK of 3000 or more, you can Special Summon this monster from your hand. Once per turn, you can target 1 other "Photon" monster you control: This monster's Level becomes equal to the target's Level. If this monster is used as Xyz Material for an Xyz Summon, you can target 1 "Starliege" monster in your Graveyard: Attach that target to the Summoned monster. During the turn you activate 1 of this card's effects, you cannot conduct your Battle Phase.

 

Photon Rider

LIGHT - Level 8 - Spellcaster/Effect - 2000/3000

You can discard 1 card to Special Summon this monster from your hand in face-up Attack Position. If this monster is Special Summoned, you can add 1 "Photon" Spell/Trap Card from your Deck to your hand. If 1 or more "Photon" cards you control would be destroyed, you can Tribute this face-up monster: That card(s) is not destroyed, also draw 1 card. You can only activate each effect of "Photon Rider" once per turn.

 

Photon Tyranno

LIGHT - Level 8 - Dinosaur/Effect - 2800/1700

If a "Photon" monster you control is attacked, you can Special Summon this monster from your hand. During either player's Battle Phase, if you control another "Photon" or "Cipher" monster of the same Level as this card, you can, immediately after this effect resolves: Xyz Summon, using monsters you control as Material, including this card. A monster Xyz Summoned this way cannot attack this turn.

 

Photon Cipher Wyvern

LIGHT - Level 4 - Dragon/Effect - 2000/1500

Cannot be Normal Summoned. If you Normal or Special Summon a "Photon" or "Cipher" monster, except "Photon Cipher Wyvern", you can Special Summon this monster from your hand in face-up Defense Position. During your Main Phase 1, you can discard 1 LIGHT monster: All "Photon" and "Cipher" monsters you control are treated as Level 8 until the end of the turn.

 

Starliege Buster

LIGHT - Rank 3 - Warrior/Xyz/Effect - 2000/1000

2 Level 3 monsters

Once per turn, you can detach 1 Xyz Material from this card to target 1 card each player controls: Destroy both targets. If this monster is destroyed by a card's effect, you can Special Summon 1 "Photon" monster from your hand or Graveyard, then you can declare a Level between 1 and 8: That monster becomes the declared Level, but it cannot be used as Synchro Material.

 

Starliege Photonfaman

LIGHT - Rank 4 - Warrior/Xyz/Effect - 2000/2000

2 Level 4 LIGHT monsters

If a "Photon" monster you control battles your opponent's monster, you can detach 1 Xyz Material from this card: Increase your battling monster's ATK by its Level x100, or its Rank x300, also the opposing monster loses 500 ATK. If this monster is destroyed by your opponent's card effect, you can Special Summon 1 "Photon" or "Starliege" Xyz monster, except "Starliege Photonfaman", from your Graveyard using this card as Xyz Material (This is treated as an Xyz Summon).

 

Photon Stealth Dragon

LIGHT - Rank 4 - Dragon/Xyz/Effect - 2500/2000

2 Level 4 "Photon" monsters

While you control this face-up card, other "Photon" monsters you control cannot be targeted by your opponent's attacks or effects. If your opponent's Special Summoned monster attacks, you can detach 2 Xyz Materials from this card to target 1 "Photon" monster from your Graveyard: Special Summon that target with its effects negated.

 

Galaxy-Eyes Photon Accelerator Dragon

LIGHT - Rank 8 - Dragon/Xyz/Effect - 3500/3000

2 Level 8 LIGHT monsters

Once per turn, you can Xyz Summon this monster using 1 "Galaxy-Eyes" Xyz monster you control, except "Galaxy-Eyes Photon Accelerator Dragon" (Xyz Materials attached to that monster also become Xyz Materials on this card). At the start of the Battle Phase, you can detach 1 Xyz Material from this card: Until the end of the Battle Phase, the effects of all face-up cards your opponent controls are negated. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card: Increase this monster's ATK by the combined Rank of all Xyz monsters on the field x200, until the End Phase.

 

Photon Sublimation

Normal Spell

Banish 2 "Photon" cards from your Graveyard: Draw 2 cards. You can only activate 1 "Photon Sublimation" per turn.

 

 

[spoiler= Stardust]

While not an official AGM archetype, we have several cards already set up for Stardust, including some of its archetypal support, so I might as well do my best to make it competent.

 

Stardust Sunlight

WIND - Level 1 - Fairy/Tuner/Effect - 300/200

If you take battle damage, you can Special Summon this monster from your hand, and if you do, you can Special Summon 1 non-Synchro "Stardust" monster from your Graveyard in Defense Position, but it cannot activate its effects this turn. This monster can be treated as a non-Tuner monster for the Summon of a WIND Synchro monster.

 

Stardust Accelerator

WIND - Level 2 - Machine/Tuner/Effect - 1000/0

If this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower WIND monster from your hand in face-up Defense Position. If this monster is used as Synchro Material for the Summon of a WIND Synchro monster, you can draw 1 card.

 

Stardust Doppel

WIND - Level 4 - Warrior/Effect - 1500/1200

If this monster is Normal or Special Summoned from your hand, you can Special Summon 1 Level 4 or lower "Stardust" monster from your Graveyard. If this monster is used as Synchro Material, you can Special Summon up to 2 "Stardust Tokens" (WIND/Level 2/Fairy/700 ATK/600 DEF).

 

Stardust Wing

WIND - Level 3 - Dragon/Effect - 1600/1000

When this monster is Normal or Special Summoned, you can target 1 face-up "Stardust" monster on the field, and increase or decrease its Level by 2 (min. 1). If you control no Tuners, this monster can be treated as a Tuner.

 

Stardust Crown

WIND - Level 1 - Rock/Tuner/Effect - 0/0

If this card is added from your Deck to your hand by drawing, you can Special Summon this monster. If this monster is Special Summoned by its own effect, draw 1 card. If this monster is used as Synchro Material for the Summon of a "Stardust" Synchro monster and sent to the Graveyard, you can Special Summon this monster from your Graveyard, but banish this card when it leaves the field.

 

Stardust Shooter

WIND - Level 5 - Warrior/Effect - 2000/2000

If a "Stardust" monster is Special Summoned from your Graveyard, you can Special Summon this monster from your hand. If a "Stardust" monster is Normal or Special Summoned, you can increase or decrease this monster's Level by 1. If this card is used as Material for the Summon of a "Stardust" Synchro monster, and all Synchro Materials used were "Stardust" monsters: You can draw a number of cards equal to the Level of the Tuner used as Material for that Summon.

 

Stardust Supporter

WIND - Level 6 - Plant/Effect - 2200/1000

If you control 2 or more "Stardust" monsters, you can Special Summon this monster from your hand. If this monster battles, increase its ATK by 200 and its Level by 1. You can reduce this monster's Level by up to 2 (min. 1) to Special Summon 1 "Stardust" Tuner monster from your Graveyard (you can only activate this effect of this card's name once per turn).

 

Stardust Synchron

WIND - Level 1 - Machine/Tuner/Effect - 300/500

If this card is Normal or Special Summoned: Add 1 non-Tuner "Stardust" monster from your Deck to your hand. You can target 1 face-up monster on the field with a Level, except "Stardust Synchron": Special Summon 1 "Stardust" monster from your hand or Graveyard whose Level is less than or equal to that target's, except "Stardust Synchron". If a "Stardust" Synchro monster you control Tributes itself to activate an effect, you can Tribute this card: Draw 1 card, also any damage you take this turn is halved. You can only activate each effect of this card's name once per turn.

 

Stardust Rescuer

WIND - Level 1 - Warrior/Tuner/Effect - 500/0

During either player's turn, if a "Stardust" monster you control (except "Stardust Rescuer") is destroyed, or is sent to the Graveyard by its own effect, you can Special Summon this monster from your hand, and if you do, increase your LP by 1000. You can pay LP in multiples of 500 to increase this monster's ATK by 400 and Level by 1 for every 500 LP paid. If this monster is sent from the field to the Graveyard, increase your LP by the Level this monster had on the field x300.

 

Stardust Squad

WIND - Level 1 - Warrior/Effect - 500/200

If you Normal Summon a "Stardust" monster, you can Special Summon this monster from your hand. Once per turn, you can target any number of Level 1 monsters you control: Increase this monster's Level by 1 for each monster targeted by this effect. A WIND Synchro monster Summoned using this monster as Material gains the following effect:

●If this monster battles your opponent's monster, increase this monster's ATK by its Level x100.

 

Stardust Returner

WIND - Level 1 - Spellcaster/Effect - 800/0

If you Normal or Special Summon "Debris Dragon" or a "Stardust" Tuner monster, except by the effect of "Stardust Returner", you can Special Summon this monster from your Graveyard. If this card is used as Synchro Material for the Summon of a WIND Synchro monster, you can Special Summon 1 "Stardust" monster from your Graveyard whose Level is less than the Summoned monster's, except a monster used as Synchro Material for that Summon.

 

Stardust Clear Synchron

WIND - Level 3 - Dragon/Tuner/Effect - 1000/0

When this card is Normal or Special Summoned, you can target 1 Level 2 or lower "Stardust" monster in your Graveyard: Special Summon that target in face-up Defense Position. During your Standby Phase, if this card is in your Graveyard, you can send 1 card from your hand to the Graveyard: Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). If this card is used as Synchro Material for the Summon of a WIND Synchro monster: You can Special Summon 1 Level 4 or lower "Stardust" monster from your Graveyard, except "Stardust Clear Synchron".

 

Stardust Delta

WIND - Level 2 - Dragon/Synchro/Effect - 0/1500

1 Tuner + 1 non-Tuner monster

When this monster is Synchro Summoned, you can target 1 face-up WIND Synchro monster you control: Return that target to your Extra Deck, and Special Summon appropriate Synchro Materials from your Graveyard, using as few monsters as possible. Once while this card is face-up on the field, you can target 1 face-up Tuner monster you control: That target becomes a non-Tuner, also this monster becomes a Tuner. During either player's turn, you can, immediately after this effect resolves: Synchro Summon, using monsters you control as Material, including this monster.

 

Stardust Focus

WIND - Level 2 - Psychic/Synchro/Tuner/Effect - 500/500

1 Tuner + 1 non-Tuner monster

When this card is Synchro Summoned, you can target 2 or more "Stardust" monsters in your Graveyard, including exactly 1 Tuner: You can, immediately after this effect resolves; Synchro Summon, shuffling that target(s) into the Deck as Synchro Material. If you Synchro Summon using this card and 1 or more other Synchro monsters as Material, you can draw 1 card for each of those other Synchro Materials (you can only activate this effect of this card's name once per Synchro Summon).

 

Stardust Phantom Wing

WIND - Level 3 - Dragon/Synchro/Tuner/Effect - 1600/1000

This monster can be treated as a non-Tuner monster for a Synchro Summon. If you would Synchro Summon using this monster as Material, up to 2 of those Synchro Materials can be monsters in your hand. During the End Phase, if neither player has any cards in their hand, you can target 1 face-up Level 3 or higher "Stardust" monster you control: Reduce that target's Level by 1, and Special Summon this monster from your Graveyard. If you activate this effect, both players draw 1 card.

 

Stardust Breaker

WIND - Level 5 - Spellcaster/Synchro/Tuner/Effect - 1700/2300

1 Tuner + 1 or more non-Tuner monsters

If this monster battles, increase its ATK by 300. Once per turn, you can decrease this monster's ATK by 1000 to target 1 card on the field: Destroy that target. During your Main Phase, you can Tribute this face-up monster to draw 1 card, then discard 1 card. During the End Phase, if this effect was activated this turn (and was not negated), you can Special Summon this monster from your Graveyard.

 

Stardust Wyvern

WIND - Level 6 - Dragon/Synchro/Effect - 2200/1700

1 Tuner + 1 or more non-Tuner monsters

If this monster is Synchro Summoned, you can Special Summon 1 non-Synchro "Stardust" monster from your hand or Graveyard. If this monster destroys your opponent's monster by battle, you can Special Summon the destroyed monster to your side of the field in face-up Defense Position with its effects negated.

 

Stardust Defender

WIND - Level 7 - Warrior/Synchro/Effect - 2400/1900

1 Tuner + 1 or more non-Tuner monsters

When this monster is Synchro Summoned, you can target 1 monster on the field: That target cannot be destroyed by battle or card effects this turn. During either player's turn, if your opponent would activate a Normal Spell or Trap Card, you can Tribute this face-up monster: Negate the activation, and if you do, Set that card (a card Set by this effect cannot be activated until the next Standby Phase after this effect's activation). During the End Phase, if this effect was activated this turn (and was not negated), you can Special Summon this monster from your Graveyard.

 

Stardust Comet Dragon

WIND - Level 9 - Dragon/Synchro/Effect - 2800/2300

1 Tuner + 1 non-Tuner Synchro monster

During either player's turn, if your opponent activates a card or effect that would target a face-up card(s) you control, you can Tribute this face-up monster to negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated), you can Special Summon this monster from your Graveyard. If this monster leaves the field, except to activate its own effect, you can Special Summon 1 Level 8 or lower "Stardust" monster from your Graveyard.

 

Stardust Nebula Dragon

WIND - Level 11 - Dragon/Synchro/Effect - 3500/3000

1 Synchro Tuner + 1 or more non-Tuner Synchro monsters

Must first be Synchro Summoned using the above Materials. During either player's turn, except during the End Phase, you can Tribute this face-up monster: End the current Phase of the current turn. During the End Phase, if this effect was activated this turn (and was not negated), you can Special Summon this monster from your Graveyard, and if you do, you can add 1 "Stardust" monster from your Deck to your hand. If this monster leaves the field, except by its own effect, you can Special Summon 1 Level 10 or lower "Stardust" monster from your hand, Deck, Graveyard, or Extra Deck (if the Summoned monster is a Synchro monster, this is treated as a Synchro Summon).

 

Shooting Stardust Cosmobang Dragon

WIND - Level 12 - Dragon/Synchro/Effect - 4000/4000

1 Synchro Tuner + 2 or more non-Tuner Synchro monsters

Must be Synchro Summoned using the above Materials, or Summoned by its own effect, and cannot be Summoned by other ways. During a turn that this monster was face-up on the field, "Stardust" Synchro monsters you control gain an additional attack during each Battle Phase. If your opponent would activate a card or effect, you can Tribute this monster (Quick Effect): Negate the activation, and if you do, destroy it. During the End Phase of a turn this effect was activated, you can Special Summon this monster from your Graveyard. If this card leaves the field, except by its own effect, you can Special Summon 1 "Stardust" Synchro monster from your Extra Deck or Graveyard, except "Shooting Stardust Cosmobang Dragon" (This is treated as a Synchro Summon).

 

Stardust Gift

Normal Spell

Draw 1 card for each "Stardust" Synchro monster you control. You cannot Special Summon monsters the turn you activate this effect, except "Stardust" monsters. You can only activate 1 "Stardust Gift" per turn.

 

Stardust Rebirth

Normal Trap

If a "Stardust" monster is Tributed, except for a Tribute Summon: Special Summon that monster from the Graveyard, ignoring Summoning conditions. You can banish this card from your Graveyard, except during the turn this card was sent to the Graveyard: Draw 1 card, and if that card is a "Stardust" monster, you can draw 1 additional card.

 

Stardust Mirage

Normal Trap

If a "Stardust" monster is Special Summoned from the Graveyard, you can Special Summon a number of monsters from your Graveyard up to the highest number of monsters you controlled during this turn whose Levels are less than or equal to the Level of that Special Summoned monster that was not Special Summoned by this effect. During your Battle Phase, if you control 3 or more face-up monsters, you can banish this card from your Graveyard to target 1 "Stardust" Synchro monster you control: That monster's ATK is doubled until the end of the Battle Phase, but other monsters you control cannot attack during this Battle Phase.

 

 

[spoiler= Chemistry Dinosaur]

Anthraceddon

EARTH - Level 9 - Dinosaur/Effect - 2650/2000

If there are 3 "Carboneddon" in your Banished Zone, you can Special Summon this monster from your hand. This monster gains 400 ATK for each "eddon" monster on the field or in the Graveyard. During either player's turn, you can banish 1 Dragon-Type Normal Monster from the field or your Graveyard: Both players draw 1 card, then your opponent must banish 1 card from their hand.

 

Nitrodioxygeddon

FIRE - Level 8 - Dinosaur/Fusion/Effect - 3000/1700

"Nitrogeddon" + "Oxygeddon" + "Oxygeddon"

If all of this monster's Fusion Materials are in the Graveyard after "Isotize" resolves, you can Special Summon this monster from your Graveyard or Extra Deck (This is treated as a Fusion Summon. You can only Summon 1 "Nitrodioxygeddon" per turn this way). If a monster you control that your opponent owns, or vice versa, is destroyed by battle, you can increase the ATK and DEF of all "eddon" monsters you control by 600. Once per turn, you can discard 1 "eddon" monster to select and activate 1 of the following effects:

●Select 1 monster either player controls, and switch control of those targets.

●Special Summon 1 "eddon" monster from your Graveyard to each side of the field.

 

Carbodioxygeddon

WIND - Level 8 - Dinosaur/Fusion/Effect - 2800/1900

"Carboneddon" + "Oxygeddon" + "Oxygeddon"

If all of this monster's Fusion Materials are in the Graveyard after "Isotize" resolves, you can Special Summon this monster from your Graveyard or Extra Deck (This is treated as a Fusion Summon. You can only Summon 1 "Carbodioxygeddon" per turn this way). If you would take damage, you can return 1 of your banished "eddon" monsters to your Graveyard: you take no damage, also increase this monster's ATK by the damage you would have taken. Once per turn, you can banish 1 "eddon" monster from your Graveyard to target 1 face-up card your opponent controls: Destroy that target.

 

 

[spoiler= Cipher]

Cipher Security

LIGHT - Level 4 - Cyberse/Effect - 1400/1400

If this card is sent from your hand or side of the field to the Graveyard, you can Special Summon this monster and 1 other Level 4 or lower "Cipher" monster from your Graveyard. If this card is detached from a LIGHT Xyz monster to activate its effect, you can activate the following effect:

●Special Summon 1 Level 4 "Cipher" monster from your hand or Graveyard in face-up Defense Position, except "Cipher Security".

You can only activate each effect of "Cipher Security" once per turn.

 

Cipher Slasher

LIGHT - Level 4 - Warrior/Effect - 1800/1000

If a "Cipher" monster is Special Summoned, except "Cipher Slasher" you can Special Summon this monster from your hand. A LIGHT Xyz monster with this card as Xyz Material gains 500 ATK for every other face-up card on the field with the same name as itself.

 

Cipher Jet

LIGHT - Level 8 - Machine/Effect - 2000/2000

If your opponent controls more monsters than you do, you can Special Summon this monster from your hand. You can Tribute this face-up monster you control to Special Summon 2 Level 4 or lower "Cipher" monsters with different names from your Deck in face-up Defense Position. You can banish this monster from your Graveyard: All Level 4 or lower "Cipher" monsters you control become Level 8. You can only activate up to 2 effects of "Cipher Jet" per turn, and only once each that turn.

 

Starliege Cipherion

LIGHT - Rank 4 - Warrior/Xyz/Effect - 2300/2000

2 Level 4 LIGHT monsters

Once per turn, you can detach 1 Xyz Material from this card to target 1 "Cipher" or "Starliege" monster in your Graveyard: Special Summon that target. If this face-up monster with no Xyz Materials is destroyed by your opponent's card (by battle or card effect), you can Special Summon 1 Level 8 LIGHT monster from your Deck.

 

Cipher Buster

LIGHT - Rank 4 - Warrior/Xyz/Effect - 0/3000

2 Level 4 LIGHT monsters

If this monster battles your opponent's Special Summoned monster, increase this monster's ATK by 800 for each face-up Special Summoned monster on the field, until the End Phase. Once per turn (Quick Effect): You can detach 1 Xyz Material from this card to swap this monster's original ATK and DEF, until the End Phase. Once per turn, you can detach 1 Xyz Material from this card to add 1 "Cipher" monster from your Deck to your hand.

 

Galaxy-Eyes Photon Cipher Dragon

LIGHT - Rank 8 - Dragon/Xyz/Effect - 3000/3000

2 Level 8 LIGHT monsters

Once per turn, you can detach 1 Xyz Material from this card to target 1 card your opponent controls: Destroy that target. If this card has Xyz Material, it gains the following effect:

●If a card destroyed by this monster (by battle or its own effect) is a Special Summoned monster, inflict damage to your opponent equal to its original ATK.

 

Neo Galaxy-Eyes Photon Cipher Dragon

LIGHT - Rank 9 - Dragon/Xyz/Effect - 4500/3500

3 Level 9 LIGHT monsters

Once per turn, you can Xyz Summon this monster from your Extra Deck using 1 Rank 8 "Galaxy-Eyes" Xyz monster you control with no attached Xyz Materials as Xyz Material. Once per turn, you can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls: Destroy that target, and if the destroyed card was a monster that was Special Summoned from the Extra Deck, you can Special Summon it to your side of the field instead of sending it to the Graveyard (That monster's name becomes "Neo Galaxy-Eyes Photon Cipher Dragon" and its ATK becomes 4500, but its effects are negated and it cannot attack, except to attack a Special Summoned monster. You can only activate this effect of "Neo Galaxy-Eyes Photon Cipher Dragon" once per turn). If this monster has "Galaxy-Eyes Photon Cipher Dragon", "Galaxy-Eyes Photon Dragon", and/or "Galaxy-Eyes Cipher Dragon" as Material, it gains the following effect:

●Once per turn, if a card your opponent controls is destroyed by battle with or the effect of a "Galaxy-Eyes", "Photon", or "Cipher" monster, you can attach that card to this card as Xyz Material instead of sending it to the Graveyard.

 

Galaxy-Eyes Graviton Cipher Dragon

LIGHT - Rank 9 - Dragon/Xyz/Effect - 4000/4000

3 Level 9 monsters

During the turn this monster is Xyz Summoned, your opponent cannot activate the effects of face-up cards on the field, or target face-up cards for effects. If a "Cipher" Xyz monster you control destroys your opponent's Special Summoned monster by battle, you can detach 1 Xyz Material from this card: Special Summon that destroyed monster to your side of the field. That monster's name becomes "Galaxy-Eyes Graviton Cipher Dragon" and its ATK becomes 4000, but it cannot activate its effects or attack your opponent directly.

 

Cipher Barrier

Normal Trap

If you would take effect damage while you control 2 or more monsters with the same name, you can halve that damage, and if you do, you can add 2 "Cipher" monsters from your Deck to your hand. If your opponent Normal or Special Summons a monster(s), you can Special Summon this card from your Graveyard as a Normal Monster in face-up Defense Position (LIGHT/Level 4/Machine/2000 ATK/2000 DEF), but banish it when it leaves the field (This card is not treated as a Trap Card).

 

 

[spoiler= Shiranui]

Shiranui Spiritualsword

FIRE - Level 2 - Zombie/Tuner/Effect - 400/0

If a Zombie-Type monster is banished from your field or Graveyard, you can Special Summon this monster from your hand, and if you do, you can add 1 Level 4 or lower Zombie-Type monster with 200 or less DEF from your Deck to your hand. You can only activate this effect of this card's name up to twice per turn.

 

Shiranui Shiningsword

FIRE - Level 2 - Zombie/Tuner/Effect - 200/0

You can banish 1 other "Shiranui" card from your Graveyard to Special Summon this monster from your Graveyard. You can only activate this effect of "Shiranui Shiningsword" once per turn.

 

Shiranui Shrinekeeper

FIRE - Level 4 - Zombie/Effect - 1800/0

You can Special Summon this monster from your hand by banishing 1 FIRE monster from your Graveyard, and if you control "Shiranui Style Synthesis", you can add 1 "Shiranui" Spell/Trap Card from your Deck to your hand. If this card is banished, you can target 2 banished Zombie monsters, except "Shiranui Shrinekeeper": Special Summon 1 of those targets, and add the other target to your hand. You can only activate the effects of "Shiranui Shrinekeeper" a total of 3 times per turn, in any combination.

 

Shiranui Serpent Strike

Quick-Play Spell

If your opponent's monster attacks a Zombie-Type monster you control, you can target 1 "Shiranui" monster in your Graveyard: Special Summon that target, then banish the opposing monster. You can banish this card and 1 "Shiranui" monster from your Graveyard to look at your opponent's hand and banish 1 monster from it until your opponent's 3rd Main Phase 2 after this effect's activation (you can only activate this effect of this card's name once per turn, and you cannot activate it again for 3 Standby Phases).

 

 

[spoiler= Hand]

Lightning Hand

LIGHT - Level 4 - Thunder/Effect - 1500/1500

When this monster is Normal or Special Summoned, you can add 1 Level 4 "Hand" monster from your Deck or Graveyard to your hand, except "Lightning Hand". If this card on the field is destroyed, destroy 1 card from your opponent's hand at random, and if the card destroyed by this effect was a monster, you can Special Summon 1 Level 4 "Hand" monster, except "Lightning Hand", from your Graveyard in face-up Attack Position with its ATK and DEF reduced to 0.

 

Knight's Hand

WATER - Level 4 - Warrior/Effect - 1200/1200

If a "Hand" monster is Special Summoned, you can Special Summon this monster from your hand, then target 1 face-up "Hand" monster you control: Increase your LP by the target's ATK. If this card is destroyed, you can draw 1 card, and if the drawn card is a "Hand" monster, you can Special Summon 1 "Hand" monster from your hand.

 

Guardian Hand

LIGHT - Level 4 - Fairy/Effect - 1000/2000

You can Special Summon this monster from your hand by revealing 1 "Hand" monster in your hand, except "Guardian Hand". If this card is sent to your Graveyard because it was detached from an Xyz monster, you can Special Summon up to 2 Level 4 "Hand" monsters of different Attributes from your Graveyard in face-up Defense Position, except "Guardian Hand" (you can only activate this effect of "Guardian Hand" once per turn).

 

Royal Hand

WIND - Rank 4 - Aqua/Xyz/Effect - 2300/1500

2 Level 4 monsters

Once per turn, you can detach 1 Xyz Material from this card to target 1 monster on the field with ATK different from its original ATK: Destroy that target, then draw 1 card. If this card has a "Hand" monster as Xyz Material, it gains the following effect:

●If a card on the field is destroyed, all other monsters on the field lose 300 ATK, and this monster gains that lost ATK.

 

Tricky Hand

LIGHT - Rank 4 - Spellcaster/Xyz/Effect - 2500/2500

3 Level 4 monsters

Once per turn, you can send the top card of your opponent's Deck to the Graveyard, and if the sent card was a monster, you can Special Summon 1 Level 4 "Hand" monster from your Graveyard with its ATK reduced to 0. Once during either player's turn, if your opponent activates a card or effect during the Damage Step of any battle, you can detach 1 Xyz Material from this card to negate that effect, and if you do, destroy that card.

 

Heroic Hand

FIRE - Level 4 - Beast-Warrior/Effect - 1000/1800

When this monster is Normal Summoned, you can Special Summon 1 Level 4 "Hand" monster from your Graveyard, but if you do, you cannot conduct your Battle Phase this turn. If this card is sent from the field to the Graveyard, you can target 1 "Hand" monster in your Graveyard: Return that target to your hand.

 

Titan's Hand

EARTH - Rank 4 - Rock/Xyz/Effect - 2100/2200

2 Level 4 monsters

Once per turn, during either player's turn, you can detach 2 Xyz Materials from this card to target 1 face-up monster your opponent controls: That target cannot attack, change its Battle Position, or activate its effects. If this card on the field is destroyed, you can Special Summon 1 Level 4 "Hand" monster from your Deck in face-up Defense Position.

 

Rank-Switch-Magic: Hand Trade

Quick-Play Spell

If a "Hand" Xyz monster is sent to your Graveyard, you can Special Summon that monster from your Graveyard, then Special Summon 1 "Hand" Xyz monster from your Graveyard or Extra Deck, using that monster as Material (this is treated as an Xyz Summon). If a card your opponent controls is destroyed by battle with or the effect of a "Hand" monster, you can banish this card from your Graveyard to draw 1 card.

 

Forest of Hands

Field Spell

During each Standby Phase, both players take 500 damage. Once per turn, you can destroy 1 face-up monster you control: Add 1 Level 4 "Hand" monster from your Deck to your hand. If you Special Summon a Rank 4 "Hand" Xyz monster, you can return 1 "Hand" monster from your Graveyard to your hand, and if you do, gain 500 LP.

 

Blazing Hand

FIRE - Rank 4 - Pyro/Xyz/Effect - 2000/2000

2 Level 4 "Hand" monsters

Once per turn, you can detach 1 Xyz Material from this card: Destroy 1 monster on the field, and inflict damage to your opponent equal to half its ATK. You can attach this face-up monster you control to another face-up Xyz monster you control. A "Hand" Xyz monster with this card as Xyz Material gains 500 ATK and DEF, and cannot be destroyed or targeted by your opponent's card effects. If this card attached as Xyz Material is detached to activate that monster's effect, or sent to the Graveyard because the monster it was attached to was sent to the Graveyard: You can Special Summon this card from your Graveyard, and if you do, you can attach any number of Level 4 "Hand" monsters with different names from your Graveyard to this card as Xyz Material.

 

Musical Hand

WIND - Level 4 - Winged Beast/Effect - 100/100

If you control a face-up Level/Rank 4 "Hand" monster: You can Special Summon this card from your hand, and if you do; destroy 1 face-up monster on the field. If this card is destroyed and sent to the Graveyard, you can shuffle 4 Level/Rank 4 "Hand" monsters from your Graveyard into your Deck, then draw 1 card (you can only activate this effect of this card's name once per turn). If this card is detached from a Rank 4 "Hand" Xyz monster to activate its effect: That monster gains ATK equal to its original ATK, until the End Phase.

 

 

[spoiler= Laval]

Lavalval Vulcan Warrior

FIRE - Level 8 - Warrior/Synchro/Tuner/Effect - 2900/200

1 Tuner + 1 non-Tuner Synchro monster

When this monster is Synchro Summoned, you can target 1 face-up card on the field: Banish that target. You can discard 1 card to target 1 Level 6 or lower "Laval" monster in your Graveyard: Special Summon that target with its ATK doubled, but banish it during the End Phase (You can only activate this effect of this card's name once per turn). You can send the top 2 cards of your Deck to the Graveyard to target 1 face-up Synchro monster on the field and declare a Level between 1 and 4: That target becomes the declared Level.

 

Laval Vent

Quick-Play Spell

Send 1 "Laval" monster each from your hand and Deck to the Graveyard to target up to 3 cards on the field: Destroy those targets. During the End Phase of the turn this card is activated, you can banish it from your Graveyard: Draw 1 card.

 

Laval Blast Drake

FIRE - Level 4 - Dragon/Effect - 1900/200

Other "Laval" monsters you control gain 100 ATK for each "Laval" monster in your Graveyard. If there are 6 or more "Laval" monsters in your Graveyard when this monster declares an attack, your opponent cannot activate Spell/Trap Cards or their effects until the end of the Damage Step. You can Special Summon 1 Level 4 or lower "Laval" monster from your Graveyard, and if you do, send the top card of your Deck to the Graveyard (you can only activate this effect of this card's name once per turn).

 

 

[spoiler=Flamvell]

Neo Flamvell Returner

FIRE - Level 3 - Pyro/Effect - 1400/200

If this monster is Special Summoned, you can add 1 "Flamvell" Tuner monster from your Deck to your hand. During the End Phase, if this monster was banished this turn: You can banish 2 cards from your opponent's Graveyard, and if you do, target 2 of your banished "Flamvell" monsters; Special Summon 1 target, and return the second target to your Graveyard (you can only activate this effect of this card's name once per turn).

 

Neo Flamvell Sorceress

FIRE - Level 4 - Pyro/Effect - 1500/200

If you control no monsters, you can Special Summon this monster from your hand. If your opponent takes damage from battle with or the effect of a "Flamvell" monster, you can select and activate 1 of the following effects:

●Banish 1 card from your opponent's Graveyard.

●Special Summon 1 "Flamvell" monster from your hand or Graveyard whose ATK is less than or equal to the amount of damage inflicted.

 

Neo Flamvell Dragard

FIRE - Level 5 - Pyro/Tuner/Effect - 2200/200

If you Special Summon a "Flamvell" monster(s), except "Neo Flamvell Dragard", you can Special Summon this monster from your hand. If there are 5 or fewer cards in your opponent's Graveyard, this monster can be treated as a non-Tuner monster for a Synchro Summon.

 

Flamvell Inciknight

FIRE - Level 8 - Warrior/Synchro/Effect - 2700/200

1 FIRE Tuner + 1 or more non-Tuner monsters

If your opponent takes damage from battle with or the effect of a "Flamvell" monster, all monsters your opponent controls lose ATK and DEF equal to half the amount of damage inflicted. If this monster destroys your opponent's monster by battle, inflict damage to your opponent equal to half the destroyed monster's original ATK.

 

Neo Flamvell Lancer

FIRE - Level 5 - Pyro/Synchro/Effect - 2200/200

1 Tuner + 1 or more non-Tuner monsters

At the start of the Damage Step, if this monster battles, you can banish 1 card from your opponent's Graveyard, and if you do, all "Flamvell" monsters you control gain 100 ATK. If there are 6 or fewer cards in your opponent's Graveyard, this monster can attack twice per Battle Phase. If there are 3 or fewer cards in your opponent's Graveyard when this card destroys your opponent's monster by battle, inflict 100 damage to your opponent for each card in their Banished Zone.

 

Neo Flamvell Emperor

FIRE - Level 9 - Pyro/Synchro/Effect - 2500/200

1 Tuner + 1 or more non-Tuner "Flamvell" monsters

If your opponent activates the effect of a monster on the field that cannot be Normal Summoned, you can banish 1 FIRE monster with 200 DEF from your Graveyard: Negate that effect, and if you do, destroy that monster, but banish it instead of sending it to the Graveyard (This effect can only be activated a number of times per turn up to the number of this card's Synchro Materials whose original Attribute was FIRE). This monster gains 300 ATK for each of your opponent's banished cards.

 

Flamvell Blazing Acropolis

Field Spell

Once per turn, if you control a "Flamvell" monster, you can banish the bottom card of your opponent's Graveyard. Once per turn, if you control a face-up "Neo Flamvell" monster, you can Special Summon 1 Level 4 or lower "Flamvell" monster from your hand. Once per turn, if a "Flamvell" monster you control is destroyed (by battle or card effect): You can add 1 "Neo Flamvell" monster from your Deck to your hand.

 

Flamvell Deflector

Counter Trap

If a "Flamvell" monster(s) you control would be destroyed by battle or your opponent's card effect while your opponent controls a number of cards equal to or greater than the number of "Flamvell" monsters that would be destroyed, banish 1 monster from your Graveyard with 200 DEF: That monster(s) is not destroyed, also target and destroy a number of cards your opponent controls equal to the number of "Flamvell" monsters that would have been destroyed. You can banish this card from your Graveyard, and 1 Spell Card from your opponent's Graveyard, to add 1 "Flamvell" card from your Deck to your hand, except "Flamvell Deflector".

 

 

[spoiler= Hermos]

Claw of the Legendary Dragon

Quick-Play Spell

Send 1 monster from your hand or side of the field to the Graveyard whose Type is listed on a Fusion monster that can be Summoned by the effect of "The Claw of Hermos": Special Summon that monster (This is treated as a Summon by the effect of "The Claw of Hermos"). That monster does not need to activate its effect to equip to a monster on the field. You can only activate 1 "Claw of the Legendary Dragon" once per turn.

 

Hermos's Cry

Normal Spell

Special Summon 1 Fusion monster from your Graveyard that lists "The Fang of Critias", "The Eye of Timaeus", or "The Claw of Hermos" in its card text, ignoring Summoning conditions. If a Fusion monster, or a monster equipped with a Fusion monster, would be destroyed while this card is in your Graveyard, you can banish this card from your Graveyard: That monster is not destroyed, also add 1 "The Claw of Hermos" from your Deck or Graveyard to your hand.

 

Hermos's Intent

Quick-Play Spell

Reveal 1 Fusion monster in your Extra Deck that lists "The Claw of Hermos" in its card text: During the End Phase of this turn, add 1 monster of the Type mentioned in the revealed card's text whose Level and ATK are both exactly equal to the revealed monster's, and if you do; you can add 1 "The Claw of Hermos" from your Graveyard to your hand. You can only activate 1 "Hermos's Intent" per turn.

 

Aromagical Spear

FIRE - Level 6 - Plant/Fusion/Effect - 2400/1000

Must be Special Summoned using "The Claw of Hermos", using a Plant-Type monster, and cannot be Summoned by other ways. If this card is Special Summoned, target 1 face-up monster on the field, and equip this card to it. If this monster battles a Special Summoned monster, you can make this monster's ATK become double its original ATK, during the Damage Step only. If the equipped monster destroys a monster by battle, draw 1 card, and if that card is a monster that can be Normal Summoned, you can Special Summon it.

 

Lightning Archfiend Flail

DARK - Level 6 - Fiend/Fusion/Effect - 2500/1200

Must first be Special Summoned using "The Claw of Hermos", using a Fiend-Type monster. If this card is Special Summoned, target 1 face-up monster on the field,and equip this card to it. If the equipped monster battles your opponent's monster, you can, at the start of the Damage Step: Special Summon 1 Fusion monster from your Graveyard that lists "The Claw of Hermos" in its card text, ignoring Summoning conditions, and if you do; you can negate its effect that equips it to a monster. If this card battles a monster whose ATK is different from its original ATK: This card gains ATK equal to the difference between its current and original ATK.

 

 

[spoiler= Hunder]

Grandpahunder

LIGHT - Rank 4 - Thunder/Xyz/Effect - 2200/1000

2 Level 4 monsters

When this monster is Xyz Summoned, you can target a number of cards your opponent controls and/or in their Graveyard for each of this card's Xyz Materials which was originally Thunder-Type: Shuffle that target(s) into the Deck. During either player's turn, you can detach 1 Xyz Material from this card: All LIGHT Thunder-Type monsters you control gain 1000 ATK. If this card is sent to the Graveyard, you can target 1 LIGHT Thunder-Type monster in your Graveyard whose original ATK is 2000 or less: Special Summon that target.

 

Grandmahunder

LIGHT - Rank 4 - Thunder/Xyz/Effect - 2300/1100

2 Level 4 monsters

When this monster is Xyz Summoned, you can banish 1 card from your opponent's hand at random for each of this card's Xyz Materials which was originally Thunder-Type. You can detach 1 Xyz Material from this card: Your opponent cannot activate cards or effects in response to the attack or effect of a "hunder" monster until their next End Phase. If this card is sent to the Graveyard, you can target up to 2 LIGHT Thunder-Type monsters in your Graveyard: Shuffle those targets into the Deck.

 

Hunder Loyalty

Quick-Play Spell

Target up to 3 LIGHT Thunder-Type monsters you control of different names: That target(s) cannot be destroyed by card effects this turn. You can banish this card from your Graveyard during either player's End Phase: Add 1 Thunder-Type monster with 1500 or less ATK from your Deck or Graveyard to your hand.

 

 

[spoiler= Noble Knights/Arms]

Noble Knight - Kay

LIGHT - Level 4 - Warrior/Effect - 1600/500

If a "Noble Arms" card is equipped to a monster, you can Special Summon this monster from your Graveyard in face-up Defense Position. While you control this face-up monster, or a Warrior-Type Synchro or Xyz monster Summoned using this card as Material, you can activate "Noble Arms" Equip Spell Cards in your Pendulum Zones. If a "Noble Knight" monster, or a monster equipped with a "Noble Arms" card, destroys your opponent's monster by battle, you can add 1 "Noble Knight" or "Noble Arms" card from your Deck to your hand (you can only activate this effect of this card's name once per turn).

 

Noble Arms - Canwyn

Equip Spell

Equip only to a Warrior-Type monster. If the equipped monster would lose ATK, it gains that amount of ATK instead. During either player's turn, you can pay 1000 LP: Until the End Phase, your opponent's attacks and effects that target the equipped monster are negated, also the equipped monster cannot be Tributed this turn. If this card is sent from the field to the Graveyard, you can target 1 "Noble Knight" monster you control: Equip this card to that target. You can only control 1 "Noble Arms - Canwyn".

 

Noble Arms - Cullrent

Equip Spell

Can only be equipped to a "Noble Knight" monster. Once per turn, during either player's turn, you can target 1 face-up card your opponent controls: That target's effects are negated, but reduce the equipped monster's ATK by 500 during the End Phase. If the equipped monster destroys your opponent's monster by battle, you can Special Summon 1 "Noble Knight" monster, except an Xyz or Synchro monster, from your Graveyard. If this card is sent from the field to the Graveyard, you can target 1 "Noble Knight" monster you control: Equip this card to that target.

 

 

[spoiler= Junk/Jet]

Junk Recycler

DARK - Level 5 - Machine/Effect - 2000/1900

If this monster is Normal Summoned, you can Special Summon 1 Level 3 or lower Tuner monster from your hand or Graveyard. If you control a face-up "Jet" or "Junk" monster, you can Normal Summon this monster without Tributing.

 

Junk Gearbox

DARK - Level 2 - Machine/Effect - 800/1200

When this card is Normal Summoned, you can add 1 "Junk" or "Jet" monster from your Deck to your hand. If this card is sent to the Graveyard as Synchro Material, apply the following effects:

●Add 1 "Junk" or "Jet" card from your Graveyard to your hand, except "Junk Gearbox".

●You can Normal Summon 1 additional "Junk" monster this turn.

●During the End Phase, draw 1 card for each face-up "Junk" or "Jet" Synchro monster you control.

You can only activate this effect of "Junk Gearbox" once per turn.

 

Junk Jet

DARK - Level 5 - Machine/Effect - 1000/1000

You can Special Summon this monster from your hand by discarding 1 card. You can reduce this monster's Level by 1 to double its original ATK (you can only activate this effect once while this card is face-up on the field). If you Synchro Summon a "Junk", "Jet", or "Warrior" Synchro monster using this card as Material, you can Special Summon 1 Level 3 or lower Tuner monster from your Deck (a monster Summoned by this effect is treated as having been Normal Summoned). You can only activate each effect of "Junk Jet" once per turn.

 

Jet Booster

FIRE - Level 2 - Machine/Effect - 800/200

If you Normal or Special Summoned a "Jet" monster this turn, except "Jet Booster", you can Special Summon this monster from your hand. When this card is sent from the field to the Graveyard, you can add 1 "Junk" monster from your Deck to your hand.

 

Jet Turbine

FIRE - Level 2 - Machine/Tuner/Effect - 500/100

This monster can be treated as "Junk Synchron" or "Jet Synchron" for a Synchro Summon. When this monster is Normal Summoned, you can Special Summon 1 non-Tuner "Junk" or "Jet" monster from your hand or Graveyard. Once per turn, you can target any number of "Junk" and/or "Jet" monsters on the field: This monster gains 1 Level for each of those targets.

 

Jet Armor

FIRE - Level 4 - Machine/Effect - 500/1000

If you Special Summon a Level 3 or lower monster, you can Special Summon this monster from your hand. When this monster is Special Summoned, you can target 1 "Jet" monster in your Graveyard, except "Jet Armor": Special Summon that target.

 

Jet Accelerator

FIRE - Level 3 - Machine/Tuner/Effect - 1200/0

This monster can be treated as "Jet Synchron" or "Junk Synchron" for a Synchro Summon. When this monster is Normal Summoned, you can send 1 non-Tuner Machine-Type monster with 1500 or less ATK from your Deck to the Graveyard. If this monster is used as Synchro Material, you can add 1 "Jet" or "Junk" monster from your Deck to your hand whose ATK is less than or equal to half the ATK of the Synchro Summoned monster.

 

Jet Core

FIRE - Level 1 - Machine/Effect - 200/0

When this card is sent from the field to the Graveyard, you can Special Summon 1 "Jet" monster from your Deck, except "Jet Core" (you can only activate this effect of this card's name once per turn). If you control another face-up "Jet" or "Junk" monster, you can activate this effect: This monster's name becomes "Jet Synchron", also it is treated as a Tuner.

 

Unknown Jet

FIRE - Level 1 - Machine/Effect - 0/0

If there are no cards in your hand, you can Special Summon this monster from your Graveyard, but if you do, you cannot Special Summon monsters from the Extra Deck this turn, except Synchro monsters (you can only activate this effect of "Unknown Jet" once per turn). This monster can be treated as Level 2 for a Synchro Summon. If this card is used as Synchro Material, you can draw 1 card, and if the drawn card is a "Jet" or "Junk" monster, you can draw 1 additional card.

 

Synchron Warrior

EARTH - Level 4 - Warrior/Synchro/Effect - 2100/1500

1 Tuner + 1 or more non-Tuner monsters

If this monster is Synchro Summoned, you can target 1 other face-up Synchro monster you control: That target gains 1000 ATK. This monster gains the following effects depending on the Tuner used for its Synchro Summon:

●"Junk Synchron": If this monster is destroyed (by battle or card effect), you can Special Summon 1 "Junk" monster from your Graveyard.

●"Jet Synchron": This monster can be treated as a Tuner for a Synchro Summon. During the End Phase, you can Special Summon 1 "Jet" monster from your Graveyard.

 

Junk Knight

DARK - Level 4 - Warrior/Synchro/Effect - 2100/1800

"Junk Synchron" + 1 non-Tuner monster

When this card is Synchro Summoned, you can add 1 "Junk Synchron" from your Graveyard to your hand. If a "Junk" monster destroys your opponent's monster: You can Special Summon 1 "Junk" monster from your hand or Graveyard.

 

Twin Jet Warrior

FIRE - Level 6 - Warrior/Synchro/Tuner/Effect - 2500/800

"Jet Synchron" + 1 or more non-Tuner monsters

When this monster is Special Summoned, you can add 1 "Junk" monster from your Deck or Graveyard to your hand. This monster can be treated as "Jet Synchron" for a Synchro Summon. Once while this card is face-up on the field, you can target 1 Level 5 or lower "Junk" or "Jet" monster in your Graveyard: Reduce this monster's Level by the target's Level, then Special Summon that target.

 

Jet Samurai

FIRE - Level 7 - Warrior/Synchro/Effect - 2600/2000

"Jet Synchron" + 1 or more non-Tuner monsters

When this monster is Special Summoned, you can target 1 face-up card your opponent controls: Banish that target. If this monster battles your opponent's Special Summoned monster, you can halve the opposing monster's DEF, and this monster gains ATK equal to that lost DEF. You can Special Summon this monster from your Graveyard by Tributing 1 face-up "Junk" or "Jet" monster you control (you can only Summon 1 "Jet Samurai" per turn this way).

 

Junkyard Fix

Normal Spell

Target 2 "Junk" and/or "Jet" monsters in your Graveyard: Add 1 of those targets to your hand, and Special Summon the other target. If you Synchro Summon a "Junk" or "Jet" Synchro monster, you can banish this card from your Graveyard to draw 1 card.

 

Jet Repair

Normal Spell

Send 1 "Jet" monster from your Deck to the Graveyard: Add 1 "Jet" monster from your Deck to your hand. You can banish this card from your Graveyard, except during the turn it was sent there, to target 1 banished "Junk" or Jet" monster: Special Summon that target with its ATK and DEF reduced to 0. You can only activate 1 effect of "Jet Repair" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate either of this card's effects, except Synchro monsters.

 

 

[spoiler= Batteryman]

Batteryman Lithium

LIGHT - Level 4 - Thunder/Effect - 1400/1000

If you control a face-up "Batteryman" monster, you can Special Summon this monster (from your hand). All "Batteryman" monsters you control gain 200 ATK for each "Batteryman" monster you control. If this card is sent to the Graveyard or Banished Zone by a "Battery" card (including as Tribute for its Tribute Summon), you can Special Summon 1 "Batteryman" monster from your hand or Graveyard, except "Batteryman Lithium". You can only activate this effect of "Batteryman Lithium" once per turn.

 

Battery Circuit

Quick-Play Spell

Tribute 1 face-up Thunder-Type monster you control: Special Summon 1 "Batteryman" monster from your hand or Deck whose Level is less than or equal to the Tributed monster's, but return the Summoned monster to your hand during the End Phase. If a "Batteryman" monster you control inflicts battle damage to your opponent while this card is in your Graveyard, you can Set this card from your Graveyard, and if you do, you can add 1 "Battery Charger" from your Deck or Graveyard to your hand (this card Set this way is banished face-down when it leaves the field). You can only activate each effect of this card's name once per turn.

 

 

[spoiler= Cyber Angel]

Machine Angel Perfect Ritual

Ritual Spell

This card can be used to Ritual Summon any "Cyber Angel" Ritual monster. You must also Tribute monsters from your hand or side of the field whose total Levels equal or exceed the Level of the monster you would Ritual Summon. If you control a face-up Ritual monster, you can activate this Set card as a Quick-Play Spell Card. During the turn this card was sent to the Graveyard, you can target 1 "Machine Angel" Ritual Spell Card in your Graveyard or Banished Zone, except "Machine Angel Perfect Ritual": Add that target to your hand.

 

Cyber Angel Varna

LIGHT - Level 4 - Fairy/Ritual/Effect - 2000/1000

You can Ritual Summon this monster using "Machine Angel Ritual". If this monster is Ritual Summoned, you can target 1 monster your opponent controls: Negate its effects, if any, and halve its ATK. If this monster is Tributed, you can have all Ritual monsters you control gain the following effect:

●If this monster destroys your opponent's monster by battle, you can target and destroy 1 card your opponent controls, and if you do, inflict 500 damage to your opponent.

 

Cyber Angel Lakshmi

LIGHT - Level 8 - Fairy/Ritual/Effect - 2600/2600

You can Ritual Summon this monster using "Machine Angel Ritual". When this monster is Ritual Summoned, you can banish 1 monster from your opponent's Graveyard: Special Summon 1 LIGHT Fairy or Warrior-Type monster from your Graveyard or Banished Zone whose Level is less than or equal to the Level of the banished monster. If this card is Tributed, you can target 1 Level 8 or lower LIGHT Fairy-Type monster in your Graveyard, except "Cyber Angel Lakshmi": During your opponent's next Main Phase, you can Special Summon that target from your Graveyard (this can be treated as a Ritual Summon).

 

Cyber Shining Angel

LIGHT - Level 4 - Fairy/Effect - 1400/800

When this monster is Normal or Special Summoned, you can add 1 "Cyber Angel" Ritual monster or "Machine Angel" Ritual Spell Card from your Deck to your hand. If you would Ritual Summon a LIGHT Ritual monster, this card can be treated as the entire Tribute. If this monster is Tributed, you can Special Summon 1 Level 4 or lower LIGHT Fairy-Type monster from your hand or Deck.

 

Cyber Command Angel

LIGHT - Level 4 - Fairy/Effect - 1200/1900

When this monster is Normal or Special Summoned, you can target 2 "Cyber Angel" monsters, and/or Level 5 or lower LIGHT Fairy-Type or Warrior-Type monsters, in your Graveyard: Add those targets to your hand. Fairy-Type monsters you control gain 100 ATK times their Level. This monster on the field can be treated as Level 8 for a Ritual Summon. If this card is Tributed, you can halve all damage you take from your opponent's attacks and effects until your next Standby Phase.

 

Cyber Blade Angel

LIGHT - Level 6 - Fairy/Effect - 2300/1000

If your opponent controls a monster and you control no monsters, you can Special Summon this monster from your hand. If this monster inflicts Battle Damage to your opponent, you can add 1 Level 6 or lower LIGHT Fairy-Type or Warrior-Type monster from your Deck to your hand, except "Cyber Blade Angel". If this card is sent to the Graveyard, you can Special Summon 1 "Cyber Angel" monster, "Cyber Petit Angel", "Cyber Command Angel", or "Cyber Shining Angel" from your Graveyard (you can only activate this effect of this card's name once per turn).

 

 

 

[spoiler= Prediction Princess]

Prediction Princess Augursula

LIGHT - Level 9 - Fairy/Ritual/Flip/Effect - 1200/2700

You can Ritual Summon this monster using "Scrying Ritual".

FLIP: Target a number of Set Spell/Trap Cards your opponent controls up to the number of "Prediction Princess" monsters you control: That target(s) cannot be flipped face-up (including in response to this effect).

During either player's turn, you can target a number of face-up monsters your opponent controls, up to the number of face-up Flip monsters you control: Set that target(s), and if you do, you can flip a number of Flip monsters you control into face-down Defense Position equal to the number of monsters Set by this effect. When a Flip monster is Normal or Special Summoned, you can activate its "FLIP:" effect. You can only activate each of these effects of "Prediction Princess Augursula" once per turn.

 

Scrying Ritual

Ritual Spell

This card can be used to Ritual Summon "Prediction Princess Tarotrei" or "Prediction Princess Augursula". You must also Tribute monsters from your hand or side of the field whose total Levels equal or exceed 9. If you activate 3 or more Flip Effects in one turn while this card is in your Graveyard, you can return this card from your Graveyard to your hand. You can discard this card to excavate a number of cards from the top of your Deck equal to the number of Set cards your opponent controls (or your entire Deck if there are fewer cards in your Deck than your opponent has Set cards), and add any Flip monsters among the excavated cards to your hand (you can only activate this effect of "Scrying Ritual" once per turn).

 

Repeat Prediction

Normal Spell

Target 1 "Prediction Princess" monster in your Graveyard: Special Summon that target, then you can add 1 "Prediction Princess" monster from your Deck to your hand of a lower Level than the Summoned monster, and if you do that; Flip the Summoned monster into face-down Defense Position. If you activate "Prediction Ritual" or "Scrying Ritual" while this card is in your Graveyard, you can banish this card from your Graveyard: When that card resolves, you can Special Summon 1 Level 4 or lower Flip monster from your Graveyard in face-down Defense Position.

 

 

[spoiler= Evil HERO]

Evil HERO Sinistershade

DARK - Level 4 - Fiend/Effect - 1700/1800

When this monster is Normal or Special Summoned, you can add 1 "Evil HERO" monster, or "HERO" Normal monster, from your Deck or Graveyard to your hand. Once per turn, you can reveal 1 Fiend-Type Fusion monster in your Extra Deck and select 1 of its named Fusion Materials: Send a monster with that name from your Deck to the Graveyard, and if you do, this monster gains the sent monster's name on the field until the End Phase. If the revealed monster has no named Fusion Materials, but instead requires a monster of a named Type, you can discard 1 card to treat this monster as 1 of the required Types until the End Phase. An "Evil HERO" Fusion monster Summoned using this card as Material gains the following effects:

●This monster gains 300 ATK for each "HERO" monster in your Graveyard, and 200 ATK for each Fiend-Type monster in your Graveyard. Your opponent cannot target this card for cards or effects.

 

Evil HERO Granite Golem

EARTH - Level 8 - Fiend/Effect - 2700/2300

This monster is also always treated as Rock-Type. If you would Tribute Summon this monster using an "Evil HERO" monster you control, the other Tribute can be a face-up Spell/Trap Card your opponent controls, or a monster your opponent controls with less ATK than the face-up monster you control with the highest ATK. You can Special Summon this monster (from your hand) by revealing 2 other "HERO" monsters in your hand of different names. When this monster is Normal or Special Summoned, you can add 1 "Evil HERO" monster from your Graveyard or Banished Zone to your hand.

 

Evil HERO Wicked Claw

DARK - Level 1 - Fiend/Effect - 600/0

During either player's Battle Phase, you can discard this card to target 1 "Evil HERO" monster you control, and 1 other monster on the field or in the Graveyard: The first target gains ATK equal to the current ATK of the second target, until the end of the Battle Phase. If your opponent Special Summons a monster with 2500 or more ATK, you can add this card from your Graveyard to your hand (you can only activate this effect of this card's name once per turn).

 

Dark Fusion City

Field Spell

When this card is activated, you can add 1 "Evil HERO" monster and 1 "Dark Fusion" or "Dark Calling" from your Deck or Graveyard to your hand. If an "Evil HERO" monster battles your opponent's monster whose original ATK is higher than its own original ATK, that monster gains 1000 ATK during the Damage Step only. Once per turn, during your Main or Battle Phase, you can Special Summon 1 "Evil HERO" monster from your Graveyard whose Level is less than or equal to the combined Levels of all monsters face-up on the field, ignoring Summoning conditions. You can pay 800 LP to Fusion Summon 1 "Evil HERO" Fusion monster, shuffling monsters from your hand, Graveyard, and/or Banished Zone into the Deck as Materials (This is treated as a Fusion Summon by the effect of "Dark Fusion") (You can only activate this effect of this card's name once per turn).

 

Supreme Dark Fusion

Quick-Play Spell

If this card is added to your hand by your Normal Draw, you can add 1 "Evil HERO" monster, or "Elemental HERO" Normal monster, from your Deck to your hand. Fusion Summon 1 "Evil HERO" monster from your Extra Deck, using monsters in your hand and/or in your side of the field as Materials (this is treated as a Fusion Summon by the effect of "Dark Fusion"). If you control fewer monsters than your opponent, and your opponent controls at least 1 face-up monster that was Special Summoned from the Extra Deck: You can also use "HERO" monsters in your Deck as Fusion Material. During your next Standby Phase after this card resolves, you can Special Summon 1 of the Fusion Materials used for that Fusion Summon (this can be treated as a Fusion Summon by the effect of "Dark Fusion"). You can only activate 1 "Supreme Dark Fusion" per turn, and you cannot activate cards of this card's name during two consecutive turns.

 

Evil HERO Mastermind

DARK - Level 8 - Fiend/Fusion/Effect - 2800/2300

1 "Evil HERO" monster + 1 "HERO" monster

Must first be Fusion Summoned using "Dark Fusion". Other "Evil HERO" monsters you control are unaffected by, and cannot be targeted by, your opponent's monster effects. When this monster is Special Summoned, you can target 1 "Evil HERO" monster in your Graveyard, except "Evil HERO Dark Gaia": Special Summon that target (this can be treated as a Fusion Summon by the effect of "Dark Fusion"), then you can target and destroy 1 face-up monster your opponent controls whose ATK is less than or equal to the Summoned monster's ATK. If an "Evil HERO" monster inflicts damage to your opponent (either by battle or its own effect), gain LP equal to the amount of damage inflicted. If this monster declares an attack, all monsters your opponent controls lose 200 ATK, and this monster gains that combined lost ATK. You can only control 1 "Evil HERO Mastermind".

 

Evil HERO Brute

DARK - Level 6 - Fiend/Fusion/Effect - 2000/2400

1 "Evil HERO" monster + 1 Normal monster

Must first be Fusion Summoned using "Dark Fusion". When this monster is Special Summoned, if you Tributed "Evil HERO Infernal Prodigy" this turn, or used it as Fusion Material, draw 1 card, and if that card is a "HERO" or "Fusion" card, you can draw 1 additional card. Once per turn, you can send 1 "Evil HERO" monster or "Elemental HERO" Normal monster from your hand or Deck to the Graveyard: This monster gains ATK equal to half the sent monster's ATK, also, if this card leaves the field this turn, you can Special Summon the sent monster from your Graveyard. If this card is sent to the Graveyard, you can add 1 "Dark Fusion" card, or "Dark Calling", from your Deck or Graveyard to your hand.

 

Evil HERO Nova Flash

FIRE - Level 6 - Fiend/Fusion/Effect - 2200/1800

"Elemental HERO Sparkman" + "Elemental HERO Burstinatrix"

Must first be Fusion Summoned using "Dark Fusion". When this monster is Special Summoned, you can target 1 face-up monster your opponent controls: Halve its ATK and DEF. If this card destroys your opponent's monster by battle: You can draw 1 card, and if that card is a "Dark Fusion" or "HERO" card; you can inflict 500 damage to your opponent.

 

 

[spoiler= Alien]

Alien Trilobite

LIGHT - Level 3 - Reptile/Tuner/Effect - 1300/900

When this monster is Normal or Special Summoned, you can place 1 A-Counter on all monsters your opponent controls. This card can be treated as "Alien Ammonite" for a Synchro Summon. This card can be treated as Level 2 for a Synchro Summon. When this card is sent from the field to the Graveyard, you can remove a number of A-Counters from anywhere on the field equal to the Level of an "Alien" monster in your Graveyard: Special Summon 1 "Alien" monster from your hand or Graveyard whose Level is equal to the number of A-Counters removed.

 

Cosmic Overseer Gek'galien

LIGHT - Level 8 - Reptile/Synchro/Effect - 3000/2300

"Alien Ammonite" + 1 or more non-Tuner Reptile-Type monsters

When this card is Synchro Summoned, distribute a number of A-Counters among monsters your opponent controls equal to double to the number of "Alien" and "Cosmic" monsters used as Material for this monster's Summon. If a monster your opponent controls has a number of A-Counters on it equaling or exceeding its Level, its effects are negated, also it cannot be used as Material for the Special Summon of a monster from the Extra Deck. Once per turn, you can remove 2 A-Counters from anywhere on the field to target and destroy a number of Spell/Trap Cards your opponent controls, up to the number of "Alien" monsters you control (those cards cannot activate in response to this effect or its activation). (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter on it, even if this card leaves the field). If this face-up monster is destroyed, you can Special Summon 1 "Cosmic Horror Gangiel" from your hand or Deck, or 1 "Cosmic Fortress Gol'gar" from your Extra Deck.

 

Invasion Fleet "A"

Field Spell

During your opponent's Draw Phase, place 1 A-Counter on all face-up monsters they control. If a monster with an A-Counter battles an "Alien" monster, that monster loses 300 ATK for each A-Counter on it. You can remove any number of A-Counters from anywhere on the field: Special Summon 1 "Alien" monster from your hand or Deck whose Level is equal to the number of removed Counters (you can only activate this effect of this card's name once per turn). Once per turn, you can banish 1 monster you control that is owned by your opponent: Special Summon 1 "Alien" monster from your Graveyard with equal or lesser ATK than the banished monster.

 

Alien Capture Pod

Continuous Spell

When this card is activated: you can add 1 ""A"" Spell/Trap Card from your Deck to your hand. You can only activate this effect of this card's name once per turn. If an "Alien" monster is Normal or Special Summoned: You can place 1 A-Counter on each face-up monster your opponent controls. If your opponent's monster with an A-Counter(s) is sent to the Graveyard: You can Special Summon 1 "Alien" monster from your hand or Graveyard whose Level is less than or equal to the number of A-Counters that were on that monster when it left the field.

 

 

[spoiler= Speedroid]

Speedroid Blockedge

WIND - Level 1 - Machine/Effect - 500/200

If this card is used for a Synchro Summon involving a "Speedroid" Tuner: You can Special Summon 1 Level 4 or lower "Speedroid" monster from your Graveyard, except "Speedroid Blockedge". During the End Phase, if this card was banished this turn, you can Special Summon 1 of your banished "Speedroid" monsters.

 

Speedroid Flatslammer

WIND - Level 2 - Machine/Tuner/Effect - 1000/0

This card can be treated as a non-Tuner monster for a Synchro Summon. You can banish 1 "Speedroid" monster from your Graveyard to Special Summon this monster from your hand. If this monster is Special Summoned, all monsters your opponent controls lose 500 ATK and DEF. If this card is banished, you can target 1 Level 4 or lower "Speedroid" monster in your Graveyard: Special Summon that target. You can only activate each effect of this card's name once per turn.

 

Speedroid Viciousling

WIND - Level 3 - Machine/Effect - 1400/700

When this monster is Normal or Special Summoned, you can add 1 "Speedroid" Tuner monster from your Deck to your hand (you can only activate this effect of this card's name once per turn). Once per turn: You can Tribute 1 "Speedroid" monster you control to Special Summon 1 Level 5 or lower "Speedroid" monster from your hand or Graveyard, except "Speedroid Viciousling". If this card is banished, you can target 1 monster your opponent controls: Destroy that target.

 

Speedroid Star-Eyed Dice

WIND - Level 1 - Machine/Tuner/Effect - 100/500

If a "Speedroid" monster(s) you control would be destroyed by a card or effect: You can Special Summon this monster from your hand, and if you do, no cards you control are destroyed by that effect. During either player's Main Phase, you can, immediately after this effect resolves: Synchro Summon 1 WIND Synchro monster, by banishing WIND Synchro Materials from your Graveyard, including this card.

 

Speedroid Blue-Eyed Dice

WIND - Level 4 - Machine/Tuner/Effect - 1500/1500

You can Special Summon this card from your hand by sending 1 Level 3 or lower "Speedroid" monster from your Deck to the Graveyard, and if you do, reduce this monster's Level by the Level of the sent monster. If you control a face-up "Speedroid" monster: You can Special Summon this card from your Graveyard, but banish it when it leaves the field. If this card is Special Summoned: You can treat this card as a non-Tuner monster. You can shuffle 3 of your banished "Speedroid" cards into your Deck, including this card: Draw 1 card (You can only activate this effect of this card's name once per turn).

 

Speedroid Daruma

WIND - Level 2 - Machine/Effect - 0/1000

This card can be treated as Level 1 or 3 for a Synchro Summon. If this card is used as Material for the Synchro Summon of a WIND Synchro monster: You can draw 1 card, and if you draw a "Speedroid" card by this effect; you can Special Summon 1 "Speedroid" monster from your hand or Graveyard, except "Speedroid Daruma".

 

Hi-Speedroid Slottracker

WIND - Level 3 - Machine/Synchro/Tuner/Effect - 1800/400

1 Tuner + 1 or more non-Tuner monsters

If a "Speedroid" monster you control, except "Hi-Speedroid Slottracker", is destroyed, you can Special Summon this monster from your Graveyard. During either player's turn, you can, immediately after this effect resolves: Synchro Summon, using WIND monsters you control as Material. If this card is destroyed, you can Special Summon 1 "Speedroid" monster from your Banished Zone.

 

Hi-Speedroid Terebigenryu

WIND - Level 7 - Machine/Synchro/Effect - 2400/2200

1 Tuner + 1 or more non-Tuner monsters

If this monster destroys your opponent's monster by battle, the destroyed monster cannot activate its effects in the Graveyard. Once per turn, you can banish 1 "Speedroid" monster from your Graveyard to select and activate 1 of the following effects:

●This monster gains the banished monster's effect on the field until the End Phase.

●All "Speedroid" monsters you control gain ATK equal to half the banished monster's ATK until the End Phase.

If this card is sent from the field to the Graveyard, you can Special Summon 2 of your banished "Speedroid" monsters.

 

Speedroid Scratch

Normal Spell

Discard 1 card: Add 1 "Speedroid" monster from your Deck to your hand. If you Synchro Summon a WIND Synchro monster, you can banish this card and 1 "Speedroid" monster from your Graveyard: Destroy 1 card your opponent controls, and draw 1 card.

 

Speedroid Momentum

Quick-Play Spell

Special Summon 1 "Speedroid" monster from your Graveyard (you can treat that monster as having been Normal Summoned). If you Synchro Summon a "Hi-Speedroid" monster using only "Speedroid" monsters as Material, you can banish this card from your Graveyard: Special Summon 1 of the Synchro Materials used for that Summon from your Graveyard with its effects negated and its ATK reduced to 0. You can only activate 1 effect of this card's name per turn, and only once that turn.

 

Speed Baton

Quick-Play Spell

Discard 1 card. During the End Phase of the turn this card was activated: Draw 1 card for each WIND Synchro monster you Summoned this turn; then, for each of those monsters that was a "Hi-Speedroid" monster, you can Special Summon 1 "Speedroid" monster from your hand or Graveyard.

 

Maximum Speed

Continuous Spell

Once per turn, if you Synchro Summon a "Hi-Speedroid" monster: You can draw 1 card. Your opponent cannot activate cards or effects in response to the Summon or effects of a "Speedroid" monster.

 

Speedroid Shuriken Hurricane

Continuous Trap

During the End Phase, if you control no "Speedroid" monsters: Destroy this card. Once per turn, if a monster's ATK changes: You can inflict damage to your opponent equal to that change. Once per turn, if you would take damage from your opponent's attack or effect: You can inflict that damage to your opponent, instead. Once per turn, if a card or effect is activated that targets a "Speedroid" card: You can negate that card/effect, then Special Summon 1 "Speedroid" monster from your Graveyard, and if you do, you can, immediately after this effect resolves; Synchro Summon, using monsters you control as Material.

 

 

 

[spoiler= Resonator/Red Dragon Archfiend]

Blue Resonator

WATER - Level 2 - Fiend/Effect - 1000/0

When this monster is Normal Summoned, you can Special Summon 1 Level 4 or lower Fiend-Type monster from your hand or Graveyard. If this monster is used as Synchro Material, you can Special Summon 1 "Red Dragon Archfiend" or "Resonator" monster from your Graveyard in face-up Defense Position, except "Blue Resonator", with its effects negated and its ATK and DEF reduced to 0.

 

Recall Resonator

EARTH - Level 2 - Fiend/Tuner/Effect - 800/1000

This monster can be treated as a non-Tuner monster for a Synchro Summon, if the Tuner(s) used are "Resonator" monsters. If this monster is used as Synchro Material for the Summon of a Dragon-Type or Fiend-Type Synchro monster, you can Special Summon 1 "Resonator" monster from your hand or Deck, except "Recall Resonator".

 

Red Nova Resonator

FIRE - Level 1 - Fiend/Tuner/Effect - 200/200

When this card is Special Summoned, you can add 1 FIRE Fiend-Type "Red" monster from your Deck to your hand, except "Red Nova Resonator". If this card is used as Synchro Material for a Synchro Summon that required 2 or more Tuners, you can target 1 of the other Tuners used in that Synchro Summon: Special Summon that target (you can only activate this effect of this card's name once per turn).

 

Dredge Resonator

FIRE - Level 2 - Fiend/Effect - 0/0

You can Synchro Summon monsters from your Graveyard using this card as Synchro Material. During your opponent's Battle Phase, if this card is in your Graveyard: You can target up to 2 other Dragon and/or Fiend-Type monsters in your Graveyard; banish this card and that target(s), and if you do, you can, immediately after this effect resolves, Synchro Summon 1 Dragon-Type or Fiend-Type Synchro monster, treating the banished cards as Material. If the monster Synchro Summoned this way is face-up on your field during the End Phase: You can return all cards banished this way to the top of your Deck, in any order. You can only activate each effect of this card's name once per turn.

 

Brutal Red

FIRE - Level 3 - Fiend/Effect - 1000/1000

During either player's turn, you can discard this card: DARK Dragon-Type "Red" Synchro monsters and FIRE Fiend-Type "Red" monsters you control cannot be destroyed by battle or card effects, also they gain 1000 ATK (these changes last until the end of the turn). If you Normal Summon a "Resonator" monster, you can Special Summon this card from your Graveyard. You can only activate each effect of this card's name once per turn.

 

Red Gate

FIRE - Level 4 - Fiend/Effect - 1600/200

Cannot be used as Xyz Material. If you control a face-up "Resonator" monster, you can Special Summon this monster from your hand. Once per turn, you can target 1 ""Resonator" monster you control, or a FIRE Fiend-Type "Red" monster, and activate 1 of the following effects:

●Increase that target's Level by an amount up to the number of Fiend-Type monsters you control.

●Decrease that target's Level by an amount up to the number of Fiend-Type monsters you control.

 

Red Vice

FIRE - Level 5 - Fiend/Effect - 2200/200

If you control no monsters, or only FIRE Fiend-Type "Red" monsters, you can Special Summon this monster from your hand with its ATK halved. If you control a face-up "Resonator" monster, you can Normal Summon this monster without Tributing. When this monster is used as Synchro Material, you can add 1 FIRE Fiend-Type "Red" monster from your Deck or Graveyard to your hand, except "Red Vice".

 

Red Invader

FIRE - Level 6 - Fiend/Effect - 2400/0

If your opponent controls 2 or more monsters, you can Normal Summon this monster without Tributing. Once per turn: You can reduce this monster's Level by 1 to target 1 "Resonator" monster in your Graveyard; Special Summon that target. If this card is used as Synchro Material for the Summon of a DARK Dragon-Type Synchro monster, the Summoned monster gains the following effect:

●If your opponent takes damage from a battle involving this monster, draw 1 card.

 

Red Blaster Dragon

DARK - Level 7 - Dragon/Synchro/Effect - 2600/1800

1 Tuner + 1 or more non-Tuner monsters

When this monster attacks, you can target 1 face-up card your opponent controls: Destroy that target. If this monster destroys your opponent's monster by battle, you can activate one or both of the following effects:

●Target 1 "Resonator" monster or FIRE Fiend-Type "Red" monster in your Graveyard: Special Summon that target.

●Banish 1 "Resonator" monster or FIRE Fiend-Type "Red" monster in your Graveyard: This monster's name becomes "Red Dragon Archfiend" until your 2nd End Phase after this effect resolves.

 

Red Dragon Archfiend - Despot

DARK - Level 11 - Dragon/Synchro/Effect - 3800/3400

2 Tuners + 1 non-Tuner DARK Dragon-Type Synchro monster

Cannot be Special Summoned by Spell/Trap Cards or their effects. Once per turn, during either player's turn, if your opponent activates a monster effect, you can negate the activation, and if you do, destroy all monsters your opponent controls (You can only activate this effect of this card's name once per turn). If this card destroys your opponent's monster by battle, you can Special Summon 1 Level 10 or lower DARK Dragon-Type Synchro monster from your Graveyard. If this monster was Synchro Summoned using a "Red Dragon Archfiend" monster as Material, it gains the following effect:

●If a DARK Dragon-Type monster you control destroys your opponent's card (by battle or its own effect), you can banish 1 card from your opponent's Graveyard, and if you do, increase this monster's ATK by 300 for each Tuner monster in your Graveyard.

 

Red Reborn

Normal Spell

Target 1 FIRE Fiend-Type "Red" monster, or a "Red Dragon Archfiend" monster, in your Graveyard: Special Summon that target. You can banish this card from your Graveyard: Reduce the ATK your opponent controls with more than 3000 ATK to 3000, then gain LP equal to that lost ATK.

 

Red Armor

Normal Trap

For the rest of this turn, DARK Dragon-Type Synchro monsters and FIRE Fiend-Type "Red" monsters you control cannot be destroyed by battle or card effects, also that cannot be targeted by your opponent's effects. If your opponent controls more monsters than you do, and your LP are less than your opponent's, you can banish this card from your Graveyard to target a number of "Resonator", "Red Dragon Archfiend", and/or FIRE Fiend-Type "Red" monsters in your Graveyard equal to the difference: Special Simon that target(s), then draw 1 card.

 

 

[spoiler= Lunalight]

Lunalight Jade Ermine

DARK - Level 3 - Beast-Warrior/Effect - 800/1700

If a "Lunalight" monster you control battles your opponent's Special Summoned monster, you can discard this card: The opposing monster's ATK is halved, also its effects are negated during this turn. When this monster is Normal or Special Summoned, you can add 1 "Lunalight" card from your Deck to your hand. If this monster is used as Fusion Material, you can draw 1 card, and if that card is a DARK monster, "Polymerization" card, or "Fusion" card, you can draw 1 additional card. You can only activate each effect of this card's name once per turn.

 

Lunalight Lynx Dancer

DARK - Level 6 - Beast-Warrior/Fusion/Effect -

2200/2000

1 "Lunalight" monster + 1 DARK monster

This monster on the field is treated as "Lunalight Cat Dancer". This monster can attack all monsters your opponent controls, once each. When this monster attacks, increase the ATK of all "Lunalight" monsters you control by 100. If this monster inflicts Battle Damage to your opponent, you can add 1 "Polymerization" card or 1 Level 4 or lower DARK monster from your Graveyard to your hand.

 

Lunalight Polymerization

Normal Spell

Fusion Summon 1 "Lunalight" Fusion monster, using monsters you control and/or in your hand as Materials. If you Fusion Summon a "Lunalight" monster while this card is in the Graveyard (except by using "Lunalight Polymerization"), you can add this card from your Graveyard to your hand, and if you do, you can shuffle up to 2 "Lunalight" cards from your Graveyard or Banished Zone into your Deck, except "Lunalight Polymerization".

 

Lunalight Deflection Dance

Counter Trap

If a "Lunalight" card(s) you control is targeted by your opponent's attack or card effect, you can return 1 "Lunalight" card (except "Lunalight Deflection Dance"), or "Luna Light Perfume", from your Graveyard to your hand: Negate that attack/effect, and if you do, destroy that card.

 

 

[spoiler= Supreme King]

Supreme King Dragon Darkvern

DARK - Level 4 - Dragon/Pendulum/Tuner/Effect - 1700/1600 - Scale 3

Pendulum Effect - During either player's turn, you can destroy this card in your Pendulum Zone to activate 1 "Supreme King" Pendulum card from your Extra Deck, except "Supreme King Dragon Darkvern".

Monster Effect - When this monster is Normal or Special Summoned, you can add 1 "Supreme King" card from your Deck or Graveyard to your hand. If this card is used as Material for the Summon of a "Supreme King" Fusion, Synchro or Xyz monster, the Summoned monster gains 500 ATK.

 

Supreme King Gate Hope

DARK - Level 7 - Dragon/Pendulum/Effect - 0/0 - Scale 0

Pendulum Effect - Once per turn, during either player's turn, if you would take damage while you control a face-up "Supreme King" monster: Negate that damage, also gain LP equal to the amount of damage you would have taken. If you control a face-up "Supreme King Z-ARC", you can draw 2 cards (you can only activate this effect of this card's name once per turn).

Monster Effect - If another "Supreme King" monster you control battles your opponent's monster of the same card Type as itself (Fusion, Synchro, Xyz, or Pendulum), you can destroy this card: Your battling monster gains ATK equal to the ATK of the opposing monster, also the opposing monster's effects are negated, including in the Graveyard, until the next Standby Phase ("Supreme King Z-ARC" is also treated as a Synchro and Xyz monster for this effect). You can only activate this effect of this card's name once per turn.

 

Supreme King Gate Despair

DARK - Level 7 - Dragon/Pendulum/Effect - 0/0 - Scale 13

Pendulum Effect - If you do not control another face-up "Supreme King" card, destroy this card. If your opponent would Fusion, Synchro, Xyz, or Pendulum Summon, you can Special Summon 1 "Supreme King Dragon" monster from your Graveyard or face-up in your Extra Deck of the same monster Type, ignoring Summoning conditions (if you Summon "Supreme King Dragon Dark Rebellion" by this effect, you can attach 2 "Supreme King" cards from your Graveyard to it as Xyz Material) (You can only activate this effect of this card's name once per turn).

Monster Effect - This Pendulum Summoned monster can be treated as Level 4. If this card is sent to your Graveyard, you can add 1 "Supreme King" monster from your Graveyard or face-up in your Extra Deck to your hand.

 

Supreme King's Might

Normal Spell

If you control "Supreme King Z-ARC", "Astrograph Sorcerer", or "Chronograph Sorcerer", you can activate this card from your hand during your opponent's Main Phase. During the End Phase, you can draw 1 card for each "Supreme King" monster you control. You cannot add cards from your Deck to your hand by other cards or effects during the turn you activate this effect.

 

Supreme King's Dance

Continuous Trap

While you control a face-up "Supreme King" monster, you select the targets of your opponent's attacks and effects. During either player's turn, if a "Supreme King" card you control would destroy a card(s) in your opponent's possession in a turn, you can banish that card(s) instead, face-down (you can only activate this effect of this card's name once per turn). You can destroy this face-up card to target 1 "Supreme King" monster in your Graveyard or face-up in your Extra Deck: Special Summon that target, ignoring Summoning conditions.

 

Supreme King's Aggression

Continuous Trap

During your Main Phase 1, if you control 3 or more other face-up "Supreme King" cards and 2 cards in your Pendulum Scales: You can Special Summon "Supreme King" monsters from your hand, Graveyard, or face-up in your Extra Deck whose Level/Rank is between your Pendulum Scales (exclusive), ignoring Summoning conditions, but if you do, you cannot Pendulum Summon this turn (you can only activate this effect of this card's name once per turn). During each Standby Phase, you can target and destroy a number of Spell/Trap Cards your opponent controls up to the number of "Supreme King" cards you control, and inflict 600 damage to your opponent for each. You can only control 1 face-up "Supreme King's Aggression".

 

 

[spoiler=Amazoness]

Amazoness Dame

EARTH - Level 2 - Warrior/Effect - 700/100

If this card is added to your hand, you can Special Summon this monster from your hand, and if you do, you can add 1 "Amazoness" or "Polymerization" card from your Deck to your hand (except "Amazoness Dame"). This card is treated as "Amazoness Paladin" on the field and in the Graveyard. If an "Amazoness" card(s) you control is destroyed, you can place this card from your Graveyard on top of your Deck, then add the bottom card of your Deck to your hand (you can only activate this effect of this card's name once per turn).

 

Amazoness Healer

EARTH - Level 4 - Warrior/Effect - 1400/1500

If this card is Special Summoned: You can Special Summon 1 Level 4 or lower "Amazoness" monster from your Graveyard, except "Amazoness Healer". If this card is destroyed, or used as Material for the Fusion Summon of an "Amazoness" monster: You can draw 1 card, and if the drawn card is an "Amazoness" monster; you can Special Summon the drawn monster.

 

Amazoness Heroine

EARTH - Level 8 - Warrior/Fusion/Effect - 2500/2100

"Amazoness Paladin" + 1 "Amazoness" monster

All "Amazoness" monsters you control gain 100 ATK for each "Amazoness" monster you control. Once per turn, if a monster effect is activated (except the effect of "Amazoness Heroine"), you can: Special Summon 1 Level 6 or lower "Amazoness" monster from your Graveyard, and if you do; destroy 1 card on the field. Once per turn, during either player's turn, if a Spell/Trap Card or the effect of a Spell/Trap Card is activated, you can: Increase this monster's ATK by 500, and if you do; destroy 1 card on the field.

 

Amazoness Champion

EARTH - Level 8 - Warrior/Fusion/Effect - 2700/1800

2 "Amazoness" monsters

Once per turn, if another "Amazoness" monster is Normal or Special Summoned: You can send 1 face-up card your opponent controls to the Graveyard. Once per turn, if this card attacks your opponent's monster: You can halve the ATK of the attack target, and increase the effect of all "Amazoness" Fusion monsters you control by that lost ATK until your next Standby Phase. If this card leaves the field: You can Special Summon 1 "Amazoness" monster from your hand, Deck, or Graveyard, except "Amazoness Champion".

 

Amazoness Polymerization

Normal Spell

Fusion Summon 1 Fusion monster from your Graveyard or Extra Deck using monsters in your hand or on your field as Materials, including at least 1 "Amazoness" monster. You can only activate each of the following effects of this card's name once per turn. If an "Amazoness" monster you control destroys your opponent's monster by battle while this card is in your Graveyard, you can add this card from your Graveyard to your hand. You can discard this card to Set 1 Level 4 or lower "Amazoness" monster, or "Amazoness" Spell/Trap Card from your Graveyard, except "Amazoness Polymerization" (that Set card can be activated this turn).

 

Amazoness Pride

Continuous Spell

When this card is activated, you can Set 1 "Amazoness" Spell/Trap Card directly from your Deck or Graveyard, except "Amazoness Pride" (you can only activate this effect of this card's name once per turn). Once per turn, if you control no monsters, you can Special Summon 1 "Amazoness" monster from your hand or Graveyard. During the End Phase of a turn an "Amazoness" monster is Fusion Summoned, you can add 1 "Polymerization" card from your Graveyard to your hand, and if you do: Banish 1 card your opponent controls.

 

Amazoness Hot Springs

Continuous Trap

Destroy this card if you do not control a face-up "Amazoness" monster. Once per turn, during either player's turn, if a player takes damage from a battle involving an "Amazoness" monster, you can gain LP equal to the amount of damage inflicted +100. Once per turn, during either player's turn, if you control a face-up "Amazoness" Fusion monster, you can pay up to 1000 LP, in multiples of 100: All "Amazoness" monsters you control gain ATK equal to the amount of LP you paid. If this card is destroyed, you can Special Summon 1 "Amazoness" monster from your hand.

 

 

[spoiler= Phantom Knights]

The Phantom Knights of Corroded Cestus

DARK - Rank 5 - Warrior/Xyz/Effect - 2800/2300

3 Level 5 DARK monsters

Once per turn, during either player's turn, you can detach 1 Xyz Material from this card and shuffle 3 banished "The Phantom Knights" monsters from your Graveyard into your Deck: Draw 1 card, and if the drawn card is a "The Phantom Knights" card, or a "Phantom Knights" Spell/Trap Card; you can destroy 1 card on the field. Once per turn, at the start of the Damage Step, if your opponent's monster that was Special Summoned from the Extra Deck battles this card: You can halve the opposing monster's ATK, and if you do, battle damage your opponent takes from this battle is doubled.

 

The Phantom Knights of Rusted Halberd

DARK - Rank 4 - Warrior/Xyz/Effect - 2300/2500

2 Level 4 DARK monsters

Once per turn, during either player's turn, if this card has a "The Phantom Knights" card(s) as Xyz Material, you can return a number of your banished cards to the Graveyard for each "The Phantom Knights" card attached to this card as Xyz Material. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card: Your opponent's Special Summoned monsters cannot activate their effects this turn. If this card on the field is destroyed, you can target 1 Rank 4 or lower DARK Xyz monster in your Graveyard, except "The Phantom Knights of Rusted Halberd": Special Summon that target, using this card as Xyz Material (Transfer this card's Xyz Materials to the new monster).

 

The Phantom Knights of Frayed Bow

DARK - Rank 3 - Warrior/Xyz/Effect - 1700/1800

2 Level 3 monsters

Once per turn, during either player's turn, you can detach 1 Xyz Material from this card: Activate 1 "Phantom Knights" or "The Phantom Knights" Spell/Trap Card from your hand. If this card is sent to the Graveyard, you can excavate the top 2 cards of your Deck, and add any "The Phantom Knights" cards or "Phantom Knights" Spell/Trap Cards you excavated by this effect to your hand (any other excavated cards are shuffled into the Deck). A DARK Xyz monster with this card as Xyz Material gains the following effect:

●If this monster battles, you can send 1 Trap Card from your Deck to the Graveyard.

 

The Phantom Knights of Punctured Cuirass

DARK - Level 3 - Warrior/Effect - 1000/1000

If you control no monsters, you can Special Summon this card from your hand. This card's Level can be treated as 2 or 4 for an Xyz Summon, if all Materials used for that Summon are Warrior-Type. If this card is detached from a Rank 5 or lower DARK Xyz monster to activate its effect, you can target 1 face-up card your opponent controls: Destroy that target. You can banish this card from your Graveyard: You cannot Special Summon monsters this turn, except DARK monsters, also add 2 "The Phantom Knights" cards from your Deck to your hand.

 

The Phantom Knights of Snapped Shield

DARK - Level 3 - Warrior/Effect - 800/800

If you would take damage from your opponent's attack or card effect, you can Special Summon this monster from your hand, and if you do: Negate that damage, and inflict damage to your opponent equal to half the damage you would have taken. During either player's turn, you can banish this card from your Graveyard to target 1 DARK Xyz monster you control: Attach a number of "The Phantom Knights" cards, or "Dark Rebellion Xyz Dragon", from your Graveyard to that target as Xyz Material equal to half its original Rank (rounded up) (You can only activate this effect of this card's name once per turn).

 

The Phantom Knights of Battered Bandolier

DARK - Level 4 - Warrior/Effect - 1500/1200

If you control a face-up DARK Xyz monster, you can Special Summon this monster from your hand. When this monster is Normal or Special Summoned, you can add 1 "The Phantom Knights" monster from your Deck to your hand, except "The Phantom Knights of Battered Bandolier". If a "The Phantom Knights" monster, or a DARK Xyz monster with a "The Phantom Knights" card as Xyz Material, battles: You can banish this card from your Graveyard, and if you do, inflict 1000 damage to your opponent, and if you do that; all Special Summoned monsters your opponent controls lose 1000 ATK.

 

Rank-Up-Magic: The Phantom Knights of Burial

Quick-Play Spell

Target 1 "The Phantom Knights" Xyz Monster in your Graveyard; Special Summon it, then Special Summon from your Extra Deck, 1 DARK monster that is up to 2 Ranks higher than that monster, or exactly 1 Rank lower, by using it as the Xyz Material, and if you do, attach this card to the Summoned monster as additional Xyz Material (This Special Summon is treated as an Xyz Summon). If your opponent would destroy a "The Phantom Knights" card(s) you control (by battle or card effect) while this card is in your Graveyard, you can target 1 "The Phantom Knights" monster in your Graveyard with a Level: Special Summon that target, and if you do, Special Summon this card from your Graveyard as a DARK Warrior-Type monster with the same Level, ATK, and DEF as that target (This card is NOT treated as a Spell Card), also no cards you control are destroyed by that battle/effect. If this card that was Special Summoned this way leaves the field, banish it.

 

The Phantom Knights of Forgotten Cestus

Normal Trap

Target 1 face-up card your opponent controls: Set that target, then, if you control a face-up "The Phantom Knights" monster; you can shuffle that card into the Deck. If you activate the effect of a "The Phantom Knights" card on the field, you can Special Summon this card from your Graveyard as a DARK Warrior-Type monster, and select a number between 2 and 4 (inclusive): This monster's Level becomes the declared number, and its ATK and DEF become the declared number x300 (This is NOT treated as a Trap Card). If Summoned this way, banish this card when it leaves the field.

 

 

[spoiler= Raidraptor]

Raidraptor - Phantom Lanius

DARK - Level 4 - Winged Beast/Effect - 200/200

If a "Raidraptor" monster(s) you control, except "Raidraptor - Phantom Lanius", is sent from the field to the Graveyard by your opponent's card (including as cost): You can Special Summon this monster from your Graveyard, and if you do, you can Special Summon 1 Level 4 "Raidraptor" monster from your Graveyard, except "Raidraptor - Phantom Lanius". If this card is detached from a "Raidraptor" Xyz monster to activate its effect, you can add 1 "Raidraptor" Spell/Trap Card from your Deck to your hand.

 

Raidraptor - Shadow Strix

DARK - Level 4 - Winged Beast/Effect - 1000/0

This card is treated as an Xyz monster while attached to a "Raidraptor" Xyz monster. During your End Phase, if this card was detached from a "Raidraptor" Xyz monster you control to activate its effect: You can Special Summon 1 "Raidraptor" Xyz monster from your Extra Deck exactly 1 Rank higher than the monster this card was detached from, using that monster as Xyz Material (Transfer its Materials to the new monster. This is treated as an Xyz Summon). During your Main Phase, you can Special Summon this card from your Graveyard, but banish it when it leaves the field or is detached from an Xyz monster.

 

Raidraptor - Double Lanius

DARK - Level 4 - Winged Beast/Effect - 1000/1000

If this card is Normal or Special Summoned from your hand: You can Special Summon 1 Level 4 or lower "Raidraptor" monster from your Graveyard. If a "Raidraptor" Xyz monster with this card as Xyz Material destroys your opponent's monster during the Battle Phase: You can add 1 "Rank-Up-Magic" Quick-Play Spell Card from your Deck to your hand at the end of the Battle Phase if this card is still attached to that monster.

 

Rank-Up-Magic: Raidraptor's Ascent

Quick-Play Spell

You cannot activate this card during Main Phase 2. Target 1 face-up "Raidraptor" Xyz monster you control, and attach as many "Raidraptor" Xyz monsters with different names as possible from your Graveyard and this card to that target, and negate that target's effects. During the next End Phase, Special Summon 1 "Raidraptor" Xyz monster from your Extra Deck a number of Ranks higher than that monster up to the number of "Raidraptor" Xyz monsters with different names attached to it as Xyz Material, using the target as Material (Transfer its Materials to that monster). If this card is detached from a "Raidraptor" Xyz monster to activate its effect, you can add 1 "Rank-Up-Magic" card from your Deck or Graveyard to your hand. You can only activate each effect of this card's name once per turn.

 

Raidraptor - Resistance

Counter Trap

If your opponent adds a card(s) to their hand with a card effect while you control 2 or more face-up "Raidraptor" cards: Your opponent must discard the added card, then you can add 1 "Raidraptor" card from your Deck to your hand, except "Raidraptor - Resistance". If your opponent activates the effect of a card that includes an effect that inflicts damage while you control a face-up "Raidraptor" monster, you can banish this card from your Graveyard: Negate that effect, also you can inflict damage to your opponent equal to the combined Rank of all "Raidraptor" Xyz monsters you control x100.

 

 

[spoiler= Reptilianne]

Reptilianne Chambers

Field Spell

Once per turn, you can Special Summon 1 Level 4 or lower "Reptillianne" monster from your hand. Once per turn, during either player's turn, you can target 1 monster on the field with 0 ATK: Destroy that target, and if you do, Special Summon 1 "Reptilianne" monster from your Graveyard. At the end of your opponent's Battle Phase, if you control a face-up monster: All monsters your opponent controls that did not attack a monster you control have their ATK become 0.

 

Reptilianne Cobra

DARK - Level 2 - Reptile/Tuner/Effect - 0/1500

Once per turn, during either player's Main Phase, you can target 1 face-up monster on the field whose ATK is not 0: This monster's ATK becomes that target's ATK until the End Phase, also the target's ATK becomes 0 (permanently). Your opponent takes no damage from battles involving this attacking card. If this card destroys your opponent's monster by battle, you can Special Summon 1 "Reptilianne" monster from your hand or Graveyard in face-up Defense Position.

 

Reptilianne Oracle

DARK - Level 3 - Reptile/Tuner/Effect - 0/1800

If your opponent's monster battles a "Reptilianne" monster, you can discard this card from your hand: Reduce the ATK of all monsters your opponent controls to 0, then, during the End Phase, your opponent can select 1 monster they control whose ATK was reduced to 0 by this effect: That monster's ATK returns to normal. During the Standby Phase, if this card was destroyed or banished during the previous turn, you can Special Summon this monster from your Graveyard/Banished Zone.

 

Reptilianne Lamia

DARK - Level 4 - Reptile/Effect - 1600/1700

If this card is destroyed, you can Special Summon 1 Level 4 or lower "Reptilianne" monster from your Deck or Graveyard, except "Reptilianne Lamia". Once per turn, you can target 1 face-up monster your opponent controls: That target's ATK becomes 0, also it cannot activate its effects on the field. During your opponent's End Phase, if this card is in your Graveyard, you can Tribute 1 face-up monster on the field with 0 ATK: Special Summon this card from your Graveyard (you can only Summon 1 "Reptillianne Lamia" per turn this way).

 

Reptilianne Restraint

Continuous Trap

Damage you would take from battles involving "Reptilianne" monsters you control is reduced to 0. Once per turn, if a "Reptilianne" card you control is destroyed, you can draw 1 card, and if that card is a "Reptilianne" card: Make the ATK of one monster your opponent controls 0. Your opponent cannot Tribute monsters with 0 ATK, or use them as Material for a Summon.

 

Reptilianne Demia

DARK - Level 8 - Reptile/Synchro/Effect - 2200/1800

1 Tuner + 1 or more non-Tuner "Reptilianne" monsters

At the end of each Main Phase, reduce the ATK of the your opponent's monster with the highest ATK to 0. If your opponent Special Summons a monster(s), you can destroy 1 "Reptilianne" card you control: Reduce that Summoned monster's ATK to 0. If all monsters your opponent controls have 0 ATK, your opponent cannot activate Spell Cards or the effects of Spell Cards.

 

 

[spoiler= Frightfur and Friends]

Frightfur Hydra

DARK - Level 8 - Fiend/Fusion/Effect - 2000/3000

1 "Edge Imp" monster + 1 or more "Frightfur" monsters

Must be Fusion Summoned, and cannot be Summoned by other ways. This card gains 400 ATK, and can make a maximum number of attacks per Battle Phase, for each "Frightfur" monster used as Fusion Material for its Fusion Summon. If this monster inflicts Battle Damage to your opponent, you can target 1 "Frightfur" monster in your Graveyard or Banished Zone: Special Summon that target, and if you do; it is treated as having been Fusion Summoned using the same number of Fusion Materials used for this card's Fusion Summon. You can only control 1 "Frightfur Hydra".

 

Frightfur Rat

DARK - Level 5 - Fiend/Fusion/Effect - 1900/1600

1 "Edge Imp" monster + 1 or more "Fluffal" monsters

When this card is Fusion Summoned, your opponent can choose to banish a number of cards from their Graveyard up to the number of "Fluffal" monsters used as Material for this monster's Summon: For each of this card's Fusion Materials in surplus of the number of cards banished, send a number of cards your opponent controls to the Graveyard. "Fluffal" and "Frightfur" monsters you control inflict piercing Battle Damage.

 

Frightfur Backup

Continuous Spell

Once per turn, if you control a face-up "Fluffal" or "Edge Imp" monster that was Summoned from your hand: You can add 1 "Fluffal", "Edge Imp", or "Frightfur" card from your Deck or Graveyard to your hand, except "Frightfur Backup". Once per turn, you can Special Summon 1 "Fluffal" or "Edge Imp" monster from your Graveyard. At the end of your 1st Main Phase, you can Fusion Summon 1 "Frightfur" Fusion monster from your Graveyard or Extra Deck by shuffling Materials from your Banished Zone into your Deck. You can only activate each effect of this card's name once per turn.

 

Frightfur Feasting Fusion

Normal Spell

Fusion Summon 1 "Frightfur" Fusion monster from your Extra Deck, using monsters you control or in your hand as Fusion Material. If, when this card is activated, your opponent controls a monster(s) Special Summoned from the Extra Deck, you can use 1 monster from your Deck as Fusion Material for each (you can only use this effect of this card's name once per turn). During the turn a monster is Special Summoned by this card, it cannot be destroyed or targeted by your opponent's card effects. You can only activate 1 "Frightfur Feasting Fusion" per turn.

 

 

[spoiler= Vampire]

Camilla, Vampire Empress

DARK - Rank 6 - Zombie/Xyz/Effect - 3000/1500

2 Level 6 Zombie-Type "Vampire" monsters

You can also Xyz Summon this monster by using 1 Rank 5 DARK Xyz monster with no Materials as Xyz Material (you can only Summon 1 "Camilla, Vampire Empress" per turn this way). If this card inflicts battle damage to your opponent, select 1 card Type: Your opponent must send 1 card of that Type from their Deck to the Graveyard for each "Vampire" card you control (or all cards of that Type if they do not have that number of cards to send), and if they do, you can detach 1 Xyz Material from this card; all cards of that Type that are face-up on their field are destroyed (you can only activate this effect of this card's name once per turn). If this card is removed from the field by a card's effect, you can Special Summon up to 2 "Vampire" monsters from your Graveyard in face-up Defense Position.

 

Vampire Overlord, Emperor of the Night

DARK - Rank 5 - Zombie/Xyz/Effect - 2700/0

2 Level 5 Zombie-Type monsters

If this card inflicts battle damage to your opponent, select 2 card Types (Monster, Spell, or Trap): Your opponent must select 1 card of each Type from their Deck and show it to you. Banish 1 of those cards, face-down, and send the other to the Graveyard. Once per turn, if a card is sent to the Graveyard by battle with or the effect of a Zombie-Type "Vampire" monster, you can target 1 card in your opponent's Graveyard: Attach that target to this card as Xyz Material. Once per turn, you can detach 1 Xyz Material from this card to select 1 card Type (Monster, Spell, or Trap): Your opponent's cards of that Type cannot activate their effects in the Graveyard until your next Standby Phase. You can only control 1 "Vampire Overlord, Emperor of the Night".

 

Vampire Nightshade

DARK - Level 5 - Zombie/Effect - 2000/0

If a card is sent to the Graveyard by battle with or the effect of a Zombie-Type "Vampire" monster, except "Vampire Nightshade", you can Special Summon this card from your Graveyard. If this card is detached from a DARK Xyz monster to activate its effect, you can declare 1 card Type (Monster, Spell, or Trap): Your opponent must send 1 card of that Type from their Deck to the Graveyard, then you can banish 1 card of the same Type as that sent card from your opponent's Graveyard. If they cannot send a card of that Type to the Graveyard, banish the top card of their Deck instead.

 

Vampire Witch

DARK - Level 4 - Zombie/Effect - 1600/0

After you Normal Summon this card, you can Normal Summon 1 DARK Zombie-Type monster, in addition to your Normal Summon/Set (you can only gain this effect once per turn). If you control a face-up "Vampire" monster, you can Special Summon this card from your Graveyard and select 1 card Type (Monster, Spell, or Trap): Your opponent sends 1 card of that Type from their hand to the Graveyard, then immediately banishes it; also this monster becomes Level 5. If this card is Special Summoned this way, banish it when it leaves the field.

 

Vampire Thrall

DARK - Level 4 - Zombie/Effect - 1000/0

While this card is in your hand, you can Special Summon 1 Zombie-Type "Vampire" monster from your Deck or Graveyard, and if you do: Special Summon this card (from your hand) to your opponent's side of the field. Cannot be Tributed or used as Material for a Summon, except for the Summon of a Zombie-Type monster. This face-up monster cannot be destroyed by battle, or change its Battle Position. If this card battles a "Vampire" monster, both players can add 1 "Vampire" card from their respective Deck or Graveyard to their hand at the start of the Damage Step.

 

Vampire Lifeblood

Continuous Spell

Once per turn, if a card is sent from your opponent's hand or Deck to their Graveyard: Special Summon 1 Zombie-Type "Vampire" monster from your hand or Graveyard, if possible. Once per turn, if your opponent takes 1000 or more damage in battle with a Zombie-Type "Vampire" monster: Draw 1 card.

 

 

[spoiler= Ice Barrier]

Twin Sages of the Ice Barrier

WATER - Level 3 - Spellcaster/Effect - 1500/100

If you control no monsters, or only "Ice Barrier" monsters, you can Special Summon this card from your hand. If you Normal or Special Summon an "Ice Barrier" monster, you can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). If your opponent would add a card(s) from their Deck to their hand, except during the Draw Phase, while you control another "Ice Barrier" monster, your opponent must banish 2 cards from their Graveyard, or allow you to add 1 Level 4 or higher "Ice Barrier" monster from your Deck to your hand (your choice).

 

Scouts of the Ice Barrier

WATER - Level 1 - Aqua/Tuner/Effect - 100/2000

If you control another face-up "Ice Barrier" monster, your opponent cannot activate monster effects during the same turn they Special Summon that monster(s). During your Standby Phase, if you do not control "Scouts of the Ice Barrier", you can Special Summon this card from your Graveyard (You can only activate this effect of this card's name once per turn). This card cannot be used as Material for a Summon, except for the Summon of a WATER monster.

 

Steadfast Spirit of the Ice Barrier

Continuous Spell

When you Normal Summon an "Ice Barrier" monster, you can draw 1 card. During the End Phase, if an "Ice Barrier" monster was sent to your Graveyard this turn: You can Special Summon 1 "Ice Barrier" monster from your Graveyard. During your Standby Phase, if you control an "Ice Barrier" monster and no monsters you controlled were destroyed by battle during your opponent's turn: You can banish 1 card from your opponent's field or Graveyard.

 

 

[spoiler= Melodious]

Liszta the Melodious Maestra

LIGHT - Level 8 - Fairy/Effect - 2700/1000

If you control a face-up "Melodious" monster(s) with a combined Level of 5 or higher: You can Special Summon this card from your hand. You can Special Summon 1 "Melodious" monster from your Graveyard (You can only activate this effect of this card's name once per turn). During the End Phase of the turn this card was sent to the Graveyard: You can Special Summon 1 "Melodious" monster from your Graveyard.

 

Rondo the Melodious Diva

LIGHT - Level 4 - Fairy/Effect - 1700/300

When this card is Summoned: You can Special Summon 1 "Melodious Diva" monster from your hand or Graveyard. Once per turn, during your turn (Quick Effect): If this card on the field was Special Summoned, you can add 1 "Polymerization" or "Melodious" card from your Deck to your hand. You can only activate each effect of this card's name once per turn.

 

Melodious Fusion

Normal Spell

Fusion Summon 1 "Melodious" Fusion monster, using monsters you control or in your hand as Fusion Material. If you do not control a Special Summoned "Melodious" monster when this card is activated, you can also shuffle "Melodious" monsters from your Graveyard into your Deck as Fusion Material. You can banish this card from your Graveyard, except during the turn this card was sent there: Excavate the top 3 cards of your Deck, and you can Special Summon any excavated "Melodious" monsters along those excavated cards. If you Special Summoned a monster(s) this way, any remaining excavated cards are added to your hand, otherwise, return them to the bottom of your Deck. If this effect resolves successfully, you cannot activate it again until your 2nd End Phase after this effect resolves.

 

 

[spoiler= Red-Eyes]

Red-Eyes Wyvern Blader

DARK - Level 4 - Warrior/Effect - 1500/1200

This card is also always treated as Dragon-Type. If this card is equipped with an Equip Card: You can draw 1 card, and if the drawn card was a "Red-Eyes" card: You can Special Summon 1 "Red-Eyes" monster from your hand. If another face-up "Red-Eyes" monster you control is destroyed: You can equip that monster to this card from your Graveyard (This monster gains 500 ATK for each card equipped this way). You can only activate these effects of this card's name thrice per turn, in any combination.

 

Red-Eyes Axe Raider

DARK - Level 4 - Warrior/Effect - 1700/1150

If this card is added to your hand: You can Special Summon this card. If this card destroys your opponent's monster by battle, you can equip the destroyed monster to this card as an Equip Card. Once per turn, when this card is equipped with an Equip Card: You can target 1 card your opponent controls and destroy it. Once per turn, you can destroy 1 card equipped to this card: Special Summon 1 Level 7 or lower DARK Warrior, Dragon, or Fiend-Type monster from your Graveyard in face-up Defense Position.

 

Red-Eyes Winguard

DARK - Level 4 - Warrior/Effect - 1400/1800

If this card is sent from the field to the Graveyard: You can Special Summon 1 Dragon-Type "Red-Eyes" monster from your Graveyard in face-up Attack Position (you can only activate this effect of this card's name once per turn). During your End Phase, if this card is in Attack Position, you can change this card to face-up Defense Position: Destroy 1 Spell/Trap Card on the field, and if the destroyed card was under your control; you can Special Summon 1 Level 7 or lower "Red-Eyes" monster from your hand in face-up Defense Position.

 

Red-Eyes Flare Swordsman

DARK - Level 4 - Warrior/Effect - 1800/1500

When this card is Normal or Special Summoned, you can target 1 "Red-Eyes" monster in your Graveyard, or "Black Metal Dragon": Equip this card with that target. If this card that is equipped with another card attacks your opponent's monster: Inflict damage to your opponent equal to half the difference between this card's ATK and the ATK of the attack target. Once per turn, you can destroy 1 card equipped to this card: Set 1 "Red-Eyes" Spell/Trap Card from your hand or Graveyard.

 

Red-Eyes Hunter Dragon

DARK - Level 4 - Dragon/Effect - 1700/1300

When this card is Normal or Special Summoned: You can add 1 Level 1 DARK Dragon-Type monster from your Deck or Graveyard to your hand, then, if you control another face-up "Red-Eyes" monster, you can immediately Special Summon the added monster. If a "Red-Eyes" monster you control is equipped with an Equip Card and its ATK changes: Inflict 400 damage to your opponent.

 

Red-Eyes Assault Fighter

DARK - Level 4 - Warrior/Effect - 1800/1000

Once per turn (Quick Effect): You can equip this card from your hand or field to a face-up "Red-Eyes" monster you control. If a monster equipped with this card destroys your opponent's monster by battle: You can banish up to 1 each of a monster, Spell, and/or Trap Card from your opponent's Graveyard, then, if your opponent has 5 or more banished cards; you can draw 1 card for every 5 of your opponent's banished cards. If this card is sent to the Graveyard by a card's effect, you can select and activate 1 of the following effects:

●Add 1 Level 1 DARK Dragon-Type monster from your Deck or Graveyard to your hand.

●Send 1 card from the field to the Graveyard that is in the same column as the card that sent this card to the Graveyard.

 

Red-Eyes Chrono Wizard

DARK - Level 1 - Spellcaster/Effect - 500/400

This card is also always treated as Dragon-Type. If this card is sent from your hand or Deck to the Graveyard: You can Special Summon this card from your Graveyard. Once per turn, you can target 1 "Red-Eyes" monster on the field or in your Graveyard: This card's Level becomes equal to that target's. Once per turn: You can Fusion Summon, using monsters you control or in your hand as Fusion Material, including at least 1 "Red-Eyes" monster.

 

Red-Eyes Black Archfiend Queen

DARK - Level 6 - Fiend/Effect - 2200/2400

This card is treated as a Normal monster in your Deck and Graveyard. You can Special Summon this monster from your hand by Tributing 1 "Red-Eyes" monster or Level 1 DARK Dragon-Type monster you control. If a "Red-Eyes" monster is Special Summoned, or a card is equipped to a "Red-Eyes" monster: Increase the ATK of all "Red-Eyes" monsters you control by 100 (this increase lasts even after this card leaves the field). At the end of the Battle Phase, if this card destroyed your opponent's monster by battle this turn: You can Tribute 1 face-up "Red-Eyes" or Level 1 DARK Dragon-Type monster you control; Special Summon up to 2 "Red-Eyes" and/or Level 1 DARK Dragon-Type monsters from your Graveyard.

 

Red-Eyes Archfiend Megacyber

DARK - Level 6 - Dragon/Effect - 2200/1200

This card is treated as a Normal monster in your hand and Deck. If your opponent Summons a monster while they control a monster, and you control at least 1 "Red-Eyes" monster: You can Special Summon this card from your Graveyard, and if you do, you can send 1 Level 1 DARK Dragon-Type monster from your Deck to your Graveyard; Inflict damage to your opponent equal to half the ATK of the Special Summoned monster on the field with the highest ATK. You can only activate this effect of "The Archfiend Megacyber" once per turn.

 

Red-Eyes Legendark Dragon

DARK - Level 7 - Dragon/Effect - 2400/2000

This card is always treated as a Normal monster. This card on the field is treated as "Red-Eyes B. Dragon". If you do not control a Level 7 or higher Red-Eyes monster, and your opponent controls a Special Summoned monster, you can Normal Summon this card without Tributing.

 

Red-Eyes Legendark Metal Dragon

DARK - Level 8 - Dragon/Effect - 2800/2400

Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by shuffling 1 "Red-Eyes" monster from your Graveyard or Banished Zone into your Deck. If a "Red-Eyes" monster you control inflicts damage to your opponent (by battle or its own effect): You can Special Summon this card from your Graveyard (you can only Summon 1 "Red-Eyes Legendark Metal Dragon" per turn this way). When this card is Special Summoned by the effect of a "Red-Eyes" card: You can add up to 2 "Red-Eyes" cards from your Graveyard to your hand (you can only activate this effect of this card's name once per turn).

 

Red-Eyes Dragon Nails

Normal Trap

Activate 1 or more of the following effects:

●Equip this card to 1 face-up "Red-Eyes" monster you control. The equipped monster gains ATK equal to its Level x100, also, if it inflicts battle damage to your opponent, you can Special Summon 1 DARK Dragon, Fiend, or Warrior-Type monster from your Graveyard whose ATK is less than or equal to the amount of damage inflicted.

●Halve the ATK of all face-up Attack Position monsters your opponent controls, until the End Phase.

●Banish 1 card from your opponent's Graveyard, and add 1 "Red-Eyes" card of the same card Type (Monster, Spell, or Trap) as that banished card from your Deck or Graveyard to your hand.

You can only activate 1 "Red-Eyes Dragon Nails" per turn.

 

Red-Eyes Spirit Sword

Normal Trap

Activate 1 or more of the following effects:

●Equip this card to a face-up "Red-Eyes" monster you control. The equipped monster gains 700 ATK.

●All monsters your opponent controls whose ATK and DEF are different from one another lose ATK or DEF (your choice) equal to the difference, until the End Phase.

●Special Summon 1 "Red-Eyes" monster that was sent to the Graveyard this turn, ignoring Summoning conditions.

 

Red-Eyes Darkness Metalmorph

Normal Trap

This card on the field is treated as "Metalmorph". When this card is activated, select and activate one or both of the following effects:

●Equip this card to a face-up monster you control. If the equipped monster attacks, halve the ATK of the attack target and negate its effects.

●Shuffle 1 card from your hand into your Deck: Add 1 "Red-Eyes" monster or "Black Metal Dragon" from your Deck to your hand, then destroy 1 face-up monster on the field.

If this equipped card is sent to the Graveyard with the monster it was equipped to: You can Special Summon the monster this card was equipped to.

 

 

[spoiler= F.A.]

F.A. Nitro Blocker

WIND - Level 4 - Machine/Effect - 0/1600

This card gains ATK equal to its Level x300. Each time a "F.A." Spell/Trap or effect is activated, increase this card's Level by 1. Your opponent's monsters whose Level/Rank is less than this monster's Level are negated during the Battle Phase, including in the hand and Graveyard. If this Level 7 or higher monster inflicts battle damage, you can Special Summon 1 "F.A." monster from your hand.

 

F.A. Lane Blocking

Quick-Play Spell

If your opponent Special Summons a monster(s), you can change 1 Attack Position "F.A." monster you control to Defense Position: Return 1 card on the field to the hand, and destroy 1 card on the field. You can banish this card from your Graveyard, except during the turn it was sent there, to target 1 banished "F.A." card, except "F.A. Lane Blocking": Add that target to your hand.

 

F.A. Drafting

Continuous Trap

The first time each turn that your opponent performs each of the following actions, you can increase the Level of a face-up "F.A." monster you control by 1.

●Adds a monster to their hand by a card effect.

●Special Summons a monster.

●Activates a monster's effect.

If this face-up card is destroyed, you can Set 1 "F.A." Field Spell Card from your Graveyard. You can only control 1 "F.A. Drafting".

 

 

[spoiler= Cloudian]

Cloudian Supercell

Field Spell

When this card is activated, you can add 1 "Cloudian" card, "Summon Cloud", or "Lucky Cloud" from your Deck or Graveyard to your hand. When a "Cloudian" monster is Normal or Special Summoned, place 1 Fog Counter on all face-up "Cloudian" cards you control. If a "Cloudian" monster activates its effect that removes 1 or more Fog Counters from a card(s) on the field, place 1 Fog Counter on this card. "Cloudian" monsters you control gain 100 ATK for each Fog Counter on this card. If this card is destroyed, you can banish it to distribute its Fog Counters among "Cloudian" cards you control, and if you do, add this card from your Banished Zone to your hand during your next Draw Phase after this effect's activation.

 

Cloudian - Powder Snow

WATER - Level 4 - Fairy/Effect - 1000/0

This Attack Position monster cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. If this card is Normal or Special Summoned, place a number of Fog Counters on all "Cloudian" monsters you control equal to the number of "Cloudian" cards on the field. You can remove 2 Fog Counters from anywhere on the field to place 1 "Cloudian" card from your hand, field, Graveyard, or Banished Zone on top of your Deck. If you take 500 or more damage from a battle involving a "Cloudian" monster, you can remove 3 Fog Counters from this card: Draw 1 card for every 500 points of damage inflicted.

 

Cloudian - Dust Cloud

WATER - Level 4 - Fairy/Effect - 400/0

This Attack Position monster cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. If this card is Normal or Special Summoned, place a number of Fog Counters on all "Cloudian" monsters you control equal to the number of "Cloudian" cards on the field. You can remove 3 Fog Counters from this card: You can Normal Summon 1 "Cloudian" monster this turn, in addition to your Normal Summon/Set. You can only use this effect of this card's name once per turn.

 

 

[spoiler= Charmer/Familiar]

Familiar Dragon

WIND - Level 4 - Dragon/Effect - 1500/200

If you Normal or Special Summon a Spellcaster-Type monster with 1500 DEF: You can Special Summon this card from your hand or Graveyard. Once during the Draw Phase: You can change this card's battle position; Special Summon 1 Spellcaster-Type monster with 1500 DEF from your hand or Graveyard in the same battle position as this card. If this card on the field is destroyed: You can Special Summon 1 monster with 1500 ATK and 200 DEF from your Graveyard, except "Familiar Dragon".

 

Gleeful Lover

LIGHT - Level 4 - Fairy/Effect - 1500/200

If a "Charmer" or "Familiar-Possessed" monster you control battles, you can discard this card: All "Charmer" and "Familiar-Possessed" monsters you control gain 1500 ATK and DEF until the end of the turn, also they cannot be destroyed by battle or card effects until your next Standby Phase. You can shuffle this card from your Graveyard into your Deck: Special Summon 1 "Charmer" monster from your hand or Graveyard in face-down Defense Position. You can only activate each effect of this card's name once per turn.

 

Familiar Possession

Continuous Spell

When this card is activated: Excavate the top 3 cards of your Deck, and add any Spellcaster-Type monsters with 1500 DEF, or monsters with 1500 ATK and 200 DEF, among them to your hand (shuffle any remaining cards into the Deck). If your opponent's monster declares a direct attack, or an attack on a monster that would inflict 1500 or more damage: You can Special Summon 1 "Charmer" or "Familiar-Possessed" monster from your Graveyard to negate the attack and reduce the ATK of all monsters your opponent controls by 1500, but banish the Summoned monster when it leaves the field. Your opponent's monsters of the same Attribute as a "Charmer" monster you control cannot activate their effects.

 

 

[spoiler= Volcanic]

Volcanic Round

FIRE - Level 1 - Pyro/Effect - 400/200

If this card is sent to the Graveyard: You can banish 1 card from your opponent's Graveyard. If this card is sent to the Graveyard by a "Blaze Accelerator" card: You can Special Summon 1 "Volcanic" monster from your hand or Graveyard.

 

Volcanic Cartridge

FIRE - Level 1 - Pyro/Effect - 100/100

If this card is sent from your hand or field to the Graveyard: Inflict 500 damage to your opponent. If this card is sent to the Graveyard by a "Blaze Accelerator" card: You can add 1 "Volcanic" monster from your Deck to your hand.

 

Volcanic Mortar

FIRE - Level 1 - Pyro/Effect - 300/300

If this card is sent to the Graveyard, you can target 1 "Volcanic" monster you control: Until your 2nd End Phase after this effect is activated, the target's ATK and DEF are increased by 300, also, if that target inflicts damage to your opponent by its own effect, inflict 300 additional damage to your opponent. If this card is sent to the Graveyard by the effect of a "Blaze Accelerator" card, you can target 1 monster your opponent controls: Destroy that target, and inflict damage to your opponent equal to half the destroyed monster's original ATK.

 

Volcanic Rapidfire

FIRE - Level 2 - Pyro/Effect - 500/200

If this card is sent from your hand or Deck to the Graveyard: You can add 1 Level 1 or 4 "Volcanic" monster from your Deck to your hand. If this card is sent to the Graveyard by the effect of a "Blaze Accelerator" card: You can destroy 1 Spell/Trap Card on the field, and if you do; inflict 500 damage to your opponent. If "Tri-Blaze Accelerator" is face-up on the field when this card is sent to the Graveyard: You can draw 1 card.

 

Blaze Accelerator Artillery

Continuous Trap

This card In a Spell/Trap Zone is treated as "Tri-Blaze Accelerator". Once per turn, during either player's turn, you can send 1 "Volcanic" monster from your hand to the Graveyard: Destroy 1 card your opponent controls. During each of your End Phases, inflict 300 damage to your opponent for each Pyro-Type monster you control that did not attack this turn. If this card is sent from the field to the Graveyard: You can activate 1 "Blaze Accelerator" card from your Graveyard, except "Blaze Accelerator Artillery".

 

Volcanic Cyclone

Quick-Play Spell

For the rest of the turn, each time a "Volcanic" monster is sent from your hand to the Graveyard: You can destroy 1 Spell/Trap Card on the field. During the End Phase of the turn this card was activated: You can add a number of "Volcanic" monsters and/or "Blaze Accelerator" cards from your Graveyard to your hand up to the number of times you activated this effect this turn. You can only activate 1 "Volcanic Cyclone" per turn.

 

 

[spoiler=Fortune Lady]

Fortune Shift

Normal Trap

Increase the Level of as many "Fortune Lady" monsters you control as possible by 1. You can banish this card from your Graveyard to target 1 monster you control with a Level: Special Summon 1 "Fortune Lady" monster from your hand, Deck, or Graveyard whose Level is less than or equal to the target's, then banish the target until the End Phase. If the banished monster was a "Fortune Lady" monster, increase its Level by the number of "Fortune Lady" monsters you control when it returns to the field.

 

Fortune Lady Future Light

LIGHT - Level 1 - Spellcaster/Tuner/Effect - ?/?

If the Level of a "Fortune Lady" monster(s) you control is increased, you can target 1 "Fortune Lady" monster you control: Reduce its Level to its original Level, and Special Summon this card from your hand or Graveyard with its Level increased by the reduced amount (you can only activate this effect of this card's name once per turn). All "Fortune Lady" monsters you control gain ATK and DEF equal to this card's Level x200. During each Standby Phase, increase this card's Level by 1 (max. 12). If this card's Level is increased, you can Special Summon 1 "Fortune Lady" monster from your hand or Graveyard whose Level is less than or equal to this card's Level.

 

Fortune Lady Foreseen Fire

FIRE - Level 2 - Spellcaster/Tuner/Effect - ?/?

If the Level of a "Fortune Lady" monster you control is increased on the field: You can Special Summon this card from your Graveyard, and if you do; you can add 1 "Fortune Lady" monster from your Deck to your hand (you can only activate this effect of this card's name once per turn). All "Fortune Lady" monsters you control gain ATK and DEF equal to this card's Level x200. During each Standby Phase, increase this card's Level by 1 (max. 12). If this card's Level is increased: You can send 1 card from the field to the Graveyard with less ATK than the "Fortune Lady" monster you control with the highest ATK (Spell/Trap Cards are treated as having 0 ATK at all times).

 

Fortune Lady Ominous Wind

WIND - Level 3 - Spellcaster/Tuner/Effect - ?/?

If the Level of a "Fortune Lady" monster you control is increased on the field: You can Special Summon this card from your hand, and if you do, you can increase the Level of a face-up "Fortune Lady" monster you control by 1 (max. 12) (you can only activate this effect of this card's name once per turn). "Fortune Lady" monsters you control gain ATK equal to this card's Level x300. During each Standby Phase, increase this card's Level by 1 (max. 12). If this card's Level is increased: You can banish cards from your opponent's Graveyard up to the number of "Fortune Lady" monsters you control.

 

Fortune Lady Oracle Water

WATER - Level 4 - Spellcaster/Tuner/Effect - ?/?

If the Level of a "Fortune Lady" monster you control is increased on the field: You can Special Summon this card from your hand, and if you do; You can return 1 random card from your opponent's hand to the top of their Deck (you can only activate this effect of this card's name once per turn). "Fortune Lady" monsters you control gain ATK equal to this card's Level x300. During each Standby Phase, increase this card's Level by 1 (max. 12). If this card's Level is increased, and your opponent has more cards in their Deck than you do: You can banish a number of cards from the top of your opponent's Deck, face-down, up to the difference, but not more than the number of face-up "Fortune Lady" monsters you control.

 

Fortune Lady Impending Dark

DARK - Level 5 - Spellcaster/Tuner/Effect - ?/?

If the Level of a "Fortune Lady" monster is increased on the field: You can Special Summon this card from your Graveyard, and if you do; your opponent must place 1 card they control and own on the bottom of their Deck (you can only activate this effect of this card's name once per turn). "Fortune Lady" monsters you control gain ATK equal to this card's Level x400. During each Standby Phase, increase this card's Level by 1 (max. 12). If this card's Level is increased, inflict damage to your opponent equal to this card's Level x100.

 

Fortune Lady Attuned Earth

EARTH - Level 6 - Spellcaster/Tuner/Effect - ?/?

If the Level of a "Fortune Lady" monster, except a Tuner monster, is increased on the field: You can Special Summon this card from your Graveyard, and if you do; inflict 400 damage to your opponent (You can only activate this effect of this card's name once per turn). "Fortune Lady" monsters you control gain ATK equal to this card's Level x400. During each Standby Phase, increase this card's Level by 1 (max. 12). If this card's Level is increased: You can Special Summon 1 "Fortune Lady" monster from your hand or Graveyard whose Level is less than or equal to the difference between this card's current and original Level.

 

 

[spoiler= Meklord]

Meklord Army of Wisel - mk2

DARK - Level 4 - Machine/Effect - 1500/1000

When this card is Normal or Special Summoned: You can add 1 "Meklord" card from your Deck to your hand. Monsters your opponent controls that were Special Summoned from the Extra Deck are treated as Synchro monsters. During the End Phase, if this card is in the Graveyard because it was destroyed by a card effect this turn: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn).

 

Meklord Army of Granel - mk2

EARTH - Level 4 - Machine/Effect - 1700/1300

You can add 1 "Meklord" monster from your Graveyard to your hand, but if you do, destroy this card (you can only activate this effect of this card's name once per turn). Monsters your opponent controls that were Special Summoned from the Graveyard are treated as Synchro monsters. During the End Phase, if this card is in the Graveyard because it was destroyed by a card effect this turn: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn).

 

Meklord Army of Skiel - mk2

WIND - Level 4 - Machine/Effect - 1400/800

When this card is Normal or Special Summoned, you can target 1 "Meklord Army" monster in your Graveyard, except "Meklord Army of Skiel - mk2": Special Summon that target. Monsters your opponent controls that were Special Summoned from the hand are treated as Synchro monsters. During the End Phase, if this card is in your Graveyard because it was destroyed on the field by a card effect this turn: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn).

 

Meklord Core

DARK - Level 1 - Machine/Effect - 0/0

If you control no monsters, you can Special Summon this card (from your hand). If this card is Special Summoned: You can add 1 "Meklord" card from your Deck to your hand, except "Meklord Core". Once per turn, this card cannot be destroyed by battle. If this face-up card is destroyed by a card's effect and sent to your Graveyard: You can Special Summon up to 1 "Meklord" monster each from your hand, Deck, and Graveyard.

 

March of the Meklord Emperors

Continuous Spell

The activated effects of "Meklord Emperor" monsters become Quick Effects. "Meklord Emperor" monsters you control gain ATK equal to the combined ATK of all "Meklord Army" monsters you control. At the start of your Battle Phase, you can target 1 face-up "Meklord Emperor" monster you control: That target's maximum number of attacks during this Battle Phase becomes equal to the number of "Meklord" monsters you control of different Attributes.

 

Unity of the Meklord Emperors

Continuous Spell

Once per turn, if a "Meklord" card you control is destroyed by a card effect: You can draw 1 card. During your Standby Phase, if you control no monsters: You can Special Summon 1 "Meklord Army" monster from your Graveyard, but destroy it during the End Phase (you can only activate this effect of this card's name once per turn). "Meklord" monsters you control cannot be destroyed by battle.

 

 

[spoiler= Machina]

Machina Rampart

EARTH - Level 4 - Machine/Union/Effect - 400/1800

If this card is sent to the Graveyard: You can add 1 "Machina" monster from your Deck to your hand, except "Machina Rampart". If you successfully resolve this effect, you cannot activate it again until your next Standby Phase. If you control a face-up Level 7 or higher "Machina" monster: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). Once per turn, you can either: Equip this card to a face-up Machine-Type monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would be destroyed, destroy this card instead). Once per turn, if a "Machina" monster equipped with this card destroys your opponent's monster by battle: Increase its ATK by its Level x100, also it can attack once again in a row.

 

Machina Vanguard

EARTH - Level 4 - Machine/Union/Effect - 1700/800

If this card is discarded or destroyed in a Spell/Trap Zone and sent to your Graveyard, you can target 1 face-up card your opponent controls: Negate that target's effects until the 2nd End Phase after this effect is activated. If you control a face-up Level 7 or higher "Machina" monster: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). If you control a face-up Level 7 or higher "Machina" monster: You can Special Summon this card from your Graveyard (you can only activate this effect of this card's name once per turn). Once per turn, you can either: Equip this card to a face-up Machine-Type monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would be destroyed, destroy this card instead). If the equipped monster destroys your opponent's monster by battle: You can add 1 "Machina" monster from your Deck or Graveyard to your hand. At the end of the Damage Step, just before damage calculation, if the equipped monster battles your opponent's monster: You can increase the equipped monster's ATK by its Level x100, and decrease the ATK and DEF of the attack target by that change in ATK.

 

Machina Tether

EARTH - Level 4 - Machine/Union/Effect - 500/1700

If this card is sent from your hand or field to the Graveyard, you can either: Banish 1 card from your opponent's Graveyard OR add up to 2 "Machina" monsters with different names from your Graveyard to your hand, except "Machina Tether". If you successfully resolve this effect, you cannot activate it again until your next Standby Phase. Once per turn, you can either: Equip this card to a face-up Machine-Type monster you control OR unequip it to Special Summon this card in face-up Attack Position (if the equipped monster would be destroyed, destroy this card instead).

 

Machina Assault Line

Continuous Spell

If you Normal Summon a "Machina" monster, or if a "Machina" monster(s) is sent to the Graveyard: Place 1 Junk Counter on this card for each. Machine-Type monsters you control gain 100 ATK for each Junk Counter on this card. If this card would leave the field by your opponent's card effect, you can remove 1 Junk Counter from this card instead. You can remove 2 Junk Counters from this card to target 1 "Machina" monster in your Graveyard: Add that target to your hand, then, if you controlled a Level 7 or higher "Machina" monster when this effect resolved; banish 1 card from your opponent's Graveyard.

 

Machina Armory Selection

Continuous Trap

Once per turn, you can target 3 "Machina" cards in your Graveyard, except "Machina Armory Selection": Shuffle those targets into the Deck, then draw 1 card. If a "Machina" monster is Normal or Special Summoned, place 1 Junk Counter on this card. "Machina" monsters you control gain 100 ATK for each Junk Counter on this card. If a "Machina" monster attacks: Gain LP equal to the number of Junk Counters on this card x100.

 

 

[spoiler=T.G.]

T.G. Analysis Magician

DARK - Level 4 - Spellcaster/Tuner/Effect - 1700/0

If you Normal or Special Summon a "T.G." monster, except "T.G. Analysis Magician", while this card is in your hand or Graveyard: You can Special Summon this card from your hand or Graveyard, but if you do, reduce this card's Level by the number of times you have successfully activated this effect this turn (you can only activate this effect of this card's name up to twice per turn). If this card is Special Summoned: You can treat this card on the field as a non-Tuner monster. If this card is sent from the field to the Graveyard: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Analysis Magician".

 

T.G. Gateway Magician

EARTH - Level 1 - Spellcaster/Tuner/Effect - 300/500

If your opponent's monster attacks, or activates its effect that targets a "T.G." monster you control: Special Summon this card from your hand or Graveyard, then change the target of that attack/effect to this card. You can only activate this effect of this card's name once per turn. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "T.G." monster from your Graveyard, but destroy it during the End Phase. During the End Phase, if this card is in your Graveyard because it was destroyed on the field this turn: You can add 1 "T.G." monster, or "TGX" Spell/Trap Card, from your Deck to your hand.

 

TGX1-EXRV/DST

Continuous Spell

Once per turn, if you Special Summon a "T.G." monster from your Extra Deck: You can Special Summon 1 "T.G." monster from your Graveyard with less ATK than the monster Summoned from the Extra Deck. During the End Phase, if the monster Summoned by this effect is not on the field, and you control only "T.G." monsters: You can add 1 "TGX" Spell/Trap Card from your Deck or Graveyard to your hand, except "TGX1-EXRV/DST".

 

TGX1-DT1/S1-GYR

Quick-Play Spell

Target 1 "T.G." monster you control: Destroy that target, and if you do; you can destroy 1 face-up card your opponent controls, regardless, you can Special Summon 1 "T.G." monster from your Deck of a different Level than that target. You can banish this card from your Graveyard: Special Summon 1 "T.G." monster from your Graveyard.

 

T.G. Bardiche Blaster

EARTH - Level 10 - Machine/Synchro/Effect - 3200/2400

1 Synchro Tuner + 1 or more non-Tuner Synchro monsters

If you Special Summon a "T.G." monster from your Extra Deck while you control this face-up card: You can Special Summon 1 "T.G." monster from your Graveyard with less ATK than the Summoned monster. During either player's turn, if your opponent activates a monster effect: You can destroy 1 "T.G." monster from your hand or field; negate the activation, and if you do, destroy that card. During the End Phase, if this card was destroyed on the field by an effect this turn: You can Special Summon this card from your Graveyard.

 

 

[spoiler= Valkyrie]

Swan Maiden

Normal Spell

Special Summon 1 "Valkyrie" monster from your hand or Graveyard, and increase its ATK by its Level x100. If a "Valkyrie" monster attacks, you can banish this card from your Graveyard: Increase your attacking monster's ATK by its original ATK until your next End Phase, also banish the opposing monster at the end of the Damage Step.

 

Valkyrie's Embrace

Quick-Play Spell

Target 1 "Valkyrie" monster you control: Change its battle position, then banish 1 card on the field.

 

Onslaught of the Valkyries

Quick-Play Spell

All "Valkyrie" monsters you control gain 200 ATK for each of your opponent's banished cards. For the rest of this turn, any monster that battles a "Valkyrie" monster has its effects negated, and is banished when it leaves the field. If this card is sent to the Graveyard: You can add 1 "Valkyrie" monster from your Deck or Graveyard to your hand of a Level not shared by any monster on the field. You can only activate this effect of "Onslaught of the Valkyries" once per turn.

 

Valkyrie Vierte

LIGHT - Level 3 - Fairy/Effect - 1000/1000

If this card is Normal or Special Summoned: You can Special Summon 1 "Valkyrie" monster from your hand or Graveyard. Once per turn, if a "Valkyrie" monster inflicts battle damage to your opponent: You can add 1 "Valkyrie" monster of equal or lower Level to the monster that inflicted that damage from your Deck to your hand.

 

Valkyrie Schwerteleite

LIGHT - Level 7 - Fairy/Effect - 1800/2000

Unaffected by your opponent's monster effects. If this card is Special Summoned: You can add 1 Spell Card with "Valkyrie" in its card text from your Graveyard to your hand. At the start of the Damage Step, if this card attacks: You can draw 1 card, and if the drawn card was a "Valkyrie" card, you can target 1 other "Valkyrie" monster on the field; this card gains ATK equal to half that monster's ATK, until the End Phase.

 

 

[spoiler= Neos/Neo Space/Neo-Spacian]

Deep Neo Space

Field Spell

This card is treated as "Neo Space" on the field and in the Graveyard. While you control a "Neos" monster, "Neo Space" and "Neo-Spacian" cards you control cannot be destroyed or targeted by your opponent's card effects. If a card(s) is shuffled into your Deck from outside it: You can add 1 "Neos", "Neo Space", or "Neo Spacian" monster from your Deck to your hand. Once per turn, during either player's turn, you can select and activate one of the following effects:

●Special Summon 1 "Neos" monster from your hand or Graveyard, ignoring Summoning conditions.

●Add 1 "Contact" or "Neo Space" Spell/Trap card from your Deck or Graveyard to your hand, except "Deep Neo Space".

 

Contact Soul

Continuous Spell

During your opponent's turn, you can Summon "Neos" Fusion monsters as a Quick Effect, by shuffling the appropriate Materials on the field into the Deck. At the start of the Damage Step, if a Neo-Spacian" or "Neos" monster you control attacks, you can target 1 card on your opponent's field or in their Graveyard: Banish that target. The activated effects of "Neos" Fusion monsters you control become Quick Effects. If you Special Summon a "Neos" monster: You can Special Summon 1 "Chrysalis" or "Neo-Spacian" monster from your hand or Graveyard. You can only activate each effect of this card's name once per turn.

 

Neo Space Contact

Quick-Play Spell

You can shuffle 1 "Neo-Spacian", "Chrysalis", or "Contact" card from your hand, field, or Graveyard into your Deck, except this card: Special Summon 1 "Neo-Spacian" Fusion monster from your Extra Deck (This is treated as a Summon with the effect of "NEX"). During the End Phase of the turn this card was activated: You can activate 1 "Neo Space" from your hand, Deck, or Graveyard. If a "Neos" Fusion monster leaves the field while this card is in your Graveyard: You can Special Summon 1 "Neos", "Neo-Spacian", or "Neo Space" monster from your Graveyard or Banished Zone, ignoring Summoning conditions (You can only activate this effect of this card's name once per turn).

 

Elemental HERO Cosmic Neos

LIGHT - Level 7 - Warrior/Effect - 2500/2000

This card is treated as "Elemental HERO Neos" in your hand, on the field, and in the Graveyard. You can Special Summon this card from your hand or Graveyard by shuffling 1 "Contact" or "Neo Space" Spell/Trap card, or "NEX", from your Graveyard into your Deck (you can only activate this effect of this card's name once per turn). If this card is used as Material for the Summon of a "Neos" Fusion monster: You can Special Summon 1 "Elemental HERO Neos" from your Deck.

 

Neo-Spacian HERO

LIGHT - Level 4 - Warrior/Effect - 1500/1000

Once per turn, you can reveal 1 "Neos" Fusion monster from your Extra Deck: Send 1 "Neo-Spacian" monster from your Deck to the Graveyard listed on that monster as Fusion Material, then this card's name becomes "Elemental HERO Neos" until the End Phase, also, once this turn, you can Special Summon 1 Level 3 "Neo-Spacian" monster from your hand or Graveyard.

 

Elemental HERO Twinkle Neos

LIGHT - Level 8 - Warrior/Fusion/Effect - 2800/2300

"Elemental HERO Neos" + "Neo-Spacian Twinkle Moss"

Must first be Special Summoned by shuffling the above Materials you control into the Deck (You do not use "Polymerization"). Once per turn, you can target 1 face-up card your opponent controls: Draw 1 card, then apply the appropriate effect depending on the card you drew.

●Monster: Destroy that target.

●Spell: Flip that target face-down.

●Trap: Banish that target.

 

Elemental HERO Blazing Wingman Neos

LIGHT - Level 10 - Warrior/Fusion/Effect - 3000/2500

"Elemental HERO Neos" + "Elemental HERO Flame Wingman"

Must first be Fusion Summoned using the above Materials, or by shuffling 1 each of a Level 7 LIGHT "Neos" monster and an "Elemental HERO" Fusion monster from your field or Graveyard into your Deck, but this card can only be Summoned once per turn this way. This card gains 300 ATK for each "HERO", "Neos", "Neo Space", and "Neo Spacian" monster in your Graveyard. Once per turn, during either player's turn, you can banish 1 monster on the field with less ATK than this card. During either player's turn, you can shuffle this card you control into your Extra Deck: Special Summon 1 "Elemental HERO" monster from your hand, Deck, or Graveyard, ignoring Summoning conditions, except "Elemental HERO Blazing Wingman Neos" (your opponent cannot activate cards or effects in response to this effect or its activation).

 

 

[spoiler=Blue-Eyes/Eyes of Blue]

Blue-Eyes Aether Dragon

LIGHT - Level 8 - Dragon/Effect - 3000/2500

This card is treated as "Blue-Eyes White Dragon" in your hand, on the field, and in the Graveyard. This card is treated as a Normal monster in the Graveyard. You can shuffle 1 "Blue-Eyes" or "Eyes of Blue" monster from your Graveyard into your Deck: Special Summon this card from your hand or Graveyard (You can only Summon 1 "Blue-Eyes Aether Dragon" per turn this way). If this card is used as Fusion or Synchro Material for the Summon of a LIGHT Dragon-Type monster: You can add 1 "Blue-Eyes" or "Eyes of Blue" monster from your Deck to your hand, and if you do; you can add 1 "Bingo Machine GO! GO!" from your Graveyard to your hand (You can only activate this effect of this card's name once per turn).

 

Oracle with Eyes of Blue

LIGHT - Level 1 - Spellcaster/Tuner/Effect - 500/300

If this card is added to your hand by a card effect: You can Special Summon this card from your hand. Once per turn, you can target 1 other Level 1 LIGHT Tuner or Level 8 LIGHT Dragon-Type monster you control: Add 1 card with the same name as that target from your Deck or Graveyard to your hand. If this card is targeted by an attack or card effect: You can add 1 "Polymerization" from your Deck or Graveyard to your hand. You can only activate each effect of this card's name once per turn.

 

Blue-Eyes Shining Chaos Dragon

LIGHT - Level 10 - Dragon/Fusion/Effect - 3000/2500

1 "Blue-Eyes" monster + 1 "Eyes of Blue" monster

You can also Fusion Summon this card by sending appropriate Materials from your hand or field to the Graveyard, but at least 1 Fusion Material you use must be face-up on your field. Once per turn, during either player's turn, you can target 1 other monster on the field with a Level: Increase this card's ATK by the difference in Levels x200 until the 3rd Standby Phase after this effect's activation, also for the rest of this turn this card is unaffected by your opponent's card effects, except the effects of monsters with ATK greater than this card's. If this card destroys your opponent's monster by battle, you can target 1 "Blue-Eyes", "Eyes of Blue", or "White Stone" monster in your Graveyard or Banished Zone: Special Summon that target. You can shuffle this card from your Graveyard into your Extra Deck: Your opponent discards 1 card, then you draw 1 card (you can only activate this effect of "Blue-Eyes Shining Chaos Dragon" once per turn).

 

 

[spoiler= Vylon]

Vylon Armament

Equip Spell

Equip only to a "Vylon" monster. If the equipped monster attacks your opponent's Special Summoned Effect monster: The attack target's effects are negated, also its ATK is halved. If the equipped monster destroys your opponent's monster by battle: You can Special Summon 1 Level 4 or lower "Vylon" monster from your hand or Graveyard, then gain LP equal to the ATK of the Summoned monster. If this face-up card is sent to the Graveyard: You can add 1 "Vylon" Equip Spell Card from your Deck to your hand, except "Vylon Armament". If a "Vylon" monster equips itself to a monster you control while this card is in your Graveyard, you can shuffle this card from your Graveyard into your Deck, then Special Summon 1 "Vylon" monster from your Deck (you can only activate this effect of "Vylon Armament" once per turn).

 

Vylon Reader

LIGHT - Level 4 - Fairy/Effect - 1500/1500

If this card is Normal Summoned: You can add 1 each of a "Vylon" Spell Card and "Vylon" Tuner monster from your Deck to your hand. If this card is equipped with an Equip Spell Card: You can Special Summon 1 "Vylon" monster from your hand or Graveyard in Defense Position, except "Vylon Reader" (you can only activate this effect of "Vylon Reader" once per turn).

 

 

[spoiler=Cyber Dragon]

Cyber Dragon Lite

LIGHT - Level 5 - Machine/Effect - 1600/2100

This card is treated as "Cyber Dragon" on the field, in your hand, and in the Graveyard. You can reveal 1 other "Cyber Dragon" monster in your hand: Special Summon this card from your hand. You can only Summon 1 "Cyber Dragon Lite" per turn this way. If this card is Normal or Special Summoned, you can target 1 "Cyber" Spell/Trap Card in your Graveyard: Return that target to your hand (you can only activate this effect of this card's name once per turn). A LIGHT Machine-Type Fusion or Xyz monster Summoned using this card as Material gains the following effect:

●The first time this card battles your opponent's monster in a turn: You can halve the ATK of the opposing monster, then increase this card's ATK by that lost ATK, also this card cannot be destroyed by your opponent's card effects for the rest of the turn. If the monster this card battled had equal or lower original ATK to this card, your opponent cannot activate cards or effects in response to this effect or its activation.

 

 

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  • 3 weeks later...

Nei-It's nice that you remembered the three letter naming scheme I tried to do with them. The effect is also incredibly useful being a Synchro deck. Reviving the members makes this really powerful for Xyz plays too.

 

Gon-Searching off of burn damage is real nice, considering that that's the deck's whole strategy.

 

Celoro-While I enjoy backrow removal as much as the next guy, I think that popping all cards is a bit too much. Maybe just popping 2 would suffice. The Daigusto-Esque effect is well and good. However, I don't get why it buffs the other monsters instead of itself. Daegon(the boss monster) gains 300 from burn damage, so this in addition gives him 500 ATK pretty frequently.

 

Devastating Grief-Well now, hello there sexy. This is much needed for the Grief Dragons(trust me. I've played them on DP). The disruption this offers is pretty potent. There's then the draw power which is incredibly necessary for them, seeing as how consistency is a big problem for them.

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Regarding Celoro, it only hits Set backrow, so Continuous S/T and Field Spells are completely safe. Also, it buffs your entire field, itself included- triple Celoro will all gain 600 ATK every time a burn effect goes off, and if Daegon is out, he'll get a 900 buff per burn effect, which can stack up stupid fast.

 

Thanks for your review! Have a rep!

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I'll grade the YCM Heavenly Sovereign stuff right now, then cover Show Jumper / Electric Field later.

 

Acolyte

 

I guess the NS effect is fine; draw card and if it's an Archetypal thing, you can banish from the opponent's Graveyard. To be fair, I already gave them plenty of banishing power in the member based on me [hand banishing is something they'd like more though]. The Ritual Raven thing is fine; technically speaking, the one based on you [which was YOUR design] originally had this, but I had to nerf it because it otherwise was a better Shurit, and you know where he is now.

 

Dismay

 

Oh yay, more Ritual Raven / Shurits for the Deck. Power bonus is technically fine, considering 800 min and most of them generally have respective stats for their Level. I must note that the (3) effect does clash with Smear's returning effect to an extent, but can't argue with a free revival for everything Gadjiltron and higher (especially since they don't have an Illusion clone).

 

Intervention

 

Well, it's a lone Trap for the Archetype (though I chose not to because they really have everything they need to survive; well, mostly anyway). First effect is a better monster search, as only Duality Mirror can search (yeah, no Brio search clones). Re-setting from the Graveyard works, since yeah, ED spam is very common nowadays and they do need the added search power. 3rd effect is probably redundant since Smear/Zai can technically act as pseudo-Ritual Spells themselves to an extent, though Forbidden/Duality Mirror would be fun to trigger on the opponent's turn; surprise summon from the Deck or spam multiples.

 

===

In terms of where I would put them in Deck quantities, still uncertain about them. Trap is probably the most useful out of them, given the need for searching. Other two might be worth a shot at 1-2, but yeah, would need to playtest them.

 

(And yeah, these are just support cards as opposed to the actual members that I already made)

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The dancer is actually meant to put some inspiration from the other DT Ritual archetype into YCM Heavenly Sovereigns- she has a very Gishki-inspired design, and her first effect takes a lot of inspiration from Zielgigas specifically.

 

As for Intervention, I feel it does what I needed it to, on the whole.

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I'm working on adding your ideas to the prompts I made. Can't bump the threads though. Great ideas, all 'round.

 

Reminder the Advanced Clause exists in this section, so you need to give appropriate critique for the cards of your choosing. (In your case, just grading the cards Draco made for your stuff will suffice).

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So Oracle and Golden Mirror, then? Alright, give me a few minutes to review them.

 

Oracle

 

Outside summoning Night or me (because you know they can't be summoned with a lone 10, I suppose it does alleviate the summon costs needed for the other mods). Works well with Duality Mirror though, if you can reveal enough cards. IDK, it's helpful but trying to find a spot for it. Revival effect is nice though for added Ritual fodder.

 

Golden Mirror

 

And now there's an option to Kaiju the opponent's monsters for our summons (albeit requiring Graveyard setup and no hitting on Links/Xyz); cool. Assuming you do it right, probably will be able to trigger it off the discards and search stuff. Iffy on Mirror's Tribute requirements, though most of the time, it shouldn't matter too much because you usually will use 2 monsters max to summon stuff (but, it's a lot less restrictive on Levels; don't need to be exact). Search effect is fine; they need another one that doesn't banish their own stuff like the first two Mirrors do.

 

=====

Because you know who the Main Deck bosses are named after (which is, yes, the staff at the time the idea was conceived), I'll just mention their normal names.

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