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MACHISMO Is A Luticia Simp

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  1. UPDATED:

    Dark Magician

    Magician Girl

    Started adding Red-Eyes

    Gaia Knight

    Started Skull Archfiend

    Harpies

    Amazoness

    Magnet Warriors

    X-Y-Z

    Machinas

    Egyptian Gods

    Wicked Gods

    Dragon Capture Jar

    Monster Tamer

    Vanillas

    Tribute support

    Generic Types

    Labyrinth

    Gate Guardian

    Three Musketeers of Face Cards

    Masks

    Virus Cards

    Marik's torture cards

    Battleguards

    Time Wizard

    Exodia


  2. First thread in the section.

     

    IRL deck, sides into Premium.

     

    STANDARD

    Spoiler

    G0s: 17

    FV Mecha Trainer

    6 Crits

    4 Draw Sentinels

    2 Draw

    4 Heal

     

    G1s: 11

    4 Gyro Slinger: On-ride/call, slide a card from hand to soul, look at cards from top of deck up to vanguard's grade, call a card from among those cards, and the called unit gets +5k.

    4 Wonder Boy: On-call, botdeck a non-G1 from drop zone, +5k, slides into soul to call another from deck.

    3 Commander, Garry Gannon: When it boosts an attack that hits, slide into soul to draw 2, then botdeck 1 card in hand.

     

    G2s:12

    4 Spike Bouncer: On-ride/call, CB1 & SB1, look at cards from top of deck up to vanguard's grade, call a card from among those cards. After it attacks, CB1 to slide into soul and draw 1.

    4 Highspeed, Brakki: +10k on-call, slides into soul to call another from deck.

    4 Treasured, Black Panther: On-attack, SB1 to give it either +5k or +15k. If +15, it goes to soul after the battle.

     

    G3s: 10

    4 General Seifried: Boss. CB1 & slide 1 rearguard to soul, call 1 copy of unit moved to soul from deck, then it and Seifried get +10k. On-hit lets you SB2 to to stand a rear-guard and retire 1 of your opponent's rear-guards.

    4 Juggeranaut Maximum: +10k on-call, slides into soul to call another from deck.

    2 Unite Attacker: SB7, call 5 from top of deck, then +5k to front row.

     

    PREMIUM

    Spoiler

    G0s: 17

    FV Mecha Trainer

    4 Crits

    4 Draw Sentinels

    4 Mecha Instructor (Stand): When botdecked from field, move a card from hand to soul, bind a rear-guard, then call it back.

    4 Heal

     

    G1s: 11

    4 Gyro Slinger: On-ride/call, slide a card from hand to soul, look at cards from top of deck up to vanguard's grade, call a card from among those cards, and the called unit gets +5k.

    4 Wonder Boy: On-call, botdeck a non-G1 from drop zone, +5k, slides into soul to call another from deck.

    3 Acrobat Verdi (Stride Enabler)

     

    G2s:12

    4 Spike Bouncer: On-ride/call, CB1 & SB1, look at cards from top of deck up to vanguard's grade, call a card from among those cards. After it attacks, CB1 to slide into soul and draw 1.

    4 Highspeed, Brakki: +10k on-call, slides into soul to call another from deck.

    4 Treasured, Black Panther: On-attack, SB1 to give it either +5k or +15k. If +15, it goes to soul after the battle.

     

    G3s: 10

    4 General Seifried: Boss. CB1 & slide 1 rearguard to soul, call 1 copy of unit moved to soul from deck, then it and Seifried get +10k. On-hit lets you SB2 to to stand a rear-guard and retire 1 of your opponent's rear-guards.

    4 Juggeranaut Maximum: +10k on-call, slides into soul to call another from deck.

    2 Unite Attacker: SB7, call 5 from top of deck, then +5k to front row.

     

    STRIDES: 16

    1 Temerarious Cataclysmic Rogue, Hellhard Eight: GB8 Finisher. When any unit attacks, give +10 to anything, and after that unit that got the +10 attacks, move it & 1 card in hand to soul and call 1 card from deck.
    2 Great Villain, Dirty Picaro: On-attack, CB2 & flip up a G unit & move 1 card in hand to soul, call cards from deck up to the number of face-up cards in G zone.
    4 Black Horn King, Bullpower Agrias: On-attack, CB1 & G-persona blast to bind any number rear-guards. If you bind 3 or more, draw 1, card 2 for each face-up in G zone.
    3 Godly-speed, Flash Bruce: On-hit, move 1 card from hand to soul, call 1 from deck, and it gets +5k.
    _______________
    3 King of Interference, Terrible Linus: On place, flip up a G-guardian, +10 shield for every 2 of your open rear circles.
    2 Durable Barrier, Hecaton Gyace: On place, botdeck up to 3 cards with different grades from soul or drop zone, and if 3 were botdecked, +10 shield.
    1 Air Element, Ractome: On place, discard 1, draw 1.

     

     

     

     

     

     


  3. This is a reboot of the TCG based on the manga card pool. Everything IRL is gone.

     

    The core set focuses on the original manga, R, and Darkside of Dimensions, will many staple Spells/Traps.

     

    There will be expansion sets for GX, 5D's, Zexal, and Arc-V based on their manga adaptions, too. They will be in their own separate threads, and will include legacy support for the core set cards, ignoring that said cards came out in the Arc-V/VRAINS era (ex: Beckoned Skull Archfiend will be in 5D's). VRAINS may get a thread, mainly containing the legacy support for the other sets.

     

    This is a custom format where players can play with just the core set, or add any card pools from later series of their choice for playgroups. For example, adding the GX and Zexal expansions, but not 5D's.

     

     

    Cards/archetypes to be included (incomplete list):

    Dark Magician

    Magician Girls

    BEWD

    REBD

    Gamble

    Harpies

    Amazoness

    Magnet Warriors

    XYZ

    Gadgets, Gold and Silver included

    Jinzo (Espa Roba)

    Exodia

    Toons

    Masks (Lumis/Umbra)

    Marik's Torture cards

    Occult/Destiny Board (Bakura)

    Machinas (Kirk Dixon)

    Egyptian Gods

    Wicked Gods

    Cubics

    LV monsters, including the 2 Silent monsters, Horus, Armed, etc. LV monsters will be handled differently, with the upgraded forms being Extra Deck cards to free up Main Deck space.

    Nephthys

    Vanillas

    Generic cards

    Revamping many of the old Fusions into generic "Type + Other Type" Fusions

     

    NORMAL MONSTERS

    Spoiler

     

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    Hidden Soldiers

    ① When your opponent Normal or Flip Summons a monster: Special Summon 1 Level 4 or lower Normal monster from your Deck.

     

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    Backup Soldier

    ① Target up to 3 Normal Monsters in your GY; add them to your hand.

     

    DARK MAGICIAN

    Spoiler

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    Dark Magician

    Each effect of "Dark Magician" can only be activated once per turn.
    ① You can target 1 face-up card your opponent controls; destroy that target. ② During your Main Phase, if this card is in your GY: You can Tribute 2 face-up monsters you control; Special Summon this card.

     

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    Magus of Illusion

    ① If Normal Summoned: You can add 1 "Eternal Soul" from your Deck to your hand. ② Once per turn, if this card is targeted for an attack or card effect: You can Tribute this face-up card; Special Summon 1 "Dark Magician" from your hand or Deck, then, if change the attack or effect target to it, and if you do, the attacking monster's ATK becomes half its current ATK.

     

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    Dark Magic Curtain

    ① Pay half your LP; Special Summon 1 "Dark Magician" monster from your Deck. You cannot Summon other monsters the turn you activate this card (but you can Set).

     

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    Bond Between Teacher and Student

    ① If you control a face-up "Dark Magician": Special Summon 1 "Dark Magician Girl" from your hand, Deck, or GY.

     

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    Thousand Knives

    ① If you control "Dark Magician": Target 1 card your opponent controls; destroy that target.

     

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    Dark Magical Circle

    ① When this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 "Dark Magician" or 1 Spell/Trap that specifically lists the card "Dark Magician" in its text, among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. ② If "Dark Magician" is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls; banish it. You can only use each effect of "Dark Magical Circle" once per turn.

     

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    Magician Navigation

    ① Special Summon 1 "Dark Magician" from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster monster from your Deck. ② If you control "Dark Magician", except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up Spell/Trap your opponent controls; it has its effects negated until the end of this turn.

     

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    Dark Renewal

    ① When your opponent Normal or Special Summons a monster(s): Target 1 of those monsters and 1 monster you control; send both monsters to the GY, then you can Special Summon 1 DARK Spellcaster monster from your Deck or GY.

     

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    Eternal Soul

    ① Every "Dark Magician" in your Monster Zone is unaffected by your opponent's card effects. ② If this face-up card leaves the field: Destroy all monsters you control. ③ You can only use the following effect of "Eternal Soul" once per turn. You can activate 1 of these effects;
    ● Special Summon 1 "Dark Magician" from your hand or GY.
    ● Add 1 "Dark Magic Curtain" or "Thousand Knives" from your Deck to your hand.

     

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    Dark Magician Knight

    "Dark Magician" + 1 Warrior monster
    ① When this card is Special Summoned: Target 1 card your opponent controls; destroy that target. ② Gains 100 ATK for each Spell/Trap in the GYs. ③ If this card attacks a Defense Position monster, inflict piercing battle damage.

     

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    Dark Eradicator Warlock

    "Dark Magician" + 1 Spellcaster monster
    ① Each time a Normal Spell is activated, inflict 1000 damage to your opponent immediately after it resolves. ② If this card is destroyed by battle or card effect: You can banish 3 Spells from your GY; add 1 Normal Spell from your Deck to your hand.

     

     

     

    MAGICIAN GIRL

    Spoiler

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    Dark Magician Girl

    ① Gains 300 ATK for every "Dark Magician" or "Magician Girl" monster in the GY. ② Once per turn, if this card is targeted for an attack: You can Special Summon 1 Spellcaster monster from your hand, but its effects (if any) are negated, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.

     

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    Kiwi Magician Girl

    ① During either player's turn: You can discard this card; "Magician Girl" monsters you currently control gain 300 ATK and DEF for each "Magician Girl" monster with different names on the field and in the GYs, until the end of this turn. Spellcaster monsters you control cannot be destroyed by card effects, and your opponent cannot target them with card effects.

     

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    Chocolate Magician Girl

    ① Once per turn: You can discard 1 Spellcaster monster; draw 1 card. Once per turn, if this card is targeted for an attack: You can target 1 "Magician" monster in your GY, except "Chocolate Magician Girl"; Special Summon it, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.

     

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    Apple Magician Girl

    ① Once per turn, if this card is targeted for an attack: You can Special Summon 1 Level 5 or lower "Magician" monster from your hand, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK. ② If this card is destroyed by battle or card effect: You can target up to 3 other "Magician Girl" monsters with different names in your Graveyard; add them to your hand.

     

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    Lemon Magician Girl

    ① Once per turn: You can Tribute 1 "Magician Girl" monster, except "Lemon Magician Girl"; add 1 Spellcaster monster from your Deck to your hand. ② Once per turn, if this card is targeted for an attack: You can Special Summon 1 "Magician" monster from your hand, but its effects (if any) are negated, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.

     

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    Berry Magician Girl

    ① If this card is Normal Summoned: You can add 1 "Magician Girl" monster from your Deck to your hand. ② Once per turn, during either player's turn, when your opponent activates a card or effect that targets this card, or targets this card for an attack: You can change this card's battle position, and if you do, Special Summon 1 "Magician Girl" monster from your Deck, except "Berry Magician Girl".

     

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    Magician's Valkyria

    ① If this card is Normal or Special Summoned: You can add 1 "Magician Girl" monster from your Deck to your hand. ② While you control another face-up Spellcaster monster, this card's name becomes "Dark Magician Girl" and its Level becomes 6 while on the field and in a the GY.

     

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    Sage's Jewel

    ① If you control a face-up "Dark Magician Girl": Special Summon 1 "Dark Magician" from your hand, Deck, or GY.

     

     

    BLUE-EYES

    Spoiler

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    Blue-Eyes White Dragon

    ① Requires 1 less Tribute for each face-up "Blue-Eyes" monster you control. ② If this card destroys a monster by battle: You can add 1 Level 5 or higher Dragon monster from your Deck to your hand. ③ If this card attacks a Defense Position monster, inflict piercing battle damage.

     

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    Blue-Eyes Alternative White Dragon

    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by discarding 1 "Blue-Eyes White Dragon". You can only Special Summon "Blue-Eyes Alternative White Dragon" once per turn this way.
    ① Cannot attack directly. ② This card's name becomes "Blue-Eyes White Dragon" while it is on the field or in the GY.

     

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    Blue-Eyes Solid Dragon

    ① If you take damage from a card in your opponent's possession while you control no monsters: You can discard 1 Level 8 Dragon monster, except this card; Special Summon this card from your hand. ② If your opponent activates a card or effect (Quick Effect): You can shuffle this card into the Deck, and if you do, Special Summon 1 "Blue-Eyes White Dragon" from your Deck. You can only use each effect of "Blue-Eyes Solid Dragon" once per turn.

     

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    Deep-Eyes White Dragon

    If a face-up "Blue-Eyes" monster(s) you control is destroyed by battle or an opponent's card effect, and you have a Dragon monster in your GY: You can Special Summon this card from your hand, and if you do, inflict 600 damage to your opponent for each Dragon monster with different names in your Graveyard. ② If this card is Normal or Special Summoned: Target 1 Dragon monster in your GY; this card's ATK becomes equal to that monster's. ③ If this card on the field is destroyed by a card effect: Destroy all monsters your opponent controls.

     

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    Kaiser Glider

    You can only use each effect of “Kaiser Glider” once per turn.
    ① You can discard this card and 1 monster, then target 1 "Blue-Eyes" monster in your GY; Special Summon it. ② If this card is sent to the GY: You can have all monsters your opponent currently controls lose 500 ATK until the end of this turn.

     

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    Gyakutenno Megami

    ① If an opponent's monster declares a direct attack (Quick Effect): You can discard this card; negate the attack, then you can add 1 "Blue-Eyes White Dragon" from your Deck to your hand.

     

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    Blue-Eyes Twin Burst Dragon

    "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon"
    Must be either Fusion Summoned, or Special Summoned by sending the above monsters you control to the GY (in which case you do not use "Fusion").
    ① Cannot be destroyed by battle. ② This card can make up to 2 attacks on monsters during each Battle Phase.

     

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    Rage with Eyes of Blue

    ① Banish this card, and as many cards as possible from your hand, field and GY face-down, and if you do, Special Summon up to 3 copies of “Blue-Eyes White Dragon” from your Deck. ② You cannot Normal or Special Summon monsters the turn you activate this card, except “Blue-Eyes White Dragon”.

     

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    Majesty with Eyes of Blue

    You can only activate 1 "Majesty with Eyes of Blue" per turn.
    ① Send 1 "Blue-Eyes" monster from your hand or Deck to the GY, then target 1 face-up monster on the field; it cannot activate its effect(s) while it is face-up on the field.

     

     

     

     

     

    RED-EYES

    Spoiler

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    Red-Eyes Black Dragon

    ① When this card destroys an opponent's monster by battle, and sends it to the GY: Inflict damage to your opponent equal to that monster's original ATK in the GY.

     

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    Red-Eyes Darkness Dragon

    ① Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 "Red-Eyes Black Dragon" and cannot be Special Summoned by other ways. ② This card gains 300 ATK for each Dragon monster in your GY. ③ When this card destroys an opponent's monster by battle, and sends it to the GY: Inflict damage to your opponent equal to that monster's original ATK in the GY +1000.

     

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    Black Dragon's Chick

    ① You can send this face-up card you control to the GY; Special Summon 1 "Red-Eyes Black Dragon" from your hand or GY.

     

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    Red-Eyes Insight

    ① Send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard; add 1 "Red-Eyes" Spell/Trap Card or "Inferno Fire Blast" from your Deck to your hand, except "Red-Eyes Insight". You can only activate 1 "Red-Eyes Insight" per turn.

     

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    Inferno Fire Blast

    ① Target 1 "Red-Eyes" monster in your Monster Zone; inflict damage to your opponent equal to its original ATK. "Red-Eyes" monsters cannot attack the turn you activate this card.

     

     

    BUSTER BLADER

    Spoiler

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    Buster Blader

    ① If your opponent controls a face-up Dragon monster: You can Tribute Summon this card with 1 Tribute. ② During the Damage Step, when this card battles an opponent's Dragon monster: It gains ATK equal to the original ATK of the opponent's monster it is battling, until the end of the Damage Step. ③ If your opponent Special Summons a Dragon monster(s): You can target 1 of those monsters; change its battle position.

     

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    Buster Blader, the Dragon Destroyer Swordsman

    1 "Buster Blader" + 1 Dragon monster
    Must be Fusion Summoned and cannot be Special Summoned by other ways.
    ① During the Damage Step, when this card battles an opponent's Dragon monster: It gains ATK equal to twice the original ATK of the opponent's monster it is battling, until the end of the Damage Step. ② Change all Dragon monsters your opponent controls to Defense Position, also Dragon monsters in your opponent's possession cannot activate their effects. ③ If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

     

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    Emblem of Dragon Destroyer

    ① Add 1 "Buster Blader" from your Deck or GY to your hand.

     

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    Karma of the Destruction Swordsman

    You can only use each effect of "Karma of the Destruction Swordsman" once per turn.
    ① Target up to 3 monsters of the same Type in your opponent's GY; banish them, and if you do, 1 "Buster Blader" monster you control gains 500 ATK and DEF for each of those banished monsters, until the end of this turn. ② If this card is in your GY: You can discard 1 card; add this card to your hand.

     

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    Destruction Swordsman Fusion

    ① Fusion Summon 1 Fusion Monster that lists "Buster Blader" as Material from your Extra Deck, using monsters from your hand or either side of the field as Fusion Materials. ② If this card is in your GY: You can send 1 card from your hand to the GY; add this card to your hand. You can only use each effect of "Destruction Swordsman Fusion" once per turn.

     

     

     

    SKULL ARCHFIEND

    Spoiler

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    Summoned Skull

    ① Once per turn: You can discard 1 card; destroy 1 face-up monster your opponent controls with DEF less than this monster's ATK. This card cannot attack the turn you activate this effect.

     

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    Advent Skull

    You can Ritual Summon this card with "Contract with the Abyss".
    ① This card's name becomes "Summoned Skull Archfiend" while on the field. This face-up card cannot be destroyed by battle, except with a Ritual Monster, also it cannot be destroyed by monsters' effects, except Ritual Monsters'. Once per turn: You can discard 1 card; destroy 1 face-up monster your opponent controls with DEF less than this monster's ATK. This card cannot attack the turn you activate this effect.

     

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    Makiu

    ① Negate the effects of all face-up Insect, Machine, and FIRE monsters currently on the field, then, if you control a face-up "Skull Archfiend" monster: Target 1 face-up monster your opponent controls; destroy it, then inflict damage to your opponent to the ATK of the destroyed monster.

     

    KURIBOH

    Spoiler

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    Kuriboh

    ① During your opponent's turn, if you would take Battle or Effect Damage: You can discard this card; you take no damage from that battle or card effect (this is a Quick Effect). ② At the start of the Damage Step, if this card battles an opponent's monster: You can destroy both the opponent's monster and this card.

     

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    Clear Kuriboh

    You can only use the ② effect of "Clear Kuriboh" once per turn.
    ① During your opponent's turn, if you would take Battle or Effect Damage: You can discard this card; you take no damage from that battle or card effect (this is a Quick Effect). ② If an opponent's monster declares a direct attack: You can banish this card from your Graveyard; draw 1 card, if it is a monster, you can Special Summon it, then change the attack target to it.

     

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    Relinkuriboh

    ① During your opponent's turn, if you would take Battle or Effect Damage: You can discard this card; you take no damage from that battle or card effect (this is a Quick Effect). ② If this card is Tributed: Draw 1 card.

     

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    Sphere Kuriboh

    ① During your opponent's turn, if you would take Battle or Effect Damage: You can discard this card; you take no damage from that battle or card effect (this is a Quick Effect). ② When you Ritual Summon a monster, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.

     

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    Kuribohrn

    ① At the end of the Battle Phase: You can discard this card, then target 1 monster in your GY that was destroyed by battle or card effect and sent there this turn; Special Summon it. ② If an opponent's monster declares an attack: You can banish this card from your GY, then target any number of "Kuriboh" monsters in your GY; Special Summon them.

     

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    The Flute of Summoning Kuriboh

    ① Add 1 "Kuriboh" monster from your Deck to your hand, OR Special Summon 1 "Kuriboh" monster from your Deck.

     

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    Detonate

    ① Destroy as many "Kuriboh" monsters you control as possible, then destroy cards your opponent controls, up to the number of "Kuriboh" monsters destroyed by this effect.

     

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    Multiply

    ① Tribute 1 face-up monster with 500 or less ATK; Special Summon as many "Multiply Tokens" (Fiend/DARK/Level 1/ATK 300/DEF 200) as possible, in Defense Position. These Tokens' names are treated as the Tributed monster's.

     

    GAIA

    Spoiler

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    Gaia the Fierce Knight

    ① Once per turn, if your opponent Normal or Special Summons a monster(s) while you control this face-up card: You can draw 1 card, and if you do, this card gains 700 ATK until the End Phase. ② If this card inflicts battle damage: Draw 2 cards, then discard 1 card.

     

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    Curse of Dragon

    ① You can target 1 face-up Field Spell on the field; destroy all monsters on the field who gain ATK/DEF from that Field Spell's effect, except this card, then destroy that Field Spell, and if you do, draw 1 card. ② While there is no face-up Field Spell on the field, this card gains 400 ATK.

     

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    Gaia the Dragon Champion

    "Gaia The Fierce Knight" + 1 Dragon monster
    ① If this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster. ② If this card inflicts battle damage: Draw 2 cards. ③ You can target 1 face-up Field Spell on the field; destroy all monsters on the field who gain ATK/DEF from that Field Spell's effect, except this card, then destroy that Field Spell, and if you do, draw 1 card.

     

     

    SKILLED MAGICIANS

    Spoiler

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    Skilled Dark Magician

    The ① effect of "Skilled Dark Magician" can only be activated once per turn.
    ① You can banish 3 Spell Cards from your hand, field and/or GY; Special Summon 1 "Dark Magician" monster from your hand, Deck, or GY.

     

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    Skilled Blue Magician

    The ① effect of "Skilled Blue Magician" can only be activated once per turn.
    ① You can banish 3 Spell Cards from your hand, field and/or GY; Special Summon 1 "Gaia the Fierce Knight" from your hand, Deck, or GY.

     

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    Skilled White Magician

    The ① effect of "Skilled White Magician" can only be activated once per turn.
    ① You can banish 3 Spell Cards from your hand, field and/or GY; Special Summon 1 "Buster Blader" from your hand, Deck, or GY.

     

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    Skilled Red Magician

    The ① effect of "Skilled Red Magician" can only be activated once per turn.
    ① You can banish 3 Spell Cards from your hand, field and/or GY; Special Summon 1 "Summoned Skull" monster from your hand, Deck, or GY.

     

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    Miracle Restoring

    ① Banish 2 Spells from your GY; Special Summon 1 "Dark Magician"/"Buster Blader"/"Archfiend"/"Gaia" monster from your hand or GY.

     

     

     

    CHAOS FORM

    Spoiler

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    Chaos Form

    ① This card can be used to Ritual Summon any "Chaos" or "Black Luster Soldier" Ritual Monster. You must also Tribute monsters from your hand or field and/or banish "Blue-Eyes White Dragon" or "Dark Magician" from your GY, whose total Levels exactly equal the Level of the "Chaos" or "Black Luster Soldier" Ritual Monster you Ritual Summon.

     

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    Blue-Eyes Chaos MAX Dragon

    You can Ritual Summon this card with "Chaos Form". Must be Ritual Summoned, and cannot be Special Summoned by other ways.
    ① Cannot be targeted, or destroyed by, your opponent's card effects. ② If this card attacks a Defense Position monster, inflict double piercing battle damage to your opponent.

     

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    Blue-Eyes Chaos Dragon

    You can Ritual Summon this card with "Chaos Form". Must be Ritual Summoned, and cannot be Special Summoned by other ways.
    ① Your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. ② If this card was Ritual Summoned using a “Blue-Eyes White Dragon”, when it declares an attack: You can change the battle positions of as many monsters your opponent controls as possible, and if you do, the ATK/DEF of those changed monsters become 0, also, this turn, if this card attacks a Defense Position monster, inflict piercing battle damage.

     

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    Black Luster Soldier

    You can Ritual Summon this card with "Black Luster Ritual".
    ① This card can attack up to 2 monsters during each Battle Phase. ② If this card destroys an opponent's Defense Position monster by battle: Inflict damage to your opponent equal to half the destroyed monster's original ATK wherever it was sent.

     

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    Magician of Black Chaos

    You can Ritual Summon this card with "Chaos Form".
    ① If Ritual Summoned using a DARK Spellcaster monster: You can add 1 Normal Spell from your Deck to your hand. You can only use this effect of "Magician of Black Chaos" once per turn. ② If this card destroys an opponent's monster by battle, after damage calculation: Banish that opponent's monster.

     

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    Magician of Chaos

    You can Ritual Summon this card with "Chaos Form".
    ① If this card is Ritual Summoned: You can add 1 Spell/Trap that specifically lists the card "Dark Magician" in its text from your Deck to your hand. ② Once per turn, if a Spell/Trap Card or effect is activated (Quick Effect): You can target 1 card on the field: Destroy it. ③ This card's name becomes "Dark Magician" while it is on the field or in the GY.

     

     

     

    THREE MUSKETEERS OF FACE CARDS

    Spoiler

     

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    Jack's Knight

    ① Once per turn, during your Battle Phase: You can add up the total ATK of all other face-up Attack Position LIGHT Warrior monsters you currently control, then during the Battle Phase of this turn only, this card gains that much ATK, but cannot inflict battle damage to your opponent, also other face-up Attack Position monsters cannot attack.

     

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    King's Knight

    ① If this card is Normal/Special Summoned while you control "Queen's Knight", OR if "Queen's Knight" is Normal/Special Summoned while you control this face-up card: You can Special Summon 1 "Jack's Knight" from your Deck.

     

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    Queen's Knight

    ① If this card is Normal/Special Summoned, if you do not control a face-up "King's Knight": You can add 1 "King's Knight" from your Deck to your hand.

     

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    Arcana Knight Joker

    "Queen's Knight" + "Jack's Knight" + "King's Knight"
    ① This card can attack every monster your opponent controls (one attack on each monster per Battle Phase), but the battle damage is halved. ② Once per turn, during either player's turn, when a Spell/Trap Card, or monster effect, is activated that targets this face-up card on the field: You can banish the same type of card (Monster, Spell, or Trap) from your GY; negate the effect.

     

     

    MAGNET WARRIORS

    Spoiler

     

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    Alpha the Magnet Warrior

    ① If this card is Normal or Special Summoned: You can add 1 "Beta the Magnet Warrior" from your Deck to your hand. ② If this card declares an attack: You can target 1 other face-up monster you control; this card gains ATK equal to that target monster's ATK until the End Phase.

     

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    Beta the Magnet Warrior

    ① If this card is Normal or Special Summoned: You can add 1 "Gamma the Magnet Warrior" from your Deck to your hand. ② At the start of the Damage Step, if this card attacks a face-up Defense Position monster: Destroy that monster.

     

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    Gamma the Magnet Warrior

    ① If this card is Normal or Special Summoned: You can add 1 "Alpha the Magnet Warrior" from your Deck to your hand. ② Once per turn: You can target 1 other face-up monster you control; change this to face-up Defense Position, and if you do, that target monster gains 700 ATK until the End Phase.

     

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    Valkyrion the Magna Warrior

    "Alpha The Magnet Warrior" + "Beta The Magnet Warrior" + "Gamma The Magnet Warrior"
    Must first be Special Summoned by Tributing the required Materials from your hand and/or field (You do not use "Fusion").
    ① During either player's turn: You can Tribute this card, then target 1 "Alpha The Magnet Warrior", "Beta The Magnet Warrior", and "Gamma The Magnet Warrior" in your GY; Special Summon them.

     

     

    X-Y-Z

    Spoiler

     

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    X-Head Cannon

    ① If Normal or Special Summoned: You can Special Summon 1 Union Monster from your hand or GY in face-up Defense Position. ② Once per turn, while this card is equipped with a Union Monster: You can discard 1 card to target 1 face-up card your opponent controls; destroy it.

     

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    Y-Dragon Head

    ① Once per turn, you can either: Target 1 "X-Head Cannon" or "Z-Metal Tank" you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 400 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

     

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    Z-Metal Tank

    ① Once per turn, you can either: Target 1 "X-Head Cannon" or "Y-Dragon Head" you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 600 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.

     

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    XYZ-Dragon Cannon

    "X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank"
    Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
    ① Once per turn, during your Main Phase: You can target 1 card your opponent controls; destroy that target.

     

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    XY-Dragon Cannon

    "X-Head Cannon" + "Y-Dragon Head"
    Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
    ① You can discard 1 card, then target 1 card your opponent controls; destroy that target. ② You can send this face-up card to the GY; Special Summon 1 each of your banished "X-Head Cannon" and "Y-Dragon Head".

     

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    XZ-Tank Cannon

    "X-Head Cannon" + "Z-Metal Tank"
    Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
    ① You can discard 1 card, then target 1 monster your opponent controls; destroy that target. ② You can send this face-up card to the GY; Special Summon 1 each of your banished "X-Head Cannon" and "Z-Metal Tank".

     

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    YZ-Dragon Tank

    "Y-Dragon Head" + "Z-Metal Tank"
    Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Fusion".) Cannot be Special Summoned from the GY.
    ① If this card is Special Summoned: You can Special Summon 1 "X-Head Cannon" from your hand, Deck, or GY. ② You can send this face-up card to the GY; Special Summon 1 each of your banished "Y-Dragon Head" and "Z-Metal Tank".

     

     

     

     

    TIME WIZARD

    Spoiler

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    Baby Dragon

    ① After applying the effect of "Time Wizard" in which you called the coin toss right: You can immediately Tribute this face-up card; Special Summon 1 "Thousand Dragon" from your Extra Deck. ② If this card is destroyed by battle: You can add 1 Level 3 or lower Dragon monster from your Deck to your hand.

     

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    Time Wizard

    ① Toss a coin and call it. If you call it right, destroy all monsters your opponent controls, and if you do, inflict damage to your opponent equal to half the total ATK those destroyed monsters had on the field. If you call it wrong, destroy as many monsters you control as possible, and if you do, take damage equal to half the total ATK those destroyed monsters had on the field.

     

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    Thousand Dragon

    Must first be Special Summoned by the effect of "Baby Dragon", and cannot be Special Summoned by other ways.
    ① Monsters your opponent controls with a Level lower than this card's Level have their ATK and DEF halved, and their effects negated. ② When this card destroys an opponent's monster by battle, and sends it to the GY: Inflict damage to your opponent equal to that monster's ATK in the GY.

     

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    Dark Sage

    Must first be Special Summoned (from your Extra Deck) by Tributing 1 "Dark Magician" immediately after applying the effect of "Time Wizard" in which you called the coin toss right.
    ① When Special Summoned: Add 1 Spell from your Deck to your hand. ② During either player's turns, if your opponent activates a card effect OR Summons a monster(s) (Quick Effect) OR declares an attack: You can activate 1 Spell from your hand. ③ This card's name becomes "Dark Magician" while it is on the field or in the GY.

     

     

     

    BATTLEGUARDS

    Spoiler

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    Battleguard King

    ① When this card is Tribute Summoned: Draw 1 card for each Warrior monster used for its Tribute Summon. ② If this card destroys a monster by battle: You can Special Summon 1 Level 4 or lower "Battleguard" monster from your Deck in face-up Attack Position.

     

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    Swamp Battleguard

    You can only activate the ② effect of "Swamp Battleguard" once per turn.
    ① Gains 500 ATK for each "Lava Battleguard" you control. ② If this card destroys a monster by battle: You can Special Summon 1 "Lava Battleguard" from your Deck in face-up Attack Position.

     

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    Lava Battleguard

    You can only activate the ② effect of "Lava Battleguard" once per turn.
    ① Gains 500 ATK for each "Swamp Battleguard" you control. ② If this card destroys a monster by battle: You can Special Summon 1 "Swamp Battleguard" from your Deck in face-up Attack Position.

     

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    Battleguard Magic

    ① Add 1 "Battleguard" monster from your Deck to your hand. ② If you Tribute Summon a "Battleguard" monster, you can banish this card from your GY as 1 of those Tributes.

     

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    Feast of the Wild LV4

    ① Discard 2 Warrior monsters; Special Summon up to 2 Level 4 "Battleguard" monsters from your Deck, but they cannot attack, also, for the rest of this turn, they cannot be Tributed for a Tribute Summon, except for the Tribute Summon of a Warrior monster.

     

     

    GAMBLE

    Spoiler

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    Panther Warrior

    ① At the start of each of your Battle Phases, if you control this face-up card: Roll a six-sided die, then apply 1 of these effects depending on the result.
    *1 or 2: This card cannot attack during this turn.
    *3 or 4: Until the End Phase, this card loses 1000 ATK, but it can attack your opponent directly.
    *5 or 6: Until the End Phase, this card gains 1000 ATK, but it cannot attack your opponent directly.

     

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    Rocket Warrior

    ① During your Battle Phase, this card cannot be destroyed by battle and you take no battle damage from attacks involving this card. ② If this card attacks a monster, after damage calculation: Roll a six-sided die; That attack target lose ATK/DEF equal to the result x 300.

     

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    Little-Winguard

    ① Once per turn, if you control this face-up card at the start of either player's Battle Phase: You can toss a coin and call it. If you call it right, double this card's original ATK until the End Phase. ① After a card effect involving a dice roll or a coin toss resolves where the dice result was 4 or higher, or the player called the coin toss right: Draw 1 card.

     

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    Swordsman of Landstar

    ① If a card effect involving a dice roll or coin toss is activated: You can Special Summon this card (from your hand). ② After a card effect involving a dice roll resolves: This card gains 500 ATK x the dice roll's result until your next Standby Phase. ③ After a card effect involving a coin toss resolves: This card gains 1500 ATK until your next Standby Phase. ④ Once per turn, if either player(s) rolls a die (or dice), or tosses a coin, you can have the player(s) re-roll, or re-toss. (This is a Quick Effect.)

     

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    Roulette Spider

    ① When an opponent's monster declares an attack: Roll a six-sided die and apply the result.
    1: Halve your LP.
    2: Make that attack a direct attack.
    3: Choose 1 monster you control, change the attack target to it, and perform damage calculation.
    4: Choose 1 other monster your opponent controls, change the attack target to it, and perform damage calculation.
    5: Negate the attack, and if you do, inflict damage to your opponent equal to that monster's ATK.
    6: Destroy that opponent's monster.

     

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    Graceful Dice

    ① Roll a six-sided die. All monsters you currently control with ATK 1000 or less gain ATK and DEF equal to the result x 400, until the End Phase.

     

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    Skull Dice

    ① Roll a six-sided die. All monsters your opponent currently control lose ATK and DEF equal to the result x 400, until the End Phase.

     

    LORD OF DRAGONS

    Spoiler

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    Lord of Dragons

    ① If Summoned: You can add 1 Dragon monster or "The Flute of Summoning Dragon" from your Deck to your hand. ② Face-up Dragon monsters you control cannot be targetted by your opponent's card effects.

     

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    The Flute of Summoning Dragon

    ① If you control a face-up "Lord of Dragons" (min.1), activate 1 of these effects:
    *Special Summon up to 2 Dragon monsters from your hand.
    *Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.

     

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    The Melody of Awakening Dragon

    ① Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.

     

     

    DRAGON CAPTURE JAR

    Spoiler

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    Dragon Piper

    ① Cannot be targetted for attacks if you control a face-up Dragon monster. ② Once per turn, if you control a face-up "Dragon Capture Jar" (min.1): You can target 1 face-up Dragon monster your opponent controls; gain control of it for as long as you control this face-up card, also, you can change that monster's battle position.

     

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    Dragon Capture Jar

    ① Change all face-up Dragon monsters your opponent controls to Defense Position, also they cannot change their battle positions, and their effect(s) are negated.

     

    MONSTER TAMER

    Spoiler

     

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    Monster Tamer

    ① If you control a face-down monster, this card cannot be targetted for attacks. ② Once per turn: You can discard 1 Trap; Special Summon 1 "Jirai Gumo" or "Dungeon Worm" from your hand or Deck in face-down Defense Position. ③ Once per turn: You can target 1 other monster you control; either, flip it face-up, or change it to face-down Defense Position.

     

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    Jirai Gumo

    ① Can only attack face-down monsters. ② If this card is flipped face-up: Target 1 face-up monster on the field, except this card; change it to face-down Defense Position.

     

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    Dungeon Worm

    ① If this card is flipped face-up: Target 1 face-up monster your opponent controls; destroy it, and if you do, inflict 1000 damage to your opponent.

     

    LV

    Spoiler

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    Silent Swordsman LV3

    ① Unaffected by your opponent's Spell effects. ② During your Standby Phase: You can send this face-up card to the GY; Special Summon 1 "Silent Swordsman LV5" from your Extra Deck.

     

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    Silent Swordsman LV5

    Must first be Special Summoned by "Silent Swordsman LV3" and cannot be Special Summoned by other ways.
    ① Unaffected by your opponent's Spell effects. ② During your next Standby Phase after this card destroyed a monster by battle: You can send this face-up card to the GY; Special Summon 1 "Silent Swordsman LV7" from your Extra Deck.

     

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    Silent Swordsman LV7

    Must first be Special Summoned by "Silent Swordsman LV5" and cannot be Special Summoned by other ways.
    ① Negate all Spell effects on the field.

     

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    Dark Mimic LV1

    FLIP: Draw 1 card.
    ① During your Standby Phase: You can send this face-up card to the GY; Special Summon 1 "Dark Mimic LV3" from your Extra Deck.

     

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    Dark Mimic LV3

    Must first be Special Summoned by "Dark Mimic LV1" and cannot be Special Summoned by other ways.
    ① If Special Summoned by "Dark Mimic LV1": Draw until you have 6 cards in your hand.

     

    TORTURE

    Spoiler

     

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    Lava Golem

    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's side of the field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card.
    ① During each of your Standby Phases: Take 1000 damage. ② Other face-up monsters you control lose 1000 ATK and DEF.

     

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    Helpoemer

    ① Cannot attack. ② If this card was destroyed by battle and sent to the GY, this effect activates at the end of each of your opponent's Battle Phases: Discard 1 random card from your opponent's hand. This card must be in the GY to activate and to resolve this effect.

     

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    Legendary Fiend

    ① During each of your Standby Phases: You can make your opponent randomly discard 1 card, and if you do, this card gains 700 ATK.

     

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    Gil Garth

    ① If this card destroys a monster by battle: You can Special Summon 1 "Drillago" from your Deck or GY. ② Gains 500 ATK for each face-up "Viser Des" and "Byser Shock" you control.

     

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    Makyura the Destructor

    ① If this card is Normal or Special Summoned: You can Set 1 "Nightmare Wheel" from your Deck or GY in 1 of your Spell & Trap Zone. ② Gains 200 ATK for each Trap Card you control and is in your GY.

     

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    Drillago

    ① If this card is Normal or Special Summoned: You can Special Summon 1 "Viser Des" or "Byser Shock" from your hand or Deck. ② If this card destroys a monster by battle: Inflict 500 damage to your opponent for each face-up "Viser Des" and "Byser Shock" you currently control.

     

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    Byser Shock

    ① If this card is Normal or Special Summoned: Return all Spells and Traps on the field to the hand. ② If you control a face-up "Viser Des" (min.1), this card cannot be destroyed by battle, also, you take no battle damage from battles involving this card.

     

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    Viser Des

    ① During your Main Phase, you can target 1 monster your opponent controls; during each of your Standby Phases after this effect's activation, that monster loses 500 ATK. You cannot activate this effect if a monster is already affected by this effect. ② This card cannot be destroyed by battle while the targeted monster is on the field, also, you take no battle damage from battles involving this card.

     

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    Nightmare Wheel

    ① Activate this card by targeting 1 monster your opponent controls; it cannot attack, change its battle position, also, its effect(s) are negated. ② When it leaves the field, destroy this card. ③ During each of your Standby Phases: Inflict damage to your opponent equal to half that monster's ATK. That monster must be on the field to activate and to resolve this effect.

     

     

    HARPIES

    Spoiler

     

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    Harpie's Pet Dragon

    ① If you control 2 or more face-up "Harpie Lady" monsters: You can Normal Summon this card without Tributing. ② Gains 300 ATK and DEF for each "Harpie Lady" monster on the field.

     

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    Birdface

    ① If this monster is destroyed by battle or by card effect: You can add up to 2 "Harpie" monsters with different names from your Deck to your hand.

     

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    Harpie Lady 1

    ① Gains 200 ATK for each face-up "Harpie Lady" monster you control, except this card. ② If this card is Normal or Special Summoned: You can target 1 Spell/Trap Card on the field; destroy that target.

     

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    Harpie Lady 2

    ① Gains 200 ATK for each face-up "Harpie Lady" monster you control, except this card. ② Negate the effects of Effect Monsters this card destroys by battle.

     

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    Harpie Lady 3

    ① Gains 200 ATK for each face-up "Harpie Lady" monster you control, except this card. ② If this card is Summoned: You can add 1 "Harpie" monster or "Elegant Egotist" from your Deck to your hand.

     

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    Elegant Egotist

    ① Once per turn: You can target 1 face-up "Harpie Lady" monster you control; Special Summon 1 "Harpie Lady" monster with a different name from that target from your Deck. ② If this face-up card is destroyed: You can add 1 "Harpie's Pet Dragon" from your Deck to your hand.

     

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    Shadow of Eyes

    These effects can only be applied while you control a "Harpie Lady" monster.
    ① Face-up monsters your opponent controls are changed to Attack Position and their battle positions cannot be changed, also, their effects are negated. ② Once per turn, during your opponent's Main or Battle Phase: You can target 1 face-up monster your opponent controls; that monster must attack during this turn, if able.

     

    AMAZONESS

    Spoiler

     

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    Amazoness Paladin

    ① Gains 100 ATK for each "Amazoness" monster you control. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Swords Woman

    ① Your opponent takes any battle damage you would have taken from battles involving this card instead. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Chain Master

    ① If this card is Normal Summoned, if all face-up monsters you control are "Amazoness" monsters: You can pay 1500 Life Points; look at your opponent's hand, then add 1 monster from their hand to your hand. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Fighter

    ① You take no battle damage from attacks involving this card. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Archer

    ① Can attack your opponent directly, but if does through this effect, its ATK is halved until the end of the Damage Step. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Sage

    ① You can target 1 Spell/Trap your opponent controls; this card's battle position cannot be changed until the end of your next turn, also change this card you control from face-up Attack Position to face-up Defense Position, and if you do, destroy that target. ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Blowpiper

    ① Each time a monster on the field declares an attack: Target 1 face-up monster your opponent controls; it loses 800 ATK and DEF (permanently). ② If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Tiger

    You can only control 1 "Amazoness Tiger".
    ① Gains 400 ATK for each "Amazoness" monster you control. ② Your opponent cannot attack any face-up "Amazoness" monsters, except this one. ③ If this card is destroyed by your opponent's card (either by battle or by card effect): You can add 1 "Amazoness" card with a different name from this card from your Deck to your hand.

     

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    Amazoness Spellcaster

    ① Target 1 "Amazoness" monster you control and 1 face-up monster your opponent controls; switch the original ATK of those targets until the end of this turn.

     

     

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    Amazoness Archers

    Activate only when your opponent declares an attack while you control an "Amazoness" monster.
    ① All monsters your opponent controls are changed to face-up Attack Position (Flip Effects are not activated), and lose 1000 ATK as long as they remain face-up on the field. Your opponent must attack with all of their monsters.

     

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    Amazoness Dramatic Rescue

    Activate only when an "Amazoness" monster you control is targeted by attack or card effect.
    ① Return the targeted monster to its owner's hand, then Special Summon 1 "Amazoness" monster from your Deck.

     

     

    GREAT MOTH

    Spoiler
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    Perfectly Ultimate Great Moth
    Must first be Special Summoned by "Cocoon of Evolution", and cannot be Special Summoned by other ways.
    ① Each non-Insect monster on the field loses 300 ATK x its own Level.

     

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    Great Moth

    Must first be Special Summoned by "Cocoon of Evolution", and cannot be Special Summoned by other ways.
    ① Each non-Insect monster on the field loses 100 ATK x its own Level.

     

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    Cocoon of Evolution

    The ① effect of "Cocoon of Evolution" can only be activated once per turn.
    ① Tribute 1 monster; Special Summon 1 "Moth" monster from your Extra Deck who is 4 Levels higher than the Tributed monster's.

     

     

    INSECT QUEEN

    Spoiler

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    Insect Queen

    ① Gains 200 ATK for each Insect monster on the field, except this card. ② Once per turn, during the End Phase: Special Summon 1 "Insect Larva Token" (Insect/EARTH/Level 3/ATK 1200/DEF 0). ③ "Insect Larva Tokens" you control cannot be targetted for attacks or your opponent's card effects while you control this face-up card. ④ Once per turn: You can Tribute 2 "Insect Larva Tokens" you control; Special Summon 1 Insect monster from your Deck, except "Insect Queen".

     

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    Insect Princess

    ① All Insect monsters your opponent controls are changed to Attack Position. ② If this card is destroyed by battle or by card effect: You can Special Summon 1 "Insect Queen" from your hand or Deck.

     

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    Insect Knight

    ① Your "Insect Queen" requires 1 less Tribute for each face-up Insect monster you control. ② If this card destroys a monster by battle: You can add 1 "Insect Queen" from your Deck or GY to your hand.

     

     

    LABYRINTH

    Spoiler

     

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    Labyrinth Wall

    ① Once per turn, during the Main Phase, the turn player can move 1 monster they control to their adjacent (horizontal) unoccupied Monster Card Zone. ② Monsters can only attack other monsters in the same column. ③ Monsters cannot attack directly.

     

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    Shadow Ghoul

    ① Gains 100 ATK for each monster in your GY. ② If "Labyrinth Wall" is face-up on the field: You can Tribute this face-up card; Special Summon 1 "Wall Shadow" from your Extra Deck to your Main Monster Zone.

     

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    Wall Shadow

    Must first be Special Summoned with "Shadow Ghoul".
    ① If "Labyrinth Wall" is face-up on the field:
    *This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.
    *This card can attack monsters in other columns.

     

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    Guardian of the Labyrinth

    ① You can discard this card to the GY; add 1 "Labyrinth Wall" from your Deck to your hand or GY. ② Once per turn, during the Main Phase, you can move this face-up card to an adjacent (horizontal) unoccupied Monster Card Zone. ③ If this card attacks the monster in its same column, this card gains 1000 ATK during the Damage Step.

     

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    Magical Labyrinth

    ① If "Labyrinth Wall" is face-up on the field: Move any number of face-up monsters in each Player's Main Monster Zones to different Main Monster Zones (you cannot move any monster to another player's Main Monster Zone.)

     

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    Labyrinth Tank

    Can only be activated if "Labyrinth Wall" is face-up on the field.
    ① During either player's Main Phase: Special Summon this card as an Effect Monster (Machine/DARK/Level 7/ATK 2400/DEF 2400). (This card is also still a Trap Card.) ② Once per turn, during the Main Phase, you can move this face-up card to an adjacent (horizontal) unoccupied Monster Card Zone. ③ If this card attacks a Defense Position monster, inflict piercing battle damage.

     

     

    GATE GUARDIAN

    Spoiler

     

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    Gate Guardian

    Cannot be Normal Summoned/Set. Must be Special Summoned by Tributing 1 face-up Warrior monster in your Main Monster Zone, along with 3 face-up "Guardian Seal" Continuous Spells  with different names you control.
    ① Once per turn: You can target up to 3 face-up cards your opponent controls; apply 1 of these effects to each target (you cannot apply the same effect to 2 or more targets):
    *Destroy that target.
    *Return that target to its owner's hand.
    *Make that target's ATK 0 (if the target is a monster).

     

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    Guardian Seal - Sanga

    ① During damage calculation in your opponent's turn, if a face-up monster you control is being attacked: You can target the attacking monster; destroy it (this is a Quick Effect). This effect can only be used once while this card is face-up on the field. ② At the start of the Draw Phase: You can add 1 "Gate Guardian" from your Deck to your hand instead of conducting your normal draw.

     

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    Guardian Seal - Kazejin

    ① During damage calculation in your opponent's turn, if a face-up monster you control is being attacked: You can target the attacking monster; return it to the owner's hand (this is a Quick Effect). This effect can only be used once while this card is face-up on the field. ② At the start of the Draw Phase: You can add 1 "Gate Guardian" from your Deck to your hand instead of conducting your normal draw.

     

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    Guardian Seal - Suijin

    ① During damage calculation in your opponent's turn, if a face-up monster you control is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field. ② At the start of the Draw Phase: You can add 1 "Guardian Seal" Spell with a different name from this card from your Deck to your hand instead of conducting your normal draw.

     

    TOONS

    Spoiler

     

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    Blue-Eyes Toon Dragon

    Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 2 monsters, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
    ① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ③ If this card attacks a Defense Position monster, inflict piercing battle damage.

     

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    Toon Dark Magician

    Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 2 monsters, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
    ① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ③ During your Main Phase, if this card is in your GY, and you control "Toon World": You can Tribute 2 face-up Toon monsters you control; Special Summon this card.

     

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    Toon Summoned Skull

    Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 1 monster, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
    ① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ③ Once per turn: You can discard 1 card; destroy 1 face-up monster your opponent controls with DEF less than this monster's ATK. This card cannot attack the turn you activate this effect.

     

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    Parrot Dragon

    Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) by Tributing 1 monster, while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
    ① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly.

     

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    Toon Mermaid

    Cannot be Normal Summoned/Set. You can Special Summon this card (from your hand) while you control "Toon World" (this card requires 1 less Tribute for each face-up Toon monster you control.).
    ① Cannot attack the turn it is Special Summoned. ② While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly.

     

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    Dark Rabbit

    ① While you control a face-up "Toon World", double this card's original ATK. ② If Normal or Special Summoned: You can add 1 "Toon" card or Toon monster from your Deck to your hand.

     

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    Toon Alligator

    ① While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ② If Normal or Special Summoned: You can add 1 "Toon" card or Toon monster from your Deck to your hand.

     

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    Bickuribox

    1 Toon monster + 1 Toon monster
    ① While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. ② If this card leaves the field: You can add 1 "Toon" card or Toon monster from your Deck to your hand.

     

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    Toon World

    ① If activated: Add 1 Toon monster from your Deck to your hand. ② Toon monsters you control cannot be targeted for attacks, except by other Toon monsters. ③ Once per turn: You can tribute 1 face-up monster you control this is not a Toon Monster; Special Summon 1 Toon monster from your hand or Deck with the same Level, Type, ATK, and DEF as the tributed monster.

     

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    Shine Palace

    ① Face-up "Toon World" you control cannot be destroyed by card effects. ② Once per turn: You can target 1 face-up Toon monster you control; until the End Phase, only that Toon monster can attack, and if it does, at the start of the Damage Step, destroy all face-up monsters your opponent controls with ATK lower than the attacking Toon monster.

     

     

    SLIME

    Spoiler

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    Revival Slime

    ① Cannot be destroyed by battle. ② If this card is destroyed by card effect: You must pay 1000 LP (this is not optional. If you have less than 1000 LP, you must pay all of your LP.); Special Summon this card during your next Standby Phase.

     

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    Worm Drake

    If this card is Normal/Special Summoned: You can add 1 "Humanoid Slime" or "Fusion" from your Deck or GY to your hand.

     

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    Humanoid Slime

    ① If this card is Normal/Special Summoned: You can add 1 "Worm Drake" or "Fusion" from your Deck or GY to your hand.

     

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    Humanoid Worm Drake

    "Worm Drake" + "Humanoid Slime"
    ① If this card is destroyed by battle and sent to the GY: You can Special Summon 1 "Revival Slime" from your Deck in face-up Defense Position.

     

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    Egyptian God Slime

    1 "Revival Slime" + 1 "Metal Reflect Slime" that is treated as an Effect Monster
    ① This card cannot attack. ② Cannot be destroyed by battle.

     

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    Metal Reflect Slime

    ① Special Summon this card in Defense Position as an Effect Monster (Aqua/WATER/Level 10/ATK 0/DEF 3000). (This card is also still a Trap Card.) ② This card cannot attack.

     

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    Slime Defender

    ① When an opponent's monster declares an attack on a monster you control: You can target 1 Aqua Monster you control; switch the attack target to that target.

     

     

     

    MASKS

    Spoiler

     

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    Masked Beast Des Guardius

    You can Special Summon this card (from your hand) by Tributing 2 monsters, including at least 1 "Grand Tiki Elder" or "Melchid the Four-Face Beast".
    ① If this card leaves the field: Equip 1 "Mask of Remnants" from your hand, Deck, or GY to 1 monster on the field.

     

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    The Masked Hellraiser

    You can Ritual Summon this card with "Curse of the Masked Hellraiser".
    ① If this card is Ritual Summoned: You can add up to 2 "Mask of" Spell or Traps from your GY to your hand. ② If this card is destroyed by battle: You can Special Summon 1 "Masked Beast Des Guardius" from your hand, Deck, or GY.

     

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    Shining Abyss

    ① While you control a face-up "Mask of" card, this card gains 500 ATK/DEF. ② If this card is destroyed by your opponent's card (either by battle or card effect): You can add 1 "Mask" or "Masked" card from your Deck to your hand.

     

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    Melchid the Four-Face Beast

    ① If this card is Normal Summoned: You can add 1 "Mask of" or "Masked" card from your Deck to your hand. ② If this card is destroyed by your opponent's card (either by battle or card effect): You can Special Summon 1 "Grand Tiki Elder" from your Deck.

     

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    Grand Tiki Elder

    ① If this card is Normal or Special Summoned: You can add 1 "Mask of" or "Masked" card from your GY to your hand. ② If this card is destroyed by your opponent's card (either by battle or card effect): You can Special Summon 1 "Melchid the Four-Face Beast" from your Deck.

     

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    Mask of Remnants

    ① Shuffle this card into its owner's Deck, then draw 1 card, OR if this card was put into play by the effect of "Masked Beast Des Guardius", this card is treated as an Equip Card. ② Control of the equipped monster is switched.

     

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    Mask of Impregnability

    ① Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but cannot be destroyed by battle or card effects, also, all battle damage the controller takes from battles involving that monster becomes 0.

     

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    Mask of Brutality

    ① The equipped monster gains 1000 ATK and loses 1000 DEF. ② During each of your Standby Phases, the controller of the equipped monster must pay 1000 LP (this is not optional).

     

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    Mask of Restrict

    ① Neither player can Tribute cards. ② During each of your Standby Phases, either, pay 800 LP or destroy this card.

     

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    Mask of the Accursed

    ① Target 1 face-up monster on the field: Negate its effect(s), also, the controller of that card takes 800 damage during each of your Standby Phases. ② When the target card leaves the field, destroy this card.

     

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    Mask of Dispel

    ① Target 1 face-up Spell or Trap on the field: Negate its effect(s), also, the controller of that card takes 800 damage during each of your Standby Phases. ② When the target card leaves the field, destroy this card.

     

     

    VIRUS CARDS

    Spoiler

     

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    Pandemic Dragon

    ① If this card is destroyed by battle or card effect: A player of your choice reveals 10 cards from the top of their Deck, and destroys all monsters with 1500 or more ATK from among them, then places the rest on the bottom in any order.

     

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    Crush Card Virus

    Can only be activated if a DARK monster you control with 1000 or less ATK is destroyed by battle.
    ① Your opponent takes no damage until the end of the next turn after this card resolves, also, you look at your opponent's hand and all monsters they control, and if you do, destroy the monsters among them with 1500 or more ATK, then your opponent reveals 5 cards from the top of their Deck, and destroys all monsters with 1500 or more ATK from among them, then places the rest on the bottom in any order.

     

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    Virus Cannon

    The ① effect of "Virus Cannon" can only be activated once per turn.
    ① Reveal 5 cards from the top of your opponent's Deck. Your opponent sends all Spells revealed by this effect to the GY, then places the rest on the bottom in any order.

     

     

    MACHINA

    Spoiler

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    Machina Megaform

    ① You can Tribute this card; Special Summon 1 "Machina" monster from your hand, Deck, or GY, except "Machina Megaform". ② If a face-up "Machina Fortress" you control is sent to the GY, while this card is in your GY (except during the Damage Step): You can banish that "Machina Fortress" from the GY; Special Summon this card.

     

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    Machina Fortress

    ① You can discard Machine monster(s) whose total Levels equal 8 or more, except this card, then Special Summon this card (from your hand or GY). ② If this card is destroyed by battle and sent to the GY: You can Special Summon up to 2 Level 4 or lower "Machina" monsters with different names from each other (fron your Deck).

     

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    Machina Gearframe

    ① If this card is Normal Summoned: You can add 1 "Machina" monster from your Deck to your hand, except "Machina Gearframe". ②  Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

     

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    Machina Sniper

    ① Gains 100 ATK for each "Machina" monster on the field, except this card. ② Can attack your opponent directly, but the battle damage is halved.

     

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    Machina Soldier

    ① Gains 100 ATK for each "Machina" monster on the field, except this card. ② Once per turn, when a "Machina" monster you control declares an attack on a Defense Position monster your opponent controls: You can activate this effect; during that battle, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.

     

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    Machina Defender

    ① Gains 100 DEF for each "Machina" monster on the field, except this card. ② Once per turn: You can change this card to face-down Defense Position. ③ If this card is flipped face-up: You can add 1 "Machina" monster from your Deck to your hand, except "Machina Defender".

     

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    Commander Covington

    ① If Normal/Special Summoned: You can discard up to 2 cards; add 1 "Machina" monster from your Deck to your hand for each card discarded. ② If you control a face-up "Machina" monster, this card gains 700 ATK.

     

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    Machina Force

    "Machina Soldier"+ "Machina Sniper"+ "Machina Defender"
    Must first be Special Summoned by Tributing the required Materials from your hand and/or field (You do not use "Fusion").
    ① Cannot attack your opponent directly. ② If this card destroys a Defense Position monster, inflict 800 damage to your opponent.

     

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    Machina Armored Unit

    ① Once per turn, when a Machine monster is destroyed by battle and sent to your GY: You can Special Summon 1 Level 4 or lower "Machina" monster from your Deck.

     

     

    VAMPIRE

    Spoiler

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    Vampire Genesis

    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 Level 5 or higher "Vampire" monster you control, and cannot be Special Summoned by other ways.
    ① During your Battle Phase: Your opponent cannot activate Spell/Trap cards or effects. ② When this card inflicts battle damage to your opponent: Declare 1 type of card (Monster, Spell, or Trap); your opponent sends up to 3 cards of that type from their Deck to the GY (min.1). If they do not send exactly 3 cards to the GY, you draw 3 cards.

     

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    Vampire Grace

    You can only use the ① effect of "Vampire Grace" once per turn.
    ① If a Level 5 or higher Zombie monster(s) is Special Summoned to your side of the field by the effect of a Zombie monster while this card is in your GY: You can pay 2000 LP; Special Summon this card from your GY. ② Once per turn, if your opponent sends a card(s) from their Deck to the GY: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard.

     

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    Vampire's Curse

    ① When this card inflicts battle damage to your opponent: Declare 1 type of card (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the GY. ② If this card is destroyed by battle or card effect and sent to the GY: You can pay 500 Life Points; Special Summon it during the Standby Phase of the next turn. When you do: It gains 500 ATK.

     

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    Vampire Lady

    ① When this card inflicts battle damage to your opponent: Declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the GY.

     

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    Overpowering Eye

    ① Target 1 "Vampire" monster you control; it can attack your opponent directly this turn.

     

     

    BARBAROS

    Spoiler

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    Beast King Barbaros

    ① This card can attack all monsters your opponent controls, once each. ② During your Battle Phase, if you control an "Beast King Barbaros" that can attack, monsters other than "Beast King Barbaros" cannot attack.

     

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    Machine Lord Ür

    ① If Normal Summoned: You can add 1 "Beast King Barbaros" or "Fusion" from your Deck to your hand.

     

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    Beast Machine King Barbaros Ür

    "Beast King Barbaros" + "Machine Lord Ür"
    ① This card can attack all monsters your opponent controls, once each. ② During your Battle Phase, if you control an "Beast Machine King Barbaros Ür" that can attack, monsters other than "Beast Machine King Barbaros Ür" cannot attack.

     

    EXODIA

    Spoiler

     

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    The Legendary Exodia Incarnate

    Must be Special Summoned by the effect of "Exodia the Forbidden One" and cannot be Special Summoned by other ways.
    ① This card's Special Summon cannot be negated, and your opponent cannot activate cards or effects in response to this Special Summon. ② If this card would be Special Summoned, send all cards your opponent controls to the GY, then your opponent must draw cards until they have 10 cards in hand, then reveal their hand; send all monsters your opponent controls and in their hand to the GY, then your opponent loses LP equal to the total ATK of all monsters in their GY.

     

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    Exodia the Forbidden One

    ① During your Main Phase: You can discard 1 each of this card,"Right Leg of the Forbidden One", "Left Leg of the Forbidden One", "Right Arm of the Forbidden One" and "Left Arm of the Forbidden One"; Special Summon 1 "The Legendary Exodia Incarnate" from your Extra Deck.

     

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    Right Arm of the Forbidden One

     

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    Left Arm of the Forbidden One

     

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    Right Leg of the Forbidden One

     

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    Left Leg of the Forbidden One

     

     

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    Break the Seal

    ① Add 1 "Forbidden One" card from your Deck to your hand, then discard 1 card.

     

    GODS

    Spoiler

     

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    Zorc Necrophades the Dark One

    Requires 3 DARK Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
    ① When Normal Summoned, cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. ④ When this card attacks: Banish all other monsters on the field whose Level is lower than this card, face-down, then inflict 800 damage to your opponent for each monster banished by this effect, then end your Battle Phase immediately. ⑤ You cannot Normal/Special Summon while you control this face-up card.

     

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    The Winged Dragon of Ra

    Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
    ① When Normal Summoned, other cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ This card's ATK becomes the combined original ATK of the Tributed monsters. ④ If this card is Special Summoned: You can pay LP so that you only have 100 left; this card gains ATK and DEF equal to the amount of LP paid. ⑤ You can pay 1000 LP, then target 1 monster on the field, ignoring that monster's effect(s); destroy that target.

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    Obelisk the Tormentor

    Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
    ① When Normal Summoned, cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. ④ You can Tribute 2 monsters; activate 1 of these effects:
    *Destroy all monsters your opponent controls, then halve your opponent's LP. You cannot declare an attack the turn this effect is activated.
    *Double this card's ATK until the End Phase.

     

     

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    Osiris the Sky Dragon

    Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
    ① When Normal Summoned, cards and effects cannot be activated. ② Cannot be targeted by Spells, Traps, or card effects. ③ Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. ④ Gains 1000 ATK and DEF for each card in your hand. ⑤ If a monster(s) is Normal or Special Summoned to your opponent's field in Attack Position: That monster(s) loses 2000 ATK, then if its ATK has been reduced to 0 as a result, destroy it.

     

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    Holactie the Creator of Light

    "Osiris the Sky Dragon" + "Obelisk the Tormentor"+ "The Winged Dragon of Ra"
    Must be Special Summoned by Tributing the above Fusion Materials from your side of the field (you do not use "Fusion").
    ① This card's Special Summon cannot be negated. ② The player that Special Summons this card wins the Duel.

     

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    The Wicked Avatar

    Cannot be Special Summoned. Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
    ① Your opponent cannot activate Spell or Trap Cards until the end of their 2nd turn after this card is Normal Summoned. ② The ATK and DEF of this card are each 100 points higher than the highest face-up monster's ATK on the field (except "The Wicked Avatar").

     

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    The Wicked Dreadroot

    Cannot be Special Summoned. Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
    ① Your opponent cannot activate Spell or Trap Cards until the end of their 2nd turn after this card is Normal Summoned. ② Halve the ATK and DEF of all monsters on the field, except this card.

     

     

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    The Wicked Eraser

    Cannot be Special Summoned. Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated.
    ① Your opponent cannot activate Spell or Trap Cards until the end of their 2nd turn after this card is Normal Summoned. ② The ATK and DEF of this card are each equal to the number of cards your opponent controls x 1000. ③ When this card is destroyed and sent to the GY, destroy all cards on the field. ④ During your Main Phase, you can destroy this card.

     

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    Divine Evolution

    Equip only to a DIVINE monster.
    ① The equipped monster is unaffected by the effects of, and cannot be destroyed in battle by, your opponent's monsters. ② During your End Phase: You can Tribute 2 face-up monsters you control, except the equipped monster; your opponent skips their next turn.

     

    BOO KOO ENGINE

    Spoiler

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    Spirit of the Books

    ① If Normal or Special Summoned: You can Special Summon 1 "Boo Koo" from your hand, Deck, or GY.

     

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    Boo Koo

    ① When Normal or Special Summoned: Look at the top 5 cards on your Deck, reveal 1 Level 5 or higher Monster from among them, then,if you revealed a card, add it to your hand, and until the End Phase, you can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② During your Main Phase, if this card is in your GY: You can banish this card, along with 2 other "Boo Koo" in your GY; add 1 Spell from your Deck to your hand.

     

    FROG THE JAM ENGINE

    Spoiler

     

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    Toad Master

    ① If Normal or Special Summoned: You can send 1 "Slime Toad" from your hand or Deck to your GY. ② Gains 400 ATK for each "Slime Toad" in your GY or banished.

     

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    Slime Toad

    ① If sent to the GY: You can add 1 "Fusion" from your Deck to your hand. ② If this card is in your GY: You can banish this card, along with exactly 2 other "Slime Toad" in your GY, and discard 1 "Fusion"; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials.

     

    TRIBUTE ENABLERS

    Spoiler

     

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    Fairy's Gift

    ① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, either, draw 1 card or gain 1000 LP.

     

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    Feral Imp

    ① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, either, draw 1 card or give the Tribute Summoned monster 1000 ATK until the End Phase.

     

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    Horn Imp

    ① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, either, draw 1 card or make all face-up monsters your opponent controls lose 500 ATK until the End Phase.

     

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    Doriado

    ① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, you can add 1 Level 4 or lower Spellcaster monster with a different name from this card from your Deck to your hand.

     

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    Moon Envoy

    ① You can Tribute Summon 1 Level 5 or higher monster in face-up Attack Position during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ② If Tributed for a Tribute Summon, you can add 1 Level 4 or lower Warrior monster with a different name from this card from your Deck to your hand.

     

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    Mystic Berserker

    ① If Tributed for a Tribute Summon: You can pay 2000 LP; draw 1 card, and for as long as the Tribute Summoned monster remains face-up on the field, it gains 1000 ATK, but it must attack if able.

     

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    Stuffed Animal

    ① If Tributed for a Tribute Summon: You can pay 2000 LP; draw 1 card, and the ATK and DEF of all face-up monsters your opponent currently controls become 0.

     

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    Doron

    ① During your Main Phase: You can Tribute this face-up card; Special Summon as many "Doron Tokens" (Warrior/EARTH/Level 2/ATK 900/DEF 500) as possible.

     

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    Mushroom Man

    ① During your Standby Phase, if this card is in your GY, and you do not control "Mushroom Man": You can pay 800 LP; Special Summon this card. ② This face-up card on the field cannot be Tributed, except for a Tribute Summon.

     

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    Kageningen

    ① If a monster you control, except "Haniwa", is destroyed by battle or by card effect while this card is in your hand or GY: You can Special Summon this card, then, if it is the Battle Phase, end this turn's Battle Phase. ② Once per turn, this card cannot be destroyed by battle.

     

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    Saggi the Dark Clown

    ① While you control another face-up monster: This card gains 1200 ATK. ② You can Tribute Summon monsters with 1 less Tribute. ③ If this card is Tributed: Draw 1 card.

     

     

    TRIBUTE SPELLS

    Spoiler

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    Soul Exchange

    ① Once, during this turn, if you Tribute a monster, you can Tribute face-up monster(s) your opponent controls, as if you controlled them, then, if you Tributed a monster(s) your opponent controls, it becomes the End Phase immediately.

     

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    Cost Down

    ① For the rest of this turn, reduce the Levels of all monsters in your hand by 2 (even after they are Summoned).

     

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    Precious Cards from Beyond

    ① When you Tribute Summon a monster: Draw 1 card for each monster Tributed for that Tribute Summon.

     

     

    FUSION

    Spoiler

     

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    Fusion

    ① Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. ② If all of the Fusion Materials have names specifically listed on the Fusion Monster Card: Draw 1 card.

     

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    Fusion Sage

    ① Activate 1 of these effects:
    *Add 1 "Fusion" from your Deck to your hand.
    *Target 1 "Fusion", and 1 Fusion Material that was used for a Fusion Summon, in your GY; add them to your hand.

     

     

    FUSION ENABLERS

    Spoiler

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    Morinphen

    ① This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. ② If you Fusion Summon using this card as Material: You can add 1 of the monster listed on that Fusion Monster that this card substituted from your Deck to your hand.

     

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    Tatsunootoshigo

    ① This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. ② If you Fusion Summon using this card as Material: You can add 1 "Fusion" from your Deck to your hand.

     

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    Fusionist

    ① This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. ② While you control this face-up card, if there is a "Fusion" in your GY (min.1): You can discard 1 Spell; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, including this card.

     

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    Monster Eye

    ① If this card is in your GY: You can banish this card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.

     

     

    WARRIOR

    Spoiler

     

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    Gilford the Lightning

    ① You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: Destroy all cards your opponent controls, then, if 3 or more cards were destroyed by this effect, draw 1 card.

     

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    Flame Swordsman

    ① At the start of the Damage Step, if this card attacks a EARTH monster: Destroy that EARTH monster. ② Once per turn, during either player's Battle Phase: You can target 1 other Warrior or Beast-Warrior monster you control; this card loses exactly 600 ATK, and if it does, that monster gains 600 ATK.

     

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    Ansatsu

    ① Gains 100 ATK for each Trap in your GY. ② At the start of the Damage Step, if this card attacks a face-up Defense Position monster: Destroy that monster.

     

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    Axe Raider

    ① If a Warrior monster you control attacks a Defense Position monster, inflict piercing battle damage.

     

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    Karbonala Warrior

    ① Other face-up Warrior/Beast-Warrior monsters you control gain 300 ATK/DEF.

     

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    Kojikocy

    ① When an attack is declared involving this card and an opponent's monster: You can activate this effect; during this battle involving this monster, your opponent takes all battle damage from that battle, also destroy the opponent's monster after damage calculation.

     

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    Celtic Guard

    You can only activate the Special Summon effect of "Celtic Guard" once per turn.
    ① You can Special Summon 1 Level 4 or lower monster from your hand. ② While you control another face-up monster, this card gains 700 ATK.

     

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    Battle Warrior

    ① Gains 500 ATK for each monster your opponent controls. ② If this card destroys a monster by battle, this card can make a second attack in a row.

     

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    Grassland

    ① When activated, target 1 of your Spell & Trap Zones; as long as this card remains face-up on the field, that zone becomes a Main Monster Zone (if this card leaves the field, the monster(s) on that zone are sent to the GY.) ② Face-up Warrior and Beast-Warrior monsters gain 500 ATK/DEF.

     

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    Legendary Sword

    Equip only to a Warrior monster.
    ① Equipped monster gains 500 ATK. ② During your Main Phase, if this card is in your GY: You can banish 1 Warrior monster in your GY; add this card to your hand.

     

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    Salamandra

    Equip only to a Warrior or Beast-Warrior monster.
    ① It gains 700 ATK. ② At the start of the Damage Step, if equipped monster attacks a Zombie or Plant monster: Destroy that monster.

     

     

    SPELLCASTER

    Spoiler

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    Chaos Command Magician

    ① During the turn that a Spell Card or effect is activated, this card gains 400 ATK until the End Phase. ② Once per turn: You can banish 1 Normal Spell from your GY; activate the effect of that banished Spell.

     

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    Defender, the Magical Knight

    ① If this card is Normal Summoned, you change it to face-up Defense Position. ② Once per turn, if a Spellcaster monster(s) on the field would be destroyed, you can banish 1 Spell Card from your GY for each of those monsters instead.

     

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    Breaker the Magical Warrior

    You can only activate the ② effect of "Breaker the Magical Warrior" once per turn.
    ① If there is a Spell Card in your GY: This card gains 300 ATK. ② You can banish 1 Spell Card from your GY to target 1 Spell/Trap on the field; destroy it.

     

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    Blast Magician

    You can only activate the ② effect of "Blast Magician" once per turn.
    ① If there is a Spell Card in your GY: This card gains 300 ATK. ② You can banish 1 Spell Card from your GY to target 1 Monster on the field; destroy it.

     

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    Pixie Knight

    ① Once per turn, you can look at the top 3 cards of your Deck; banish up to 1 Spell Card from among them (if able), then return them to the top of the Deck in any order, and if you banished a Spell Card, this card gain 500 ATK until the End Phase. ② If this card is destroyed by battle or by card effect: Choose 1 of your banished Normal Spells; return it to your hand. You cannot activate cards with the same name as that card until the End Phase.

     

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    Apprentice Magician

    ① If destroyed by battle: You can Special Summon 1 Level 4 or lower Spellcaster Monster (from your Deck) in face-up Attack Position or face-down Defense Position.

     

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    Sorcerer of Dark Magic

    2 Level 6 or higher Spellcaster monsters
    ① When this card battles an opponent's monster, that monster loses 500 ATK for each Spellcaster monster in your GY. ② During either player's turn, if a Trap Card is activated: You can negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.

     

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    Gather Your Mind

    The ① effect of "Gather Your Mind" can only be activated once per turn.
    ① Send 1 Normal Spell Card from your Deck to your GY, then add 1 "Gather Your Mind" from your Deck to your hand.

     

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    Hidden Spellbook

    ① Target 2 of your banished Spell Cards; shuffle those targets into the Deck.

     

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    Spellbook Organization

    ① Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.

     

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    Book of Secret Arts

    Equip only to a Spellcaster monster.
    ① Equipped monster gains 500 ATK. ② If this card is destroyed while equipped to a monster: Draw 2 cards.

     

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    Pitch-Black Power Stone

    You can only activate the ① effect of "Pitch-Black Power Stone" once per turn.
    ① You can target exactly 3 of your banished Normal Spells with different names; place them on the bottom of your Deck in any order, then add 1 Normal Spell from your Deck to your hand.

     

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    Dark Horizon

    ① When you take battle or effect damage: Special Summon 1 DARK Spellcaster monster from your Deck with ATK less than or equal to the damage you took.

     

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    Spellbinding Circle

    ① Activate this card by targeting 1 face-up monster your opponent controls; it loses 500 ATK for each face-up Spellcaster monster you control, also it cannot attack or change its battle position. ② When it leaves the field, destroy this card.

     

     

    MACHINE

    Spoiler

     

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    Barrel Dragon

    ① Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of Heads, then if the result is 3 heads, draw 1 card. This card cannot attack the turn this effect is activated.

     

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    Launcher Spider

    ① You can Tribute Summon this card by Tributing 1 face-up Machine monster you control. ② If this card destroys a monster by battle: Inflict 800 damage to your opponent.

     

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    Slot Machine

    ① Requires 1 less Tribute for each face-up "7 Completed" you control. ② This card can attack up to an additional number of monsters for each face-up "7 Completed" you control during each Battle Phase. ③ If Summoned: You can add 1 "7 Completed" from your Deck or GY to your hand.

     

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    Pendulum Machine

    ① If this card destroys an Attack Position monster by battle: Inflict 500 damage to your opponent. ② If this card attacks a Defense Position monster, inflict piercing battle damage.

     

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    Gatekeeper

    ① If this card is Tributed for the Tribute Summon of a Machine monster: You can Special Summon 1 Level 4 Machine monster with a different name from this card (from your Deck.)

     

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    Sword Slasher

    ① If destroyed by battle: You can Special Summon 1 Level 4 or lower Machine Monster (from your Deck).

     

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    Blocker

    ① Once per turn: You can change this card to face-down Defense Position. ② When this card is flipped face-up: Target 1 face-up monster on the field; destroy that target.

     

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    7 Completed

    ① Activate this card by choosing ATK or DEF; equip only to a Machine-Type monster. It gains 700 ATK or DEF, depending on the choice. ② If you control 3 "7 Completed": You can send all 3 to the GY; Special Summon exactly 3 Level 7 Machine monsters with different names from your hand, Deck, or GY.

     

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    FAIRY

    Spoiler

     

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    Tualatin

    ① Once, while you control this face-up card: You can make your opponent reveal their hand; banish 1 monster they control or in their hand, then gain LP equal to the banished monster's ATK, also, your opponent cannot Normal or Special Summon monsters with the same Type as the banished monster while you control this face-up card.

     

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    Angel 07

    ① Each time a Fairy monster you control is destroyed while you control this face-up card, except this card: Gain 500 LP. ② If you have 12000 or more LP: You can pay 4000 LP; banish all non-Fairy monsters on the field and in the GYs, then inflict 400 damage to your opponent for each card banished by this effect.

     

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    Krepaal

    The ① effect of "Krepaal" can only be activated once per turn.
    ① If you have more 1000 or more LP than your opponent: You can Special Summon this card (from your hand). ② If this card destroys a monster by battle: Gain 500 LP.

     

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    Tellus the Little Angel

    ① If this card is sent to the GY: Special Summon 2 "Tellus Wing Tokens" (Fairy/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon, except for the Tribute Summon of a Fairy monster.

     

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    Angel 01

    The ② effect of "Angel 01" can only be activated once per turn.
    ① If this card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 3 or lower Fairy monster from your Deck. ② You can banish this card from your GY: Until the End Phase, you can Normal Summon 1 Level 7 or higher Fairy monster without Tributing in addition to your Normal Summon/Set.

     

    INSECTS

    Spoiler

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    Doom Dozer

    Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 2 Insect monsters from your GY, and cannot be Special Summoned by other ways.
    ① Once per turn: You can Tribute 1 other Insect monster you control; until the End Phase, for each monster your opponent currently controls that was Special Summoned, this card gains 1 additional attack during each Battle Phase this turn.

     

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    Chainsaw Insect

    ① Cannot attack your opponent directly. ② During your End Phase, if this card did not attack this turn: Send the top card of your opponent's Deck to the GY.

     

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    Cross-Sword Beetle

    ① If an Insect monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent.

     

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    Pinch Hopper

    ① If this card is sent to your GY: You can Special Summon 1 Insect monster from your hand.

     

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    Gokipon

    ① If destroyed by battle: You can Special Summon 1 Level 4 or lower Insect Monster (from your Deck).

     

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    Parasite Paracide

    ① If you control no monsters, you can Special Summon this card (from your hand). ② When this card is Normal or Special Summoned to its owner's field: Switch control of it to your opponent immediately. ② While you control this face-up card, all of your monsters become Insect, also, they cannot attack Insect monsters. ④ Cannot be Tributed, and cannot be used as Material for the  Special Summon of a monster from the Extra Deck.

     

     

     

    ZOMBIES

    Spoiler

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    Pumpking the King of Ghosts

    ① All Special Summoned Zombie monsters you control with 0 DEF gain 500 ATK. ② Once per turn: You can Special Summon 1 Zombie monster from your hand or from either player's GY, except "Pumpking the King of Ghosts". ③  When this card leaves the field, destroy all Zombie monsters Special Summoned by this card's effect.

     

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    Magical Ghost

    ① Once per turn: You can send 1 monster from your hand to the GY, then target 1 Level 4 or lower Zombie monster in either player's GY; Special Summon that target. This card must be face-up on the field to activate and to resolve this effect.

     

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    The 13th Grave

    ① If Normal or Special Summoned: You can add 1 "Call of the Haunted" from your Deck to your hand.

     

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    Three-Legged Zombies

    ① If destroyed by battle: You can Special Summon 1 Level 4 or lower Zombie Monster (from your Deck).

     

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    Corroding Shark

    ① If Special Summoned: You can target 1 face-up monster your opponent controls; it loses 400 ATK/DEF for each Zombie monster in your GY.

     

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    Wood Remains

    ① If this card is destroyed by battle or card effect: You can send 1 Zombie monster from your Deck to the GY, then draw 1 card.

     

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    Mech Mole Zombie

    ① During your Main Phase: You can send this face-up card to the GY; during your next Standby Phase, Special Summon 1 Zombie monster from your GY.

     

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    Bone Mouse

    FLIP: Special Summon as many "Bone Mouse Tokens" (Zombie/DARK/Level 1/ATK 400/DEF 300) as possible.

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    Call of the Haunted

    ① All monsters you control and in your GY become Zombie monsters. ②  Once per turn: You can target 1 Level 4 or lower monster with in your GY whose original Type is not Zombie; Special Summon it, but its DEF becomes 0, also, it can neither be Tributed for a Tribute Summon, nor used as Material, except for a Zombie monster. ③ If this card leaves the field, destroy all Special Summoned Zombie monsters.

     

    HEAL SPELLS

    Spoiler

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    Dian Keto the Cure Master

    ① Gain 3000 LP.

     

    BURN SPELLS

    Spoiler

     

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    Sparks

    ① Inflict 200 damage to your opponent for each Spell in your GY.

     

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    Meteor of Destruction

    ① Inflict 2000 damage to your opponent. ② If this card is in your GY: You can discard 2 cards; add this card to your hand.

     

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    Tremendous Fire

    ① Banish all Normal Spells in your GY; inflict 400 damage to both players equal to the number of cards banished.

     

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    Ookazi

    ① Inflict 800 damage to your opponent, plus 400 more for each face-up Field Spell on the field.

     

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    Hinotama

    ① Inflict 800 damage to your opponent. ② During your Standby Phase, if this card is in your GY: You can add this card from your GY to your hand.

     

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    Final Flame

    The ① effect of "Final Flame " can only be activated once per turn.
    ① Your opponent reveals their hand, then discards 1 monster to the GY; if they do, inflict damage to your opponent equal to half that discarded monster's original ATK in the GY, and if they cannot, draw 1 card.

     


    GENERIC SPELLS

    Spoiler

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    Monster Reborn

    You can only activate the ① effect of "Monster Reborn" once per turn.
    ① Target 1 monster in either GY; Special Summon it, but only it can attack this turn.

     

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    Pot of Greed

    ① Draw 2 cards, but you cannot activate Spell effects that include drawing a card(s) for the rest of turn.

     

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    Graceful Charity

    ① Draw 3 cards, then discard 2 cards, but you cannot activate Spell effects that include drawing a card(s) for the rest of turn.

     

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    Card of Sanctity

    ① Each player draws until they have 6 cards in their hand, but you cannot activate Spell effects that include drawing a card(s) for the rest of turn.

     

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    Card Destruction

    ① Each player discards their entire hand, then draws the same number of cards they discarded.

     

     

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    Fissure

    ① Destroy the 1 face-up monster your opponent controls that has the lowest ATK (your choice, if tied).

     

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    Copycat

    You can only activate the ① effect of "Copycat" once per Duel.
    ① Target 1 Normal or Quickplay Spell in your opponent's GY: Activate that card's effect in the GY as if you controlled it.

     

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    The Inexperienced Spy

    ① Look at up to 3 random cards in your opponent's hand, then draw 1 card.

     

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    Living Arrow

    ① When a card effect is activated that targets a card(s): Target 1 other card on the field, even if that target is illegal; that target becomes the new target of that card effect.

     

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    Monster Recovery

    ① Reveal your hand to your opponent; if all of the monsters in your hand are Level 5 or higher, Special Summon 1 monster with 1500 or less ATK from your Deck, shuffle your Deck, then place 2 cards in your hand on the bottom of your Deck in any order.

     

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    De-Spell

    ① Target 1 Spell on the field; destroy it. ② If the target card is Set, pick up and see the card. If it is a Spell, destroy it. If not, return it to its original position, then draw 1 card.

     

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    Remove Trap

    ① Target 1 Trap on the field; destroy it. ② If the target card is Set, pick up and see the card. If it is a Trap, destroy it. If not, return it to its original position, then draw 1 card.

     

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    The Eye of Truth

    ① The opponent plays with their hand revealed.

     

     

    BATTLE TRAPS

    Spoiler

     

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    Mirror Force

    ① When an opponent's monster declares an attack: Discard 1 card; destroy all your opponent's Attack Position monsters, then inflict damage to your opponent equal to half the total ATK of the monsters destroyed by this effect in the GY.

     

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    Magic Cylinder

    ① When an opponent's monster declares an attack: Negate the attack, then activate 1 of the following effects.
    * Inflict damage to your opponent equal to its ATK.
    *Destroy 1 face-up monster your opponent controls that has less ATK than the attacking monster.

     

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    Draining Shield

    ① When an opponent's monster declares an attack: Negate the attack, then activate 1 of the following effects.
    * Gain LP equal to that target's ATK.
    * 1 face-up monster you control gains ATK equal to that target's ATK until the End Phase.

     

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    Waboku

    ① You take no battle damage from your opponent's monsters this turn. ② Your monsters cannot be destroyed by battle this turn.

     

     

    PERMISSION TRAPS

    Spoiler

     

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    Solemn Judgment

    ① When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.

     

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    The Selection

    ① Negate the Summon of a monster that has the same Type as a monster on the field, and destroy it.

     

    GENERIC TRAPS

    Spoiler

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    Soul Rope

    ① When a monster you control is destroyed by battle or card effect and sent to the GY: Pay 1000 LP; Special Summon 1 Level 4 monster from your Deck.

     

     

     

     

     

     

     

     

     

     

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