Jump to content

Recommended Posts

Hey everyone,

 

Here is my backup for various archetypes I updated. Have a look and tell me what you think.

 

Alchemy Beast:

Spoiler

Monster Cards:

 

Alchemy Beast – Aretos the Tin

Level 3 WIND Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, when an ‘’Alchemy Beast’’ attacks or is attacked (Quick Effect): You can target 1 face-up monster your opponent controls; it’s ATK and DEF becomes 0 until the end of the turn. If this card leaves the field: You can add 1 of your banished ‘’Alchemy Beast’’ or ‘’Alchemic’’ card to your hand. You can only activate this effect of ‘’Alchemy Beast – Aretos the Tin’’ once per turn.

 

Alchemy Beast – Ekenas the Mercury

Level 3 WATER Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, this card cannot be destroyed by battle or by card effect. When this card inflicts battle damage to your opponent: you can target 1 card your opponent controls; destroy it, then draw 1 card.

 

Alchemy Beast – Leon the Lead

Level 3 EARTH Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can target 1 face-up monster your opponent controls; place 1 Lead Counter on it (While you control a face-up ‘’Alchemy Beast’’, monsters with Lead Counter cannot attack or be used as a Material for a Summon). At the start of your End Phase: Inflict 500 damage to your opponent for every Lead Counter on the field. You can only activate this effect of ‘’Alchemy Beast – Leon the Lead’’ once per turn.

 

Alchemy Beast – Moonface the Silver

Level 3 DARK Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can target 1 monster your opponent controls; equip that target to this card (you can only equip 1 monster at a time to this card with this effect). You can only activate this effect of ‘’Alchemy Beast – Moonface the Silver’’ once per turn. If this card would be destroyed by battle or by a card effect, you can destroy that equipped monster instead, and if you do, any battle damage you would have taken from a battle involving this card becomes 0.

 

Alchemy Beast – Ouroboros the Bronze

Level 3 LIGHT Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. Once per turn, when this card is Normal or Special Summoned: You can Special Summon 1 of your banished ‘’Alchemy Beast’’ except ‘’Alchemy Beast – Ouroboros the Bronze’’. If this card leaves the field: You can add 1 ‘’Alchemic’’ Spell or Trap Card from your Deck to your hand. You can only activate this effect of ‘’Alchemy Beast – Ouroboros the Bronze’’ once per turn.

 

Alchemy Beast – Salamandra the Steel

Level 3 FIRE Rock/Effect

ATK 500 DEF 500

This card can attack your opponent directly. If you control a face-up ‘’ Alchemic Kettle – Chaos Distil’’: You can Special Summon this card from your hand. When this card inflicts battle damage to your opponent: You can add 1 ‘’Alchemy Beast’’ from your Deck to your hand. You can only activate this effect of ‘’Alchemy Beast – Salamandra the Steel ‘’ once per turn. When this card leaves the field: You can Special Summon 1 ‘’Alchemy Beast’’ monster from your Deck.

 

Spell Cards:

 

Alchemical Laboratory

Field Spell Card

The effects of ‘’Alchemy Beast’’ monsters you control cannot be negated. When this card is activated: You can add 1 ‘’Alchemic Kettle – Chaos Distil ‘’ from your Deck to your hand. During your Main Phase: You can banish 1 ‘’Alchemy Beast’’ from your hand or Deck; Special Summon 1 of your banished ‘’Alchemy Beast’’ monster with a different name, and if you do, you cannot Special Summon any other monsters this turn except ‘’Alchemy Beast’’ monsters. You can only activate each effect of ‘’Alchemical Laboratory’’ once per turn.

 

Alchemic Kettle – Chaos Distil

Continuous Spell Card

Any of your cards sent to the GY are banished instead. If this face-up card would be destroyed or banished by an opponent’s card or effect, you can banish 1 ‘’Alchemy Beast’’ from your hand or Deck instead. When an ‘’Alchemy Beast’’ you control inflicts battle damage to your opponent: you can add 1 ‘’Alchemy Beast’’ monster from your Deck to your hand. You can only activate each effect of ‘’Alchemic Kettle – Chaos Distil’’ once per turn.

 

Alchemical Process – Material Transmutation

Quick-Play Spell Card

Switch every ‘’Alchemy Beast’’ you control to defense position, and if you do, until the end of the turn, ‘’Alchemy Beast’’ monsters you control cannot be destroyed by battle or by card effects. If this card is banished: banish every ‘’Alchemy Beast’’ from your GY, then you can add 1 ‘’Alchemic Kettle – Chaos Distil’’ from your Deck or GY to your hand. During your Main Phase, except on the turn this card was sent to the GY, you can banish 1 card from your hand: Banish this card from your GY.

 

Trap Cards:

 

Alchemical Magnum Opus

Continuous Trap Card

You do not take any battle damage from battles involving your ‘’Alchemy Beast’’ monsters. When an ‘’Alchemy Beast’’ you own is banished: You can Special Summon 1 ‘’Alchemy Beast’’ from your Deck. You can only activate this effect of ‘’Alchemical Magnum Opus’’ once per turn. When an opponent’s monster declares a direct attack: You can banish this face-up card and a ‘’Alchemy Beast’’ from your Deck or GY; negate the attack, then end the Battle Phase.

 

Alchemical Mirage – Transcendental Gate

Continuous Trap Card

Once per turn, when an opponent’s monster declares an attack while you control a face-up ‘’Alchemy Beast’’ monster: You can banish 1 ‘’Alchemy Beast’’ or 1 ‘’Alchemic’’ Spell or Trap Card from your hand or Deck; negate the attack, then place a Lead Counter on the attacking monster (While you control a face-up ‘’Alchemy Beast’’, monsters with Lead Counter cannot attack or be used as a Material for a Summon). If you control a face-up ‘’Alchemy Beast’’, when your opponent activate a card or effect that would target a card you control: You can banish this face-up card; negate that activation and destroy it.

 

Alchemical Exchange – Metaphysical Toll

Continuous Trap Card

Once per turn, when you Normal or Special Summon an ‘’Alchemy Beast’’ monster: You can shuffle 1 of your banished ‘’Alchemy Beast’’ monster into the Deck, then draw 1 card. If you control a face-up ‘’Alchemy Beast’’, when your opponent Special Summon a monster: You can banish this face-up card; banish that monster and if you do, your opponent cannot Special Summon monsters with the same name until the end of the turn. You can only activate this effect of ‘’Alchemical Exchange – Metaphysical Toll’’ once per turn.

Bonding:

Spoiler

Monsters Cards:

 

Fire Dragon

Level 8 FIRE Pyro/Effect

ATK 2800 DEF 2600

This card is unaffected by the effect of “Water Dragon”. Must be Special Summoned with the effect of a “Bonding” Spell/Trap Card or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can destroy 2 Dinosaur-Type monsters in your hand and/or face-up on your field, and if you do, Special Summon this card. The ATK of WIND and Plant-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon 1 “Hydrogeddon” and 1 “Oxygeddon” from your GY.

 

Fire Dragon Cluster

Level 10 FIRE Pyro/Effect

ATK 2800 DEF 2600

This card is unaffected by the effect of “Water Dragon”. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a “Bonding” Spell/Trap. If this card is Special Summoned: You can activate this effect; the effect of face-up Spell/Trap Cards your opponent control are negated for the rest of this turn, also your opponent cannot activate any Set Spell/Trap Cards until the end of their next turn. (Quick Effect): You can Tribute this card; Special Summon up to 2 “Fire Dragon” from your hand and/or Deck ignoring their Summoning conditions.

 

Diamond Core Dragon

Level 8 EARTH Rock/Effect

ATK 2800 DEF 2600

You can only control 1 “Diamond Core Dragon”. While this card is in your hand or Deck, it is treated as a Level 7 Dragon-Type Normal Monster. Must be Special Summoned by the effect of “Carboneddon” or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can send 1 “Fire Dragon” monster with 2800 ATK and 2600 DEF and 1 “Carboneddon” from your hand, field and/or Deck to the GY, and if you do, Special Summon this card. The ATK of Warrior and Spellcaster-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon 1 “Carboneddon” from your hand, Deck or GY.

 

Thunderstorm Dragon

Level 8 WIND Thunder/Effect

ATK 2800 DEF 2600

Must be Special Summoned with the effect of a “Bonding” Spell/Trap Card or by its own effect, and cannot be Special Summoned by other ways. If this card is in your hand: You can destroy 1 monster in your hand and/or face-up on your field and send 1 WIND and/or Dinosaur-Type monster from your Deck to the GY, and if you do, Special Summon this card. The ATK of EARTH and Machine-Type monsters your opponent controls becomes 0. When this card is destroyed and sent to the GY: You can Special Summon up to 2 “Oxygeddon” from your GY.

 

Heliogeddon

Level 3 WIND Dinosaur/Effect

ATK 900 DEF 400

This card’s name becomes “Oxygeddon” while on the field or in the GY. You can discard this card; add 1 “Dragon” monster with 2800 ATK and 2600 DEF from your Deck or GY to your hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your Deck or GY, except “Heliogeddon”, and if you do, it cannot be Tributed or be used as a Fusion, Synchro, Xyz or Link Material until the end of the turn.

 

Spells Cards:

 

Bonding Laboratory

Field Spell Card

You can pay 500 LP: Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your hand or GY and if you do, it cannot be Tributed or be used as Material for a Summon until the end of the turn. You can only use this effect of “Bonding Laboratory” once per turn. Once per turn, you can activate 1 of the following effects:

·         Send 2 “eddon” and/or “Duoterion” monsters you control with different Attributes to the GY; Special Summon 1 level 8 “Dragon” monster with 2800 ATK and 2600 DEF from your hand, Deck or GY (ignoring its Summoning conditions).

·         Send 3 “eddon” and/or “Duoterion” monsters you control to the GY; Special Summon 1 “Dragon Cluster” monster from your hand, Deck or GY.

 

Nuclear Bonding

Continuous Spell Card

You can only activate the effect of “Nuclear Bonding” once per turn. During either player’s Main Phase, you can activate 1 of the following effects:

·         Destroy 1 Dinosaur-Type monster from your hand or field; add 1 “Bonding” card except “Nuclear Bonding” from your GY to your hand.

·         Destroy 1 “Bonding” card from your hand or field; add 1 “eddon” or “Duoterion” Dinosaur-Type monster from your Deck to your hand.

·         Destroy 2 “Dragon” monster with 2800 ATK and 2600 DEF you control; Special Summon 1 “Stellar Nucleosynthesizer” from your Extra Deck (this Special Summon is treated as a Fusion Summon).

 

Bonding Failure

Quick-Play Spell Card

You can only activate 1 “Bonding Failure” per turn. Activate 1 of the following effects:

·         Destroy 1 “eddon” or "Duoterion" monster from your hand or field; level 5 or lower Dinosaur-Type monsters you control gain ATK and DEF equal to the destroyed monster’s original ATK the end of the turn.

·         Destroy 1 “Dragon” monster with 2800 ATK and 2600 DEF from your hand or field, then declare 1 monster card type (Fusion, Synchro, Xyz or Link); until the end of the turn, the effects of the declared monster type your opponent control are negated and their ATK becomes 0.

 

Traps Cards:

 

Bonding Through Collision

Continuous Trap Card

You can discard 1 “Dragon” monster with 2800 ATK and 2600 DEF from your hand: Draw 2 cards. During either player’s Main Phase: You can shuffle 3 “eddon” and/or “Duoterion” Dinosaur-Type monsters from your field and/or GY into the Deck; Special Summon 1 “Dragon” monster with 2800 ATK and 2600 DEF from your hand, Deck or GY ignoring its Summoning conditions. Until the end of the turn, it cannot attack and its effect is negated. You can only use each effect of “Bonding Through Collision” once per turn.

 

Extra Deck:

 

Stellar Nucleosynthesizer

Level 10 LIGHT Wyrm/Effect

ATK 3300 DEF 3000

2 “Dragon” monster with 2800 ATK and 2600 DEF

Must first be Fusion Summoned. The Fusion Summon of this card cannot be negated. You can only use each effect of “Stellar Nucleosynthesizer” once per turn. During your Main Phase: You can Special Summon 1 “eddon” or “Duoterion” Dinosaur-Type monster from your GY. (Quick Effect): You can banish 1 face-up WIND, WATER, EARTH or FIRE monster you control; until the end of the turn, this card is unaffected by your opponent’s card effects. If this card was Special Summoned by the effect of “Nuclear Bonding”, it gains the following effect:

·         When this card leaves the field: Destroy every face-up cards your opponent controls.

 

Cipher:

Spoiler

Monster Cards:

 

Cipher Assembler

Level 8 LIGHT Machine/Effect

ATK 1500 DEF 2500

If a ‘’Cipher’’ card you own is sent to the GY because of a card effect: You can Special Summon this card (from your hand), and if you do, its Level becomes 4 and its ATK and DEF are halved. You can send 1 ‘’Cipher’’ card except ‘’Cipher Assembler’’ from your hand or Deck to the GY: Special Summon 1 ‘’Cipher Wing’’ from your Deck or GY, and if you do, you cannot Special Summon monsters for the rest of this turn, except ‘’Cipher’’ monsters. If this card is sent to the GY: You can add 1 ‘’Cipher’’ monster except ‘’Cipher Assembler’’ from your Deck to your hand. You can only use each effect of ‘’Cipher Assembler’’ once per turn.

 

Cipher Support Satellite

Level 4 LIGHT Machine/Effect

ATK 500 DEF 500

You can send 1 ‘’Cipher’’ card except ‘’Cipher Support Satellite’’ from your hand or Deck to the GY; Special Summon this card from your hand. While this card is face-up, your opponent cannot activate any cards or effects in response to the Special Summon of ‘’Cipher’’ monsters. If this card is sent to the GY: you can add 1 ‘’Cipher’’ card from your GY to your hand except ‘’Cipher Support Satellite’’. You can only activate each effect of ‘’Cipher Support Satellite’’ once per turn.

 

Spell Cards:

 

Cipher Galaxy

Field Spell Card

The effects of ‘’Cipher’’ Xyz monsters you control cannot be negated. During either player’s turn: You can send 1 ‘’Cipher’’ card from your hand or Deck to the GY, then you can target 1 ‘’Cipher’’ monster you control that has a Level; it gains 500 ATK and its Level becomes 8. If this card is destroyed and sent to the GY: You can return 1 monster on the field to its owner’s hand. Then, if you do not control a monster in the Extra Monster Zone: You can Special Summon 1 ‘’Galaxy-Eyes Cipher Dragon’’ from your Extra Deck. You can only use each effect of ‘’Cipher Galaxy’’ once per turn.

 

Cipher Synthesis

Normal Spell Card

Target 2 Level 4 or lower ‘’Cipher’’ monsters in your GY that have different names; Special Summon them in face-up defense position, and if you do, banish them during the End Phase of this turn. If this card is sent to the GY by a card effect: You can target 1 ‘’Galaxy Eyes’’ or ‘’Cipher’’ Xyz monster you control, then target up to 2 ‘’Cipher’’ cards except ‘’Cipher Synthesis’’ from your GY; attach them to it as Xyz Materials. You can only use each effect of ‘’Cipher Synthesis’’ once per turn.

 

Trap Cards:

 

Cipher Augmentations

Continuous Trap Card

If only your opponent controls a monster, you can activate this card from your hand. If a ‘’Cipher’’ card you own is sent to the GY by a card effect: You can Special Summon 1 level 4 or lower ‘’Cipher’’ monster from your Deck, and if you do, you cannot Special Summon any other monsters this turn except ‘’Cipher’’ monsters. If this card is sent to the GY by a card effect: You can target 1 ‘’Cipher’’ Xyz from your GY or that you’ve banished; Special Summon it to any of your Main Monster Zone ignoring its summoning conditions, and if you do, it cannot attack until the end of the turn. If it leaves the field, return it to your Extra Deck. You can only use each effect of ‘’Cipher Augmentations’’ once per turn.

 

De-Cipher

Counter Trap Card

If your opponent activates a card or effect that would destroy a face-up ‘’Cipher’’ card you control: Negate that activation, and if you do, destroy it. Then, if you control a face-up ‘’Cipher’’ Xyz monster, you can attach this card to it as an Xyz Material. If this card is sent to the GY by a card effect: You can return 2 ‘’Cipher’’ Xyz monsters in your GY to your Extra Deck, and if you do, you can draw 1 card. You can only use each effect of ‘’De-Cipher’’ once per turn.

 

Extra Deck:

 

Cipher Deep-Space Probe

LINK – 2 LIGHT Machine/Link/Effect

Bottom-Right, Bottom-Left

ATK 2000 DEF -

2 LIGHT monsters

If this card is Link Summoned: you can Special Summon 1 level 4 or lower ‘’Cipher’’ monster from your hand, and if you do, you cannot Summon any other monsters this turn except “Cipher” monsters. During your Main Phase: You can send 1 ‘’Cipher’’ card from your hand or Deck to the GY; ‘’Cipher’’ monsters this card points to become Level 8 until the end of the turn. If this card is sent to the GY: You can target 1 level 4 or lower ‘’Cipher’’ monsters from your GY; add it to your hand. You can only use each effect of ‘’Cipher Deep-Space Probe’’ once per turn.

 

Anime Cards Update:

 

Cipher Biplane

Level 6 LIGHT Machine/Effect

ATK 1000 DEF 2000

This card’s name becomes ‘’Cipher Wing’’ while it is face-up on the field. If you Normal or Special Summon a ‘’Cipher’’ monster: You can Special Summon this card from your hand. Once per turn: You can target 1 ‘’Cipher’’ monster you control; it becomes Level 8. If this card is sent to the GY: You can add 1 ‘’Cipher Wing’’ from your Deck or GY to your hand.

 

Cipher Interference

Continuous Spell Card

If you control 2 or more ‘’Cipher’’ monsters with the same name and 1 of them battles, during damage calculation: You can make its ATK become double its current ATK until the end of the Battle Phase. If this card is sent to the GY by a card effect: Double the ATK of every ‘’Cipher’’ monster you control until the end of the turn, also if you activate this effect, battle damage inflicted to your opponent is halved until the end of the turn. You can only use each effect of ‘’Cipher Interference’’ once per turn.

 

Cipher Cloning Process (originally called Cipher Clone Magic)

Normal Trap Card

Banish 1 ‘’Cipher’’ Normal, Quick-Play or Continuous Spell Card from your Deck or GY, and if you do, immediately apply that card’s effect. If this card is sent to the GY by a card effect: You can target 1 face-up ‘’Cipher’’ monster you control; Special Summon 1 monster from your hand, Deck or GY that has the same name as the targeted monster, and if you do, it cannot attack and its effect is negated until the end of the turn. You can only use each effect of ‘’Cipher Cloning Process’’ once per turn.

Cyberdark:

Spoiler

Monster Cards:

 

Cyberdark Chain

Level 3 DARK Dragon/Effect

ATK 1600 DEF 800

If this card is sent to the GY while equipped to a monster: You can destroy 1 card on the field. You can only use each of the following effects of ‘’Cyberdark Chain’’ once per turn.

·         You can discard this card, then target 1 monster that is equipped to a “Cyberdark” monster; Special Summon it ignoring its Summoning conditions, and if you do, halve that monster’s ATK, then equip this card to a “Cyberdark” Machine-Type monster you control that is not equipped with a monster, also it is treated as having been equipped to that monster by its own effect.

·         During damage calculation, if a monster equipped with this card battles with an opponent monster: You can add 1 “Cyberdark” monster from your GY to your hand except “Cyberdark Chain”.

 

Spell Cards:

 

Cyberdark Assembly

Continuous Spell Card

You can only activate each effect of “Cyberdark Assembly” once per turn. During your Main Phase, you can Normal Summon 1 “Cyberdark” monster, in addition to your Normal Summon/Set. During either player’s turn, you can activate 1 of the following effects:

·         If a “Cyberdark” Machine-Type Monster you own is sent to the GY or is banished; you can add 1 “Cyberdark” Dragon-Type monster from your Deck to your hand.

·         If a “Cyberdark” Dragon-Type Monster you own is sent to the GY or is banished; you can add 1 ‘’Cyberdark’’ Machine-Type Monster from your Deck to your hand.

 

Trap Cards:

 

Cyberdark Apocalypse

Continuous Trap Card

You can target 1 ”Cyberdark” Machine-Type monster you control that has a level and is not equipped with a monster: Equip that target with 1 Level 3 or lower Dragon-Type monster from your hand or GY, also it is treated as having been equipped to that monster by its own effect. You can only use this effect of “Cyberdark Apocalypse” once per turn. If a “Cyberdark” monster that is equipped with a monster would be destroyed by an opponent’s card effect, destroy the equipped monster instead.

 

Cyberdark Possession

Counter Trap Card

If you control a face-up “Cyberdark” monster that is equipped with a monster, when your opponent activates a monster effect: Destroy 1 monster that is equipped to a “Cyberdark” monster you control; Negate the activation, then equip that monster to a “Cyberdark” monster you control, and if you do, it is treated as a Dragon-Type monster and as having been equipped to that “Cyberdark” monster by that monster’s own effect. While you control a monster that was equipped to a “Cyberdark” monster with this card’s effect, your opponent cannot activate the effects of monsters with the same name as the equipped monster. You can only activate 1 “Cyberdark Possession” per turn.

 

Cyberdark Fusion

Normal Trap Card

Fusion Summon 1 ‘’Cyberdark’’ Fusion Monster from your Extra Deck by sending Fusion Materials listed on it from your field and/or that you’ve banished to the GY. If only your opponent controls a monster, you can also use monsters from your Deck as material. If a “Cyberdark” Fusion Monster you control leaves the field either by battle or by an opponent card effect: You can banish this card from your GY, and if you do, Special Summon in Defense Position 1 DARK Machine-Type Fusion Monster from your Extra Deck whose ATK is equal or lower than half of that “Cyberdark” monster’s original ATK, ignoring its Summoning conditions. You can only use each effect of ‘’Cyberdark Fusion’’ once per turn.

 

Extra Deck:

Cyberdark Dragon Prototype

LINK – 1 DARK Machine/Link/Effect

Bottom-Center

ATK 800 DEF -

1 ‘’Cyberdark’’ Monster

If this card is Link Summoned, you can send 1 ‘’Cyberdark’’ monster from your Deck to the GY. Once per turn: You can target 1 level 3 or lower Dragon-Type monster in your GY; equip it to this card (Max. 1). While this card is equipped with a monster, it cannot be destroyed by battle and you do not take any battle damage from a battle involving this card. At the start of the Damage Step, if this card battles an opponent monster: You can banish 1 monster equipped to this card; banish that opponent monster, face-down. You can only this effect of ‘’Cyberdark Dragon Prototype’’ once per turn.

Dark Scorpion:

Spoiler

Monster Cards:

 

Dark Scorpion – Al the Soft

Level 4 DARK Beast/Effect

ATK 1400 DEF 1500

While you do not control a monster whose original name is “Don Zaloog”, this card’s name becomes “Don Zaloog” while on the field. This card can attack your opponent directly. If this card inflicts Battle Damage to your opponent, you can activate 1 of these effects:

  • Special Summon 1 “Don Zaloog” from your hand, Deck or GY.
  • Special Summon any number of your banished ‘’Dark Scorpion’’ monsters, but only 1 copy of each, also any Battle Damage taken by your opponent from monsters that were Special Summoned with this effect becomes 400 until the end of the turn.

  

Spell Cards:

 

Secret Lair of the Dark Scorpion

Field Spell Card

If you control a face-up “Don Zaloog”, this card is unaffected by your opponent’s cards and effects. When a “Dark Scorpion” or “Don Zaloog” monster attacks or is attacked, your opponent cannot activate any cards or effects until the end of the Damage Step, also, if a “Dark Scorpion” or “Don Zaloog” monster on your field battles an opponent monster, it gain 800 ATK for each “Dark Scorpion” or “Don Zaloog” monster on your field and/or GY with different names to each other. If a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can add 1 “Dark Scorpion” Spell/Trap Card from your Deck to your hand. You can only use this effect of “Secret Lair of the Dark Scorpion” once per turn.

 

Recon Mission of the Dark Scorpion

Continuous Spell Card

If you control a face-up “Don Zaloog”: You can send this card from your hand or field to the GY; add up to 4 “Dark Scorpion” monsters with different names to each other from your Deck to your hand, also, this effect cannot be negated. You can target 1 “Dark Scorpion” or “Don Zaloog” monster you control; this turn, it can attack your opponent directly, also your opponent can only target that monster for attacks and with card effects until your next Standby Phase. You can only use this effect of “Recon Mission of the Dark Scorpion” once per turn. When a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can destroy 1 card on the field.

 

Trap Cards:

 

Last Heist of the Dark Scorpion

Continuous Trap Card

If you control a face-up “Don Zaloog”, you can activate this card from your hand. Once per turn, you can return any number of “Dark Scorpion” and/or “Don Zaloog” monsters you control to the hand, then target the same number of cards on the field; return those targets to the hand. When a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can Special Summon 1 Level 5 or lower “Dark Scorpion” or “Don Zaloog” monster from your hand, Deck or GY, and if you do, you cannot Special Summon any other monsters this turn, except “Dark Scorpion” and “Don Zaloog” monster, also, any Battle Damage taken by your opponent from a monster that was Special Summoned with this card’s effect becomes 400 until the end of the turn.

 

Fate of the Dark Scorpion

Counter Trap Card

If you control a face-up “Don Zaloog”, you can activate this card from your hand. Banish up to 2 “Dark Scorpion” and/or “Don Zaloog” monsters from your hand and/or Deck; “Dark Scorpion” and “Don Zaloog” monsters you control gain ATK equal to the combined ATK of the monsters you banished with this card’s effect, also, if you use this effect during your turn, any Battle Damage taken by your opponent from battles involving a “Dark Scorpion” or “Don Zaloog” monster becomes 400 until the end of the turn. If this card is in your GY, when a “Dark Scorpion” or “Don Zaloog” monster inflicts Battle Damage to your opponent: You can banish this card; draw 2 cards. You can only use 1 “Fate of the Dark Scorpion” effect per turn, and only once that turn.

 

Extra Deck:

 

Zia, Heir of the Dark Scorpions

LINK – 4 (Up, Down, Bottom-Right, Bottom-Left)

DARK Warrior/Effect

ATK 1400 DEF -

4 DARK monsters

While you do not control a monster whose original name is “Don Zaloog”, this card’s name becomes “Don Zaloog” while on the field. Cannot be targeted or destroyed by your opponent’s cards or effects. This card gains 400 ATK and DEF for every ‘’Dark Scorpion’’ and/or ‘’Don Zaloog’’ monsters with different names to each other in your GY. If this card leaves the field: You can Special Summon any number of ‘’Dark Scorpion’’ monsters from your GY with different names to each other, except ‘’Zia, Heir of the Dark Scorpions’’. When this card inflicts Battle Damage to your opponent: You can activate the effect of 1 Level 5 or lower ‘’Dark Scorpion’’ or “Don Zaloog” monster from your GY.

Destiny HERO:

Spoiler

Monster Cards:

 

Destiny HERO Mirror Lady

Level 3 DARK Warrior/Effect

ATK 1000 DEF 1000

When this card is Normal or Special Summoned: You can send 1 “Destiny HERO” monster from your hand or Deck to the GY, and if you do, once during your Main Phase; you can send Fusion Materials monsters you control, including “Destiny HERO Mirror Lady”, to the GY; Special Summon 1 corresponding ‘’Destiny HERO’’ Fusion monster from your Extra Deck (this Special Summon is treated as a Fusion Summon). If this card is sent from your hand or Deck to the GY: You can destroy 1 card from your hand or field. You can only use each effect of ‘’Destiny HERO Mirror Lady’’ once per turn.

 

Destiny HERO Mad Doctor

Level 4 DARK Warrior/Effect

ATK 1200 DEF 1200

When this card is Normal or Special Summoned: You can Special Summon 1 ‘’Destiny HERO’’ with 1000 or less ATK from your hand or GY ignoring its Summoning conditions. If this card is destroyed by a card effect and sent to the GY: you can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’), and if you do, you cannot Summon any other monsters this turn except ‘’Destiny HERO’’ monsters. You can only use each effect of ‘’Destiny HERO Mad Doctor’’ once per turn.

 

Destiny HERO Night Prowler

Level 5 DARK Warrior/Effect

ATK 1800 DEF 1800

If this card is in the GY while you only control 2 or more face-up ‘’Destiny HERO’’ monsters: You can send 1 ‘’Destiny HERO’’ monster from your hand or Deck to the GY, and if you do, Special Summon this card, but banish it when it leaves the field. At the start of the start of the Damage Step, if this card battles a non-‘’HERO’’ monster: You can destroy that monster, and if you do, you can add 1 card with ‘’Clock Tower’’ in its name from your Deck or GY to your hand. You can only use each effect of ‘’Destiny HERO Night Prowler’’ once per turn.

 

Spell Cards:

 

Clock Tower Prison Ruins

Field Spell Card

Any Battle Damage you take from a battle involving a ‘’Destiny HERO’’ is halved. If you Normal or Special Summon a ‘’Destiny HERO’’: You can send 1 DARK monster from your hand or Deck to the GY, and if you do, you can activate “D –” Trap Cards from your hand until your next Standby Phase. If this card is destroyed by a card effect: You can Special Summon 1 ‘’Destiny HERO Dreadmaster’’ from your hand, Deck or GY (this Special Summon is treated as a Special Summon with ‘’Clock Tower Prison’’), and if you do, you cannot Summon any other monsters this turn except ‘’HERO’’ monsters. You can only use each effect of ‘’Clock Tower Prison Ruins’’ once per turn.

 

Merging Destiny

Quick-Play Spell Card

Fusion Summon 1 ‘’Destiny HERO’’ Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If a ‘’Destiny HERO’’ Fusion Monster you control is destroyed and sent to the GY: You can banish this card from your GY; return the destroyed Fusion Monster to your Extra Deck, and if you do, add up to 2 Level 4 or lower ‘’Destiny HERO’’ from your GY to your hand. On the turn you activate this effect, you cannot summon any other monsters except ‘’Destiny HERO’’ monsters. You can only use each effect of ‘’Merging Destiny’’ once per turn.

 

Trap Cards:

 

City of Dread

Continuous Trap Card

During either player’s turn: You can increase the ATK and DEF of every face-up ‘’Destiny HERO’’ you control by 100 for each face-up ‘’Destiny HERO’’ on your side of the field until the end of the turn (even if this card leaves the field). When your opponent activates a card or effect that would target or destroy a card(s) you control: You can reveal 1 ‘’Destiny HERO’’ monster from your hand then destroy this card; the opponent card effect becomes ‘‘Your opponent must target 1 card they controls; destroy it. During the End Phase, if you destroyed a card with this card’s effect this turn; your opponent can add 1 card with the same name as the destroyed card, from their Deck to their hand’’. You can only use each effect of ''City of Dread'' once per turn.

 

Other Ideas (since the reveal of "Fusion Destiny" and " D - Tactics"):

 

Clock Tower Research Wing

Continuous Spell Card

This card cannot be destroyed by your opponent’s card effects while you control a “Clock Tower” Field Spell Card. If a “Destiny HERO” monster is sent from your field or Deck to the GY: You can target 1 of your banished “Destiny HERO” with a different name; Special Summon that target in Defense Position, and if you do, it cannot be used as Material for a Summon, except for a “HERO” monster, also shuffle it into the Deck when it leaves the field. Once per turn; you can destroy 1 card from your hand or field, then add 1 “Over Destiny” from your Deck or GY to your hand, and if you do, you cannot Summon any other monsters this turn, except “HERO” monsters. You can only use each effect of “Clock Tower Research Wing” once per turn.

 

Anime Cards Update:

 

 Doctor D

Normal Spell Card

You can only use each effect of “Doctor D” once per turn. Banish 1 “Destiny HERO” monster from your GY, then target 1 level 4 or lower “Destiny HERO” monster from your GY; Special Summon that target. If a “Destiny HERO” monster is sent from your field or Deck to the GY because of a card effect: You can banish this card from your GY, then activate 1 of the following effects.

·         Add 1 Level 6 or higher “Destiny HERO” from your Deck or GY to your hand.

·         Special Summon 1 “D Cubed” from your hand or Deck, and if you do, it is treated as having been Normal Summoned.

Gusto:

Spoiler

Monster Cards:

 

Einar, Champion of Gusto

Level 3 WIND Psychic/Effect

ATK 1500 DEF 700

If this card is Special Summoned: you can Special Summon 1 level 4 or lower ‘’Gusto’’ monster from your Deck or GY except ‘’Einar, Champion of Gusto’’, and if you do, you cannot Special Summon any other monsters this turn, except WIND monsters. If this card is destroyed by battle or by card effect: you can Special Summon 1 ‘’Gusto’’ monster from your Deck except ‘’Einar, Champion of Gusto’’. You can only use each effect of ‘’Einar, Champion of Gusto’’ once per turn.

 

Burning Egg of Gusto

Level 2 WIND Dragon/Tuner/Effect

ATK 800 DEF 500

Once per turn, if you control a face-up “Gusto” monster, except this card: You can shuffle 1 other “Gusto” card from your hand, field or GY into the Deck, then declare a Level from 1 to 8; this card becomes that Level until the End Phase. If this card is destroyed by battle or card effect: you can Special Summon 1 ‘’Gusto’’ monster from your Deck except ‘’Burning Egg of Gusto’’. You can only use each effect of ‘’Burning Egg of Gusto’’ once per turn.

 

Spell Cards:

 

Sacred Village of Gusto

Continuous Spell Card

If a “Gusto” monster you control is destroyed by battle or by a card effect; you can Special Summon 1 level 4 or lower “Gusto” monster from your hand or Deck on either player’s field, and if you do, it cannot be used as a Material for a Summon, except for the Special Summon of a WIND monster. If a face-up “Gusto” card(s) you control would be targeted or destroyed by an opponent card effect, you can shuffle 1 WIND monster from your GY into the Deck instead. You can only use each effect of “Sacred Village of Gusto” once per turn.

 

Gusto Revival

Quick-Play Spell Card

Shuffle 1 “Gusto” monsters from your field or GY into the Deck, then Special Summon 1 “Gusto” monster from your hand or GY, also if the monster you’ve shuffled into the Deck with this card’s effect was a Synchro Monster; you can Special Summon 1 level 4 or lower “Gusto” monsters from your hand or Deck, and if you do, you cannot Special Summon any other monsters for the rest of the turn, except WIND monsters. You can only activate 1 “Gusto Revival” per turn.

 

Trap Cards:

Last Stand of Gusto

Continuous Trap Card

If a “Gusto” monster you own is banished: You can target 1 of your banished WIND monster; shuffle it into the Deck. While your opponent controls more monsters than you do: You can destroy this card, then shuffle 1 ‘’Gusto’’ Tuner and any number of ‘’Gusto’’ non-Tuner from your field and/or GY into the Deck; Special Summon 1 ‘’Gusto’’ Synchro monster from your Extra Deck who’s Level is equal to the combined Level of the shuffled monsters (this Special Summon is treated as a Synchro Summon), also its ATK becomes 0 until the end of the turn. You can only use this effect of ‘’Last Stand of Gusto’’ once per turn.

 

Extra Deck:

 

Daigusto Gulbrand

LINK – 2, WIND Psychic/Effect

ATK 2300 DEF – LINK Arrows Left, Down

2 ‘’Gusto’’ monsters

You can shuffle 1 ‘’Gusto’’ monsters from your GY into the Deck; destroy 1 card on the field. During either player’s Damage Step, if a ‘’Gusto’’ monster you control is attacking or being attacked: you can target 1 monster on the field; that target’s ATK and DEF become half its current ATK and DEF until the end of the turn. If this card leaves the field by battle or by a card effect: you can Special Summon 1 ‘’Gusto’’ Synchro monster from your Extra Deck ignoring its Summoning conditions. You can only use each effect of ‘’Daigusto Gulbrand’’ once per turn.

LV:

Spoiler

Monsters Cards:

 

Thundering Heart

Level 2 WIND Thunder/Tuner/Effect

ATK 0 DEF 0

(This card is also always treated as a “Level” card.)

(Quick Effect): You can send this card from your hand or field to the GY, then target 1 “LV” monster from your field or GY; shuffle that target into the Deck, and if you do, Special Summon 1 “LV” monster from your hand or Deck with the same name but 2 to 3 “LV” higher or lower (ignoring its Summoning conditions). During the Main Phase (Quick Effect): You can banish this card from your field or GY; shuffle “LV” monster(s) whose combined level is 10 from your field or GY into the Deck; Special Summon 1 “Armed Dragon, the Thundering Fury” from your Extra Deck (this Special Summon is treated as a Synchro Summon). You can only use 1 “Thundering Heart” effect per turn, and only once that turn.

 

Level Shaper

Level 3 LIGHT Fairy/Effect

ATK 1300 DEF 1100

If a “LV” monster is sent to the GY because of its own effect: You can Special Summon this card from your hand. When this card is Normal or Special Summoned: You can target 1 of your “LV” monster from the GY or that is banished; add that target to your hand, and if you do, this card’s name becomes the same as that monster. If a “LV” monster is shuffled into your Deck because of a card effect: You can send this face-up card to the GY; Special Summon 1 “LV” monster from your hand or Deck with a different name and whose Level is equal or lower than the monster that was shuffled into the Deck (ignoring its Summoning conditions). You can only use each effect of “Level Shaper” once per turn.

 

Spells Cards:

 

Multileveled Pyramid of Silence

Field Spell Card

Monster effects that would Special Summon a “LV” monster cannot be negated by your opponent’s cards and effects, also, when you Special Summon a “LV” monster because of a monster effect, your opponent cannot activate any cards or effects. You can activate “LV” monsters effects that activates by sending themselves to the GY during your Main Phase. You can only use the following effect of “Multileveled Pyramid of Silence” once per turn:

·         During either player’s Main Phase: Shuffle 1 “LV” monster from your hand or field into the Deck; Special Summon 1 “LV” monster from your hand, Deck or GY with a different name and whose Level is 2 to 3 higher or lower, ignoring its Summoning conditions.  

 

Reign of Terror

Quick-Play Spell Card

(This card is also always treated as a “Level” card.)

While you control a “LV” monster, if your opponent activates a monster effect: Negate that activation, then equip that monster to a “LV” monster on your field, also, while you control a monster that was equipped due to this effect, your opponent cannot activate the effects of monsters with the same original ATK as the equip monster. During either player’s Main Phase, you can banish this card from your GY: Xyz Summon 1 “Dreadful Queen of Alluring Darkness” from your Extra Deck, by using monsters from your field and/or GY as Xyz Materials. If you control an “Allure Queen LV” monster, you can also use monster(s) your opponent controls as Material. You can only use 1 “Reign of Terror” effect per turn, and only once that turn.

 

Traps Cards:

 

Level Re-Modulation

Continuous Trap Card

During the Main Phase: You can shuffle 1 “LV” monster from your field or GY into the Deck; Special Summon 1 “LV” monster from your hand, Deck or GY with the same name but 2 to 3 “LV” higher or lower (ignoring its Summoning conditions), also, if you Special Summon a Level 7 or higher monster with this effect, your opponent draws 2 cards. If your opponent controls more monsters than you do, you can also shuffle monsters from your hand to activate this card’s effect. If this card leaves the field because of an opponent card effect: You can Special Summon 1 “LV” monster from your hand or GY (ignoring its Summoning conditions). You can only use each effect of “Level Re-Modulation” once per turn.

 

Ritual of the Dark Flame

Normal Trap Card

(This card is also always treated as a “Level” card.)

If a “LV” monster you control leaves the field either by battle or by card effect: Special Summon 1 monster from your hand, Deck or GY with the same name but different “LV” (ignoring its Summoning conditions), then, if your opponent controls more cards than you do; destroy up to 2 cards on the field. During either player’s Main Phase, you can banish this card from your GY; Fusion Summon 1 ‘’Horus the Primordial Flame’’ from your Extra Deck, by shuffling Fusion Materials from your field and/or GY into the Deck. You can only use 1 “Ritual of the Dark Flame” effect per turn, and only once that turn.

 

Extra Deck:

Horus the Primordial Flame

Level 8 FIRE Pyro/Fusion/Effect

ATK 3000 DEF 1800

Horus the Black Flame Dragon LV8 + 1 Level 5 or higher monster

This card’s name becomes “Horus the Black Flame Dragon LV8” while it is on the field. The Fusion Summon of this card cannot be negated. Cards you control cannot be targeted or destroyed by your opponent’s Spell Card effects. Once per turn (Quick Effect): You can shuffle 1 other ‘’LV’’ or ‘’Horus’’ monster from your field or GY into the Deck; this card gains ATK equal to that monster’s original ATK until the end of your opponent’s next turn. When this card leaves the field: Destroy all monsters your opponent controls, then you can Special Summon 1 ‘’Horus the Black Flame Dragon LV 4’’ from your hand, Deck or GY.

 

Horus the Infernal Star

Rank 4 EARTH Rock/Xyz/Effect

ATK 1600 DEF 1000

2 Level 4 ‘’LV’’ monsters

This card is unaffected by Spell Card effects. If this card battles an opponent monster: It gains 700 ATK until the end of the Damage Step. Once per turn: You can detach 1 Xyz Material, then target 1 face-up ‘’LV’’ or ‘’Horus’’ monster you control; it can make a second attack during each Battle Phase this turn.

 

Armed Dragon, the Thundering Fury

Level 12 WIND Dragon/Synchro/Effect

ATK 3000 DEF 2000

1 Thunder-Type Tuner + 1 or more non-Tuner monsters, including at least 1 “LV” monster

This card’s name becomes “Armed Dragon LV10” while it is on the field. If this card is Special Summoned: Until the end of the next turn, “LV” monster you control cannot be destroyed by battle or by card effect, also, this effect cannot be negated. (Quick Effect): You can send the top card from your Deck to the GY; destroy every other monster on the field. You can only use this effect of “Armed Dragon, the Thundering Fury” once per turn. When this card leaves the field: Banish every card in your opponent’s GY, then Special Summon 1 “Armed Dragon LV3” from your hand, Deck or GY.

 

Dreadful Queen of Alluring Darkness

Rank 7 DARK Spellcaster/Xyz/Effect

ATK 1500 DEF 1500

2 Level 7 monsters, including at least 1 “LV” monster

This card’s name becomes “Allure Queen LV7” while it is on the field. This card gains 600 ATK and DEF for each material attached to it. Once per turn, you can target 1 card on the field or in either player’s hand; attach it to this card as a face-up material. If this card would be destroyed by battle or by card effect, you can detach 1 material from this card instead. When this card leaves the field: Destroy every Spell/Trap Cards your opponent controls, then you can Special Summon 1 “Allure Queen LV3” from your hand, Deck or GY.

 

The Game Master

LINK – 3 LIGHT Thunder/Link/Effect

Link Arrows – Bottom-Left, Bottom-Right, Right

ATK 1000 DEF

3 monsters, including at least 1 ‘’LV’’ monster

(This card is also always treated as a “Level” card.)

This card gains 300 ATK for each ‘’LV’’ on your field and GY. When this card is Special Summoned: You can shuffle 1 “LV” monster from your hand or field into the Deck; Special Summon 1 monster with the same name but different “LV” (ignoring its Summoning conditions) from your hand, Deck or GY. Once per turn, you can activate 1 of the following effects (Quick Effect):

·         Send 1 ‘’LV’’ monster from your hand or Deck to the GY; this card cannot be destroyed by battle until the end of this turn.

·         Send 1 ‘’Level’’ card from your hand or Deck to the GY; this card cannot be targeted or destroyed by card effects until the end of this turn.

 

New LV Monsters: 

 

Silent Ranger LV2

Level 2 LIGHT Beast-Warrior/Effect

ATK 900 DEF 300

If you control a face-up ‘’LV’’ monster, you can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 ‘’LV’’ monster from your hand or Deck to the GY; draw 1 card. You can only use this effect of “Silent Ranger LV2” once per turn. (Quick Effect): While this card is face-up, if a Spell Card effect is activated; you can send this card to the GY, and if you do, Special Summon 1”Silent Ranger LV4” from your hand or Deck.

 

Silent Ranger LV4

Level 4 LIGHT Beast-Warrior/Effect

ATK 1800 DEF 600

If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When this card is Special Summoned; you can Special Summon 1 Level 4 or lower “LV” monster from your hand or GY, and if you do, it cannot be destroyed by battle, also you cannot Special Summon a “Silent Ranger” monster with this card’s effect. You can only use this effect of “Silent Ranger LV4” once per turn. (Quick Effect): While this card is face-up, if a Spell Card effect is activated; you can send this card to the GY, and if you do, Special Summon 1”Silent Ranger LV6” from your hand or Deck.

 

Silent Ranger LV6

Level 6 LIGHT Beast-Warrior/Effect

ATK 2700 DEF 900

Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of a ‘’Level’’ or ‘’LV’’ card. If this card attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. If this card is Special Summoned: you can add 1 ‘’Level’’ card from your Deck to your hand. (Quick Effect): While this card is face-up, if a Spell Card effect is activated; you can send this card to the GY, and if you do, Special Summon 1 ‘’LV’’ monster, except ‘’Silent Ranger LV 6’’ from your hand or GY (ignoring its Summoning conditions). You can only use each effects of ‘’Silent Ranger LV 6’’ once per turn.

 

Abyss Hunter LV3

Level 3 WATER Psychic/Effect

ATK 1500 DEF 0

If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn (Quick Effect): You can target 1 monster on the field; switch its Battle Position, and if you do, the first time this card would be destroyed by battle this turn, it is not destroyed. (Quick Effect): While this card is face-up, if a monster is sent from the field to the GY; you can send this card to the GY, and if you do, Special Summon 1 “Abyss Hunter LV5” from your hand or Deck.

 

Abyss Hunter LV5

Level 5 WATER Psychic/Effect

ATK 2500 DEF 0

Cannot be Tribute Summoned except by Tributing a “LV” monster. If this card was Special Summoned during the Battle Phase, it cannot attack directly until the end of the turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn (Quick Effect): You can target 1 monster on the field; switch its Battle Position, and if you do, this card cannot be destroyed by battle this turn. (Quick Effect): While this card is face-up, if a monster is sent from the field to the GY; you can send this card to the GY, and if you do, Special Summon 1 “Abyss Hunter LV7” from your hand or Deck.

 

Abyss Hunter LV7

Level 7 WATER Psychic/Effect

ATK 3000 DEF 0

Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of a “Level” or “LV” card. If this card was Special Summoned during the Battle Phase, it cannot attack directly until the end of the turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn (Quick Effect): You can target 1 monster on the field; switch its Battle Position, and if you do, this card cannot be destroyed by battle or by card effects until the end of the turn. While this card is face-up, if a monster is sent from the field to the GY; you can banish it instead, then draw 1 card. You can only use this effect of “Abyss Hunter LV7” up to twice per turn.

 

Dark Mimic LV5

Level 5 DARK Fiend/Effect

ATK 1900 DEF 1000

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. Cannot be used as Material for a Summon or be destroyed by battle. If a “LV” monster you control leaves the field either by battle or by a card effect (Quick Effect): You can Special Summon this card from your hand. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase. If this card leaves the field; you can draw 1 card, but if you have a “Dark Mimic” monster in your GY, except “Dark Mimic LV5”, draw 2 cards instead.

 

Silent Magician LV6

Level 6 LIGHT Spellcaster/Effect

ATK 2000 DEF 1000

Must be Special Summoned by its own effect. (Quick Effect): Tribute 1 “Silent Magician LV4” that has had 2 or more Spell Counters put on it by its own effect; Special Summon this card from your hand or Deck, then draw 1 card for each Spell Counters that were on the Tributed monster. When your opponent draws a card(s) or adds a card(s) from their Deck to their hand because of a card effect: You can place 1 Spell Counter on this card, and if you do, target 1 card from their hand; shuffle it into the Deck, then draw 1 card.  You can only use this effect of “Silent Magician LV6” once per turn. You can remove 3 Spell Counters from your field, then Tribute this card; Special Summon 1 “Silent Magician LV8” from your hand, Deck or GY.

 

Side Cards:

 

Silent Ranger

Level 4 LIGHT Beast-Warrior/Effect

ATK 1000 DEF 1000

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 Beast-Warrior-Type Monster, and cannot be Special Summoned by other ways. This card gains 500 ATK for each other face-up monster on the field. Once per turn, during either player’s turn, when a Spell Card is activated: You can negate that activation. If this card is destroyed by battle, or if this card in its owner’s control is destroyed by an opponent’s card effect: You can Special Summon 1 ‘’Silent Ranger’’ monster from your hand or Deck, except ‘’Silent Ranger’’, ignoring its Summoning conditions.

 

Silent Arrow Barrage

Quick-Play Spell Card

Target 1 face-up ‘’Silent Ranger’’ monster you control; until the end of the turn, it can attack all monsters your opponent controls, once each. On the turn this card is activated, if a ‘’Silent Ranger’’ monster you control destroys an opponent monster by battle: You can draw 1 card. You can only draw up to 2 cards in a single turn with this card’s effect. You can banish this card from your GY; add 1 ‘’Silent Ranger’’ monster from your Deck to your hand. You can only activate 1 ‘’Silent Arrow Barrage’’ per turn.

 

Herald of the Dark Flame

Level 2 FIRE Beast-Warrior/Tuner/Effect

ATK 200 DEF 200

Cannot be attacked while you control a “Horus” monster. “Horus” monsters you control cannot be targeted or destroyed by your opponent’s cards and effects, also you can activate their effects that activates by sending themselves to the GY during your Main Phase. If a “Horus the Black Flame Dragon” monster you control is destroyed and sent to the GY: You can banish this card from your field or GY; Special Summon 1 “Horus” monster from your Extra Deck (ignoring its Summoning conditions) whose Level or Rank is equal or lower than the destroyed monster’s Level. You can only use this effect of “Herald of the Dark Flame” once per turn.

 

Silent Abode

Continuous Spell Card

Once per turn, if you control a “Silent” LIGHT monster; you can Special Summon 1 “LV” monster from your hand or GY, ignoring its Summoning conditions, and if you do, shuffle it into your Deck when it leaves the field. You can only use each of the following effects of “Silent Abode” once per turn:

·         Target 1 “Silent Swordsman” “LV” monster you control; Battle Damage taken by your opponent from that target is halved, but it can attack your opponent directly, also, it is unaffected by your opponent’s card effects and cannot be destroyed by battle until your next Standby Phase.

·         Target 1 “Silent Magician” “LV” monster you control; place up to 2 Spell Counters on it (they are treated as having been placed there by its own effect), then both players draw 2 cards.

 

Anime Cards Update:

Masked Knight LV3

Level 3 EARTH Warrior/Effect

ATK 1500 DEF 800

During your Stanby Phase, you can send this face-up card to the GY: Special Summon 1 “Masked Knight LV5” from your hand or Deck. You can send 1 Spellcaster-Type “LV” monster from your hand or Deck to the GY; Special Summon this card from your hand. You can inflict 400 damage to your opponent, and if you do, monsters your opponent control are treated as being Level 3 until the end of the turn, also, this card cannot attack during the turn you activate this effect. You can only use each effect of “Masked Knight LV3” once per turn.

 

Masked Knight LV5

Level 5 EARTH Warrior/Effect

ATK 2300 DEF 1300

During your Stanby Phase, you can send this face-up card to the GY: Special Summon 1 “Masked Knight LV7” from your hand or Deck. When this card is Normal or Special Summoned; you can draw 1 card for each Spellcaster-Type “LV” monsters with different names to each other that are banished and/or in your GY (max. 2). You can inflict 1000 damage to your opponent, and if you do, monsters your opponent control are treated as being Level 3 until the end of the turn, also, this card cannot attack during the turn you activate this effect. You can only use each effect of “Masked Knight LV5” once per turn

 

Masked Knight LV7

Level 7 EARTH Warrior/Effect

ATK 2900 DEF 1800

Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of “Masked Knight LV5”. Your opponent cannot target other Warrior and/or Spellcaster-Type “LV” monsters you control for attacks, also they are unaffected by your opponent’s cards and effects. This effect cannot be negated. Once per turn, you can activate 1 of these effects:

·         Special Summon 1 Warrior or Spellcaster-Type “LV” monster with 1500 or less ATK from your hand or GY (ignoring its Summoning conditions), also it is treated as having been Special Summon by the effect of the monster written in its card text.

·         Inflict 1500 damage to your opponent, and if you do, monsters you opponent controls are treated as being Level 3 until the end of the turn.

Neo-Spacian:

Spoiler

Monster Cards:

 

Chrysalis Origin

Level 2 Fairy/Effect

ATK 500 DEF 500

If you control a “Neo Space” card (Quick Effect): You can send this card from your hand or field to the GY, and if you do, Special Summon 1 “Neo-Spacian” or “Chrysalis” monster from your Deck or GY, ignoring its Summoning conditions. If you control a “Neo-Spacian” Fusion Monster: You can banish this card from your field or GY; Special Summon 1 “Elemental HERO Neos” from your hand, Deck or GY in Defense Position, and if you do, “Neos” Fusion Monsters on your field cannot be targeted or destroyed by your opponent’s card effects until the end of the turn. You can only use each effect of “Chrysalis Origin” once per turn.

 

Spell Cards:

 

Neo Space Station

Field Spell Card

(This card is also always treated as Neo Space.)

Once per turn, you can send 1 “Chrysalis” or 1 Level 3 “Neo-Spacian” from your hand or field to the GY: Special Summon 1 “Neo-Spacian” Fusion Monster from your Extra Deck with the same Attribute as that monster, ignoring its Summoning conditions, also, if a monster that was Special Summoned with this card’s effect is shuffled from the field into the Extra Deck (even if this card leaves the field); you can add 1 “Cocoon” or “Contact” card from your Deck to your hand. If this card leaves the field: You can activate 1 “Neo Space” Field Spell Card from your hand, Deck or GY, except “Neo Space Station”.

 

Cocoon Nursery

Continuous Spell Card

You can send 1 “Chrysalis” monster from your hand or Deck to the GY; Special Summon 1 “Neo-Spacian” with the same Attribute as that monster from your Deck or GY, ignoring its Summoning conditions, then if you sent a monster from your hand to the GY to activate this effect, draw 1 card. If you Normal or Special Summon a “Chrysalis” monster(s): You can Special Summon any number of “Chrysalis” monster from your Deck or GY with different names to each other, also you cannot Special Summon monsters from the Extra Deck for the rest of the turn, except Fusion Monsters and “Neo Space” monsters. You can only use each effect of “Chrysalis Nursery” once per turn.

 

Advanced Contact

Quick-Play Spell Card

(This card is also always treated as “NEX”.)

Send any number of “Chrysalis” and/or Level 3 “Neo-Spacian” monsters from your hand and/or field to the GY: Special Summon the same number of “Neo-Spacian” monsters from Extra Deck, with the same Attributes as the monsters you sent to the GY with this card’s effect, then you can shuffle cards on your opponent’s field into the Deck up to the number of “Neo-Spacian” Fusion Monster you control, also, you cannot Special Summon any other monsters from the Extra Deck this turn, except Fusion Monsters and “Neo Space” monsters. You can activate 1 “Advanced Contact” per turn.

 

Trap Cards:

 

Cocoon Cradle

Continuous Trap Card

Monsters in your opponent’s possession with the same Attributes as face-up “Chrysalis” monsters you control cannot activate their effects, also, they cannot attack on the same turn they are Summoned. If a “Chrysalis” monster in your possession is sent to the GY: You can add 1 “Neo Space”, “Cocoon” or “Contact” card from your Deck to your hand, except “Cocoon Cradle”. You can only use this effect of “Cocoon Cradle” once per turn.

 

Distant Contact

Counter Trap Card

(This card is also always treated as “NEX”.)

When your opponent would Special Summon a monster(s); you can send 1 “Chrysalis” or 1 Level 3 “Neo-Spacian” monster from your hand or field to the GY; negate the Summon, and if you do, shuffle that monster(s) into the Deck, then you can Special Summon 1 “Neo-Spacian” Fusion Monster from your Extra Deck with the same Attribute as the monster(s) that was shuffled into the Deck with this card’s effect, also, until the end of the turn, your opponent cannot Special Summon monsters with the same Attributes as “Neo-Spacian” Fusion Monsters or “Neos” monsters with 2800 original ATK you control. You can only activate 1 “Distant Contact” per turn.

 

Extra Deck:

 

Neo-Spacian Stygian Panther

Level 4 DARK Beast/Fusion/Effect

ATK 1300 DEF 800

This card’s name is also treated as “Neo-Spacian Dark Panther”. This card cannot be Special Summoned except with “NEX”. Once per turn (Quick Effect): You can target 1 face-up card on the field; negate its effect until the end of the turn. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Pantail” from your hand, Deck or GY. You can only use this effect of “Neo-Spacian Stygian Panther” once per turn.

 

Elemental HERO Stygian Neos

Level 8 DARK Warrior/Fusion/Effect

ATK 2800 DEF 2300

“Elemental HERO Neos” + “Neo-Spacian Stygian Panther”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”) (Quick Effect): You can negate the effect of all face-up cards your opponent currently controls until the end of the turn. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Dark Panther” from your hand, Deck or GY. You can only use each effect of “Elemental HERO Stygian Neos” once per turn.

 

Neo-Spacian Grandiose Mole

Level 4 EARTH Rock/Fusion/Effect

ATK 1200 DEF 600

This card’s name is also treated as “Neo-Spacian Grand Mole”. This card cannot be Special Summoned except with “NEX”. When this card is Special Summoned: You can target up to 2 cards on the field; return those targets to their owner’s hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Mole” from your hand, Deck or GY. You can only use each effect of “Neo-Spacian Grandiose Mole” once per turn.

 

Elemental HERO Grandiose Neos

Level 8 EARTH Warrior/Fusion/Effect

ATK 2800 DEF 2300

“Elemental HERO Neos” + “Neo-Spacian Grandiose Mole”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”) (Quick Effect): You can target up to 2 cards on the field; return those targets to their owner’s hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Grand Mole” from your hand, Deck or GY. You can only use each effect of “Elemental HERO Grandiose Neos” once per turn.

 

Neo-Spacian Supersonic Hummingbird

Level 4 WIND Winged Beast/Fusion/Effect

ATK 1100 DEF 900

This card’s name is also treated as “Neo-Spacian Air Hummingbird”. This card cannot be Special Summoned except with “NEX”. During the turn this card is Special Summoned: You can gain 500 LP for each card in your opponent’s hand, then inflict 500 damage to your opponent for each card in your hand. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Chicky” from your hand, Deck or GY. You can only use each effect of “Neo-Spacian Supersonic Hummingbird” once per turn.

 

Elemental HERO Supersonic Neos

Level 8 WIND Warrior/Fusion/Effect

ATK 2800 DEF 2300

“Elemental HERO Neos” + “Neo-Spacian Supersonic Hummingbird”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”) While your opponent controls a monster, if your LP are higher or lower than theirs, this card gains ATK equal to the difference. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Air Hummingbird” from your hand, Deck or GY. You can only use this effect of “Elemental HERO Supersonic Neos” once per turn.

 

Neo-Spacian Scorching Scarab

Level 4 FIRE Insect/Fusion/Effect

ATK 800 DEF 800

This card’s name is also treated as “Neo-Spacian Flare Scarab”. This card cannot be Special Summoned except with “NEX”. “Neo-Spacian” and “Neos” monsters you control gain 400 ATK and DEF for each Spell/Trap Cards your opponent controls. If this card is destroyed and sent to the GY: You can Special Summon 1 “Chrysalis Larva” from your hand, Deck or GY. You can only use this effect of “Neo-Spacian Scorching Scarab” once per turn.

 

Elemental HERO Scorching Neos

Level 8 FIRE Warrior/Fusion/Effect

ATK 2800 DEF 2300

“Elemental HERO Neos” + “Neo-Spacian Scorching Scarab”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use “Polymerization”). “Neo-Spacian” and “Neos” monsters you control gain 400 ATK for each card your opponent controls. Each time your opponent activates a card or effect, inflict 400 damage to your opponent immediately after it resolves. If this card is destroyed and sent to the GY: You can Special Summon 1 “Neo-Spacian Flare Scarab” from your hand, Deck or GY. You can only use this effect of “Elemental HERO Scorching Neos” once per turn.

 

Elemental HERO Twinkle Neos

Level 8 LIGHT Warrior/Fusion/Effect

ATK 2800 DEF 2300

“Elemental HERO Neos” + “Neo-Spacian Twinkle Moss”

Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck (You do not use “Polymerization”). Once per turn, during your Main Phase 1: You can draw 1 card, then apply the effect based on its type.

·         Monster: Inflict damage to your opponent equal to half its ATK or DEF (whichever is higher).

·         Spell: This card can attack your opponent directly this turn.

·         Trap: Your opponent cannot activate any of their Set Spell/Trap Cards until the end of the turn.

 

Neo Space Curator

LINK – 2 LIGHT Warrior/Link/Effect

LINK Arrows: Bottom-Left, Bottom-Right

ATK 2000 DEF -

1 “Chrysalis”, “Neo-Spacian” and/or “Neos” monsters

You can only control 1 “Neo Space Curator”. If you Special Summon a “Neo-Spacian” Fusion Monster or a “Neos” monster with 2800 original ATK on a zone this card points to: You can move it to another of your Main Monster Zones, and if you do, you can add 1 “Neo Space” or “Neos” card from your Deck to your hand, also, you can only add 1 card to your hand per turn with this effect of “Neo Space Curator”. If a “Neo-Spacian” Fusion Monster is shuffled from your field into the Extra Deck, until the end of the turn, when Fusion Monster you control destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster’s ATK (even if that card leaves the field).

Nordic:

Spoiler

Monster Cards:

                            

Freya of the Nordic Ascendant

Level 4 LIGHT Fairy/Tuner/Effect

ATK 1500 DEF 1500

For a Synchro Summon, you can substitute this card for any 1 “Nordic” Tuner monster. If only your opponent controls a monster: You discard this card; Special Summon 1 non-Tuner “Nordic” monster from your Deck or GY. You can discard 1 card; Special Summon 1 “Nordic Ascendant Token” (Fairy-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Ascendant Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Freya of the Nordic Ascendant” once per turn.

 

Sif of the Nordic Champions

Level 4 EARTH Warrior/Tuner/Effect

ATK 1900 DEF 100

(This card is also always treated as a “Nordic Beast” card)

When a non-Token “Nordic” or “Aesir” monster is Special Summoned: You can Special Summon this card from your hand. (Quick Effect): You can target 1 monster on the field; change its battle position, then you can Special Summon 1 “Nordic Beast Token” (Beast-Type/EARTH/Level 3/ATK 0/DEF 0). “Nordic Beast Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Sif of the Nordic Champions” once per turn.

 

Sigyn of the Nordic Healers

Level 4 DARK Spellcaster/Tuner/Effect

ATK 300 DEF 2000

(This card is also always treated as a “Nordic Alfar” card)

If a “Nordic” or “Aesir” monster you own is sent to the GY: You can Special Summon this card from your hand. If you activate a Spell/Trap Card effect (Quick Effect): You can Special Summon 1 “Nordic Alfar Token” (Spellcaster-Type/DARK/Level 3/ATK 0/DEF 0). “Nordic Alfar Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Sigyn of the Nordic Healer” once per turn.

 

Spell Cards:

 

Rainbow Bridge Bifrost

Continuous Spell Card

(This card is also always treated as a “Nordic” card)

You can only control 1 “Rainbow Bridge Bifrost”. If you Normal or Special Summon a non-Token “Nordic” or “Aesir” monster: You can Special Summon 1 “Nordic Warrior Token” (Warrior-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Warrior Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can destroy 2 Token you control; add 1 “Nordic” monster from your Deck to your hand. You can only use this effect of “Rainbow Bridge Bifrost” once per turn.

 

Yggdrasil the Interdimensional Tree

Normal Spell Card

(This card is also always treated as a “Nordic” card)

You can send 1 “Nordic” card from your Deck to the GY, and if you do, Special Summon 1 “Nordic” Tuner Monster from your Deck, but destroy it during the End Phase of this turn. If you activate this effect, you cannot Summon any monsters this turn except “Nordic” and/or “Aesir” monsters. During your Main Phase, except on the turn this card was sent to the GY: You can banish this card from your GY; add 1 of your banished “Nordic” monsters to your hand, then Special Summon 1 “Nordic Traveler Token” (Fairy-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Traveler Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. You can only use each effect of “Yggdrasil the Interdimensional Tree” once per turn.

 

Trap Cards:

 

Final Punishment

Continuous Trap Card

(This card is also always treated as a “Nordic” card)

You can banish 1 “Nordic” Tuner monster and any number of non-Tuner “Nordic” monsters from your hand, field and/or GY, whose combined Level equals 10; Special Summon 1 “Aesir” monster from your Extra Deck that has the same Attribute than the banished Tuner (this Special Summon is treated as a Synchro Summon), and if you do, your opponent does not take any Battle Damage until the end of the turn. During your Main Phase, except on the turn this card was sent to the GY: You can banish this card from your GY, then target up to 2 “Aesir” monsters in your GY or that you’ve banished; place those targets in your Extra Deck, and if you do, you can draw 1 card for each of those targets. You can only use each effect of “Final Punishment” once per turn.

 

Extra Deck:

Heimdallr of the Nordic Guardians

LINK – 3 LIGHT Warrior/Link/Effect

LINK Arrows Bottom-Left, Left, Bottom-Right

ATK 2200 DEF -

1+ “Nordic” or “Aesir” Effect Monster

This card cannot be used as a Link Material. If this card is Link Summoned; you can add 1 “Nordic” card from your Deck to your hand. You can only use this effect of “Heimdallr of the Nordic Guardians” once per turn. Once per turn: You can shuffle 1 “Nordic” or “Aesir” card from your hand or GY into the Deck; Special Summon 1 “Nordic Watcher Token” (Warrior-Type/LIGHT/Level 3/ATK 0/DEF 0). “Nordic Watcher Tokens” cannot be Tributed or be used as Material for a Summon, except for the Special Summon of a “Nordic” or “Aesir” card. While you control a Token, “Nordic” and “Aesir” Effect Monsters cannot be targeted or destroyed by card effect.

Ojama:

Spoiler

Monster Cards:

 

Ojama Grey

Level 2 LIGHT Beast/Effect

ATK 0 DEF 1000

(Quick Effect): You can send 1 ‘’Ojama’’ card from your hand or Deck to the GY, except “Ojama Grey”; Special Summon this card (from your hand). If this card is sent to the GY: You can Special Summon 1 ‘’Ojama’’ monster from your Deck or GY, except ‘’Ojama Grey’’. You can only use each effect of “Ojama Grey” once per turn.

 

Spell Cards:

 

Ojamantle

Continuous Spell Card

You can send 1 “Ojama” card from your hand or Deck to the GY, except “Ojamantle”: Special Summon 1 “Ojama Token” (Beast-Type/LIGHT/ATK 0/DEF 1000) on either player’s field, also if the card you sent to the GY with this card’s effect was a Normal Monster Card; you can draw 1 card. “Ojama Tokens” cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. If this card is sent to the GY: You can add 1 “Ojama Country” from your Deck or GY to your hand. You can only use each effect of “Ojamantle” once per turn.

 

Trap Cards:

 

Ojamarch

Continuous Trap Card

While there is a face-up “Ojama” monster on the field, all Tokens your opponent control are changed to attack position and their battle position cannot be changed, also if your opponent uses a Token as Material for a Summon, that monster’s effect is negated and its ATK and DEF are halved (even if this card leaves the field). If this card is sent to the GY: Special Summon up to 3 “Ojama Tokens” (Beast-Type/LIGHT/Level 2/ATK 0/DEF 1000) on either player’s side of the field, also, Tokens on the field cannot be used as Material for a Summon until the end of the turn, except for “Ojama” monsters. “Ojama Tokens” cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. You can only use each effect of “Ojamarch” once per turn.

 

Extra Deck:

 

Ojama Princess

LINK – 2 LIGHT Beast/Link/Effect

(Up, Bottom-Left)

ATK 0 DEF -

2 Beast-Type monsters, including at least 1 “Ojama” monster

This card cannot be destroyed by battle. You opponent takes any battle damage you would have taken from a battle involving a face-up ‘’Ojama’’ monster you control. During your Main Phase: You can Fusion Summon 1 ‘’Ojama’’ Fusion Monster from your Extra Deck, by shuffling Fusion Materials listed on it from your side of the field and/or GY into the Deck, and if you do, draw 1 card. You can only use this effect of ‘’Ojama Princess’’ once per turn.

Spirits:

Spoiler

Monster Cards:

 


Shin'nyu

Level 3 EARTH Insect/Spirit/Effect

ATK 1000 DEF 2000

Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. Once per turn, when a Spirit monster is Normal Summoned: You can Special Summon 1 ‘’Ethereal Infestation Token’’ (Insect-Type/EARTH/Level 2/ATK 200/DEF 1200), and if you do, it cannot be used as Material for a Summon, except for the Special Summon of a Spirit monster. You can destroy 1 card you control; immediately after this effect resolves, Normal Summon 1 Spirit Monster. You can only activate this effect of ‘’Shin'nyu’’ once per turn.

 


Fushizen'na

Level 5 WATER Aqua/Spirit/Effect

ATK 1950 DEF 1950

Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If the only monsters you control are Spirit monsters and/or Tokens; you can send the top card of your Deck to the GY, and if you do, immediately Normal Summon this card without Tributing. You can only use this effect of “Fushizen'na” once per turn. When this card is Normal Summoned: You can target both 1 Spirit monster you control and 1 monster on your opponent’s field; switch control of both targets until your next Standby Phase, and if you do, those targets cannot be destroyed by battle or by card effect until the end of the turn.


 

Okina Hachurui

Level 6 FIRE Reptile/Spirit/Effect

ATK 2400 DEF 1000

Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. If the control of a monster on the field is switched; you can immediately Normal Summon this card without Tributing, and if you do, it gains 600 ATK. When this card inflicts Battle Damage to your opponent: You can look at the top 3 cards of your Deck, and if you do, you can reveal 1 Spirit Monster among them, then immediately after this effect resolves, you can either Normal Summon that monster or add it to your hand, also shuffle the remaining cards into your Deck. You can only use each effect of “Okina Hachurui” once per turn.

 

Spell Cards:

 

Misty Land of the Old Ones

Field Spell Card

There is no limit to the number of cards in players’ hands. You can only use the following effects of “Misty Land of the Old Ones” once per turn. You can send 1 Spirit monster from your hand or Deck to the GY, then target any number of Spirit monsters you control; place 1 Mist Counter on each of those targets. Spirit Monsters with a Mist Counter do not have their effect that returns them to the hand activated. When you Normal or Special Summon a Spirit monster: You can add 1 Spirit Monster with a different Attribute than every other monsters on your field, from your Deck to your hand, also, if that monster also has a different Level than every other monsters you control; immediately after this effect resolves, you can Normal Summon that monster (you do not need to Tribute for a Level 5 or higher monster).

 

Dimensional Convergence

Continuous Spell Card

While there are no monsters on your field or if the only monsters you control are Spirit monsters and/or Tokens, if you would Tribute a monster(s) for the Tribute or Ritual Summon of a Spirit monster, you can Tribute 1 monster your opponent controls as if you controlled it, and if you do, you cannot Summon any other monsters this turn, except Spirit monsters and Tokens. You only gain this effect of “Dimensional Convergence” once per turn. When you Normal Summon a Spirit Monster: You can target 1 Spirit Monster in your GY with a different Attribute than the monster you’ve Normal Summoned; shuffle that monster into your Deck, then draw 1 card. You can only use this effect of “Dimensional Convergence” once per turn.

 

Unworldly Manifestation

Ritual Spell Card

This card is used to Ritual Summon any Spirit Ritual Monster from your hand or GY. You must also Tribute monsters from your field and/or send Spirit monsters from your Deck to the GY whose total Level equals or exceed the Level of the Ritual Monster you Ritual Summon. If a Spirit Ritual Monster return to your hand because of its own effect; you can shuffle this card from your GY into your Deck, and if you do, you can draw 1 card. You can only each effect of “Unworldly Manifestation” once per turn.

 

Trap Cards:

 

Gateway to the Mortal Plane

Continuous Trap Card

If you Normal or Special Summon a non-Spirit monster: Destroy it, then destroy every Tokens on the field. Each time a Spirit Monster is sent to your GY or returns to your hand: You can Special Summon 1 “Spirit Worshipper Token” (Spellcaster-Type/DARK/Level 4/ATK 1000/DEF 1000). “Spirit Worshipper Token” cannot be Tributed for a Tribute Summon or be used as Material for a Summon, except for a Spirit Monster. While you control no monsters or if the only monsters you control are Spirit monsters and/or Tokens, during the Main Phase: You can pay 500 LP; immediately after this effect resolves, Normal Summon 1 Spirit Monster. You can only activate this effect of ‘’Gateway to the Mortal Plane’’ once per turn.

 

Deific Adoration

Normal Trap Card

Target 1 non-Ritual Spirit monster in your hand or GY that has a Level: Special Summon that target ignoring its Summoning conditions (it is treated as having been Normal Summoned that turn) and equip it with this card, also any Battle Damage taken by your opponent from a battle involving the equipped monster is halved. If this card is destroyed and sent to the GY because the equipped monster was returned from the field to your hand by its own effect: You can shuffle this card into the Deck, then draw 1 card. You can only use each effect of “Deific Adoration” once per turn.

 

Extra Deck:


 

Shizen no Tamashi 

LINK – 2 WIND Fairy/Link/Spirit/Effect

(Up, Bottom-Center)

ATK 1800 DEF -

1+ Spirit monster and/or Token

You can only Summon Spirit monsters and/or Tokens, also you can Normal Summon Spirit monsters for 1 less Tribute. When this card inflicts Battle 
Damage to your opponent: You can add 1 Spell/Trap Card that specifically lists “Spirit monster” in its card text from your Deck to your hand. You 
can only use this effect of “Shizen no Tamashi” once per turn. If this card leaves the field: You can add 1 Spirit monster that has a Level from 
your GY to your hand. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck, and if you do, you can Special 
Summon up to 2 ‘’Spirit Construct Token’’ (Fairy-Type /WIND/Level 4/ATK 1000/DEF 1000).

 

Chimamire no Kemono

LINK – 3 (Left, Right, Bottom-Right) 

DARK Zombie/Link/Spirit/Effect

ATK 2500 DEF -

2+ monsters, including at least 1 Spirit monster

The Special Summon of this card cannot be negated. If a Spirit monster you control attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. When a Spirit monster you control destroys a monster by battle: You can gain LP equal to the ATK or DEF of the destroyed monster (whichever is higher). If this card leaves the field: You can add 1 Spirit monster that has a Level from your GY to your hand. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck, and if you do, you can Special Summon up to 3 ‘’Spirit Familiar Token’’ (Zombie-Type/DARK/Level 4/ATK 1000/DEF 1000).


 

Maho o Hoshi

LINK – 4 (Left, Right, Bottom-Left, Bottom-Right)

LIGHT Fiend/Link/Spirit/Effect

ATK 3000 DEF -

3+ monsters, including at least 1 Spirit monster

This card is unaffected by your opponent’s card effects. Up to twice per turn (Quick Effect): You can target 1 monster your opponent controls; change that target’s battle position (Flip Effects are not activated), and if you do, Spirit monsters on your field inflict piercing damage when attacking a Defense position monster until the end of the turn. If this card leaves the field: You can add 1 Spirit monster that has a Level from your GY to your hand. During the End Phase, if this card was Special Summoned this turn: Return it to the Extra Deck, and if you do, you can Special Summon up to 4 ‘’Spirit Mirror Token’’ (Fiend-Type/ LIGHT/Level 4/ATK 1000/DEF 1000).

Reactor:

Spoiler

Monster Cards:

 

Adaptive Reactor MET

Level 6 DARK Machine/Pendulum/Tuner/Effect

Pendulum Scale: 1

ATK 700 DEF 1900

Pendulum Effect:

If a card your opponent controls is destroyed by the effect of a “Reactor” DARK monster, its effect is negated until the end of this turn. You can only use each effect of “Reactor” monsters once per turn. When a “Reactor” DARK monster is sent from your hand or field to the GY: You can destroy this card, then add 1 “Flying Fortress” monster from your Deck or GY to your hand. You can only use this effect of “Adaptive Reactor MET” once per turn.

 

Monster Effect:

When you Normal Summon a DARK Machine-Type monster: You can draw 1 card. When a “Reactor” DARK monster you control attacks or is attacked: You can send 1 “Flying Fortress” monster from your hand or Deck to the GY; “Reactor” DARK monsters you control gain ATK and DEF equal to that monster’s original ATK until your next Standby Phase, also if you activate this effect, battle damage taken by your opponent from being attacked directly by a “Reactor” DARK monster becomes 800 and is treated as damage from a card effect until the end of the turn. You can only use each effect of “Adaptive Reactor MET” once per turn.

 

Extensible Reactor OR

Level 2 DARK Machine/Pendulum/Effect

Pendulum Scale: 7

ATK 1000 DEF 1200

Pendulum Effect:

If a card your opponent controls is destroyed by the effect of a “Reactor” DARK monster or if your opponent takes exactly 800 damage due to a card or effect: You can add 1 “Reactor” DARK monster or 1 “Flying Fortress” from your Deck to your hand. You can only use this effect of “Extensible Reactor OR” once per turn.

 

Monster Effect:

Once per turn, when your opponent activates a Monster Effect: You can destroy that monster, then inflict 800 damage to your opponent. (Quick Effect) You can only use 1 of the following effects of “Extensible Reactor OR” per turn:

·         You can destroy both this card and 1 face-up “Adaptive Reactor MET” you control; Special Summon 1 “Flying Fortress METEOR” from your hand, Deck or GY.

·         Destroy 3 “Reactor” DARK monsters from your hand and/or field; Special Summon 1 “Flying Fortress” monster from your hand, Deck or GY ignoring its Summoning conditions. 

 

Flying Fortress METEOR

Level 8 WIND Machine/Effect

ATK 2500 DEF 3000

Cannot be Normal Summoned or Set. Must be Special Summoned by the effect of “Extensible Reactor OR” and cannot be Special Summoned by other ways. If you control no monsters or if the only monsters you control are Machine-Type monsters: You can banish this card from your hand; Special Summon up to 2 “Reactor” DARK monster(s) with different names from your Deck and/or GY, and if you do, you cannot Summon any other monsters this turn except DARK Machine-Type monsters. If you opponent add a card from their Deck and/or GY to their hand (Quick Effect): You can target 1 card from their hand; shuffle it into the Deck, then inflict 800 damage to your opponent. You can only use each effect of “Flying Fortress METEOR” once per turn.

 

Spell Cards:

 

Reactor Charging Bay

Field Spell Card

Your opponent cannot activate any card or effect in response to the Special Summon of a Level 8 or higher DARK and/or WIND Machine-Type monster you control. You can only use each of the following effects of “Reactor Charging Bay” once per turn:

·         When you Normal or Special Summon a DARK Machine-Type monster(s); you can return 1 monster you control to your hand, then Special Summon 1 “Reactor” DARK monster from your Deck or GY, also you cannot Summon any other monsters, except WIND and/or DARK Machine-Type monsters until the end of the turn.

·         If a “Reactor” DARK monster and/or “Flying Fortress” monster you control leaves the field; you can select 1 “Reactor” Pendulum Monster from your Deck, then place it in an available Pendulum Zone.

 

Trap Cards:

 

Flying Formation Delta

Normal Trap Card

Shuffle 1 “Reactor” or 1 “Flying Fortress” monster from your hand or field into the Deck, then you can target any number of DARK Machine-Type monster in your GY and/or that are face-up in your Extra Deck who’s combined Level is equal or lower than that of the monster you’ve shuffled into the Deck with this card’s effect: Add those targets to your hand, also if every one of those targets are “Reactor” monsters; immediately after this effect resolves, you can Normal Summon 1 DARK Machine-Type monster. You can only activate 1 “Flying Formation Delta” per turn.

 

Extra Deck:

 

Transforming Reactor AIN

Level 4 DARK Machine/Fusion/Effect

ATK 1800 DEF 200

2 DARK Machine-Type monsters

You can only use the following effects of “Transforming Reactor AIN” once per turn. You can target 1 Machine-Type monster you control that has a Level: Send 1 “Reactor” DARK monster from your hand or Deck to the GY; that target’s Level becomes equal to the Level of the monster you sent to the GY with this card’s effect, then inflict 800 damage to your opponent. If this card you control leaves the field, you can activate 1 of these effects:

·         Special Summon 1 Level 6 or lower “Reactor” DARK monster from your hand or Deck, also you cannot Summon any other monsters this turn except DARK and/or WIND Machine-Type monsters.

·         Shuffle 3 other “Reactor” DARK monsters from your field and/or GY into your Deck; Special Summon 1 “Flying Fortress” monster from your hand, Deck or GY, ignoring its Summoning conditions, also it is treated as a DARK monster.

 

METEORAIN the Flying Behemoth

Rank 8 DARK Machine/Xyz/Effect

ATK 3500 DEF 3300

2 Level 8 WIND and/or DARK Machine-Type monsters

You can also Xyz Summon this card during either player’s Main Phase by using 3 or more face-up “Reactor” DARK monsters you control as Xyz Materials. During either player’s turn, when your opponent Normal or Special Summons a monster(s): You can negate that Summon, and if you do, attach that card(s) on this card as Xyz Materials. When a DARK or WIND Machine-Type monster you control attacks or is attacked: You can detach 1 Xyz Material from this card, then target 1 of your banished Machine-Type monster or 1 “Reactor” DARK monster in your GY; either add that target to your hand or Special Summon it, and if you do, inflict 800 damage to your opponent. You can only use each effect of “METEORAIN the Flying Behemoth” once per turn.

Zoa/Metalmorph:

Spoiler

Monster Cards:

 

Metallizing Parasite – Terratite

Level 7 WATER Aqua/Union/Effect

ATK 1000 DEF 500

Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent’s Spell Card effects, also if the equipped monster would be destroyed by battle or by card effect, destroy this card instead. If this card is in your hand, when a Trap Card is activated (Quick Effect): You can Special Summon 1 “Zoa” from your hand, Deck or GY in Defense Position, then equip this card to it, also you cannot Special Summon any other monsters this turn, except “Zoa” monsters. You can only use this effect of “Metallizing Parasite – Terratite” once per turn.

 

Dysmorphic Primal Zoa

Level 5 DARK Fiend/Pendulum/Effect

Pendulum Scale 0

ATK 1800 DEF 1100

Pendulum Effect:

You can only Pendulum Summon “Zoa” and/or “Red-Eyes” monsters. This effect cannot be negated. If a “Metalmorph” Trap Card you control is destroyed and sent to the GY: You can target 1 “Zoa” or “Red-Eyes” monster you control; equip that card to that target, and if you do, you can draw 1 card. You can only use this effect of “Dysmorphic Primal Zoa” once per turn for each “Metalmorph” card’s original name.

Monster Effect:

This card’s name becomes “Zoa” while it is equipped with a “Metalmorph” card. While this card is in your hand (Quick Effect): You can destroy 1 card you control; Special Summon this card, and if you do, you cannot Special Summon any other monsters from your Extra Deck this turn, except “Zoa” and/or “Red-Eyes” monsters. If this card is destroyed by battle or by a card effect: You can add 1 “Metalmorph” or 1 “Zoa” card, except “Dysmorphic Primal Zoa” from your GY to your hand. You can only use each effect of “Dysmorphic Primal Zoa” once per turn.

 

Flawless Zoa Egg

Level 1 DARK Fiend/Pendulum/Effect

Pendulum Scale 8

ATK 200 DEF 0

Pendulum Effect:

You can only Pendulum Summon “Zoa” and/or “Red-Eyes” monsters. This effect cannot be negated. When you Normal or Special Summon a DARK Fiend or Dragon-Type monster(s): You can target 1 “Metalmorph” Trap Card from your hand or GY; equip it to a face-up monster you control. You can only use this effect of “Flawless Zoa Egg” once per turn.

Monster Effect:

This card’s name becomes “Zoa” while it is equipped with a “Metalmorph” card. (Quick Effect): You can destroy 1 other card you control; send 1 Normal Trap Card from your Deck to the GY. If this card is destroyed by battle or by a card effect: You can Special Summon 1 “Zoa” or “Red-Eyes” Normal Monster from your hand, Deck or GY. You can only use each effect of “Flawless Zoa Egg” once per turn.

 

Spell Cards:

 

Metalmorph Research Laboratory

Field Spell Card

You can activate “Metalmorph” Trap Cards directly from your hand. Once per turn, you can place every “Metalzoa” from your hand to the bottom of your Deck, then for each of those cards, draw 2 cards, also this effect cannot be negated. If a face-up “Zoa” monster or “Metalmorph” card you control is destroyed and sent to the GY: You can select 1 “Zoa” Pendulum Monster from your Deck, then either place it face-up into your Extra Deck or in an available Pendulum Zone. You can only use this effect of “Metalmorph Research Laboratory” once per turn.

 

Trap Cards:

 

Metalmorph Prototype

Normal Trap Card

This card’s name becomes “Metalmorph” while on the field. Target 1 face-up monster on the field; equip this card to that target. If this card is equipped to a DARK monster; you can add 1 “Zoa” monster from your Deck to your hand. The equipped monster gains 300 ATK and is unaffected by your opponent’s monster effects. If this card is destroyed and sent to the GY: You can target 1 card on the field; add it to its owner’s hand, and if you do, you can take 1 “Zoa” Pendulum Monster from your Deck and place it in an empty Pendulum Zone. You can only use each effect of “Metalmorph Prototype” once per turn.

 

Reactive Metalmorph

Normal Trap Card

This card’s name becomes “Metalmorph” while on the field. Target 1 face-up monster on the field; equip this card to that target. Its effect is negated. During damage calculation: The equipped monster’s ATK/DEF become equal to the ATK or DEF (whichever is higher) of the opponent’s battling monster +300, during damage calculation only. If this equipped card is destroyed by a card effect: Destroy the equipped monster, and if you do, monsters your opponent currently controls lose ATK equal to the destroyed monster’s original ATK, then if their ATK has been reduced to 0 as a result, destroy them. You can only use this effect of “Reactive Metalmorph” once per turn.

 

Perfect Metalmorph

Normal Trap Card

This card’s name becomes “Metalmorph” while on the field. Target 1 “Zoa” or “Red-Eyes” monster in your GY or face-up in your Extra Deck; Special Summon that monster, and if you do, equip it with this card. If the equipped monster is an Effect Monster, destroy it when this card leaves the field. A Normal Monster equipped with this card cannot be Tributed and is unaffected by your opponent’s cards and effects. If this card is destroyed and sent to the GY: You can shuffle 1 “Zoa” monster and 1 other “Metalmorph” Trap Card from your field and/or GY into the Deck; Special Summon 1 “Metalzoa” from your hand, Deck or GY. You can only use each effect of “Perfect Metalmorph” once per turn.

 

Extra Deck:

 

Perfect Metalzoa

Level 10 DARK Machine/Fusion/Effect

ATK 3500 DEF 2800

Metalzoa + 1 ‘’Zoa’’ monster

Must either be Fusion Summoned, or Special Summoned by Tributing 1 face-up “Metalzoa” you control that is equipped with a “Metalmorph” Trap Card (in which case you do not use “Polymerization”). If this card would be destroyed by a card effect, you can destroy 1 face-up “Metalmorph” or “Metallizing” card you control instead. Once per turn (Quick Effect): You can target 1 “Metalmorph” Trap Card from your hand or GY, then target 1 other DARK monster you control; equip the first target onto that monster, and if you do, you can return 1 card on the field to its owner’s hand. You can only use each effect of “Perfect Metalzoa” once per turn.

 

Perfect Red-Eyes Black Metal Dragon

Level 10 DARK Machine/Fusion/Effect

ATK 3300 DEF 2900

Red-Eyes Black Metal Dragon + 1 DARK Machine-Type Monster

Must either be Fusion Summoned, or Special Summoned by Tributing 1 face-up “Red-Eyes Black Metal Dragon” you control that is equipped with a “Metalmorph” Trap Card (in which case you do not use “Polymerization”). This card cannot be targeted or destroyed by your opponent’s monster effects. (Quick Effect): You can destroy 1 face-up “Metalmorph” card on the field; double this card’s original ATK and DEF until the end of the turn, also this card cannot attack directly on the turn you activate this effect. You can only use this effect of “Perfect Red-Eyes Black Metal Dragon” once per turn.

 

Edited by The Old Charlelot
I had forgotten to add Spirits. Now they are here. Also, Minor fixes.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • Similar Content

    • By Resident Homo
      Hey Friends!  Kailyn popping in and out just cause.

      Got an itch to make cards so here I am.  I also got really into toku as of this year so I figure it shows.

      I was originally gonna just make Extra Deck monsters of these Riders, but then realized that Contrast HERO Chaos is basically just W (Fang / Joker) and it gets it's own sub-archetype.  Thus, I felt that it was justifiable to give my favourite rider series the sub-archetype in name as it's own fleshed out build.

      Most of these are made with other pre-existing HERO cards in mind, and assumes the power scale of modern day cards in mind.  Tried hard to make the effects reflective of events in the show or attributed to the forms / abilities seen.

      Let me know what y'all think?
      Set inspirations (Top)
      Set list (Bottom)
       
       
       
    • By Fullmetal Altergeist
      This is probably where i’ll put most of my stuff that doesn’t really fit anywhere else, like some new HERO support i’ve been working on.
       
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...