Created by: YGO Mod (20517634)

Created On: 10/23/2022

Main: 38 Extra: 17

2 cardAdvanced Crystal Beast Amber Mammoth 2 cardAdvanced Crystal Beast Amber Mammoth
Advanced Crystal Beast Amber Mammoth
EARTH 4
Advanced Crystal Beast Amber Mammoth
  • ATK:

  • 1700

  • DEF:

  • 1600


If "Advanced Dark" is not in a Field Zone, send this monster to the GY. Once per turn, when your opponent activates a card or effect that targets your "Advanced Crystal Beast" card(s) or "Advanced Dark" (Quick Effect): You can negate the activation. Once per turn, when your "Advanced Crystal Beast" monster is targeted for an attack: You can negate that attack. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.


2 cardAdvanced Crystal Beast Amethyst Cat 2 cardAdvanced Crystal Beast Amethyst Cat
Advanced Crystal Beast Amethyst Cat
EARTH 3
Advanced Crystal Beast Amethyst Cat
  • ATK:

  • 1200

  • DEF:

  • 400


If "Advanced Dark" is not in a Field Zone, send this monster to the GY. Your "Advanced Crystal Beast" monsters can attack directly, but when they do so using this effect, the battle damage inflicted to your opponent is halved. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.


2 cardAdvanced Crystal Beast Cobalt Eagle 2 cardAdvanced Crystal Beast Cobalt Eagle
Advanced Crystal Beast Cobalt Eagle
WIND 4
Advanced Crystal Beast Cobalt Eagle
  • ATK:

  • 1400

  • DEF:

  • 800


If "Advanced Dark" is not in a Field Zone, send this monster to the GY. You can send this card from your hand or field to the GY; add 1 "Advanced Dark" from your Deck to your hand. Once per turn: You can target 1 "Advanced Crystal Beast" card you control; return it to the hand or place it on top of the Deck. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.


2 cardAdvanced Crystal Beast Emerald Tortoise 2 cardAdvanced Crystal Beast Emerald Tortoise
Advanced Crystal Beast Emerald Tortoise
WATER 3
Advanced Crystal Beast Emerald Tortoise
  • ATK:

  • 600

  • DEF:

  • 2000


If "Advanced Dark" is not in a Field Zone, send this monster to the GY. Once per turn (Quick Effect): You can target 1 face-up monster on the field; change its battle position. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.


2 cardAdvanced Crystal Beast Ruby Carbuncle 2 cardAdvanced Crystal Beast Ruby Carbuncle
Advanced Crystal Beast Ruby Carbuncle
LIGHT 3
Advanced Crystal Beast Ruby Carbuncle
  • ATK:

  • 300

  • DEF:

  • 300


If "Advanced Dark" is not in a Field Zone, send this monster to the GY. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. While this card is treated as a Continuous Spell: You can Special Summon this card, then you can Special Summon as many "Advanced Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. You can only use this effect of "Advanced Crystal Beast Ruby Carbuncle" once per turn.


3 cardAdvanced Crystal Beast Sapphire Pegasus 3 cardAdvanced Crystal Beast Sapphire Pegasus
Advanced Crystal Beast Sapphire Pegasus
WIND 4
Advanced Crystal Beast Sapphire Pegasus
  • ATK:

  • 1800

  • DEF:

  • 1200


If "Advanced Dark" is not in a Field Zone, send this monster to the GY. If this card is Summoned: You can place 1 of your "Advanced Crystal Beast" monsters that is banished, or in your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.


2 cardAdvanced Crystal Beast Topaz Tiger 2 cardAdvanced Crystal Beast Topaz Tiger
Advanced Crystal Beast Topaz Tiger
EARTH 4
Advanced Crystal Beast Topaz Tiger
  • ATK:

  • 1600

  • DEF:

  • 1000


If "Advanced Dark" is not in a Field Zone, send this monster to the GY. All "Advanced Crystal Beast" monsters you control gain 400 ATK/DEF, also monsters your opponent controls lose 400 ATK/DEF. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.


3 cardCrystal Beast Rainbow Dragon 3 cardCrystal Beast Rainbow Dragon
Crystal Beast Rainbow Dragon
LIGHT 8
Crystal Beast Rainbow Dragon
  • ATK:

  • 3000

  • DEF:

  • 0


If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. You can only use each of the following effects of "Crystal Beast Rainbow Dragon" once per turn. When an attack is declared involving a "Crystal Beast" monster: You can Special Summon this card from your hand. You can banish this Continuous Spell; Special Summon 1 Level 4 or lower "Crystal Beast" monster from your Deck, but negate its effects (if any), and if you do, add 1 "Ultimate Crystal" monster from your Deck to your hand.


3 cardAwakening of the Crystal Ultimates 3 cardAwakening of the Crystal Ultimates
Awakening of the Crystal Ultimates
Spell Quick
Awakening of the Crystal Ultimates

    Reveal 1 "Ultimate Crystal" monster in your hand, then activate 1 of these effects. If you control an "Ultimate Crystal" monster, you can activate 1 or 2 of these effects in sequence, instead (and do not have to reveal a monster). ● Take 1 "Rainbow Bridge" card or 1 "Rainbow Refraction" from your Deck, and either add it to your hand or send it to the GY. ● Special Summon 1 "Crystal Beast" Monster Card from your hand, Deck, GY, or Spell & Trap Zone. You can only activate 1 "Awakening of the Crystal Ultimates" per turn.


    1 cardCrystal Abundance 1 cardCrystal Abundance
    Crystal Abundance
    Spell Normal
    Crystal Abundance

      Send 4 "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; send all cards on the field to the Graveyard, then Special Summon as many "Crystal Beast" monsters as possible from your Graveyard, up to the number of cards your opponent controlled that were sent to the Graveyard by this card's effect.


      2 cardCrystal Beacon 2 cardCrystal Beacon
      Crystal Beacon
      Spell Normal
      Crystal Beacon

        Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect.


        3 cardCrystal Bond 3 cardCrystal Bond
        Crystal Bond
        Spell Normal
        Crystal Bond

          Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn.


          3 cardRainbow Bridge 3 cardRainbow Bridge
          Rainbow Bridge
          Spell Normal
          Rainbow Bridge

            Add 1 "Crystal" Spell/Trap from your Deck to your hand.


            3 cardRainbow Bridge of the Heart 3 cardRainbow Bridge of the Heart
            Rainbow Bridge of the Heart
            Spell Continuous
            Rainbow Bridge of the Heart

              During your Main Phase, you can Normal Summon 1 "Crystal Beast" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only use each of the following effects of "Rainbow Bridge of the Heart" once per turn. During your Main Phase: You can destroy 1 "Crystal Beast" card you control or in your hand, and if you do, add 1 "Crystal" Spell/Trap from your Deck to your hand. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone, even during the Damage Step: You can target 1 card your opponent controls; return both that card and this card to the hand.


              3 cardRare Value 3 cardRare Value
              Rare Value
              Spell Normal
              Rare Value

                If you control 2 or more "Crystal Beast" cards in your Spell & Trap Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Zone, you send it to the GY, and if you do, you draw 2 cards.


                1 cardCrystal Miracle 1 cardCrystal Miracle
                Crystal Miracle
                Trap Counter
                Crystal Miracle

                  When a Spell/Trap Card, or monster effect, is activated: Destroy 1 "Crystal Beast" card you control, and if you do, negate that activation, and if you do that, destroy that card. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; place 1 "Crystal Beast" monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Crystal Miracle" once per turn.


                  1 cardUltimate Crystal Magic 1 cardUltimate Crystal Magic
                  Ultimate Crystal Magic
                  Trap Normal
                  Ultimate Crystal Magic

                    When your "Crystal Beast" monster is destroyed by battle: You can send 7 "Crystal Beast" cards with different names from your hand, Deck and/or face-up field to the GY; Special Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck. (This is treated as a Fusion Summon.) If a face-up "Ultimate Crystal" monster you control leaves the field because of an opponent's card effect: You can banish this card from your GY; place any number of "Crystal Beast" monsters from your GY, face-up in your Spell & Trap Zone as Continuous Spells.


                    4 cardRainbow Overdragon 4 cardRainbow Overdragon
                    Rainbow Overdragon
                    LIGHT 12
                    Rainbow Overdragon
                    • ATK:

                    • 4000

                    • DEF:

                    • 0


                    7 "Crystal Beast" monsters (This card is always treated as an "Ultimate Crystal" card.) Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Once per turn: You can banish 1 "Crystal Beast" monster from your GY; this card gains ATK equal to the banished monster's, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck.


                    2 cardUltimate Crystal Rainbow Dragon Overdrive 2 cardUltimate Crystal Rainbow Dragon Overdrive
                    Ultimate Crystal Rainbow Dragon Overdrive
                    LIGHT 12
                    Ultimate Crystal Rainbow Dragon Overdrive
                    • ATK:

                    • 4000

                    • DEF:

                    • 0


                    1 "Ultimate Crystal" monster + 7 "Crystal Beast" monsters Must be Special Summoned (from your Extra Deck) during a Duel you Special Summoned an "Ultimate Crystal" monster, by banishing the above monsters from your field and/or GY. While 7 or more of your "Crystal Beast" monsters with different names are banished, this card gains 7000 ATK. If this card has not battled this turn (Quick Effect): You can Tribute this card; shuffle as many cards on the field as possible into the Deck, and if you do, Special Summon any number of your banished "Crystal Beast" monsters.


                    1 cardAccesscode Talker 1 cardAccesscode Talker
                    Accesscode Talker
                    DARK
                    Accesscode Talker
                    • ATK:

                    • 2300

                    • LINK-4

                    Link Arrow:

                    Top

                    Left

                    Right

                    Bottom


                    2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                    Tag(s):

                    1 cardCherubini, Ebon Angel of the Burning Abyss 1 cardCherubini, Ebon Angel of the Burning Abyss
                    Cherubini, Ebon Angel of the Burning Abyss
                    DARK
                    Cherubini, Ebon Angel of the Burning Abyss
                    • ATK:

                    • 500

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 Level 3 monsters Monsters this card points to cannot be destroyed by card effects. If this card would be destroyed by battle or an opponent's card effect, you can send 1 other card you control to the GY instead. You can send 1 Level 3 monster from your Deck to the GY, then target 1 "Burning Abyss" monster on the field; it gains ATK/DEF equal to the ATK/DEF of the monster sent to the GY, until the end of this turn. You can only use this effect of "Cherubini, Ebon Angel of the Burning Abyss" once per turn.


                    1 cardKnightmare Cerberus 1 cardKnightmare Cerberus
                    Knightmare Cerberus
                    EARTH
                    Knightmare Cerberus
                    • ATK:

                    • 1600

                    • LINK-2

                    Link Arrow:

                    Top

                    Left


                    2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.


                    1 cardKnightmare Phoenix 1 cardKnightmare Phoenix
                    Knightmare Phoenix
                    FIRE
                    Knightmare Phoenix
                    • ATK:

                    • 1900

                    • LINK-2

                    Link Arrow:

                    Top

                    Right


                    2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                    1 cardKnightmare Unicorn 1 cardKnightmare Unicorn
                    Knightmare Unicorn
                    DARK
                    Knightmare Unicorn
                    • ATK:

                    • 2200

                    • LINK-3

                    Link Arrow:

                    Left

                    Right

                    Bottom


                    2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                    1 cardTri-Brigade Ferrijit the Barren Blossom 1 cardTri-Brigade Ferrijit the Barren Blossom
                    Tri-Brigade Ferrijit the Barren Blossom
                    EARTH
                    Tri-Brigade Ferrijit the Barren Blossom
                    • ATK:

                    • 1600

                    • LINK-2

                    Link Arrow:

                    Left

                    Bottom-Left


                    2 Beast, Beast-Warrior, and/or Winged Beast monsters During your Main Phase: You can Special Summon 1 Level 4 or lower Beast, Beast-Warrior, or Winged Beast monster from your hand, also you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, or Winged Beast monsters. If this card is sent to the GY: You can draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use each effect of "Tri-Brigade Ferrijit the Barren Blossom" once per turn.


                    1 cardTri-Brigade Shuraig the Ominous Omen 1 cardTri-Brigade Shuraig the Ominous Omen
                    Tri-Brigade Shuraig the Ominous Omen
                    DARK
                    Tri-Brigade Shuraig the Ominous Omen
                    • ATK:

                    • 3000

                    • LINK-4

                    Link Arrow:

                    Left

                    Right

                    Bottom-Left

                    Bottom-Right


                    2+ Beast, Beast-Warrior, and/or Winged Beast monsters If this card is Special Summoned, or if another Beast, Beast-Warrior, or Winged Beast monster(s) is Special Summoned to your field: You can banish 1 card on the field. If this card is sent to the GY: You can add 1 Beast, Beast-Warrior, or Winged Beast monster from your Deck to your hand, whose Level is less than or equal to the number of your banished Beast, Beast-Warrior, and Winged Beast monsters. You can only use each effect of "Tri-Brigade Shuraig the Ominous Omen" once per turn.


                    1 cardUnion Carrier
                    1 cardUnion Carrier
                    Union Carrier
                    LIGHT
                    Union Carrier
                    • ATK:

                    • 1000

                    • LINK-2

                    Link Arrow:

                    Right

                    Bottom


                    2 monsters with the same Type or Attribute Cannot be used as Link Material the turn it is Link Summoned. You can target 1 face-up monster you control; equip 1 monster to it from your hand or Deck with its same original Type or Attribute. The equipped monster gains 1000 ATK. If you equipped it from the Deck, you cannot Special Summon monsters with that Equip Card's name for the rest of this turn. You can only use this effect of "Union Carrier" once per turn.


                    1 cardDivine Arsenal AA-ZEUS - Sky Thunder 1 cardDivine Arsenal AA-ZEUS - Sky Thunder
                    Divine Arsenal AA-ZEUS - Sky Thunder
                    LIGHT
                    Divine Arsenal AA-ZEUS - Sky Thunder
                    • ATK:

                    • 3000

                    • DEF:

                    • 3000


                    2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                    Tag(s):

                    1 cardEvilswarm Exciton Knight 1 cardEvilswarm Exciton Knight
                    Evilswarm Exciton Knight
                    LIGHT
                    Evilswarm Exciton Knight
                    • ATK:

                    • 1900

                    • DEF:

                    • 0


                    2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.


                    1 cardNumber 41: Bagooska the Terribly Tired Tapir
                    1 cardNumber 41: Bagooska the Terribly Tired Tapir
                    Number 41: Bagooska the Terribly Tired Tapir
                    EARTH
                    Number 41: Bagooska the Terribly Tired Tapir
                    • ATK:

                    • 2100

                    • DEF:

                    • 2000


                    2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.




                    More OCG Info

                    Crystal Beast Breakdown

                     

                     

                     

                     

                     

                     

                     

                     

                     

                     

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