Created by: YGO Mod (20517634)
Created On: 10/23/2022
Main: 58 Extra: 15



LIGHT
5Artifact Lancea
ATK:
1700
DEF:
2300
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.



EARTH
7Dinowrestler Pankratops
ATK:
2600
DEF:
0
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.



LIGHT
11Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.



WIND
4Yosenju Izna
ATK:
800
DEF:
1200
Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Izna" once per turn. ● You can discard this card; this turn, your opponent cannot activate cards or effects when a "Yosenju" monster(s) is Normal or Special Summoned. ● If you control another "Yosenju" monster: You can draw 1 card.



WIND
4Yosenju Kama 1
ATK:
1600
DEF:
500
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 1". If you control another "Yosenju" monster: You can target 1 face-up card your opponent controls; return it to the hand. This effect can only be used once while this card is face-up on the field. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.



WIND
4Yosenju Kama 3
ATK:
1500
DEF:
800
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 3". When another "Yosenju" monster you control inflicts battle damage to your opponent: You can add 1 "Yosenju" card from your Deck to your hand, except "Yosenju Kama 3". You can only use this effect of "Yosenju Kama 3" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.



WIND
4Yosenju Sabu
ATK:
1700
DEF:
400
Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Sabu" once per turn. ● If this card is Normal Summoned: If you control another "Yosenju" card, you can add 1 "Yosenju" Pendulum Monster from your Deck to your hand. ● You can target 1 "Yosenju" card you control; place 1 "Dizzying Winds of Yosen Village" or "Yosen Whirlwind" from your Deck face-up in your Spell & Trap Zone, and if you do, shuffle the targeted card into the Deck.



WIND
10
7Mayosenju Daibak
ATK:
3000
DEF:
300
[ Pendulum Effect ] When a "Yosenju" monster you control declares an attack: You can have that attacking monster gain 300 ATK until the end of the Battle Phase. [ Monster Effect ] Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. If this card is Normal or Special Summoned: You can target up to 2 cards on the field; return them to the hand. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand.



WIND
10
3Mayosenju Hitot
ATK:
2000
DEF:
3000
[ Pendulum Effect ] You can target 1 "Yosenju" card in your Pendulum Zone; for the rest of this turn, its Pendulum Scale becomes 11, also you cannot Special Summon monsters, except "Yosenju" monsters (even if this card leaves the field). During your End Phase: Return this card to the hand. You can only use each Pendulum Effect of "Mayosenju Hitot" once per turn. [ Monster Effect ] Cannot be Special Summoned, except by Pendulum Summon. If this card is Normal or Special Summoned: You can target 1 card your opponent controls; return it to the hand. Each time a card(s) on the field is returned to the hand or Main Deck by your card effect, while this card is on the field: All "Yosenju" monsters you currently control gain 500 ATK. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand.



WIND
4
3Yosenju Shinchu L
ATK:
0
DEF:
2100
[ Pendulum Effect ] If a "Yosenju" monster(s) you control would be destroyed by battle or card effect, you can destroy this card instead. [ Monster Effect ] If this card is Normal Summoned: Change it to Defense Position. Your opponent cannot target "Yosenju" monsters you control with card effects, except this one.



WIND
4
5Yosenju Shinchu R
ATK:
0
DEF:
2100
[ Pendulum Effect ] Once per turn, if you have a "Yosenju" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 11 until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except "Yosenju" monsters (even if this card leaves the field). [ Monster Effect ] If this card is Normal Summoned: Change it to Defense Position. Monsters your opponent controls cannot target face-up "Yosenju" monsters for attacks, except this one.



FIRE
3Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.



LIGHT
3Ghost Ogre & Snow Rabbit
ATK:
0
DEF:
1800
When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.



Spell
QuickCrossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.



Spell
NormalYosenju Oroshi Channeling
If you control no monsters: Activate 1 of the following effects; also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Yosenju" monsters. ● Add 1 Level 5 or higher "Yosenju" monster from your Deck to your hand. ● Place 1 "Yosenju Shinchu L" and 1 "Yosenju Shinchu R" from your Deck in your Pendulum Zones, but destroy them during your opponent's next End Phase.



Trap
NormalInfinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.



DARKGravity Controller
ATK:
1000
LINK-1
Link Arrow:
Bottom-Left
1 non-Link Monster in an Extra Monster Zone Cannot be used as Link Material the turn it is Link Summoned. This card in the Extra Monster Zone cannot be destroyed by battle with a monster in the Main Monster Zone. At the start of the Damage Step, if this card battles an opponent's monster in the Extra Monster Zone: You can return both that opponent's monster and this card to the Deck.



WIND
Castel, the Skyblaster Musketeer
ATK:
2000
DEF:
1500
2 Level 4 monsters You can detach 1 material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position. You can detach 2 materials from this card, then target 1 other face-up card on the field; shuffle it into the Deck. You can only use 1 "Castel, the Skyblaster Musketeer" effect per turn, and only once that turn.



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.



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.



EARTH
Gallant Granite
ATK:
2300
DEF:
1800
2 Level 4 monsters You can detach 1 material from this card, then activate 1 of these effects; ● Add 1 Rock monster from your Deck to your hand. ● Special Summon 1 Rock monster from your hand in face-down Defense Position. You can only use this effect of "Gallant Granite" once per turn.



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.

















































