Created by: YGO Mod (20517634)
Created On: 09/04/2024
Main: 40 Extra: 15



FIRE
1Fire Flint Lady
ATK:
100
DEF:
100
If you control a Warrior monster: You can Special Summon this card from your hand. You can send this card from the field to the GY; Special Summon 1 Level 4 or lower Warrior monster from your hand, and if you do, your opponent cannot target it with card effects this turn. You can only use each effect of "Fire Flint Lady" once per turn.



EARTH
5Grandmaster of the Six Samurai
ATK:
2100
DEF:
800
You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.



FIRE
7Great Shogun Shien
ATK:
2500
DEF:
2400
If you control 2 or more face-up "Six Samurai" monsters, you can Special Summon this card (from your hand). Your opponent can only activate 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a face-up "Six Samurai" monster you control instead.



DARK
4Legendary Secret of the Six Samurai
ATK:
500
DEF:
2000
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level and ATK/DEF become the same as that banished monster's.



WATER
3Secret Six Samurai - Hatsume
ATK:
1600
DEF:
1500
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.



EARTH
4Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.



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.



EARTH
2Kagemusha of the Six Samurai
ATK:
400
DEF:
1800
During either player's turn, when exactly 1 face-up "Six Samurai" monster you control is targeted by a Spell Card, Trap Card, or card effect that could have targeted this card: You can activate this effect; that Spell/Trap/effect now targets this face-up card on the field, instead.



WIND
1Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.



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
ContinuousGateway of the Six
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your field to activate these effects. ● 2 Counters: Target 1 "Six Samurai" or "Shien" Effect Monster; that target gains 500 ATK until the end of this turn. ● 4 Counters: Add 1 "Six Samurai" monster from your Deck or GY to your hand. ● 6 Counters: Target 1 "Shien" Effect Monster in your GY; Special Summon that target.



Spell
ContinuousShien's Dojo
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.



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.



LIGHT
5Secret Six Samurai - Rihan
ATK:
2400
DEF:
2400
3 "Six Samurai" monsters with different Attributes Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.



DARKAccesscode Talker
ATK:
2300
LINK-4
Link Arrow:
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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".



EARTHBattle Shogun of the Six Samurai
ATK:
1000
LINK-2
Link Arrow:
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Bottom-Right
2 Warrior monsters, including a "Six Samurai" monster If this card is Link Summoned: You can discard 1 card; add 1 card from your Deck to your hand that has an effect that places a Bushido Counter(s). You can only use this effect of "Battle Shogun of the Six Samurai" once per turn. Each time a "Six Samurai" monster(s) is Normal or Special Summoned to a zone(s) this card points to, place 1 Bushido Counter on this card. Gains 100 ATK for each Bushido Counter on your field.



FIREKnightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
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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.



DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
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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.



EARTHSaryuja Skull Dread
ATK:
2800
LINK-4
Link Arrow:
Top
Bottom-Left
Bottom
Bottom-Right
2+ monsters with different names This card gains effects based on the number of materials used for its Link Summon. ● 2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF. ● 3+: Once per turn, during your Main Phase: You can Special Summon 1 monster from your hand. ● 4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of your Deck in any order.



DARK
5Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.



EARTH
6Naturia Barkion
ATK:
2500
DEF:
1800
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.



EARTH
5Naturia Beast
ATK:
2200
DEF:
1700
1 EARTH Tuner + 1+ non-Tuner EARTH monsters When a Spell Card is activated (Quick Effect): You can send the top 2 cards of your Deck to the GY; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.



EARTH
Ashura King
ATK:
2100
DEF:
0
3+ Level 3 monsters While this card has material, it can attack a number of times each Battle Phase, up to the number of materials attached to it. At the start of the Damage Step, if this card battles: It gains 200 ATK. When another monster's effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card. You can only use this effect of "Ashura King" once per turn.



FIRE
Number 60: Dugares the Timeless
ATK:
1200
DEF:
1200
2 Level 4 monsters You can detach 2 materials from this card, then activate 1 of the following effects; ● Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ● Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ● Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn.

























































