Created by: YGO Mod (20517634)

Created On: 11/05/2024

Main: 60 Extra: 15

1 cardAlpha, the Master of Beasts 1 cardAlpha, the Master of Beasts
Alpha, the Master of Beasts
EARTH 8
Alpha, the Master of Beasts
  • ATK:

  • 3000

  • DEF:

  • 2500


Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while the total ATK of all monsters your opponent controls is more than that of all monsters you control. You can target any number of Beast, Beast-Warrior, and/or Winged Beast monsters you control; return them to the hand, then, return face-up monsters your opponent controls to the hand, equal to the number of cards you returned to the hand, also for the rest of this turn, "Alpha, the Master of Beasts" you control cannot attack directly. You can only use this effect of "Alpha, the Master of Beasts" once per turn.


1 cardCentur-Ion Chimerea 1 cardCentur-Ion Chimerea
Centur-Ion Chimerea
DARK 4
Centur-Ion Chimerea
  • ATK:

  • 1200

  • DEF:

  • 1600


When your opponent activates a monster effect as Chain Link 2 or higher (Quick Effect): You can make the activated effect become "Your opponent places 1 "Centur-Ion" monster from their face-up field or GY in their Spell & Trap Zone as a face-up Continuous Trap", also you cannot Special Summon "Centur-Ion Chimerea" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card. You can only use each effect of "Centur-Ion Chimerea" once per turn.


1 cardCentur-Ion Emeth VI 1 cardCentur-Ion Emeth VI
Centur-Ion Emeth VI
EARTH 8
Centur-Ion Emeth VI
  • ATK:

  • 2000

  • DEF:

  • 3000


During your opponent's turn, if this card is in your hand or GY (Quick Effect): You can target 1 "Centur-Ion" monster you control, except "Centur-Ion Emeth VI"; place it in your Spell & Trap Zone as a face-up Continuous Trap, and if you do, Special Summon this card, also you cannot Special Summon "Centur-Ion Emeth VI" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card. You can only use each effect of "Centur-Ion Emeth VI" once per turn.


1 cardCentur-Ion Gargoyle II 1 cardCentur-Ion Gargoyle II
Centur-Ion Gargoyle II
DARK 8
Centur-Ion Gargoyle II
  • ATK:

  • 2000

  • DEF:

  • 3000


You can send 1 face-up "Centur-Ion" card you control to the GY; Special Summon this card from your hand, also you cannot Special Summon "Centur-Ion Gargoyle II" for the rest of this turn. If this card is sent to the GY as Synchro Material: You can add this card to your hand. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can reduce its Level by 4. You can only use each effect of "Centur-Ion Gargoyle II" once per turn.


3 cardCentur-Ion Trudea 3 cardCentur-Ion Trudea
Centur-Ion Trudea
DARK 4
Centur-Ion Trudea
  • ATK:

  • 1000

  • DEF:

  • 2000


During your Main Phase: You can place this card you control and 1 "Centur-Ion" monster from your hand or Deck, except "Centur-Ion Trudea", in your Spell & Trap Zones as face-up Continuous Traps, also you cannot Special Summon "Centur-Ion Trudea" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can increase its Level by 4. You can only use each effect of "Centur-Ion Trudea" once per turn.


1 cardKalantosa, Mystical Beast of the Forest 1 cardKalantosa, Mystical Beast of the Forest
Kalantosa, Mystical Beast of the Forest
EARTH 2
Kalantosa, Mystical Beast of the Forest
  • ATK:

  • 200

  • DEF:

  • 1400


If this card is Special Summoned by the effect of a Beast-Type monster: You can target 1 card on the field; destroy that target.


2 cardMaxx "C"
2 cardMaxx "C"
Maxx "C"
EARTH 2
Maxx "C"
  • ATK:

  • 500

  • DEF:

  • 200


During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


1 cardMelffy Catty 1 cardMelffy Catty
Melffy Catty
EARTH 2
Melffy Catty
  • ATK:

  • 200

  • DEF:

  • 200


If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then you can add 1 Beast monster from your Deck to your hand, except "Melffy Catty". During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Catty" once per turn.


1 cardMelffy Fenny 1 cardMelffy Fenny
Melffy Fenny
EARTH 2
Melffy Fenny
  • ATK:

  • 100

  • DEF:

  • 300


If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then you can Special Summon 1 Beast monster from your hand, except "Melffy Fenny". During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Fenny" once per turn.


1 cardMelffy Pony 1 cardMelffy Pony
Melffy Pony
EARTH 2
Melffy Pony
  • ATK:

  • 400

  • DEF:

  • 0


If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then you can add 1 Level 2 or lower Beast monster from your GY to your hand, except "Melffy Pony". During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Pony" once per turn.


3 cardMelffy Puppy 3 cardMelffy Puppy
Melffy Puppy
EARTH 2
Melffy Puppy
  • ATK:

  • 300

  • DEF:

  • 100


If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then you can Special Summon 1 Level 2 or lower Beast monster from your Deck, except "Melffy Puppy". During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Puppy" once per turn.


3 cardMelffy Wally 3 cardMelffy Wally
Melffy Wally
EARTH 2
Melffy Wally
  • ATK:

  • 0

  • DEF:

  • 400


If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the hand, then you can Special Summon 2 "Melffy" monsters from your Deck with different names from each other, except "Melffy Wally". During your End Phase: You can Special Summon this card from your hand. You can only use each effect of "Melffy Wally" once per turn.


3 cardRescue Cat 3 cardRescue Cat
Rescue Cat
EARTH 4
Rescue Cat
  • ATK:

  • 300

  • DEF:

  • 100


You can send this card to the GY; Special Summon 2 Level 3 or lower Beast monsters from your Deck, but their effects are negated, also they are destroyed during the End Phase. You can only use this effect of "Rescue Cat" once per turn.


3 cardAsh Blossom & Joyous Spring 3 cardAsh Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
Ash 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.


1 cardCentur-Ion Atrii 1 cardCentur-Ion Atrii
Centur-Ion Atrii
DARK 4
Centur-Ion Atrii
  • ATK:

  • 1800

  • DEF:

  • 1400


If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. You can only use each of the following effects of "Centur-Ion Atrii" once per turn. If this card is Normal or Special Summoned, and you have both an "Emblema" card and a "Centur-Ion" card in your GY: You can draw 1 card, also you cannot Special Summon "Centur-Ion Atrii" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card.


3 cardCentur-Ion Primera 3 cardCentur-Ion Primera
Centur-Ion Primera
LIGHT 4
Centur-Ion Primera
  • ATK:

  • 1600

  • DEF:

  • 1600


While this card is a Continuous Trap, Level 5 or higher "Centur-Ion" monsters you control cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Primera" once per turn. If this card is Normal or Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand, except "Centur-Ion Primera", also you cannot Special Summon "Centur-Ion Primera" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card.


2 cardEffect Veiler 2 cardEffect Veiler
Effect Veiler
LIGHT 1
Effect Veiler
  • ATK:

  • 0

  • DEF:

  • 0


During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


2 cardGhost Ogre & Snow Rabbit 2 cardGhost Ogre & Snow Rabbit
Ghost Ogre & Snow Rabbit
LIGHT 3
Ghost 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.


1 cardHop Ear Squadron 1 cardHop Ear Squadron
Hop Ear Squadron
WIND 2
Hop Ear Squadron
  • ATK:

  • 300

  • DEF:

  • 600


During your opponent's Main Phase (Quick Effect): You can target 1 face-up monster you control; Special Summon this card from your hand, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only this card you control and that target. You can only use this effect of "Hop Ear Squadron" once per turn.


1 cardMelffy Pinny 1 cardMelffy Pinny
Melffy Pinny
WATER 2
Melffy Pinny
  • ATK:

  • 300

  • DEF:

  • 100


If a face-up Beast monster you control was returned to the hand this turn, except "Melffy Pinny" (Quick Effect): You can Special Summon this card from your hand, then immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only this card you control and "Melffy" monsters in your hand. During your End Phase, if this card is in your GY: You can target 1 Beast Xyz Monster you control; attach this card to it as material. You can only use each effect of "Melffy Pinny" once per turn.


2 cardCalled by the Grave
2 cardCalled by the Grave
Called by the Grave
Spell Quick
Called by the Grave

    Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




    Tag(s):

    1 cardCentur-Ion Bonds 1 cardCentur-Ion Bonds
    Centur-Ion Bonds
    Spell Quick
    Centur-Ion Bonds

      Place 1 "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap. If a "Centur-Ion" Synchro Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 "Centur-Ion" monster in your GY; place it in your Spell & Trap Zone as a face-up Continuous Trap. You can only use each effect of "Centur-Ion Bonds" once per turn.


      1 cardCrossout Designator
      1 cardCrossout Designator
      Crossout Designator
      Spell Quick
      Crossout 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.




        Tag(s):

        3 cardEmblema Oath 3 cardEmblema Oath
        Emblema Oath
        Spell Quick
        Emblema Oath

          Activate 1 of these effects; ● Place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. For the rest of this turn, while you control that card, or any card with that same original name, you cannot Special Summon from the Extra Deck, except "Centur-Ion" monsters. ● Set 1 "Centur-Ion" Spell/Trap directly from your Deck. You can only activate 1 "Emblema Oath" per turn.


          1 cardEmblema Salvation 1 cardEmblema Salvation
          Emblema Salvation
          Spell Quick
          Emblema Salvation

            Banish 1 face-up "Centur-Ion" Monster Card from your Spell & Trap Zone, then target 1 card your opponent controls; banish it. If this Set card in its owner's control is destroyed or banished by an opponent's activated effect: You can place 2 "Centur-Ion" monsters with different names from your hand, Deck, GY, and/or banishment in your Spell & Trap Zone as face-up Continuous Traps. You can only activate 1 "Emblema Salvation" per turn.


            1 cardHarpie's Feather Duster
            1 cardHarpie's Feather Duster
            Harpie's Feather Duster
            Spell Normal
            Harpie's Feather Duster

              Destroy all Spell and Trap Cards your opponent controls.




              Tag(s):

              1 cardHeavy Storm
              1 cardHeavy Storm
              Heavy Storm
              Spell Normal
              Heavy Storm

                Destroy all Spell and Trap Cards on the field.


                1 cardLightning Storm 1 cardLightning Storm
                Lightning Storm
                Spell Normal
                Lightning Storm

                  If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                  Tag(s):

                  1 cardMelffy Hide-and-Seek 1 cardMelffy Hide-and-Seek
                  Melffy Hide-and-Seek
                  Spell Continuous
                  Melffy Hide-and-Seek

                    The first time each Beast monster you control would be destroyed by card effect each turn, it is not destroyed. You can target 3 Beast monsters in your GY with different names; shuffle them into the Deck, then draw 1 card. You can only use this effect of "Melffy Hide-and-Seek" once per turn.


                    2 cardRaigeki
                    2 cardRaigeki
                    Raigeki
                    Spell Normal
                    Raigeki

                      Destroy all monsters your opponent controls.




                      Tag(s):

                      3 cardStand Up Centur-Ion! 3 cardStand Up Centur-Ion!
                      Stand Up Centur-Ion!
                      Spell Field
                      Stand Up Centur-Ion!

                        Cannot be destroyed by your opponent's card effects while you control a "Centur-Ion" Monster Card. You can only use each of the following effects of "Stand Up Centur-Ion!" once per turn. During your Main Phase, if this card was activated this turn: You can send 1 card from your hand to the GY; place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. If a monster(s) is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as material, including a "Centur-Ion" monster.


                        1 cardSynchro Rumble 1 cardSynchro Rumble
                        Synchro Rumble
                        Spell Normal
                        Synchro Rumble

                          Target 1 Tuner or 1 Level 7 or 8 Dragon Synchro Monster in your GY; Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Synchro Monsters. If a Level 7 or 8 Dragon Synchro Monster(s) or "Crimson Dragon" you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synchro Rumble" per turn.


                          1 cardTerraforming
                          1 cardTerraforming
                          Terraforming
                          Spell Normal
                          Terraforming

                            Add 1 Field Spell from your Deck to your hand.




                            Tag(s):

                            1 cardWake Up Centur-Ion! 1 cardWake Up Centur-Ion!
                            Wake Up Centur-Ion!
                            Spell Quick
                            Wake Up Centur-Ion!

                              If a Monster Card is face-up in your Spell & Trap Zone: You can declare Level 4 or 8; Special Summon 1 "Centur-Ion Token" (Pyro/DARK/ATK 0/DEF 0) with the declared Level, but it cannot be used as Fusion or Link Material. During your Main Phase: You can banish this card from your GY; send 1 "Centur-Ion" card from your Deck to the GY, except "Wake Up Centur-Ion!". You can only use each effect of "Wake Up Centur-Ion!" once per turn.


                              1 cardCentur-Ion Phalanx 1 cardCentur-Ion Phalanx
                              Centur-Ion Phalanx
                              Trap Normal
                              Centur-Ion Phalanx

                                Target 1 face-up Monster Card on the field; banish it, and if you do, during the Standby Phase of the next turn, Special Summon that banished monster to its owner's field. You can banish this card from your GY, then target 1 "Centur-Ion" Synchro Monster in your GY; Special Summon it, but it loses 1500 ATK. You can only use 1 "Centur-Ion Phalanx" effect per turn, and only once that turn.


                                1 cardCentur-Ion True Awakening 1 cardCentur-Ion True Awakening
                                Centur-Ion True Awakening
                                Trap Counter
                                Centur-Ion True Awakening

                                  When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up Monster Card from your Spell & Trap Zone to the GY; negate the activation, and if you do, destroy that card. You can only activate 1 "Centur-Ion True Awakening" per turn.


                                  3 cardInfinite Impermanence 3 cardInfinite Impermanence
                                  Infinite Impermanence
                                  Trap Normal
                                  Infinite 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.


                                    1 cardI:P Masquerena 1 cardI:P Masquerena
                                    I:P Masquerena
                                    DARK
                                    I:P Masquerena
                                    • ATK:

                                    • 800

                                    • LINK-2

                                    Link Arrow:

                                    Bottom-Left

                                    Bottom-Right


                                    2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                                    1 cardS:P Little Knight 1 cardS:P Little Knight
                                    S:P Little Knight
                                    DARK
                                    S:P Little Knight
                                    • ATK:

                                    • 1600

                                    • LINK-2

                                    Link Arrow:

                                    Left

                                    Right


                                    2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                                    1 cardAccel Synchro Stardust Dragon 1 cardAccel Synchro Stardust Dragon
                                    Accel Synchro Stardust Dragon
                                    WIND 8
                                    Accel Synchro Stardust Dragon
                                    • ATK:

                                    • 2500

                                    • DEF:

                                    • 2000


                                    1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.


                                    1 cardBaronne de Fleur
                                    1 cardBaronne de Fleur
                                    Baronne de Fleur
                                    WIND 10
                                    Baronne de Fleur
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 2400


                                    1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                                    1 cardCentur-Ion Auxila 1 cardCentur-Ion Auxila
                                    Centur-Ion Auxila
                                    DARK 12
                                    Centur-Ion Auxila
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 3000


                                    1 Tuner + 1+ non-Tuner monsters Face-up cards in your Spell & Trap Zone cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Auxila" once per turn. If this card is Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand. During the End Phase: You can place 1 of your non-Synchro "Centur-Ion" monsters that is banished or in your GY, in your Spell & Trap Zone as a face-up Continuous Trap.


                                    1 cardCentur-Ion Legatia 1 cardCentur-Ion Legatia
                                    Centur-Ion Legatia
                                    LIGHT 12
                                    Centur-Ion Legatia
                                    • ATK:

                                    • 3500

                                    • DEF:

                                    • 2000


                                    1 Tuner + 1+ non-Tuner monsters Your monsters with 2000 or less ATK cannot be destroyed by battle. You can only use each of the following effects of "Centur-Ion Legatia" once per turn. If this card is Special Summoned: You can draw 1 card, then you can destroy the monster your opponent controls with the highest ATK (your choice, if tied). During the End Phase: You can place 1 non-Synchro "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap.


                                    2 cardCosmic Blazar Dragon 2 cardCosmic Blazar Dragon
                                    Cosmic Blazar Dragon
                                    WIND 12
                                    Cosmic Blazar Dragon
                                    • ATK:

                                    • 4000

                                    • DEF:

                                    • 4000


                                    1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters Must be Synchro Summoned. (Quick Effect): You can banish this card until the End Phase to activate 1 of these effects; ● When your opponent activates a card or effect: Negate the activation, and if you do, destroy that card. ● When your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s). ● When an opponent's monster declares an attack: Negate the attack, then end the Battle Phase.


                                    1 cardCrimson Dragon
                                    1 cardCrimson Dragon
                                    Crimson Dragon
                                    LIGHT 12
                                    Crimson Dragon
                                    • ATK:

                                    • 0

                                    • DEF:

                                    • 0


                                    1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can add 1 Spell/Trap that mentions "Crimson Dragon" from your Deck to your hand. (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except "Crimson Dragon"; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster from your Extra Deck with the same Level as the targeted monster. (This is treated as a Synchro Summon.) You can only use each effect of "Crimson Dragon" once per turn.


                                    1 cardMerry Melffys 1 cardMerry Melffys
                                    Merry Melffys
                                    EARTH 4
                                    Merry Melffys
                                    • ATK:

                                    • 1500

                                    • DEF:

                                    • 1000


                                    1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can target 1 face-up monster on the field; return it to the hand. If your opponent Normal or Special Summons a monster(s) (except during the Damage Step), or if an opponent's monster targets this card for an attack: You can return this card to the Extra Deck, then, you can Special Summon 1 "Melffy" Xyz Monster from your Extra Deck. You can only use each effect of "Merry Melffys" once per turn.


                                    1 cardStardust Dragon 1 cardStardust Dragon
                                    Stardust Dragon
                                    WIND 8
                                    Stardust Dragon
                                    • ATK:

                                    • 2500

                                    • DEF:

                                    • 2000


                                    1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.


                                    1 cardCentur-Ion Primera Primus 1 cardCentur-Ion Primera Primus
                                    Centur-Ion Primera Primus
                                    LIGHT 8
                                    Centur-Ion Primera Primus
                                    • ATK:

                                    • 2600

                                    • DEF:

                                    • 2600


                                    1 Tuner + 1+ non-Tuner monsters Cannot be destroyed by battle, unless it was Special Summoned from the Extra Deck. You can only use each of the following effects of "Centur-Ion Primera Primus" once per turn. If this card is Synchro Summoned: You can add 1 "Emblema" card from your Deck or GY to your hand, then you can destroy 2 cards (1 on each field). If a face-up "Centur-Ion" card(s) you control leaves the field by an opponent's card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card.


                                    1 cardDesert Locusts 1 cardDesert Locusts
                                    Desert Locusts
                                    EARTH 6
                                    Desert Locusts
                                    • ATK:

                                    • 1500

                                    • DEF:

                                    • 2400


                                    1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: The turn player discards 1 card. You can only use this effect of "Desert Locusts" once per turn. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.


                                    1 cardSilvera, Wolf Tamer of the White Forest 1 cardSilvera, Wolf Tamer of the White Forest
                                    Silvera, Wolf Tamer of the White Forest
                                    LIGHT 6
                                    Silvera, Wolf Tamer of the White Forest
                                    • ATK:

                                    • 1900

                                    • DEF:

                                    • 2400


                                    1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can change all face-up monsters your opponent controls to face-down Defense Position. Illusion and Spellcaster Synchro Monsters you control gain 500 ATK, also if they attack a Defense Position monster, inflict double piercing battle damage to your opponent.


                                    1 cardMelffy of the Forest 1 cardMelffy of the Forest
                                    Melffy of the Forest
                                    EARTH
                                    Melffy of the Forest
                                    • ATK:

                                    • 500

                                    • DEF:

                                    • 2000


                                    2 Level 2 monsters You can detach 1 material from this card; add 1 "Melffy" card from your Deck to your hand. If another face-up "Melffy" monster you control returns to your hand (except during the Damage Step): You can target 1 face-up monster your opponent controls; it cannot attack, also its effects are negated while it is face-up on the field. You can only use each effect of "Melffy of the Forest" once per turn.




                                    More OCG Info

                                    Melffy Breakdown

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

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