Created by: YGO Mod (20517634)

Created On: 11/11/2024

Main: 60 Extra: 15

1 cardBystial Druiswurm
1 cardBystial Druiswurm
Bystial Druiswurm
DARK 6
Bystial Druiswurm
  • ATK:

  • 2500

  • DEF:

  • 2000


You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


1 cardBystial Magnamhut
1 cardBystial Magnamhut
Bystial Magnamhut
DARK 6
Bystial Magnamhut
  • ATK:

  • 2500

  • DEF:

  • 2000


You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" 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.


3 cardDimension Shifter
3 cardDimension Shifter
Dimension Shifter
DARK 6
Dimension Shifter
  • ATK:

  • 1200

  • DEF:

  • 2200


If you have no cards in your GY (Quick Effect): You can send this card from your hand to the GY; until the end of the next turn, any card sent to the GY is banished instead.


3 cardDroll & Lock Bird 3 cardDroll & Lock Bird
Droll & Lock Bird
WIND 1
Droll & Lock Bird
  • ATK:

  • 0

  • DEF:

  • 0


If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


3 cardMulcharmy Fuwalos 3 cardMulcharmy Fuwalos
Mulcharmy Fuwalos
WIND 4
Mulcharmy Fuwalos
  • ATK:

  • 100

  • DEF:

  • 600


If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


1 cardSuperheavy Samurai Soulgaia Booster 1 cardSuperheavy Samurai Soulgaia Booster
Superheavy Samurai Soulgaia Booster
EARTH 4
Superheavy Samurai Soulgaia Booster
  • ATK:

  • 0

  • DEF:

  • 0


You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.


1 cardSuperheavy Samurai Monk Big Benkei 1 cardSuperheavy Samurai Monk Big Benkei
Superheavy Samurai Monk Big Benkei
EARTH 81
Superheavy Samurai Monk Big Benkei
  • ATK:

  • 1000

  • DEF:

  • 3500


[ Pendulum Effect ] If you control a "Superheavy Samurai" monster: You can add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Monk Big Benkei" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can send 1 "Superheavy Samurai Big Benkei" from your hand or Deck to the GY, and if you do, Special Summon this card from your hand. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Monk Big Benkei" once per turn.


2 cardSuperheavy Samurai Prodigy Wakaushi 2 cardSuperheavy Samurai Prodigy Wakaushi
Superheavy Samurai Prodigy Wakaushi
DARK 48
Superheavy Samurai Prodigy Wakaushi
  • ATK:

  • 1000

  • DEF:

  • 1500


[ Pendulum Effect ] If you have no Spells/Traps in your GY: You can place 1 "Superheavy Samurai" Pendulum Monster from your Deck, except "Superheavy Samurai Prodigy Wakaushi", in your other Pendulum Zone, then Special Summon this card. You can only use this effect of "Superheavy Samurai Prodigy Wakaushi" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can discard 1 monster; Special Summon 1 "Superheavy Samurai" monster from your hand or Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Prodigy Wakaushi" 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 cardGhost Sister & Spooky Dogwood 2 cardGhost Sister & Spooky Dogwood
Ghost Sister & Spooky Dogwood
WATER 3
Ghost Sister & Spooky Dogwood
  • ATK:

  • 0

  • DEF:

  • 1800


During either turn, except the End Phase (Quick Effect): You can discard this card; apply this effect this turn. You can only use this effect of "Ghost Sister & Spooky Dogwood" once per turn. ● Each time your opponent Special Summons an Effect Monster(s) during the Main Phase or Battle Phase, you gain LP equal to that monster's ATK. If you did not gain LP by this effect, your LP are halved during the End Phase.


3 cardSuperheavy Samurai Motorbike 3 cardSuperheavy Samurai Motorbike
Superheavy Samurai Motorbike
EARTH 2
Superheavy Samurai Motorbike
  • ATK:

  • 800

  • DEF:

  • 1200


If you have no Spells/Traps in your GY: You can discard this card; add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Motorbike". You can only use this effect of "Superheavy Samurai Motorbike" once per turn. Once per turn: You can target 1 Machine monster you control; increase its Level by 2.


2 cardBonfire
2 cardBonfire
Bonfire
Spell Normal
Bonfire

    Add 1 Level 4 or lower Pyro monster from your Deck to your hand. You can only activate 1 "Bonfire" per turn.


    1 cardCalled by the Grave
    1 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.


        3 cardCosmic Cyclone 3 cardCosmic Cyclone
        Cosmic Cyclone
        Spell Quick
        Cosmic Cyclone

          Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


          3 cardDeck Lockdown 3 cardDeck Lockdown
          Deck Lockdown
          Spell Continuous
          Deck Lockdown

            Neither player can add cards from the Deck to their hand except by drawing them. Monsters cannot be Special Summoned from the Main Deck. Destroy this card during your 2nd Standby Phase after activation.


            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.


              3 cardShadow's Light 3 cardShadow's Light
              Shadow's Light
              Spell Normal
              Shadow's Light

                Target 1 DARK monster you control; Special Summon 1 LIGHT monster from your Deck or Extra Deck with the same original Type and Level. You can banish this card from your GY; during your Main Phase this turn, you can Normal Summon 1 LIGHT or DARK monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only use each effect of "Shadow's Light" once per turn. You cannot conduct your Battle Phase the turn you activate either of this card's effects.


                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 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.


                      2 cardEvenly Matched 2 cardEvenly Matched
                      Evenly Matched
                      Trap Normal
                      Evenly Matched

                        At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                        2 cardGravity Collapse 2 cardGravity Collapse
                        Gravity Collapse
                        Trap Counter
                        Gravity Collapse

                          Activate by sending 1 face-up Synchro Monster you control to the Graveyard when your opponent Summons a monster. Negate the Summon and destroy that card. Your opponent cannot Summon a monster until the End Phase of this 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 cardMannadium Reframing 1 cardMannadium Reframing
                            Mannadium Reframing
                            Trap Counter
                            Mannadium Reframing

                              When a Spell/Trap Card, or monster effect, is activated while you control a Synchro Monster: Negate the activation, then if you have "Visas Starfrost", or a monster with 1500 ATK/2100 DEF, on your field or in your GY, you can destroy that negated card. You can banish this card from your GY, then target up to 3 "Mannadium" monsters in your GY; shuffle them into the Deck. You can only use each effect of "Mannadium Reframing" once per turn.


                              1 cardSilhouhatte Rabbit 1 cardSilhouhatte Rabbit
                              Silhouhatte Rabbit
                              LIGHT
                              Silhouhatte Rabbit
                              • ATK:

                              • 1500

                              • LINK-2

                              Link Arrow:

                              Bottom-Left

                              Bottom-Right


                              2 Effect Monsters If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Silhouhatte Rabbit" once per turn. If this card is Link Summoned: You can Set 1 Continuous Trap from your Deck with an effect that Special Summons itself as a monster, also this card cannot be used as Link Material this turn. If a card in the Spell & Trap Zone is Special Summoned to the Monster Zone (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it.


                              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 cardBystial Dis Pater 1 cardBystial Dis Pater
                              Bystial Dis Pater
                              DARK 10
                              Bystial Dis Pater
                              • ATK:

                              • 3500

                              • DEF:

                              • 3500


                              1 Tuner + 1+ non-Tuner Dragon monsters You can target 1 banished LIGHT or DARK monster; Special Summon it to your field. When your opponent activates a monster effect (Quick Effect): You can target 1 banished card; shuffle it into the Deck, then if you shuffled it into your Deck, destroy that monster, or if you shuffled it into your opponent's Deck, negate that activated effect. You can only use each effect of "Bystial Dis Pater" once per turn.


                              2 cardCentur-Ion Auxila 2 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.


                              2 cardCentur-Ion Legatia 2 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.


                              1 cardChaos Angel 1 cardChaos Angel
                              Chaos Angel
                              DARK 10
                              Chaos Angel
                              • ATK:

                              • 3500

                              • DEF:

                              • 2800


                              1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                              1 cardChaos Archfiend 1 cardChaos Archfiend
                              Chaos Archfiend
                              DARK 8
                              Chaos Archfiend
                              • ATK:

                              • 2500

                              • DEF:

                              • 1800


                              1 LIGHT Tuner + 1+ non-Tuner DARK monsters If any card(s) have been banished this turn, this card gains 2000 ATK. This card can attack all monsters your opponent controls, once each, also banish any monster destroyed by battle with this card. If this card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 "Chaos" Synchro Monster from your Extra Deck, except "Chaos Archfiend". You can only use this effect of "Chaos Archfiend" once per turn.


                              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 cardRed Supernova Dragon 1 cardRed Supernova Dragon
                              Red Supernova Dragon
                              DARK 12
                              Red Supernova Dragon
                              • ATK:

                              • 4000

                              • DEF:

                              • 3000


                              3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.


                              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 cardVisas Amritara 1 cardVisas Amritara
                              Visas Amritara
                              LIGHT 8
                              Visas Amritara
                              • ATK:

                              • 2500

                              • DEF:

                              • 2100


                              1+ Tuners + 1 LIGHT monster This card's name becomes "Visas Starfrost" while on the field. You can only use each of the following effects of "Visas Amritara" once per turn. If this card is Synchro Summoned: You can add 1 Spell/Trap that mentions "Visas Starfrost" from your Deck to your hand. During your Main Phase: You can destroy 1 monster you control, also all Synchro Monsters you control will gain 800 ATK this turn.




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