Created by: YGO Mod (20517634)

Created On: 05/13/2025

Main: 55 Extra: 15

1 cardArchnemeses Protos
1 cardArchnemeses Protos
Archnemeses Protos
DARK 11
Archnemeses Protos
  • ATK:

  • 2500

  • DEF:

  • 3000


Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 monsters with different Attributes from your GY and/or face-up field. Cannot be destroyed by card effects. You can declare 1 monster Attribute on the field; destroy all monsters on the field with that Attribute, also until the end of the next turn, neither player can Special Summon monsters with that Attribute. You can only use this effect of "Archnemeses Protos" once per turn.


1 cardBystial Baldrake 1 cardBystial Baldrake
Bystial Baldrake
DARK 6
Bystial Baldrake
  • 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 your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


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 cardBystial Saronir 1 cardBystial Saronir
Bystial Saronir
DARK 6
Bystial Saronir
  • 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 to the GY: You can send 1 "Bystial" monster or 1 "Branded" Spell/Trap from your Deck to the GY, except "Bystial Saronir". You can only use each effect of "Bystial Saronir" 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 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.


2 cardCentur-Ion Trudea 2 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.


2 cardChaos Hunter 2 cardChaos Hunter
Chaos Hunter
DARK 7
Chaos Hunter
  • ATK:

  • 2500

  • DEF:

  • 1600


When your opponent Special Summons a monster (except during the Damage Step): You can discard 1 card; Special Summon this card from your hand. Your opponent cannot banish cards.


2 cardDroll & Lock Bird
2 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.


2 cardNibiru, the Primal Being 2 cardNibiru, the Primal Being
Nibiru, the Primal Being
LIGHT 11
Nibiru, 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.


2 cardThe Bystial Lubellion 2 cardThe Bystial Lubellion
The Bystial Lubellion
LIGHT 8
The Bystial Lubellion
  • ATK:

  • 2500

  • DEF:

  • 3000


Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by Tributing 1 Level 6 or higher DARK Dragon monster. You can only Special Summon "The Bystial Lubellion" once per turn this way. You can send this card from your hand to the GY; add 1 "Bystial" monster from your Deck to your hand, except "The Bystial Lubellion". During your Main Phase: You can place 1 "Branded" Continuous Spell/Trap from your Deck face-up on your field. You can only use each effect of "The Bystial Lubellion" once per turn.


1 cardDark Magician 1 cardDark Magician
Dark Magician
DARK 7
Dark Magician
  • ATK:

  • 2500

  • DEF:

  • 2100


''The ultimate wizard in terms of attack and defense.''


2 cardAsh Blossom & Joyous Spring 2 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.


1 cardGhost Belle & Haunted Mansion 1 cardGhost Belle & Haunted Mansion
Ghost Belle & Haunted Mansion
EARTH 3
Ghost Belle & Haunted Mansion
  • 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 activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per 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 cardBranded Regained 1 cardBranded Regained
Branded Regained
Spell Continuous
Branded Regained

    If a LIGHT or DARK monster(s) is banished (except during the Damage Step): You can target 1 of those monsters; place that monster on the bottom of the Deck, and if you do, draw 1 card. You can only use this effect of "Branded Regained" once per turn. Once per turn, if your opponent Normal or Special Summons a monster (except during the Damage Step): You can target 1 "Bystial" monster in your GY; Special Summon it. You can only activate this effect of "Branded Regained" once per Chain.


    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.


        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):

          2 cardDeck Lockdown 2 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.


            2 cardEmblema Oath 2 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 cardForbidden Droplet 1 cardForbidden Droplet
                Forbidden Droplet
                Spell Quick
                Forbidden Droplet

                  Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                  Tag(s):

                  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 cardRed-Eyes Fusion 1 cardRed-Eyes Fusion
                    Red-Eyes Fusion
                    Spell Normal
                    Red-Eyes Fusion

                      Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn.


                      1 cardShadow's Light 1 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 cardTriple Tactics Talent
                          1 cardTriple Tactics Talent
                          Triple Tactics Talent
                          Spell Normal
                          Triple Tactics Talent

                            If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                            Tag(s):

                            1 cardTriple Tactics Thrust 1 cardTriple Tactics Thrust
                            Triple Tactics Thrust
                            Spell Normal
                            Triple Tactics Thrust

                              If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                              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 cardDimensional Barrier
                                  2 cardDimensional Barrier
                                  Dimensional Barrier
                                  Trap Normal
                                  Dimensional Barrier

                                    Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.


                                    1 cardEvenly Matched 1 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.


                                      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 cardRed-Eyes Dark Dragoon 1 cardRed-Eyes Dark Dragoon
                                        Red-Eyes Dark Dragoon
                                        DARK 8
                                        Red-Eyes Dark Dragoon
                                        • ATK:

                                        • 3000

                                        • DEF:

                                        • 2500


                                        "Dark Magician" + "Red-Eyes Black Dragon" or 1 Dragon Effect Monster Cannot be destroyed by card effects. Neither player can target this card with card effects. During your Main Phase: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can use this effect a number of times per turn up to the number of Normal Monsters used as Fusion Material for this card. Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, and if you do that, this card gains 1000 ATK.


                                        1 cardSnake-Eyes Doomed Dragon 1 cardSnake-Eyes Doomed Dragon
                                        Snake-Eyes Doomed Dragon
                                        FIRE 8
                                        Snake-Eyes Doomed Dragon
                                        • ATK:

                                        • 3000

                                        • DEF:

                                        • 2500


                                        1 "Snake-Eye" monster + 1 Illusion monster Must be either Fusion Summoned, or Special Summoned by sending 2 face-up Monster Cards from your Spell & Trap Zone to the GY. If this card is Special Summoned: You can target 1 face-up monster on the field; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Snake-Eyes Doomed Dragon" once per turn.


                                        1 cardArtemis, the Magistus Moon Maiden 1 cardArtemis, the Magistus Moon Maiden
                                        Artemis, the Magistus Moon Maiden
                                        LIGHT
                                        Artemis, the Magistus Moon Maiden
                                        • ATK:

                                        • 800

                                        • LINK-1

                                        Link Arrow:

                                        Top


                                        1 Level 4 or lower Spellcaster monster If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.


                                        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 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.


                                        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 cardEnigmaster Packbit 1 cardEnigmaster Packbit
                                        Enigmaster Packbit
                                        WATER 8
                                        Enigmaster Packbit
                                        • ATK:

                                        • 2900

                                        • DEF:

                                        • 2500


                                        1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned, or sent to the GY: You can target 1 monster in your GY, or 1 face-up monster your opponent controls; discard 1 card, and if you do, place that monster in its owner's Spell & Trap Zone as a face-up Continuous Trap. During either player's turn, if this card is a Continuous Trap: You can Special Summon 1 face-up Monster Card from your Spell & Trap Zone. You can only use each effect of "Enigmaster Packbit" once per turn.


                                        1 cardKuibelt the Blade Dragon 1 cardKuibelt the Blade Dragon
                                        Kuibelt the Blade Dragon
                                        DARK 7
                                        Kuibelt the Blade Dragon
                                        • ATK:

                                        • 2500

                                        • DEF:

                                        • 1900


                                        1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can target 1 card on the field; destroy it. If this card on the field is destroyed: You can target 1 face-up monster on the field; that monster cannot attack until the end of your opponent's turn. You can only use each effect of "Kuibelt the Blade Dragon" once per turn.


                                        1 cardVirtual World Kyubi - Shenshen 1 cardVirtual World Kyubi - Shenshen
                                        Virtual World Kyubi - Shenshen
                                        WIND 9
                                        Virtual World Kyubi - Shenshen
                                        • ATK:

                                        • 2800

                                        • DEF:

                                        • 2400


                                        1 Tuner + 1+ non-Tuner monsters Any card sent from the field to the GY is banished instead. You can only use each of the following effects of "Virtual World Kyubi - Shenshen" once per turn. When your monster declares an attack: You can return 1 banished monster to the owner's GY. During your Main Phase, except the turn this card was sent to the GY: You can banish 2 other monsters from your GY with different original Types and Attributes from each other; 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 cardSuper Starslayer TY-PHON - Sky Crisis 1 cardSuper Starslayer TY-PHON - Sky Crisis
                                        Super Starslayer TY-PHON - Sky Crisis
                                        DARK
                                        Super Starslayer TY-PHON - Sky Crisis
                                        • ATK:

                                        • 2900

                                        • DEF:

                                        • 2900


                                        2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.




                                        More OCG Info

                                        Bystial/Byssted Breakdown

                                         

                                         

                                         

                                         

                                         

                                         

                                         

                                         

                                         

                                         

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