You take no battle damage from attacks involving this card.
LIGHT5
Luminous Soldier
ATK:
2100
DEF:
1400
If this card battles a DARK monster, increase the ATK of this card by 500 points during the Damage Step only.
WIND5
The Tricky
ATK:
2000
DEF:
1200
You can Special Summon this card (from your hand) by discarding 1 card.
DARK3
Tour Guide From the Underworld
ATK:
1000
DEF:
600
When this card is Normal Summoned: You can Special Summon 1 Level 3 Fiend monster from your hand or Deck, but negate its effects, also it cannot be used as Synchro Material.
WIND3
4-Starred Ladybug of Doom
ATK:
800
DEF:
1200
FLIP: Destroy all Level 4 monsters your opponent controls.
DARK2
A Cat of Ill Omen
ATK:
500
DEF:
300
FLIP: Choose 1 Trap from your Deck and place it on top of your Deck, or, if "Necrovalley" is on the field, you can add that Trap to your hand instead.
WATER4
Gale Lizard
ATK:
1400
DEF:
700
FLIP: Target 1 monster your opponent controls; return that target to the hand.
EARTH3
Acrobat Monkey
ATK:
1000
DEF:
1800
An autonomous monkey type robot which was developed with cutting-edge technology. It moves very acrobatically.
WATER3
Aqua Snake
ATK:
1050
DEF:
900
''This monster hypnotizes an opponent with the ball on its tail and draws them to a watery doom.''
EARTH4
Armored Lizard
ATK:
1500
DEF:
1200
A lizard with a very tough hide and a vicious bite.
DARK4
Baron of the Fiend Sword
ATK:
1550
DEF:
800
An aristocrat who wields a sword possessed by a malicious spirit that preys on the weak.
EARTH4
Beautiful Headhuntress
ATK:
1600
DEF:
800
A vicious creature that has decapitated numerous enemy monsters.
EARTH3
Chu-Ske the Mouse Fighter
ATK:
1200
DEF:
0
A fiery mouse, travelling the world to become the strongest fighter in the world of mice. Be careful not to touch him, or you will get burned.
DARK4
Cyber Soldier of Darkworld
ATK:
1400
DEF:
1200
A mechanical soldier that won't stop attacking until all life readings have been extinguished from its sensors.
LIGHT4
Divine Dragon Ragnarok
ATK:
1500
DEF:
1000
A legendary dragon sent by the gods as their instrument. Legends say that if provoked, the whole world will sink beneath the sea.
FIRE3
Elemental HERO Burstinatrix
ATK:
1200
DEF:
800
A flame manipulator who was the first Elemental HERO woman. Her Burstfire burns away villainy.
FIRE6
Firewing Pegasus
ATK:
2250
DEF:
1800
A heavenly stallion soaring through the skies on crimson wings.
EARTH3
Green Phantom King
ATK:
500
DEF:
1600
This youthful king of the forests lives in a green world, abundant with trees and wildlife.
LIGHT4
Guardian of the Throne Room
ATK:
1650
DEF:
1600
A robot guard built to protect throne rooms, it is armed with homing missiles.
EARTH3
Jerry Beans Man
ATK:
1750
DEF:
0
Jerry, a bean soldier, believes he is the strongest warrior in the world, but his true abilities are still untested.
EARTH3
Oscillo Hero
ATK:
1250
DEF:
700
A strange warrior from another dimension.
EARTH3
Rock Ogre Grotto #2
ATK:
700
DEF:
1400
A golem formed by boulders, this monster turns its enemies to stone and crushes them to dust.
WIND3
The All-Seeing White Tiger
ATK:
1300
DEF:
500
A proud ruler of the jungle that some fear and others respect.
WIND4
Winged Dragon, Guardian of the Fortress #1
ATK:
1400
DEF:
1200
A dragon commonly found guarding mountain fortresses. Its signature attack is a sweeping dive from out of the blue.
FIRE1
Flamvell Guard
ATK:
100
DEF:
2000
A Flamvell guardian who commands fire with his will. His magma-hot barrier protects his troops from intruders.
SpellEquip
Black Pendant
The equipped monster gains 500 ATK. When this card is sent from the field to the Graveyard: Inflict 500 damage to your opponent.
Target 1 Spell/Trap you control and 1 Spell/Trap your opponent controls; destroy them.
SpellEquip
Fighting Spirit
The equipped monster gains 300 ATK for each monster your opponent controls. If it would be destroyed by battle, you can destroy this card instead.
SpellContinuous
Heart of the Underdog
During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card.
SpellQuick
Twister
Pay 500 LP, then target 1 face-up Spell/Trap on the field; destroy that target.
TrapNormal
Acid Trap Hole
Target 1 face-down Defense Position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000.
TrapContinuous
Cry Havoc!
You can remove from play 1 monster from your Graveyard to Normal Summon or Set 1 Normal Monster from your hand. You can only activate this effect during your Main Phase.
TrapNormal
Justi-Break
Activate only when your opponent declares an attack against a face-up Normal Monster you control. Destroy all monsters on the field, except face-up Attack Position Normal Monsters.
TrapNormal
Michizure
When a monster is sent from the field to your GY, even during the Damage Step: Target 1 monster on the field; destroy it.
TrapNormal
No Entry!!
Change all Attack Position monsters to Defense Position.
TrapNormal
Strike Slash
When a monster you control declares an attack: Until the End Phase, that monster gains 700 ATK, also, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.
When this card is Normal Summoned: You can Special Summon 1 Level 3 Fiend monster from your hand or Deck, but negate its effects, also it cannot be used as Synchro Material.
Target 1 face-down Defense Position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000.
You can remove from play 1 monster from your Graveyard to Normal Summon or Set 1 Normal Monster from your hand. You can only activate this effect during your Main Phase.
Activate only when your opponent declares an attack against a face-up Normal Monster you control. Destroy all monsters on the field, except face-up Attack Position Normal Monsters.
When a monster you control declares an attack: Until the End Phase, that monster gains 700 ATK, also, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.
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