Created by: YGO Mod (20517634)
Created On: 11/04/2025
Main: 59 Extra: 15



DARK
6Bystial 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.



DARK
6Bystial 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.



EARTH
7Kashtira Fenrir
ATK:
2400
DEF:
2400
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.



WIND
4Mulcharmy 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.



LIGHT
11Nibiru, 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.



EARTH
5Superheavy Samurai Big Waraji
ATK:
800
DEF:
1800
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. This card can be treated as 2 Tributes for the Tribute Summon of a Machine-Type monster.



EARTH
3Superheavy Samurai Flutist
ATK:
500
DEF:
1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.



EARTH
4Superheavy Samurai Scales
ATK:
800
DEF:
1800
If your opponent controls 2 or more monsters and you control no monsters, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Superheavy Samurai" monster in your Graveyard, except "Superheavy Samurai Scales"; Special Summon it in Defense Position. You can only use this effect of "Superheavy Samurai Scales" once per turn.



EARTH
4Superheavy Samurai Security
ATK:
500
DEF:
1500
If this card is Normal or Special Summoned: You can add 1 face-up Machine Pendulum Monster from your Extra Deck to your hand. If you have no Spells/Traps in your GY: You can Tribute this card; Special Summon 1 EARTH Machine monster with 1500 or less ATK from your hand or GY, except "Superheavy Samurai Security". You can only use each effect of "Superheavy Samurai Security" once per turn.



EARTH
4Superheavy 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.



EARTH
1Superheavy Samurai Soulpeacemaker
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.



EARTH
4Superheavy Samurai Soulpiercer
ATK:
1200
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".



EARTH
1Superheavy Samurai Stealthy
ATK:
200
DEF:
700
If you have no Spells/Traps in your GY, you can Special Summon this card (from your hand). You can only Special Summon "Superheavy Samurai Stealthy" once per turn this way. If you have no Spells/Traps in your GY (Quick Effect): You can Tribute this card, then target 1 Spell/Trap in your opponent's GY; Set it to your field, but banish it when it leaves the field. You can only use this effect of "Superheavy Samurai Stealthy" once per turn.



EARTH
4Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.



EARTH
8Therion "King" Regulus
ATK:
2800
DEF:
1600
You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".



EARTH
8
1Superheavy 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.



DARK
4
8Superheavy 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.



FIRE
3Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.



WIND
3Ghost Mourner & Moonlit Chill
ATK:
0
DEF:
1800
If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.



LIGHT
3Ghost 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.



LIGHT
2PSY-Framegear Gamma
ATK:
1000
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.



DARK
2Superheavy Samurai Battleball
ATK:
100
DEF:
800
If all monsters you control are "Superheavy Samurai" monsters, and you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up monster your opponent controls that has a Level; send both it and this card from the field to the Graveyard, then Special Summon from your Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the total original Levels of those 2 monsters in the Graveyard. (This Special Summon is treated as a Synchro Summon.) You can only use this effect of "Superheavy Samurai Battleball" once per turn.



EARTH
2Superheavy Samurai Fist
ATK:
900
DEF:
900
During your Battle Phase, if your "Superheavy Samurai" monster destroyed an opponent's monster by battle this Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials you control, including this card. If you have no Spells/Traps in your GY: You can target 1 "Superheavy Samurai" Synchro Monster you control; reduce its Level by 1, and if you do, Special Summon this card from your GY, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. You can only use each effect of "Superheavy Samurai Fist" once per turn.



EARTH
2Superheavy 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.



EARTH
2Superheavy Samurai Trumpeter
ATK:
300
DEF:
600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.



Spell
NormalSekka's Light
If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn.



WIND
8Crystal Wing Synchro Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner Synchro Monsters Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.



LIGHT
7F.A. Dawn Dragster
ATK:
0
DEF:
2000
1 Tuner + 1+ non-Tuner monsters Gains ATK equal to its Level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's Level by 2, and if you do, negate the activation, and if you do that, destroy that card.



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



LIGHT
8PSY-Framelord Omega
ATK:
2800
DEF:
2200
1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.



WIND
6Stardust Charge Warrior
ATK:
2000
DEF:
1300
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each.



EARTH
5Superheavy Samurai Swordmaster Musashi
ATK:
300
DEF:
2300
1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Machine monster in your GY; add it to your hand, also if you have a Spell/Trap in your GY, you cannot Normal or Special Summon it, or a monster with its name, for the rest of this turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.



EARTH
10Superheavy Samurai Warlord Susanowo
ATK:
2400
DEF:
3800
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field.



DARK
8
1Superheavy Samurai Commander Shanawo
ATK:
2000
DEF:
2500
[ Pendulum Effect ] When an opponent's monster declares an attack: You can Special Summon this card, then if you have no Spells/Traps in your GY, change that opponent's monster's ATK to 0, also negate its effects. You can only use this effect of "Superheavy Samurai Commander Shanawo" once per turn. [ Monster Effect ] 1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during the Battle Phase, if you control this Synchro Summoned card (Quick Effect): You can Special Summon 1 "Superheavy Samurai" Monster Card from your GY or face-up Spell & Trap Zone, then you can place this card in your Pendulum Zone.



LIGHT
7Shooting Riser Dragon
ATK:
2100
DEF:
1700
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can send 1 monster from your Deck to the GY, whose Level is lower than this card's on the field, and if you do, reduce this card's Level by that monster's, but for the rest of this turn, you cannot activate the effects of monsters with the same name the sent monster had in the GY. You can only use this effect of "Shooting Riser Dragon" 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.



LIGHT
Cyber Dragon Infinity
ATK:
2100
DEF:
1600
3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.



LIGHT
Cyber Dragon Nova
ATK:
2100
DEF:
1600
2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.



LIGHT
Tellarknight Ptolemaeus
ATK:
550
DEF:
2600
2 or more Level 4 monsters Once per Chain, during either player's turn: You can detach 3 Xyz Materials from this card; Special Summon from your Extra Deck, 1 Xyz Monster that is 1 Rank higher than this card, except a "Number" monster, by using this face-up card you control as the Xyz Material. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.) You can detach 7 Xyz Materials from this card; skip your opponent's next turn. During each player's End Phase: You can attach 1 "Stellarknight" card from your Extra Deck to this card as a face-up Xyz Material.














