

LIGHT
1ATK:
0
DEF:
0
When this card is Normal Summoned: You can target 1 Level 1 LIGHT monster in your GY; Special Summon that target.


EARTH
2ATK:
400
DEF:
500
This monster may attack your opponent's Life Points directly.


LIGHT
1ATK:
100
DEF:
100
When you Synchro Summon "Stardust Dragon", you can Special Summon this card from your Graveyard in face-up Attack Position. Once per turn, if this card would be destroyed by battle, it is not destroyed.


DARK
4ATK:
1000
DEF:
1000
If this card is sent to the Graveyard as a Synchro Material Monster, inflict 2000 damage to the player that Synchro Summoned, and the Synchro Monster that used this card as a Synchro Material Monster gains 2000 ATK until the End Phase.


WATER
2ATK:
200
DEF:
400
FLIP: Select 1 "Morphtronic" Spell or Trap Card in your Graveyard and add it to your hand.


EARTH
3ATK:
1000
DEF:
850
Dis man-like dinosawz gotta high I.Q., even tho he's lackin' in da strength depawtment. (Kinda like yooz, if ya had a high I.Q.! Nyaah!)


EARTH
4ATK:
1000
DEF:
1200
A monster that guards the entrance to the Netherworld.


EARTH
3ATK:
800
DEF:
1000
A monstrous sheep with a long tail for hypnotizing enemies.


WATER
4ATK:
1400
DEF:
1500
A mermaid archer that hides in a protective shell, waiting for the right moment to strike.


DARK
10ATK:
4000
DEF:
3000
"Majestic Dragon" + "Red Dragon Archfiend" + 1 non-Tuner monster Cannot be destroyed by card effects. After damage calculation, if this card attacks: Destroy all Defense Position monsters on the field. Once per turn: You can target 1 face-up monster your opponent controls; negate its effects, and if you do, this card gains ATK equal to that monster's ATK. These changes last until the end of this turn. During the End Phase: Target 1 "Red Dragon Archfiend" in your Graveyard; return this card from the field to the Extra Deck, then Special Summon that target.


LIGHT
1ATK:
0
DEF:
0
Cannot be used as a Synchro Material, except for the Synchro Summon of a "Majestic" monster.


Spell
EquipEquip only to a Machine monster. It gains 300 ATK/DEF.






Spell
EquipThe equipped monster gains 500 ATK/DEF. If this card is sent to your GY: Place it on top of your Deck.


Trap
NormalAdd 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.
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