Artifact Achilleshield
ATK:
1500
DEF:
2200
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot target "Artifact" monsters you control for attacks for the rest of this turn.
Artifact Aegis
ATK:
1200
DEF:
2500
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: "Artifact" monsters you control cannot be targeted or destroyed by your opponent's card effects until the end of this turn.
Artifact Beagalltach
ATK:
1400
DEF:
2100
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy up to 2 Set cards you control (min. 1). You can only use this effect of "Artifact Beagalltach" once per turn.
Artifact Caduceus
ATK:
1600
DEF:
2400
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn, each time an "Artifact" monster(s) is Special Summoned: Draw 1 card. You must control this face-up card to activate and to resolve this effect. You can only control 1 "Artifact Caduceus".
Artifact Failnaught
ATK:
2000
DEF:
1600
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: You can target 1 "Artifact" monster in your Graveyard; Set that target in your Spell & Trap Zone as a Spell Card.
Artifact Labrys
ATK:
2300
DEF:
1000
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. When an "Artifact" card(s) is destroyed and sent to your Graveyard (except during the Damage Step): You can Special Summon this card from your hand.
Artifact Lancea
ATK:
1700
DEF:
2300
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.
Artifact Mjollnir
ATK:
1300
DEF:
1800
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Target 1 "Artifact" monster in your GY; Special Summon it in Defense Position, also you cannot Special Summon monsters until the end of the next turn, except "Artifact" monsters. You can only use this effect of "Artifact Mjollnir" once per turn.
Constellar Acubens
ATK:
800
DEF:
2000
When this card is Normal or Special Summoned: All "Constellar" monsters you currently control gain 500 ATK.
Constellar Alrescha
ATK:
2200
DEF:
1200
When this card is Normal Summoned: You can Special Summon 1 "Constellar" monster from your hand in face-up Defense Position.
Constellar Leonis
ATK:
1000
DEF:
1800
During your Main Phase, you can Normal Summon 1 "Constellar" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
Cyber Dragon Core
ATK:
400
DEF:
1500
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
D.D. Warrior Lady
ATK:
1500
DEF:
1600
After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card.
Endless Decay
ATK:
-1
DEF:
0
If you have 2000 LP or less, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: This card's ATK becomes half the opponent's LP.
Feedback Warrior
ATK:
800
DEF:
700
When this card is Normal or Special Summoned: You can target 1 face-up monster you control; it becomes Level 3.
Giant Rat
ATK:
1400
DEF:
1450
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 EARTH monster with 1500 or less ATK from your Deck, in Attack Position.
Heroic Challenger - Ambush Soldier
ATK:
0
DEF:
0
During your Standby Phase: You can Tribute this card; Special Summon up to 2 "Heroic Challenger" monsters from your hand and/or Graveyard, except "Heroic Challenger - Ambush Soldier". You can only use this effect of "Heroic Challenger - Ambush Soldier" once per turn. When you do: You can banish this card from your Graveyard; make all "Heroic Challenger" monsters you currently control become Level 1.
Heroic Challenger - Clasp Sword
ATK:
300
DEF:
100
When this card is Special Summoned by the effect of a "Heroic Challenger" monster: You can add 1 "Heroic Challenger" monster from your Deck to your hand. You can only use the effect of "Heroic Challenger - Clasp Sword" once per turn.
Heroic Challenger - Night Watchman
ATK:
1200
DEF:
300
If this card attacks a Defense Position monster your opponent controls, before damage calculation: You can destroy that monster.
Heroic Challenger - Spartan
ATK:
1600
DEF:
1000
Once per turn, when an opponent's monster declares an attack: You can target 1 face-up "Heroic" monster you control, except this card; this card gains ATK equal to that face-up monster's original ATK, until the end of the Battle Phase.
Heroic Challenger - Swordshield
ATK:
0
DEF:
2000
During either player's turn, if you control a face-up "Heroic" monster: You can send this card from your hand to the Graveyard; for the rest of this turn, you take no Battle Damage and "Heroic" monsters you control cannot be destroyed by battle.
Heroic Challenger - War Hammer
ATK:
2100
DEF:
1300
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can equip the destroyed monster to this card. (You can only equip 1 monster at a time to this card with this effect.) This card gains ATK equal to that equipped monster's ATK.
Junk Collector
ATK:
1000
DEF:
2200
(Quick Effect): You can banish this card on the field and 1 Normal Trap in your GY; apply that banished Trap's effect. (The Trap's activation requirements must still be correct, but costs are not paid.)
Lefty Driver
ATK:
300
DEF:
100
If this card is Special Summoned: You can make this card become Level 3 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Righty Driver" from your Deck to your hand. You can only use this effect of "Lefty Driver" once per turn.
Level Warrior
ATK:
300
DEF:
600
If there are no monsters on the field, you can Normal Summon this card as a Level 2 monster. If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand) as a Level 4 monster.
Machina Cannon
ATK:
0
DEF:
2200
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by sending 1 or more other Machine monsters from your hand to the GY. Gains 800 ATK for each monster sent to the GY for this Special Summon.
PSY-Frame Multi-Threader
ATK:
0
DEF:
2500
This card's name becomes "PSY-Frame Driver" while it is in the hand or Graveyard. If a "PSY-Frame" card(s) you control would be destroyed by battle or card effect, you can discard this card instead. If a "PSY-Frame" Tuner is Special Summoned to your field, while this card is in your Graveyard (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "PSY-Frame Multi-Threader" once per turn.
Rapid Warrior
ATK:
1200
DEF:
200
During your Main Phase 1, you can activate this card's effect. If you do, it can attack your opponent directly this turn. Other monsters cannot attack during the turn you activate this effect.
Rush Warrior
ATK:
300
DEF:
1200
During damage calculation (in either player's turn), if a "Warrior" Synchro Monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; your battling monster's ATK becomes double its current ATK during that damage calculation only. You can banish this card from your Graveyard, then target 1 "Synchron" monster in your Graveyard; add it to your hand. You can only use each effect of "Rush Warrior" once per turn.
Stardust Phantom
ATK:
0
DEF:
0
When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard, you can select 1 "Stardust Dragon" in your Graveyard and Special Summon it in face-up Defense Position. You can remove from play this card in the Graveyard to select 1 face-up Dragon-Type Synchro Monster you control. Once per turn, that Synchro Monster cannot be destroyed by battle, but each time this effect is applied, it loses 800 ATK and DEF at the end of the Damage Step.
Superheavy 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.
Superheavy 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.
Superheavy Samurai Gigagloves
ATK:
100
DEF:
1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.
Superheavy Samurai Kabuto
ATK:
1000
DEF:
2000
If your opponent Special Summons a monster(s): You can change as many Attack Position "Superheavy Samurai" monsters you control as possible to Defense Position, and if you do, the ones changed by this effect gain 500 DEF until the end of this turn.
Superheavy Samurai Prepped Defense
ATK:
100
DEF:
2100
Cannot be Normal or Flip Summoned, if you have any Spell/Trap Cards in your Graveyard. When you take battle damage, if you have no Spell/Trap Cards in your Graveyard and this card is in your hand: You can Special Summon this card, and if you do, it cannot be destroyed by battle or card effects this turn.
Superheavy Samurai Soulbeads
ATK:
0
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. Each turn, the first time the monster equipped with this card by this effect would be destroyed by a card effect, it is not destroyed. When a Defense Position monster is destroyed by battle and sent to your Graveyard: You can send this card from your hand to the Graveyard; Special Summon that monster in Attack Position.
Superheavy Samurai Soulhorns
ATK:
0
DEF:
300
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can make a second attack during each Battle Phase. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulhorns" once per turn.
Superheavy 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.
Superheavy 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".
Superheavy Samurai Soulshield Wall
ATK:
1200
DEF:
1200
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It gains 1200 DEF. When the monster equipped with this card by this effect is targeted for an attack: You can send this Equip Card to the Graveyard; negate that attack, but the equipped monster's DEF becomes 0.
Superheavy 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.
Synchro Fusionist
ATK:
800
DEF:
600
If this card is sent to the Graveyard as a Synchro Material Monster, you can add 1 Spell Card from your Deck to your hand with "Polymerization" or "Fusion" in the card name, except "Diffusion Wave-Motion".
Thunder Dragonduo
ATK:
2800
DEF:
0
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn, if a monster effect is activated in the hand: This card gains 300 ATK until the end of this turn. When this card destroys an opponent's monster by battle: You can banish 1 card from your GY; add 1 Thunder monster from your Deck to your hand. Once per turn, during your opponent's End Phase: You can target 1 of your banished cards; place it on the top or bottom of your Deck.
Tragoedia
ATK:
-1
DEF:
-1
When you take battle damage: You can Special Summon this card from your hand. Gains 600 ATK/DEF for each card in your hand. Once per turn: You can send 1 monster from your hand to the GY, then target 1 face-up monster your opponent controls with the same Level the sent monster had in the hand; take control of that face-up monster. Once per turn: You can target 1 monster in your GY; this card's Level becomes the same as that target's, until the end of this turn.
Tuningware
ATK:
100
DEF:
300
This card can be treated as a Level 2 monster when used for a Synchro Summon. If this card is sent to the Graveyard for a Synchro Summon: Draw 1 card.
Chimeratech Rampage Dragon
ATK:
2100
DEF:
1600
2+ "Cyber Dragon" monsters A Fusion Summon of this card can only be done with the above Fusion Materials. When this card is Fusion Summoned: You can target Spells/Traps on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. Once per turn: You can send up to 2 LIGHT Machine monsters from your Deck to the GY, and if you do, for each monster sent to the GY, this card gains 1 additional attack during each Battle Phase this turn.
Ansatsu
ATK:
1700
DEF:
1200
A silent and deadly warrior specializing in assassinations.
Leo Wizard
ATK:
1350
DEF:
1200
A wizard with a black mantle who is actually a talking lion in disguise.
Mechanical Snail
ATK:
800
DEF:
1000
A cyborg snail that still travels at a slow pace.
PSY-Frame Driver
ATK:
2500
DEF:
0
A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".
Royal Guard
ATK:
1900
DEF:
2200
A mechanized soldier created to protect royalty.
Wood Clown
ATK:
800
DEF:
1200
A creature with a wicked smile and a lethal sickle.
Angel Trumpeter
ATK:
1900
DEF:
1600
This beautiful, fairy-like flower generates a delusional mist to keep intruders away from the deepest parts of the forest, where sacred beasts dwell.
Junk Archer
ATK:
2300
DEF:
2000
"Junk Synchron" + 1 or more non-Tuner monsters Once per turn: You can target 1 monster your opponent controls; banish it. During the End Phase of this turn, return it to your opponent's side of the field, in the same battle position.
PSY-Framelord Zeta
ATK:
2500
DEF:
1800
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand.
Psychic Lifetrancer
ATK:
2400
DEF:
2000
1 Tuner + 1 or more non-Tuner monsters Once per turn, you can remove from play 1 Psychic-Type monster from your Graveyard to gain 1200 Life Points.
Stardust Spark Dragon
ATK:
2500
DEF:
2000
1 Tuner + 1+ non-Tuner monsters Once per turn (Quick Effect): You can target 1 face-up card you control; once during this turn, it cannot be destroyed by battle or card effects.
Superheavy Samurai Beast Kyubi
ATK:
1900
DEF:
2500
1 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. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.
Superheavy Samurai Ogre Shutendoji
ATK:
500
DEF:
2500
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. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.
Superheavy Samurai Stealth Ninja
ATK:
1200
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.
Superheavy 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.
Junk Changer
ATK:
1500
DEF:
900
You can only use the following effect of "Junk Changer" once per turn. If this card is Normal or Special Summoned: You can target 1 "Junk" monster on the field, then activate 1 of these effects; ● Increase its Level by 1. ● Reduce its Level by 1.
Krebons
ATK:
1200
DEF:
400
When this card is targeted for an attack: You can pay 800 LP; negate the attack.
PSY-Framegear Alpha
ATK:
500
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s) while you control no monsters (except during the Damage Step): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Framegear Alpha". During the End Phase, banish the face-up monsters Special Summoned by this effect.
PSY-Framegear Epsilon
ATK:
1500
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when your opponent activates a Trap Card while you control no monsters: You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate that activation, and if you do that, destroy that Trap Card. During the End Phase, banish the face-up monsters Special Summoned by this effect.
Righty Driver
ATK:
100
DEF:
300
For a Synchro Summon, you can substitute this card for any 1 "Synchron" Tuner. If this card is Normal Summoned: You can Special Summon 1 "Lefty Driver" from your hand, Deck, or GY. You can only use this effect of "Righty Driver" once per turn.
Superheavy Samurai Drum
ATK:
300
DEF:
300
If this card on the field is destroyed and sent to the Graveyard: You can target 1 "Superheavy Samurai" monster in your Graveyard, except "Superheavy Samurai Drum"; Special Summon it. You can only use this effect of "Superheavy Samurai Drum" once per turn.
Superheavy 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.
Superheavy 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.
Constellar Twinkle
Target 1 "Constellar" monster you control; increase its Level by 1 or 2. If this card is in the Graveyard: You can banish 1 "Constellar" monster from your Graveyard; add this card from the Graveyard to your hand. You can only use this effect of "Constellar Twinkle" once per turn.
Cosmic Flare
Target 1 "Stardust" Synchro Monster you control; this turn, if that Synchro Monster you control battles an opponent's monster, shuffle that opponent's monster into the Deck at the start of the Damage Step. If a "Stardust" Synchro Monster you control would Tribute itself to activate its effect, you can banish this card from your Graveyard instead.
Cyberload Fusion
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn, except that Fusion Summoned monster. You can only activate 1 "Cyberload Fusion" per turn.
Dark Magical Circle
When this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 "Dark Magician" or 1 Spell/Trap that specifically lists the card "Dark Magician" in its text, among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. If "Dark Magician" is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls; banish it. You can only use each effect of "Dark Magical Circle" once per turn.
Dicephoon
Roll a six-sided die and apply the result. ● 2, 3, or 4: Destroy 1 Spell/Trap on the field. ● 5: Destroy 2 Spells/Traps on the field. ● 1 or 6: You take 1000 damage.
Heroic Chance
Target 1 face-up "Heroic" monster you control; this turn, double its ATK, but it cannot attack your opponent directly. You can only activate 1 "Heroic Chance" per turn.
Overload Fusion
Fusion Summon 1 DARK Machine Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY.
Psi-Impulse
Tribute 1 Psychic-Type monster. Return all cards in your opponent's hand to the Deck. Then, they draw 3 cards.
PSY-Frame Circuit
If a "PSY-Frame" monster(s) is Special Summoned to your side of the field (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "PSY-Frame" monsters you control. At the start of the Damage Step, if a "PSY-Frame" monster you control battles an opponent's monster: You can discard 1 "PSY-Frame" monster; your battling monster gains ATK equal to the discarded monster's ATK until the end of this turn.
Psychic Feel Zone
Select 2 of your removed from play monsters (1 Psychic-Type Tuner and 1 Psychic-Type non-Tuner), return them to the Graveyard, and Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck in face-up Defense Position, whose Level equals the total Levels of the returned monsters.
Chain Disappearance
When a monster(s) with 1000 or less ATK is Summoned: Banish that monster(s) with 1000 or less ATK, then your opponent banishes all cards with the same name as that card(s) from their hand and Deck.
Cybernetic Overflow
Banish "Cyber Dragon(s)" with different Levels from your hand, face-up field, and/or GY, then destroy an equal number of cards your opponent controls. If this card on the field is destroyed by card effect: Add 1 "Cyber" Spell/Trap from your Deck to your hand. You can only use each effect of "Cybernetic Overflow" once per turn.
Heroic Advance
When a face-up "Heroic" monster you control is targeted for an attack: Target another face-up Level 4 or lower "Heroic" monster you control; double its ATK during this Battle Phase, then switch the attack target to it and conduct damage calculation, but monsters cannot be destroyed by this battle.
Heroic Retribution Sword
Target 1 face-up "Heroic" monster you control; equip this card to that target. All Battle Damage you take from battles involving the equipped monster is also inflicted to your opponent. After damage calculation: Destroy any opponent's monster that battles the equipped monster.
PSY-Frame Accelerator
Once per turn: You can pay 500 LP, then target 1 "PSY-Frame" monster you control; banish it until your next Standby Phase. Once per turn, if another face-up "PSY-Frame" card you control leaves the field (except during the Damage Step): You can Special Summon 1 "PSY-Frame" monster from your hand.
Psychic Trigger
Activate only while your Life Points are lower than your opponent's. Select 2 Psychic-Type monsters in your Graveyard. Remove them from play and draw 2 cards.
Scrap-Iron Statue
When a Spell/Trap Card that is already face-up on your opponent's field activates its effect: Destroy that card, also, after that, Set this card face-down instead of sending it to the GY. If this card is sent to the GY: You can target 1 "Junk" monster in your GY; Special Summon it in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
Shooting Star
If a "Stardust" monster is on the field: Target 1 card on the field; destroy that target.
Stardust Flash
Target 1 "Stardust" monster in your Graveyard; Special Summon it.
Stardust Re-Spark
When an opponent's Special Summoned monster declares a direct attack, if its ATK is greater than or equal to your LP: Negate the attack, and if you do, draw 1 card, then you can Special Summon 1 "Stardust" monster from your Extra Deck or Graveyard. You can only activate 1 "Stardust Re-Spark" per turn.
Telepathic Power
When a Psychic-Type monster you control is destroyed by battle with an opponent's attacking monster: Target the opponent's monster; destroy that target, and if you do, gain LP equal to the destroyed monster's ATK on the field.