

EARTH
4Avalanching Aussa
ATK:
800
DEF:
1500
Once per turn, you can Tribute 1 EARTH monster (except this card) to Special Summon 1 EARTH monster from your hand. The monster Special Summoned by this effect is destroyed if "Avalanching Aussa" is removed from your side of the field.


WIND
2Bladefly
ATK:
600
DEF:
700
As long as this card remains face-up on the field, increase the ATK of all WIND monsters by 500 points and decrease the ATK of all EARTH monsters by 400 points.


FIRE
4Blazing Hiita
ATK:
800
DEF:
1500
Once per turn, you can Tribute 1 FIRE monster (except this card) to Special Summon 1 FIRE monster from your hand. The monster Special Summoned by this effect is destroyed if "Blazing Hiita" is removed from your side of the field.


EARTH
1Cat's Ear Tribe
ATK:
200
DEF:
100
The original ATK of your opponent's monster(s) that battles with this card during his/her turn becomes 200 points during the Damage Step.


DARK
4Crass Clown
ATK:
1350
DEF:
1400
When this card is changed from Defense Position to Attack Position, return 1 monster on your opponent's side of the field to the owner's hand.


LIGHT
5Divine Dragon - Excelion
ATK:
1500
DEF:
900
When this card is Normal Summoned, it gets 1 of the following effects for each "Divine Dragon - Excelion" in your Graveyard when this effect resolves (your choice). These effects cannot accumulate. ● This card gains 1000 ATK. ● If this card destroys an opponent's monster by battle, it can attack once again in a row. ● When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the ATK of the destroyed monster.


EARTH
3Dream Clown
ATK:
1200
DEF:
900
When this card is changed from Attack Position to face-up Defense Position, select 1 monster your opponent controls and destroy it.


DARK
4Element Doom
ATK:
1500
DEF:
1200
This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field: ● EARTH: Negate the effect of an Effect Monster that this card destroyed by battle. ● WIND: If this card destroyed your opponent's monster by battle, it can attack once again in a row.


LIGHT
4Element Magician
ATK:
1500
DEF:
1200
This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field: ● WATER: Control of this card cannot switch. ● WIND: If this card destroyed your opponent's monster by battle, it can attack once again in a row.


DARK
4Element Soldier
ATK:
1500
DEF:
1200
This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field: ● WATER: Control of this card cannot switch. ● EARTH: Negate the effect of an Effect Monster that this card destroyed by battle.


DARK
4Guardian Baou
ATK:
800
DEF:
400
Cannot be Summoned unless you control a face-up "Wicked-Breaking Flamberge - Baou". When this card destroys an opponent's monster by battle and sends it to the Graveyard: It gains 1000 ATK. Negate the effects of monsters destroyed by battle with this card.


LIGHT
5Guardian Tryce
ATK:
1900
DEF:
1700
Cannot be Summoned unless you control a face-up "Twin Swords of Flashing Light - Tryce". When this card is destroyed and sent to the Graveyard: Special Summon the monster from the Graveyard that was used for its Tribute Summon.


LIGHT
4Hourglass of Courage
ATK:
1100
DEF:
1200
If this card is Normal or Flip Summoned, its original ATK and DEF are halved until the End Phase of your next turn. After that, the original ATK and DEF are doubled.


WIND
3Insect Soldiers of the Sky
ATK:
1000
DEF:
800
If this card attacks a WIND monster, it gains 1000 ATK during the Damage Step only.


EARTH
3Karate Man
ATK:
1000
DEF:
1000
You can double the original ATK of this card once per turn. If you used this effect, destroy this card during the End Phase.


DARK
4Malice Ascendant
ATK:
700
DEF:
1000
During your opponent's Standby Phase, send 1 card from the top of their Deck to the Graveyard for each "Malice Ascendant" in your Graveyard.


EARTH
2Muka Muka
ATK:
600
DEF:
300
This card gains 300 ATK and DEF for each card in your hand.


EARTH
1Parasitic Ticky
ATK:
-1
DEF:
-1
The ATK and DEF of this card are each equal to the number of tokens on the field x 500.


WATER
4Raging Eria
ATK:
800
DEF:
1500
Once per turn, you can Tribute 1 WATER monster (except this card) to Special Summon 1 WATER monster from your hand. The monster Special Summoned by this effect is destroyed if "Raging Eria" is removed from your side of the field.


DARK
5Shadow Ghoul
ATK:
1600
DEF:
1300
This card gains 100 ATK for each monster in your Graveyard.


WIND
4Sonic Bird
ATK:
1400
DEF:
1000
When this card is Normal or Flip Summoned: You can add 1 Ritual Spell from your Deck to your hand.


DARK
1Sphere Kuriboh
ATK:
300
DEF:
200
When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.


WIND
4Storming Wynn
ATK:
800
DEF:
1500
Once per turn, you can Tribute 1 WIND monster (except this card) to Special Summon 1 WIND monster from your hand. The monster Special Summoned by this effect is destroyed if "Storming Wynn" is removed from your side of the field.


EARTH
3The Hunter with 7 Weapons
ATK:
1000
DEF:
600
When this card is Normal Summoned, declare 1 Type of monster. When battling that Type of monster, increase the ATK of this card by 1000 points during Damage Calculation.


LIGHT
4Vylon Ohm
ATK:
1500
DEF:
200
If this card is Normal Summoned: Target 1 Equip Spell Card in your Graveyard; banish that target, and if you do, add it to your hand during your next Standby Phase.


WIND
34-Starred Ladybug of Doom
ATK:
800
DEF:
1200
FLIP: Destroy all Level 4 monsters your opponent controls.


EARTH
3Aussa the Earth Charmer
ATK:
500
DEF:
1500
FLIP: While this card is face-up on the field, take control of 1 EARTH monster your opponent controls.


DARK
2Bite Shoes
ATK:
500
DEF:
300
FLIP: Change the battle position of 1 face-up monster on the field.


EARTH
2Dark Cat with White Tail
ATK:
800
DEF:
500
FLIP: Return 2 Monster Cards on your opponent's side of the field and 1 Monster Card on your side of the field to their owners' hands.


DARK
3Dharc the Dark Charmer
ATK:
500
DEF:
1500
FLIP: Take control of 1 DARK monster your opponent controls, while this card remains face-up on the field.


WATER
3Eria the Water Charmer
ATK:
500
DEF:
1500
FLIP: Target 1 face-up WATER monster your opponent controls; take control of that target while this card is face-up on the field.


EARTH
2Hane-Hane
ATK:
450
DEF:
500
FLIP: Select 1 monster on the field and return it to its owner's hand.


FIRE
3Hiita the Fire Charmer
ATK:
500
DEF:
1500
FLIP: Target 1 face-up FIRE monster your opponent controls; take control of that target while this card is face-up on the field.


LIGHT
3Lyna the Light Charmer
ATK:
500
DEF:
1500
FLIP: Take control of 1 LIGHT monster your opponent controls, while this card is face-up on the field.




LIGHT
3Summoner of Illusions
ATK:
800
DEF:
900
FLIP: Tribute 1 other monster, and if you do, Special Summon 1 Fusion Monster from your Extra Deck, but destroy it during the End Phase of this turn.


WIND
3Wynn the Wind Charmer
ATK:
500
DEF:
1500
FLIP: While this card is face-up on the field, take control of 1 WIND monster your opponent controls.




LIGHT
12Blue-Eyes Ultimate Dragon
ATK:
4500
DEF:
3800
"Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon"




DARK
6Great Mammoth of Goldfine
ATK:
2200
DEF:
1800
"The Snake Hair" + "Dragon Zombie"


EARTH
4Axe Raider
ATK:
1700
DEF:
1150
An axe-wielding monster of tremendous strength and agility.


DARK
3Dragon Zombie
ATK:
1600
DEF:
0
A dragon revived by sorcery. Its breath is highly corrosive.


WIND
4Faith Bird
ATK:
1500
DEF:
1100
This long-tailed bird blinds its enemies with mystical light.


EARTH
6Judge Man
ATK:
2200
DEF:
1500
This club-wielding warrior battles to the end and will never surrender.


DARK
5King of Yamimakai
ATK:
2000
DEF:
1530
Wields the power of darkness to destroy its enemies.


WIND
4Skull Red Bird
ATK:
1550
DEF:
1200
This monster swoops down and attacks with a rain of knives stored in its wings.


DARK
4The Snake Hair
ATK:
1500
DEF:
1200
A monster with a head of poison snakes. One look from this monster can turn an opponent to stone.


WATER
8Crab Turtle
ATK:
2550
DEF:
2500
This monster can only be Ritual Summoned with the Ritual Spell Card, "Turtle Oath". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand.


WATER
7Fortress Whale
ATK:
2350
DEF:
2150
You can Ritual Summon this card with "Fortress Whale's Oath".


LIGHT
7Skull Guardian
ATK:
2050
DEF:
2500
This monster can only be Ritual Summoned with the Ritual Spell Card, "Novox's Prayer". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand.


Spell
Continuous7
When there are 3 face-up "7" cards on your side of the field, draw 3 cards from your Deck. Then destroy all "7" cards. When this card is sent directly from the field to your Graveyard, increase your Life Points by 700 points.


Spell
ContinuousAscending Soul
Once per turn, when a Ritual Monster(s) is Ritual Summoned: You can target 1 monster in your Graveyard that was Tributed for the Ritual Summon; add that target to your hand.


Spell
EquipAutonomous Action Unit
Pay 1500 Life Points, then target 1 monster in your opponent's Graveyard; Special Summon that target to your side of the field in face-up Attack Position, and equip it with this card. When this card leaves the field, destroy the equipped monster.


Spell
EquipBook of Secret Arts
A Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points.


Spell
NormalCard Rotator
Send 1 card from your hand to the Graveyard. Change the battle positions of all monsters your opponent controls. (Face-down Defense Position monsters are flipped to face-up Attack Position.)


Spell
NormalContact with the Aquamirror
If you control a face-up WATER monster, activate 1 of these effects. If you control a face-up WATER Ritual Monster, you can activate both of these effects: ● Look at all Set cards in your opponent's Spell & Trap Card Zones. ● Look at the 2 top cards of either player's Deck and return them to the top of the Deck in any order.


Spell
NormalEarthquake
Change all face-up monsters on the field to Defense Position.


Spell
NormalFortress Whale's Oath
This card is used to Ritual Summon "Fortress Whale". You must also Tribute monsters from your hand or field whose total Levels equal 7 or more.


Spell
EquipFulfillment of the Contract
Activate this card by paying 800 LP, then target 1 Ritual Monster in your GY; Special Summon it and equip it with this card. When this card is destroyed, banish the equipped monster.


Spell
FieldFusion Gate
While this card is on the field: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing Fusion Materials listed on it from their hand or field.


Spell
NormalGryphon's Feather Duster
Destroy all Spell and Trap Cards on your side of the field. Increase your Life Points by the number of destroyed cards x 500 points.


Spell
NormalMakiu, the Magical Mist
Target 1 "Summoned Skull", or 1 Thunder monster, in your Monster Zone; destroy all monsters your opponent controls with DEF less than or equal to the ATK of that monster. You cannot conduct your Battle Phase the turn you activate this card.


Spell
ContinuousMask of Dispel
Select 1 face-up Spell Card on the field. The controller of the Spell Card takes 500 points of damage during each of your Standby Phases. When the selected card is removed from the field, destroy this card.


Spell
EquipMask of the Accursed
The equipped monster cannot attack. Once per turn, during your Standby Phase: Inflict 500 damage to the controller of the equipped monster.


Spell
ContinuousMorale Boost
Each time a player equips an Equip Spell Card, increase the Life Points of the controller of that Equip Spell Card by 1000 points. Each time an Equip Spell Card is removed from the field, the controller of that Equip Spell Card takes 1000 points of damage.


Spell
NormalNovox's Prayer
This card is used to Ritual Summon "Skull Guardian". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand.


Spell
QuickOrder to Charge
Target 1 non-Token Normal Monster you control; Tribute that Normal Monster, and if you do, destroy 1 monster your opponent controls.


Spell
NormalRestructer Revolution
Inflict 200 points of damage to your opponent's Life Points for each card in your opponent's hand.


Spell
ContinuousRitual Cage
You take no battle damage from attacks involving a Ritual Monster you control. Ritual Monsters you control cannot be targeted by, or destroyed by, monster effects.


Spell
EquipRod of the Mind's Eye
If a monster equipped with this card inflicts Battle Damage to your opponent, the damage becomes 1000 points.


Spell
ContinuousSamsara
Monster Cards Tributed for a Ritual Summon are returned to the owner's Deck instead of being sent to the Graveyard.


Spell
NormalSecret Pass to the Treasures
Select 1 face-up monster with an ATK equal to 1000 points or less on your side of the field. During the turn this card is activated, the selected monster can attack your opponent's Life Points directly.


Spell
ContinuousShard of Greed
Each time you draw a card(s) for your normal draw in your Draw Phase, place 1 Greed Counter on this card. You can send this card with 2 or more Greed Counters to the GY; draw 2 cards.


Spell
EquipSword of Dark Destruction
Equip only to a DARK monster. It gains 400 ATK and loses 200 DEF.


Spell
QuickTornado
Activate only when there are 3 or more cards in your opponent's Spell & Trap Card Zone. Destroy 1 card in your opponent's Spell & Trap Card Zone.


Spell
NormalTurtle Oath
This card is used to Ritual Summon "Crab Turtle". You must also offer monsters whose total Level Stars equal 8 or more as a Tribute from the field or your hand.


Spell
EquipTwin Swords of Flashing Light - Tryce
Send 1 card from your hand to the Graveyard; equip this card to a monster. It loses 500 ATK, but it can make a second attack during each Battle Phase.


Spell
QuickTwister
Pay 500 LP, then target 1 face-up Spell/Trap on the field; destroy that target.


Spell
NormalWhite Elephant's Gift
Send 1 face-up non-Effect Monster you control to the GY; draw 2 cards.


Spell
EquipWicked-Breaking Flamberge - Baou
Send 1 card from your hand to the GY, then target 1 monster on the field; equip this card to that target. It gains 500 ATK. Negate the effects of opponent's monsters destroyed by battle with the equipped monster.


Spell
ContinuousWonder Balloons
Once per turn: You can send any number of cards from your hand to the GY; place 1 Balloon Counter on this card for each card sent to the GY. All monsters your opponent controls lose 300 ATK for each Balloon Counter on this card.


Trap
NormalBackup Soldier
While there are 5 or more monsters in your Graveyard: Target up to 3 non-Effect Monsters with 1500 or less ATK in your Graveyard; add them to your hand.


Trap
NormalConscription
Excavate the top card of your opponent's Deck, and if it is a monster that can be Normal Summoned/Set, Special Summon it to your field. Otherwise, add that card to your opponent's hand.


Trap
NormalCurse of Aging
Discard 1 card from your hand. Decrease the ATK and DEF of all monsters on your opponent's side of the field by 500 points until the end of the turn this card is activated.


Trap
NormalEnchanted Javelin
Select 1 attacking monster. Gain Life Points equal to its ATK.


Trap
NormalForced Ceasefire
Discard 1 card from your hand. No Trap Cards can be activated until the end of this turn.


Trap
NormalHidden Spellbook
During your turn: Target 2 Spell Cards in your Graveyard; shuffle those targets into the Deck.


Trap
CounterJudgment of Anubis
When your opponent activates a Spell Card that would destroy a Spell/Trap Card(s) on the field: Discard 1 card; negate the activation, and if you do, destroy it, then you can destroy 1 face-up monster your opponent controls, and if you do that, inflict damage to your opponent equal to the destroyed monster's ATK on the field.


Trap
CounterMagic Jammer
When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it.


Trap
NormalMagical Arm Shield
When your opponent declares an attack while you control a monster: Target 1 face-up monster your opponent controls, except the attacking monster; take control of that target until the end of the Battle Phase, and if you do, it is attacked instead, and you proceed to damage calculation.


Trap
NormalMagical Hats
During your opponent's Battle Phase: Choose 2 Spell/Trap Cards from your Deck and 1 monster in your Main Monster Zone. Special Summon them as Normal Monsters (ATK 0/DEF 0) in face-down Defense Position, Set the chosen monster if it is face-up, and shuffle them on the field. The 2 cards chosen from your Deck are destroyed at the end of the Battle Phase, and cannot remain on the field except during this Battle Phase.


Trap
NormalMeteorain
During this turn, when your monsters attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.


Trap
NormalNutrient Z
During damage calculation, when you are about to take 2000 or more battle damage: Gain 4000 LP first.


Trap
NormalReady for Intercepting
Target 1 Warrior or Spellcaster monster on the field; change that target to face-down Defense Position.


Trap
NormalReinforcements
Target 1 face-up monster on the field; it gains 500 ATK until the end of this turn.


Trap
NormalSnake Fang
Decrease 1 selected monster's DEF by 500 points during the turn this card is activated.


Trap
NormalStaunch Defender
You can only activate this card when your opponent declares an attack. Select 1 face-up monster on your side of the field. During this turn, your opponent can only designate the selected monster as an attack target and your opponent must attack the selected monster with all face-up monsters.


Trap
NormalThe Spell Absorbing Life
Flip all face-down Defense Position Monster Cards on the field face-up. Flip Effects are not activated at this time. Increase your Life Points by 400 points for each Effect Monster Card on the field.


Trap
CounterTrap Jammer
When your opponent activates a Trap Card during the Battle Phase: Negate the activation, and if you do, destroy it.








































































































