Quinton




DARK
5ATK:
1900
DEF:
1200
If this card battles a LIGHT monster, it gains 700 ATK during the Damage Step only.


DARK
5ATK:
1500
DEF:
1800
Made of mysterious metal, this monster is a doomsday machine from the edge of the universe.


WIND
2ATK:
350
DEF:
650
FLIP: Your opponent cannot activate any Spell Cards until the end of the End Phase of the next turn.


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


WIND
5ATK:
2200
DEF:
2200
Monsters Tributed for the face-up Tribute Summon of this card are returned to the hand instead of going to the GY. Once per turn: You can discard 1 card; return all cards your opponent controls in this card's column to the hand.


LIGHT
9ATK:
3300
DEF:
2100
You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; your opponent's cards and effects cannot be activated for the rest of this turn, also this card can make up to 3 attacks on monsters during each Battle Phase this turn.


EARTH
9ATK:
2500
DEF:
3000
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "B.E.S. Blaster Cannon Core" once per turn this way. If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it.


LIGHT
8ATK:
2700
DEF:
1900
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand) in Defense Position. If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it. You can banish this card from your Graveyard; shuffle all "B.E.S." monsters from your Graveyard into the Deck.


LIGHT
9ATK:
2200
DEF:
2100
During the Main Phase (Quick Effect): You can discard this card; banish 1 "Kaiju" monster you control that is owned by your opponent, then, you can Special Summon 1 monster from your GY. You can only control 1 "Kaiju" monster. This card is unaffected by other "Kaiju" cards' effects, also it cannot be destroyed by battle with a "Kaiju" monster. During your End Phase, if this card is in your GY: You can Special Summon this card. You can only use this effect of "Super Anti-Kaiju War Machine Mecha-Thunder-King" once per Duel.


LIGHT
4ATK:
1200
DEF:
800
When an attack is declared involving your face-up monster and an opponent's monster: You can Special Summon this card from your hand or GY, but banish it when it leaves the field. You can only use this effect of "Vic Viper T301" once per turn. Other LIGHT Machine monsters you control gain 1200 ATK.


DARK
8ATK:
3000
DEF:
1800
If this card is Normal or Special Summoned: You can target 1 monster on the field; destroy it. Cannot be targeted by an opponent's card effects. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 7 or lower "Kozmo" monster from your Deck.


FIRE
6ATK:
2400
DEF:
1100
If you control no monsters, you can Normal Summon this card without Tributing. When this card is Special Summoned, place 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.


LIGHT
5ATK:
1900
DEF:
1000
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT monster from your Graveyard.


WIND
4ATK:
1100
DEF:
500
If your opponent controls a face-up Xyz Monster, you can Special Summon this card (from your hand). When this card is Special Summoned from the hand: Target 1 Spell/Trap Card your opponent controls; return that target to the hand.


WIND
4ATK:
1400
DEF:
1200
A jet-powered hawk that travels at the speed of sound.


Spell
EquipEquip only to a Machine-Type monster. Once per turn: You can activate this effect; it permanently gains 400 ATK. (This ATK gain remains even if this card leaves the field or the monster becomes unaffected by card effects.) If it battles an opponent's monster, that monster's effect is negated during the Battle Phase only.
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