Adamancipator is a combo deck revolving around Rock/EARTH with the gameplay of excavating 5 top deck (flipping up the top 5 cards of the deck) and if it is a monster that meets the conditions, it will be summoned to the field. Because of this effect, the deck can pull negate or combo extension monsters or simply a certain body for the combo.

Adamancipator Gameplay Guide
Sections covered in this guide:
Through Heaven And Earth, I Alone Am The Honored One
Block Dragon (x1 (due to limit))

 
    
 
    

 EARTH
EARTH 8
                            8Block Dragon
- ATK: 
- 2500 
- DEF: 
- 3000 
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 EARTH monsters from your hand and/or GY. Rock monsters you control cannot be destroyed, except by battle. If this card is sent from the field to the GY: You can add up to 3 Rock monsters from your Deck to your hand, whose total Levels equal 8. You can only use this effect of "Block Dragon" once per turn.
Possesses Level 8 and a great body for defending or punching opp
CORE
Adamancipator Researcher (x2-3)

 
    
 
    

 EARTH
EARTH 2
                            2Adamancipator Researcher
- ATK: 
- 100 
- DEF: 
- 2100 
If you control a Rock monster, except "Adamancipator Researcher": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Researcher" once per turn.
automatically jumps from hand when there is a Rock monster on the field (this condition is easier than others because this deck is mostly Rock)
Adamancipator Seeker (x1)

 
    
 
    

 EARTH
EARTH 2
                            2Adamancipator Seeker
- ATK: 
- 1200 
- DEF: 
- 1000 
If you control an "Adamancipator" monster, except "Adamancipator Seeker": You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Seeker" once per turn.
There must be another Adamancipator monster on the field to be able to jump by itself, so this bro is very stupid, but Block Dragon is often searched so he can still play, normal summoning all kinds is possible but compared to normal summoning Rock monsters and jumping Researcher is still better than normal summoning Seeker
Adamancipator Analyzer (x2-3)

 
    
 
    

 EARTH
EARTH 4
                            4Adamancipator Analyzer
- ATK: 
- 1500 
- DEF: 
- 700 
If only your opponent controls a monster: You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Level 4 or lower non-Tuner Rock monster, also place the rest on the bottom of your Deck in any order. You can only use each effect of "Adamancipator Analyzer" once per turn.
As long as the enemy controls a monster, it can jump, and can bait negate well on turn 2 or turn 1 (if the enemy has a handtrap that automatically jumps onto the field like Gamma or Bystial ).
Adamancipator Risen - Raptite (x1)

 
    
 
    

 WIND
WIND 6
                            6Adamancipator Risen - Raptite
- ATK: 
- 2200 
- DEF: 
- 2800 
1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can Special Summon 1 excavated Rock monster in Defense Position, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a WIND monster is in your GY (Quick Effect): You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Adamancipator Risen - Raptite" once per turn.
During your opponent's turn , have a chance to banish monsters from your opponent's grave if there is a WIND monster in your grave (e.g. Droll & Lock Bird )
Adamancipator Risen - Dragite (x1)

 
    
 
    

 WATER
WATER 8
                            8Adamancipator Risen - Dragite
- ATK: 
- 3000 
- DEF: 
- 2200 
1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.
Has the ability to negate spell/trap if there is a WATER monster in the grave acting as a disrupt 3000 ATK
Staple
Gallant Granite (x1)

 
    
 
    

 EARTH
EARTH
Gallant Granite
- ATK: 
- 2300 
- DEF: 
- 1800 
2 Level 4 monsters You can detach 1 material from this card, then activate 1 of these effects; ● Add 1 Rock monster from your Deck to your hand. ● Special Summon 1 Rock monster from your hand in face-down Defense Position. You can only use this effect of "Gallant Granite" once per turn.
With only 2 Level 4 monster bodies, you can search any Rock monster from the deck!!!
Koa'ki Meiru Supplier and Koa'ki Meiru Guardian (x2-3)

 
    
 
    

 EARTH
EARTH 4
                            4Koa'ki Meiru Supplier
- ATK: 
- 1400 
- DEF: 
- 1600 
If a face-up Rock monster you control is sent to the GY (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can add from your Deck to your hand, 1 "Iron Core of Koa'ki Meiru" or 1 card that specifically lists "Iron Core of Koa'ki Meiru" in its text, except "Koa'ki Meiru Supplier". You can only use each effect of "Koa'ki Meiru Supplier" once per turn.

 
    
 
    

 EARTH
EARTH 4
                            4Koa'ki Meiru Guardian
- ATK: 
- 1900 
- DEF: 
- 1200 
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 Rock monster in your hand. When a monster effect is activated (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that monster.
Supplier : automatically jumps when a Rock monster is sent from the field to the grave (brought to combo for Link, Synchro or something). Special summons to search for another Koa'ki Meiru monster from the deck.
Rock Band Xenoguitar (x3)

 
    
 
    

 EARTH
EARTH 4
                            4Rock Band Xenoguitar
- ATK: 
- 1000 
- DEF: 
- 2000 
If this card is sent to the GY: You can target 1 Rock monster in your GY, except "Rock Band Xenoguitar"; add it to your hand, then place 1 card from your hand on top of the Deck. If this card is banished from the field or GY: You can send 1 Rock monster from your Deck to the GY. You can only use each effect of "Rock Band Xenoguitar" once per turn.
is a Level 4 Rock EARTH monster, a very good body for combos
Doki Doki and Cartorhyn the Hidden Gem of the Seafront (x0-1)

 
    
 
    

 WATER
WATER 2
                            2Cartorhyn the Hidden Gem of the Seafront
- ATK: 
- 500 
- DEF: 
- 1600 
You can discard this card; you can Normal Summon 1 EARTH or WATER monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If you control an EARTH and WATER monster(s), while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Cartorhyn the Hidden Gem of the Seafront" once per turn.
a level 2 body that can be pulled by Adamancipators to synchro level 4 or 6 or play with Spright Elf
Gigantes (x1)
1 body jumps by itself, usually searched by Block Dragon , this card acts as Rock EARTH Level 4 for other monsters to jump up to continue the combo, for example Researcher
Revival Golem (x0-1)
When sent to the grave from the deck, it will automatically jump up for combo, this is a Level 4 Rock EARTH monster
Millennium

 
    
 
    

 Spell
Spell Field
                        FieldWedju Temple
During your Main Phase: You can place 1 monster from your hand in your Spell & Trap Zone as a face-up Continuous Spell, then place 1 "Millennium" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can only use this effect of "Wedju Temple" once per turn. If a face-up "Millennium" monster(s) you control is destroyed by battle or card effect, you can place it in your Spell & Trap Zone as a face-up Continuous Spell, instead of sending it to the GY.

 
    
 
    

 EARTH
EARTH 5
                            5Shield of the Millennium Dynasty
- ATK: 
- 0 
- DEF: 
- 3000 
Cannot be destroyed by Spell/Trap effects. You can only use each of the following effects of "Shield of the Millennium Dynasty" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Millennium Ankh" from your Deck to your hand.

 
    
 
    

 EARTH
EARTH 8
                            8Sengenjin Wakes from a Millennium
- ATK: 
- 2750 
- DEF: 
- 2500 
Cannot be destroyed by monster effects. You can only use each of the following effects of "Sengenjin Wakes from a Millennium" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Millennium" monster from your Deck to your hand.

 
    
 
    

 EARTH
EARTH 6
                            6Golem that Guards the Millennium Treasures
- ATK: 
- 2000 
- DEF: 
- 2200 
The activation of your "Millennium Ankh" cannot be negated. You can only use each of the following effects of "Golem that Guards the Millennium Treasures" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Wedju Temple" from your Deck to your hand.
Sengenjin x3 : search monsters to expand combo
Curious the Lightsworn Dominion (x1)

 
    
 
    

 LIGHT
LIGHTCurious, the Lightsworn Dominion
- ATK: 
- 2400 
- LINK-3 
Link Arrow:
 Top
 Top
 Bottom-Left
 Bottom-Left
 Bottom-Right
 Bottom-Right
3 monsters with the same Attribute but different Types If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 1 card in your GY; add it to your hand. You can only use each of the following effects of "Curious, the Lightsworn Dominion" once per turn. ● If this card is Link Summoned: You can send 1 card from your Deck to the GY. ● If a card(s) is sent from your Deck to the GY by an effect: Send the top 3 cards of your Deck to the GY.
can easily go up with the Millennium!
Apollousa Bow of the Goddess (x1)

 
    
 
    

 WIND
WINDApollousa, Bow of the Goddess
- ATK: 
- -1 
- LINK-4 
Link Arrow:
 Top
 Top
 Bottom-Left
 Bottom-Left
 Bottom
 Bottom
 Bottom-Right
 Bottom-Right
2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.
Just need 2 monsters with different names to get up, negate monsters no once per turn
Foolish Burial (x1)
Send 1 monster you want from the deck to the graveyard, can send Revival Golem to get Rock body for Researcher to jump without spending normal summon
Herald of the Arc Light (x1)

 
    
 
    

 LIGHT
LIGHT 4
                            4Herald of the Arc Light
- ATK: 
- 600 
- DEF: 
- 1000 
1 Tuner + 1+ non-Tuner monsters Any monster sent from the hand or Main Deck to the GY is banished instead. When a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. If this card is sent to the GY: You can add 1 Ritual Monster or 1 Ritual Spell from your Deck to your hand.
easy to get up, myself is an annoying omni-negate and floodgay, any card sent from hand or main deck to the grave will be banned
Accel Synchro Stardust Dragon and Baronne de Fleur (Baroness)

 
    
 
    

 WIND
WIND 8
                            8Accel Synchro Stardust Dragon
- ATK: 
- 2500 
- DEF: 
- 2000 
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.

 
    
 
    

 WIND
WIND 10
                            10Baronne de Fleur
- ATK: 
- 3000 
- DEF: 
- 2400 
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.
Baronne is an omni-negate that can shoot, punch hard and has recovery. However, in some cases, the level is not enough, so ASSD can help with that.
Swordsoul Supreme Sovereign - Chengying (x0-1)

 
    
 
    

 WATER
WATER 10
                            10Swordsoul Supreme Sovereign - Chengying
- ATK: 
- 3000 
- DEF: 
- 3000 
1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.
Another level 10 option instead of baronne , extremely large body, increases own ATK/DEF and reduces enemy ATK/DEF based on the banished card, creating a huge difference between ATK/DEF on both sides and OTK or crushing the enemy's field, can banish enemy cards and protect yourself
Spright Elf (x0-1)

 
    
 
    

 FIRE
FIRESpright Elf
- ATK: 
- 1400 
- LINK-2 
Link Arrow:
 Bottom-Left
 Bottom-Left
 Bottom-Right
 Bottom-Right
2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.
Materials require 2 monsters, of which 1 must be Level/Link or Rank 2
S:P Little Knight and I:P Masquerena (x0-1)

 
    
 
    

 DARK
DARKS:P Little Knight
- ATK: 
- 1600 
- LINK-2 
Link Arrow:
 Left
 Left
 Right
 Right
2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.

 
    
 
    

 DARK
DARKI:P Masquerena
- ATK: 
- 800 
- LINK-2 
Link Arrow:
 Bottom-Left
 Bottom-Left
 Bottom-Right
 Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.
I:P : can be pulled up by Spright Elf and can be used as a material to protect Spright Elf from being destroyed by enemy effects, this card can link summon during the opponent's turn
Abyss Dweller (x0-1)

 
    
 
    

 WATER
WATER
Abyss Dweller
- ATK: 
- 1700 
- DEF: 
- 1400 
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
If you have 2 extra Level 4 monsters, you can put this card to lock the enemy's grave. If you know in advance that the enemy uses a deck that activates effects from the grave, you can proactively put this card.
Fossil Dyna Pachycephalo (x0-1)
Gallant can search this card, if you play carefully and have a good hand, you can full combo without spending normal summon :)
Underworld Goddess of the Closed World (x0-1)

 
    
 
    

 LIGHT
LIGHTUnderworld Goddess of the Closed World
- ATK: 
- 3000 
- LINK-5 
Link Arrow:
 Top
 Top
 Top-Right
 Top-Right
 Right
 Right
 Bottom
 Bottom
 Bottom-Right
 Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.
To build this card, you can use your opponent's monster as a material. This helps you get through bodies that are almost impossible to get through normally. Not only that, you can also block all effects of face-up monsters your opponent controls, block cards or summon effects from the graveyard, and be immune to all effects, unless you target this card.
Superheavy Samurai

 
    
 
    

 DARK
DARK 4
                            4 8
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.

 
    
 
    

 EARTH
EARTH 4
                            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
EARTHSuperheavy Samurai Scarecrow
- ATK: 
- 0 
- LINK-1 
Link Arrow:
 Bottom-Left
 Bottom-Left
1 "Superheavy Samurai" monster Cannot be used as Link Material. While you have no Spells/Traps in your GY, you take no battle damage from attacks involving this card. If you have no Spells/Traps in your GY: You can discard 1 monster, then target 1 "Superheavy Samurai" monster in your GY; Special Summon it to your zone this card points to, in Defense Position. You can only use this effect of "Superheavy Samurai Scarecrow" once per turn.

 
    
 
    

 EARTH
EARTH 2
                            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
EARTH 1
                            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
EARTH 4
                            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
EARTH 8
                            8 1
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.
Spam level 4 body on the field without spending normal summon, you can upgrade Gallant , search for 1 Rock monster and continue combo
Vernusylph of the Flourishing Hills, Vernusylph of the Misting Seedlings and Vernusylph of the Awakening Forests (Vernusylph)

 
    
 
    

 EARTH
EARTH 4
                            4Vernusylph of the Flourishing Hills
- ATK: 
- 200 
- DEF: 
- 2000 
"Vernusylph" monsters you control cannot be destroyed by card effects. You can discard this card, and 1 monster or "Vernusylph" card; add 1 "Vernusylph" card from your Deck to your hand, except "Vernusylph of the Flourishing Hills", then you can Special Summon 1 EARTH monster from your GY, also you cannot activate non-EARTH monster effects for the rest of this turn. You can only use this effect of "Vernusylph of the Flourishing Hills" once per turn.

 
    
 
    

 EARTH
EARTH 3
                            3Vernusylph of the Misting Seedlings
- ATK: 
- 400 
- DEF: 
- 800 
All monsters on the field lose 600 ATK, except "Vernusylph" monsters. You can discard this card, and 1 monster or 1 "Vernusylph" card; you cannot activate non-EARTH monster effects for the rest of this turn, also add 1 EARTH Fairy monster from your Deck to your hand, except "Vernusylph of the Misting Seedlings", then you can Special Summon 1 EARTH monster from your GY. You can only use this effect of "Vernusylph of the Misting Seedlings" once per turn.

 
    
 
    

 EARTH
EARTH 4
                            4Vernusylph of the Awakening Forests
- ATK: 
- 900 
- DEF: 
- 1800 
You can discard this card, and 1 monster or "Vernusylph" card; send from your Deck to the GY, 1 EARTH monster that can be Normal Summoned/Set, then you can Special Summon 1 EARTH monster from your GY with a different name from that monster, also you cannot activate non-EARTH monster effects for the rest of this turn. You can target 1 "Vernusylph" monster you control; its ATK becomes doubled until the end of this turn. You can only use each effect of "Vernusylph of the Awakening Forests" once per turn.
These can pull EARTHs from the grave, can interact well with EARTH decks but after using the effect, you cannot activate monster effects, except EARTH monsters.
handtrap & staple

 
    
 
    

 WIND
WIND 4
                            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.

 
    
 
    

 Trap
Trap Normal
                        NormalInfinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.

 
    
 
    

 FIRE
FIRE 3
                            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.

 
    
 
    

 Spell
Spell Quick
                        QuickCrossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
play less because smashing rocks and smashing all handtrap is right hetcuu
Fairy Tail - Snow and That Grass Looks Greener (the grass is so green)

 
    
 
    

 LIGHT
LIGHT 4
                            4Fairy Tail - Snow
- ATK: 
- 1850 
- DEF: 
- 1000 
If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is in your GY (Quick Effect): You can banish 7 other cards from your hand, field, and/or GY; Special Summon this card.
only play if you build a deck of 60 cards, you will send cards from the beginning to the grave so that your deck equals the number of cards in the enemy deck
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