Ryu-Ge Deck Breakdown

Cards Usage Statistic

Main Deck

Dogoran, the Mad Flame Kaiju
Dogoran, the Mad Flame Kaiju
Dogoran, the Mad Flame Kaiju
FIRE 8
Dogoran, the Mad Flame Kaiju
  • ATK:

  • 3000

  • DEF:

  • 1200


You can Special Summon this card (from your hand) to your opponent's 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; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.

Droll & Lock Bird
Droll & Lock Bird
Droll & Lock Bird
WIND 1
Droll & Lock Bird
  • ATK:

  • 0

  • DEF:

  • 0


If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.

Genro Ryu-Ge Hakva
Genro Ryu-Ge Hakva
Genro Ryu-Ge Hakva
WIND 10
Genro Ryu-Ge Hakva
  • ATK:

  • 3000

  • DEF:

  • 1500


You can banish this card from your hand; add 1 "Ryu-Ge Realm - Wyrm Winds" from your Deck to your hand. If a monster is banished face-up, this card is already banished, and there are now at least 2 other banished monsters that are not "Genro Ryu-Ge Hakva" (except during the Damage Step): You can Special Summon this banished card. You can place 1 "Ryu-Ge Realm - Wyrm Winds" you control on the bottom of the Deck; add 1 "Ryu-Ge" card from your Deck, GY, or banishment to your hand, except "Genro Ryu-Ge Hakva". You can only use each effect of "Genro Ryu-Ge Hakva" once per turn.

Inspector Boarder
Inspector Boarder
Inspector Boarder
LIGHT 4
Inspector Boarder
  • ATK:

  • 2000

  • DEF:

  • 2000


Cannot be Normal or Special Summoned if you control a monster. Neither player can activate monster effects unless the number of monster effects that player has previously activated that turn is less than the number of monster card types currently on the field (Ritual, Fusion, Synchro, Xyz, Pendulum, and Link). (If an effect's activation was negated, it still counts toward the total for that turn. Only count effects that were activated while this monster was face-up on the field.)

Kairo Ryu-Ge Emva
Kairo Ryu-Ge Emva
Kairo Ryu-Ge Emva
WATER 10
Kairo Ryu-Ge Emva
  • ATK:

  • 3000

  • DEF:

  • 2000


You can discard this card; add 1 "Ryu-Ge Realm - Sea Spires" from your Deck to your hand. During your Main Phase, if 2 or more monsters were sent from the hand and/or Deck to the GY this turn, except "Kairo Ryu-Ge Emva": You can Special Summon this card from your GY. You can place 1 "Ryu-Ge Realm - Sea Spires" you control on the bottom of the Deck; banish your opponent's entire hand, and if you do, they draw the same number of cards. You can only use each effect of "Kairo Ryu-Ge Emva" once per turn.

Kyoro Ryu-Ge Kaiva
Kyoro Ryu-Ge Kaiva
Kyoro Ryu-Ge Kaiva
EARTH 10
Kyoro Ryu-Ge Kaiva
  • ATK:

  • 3000

  • DEF:

  • 1200


You can shuffle this card from your hand into the Deck; add 1 "Ryu-Ge Realm - Dino Domains" from your Deck to your hand. During the Main Phase, if 2 or more cards were destroyed this turn (Quick Effect): You can Special Summon this card from your hand. You can place 1 "Ryu-Ge Realm - Dino Domains" you control on the bottom of the Deck, then target other cards on the field, up to the number of different Monster Types on the field; destroy them. You can only use each effect of "Kyoro Ryu-Ge Kaiva" once per turn.

Maxx "C"
Maxx "C"
Maxx "C"
EARTH 2
Maxx "C"
  • ATK:

  • 500

  • DEF:

  • 200


During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.

Tensei Ryu-Ge Anva
Tensei Ryu-Ge Anva
Tensei Ryu-Ge Anva
DARK 1011
Tensei Ryu-Ge Anva
  • ATK:

  • 3000

  • DEF:

  • 2100


[ Pendulum Effect ] You cannot Pendulum Summon, except "Ryu-Ge" monsters (this effect cannot be negated). You can negate your opponent's card or effect activated in response to the activation of your "Ryu-Ge" Spell Card or effect, then destroy this card. You can only use this effect of "Tensei Ryu-Ge Anva" once per turn. [ Monster Effect ] You can Tribute 1 "Ryu-Ge" monster from your hand or field, except "Tensei Ryu-Ge Anva"; Special Summon this card from your hand. If this card is Special Summoned: You can target 1 card on the field; destroy it. If this card is destroyed: You can place 1 "Ryu-Ge" Continuous Spell/Trap from your Deck, GY, or banishment, face-up on your field. You can only use each effect of "Tensei Ryu-Ge Anva" once per turn.

Sosei Ryu-Ge Mistva
Sosei Ryu-Ge Mistva
Sosei Ryu-Ge Mistva
LIGHT 10
Sosei Ryu-Ge Mistva
  • ATK:

  • 3500

  • DEF:

  • 2500


[ Pendulum Effect ] During your Main Phase: You can add 1 non-Pendulum "Ryu-Ge" card from your Deck to your hand, then destroy this card. You can only use this effect of "Sosei Ryu-Ge Mistva" once per turn. [ Monster Effect ] Must be Special Summoned by its own effect. You can only Special Summon "Sosei Ryu-Ge Mistva(s)" once per turn. If a monster(s) on the field is destroyed by battle or card effect, while this card is in your Extra Deck: You can Tribute 1 Level 10 "Ryu-Ge" monster, and if you do, Special Summon this card (this is treated as a Ritual Summon), then you can apply this effect. ● Destroy up to 2 cards you control, and if you do, place up to that many "Ryu-Ge" Continuous Spells from your Deck face-up on your field.

Called by the Grave
Called by the Grave
Called by the Grave
Spell Quick
Called by the Grave

    Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.



    Tag(s):

    Ryu-Ge Realm - Dino Domains
    Ryu-Ge Realm - Dino Domains
    Ryu-Ge Realm - Dino Domains
    Spell Continuous
    Ryu-Ge Realm - Dino Domains

      You can only control 1 "Ryu-Ge Realm - Dino Domains". "Ryu-Ge" monsters you control gain 300 ATK. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Dinosaur, that you control, gain this effect. ● Once per turn, when an effect of a monster on the field with less ATK than this card is activated (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck; negate the activation.

      Ryu-Ge Realm - Sea Spires
      Ryu-Ge Realm - Sea Spires
      Ryu-Ge Realm - Sea Spires
      Spell Continuous
      Ryu-Ge Realm - Sea Spires

        You can only control 1 "Ryu-Ge Realm - Sea Spires". Your "Ryu-Ge" monsters cannot be destroyed by battle. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Sea Serpent, that you control, gain this effect. ● Once per opponent's turn (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck, then target 1 card on the field; return it to the hand.

        Ryu-Ge Realm - Wyrm Winds
        Ryu-Ge Realm - Wyrm Winds
        Ryu-Ge Realm - Wyrm Winds
        Spell Continuous
        Ryu-Ge Realm - Wyrm Winds

          You can only control 1 "Ryu-Ge Realm - Wyrm Winds". Any monster sent from the field to the GY during your opponent's turn is banished instead. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Wyrm, that you control, gain this effect. ● Once per opponent's turn (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck, then target 1 face-up monster on the field; its ATK becomes 0.

          Ryu-Ge Rising
          Ryu-Ge Rising
          Ryu-Ge Rising
          Spell Quick
          Ryu-Ge Rising

            Add 1 "Ryu-Ge" monster from your Deck to your hand, then you can add 1 "Ryu-Ge" Pendulum Monster from your hand to your face-up Extra Deck. During your Main Phase, if you control a "Ryu-Ge" Pendulum Monster Card: You can banish this card and 1 "Ryu-Ge" monster from your GY; Special Summon 1 "Ryu-Ge" monster with the same original Type as that banished monster from your Deck. You can only use 1 "Ryu-Ge Rising" effect per turn, and only once that turn.

            Ryu-Ge War Zone
            Ryu-Ge War Zone
            Ryu-Ge War Zone
            Spell Field
            Ryu-Ge War Zone

              When this card is activated: Take 1 Dinosaur, 1 Sea Serpent, and 1 Wyrm monster from your Deck, add 1 to your hand, banish 1, and send 1 to the GY, also you cannot Special Summon for the rest of this turn, except Dragon, Dinosaur, Sea Serpent, or Wyrm monsters. If you have "Sosei Ryu-Ge Mistva" in your Extra Deck face-up: You can Special Summon 3 "Ryu-Ge" monsters with different Types, 1 each from your Deck, GY, and banishment. You can only use each effect of "Ryu-Ge War Zone" once per turn.

              The Melody of Awakening Dragon
              The Melody of Awakening Dragon
              The Melody of Awakening Dragon
              Spell Normal
              The Melody of Awakening Dragon

                Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.

                Red Reboot
                Red Reboot
                Red Reboot
                Trap Counter
                Red Reboot

                  When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.

                  Ryu-Ge End
                  Ryu-Ge End
                  Ryu-Ge End
                  Trap Continuous
                  Ryu-Ge End

                    Your opponent cannot target "Ryu-Ge" monsters you control with card effects. You can only use each of the following effects of "Ryu-Ge End" once per turn. If a "Ryu-Ge" Pendulum Monster is in your field or face-up Extra Deck: You can shuffle 2 "Ryu-Ge" monsters from your hand, GY, and/or banishment into the Main Deck, then target 1 monster on the field; destroy it. If this card is destroyed: You can Set 1 non-Continuous "Ryu-Ge" Trap from your Deck, GY, or banishment.

                    Ryu-Ge Rivalry
                    Ryu-Ge Rivalry
                    Ryu-Ge Rivalry
                    Trap Normal
                    Ryu-Ge Rivalry

                      Special Summon 1 "Ryu-Ge" monster from your hand, Deck, or GY, but return it to the hand during the End Phase. You can banish this card from your GY, then target 1 "Ryu-Ge" Continuous Spell in your banishment, GY, or field; place it on the bottom of the Deck, then draw 1 card. You can only use each effect of "Ryu-Ge Rivalry" once per turn.

                      Extra Deck

                      Divine Arsenal AA-ZEUS - Sky Thunder
                      Divine Arsenal AA-ZEUS - Sky Thunder
                      Divine Arsenal AA-ZEUS - Sky Thunder
                      LIGHT
                      Divine Arsenal AA-ZEUS - Sky Thunder
                      • ATK:

                      • 3000

                      • DEF:

                      • 3000


                      2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.



                      Tag(s):

                      Superdreadnought Rail Cannon Gustav Max
                      Superdreadnought Rail Cannon Gustav Max
                      Superdreadnought Rail Cannon Gustav Max
                      EARTH
                      Superdreadnought Rail Cannon Gustav Max
                      • ATK:

                      • 3000

                      • DEF:

                      • 3000


                      2 Level 10 monsters Once per turn: You can detach 1 material from this card; inflict 2000 damage to your opponent.

                      Varudras, the Final Bringer of the End Times
                      Varudras, the Final Bringer of the End Times
                      Varudras, the Final Bringer of the End Times
                      DARK
                      Varudras, the Final Bringer of the End Times
                      • ATK:

                      • 3000

                      • DEF:

                      • 3000


                      2+ Level 10 monsters When your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, then you can detach 1 material from this card, then destroy 1 card on the field. At the start of the Damage Step, if this card attacks while it has material: You can destroy 1 card on the field. If this Xyz Summoned card is destroyed: You can destroy 1 card on the field. You can only use each effect of "Varudras, the Final Bringer of the End Times" once per turn.

                      Main: 60 Extra: 15

                      3 cardArtifact Lancea 3 cardArtifact Lancea
                      Artifact Lancea
                      LIGHT 5
                      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.


                      3 cardDenko Sekka 3 cardDenko Sekka
                      Denko Sekka
                      LIGHT 4
                      Denko Sekka
                      • ATK:

                      • 1700

                      • DEF:

                      • 1000


                      Cannot be Special Summoned. While you control no Set Spells/Traps, neither player can Set Spells/Traps nor activate Spell/Trap Cards that are Set on the field.


                      1 cardDimension Shifter
                      1 cardDimension Shifter
                      Dimension Shifter
                      DARK 6
                      Dimension Shifter
                      • ATK:

                      • 1200

                      • DEF:

                      • 2200


                      If you have no cards in your GY (Quick Effect): You can send this card from your hand to the GY; until the end of the next turn, any card sent to the GY is banished instead.


                      1 cardDinomorphia Diplos 1 cardDinomorphia Diplos
                      Dinomorphia Diplos
                      DARK 4
                      Dinomorphia Diplos
                      • ATK:

                      • 1000

                      • DEF:

                      • 0


                      If this card is Normal or Special Summoned: You can send 1 "Dinomorphia" card from your Deck to the GY, then if your LP are 2000 or less, inflict 500 damage to your opponent. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY, except "Dinomorphia Diplos". You can only use each effect of "Dinomorphia Diplos" once per turn.


                      3 cardDinomorphia Therizia 3 cardDinomorphia Therizia
                      Dinomorphia Therizia
                      DARK 4
                      Dinomorphia Therizia
                      • ATK:

                      • 1500

                      • DEF:

                      • 0


                      If this card is Normal or Special Summoned: You can Set 1 "Dinomorphia" Trap directly from your Deck to your Spell & Trap Zone, then if your LP are 2000 or less, this card gains 500 ATK. If this card is destroyed by battle or card effect: You can banish 1 Trap from your GY; Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY, except "Dinomorphia Therizia". You can only use each effect of "Dinomorphia Therizia" once per turn.


                      1 cardDogoran, the Mad Flame Kaiju 1 cardDogoran, the Mad Flame Kaiju
                      Dogoran, the Mad Flame Kaiju
                      FIRE 8
                      Dogoran, the Mad Flame Kaiju
                      • ATK:

                      • 3000

                      • DEF:

                      • 1200


                      You can Special Summon this card (from your hand) to your opponent's 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; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


                      1 cardDroll & Lock Bird
                      1 cardDroll & Lock Bird
                      Droll & Lock Bird
                      WIND 1
                      Droll & Lock Bird
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                      2 cardGenro Ryu-Ge Hakva 2 cardGenro Ryu-Ge Hakva
                      Genro Ryu-Ge Hakva
                      WIND 10
                      Genro Ryu-Ge Hakva
                      • ATK:

                      • 3000

                      • DEF:

                      • 1500


                      You can banish this card from your hand; add 1 "Ryu-Ge Realm - Wyrm Winds" from your Deck to your hand. If a monster is banished face-up, this card is already banished, and there are now at least 2 other banished monsters that are not "Genro Ryu-Ge Hakva" (except during the Damage Step): You can Special Summon this banished card. You can place 1 "Ryu-Ge Realm - Wyrm Winds" you control on the bottom of the Deck; add 1 "Ryu-Ge" card from your Deck, GY, or banishment to your hand, except "Genro Ryu-Ge Hakva". You can only use each effect of "Genro Ryu-Ge Hakva" once per turn.


                      1 cardGiant Rex 1 cardGiant Rex
                      Giant Rex
                      EARTH 4
                      Giant Rex
                      • ATK:

                      • 2000

                      • DEF:

                      • 1200


                      Cannot attack directly. If this card is banished: You can Special Summon this card, and if you do, this card gains 200 ATK for each of your banished Dinosaur monsters. You can only use this effect of "Giant Rex" once per turn.


                      2 cardKairo Ryu-Ge Emva 2 cardKairo Ryu-Ge Emva
                      Kairo Ryu-Ge Emva
                      WATER 10
                      Kairo Ryu-Ge Emva
                      • ATK:

                      • 3000

                      • DEF:

                      • 2000


                      You can discard this card; add 1 "Ryu-Ge Realm - Sea Spires" from your Deck to your hand. During your Main Phase, if 2 or more monsters were sent from the hand and/or Deck to the GY this turn, except "Kairo Ryu-Ge Emva": You can Special Summon this card from your GY. You can place 1 "Ryu-Ge Realm - Sea Spires" you control on the bottom of the Deck; banish your opponent's entire hand, and if you do, they draw the same number of cards. You can only use each effect of "Kairo Ryu-Ge Emva" once per turn.


                      1 cardNibiru, the Primal Being 1 cardNibiru, the Primal Being
                      Nibiru, the Primal Being
                      LIGHT 11
                      Nibiru, the Primal Being
                      • ATK:

                      • 3000

                      • DEF:

                      • 600


                      During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                      3 cardTensei Ryu-Ge Anva 3 cardTensei Ryu-Ge Anva
                      Tensei Ryu-Ge Anva
                      DARK 1011
                      Tensei Ryu-Ge Anva
                      • ATK:

                      • 3000

                      • DEF:

                      • 2100


                      [ Pendulum Effect ] You cannot Pendulum Summon, except "Ryu-Ge" monsters (this effect cannot be negated). You can negate your opponent's card or effect activated in response to the activation of your "Ryu-Ge" Spell Card or effect, then destroy this card. You can only use this effect of "Tensei Ryu-Ge Anva" once per turn. [ Monster Effect ] You can Tribute 1 "Ryu-Ge" monster from your hand or field, except "Tensei Ryu-Ge Anva"; Special Summon this card from your hand. If this card is Special Summoned: You can target 1 card on the field; destroy it. If this card is destroyed: You can place 1 "Ryu-Ge" Continuous Spell/Trap from your Deck, GY, or banishment, face-up on your field. You can only use each effect of "Tensei Ryu-Ge Anva" once per turn.


                      3 cardSosei Ryu-Ge Mistva 3 cardSosei Ryu-Ge Mistva
                      Sosei Ryu-Ge Mistva
                      LIGHT 10
                      Sosei Ryu-Ge Mistva
                      • ATK:

                      • 3500

                      • DEF:

                      • 2500


                      [ Pendulum Effect ] During your Main Phase: You can add 1 non-Pendulum "Ryu-Ge" card from your Deck to your hand, then destroy this card. You can only use this effect of "Sosei Ryu-Ge Mistva" once per turn. [ Monster Effect ] Must be Special Summoned by its own effect. You can only Special Summon "Sosei Ryu-Ge Mistva(s)" once per turn. If a monster(s) on the field is destroyed by battle or card effect, while this card is in your Extra Deck: You can Tribute 1 Level 10 "Ryu-Ge" monster, and if you do, Special Summon this card (this is treated as a Ritual Summon), then you can apply this effect. ● Destroy up to 2 cards you control, and if you do, place up to that many "Ryu-Ge" Continuous Spells from your Deck face-up on your field.


                      1 cardAsh Blossom & Joyous Spring
                      1 cardAsh Blossom & Joyous Spring
                      Ash Blossom & Joyous Spring
                      FIRE 3
                      Ash 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.


                      1 cardEffect Veiler 1 cardEffect Veiler
                      Effect Veiler
                      LIGHT 1
                      Effect Veiler
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                      1 cardGhost Belle & Haunted Mansion 1 cardGhost Belle & Haunted Mansion
                      Ghost Belle & Haunted Mansion
                      EARTH 3
                      Ghost Belle & Haunted Mansion
                      • 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 activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


                      1 cardCalled by the Grave
                      1 cardCalled by the Grave
                      Called by the Grave
                      Spell Quick
                      Called by the Grave

                        Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                        Tag(s):

                        1 cardCrossout Designator
                        1 cardCrossout Designator
                        Crossout Designator
                        Spell Quick
                        Crossout 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.




                          Tag(s):

                          1 cardDark Hole
                          1 cardDark Hole
                          Dark Hole
                          Spell Normal
                          Dark Hole

                            Destroy all monsters on the field.


                            1 cardHarpie's Feather Duster
                            1 cardHarpie's Feather Duster
                            Harpie's Feather Duster
                            Spell Normal
                            Harpie's Feather Duster

                              Destroy all Spell and Trap Cards your opponent controls.




                              Tag(s):

                              1 cardRyu-Ge Realm - Sea Spires 1 cardRyu-Ge Realm - Sea Spires
                              Ryu-Ge Realm - Sea Spires
                              Spell Continuous
                              Ryu-Ge Realm - Sea Spires

                                You can only control 1 "Ryu-Ge Realm - Sea Spires". Your "Ryu-Ge" monsters cannot be destroyed by battle. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Sea Serpent, that you control, gain this effect. ● Once per opponent's turn (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck, then target 1 card on the field; return it to the hand.


                                1 cardRyu-Ge Realm - Wyrm Winds 1 cardRyu-Ge Realm - Wyrm Winds
                                Ryu-Ge Realm - Wyrm Winds
                                Spell Continuous
                                Ryu-Ge Realm - Wyrm Winds

                                  You can only control 1 "Ryu-Ge Realm - Wyrm Winds". Any monster sent from the field to the GY during your opponent's turn is banished instead. "Ryu-Ge" Pendulum Monsters, and Level 10 or higher monsters whose original Type is Wyrm, that you control, gain this effect. ● Once per opponent's turn (Quick Effect): You can place 1 "Ryu-Ge" Continuous Spell you control on the bottom of the Deck, then target 1 face-up monster on the field; its ATK becomes 0.


                                  3 cardRyu-Ge Rising 3 cardRyu-Ge Rising
                                  Ryu-Ge Rising
                                  Spell Quick
                                  Ryu-Ge Rising

                                    Add 1 "Ryu-Ge" monster from your Deck to your hand, then you can add 1 "Ryu-Ge" Pendulum Monster from your hand to your face-up Extra Deck. During your Main Phase, if you control a "Ryu-Ge" Pendulum Monster Card: You can banish this card and 1 "Ryu-Ge" monster from your GY; Special Summon 1 "Ryu-Ge" monster with the same original Type as that banished monster from your Deck. You can only use 1 "Ryu-Ge Rising" effect per turn, and only once that turn.


                                    3 cardRyu-Ge War Zone 3 cardRyu-Ge War Zone
                                    Ryu-Ge War Zone
                                    Spell Field
                                    Ryu-Ge War Zone

                                      When this card is activated: Take 1 Dinosaur, 1 Sea Serpent, and 1 Wyrm monster from your Deck, add 1 to your hand, banish 1, and send 1 to the GY, also you cannot Special Summon for the rest of this turn, except Dragon, Dinosaur, Sea Serpent, or Wyrm monsters. If you have "Sosei Ryu-Ge Mistva" in your Extra Deck face-up: You can Special Summon 3 "Ryu-Ge" monsters with different Types, 1 each from your Deck, GY, and banishment. You can only use each effect of "Ryu-Ge War Zone" once per turn.


                                      3 cardThe Melody of Awakening Dragon 3 cardThe Melody of Awakening Dragon
                                      The Melody of Awakening Dragon
                                      Spell Normal
                                      The Melody of Awakening Dragon

                                        Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.


                                        1 cardDinomorphia Alert 1 cardDinomorphia Alert
                                        Dinomorphia Alert
                                        Trap Normal
                                        Dinomorphia Alert

                                          Pay half your LP; Special Summon up to 2 "Dinomorphia" monsters from your GY whose total Levels equal 8 or less, but you cannot declare an attack with them this turn, also you cannot Special Summon for the rest of this turn, except "Dinomorphia" monsters. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Alert" per turn.


                                          2 cardDinomorphia Domain 2 cardDinomorphia Domain
                                          Dinomorphia Domain
                                          Trap Normal
                                          Dinomorphia Domain

                                            During the Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Domain" per turn.


                                            2 cardDinomorphia Frenzy 2 cardDinomorphia Frenzy
                                            Dinomorphia Frenzy
                                            Trap Normal
                                            Dinomorphia Frenzy

                                              During your opponent's Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using only 1 monster from your Deck and 1 monster from your Extra Deck as Fusion Material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Frenzy" per turn.


                                              1 cardDinomorphia Intact 1 cardDinomorphia Intact
                                              Dinomorphia Intact
                                              Trap Counter
                                              Dinomorphia Intact

                                                When a monster effect is activated, while you control a "Dinomorphia" card: Pay half your LP; negate the activation, and if you do, destroy that monster, also whenever you take battle damage this turn, the damage taken becomes half your LP at that time. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Intact" per turn.


                                                1 cardDinomorphia Sonic 1 cardDinomorphia Sonic
                                                Dinomorphia Sonic
                                                Trap Counter
                                                Dinomorphia Sonic

                                                  When your opponent activates a Spell/Trap Card, while you control a "Dinomorphia" monster: Pay half your LP; negate the activation, and if you do, destroy that card, then, destroy 1 "Dinomorphia" monster you control. During damage calculation, while your LP are 2000 or less, if you would take battle damage: You can banish this card from your GY; you take no battle damage from that battle. You can only activate 1 "Dinomorphia Sonic" per turn.


                                                  2 cardFerret Flames 2 cardFerret Flames
                                                  Ferret Flames
                                                  Trap Normal
                                                  Ferret Flames

                                                    If the combined ATK of all face-up monsters your opponent controls is higher than your LP: Make your opponent shuffle monsters they control into the Deck (their choice), so that the combined ATK of the remaining monsters they control becomes less than or equal to your LP.


                                                    1 cardGravedigger's Trap Hole 1 cardGravedigger's Trap Hole
                                                    Gravedigger's Trap Hole
                                                    Trap Normal
                                                    Gravedigger's Trap Hole

                                                      When your opponent activates a monster effect in their hand or GY, or when your opponent's banished monster effect is activated: Negate its effect, and if you do, inflict 2000 damage to your opponent.


                                                      1 cardRyu-Ge Rivalry 1 cardRyu-Ge Rivalry
                                                      Ryu-Ge Rivalry
                                                      Trap Normal
                                                      Ryu-Ge Rivalry

                                                        Special Summon 1 "Ryu-Ge" monster from your hand, Deck, or GY, but return it to the hand during the End Phase. You can banish this card from your GY, then target 1 "Ryu-Ge" Continuous Spell in your banishment, GY, or field; place it on the bottom of the Deck, then draw 1 card. You can only use each effect of "Ryu-Ge Rivalry" once per turn.


                                                        1 cardSolemn Judgment
                                                        1 cardSolemn Judgment
                                                        Solemn Judgment
                                                        Trap Counter
                                                        Solemn Judgment

                                                          When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.




                                                          Tag(s):

                                                          1 cardSolemn Warning 1 cardSolemn Warning
                                                          Solemn Warning
                                                          Trap Counter
                                                          Solemn Warning

                                                            When a monster(s) would be Summoned, OR when a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster(s): Pay 2000 LP; negate the Summon or activation, and if you do, destroy it.




                                                            Tag(s):

                                                            2 cardSoul of the Supreme King 2 cardSoul of the Supreme King
                                                            Soul of the Supreme King
                                                            Trap Normal
                                                            Soul of the Supreme King

                                                              Pay half your LP; Special Summon 1 "Supreme King Z-ARC" from your Extra Deck, ignoring its Summoning conditions, but negate its effects. It is returned to the Extra Deck during the End Phase of the next turn. When your opponent activates a Spell Card or effect: You can banish this card from your GY and 1 "Supreme King Z-ARC" from your face-up Monster Zone; Special Summon up to 1 each "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" monsters from your hand, Deck, Extra Deck, and/or GY.


                                                              1 cardTrap Tracks 1 cardTrap Tracks
                                                              Trap Tracks
                                                              Trap Normal
                                                              Trap Tracks

                                                                Target 1 monster you control; destroy it, and if you do, Set 1 Normal Trap directly from your Deck, except "Trap Tracks". It can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Tracks" per turn.


                                                                1 cardTrap Trick 1 cardTrap Trick
                                                                Trap Trick
                                                                Trap Normal
                                                                Trap Trick

                                                                  Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.


                                                                  2 cardDinomorphia Kentregina 2 cardDinomorphia Kentregina
                                                                  Dinomorphia Kentregina
                                                                  DARK 6
                                                                  Dinomorphia Kentregina
                                                                  • ATK:

                                                                  • 4000

                                                                  • DEF:

                                                                  • 0


                                                                  2 "Dinomorphia" monsters with different names Loses ATK equal to your LP. You can only use each of the following effects of "Dinomorphia Kentregina" once per turn. During the Main Phase (Quick Effect): You can pay half your LP and banish 1 "Dinomorphia" Normal Trap from your GY; this effect becomes that Trap's effect when that card is activated. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.


                                                                  2 cardDinomorphia Rexterm 2 cardDinomorphia Rexterm
                                                                  Dinomorphia Rexterm
                                                                  DARK 8
                                                                  Dinomorphia Rexterm
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 0


                                                                  1 "Dinomorphia" Fusion Monster + 1 "Dinomorphia" monster Your opponent cannot activate the effects of monsters they control that have ATK greater than or equal to your LP. You can only use each of the following effects of "Dinomorphia Rexterm" once per turn. (Quick Effect): You can pay half your LP; the ATK of all monsters your opponent currently controls become equal to your LP, until the end of this turn. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 6 or lower "Dinomorphia" monster from your GY.


                                                                  1 cardDinomorphia Stealthbergia 1 cardDinomorphia Stealthbergia
                                                                  Dinomorphia Stealthbergia
                                                                  DARK 6
                                                                  Dinomorphia Stealthbergia
                                                                  • ATK:

                                                                  • 0

                                                                  • DEF:

                                                                  • 2500


                                                                  2 "Dinomorphia" monsters with different names While your LP are 2000 or less, you do not pay LP to activate Trap Cards or "Dinomorphia" monster effects. You can only use each of the following effects of "Dinomorphia Stealthbergia" once per turn. When your opponent activates a monster effect (Quick Effect): You can inflict damage to your opponent equal to that monster's original ATK. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 or lower "Dinomorphia" monster from your GY.


                                                                  1 cardS:P Little Knight
                                                                  1 cardS:P Little Knight
                                                                  S:P Little Knight
                                                                  DARK
                                                                  S:P Little Knight
                                                                  • ATK:

                                                                  • 1600

                                                                  • LINK-2

                                                                  Link Arrow:

                                                                  Left

                                                                  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.


                                                                  1 cardOdd-Eyes Arcray Dragon 1 cardOdd-Eyes Arcray Dragon
                                                                  Odd-Eyes Arcray Dragon
                                                                  LIGHT 1213
                                                                  Odd-Eyes Arcray Dragon
                                                                  • ATK:

                                                                  • 4000

                                                                  • DEF:

                                                                  • 4000


                                                                  [ Pendulum Effect ] If you have 2 cards in your Pendulum Zone: You can Special Summon this card, then you can shuffle 1 card from your Pendulum Zone into the Deck, then, if it returned to your Extra Deck, you can Special Summon it, ignoring its Summoning conditions. You can only use this effect of "Supreme Celestial King Odd-Eyes Arc-Ray Dragon" once per turn. [ Monster Effect ] 4 Dragon monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum) (This card is always treated as "Supreme King Z-ARC".) This face-down card in the Extra Deck must first be either Fusion Summoned, or Special Summoned by Tributing 1 Level 12 DARK "Supreme King Z-ARC". If this card is Special Summoned from the Extra Deck: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.


                                                                  1 cardSupreme King Z-ARC 1 cardSupreme King Z-ARC
                                                                  Supreme King Z-ARC
                                                                  DARK 121
                                                                  Supreme King Z-ARC
                                                                  • ATK:

                                                                  • 4000

                                                                  • DEF:

                                                                  • 4000


                                                                  [ Pendulum Effect ] Fusion, Synchro, and Xyz Monsters your opponent controls cannot activate their effects. Once per turn, when a card(s) is added from the Main Deck to your opponent's hand (except during the Draw Phase or the Damage Step): You can destroy that card(s). [ Monster Effect ] 4 Dragon monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum) Must be Fusion Summoned. If this card is Special Summoned: Destroy all cards your opponent controls. Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. When this card destroys an opponent's monster by battle: You can Special Summon 1 "Supreme King Dragon" monster from your Deck or Extra Deck. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.


                                                                  1 cardCrystal Clear Wing Synchro Dragon 1 cardCrystal Clear Wing Synchro Dragon
                                                                  Crystal Clear Wing Synchro Dragon
                                                                  WIND 10
                                                                  Crystal Clear Wing Synchro Dragon
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 2500


                                                                  1 Tuner Synchro Monster + 1 non-Tuner "Clear Wing" monster Once per turn, when your opponent activates a monster effect (except during the Damage Step) (Quick Effect): You can activate this effect; until the end of this turn, this face-up card is unaffected by the activated effects of your opponent's monsters, also this card gains ATK equal to that opponent's monster's original ATK. Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can add 1 WIND monster from your Deck to your hand.


                                                                  1 cardPsychic End Punisher 1 cardPsychic End Punisher
                                                                  Psychic End Punisher
                                                                  LIGHT 11
                                                                  Psychic End Punisher
                                                                  • ATK:

                                                                  • 3500

                                                                  • DEF:

                                                                  • 3500


                                                                  1 Tuner + 1+ non-Tuner monsters While your LP are less than or equal to your opponent's, this Synchro Summoned card is unaffected by your opponent's activated effects. Once per turn: You can pay 1000 LP, then target 1 monster you control and 1 card your opponent controls; banish them. At the start of the Battle Phase: You can make this card gain ATK equal to the difference in your LP and your opponent's.


                                                                  1 cardEvolzar Dolkka 1 cardEvolzar Dolkka
                                                                  Evolzar Dolkka
                                                                  FIRE
                                                                  Evolzar Dolkka
                                                                  • ATK:

                                                                  • 2300

                                                                  • DEF:

                                                                  • 1700


                                                                  2 Level 4 Dinosaur-Type monsters During either player's turn, when a monster effect activates: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that monster.


                                                                  1 cardMercurium the Living Quicksilver 1 cardMercurium the Living Quicksilver
                                                                  Mercurium the Living Quicksilver
                                                                  DARK
                                                                  Mercurium the Living Quicksilver
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 3000


                                                                  2+ Level 10 monsters If this card is Xyz Summoned: You can attach 1 monster from your Deck to this card as material. You can only use this effect of "Mercurium the Living Quicksilver" once per turn. While this card has material, your opponent cannot activate the effects of monsters in their GY with the same Attribute as a monster in your GY. Once per turn, during the End Phase: Detach 1 material from this card or take 3000 damage.


                                                                  1 cardSuper Starslayer TY-PHON - Sky Crisis 1 cardSuper Starslayer TY-PHON - Sky Crisis
                                                                  Super Starslayer TY-PHON - Sky Crisis
                                                                  DARK
                                                                  Super Starslayer TY-PHON - Sky Crisis
                                                                  • ATK:

                                                                  • 2900

                                                                  • DEF:

                                                                  • 2900


                                                                  2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.


                                                                  1 cardVarudras, the Final Bringer of the End Times 1 cardVarudras, the Final Bringer of the End Times
                                                                  Varudras, the Final Bringer of the End Times
                                                                  DARK
                                                                  Varudras, the Final Bringer of the End Times
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 3000


                                                                  2+ Level 10 monsters When your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, then you can detach 1 material from this card, then destroy 1 card on the field. At the start of the Damage Step, if this card attacks while it has material: You can destroy 1 card on the field. If this Xyz Summoned card is destroyed: You can destroy 1 card on the field. You can only use each effect of "Varudras, the Final Bringer of the End Times" once per turn.


                                                                  1 cardOdd-Eyes Rebellion Xyz Dragon 1 cardOdd-Eyes Rebellion Xyz Dragon
                                                                  Odd-Eyes Rebellion Xyz Dragon
                                                                  DARK4
                                                                  Odd-Eyes Rebellion Xyz Dragon
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 2500


                                                                  [ Pendulum Effect ] During your Main Phase: You can Special Summon this card, then you can attach 1 DARK monster from your GY to this card as material. You can only use this effect of "Odd-Eyes Rebellion Xyz Dragon" once per turn. [ Monster Effect ] 2 Level 7 Pendulum Monsters If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card from your Extra Deck. This card cannot be used as material for an Xyz Summon the turn it was Xyz Summoned. You can detach 1 material from this card, then target up to 2 monsters your opponent controls with 3000 or less ATK; destroy them. You can only use this effect of "Odd-Eyes Rebellion Xyz Dragon" once per turn. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.


                                                                  ocg
                                                                  Ryu-Ge
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