

YGO Mod (20517634)
Main: 55 Extra: 15








Dinowrestler Pankratops
ATK:
2600
DEF:
0
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.







Gadarla, the Mystery Dust Kaiju
ATK:
2700
DEF:
1600
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, during either player's turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.







Gameciel, the Sea Turtle Kaiju
ATK:
2200
DEF:
3000
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. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.







Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
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. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.







Kashtira Fenrir
ATK:
2400
DEF:
2400
If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.







Kurikara Divincarnate
ATK:
1500
DEF:
1500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.







Sauge de Fleur
ATK:
2900
DEF:
0
You can target 1 monster you control and 1 card on the field; Special Summon this card from your hand, and if you do, destroy them. If this card is sent from the field to your GY: You can target 1 other monster in your GY; shuffle it into the Deck, then add 1 Level 1 Plant monster from your Deck or GY to your hand. You can only use each effect of "Sauge de Fleur" once per turn.







Superheavy 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.







Superheavy Samurai Security
ATK:
500
DEF:
1500
If this card is Normal or Special Summoned: You can add 1 face-up Machine Pendulum Monster from your Extra Deck to your hand. If you have no Spells/Traps in your GY: You can Tribute this card; Special Summon 1 EARTH Machine monster with 1500 or less ATK from your hand or GY, except "Superheavy Samurai Security". You can only use each effect of "Superheavy Samurai Security" once per turn.







Superheavy Samurai Soulgaia Booster
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.







Superheavy Samurai Soulpeacemaker
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.







Superheavy Samurai Soulpiercer
ATK:
1200
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".







Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.







Therion "King" Regulus
ATK:
2800
DEF:
1600
You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".








Superheavy Samurai General Coral
ATK:
300
DEF:
500
[ Pendulum Effect ] While you have a Spell/Trap Card(s) in your Graveyard, this card's Pendulum Scale becomes 4. Once per turn, when a "Superheavy Samurai" monster you control destroys an opponent's monster by battle: You can activate this effect; that monster can make a second attack in a row (even if this card leaves the field). [ Monster Effect ] If you have no Spell/Trap Cards in your Graveyard: You can Tribute up to 2 "Superheavy Samurai" monsters; draw that many cards. You can only use this effect of "Superheavy Samurai General Coral" once per turn.








Superheavy 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.








Superheavy 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.







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.







Ghost Mourner & Moonlit Chill
ATK:
0
DEF:
1800
If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.







Ghost Sister & Spooky Dogwood
ATK:
0
DEF:
1800
During either turn, except the End Phase (Quick Effect): You can discard this card; apply this effect this turn. You can only use this effect of "Ghost Sister & Spooky Dogwood" once per turn. ● Each time your opponent Special Summons an Effect Monster(s) during the Main Phase or Battle Phase, you gain LP equal to that monster's ATK. If you did not gain LP by this effect, your LP are halved during the End Phase.







Revolution Synchron
ATK:
900
DEF:
1400
If you Synchro Summon a "Power Tool" monster or a Level 7 or 8 Dragon monster, this card in your hand can also be used as material. You can only use this effect of "Revolution Synchron" once per turn. If you control a Level 7 or higher Synchro Monster while this card is in your GY: You can send the top card of your Deck to the GY, and if you do, Special Summon this card, also its Level becomes 1. You can only use this effect of "Revolution Synchron" once per Duel.







Superheavy 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.







Accel 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.







Ancient Fairy Dragon
ATK:
2100
DEF:
3000
1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. During your Main Phase: You can destroy as many cards in the Field Zones as possible (min. 1), and if you do, gain 1000 LP, then you can add 1 Field Spell with a different name than the destroyed card(s), from your Deck to your hand. You can only use each effect of "Ancient Fairy Dragon" once per turn.







Baronne 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.







Crimson Dragon
ATK:
0
DEF:
0
1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can add 1 Spell/Trap that mentions "Crimson Dragon" from your Deck to your hand. (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except "Crimson Dragon"; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster from your Extra Deck with the same Level as the targeted monster. (This is treated as a Synchro Summon.) You can only use each effect of "Crimson Dragon" once per turn.







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.







Crystal Wing Synchro Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner Synchro Monsters Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.







Hot Red Dragon Archfiend King Calamity
ATK:
4000
DEF:
3500
2 Tuners + 1 non-Tuner DARK Dragon Synchro Monster When this card is Synchro Summoned: You can activate this effect; for the rest of this turn, your opponent cannot activate cards, also cards your opponent controls cannot activate their effects. Your opponent cannot activate cards or effects in response to this effect's activation. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 Level 8 or lower DARK Dragon Synchro Monster in your GY; Special Summon it.







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.







Superheavy Samurai Brave Masurawo
ATK:
2100
DEF:
4000
1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If a "Superheavy Samurai" monster(s) you control would be destroyed by battle or card effect, you can destroy 1 "Superheavy Samurai" card you control instead. Once per turn, if your opponent activates a Spell/Trap Card or effect (except during the Damage Step): You can draw until you have 3 cards in your hand.







Tilting Entrainment
ATK:
2800
DEF:
1600
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 4 or lower Pendulum Monster from your hand or face-up from your Extra Deck. At the end of the Damage Step, when this card or your Pendulum Monster battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can destroy that opponent's monster. You can only use each effect of "Tilting Entrainment" once per turn.








Superheavy Samurai Commander Shanawo
ATK:
2000
DEF:
2500
[ Pendulum Effect ] When an opponent's monster declares an attack: You can Special Summon this card, then if you have no Spells/Traps in your GY, change that opponent's monster's ATK to 0, also negate its effects. You can only use this effect of "Superheavy Samurai Commander Shanawo" once per turn. [ Monster Effect ] 1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during the Battle Phase, if you control this Synchro Summoned card (Quick Effect): You can Special Summon 1 "Superheavy Samurai" Monster Card from your GY or face-up Spell & Trap Zone, then you can place this card in your Pendulum Zone.







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.







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.







Gear Gigant X
ATK:
2300
DEF:
1500
2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.







Number 41: Bagooska the Terribly Tired Tapir
ATK:
2100
DEF:
2000
2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.

YGO Mod (20517634)
Main: 56 Extra: 15








Bystial Magnamhut
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.







Cyber Dragon Core
ATK:
400
DEF:
1500
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.







Cyber Dragon Herz
ATK:
100
DEF:
100
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can only use 1 of the following effects of "Cyber Dragon Herz" per turn, and only once that turn. ● If this card is Special Summoned: You can make this card's Level become 5 until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. ● If this card is sent to the GY: You can add 1 other "Cyber Dragon" from your Deck or GY to your hand.







Cyber Dragon Nachster
ATK:
200
DEF:
200
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can discard 1 other monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 Machine monster with 2100 ATK or DEF in your GY; Special Summon it, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. You can only use each effect of "Cyber Dragon Nachster" once per turn.







Cyber Jormungardr
ATK:
1000
DEF:
2100
Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If your opponent controls a monster: You can Special Summon this card from your hand, then take 1 "Cyber Dragon" from your Deck, and either Special Summon it or equip it to this card as an Equip Spell, also you cannot Special Summon for the rest of this turn, except Machine monsters. You can return 1 "Cyber Dragon" you control to the hand; add 1 "Polymerization" from your Deck or GY to your hand. You can only use each effect of "Cyber Jormungardr" once per turn.







Cyberdark Chimera
ATK:
800
DEF:
2100
You can discard 1 Spell/Trap; add 1 "Power Bond" from your Deck to your hand, you can only use Dragon or Machine "Cyber" monsters as Fusion Material this turn, also once when you Fusion Summon this turn, you can also banish monster(s) from your GY as material. If this card is sent to the GY: You can send 1 "Cyberdark" monster from your Deck to the GY, with a different name from the cards in your GY. You can only use each effect of "Cyberdark Chimera" once per turn.







Cyberdark Claw
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.







Cyberdark Wurm
ATK:
800
DEF:
2100
This card's name becomes "Cyber Dragon" while on the field or in the GY. If this card is in your hand or GY, and you have another Machine "Cyber" monster in your field or GY: You can send 1 "Cyber Dragon" monster from your hand or Deck to the GY; Special Summon this card, then you can add 1 "Cyber" Spell/Trap from your GY to your hand. You can only use this effect of "Cyberdark Wurm" once per Duel.







Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
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. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.







Superheavy Samurai Soulgaia Booster
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.







Therion "King" Regulus
ATK:
2800
DEF:
1600
You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".








Disablaster the Negation Fortress
ATK:
500
DEF:
2000
[ Pendulum Effect ] Negate any card effects activated in this card's column. [ Monster Effect ] If there is a column with no cards, you can Special Summon this card (from your hand) to your zone in that column. You can only Special Summon "Disablaster the Negation Fortress" once per turn this way. Negate any card effects activated in this card's column. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.








Superheavy 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.








Superheavy 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.







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.







Ghost Ogre & Snow Rabbit
ATK:
0
DEF:
1800
When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.







Superheavy 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.







Book of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.







Clockwork Night
All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.







Cyber Emergency
Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.







Cyber Repair Plant
If "Cyber Dragon" is in your GY: You can activate 1 of these effects. If you have 3 or more "Cyber Dragon" in your GY at this card's activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn. ● Add 1 LIGHT Machine monster from your Deck to your hand. ● Target 1 LIGHT Machine monster in your GY; shuffle that target into your Deck.







Cyberdark Realm
When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.







Power Bond
Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.







Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.







Chimeratech Fortress Dragon
ATK:
0
DEF:
0
"Cyber Dragon" + 1+ Machine monsters Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Special Summon.







Chimeratech Megafleet Dragon
ATK:
0
DEF:
0
1 "Cyber Dragon" monster + 1+ monsters in the Extra Monster Zone Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1200 x the number of Fusion Materials used for its Special Summon.







Chimeratech Rampage Dragon
ATK:
2100
DEF:
1600
2+ "Cyber Dragon" monsters A Fusion Summon of this card can only be done with the above Fusion Materials. When this card is Fusion Summoned: You can target Spells/Traps on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. Once per turn: You can send up to 2 LIGHT Machine monsters from your Deck to the GY, and if you do, for each monster sent to the GY, this card gains 1 additional attack during each Battle Phase this turn.







Heosvarog the Mechanical Dawn
ATK:
0
DEF:
2800
2 LIGHT Machine monsters If this card is Fusion Summoned: You can activate this effect; during the Standby Phase of the next turn, add 1 card from your GY to your hand, with an effect that Fusion Summons a monster(s). When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can banish 1 face-up LIGHT Machine monster you control or 2 LIGHT Machine monsters from your GY; negate the activation. You can only use each effect of "Heosvarog the Mechanical Dawn" once per turn.






Clockwork Knight
ATK:
500
LINK-1
Link Arrow:
Left
1 non-Link Machine monster with 1000 or less original ATK If this card is Link Summoned: You can send 1 face-up Continuous Spell you control to the GY; add 1 "Clockwork Night" from your Deck to your hand. You can target 1 Machine monster with 1000 or less ATK in your GY; Tribute 1 Machine monster, except this card, and if you do, Special Summon that targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.






Cyber Dragon Sieger
ATK:
2100
LINK-2
Link Arrow:
Left
Bottom
2 Machine monsters, including "Cyber Dragon" This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes any battle damage from attacks involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.






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.







Cyber Dragon Infinity
ATK:
2100
DEF:
1600
3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.







Cyber Dragon Nova
ATK:
2100
DEF:
1600
2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.







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.







Gear Gigant X
ATK:
2300
DEF:
1500
2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.

YGO Mod (20517634)
Main: 55 Extra: 15








Superheavy Samurai Flutist
ATK:
500
DEF:
1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.







Superheavy Samurai Gigagloves
ATK:
100
DEF:
1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.







Superheavy Samurai Helper
ATK:
0
DEF:
0
During damage calculation, if your Defense Position monster battles an opponent's monster while you have no Spells/Traps in your GY (Quick Effect): You can discard this card, then target 1 "Superheavy Samurai" monster you control other than the battling monster; your battling monster gains DEF equal to that monster's DEF, during that damage calculation only. When an opponent's monster declares a direct attack: You can banish this card from your GY, then target 1 "Superheavy Samurai" monster in your GY; Special Summon it.







Superheavy 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.







Superheavy Samurai Security
ATK:
500
DEF:
1500
If this card is Normal or Special Summoned: You can add 1 face-up Machine Pendulum Monster from your Extra Deck to your hand. If you have no Spells/Traps in your GY: You can Tribute this card; Special Summon 1 EARTH Machine monster with 1500 or less ATK from your hand or GY, except "Superheavy Samurai Security". You can only use each effect of "Superheavy Samurai Security" once per turn.







Superheavy Samurai Soulbeads
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. Each turn, the first time the monster equipped with this card by this effect would be destroyed by a card effect, it is not destroyed. When a Defense Position monster is destroyed by battle and sent to your Graveyard: You can send this card from your hand to the Graveyard; Special Summon that monster in Attack Position.







Superheavy Samurai Soulbuster Gauntlet
ATK:
0
DEF:
400
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. It gains 400 DEF. During either player's Damage Step, when a Defense Position "Superheavy Samurai" monster you control battles an opponent's monster, and you have no Spell/Trap Cards in your Graveyard: You can send this card from your hand to the Graveyard; your battling monster's DEF becomes double its original DEF until the end of this turn.







Superheavy Samurai Soulclaw
ATK:
500
DEF:
500
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It gains 500 ATK and DEF, also it cannot be destroyed by battle. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulclaw" once per turn.







Superheavy Samurai Soulfire Suit
ATK:
800
DEF:
800
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. Its Level becomes 5. During either player's turn: You can discard this card, then target 1 Defense Position "Superheavy Samurai" monster you control; until the end of this turn, it loses 800 DEF, but cannot be destroyed by battle or by card effects.







Superheavy Samurai Soulgaia Booster
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.







Superheavy Samurai Soulhorns
ATK:
0
DEF:
300
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can make a second attack during each Battle Phase. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulhorns" once per turn.







Superheavy Samurai Soulpeacemaker
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.







Superheavy Samurai Soulpiercer
ATK:
1200
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".







Superheavy Samurai Stealthy
ATK:
200
DEF:
700
If you have no Spells/Traps in your GY, you can Special Summon this card (from your hand). You can only Special Summon "Superheavy Samurai Stealthy" once per turn this way. If you have no Spells/Traps in your GY (Quick Effect): You can Tribute this card, then target 1 Spell/Trap in your opponent's GY; Set it to your field, but banish it when it leaves the field. You can only use this effect of "Superheavy Samurai Stealthy" once per turn.







Superheavy Samurai Thief
ATK:
1000
DEF:
1000
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. You can Tribute this card, then activate 1 of these effects; ● Destroy 1 card in your opponent's Spell & Trap Zone, then you can Set the destroyed Spell/Trap Card on your side of the field. ● Destroy 1 card in your opponent's Pendulum Zone, then you can place the destroyed card in your Pendulum Zone.







Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.








Superheavy Samurai General Coral
ATK:
300
DEF:
500
[ Pendulum Effect ] While you have a Spell/Trap Card(s) in your Graveyard, this card's Pendulum Scale becomes 4. Once per turn, when a "Superheavy Samurai" monster you control destroys an opponent's monster by battle: You can activate this effect; that monster can make a second attack in a row (even if this card leaves the field). [ Monster Effect ] If you have no Spell/Trap Cards in your Graveyard: You can Tribute up to 2 "Superheavy Samurai" monsters; draw that many cards. You can only use this effect of "Superheavy Samurai General Coral" once per turn.








Superheavy 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.








Superheavy 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.







Superheavy Samurai Battleball
ATK:
100
DEF:
800
If all monsters you control are "Superheavy Samurai" monsters, and you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up monster your opponent controls that has a Level; send both it and this card from the field to the Graveyard, then Special Summon from your Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the total original Levels of those 2 monsters in the Graveyard. (This Special Summon is treated as a Synchro Summon.) You can only use this effect of "Superheavy Samurai Battleball" once per turn.







Superheavy Samurai Fist
ATK:
900
DEF:
900
During your Battle Phase, if your "Superheavy Samurai" monster destroyed an opponent's monster by battle this Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials you control, including this card. If you have no Spells/Traps in your GY: You can target 1 "Superheavy Samurai" Synchro Monster you control; reduce its Level by 1, and if you do, Special Summon this card from your GY, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. You can only use each effect of "Superheavy Samurai Fist" once per turn.







Superheavy Samurai 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.







Superheavy Samurai Trumpeter
ATK:
300
DEF:
600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.







Superheavy Samurai Beast Kyubi
ATK:
1900
DEF:
2500
1 Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.







Superheavy Samurai Brave Masurawo
ATK:
2100
DEF:
4000
1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If a "Superheavy Samurai" monster(s) you control would be destroyed by battle or card effect, you can destroy 1 "Superheavy Samurai" card you control instead. Once per turn, if your opponent activates a Spell/Trap Card or effect (except during the Damage Step): You can draw until you have 3 cards in your hand.







Superheavy Samurai Ninja Sarutobi
ATK:
2000
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card on the field; destroy it, and if you do, inflict 500 damage to your opponent.







Superheavy Samurai Ogre Shutendoji
ATK:
500
DEF:
2500
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.







Superheavy Samurai Stealth Ninja
ATK:
1200
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.







Superheavy Samurai Steam Train King
ATK:
2000
DEF:
4800
1 "Superheavy Samurai" Tuner + 2+ non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can discard up to 2 cards, then target that many cards your opponent controls; destroy them. Once per turn: You can banish all Spells and Traps from the GYs, and if you do, inflict 200 damage to your opponent for each card banished.







Superheavy Samurai Swordmaster Musashi
ATK:
300
DEF:
2300
1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Machine monster in your GY; add it to your hand, also if you have a Spell/Trap in your GY, you cannot Normal or Special Summon it, or a monster with its name, for the rest of this turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.







Superheavy Samurai Warlord Susanowo
ATK:
2400
DEF:
3800
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field.








Superheavy Samurai Commander Shanawo
ATK:
2000
DEF:
2500
[ Pendulum Effect ] When an opponent's monster declares an attack: You can Special Summon this card, then if you have no Spells/Traps in your GY, change that opponent's monster's ATK to 0, also negate its effects. You can only use this effect of "Superheavy Samurai Commander Shanawo" once per turn. [ Monster Effect ] 1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during the Battle Phase, if you control this Synchro Summoned card (Quick Effect): You can Special Summon 1 "Superheavy Samurai" Monster Card from your GY or face-up Spell & Trap Zone, then you can place this card in your Pendulum Zone.

YGO Mod (20517634)
Main: 55 Extra: 15








Superheavy Samurai Flutist
ATK:
500
DEF:
1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.







Superheavy Samurai Gigagloves
ATK:
100
DEF:
1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.







Superheavy Samurai Helper
ATK:
0
DEF:
0
During damage calculation, if your Defense Position monster battles an opponent's monster while you have no Spells/Traps in your GY (Quick Effect): You can discard this card, then target 1 "Superheavy Samurai" monster you control other than the battling monster; your battling monster gains DEF equal to that monster's DEF, during that damage calculation only. When an opponent's monster declares a direct attack: You can banish this card from your GY, then target 1 "Superheavy Samurai" monster in your GY; Special Summon it.







Superheavy 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.







Superheavy Samurai Security
ATK:
500
DEF:
1500
If this card is Normal or Special Summoned: You can add 1 face-up Machine Pendulum Monster from your Extra Deck to your hand. If you have no Spells/Traps in your GY: You can Tribute this card; Special Summon 1 EARTH Machine monster with 1500 or less ATK from your hand or GY, except "Superheavy Samurai Security". You can only use each effect of "Superheavy Samurai Security" once per turn.







Superheavy Samurai Soulbeads
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. Each turn, the first time the monster equipped with this card by this effect would be destroyed by a card effect, it is not destroyed. When a Defense Position monster is destroyed by battle and sent to your Graveyard: You can send this card from your hand to the Graveyard; Special Summon that monster in Attack Position.







Superheavy Samurai Soulbuster Gauntlet
ATK:
0
DEF:
400
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. It gains 400 DEF. During either player's Damage Step, when a Defense Position "Superheavy Samurai" monster you control battles an opponent's monster, and you have no Spell/Trap Cards in your Graveyard: You can send this card from your hand to the Graveyard; your battling monster's DEF becomes double its original DEF until the end of this turn.







Superheavy Samurai Soulclaw
ATK:
500
DEF:
500
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It gains 500 ATK and DEF, also it cannot be destroyed by battle. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulclaw" once per turn.







Superheavy Samurai Soulfire Suit
ATK:
800
DEF:
800
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. Its Level becomes 5. During either player's turn: You can discard this card, then target 1 Defense Position "Superheavy Samurai" monster you control; until the end of this turn, it loses 800 DEF, but cannot be destroyed by battle or by card effects.







Superheavy Samurai Soulgaia Booster
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.







Superheavy Samurai Soulhorns
ATK:
0
DEF:
300
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can make a second attack during each Battle Phase. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulhorns" once per turn.







Superheavy Samurai Soulpeacemaker
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.







Superheavy Samurai Soulpiercer
ATK:
1200
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".







Superheavy Samurai Stealthy
ATK:
200
DEF:
700
If you have no Spells/Traps in your GY, you can Special Summon this card (from your hand). You can only Special Summon "Superheavy Samurai Stealthy" once per turn this way. If you have no Spells/Traps in your GY (Quick Effect): You can Tribute this card, then target 1 Spell/Trap in your opponent's GY; Set it to your field, but banish it when it leaves the field. You can only use this effect of "Superheavy Samurai Stealthy" once per turn.







Superheavy Samurai Thief
ATK:
1000
DEF:
1000
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. You can Tribute this card, then activate 1 of these effects; ● Destroy 1 card in your opponent's Spell & Trap Zone, then you can Set the destroyed Spell/Trap Card on your side of the field. ● Destroy 1 card in your opponent's Pendulum Zone, then you can place the destroyed card in your Pendulum Zone.







Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.








Superheavy Samurai General Coral
ATK:
300
DEF:
500
[ Pendulum Effect ] While you have a Spell/Trap Card(s) in your Graveyard, this card's Pendulum Scale becomes 4. Once per turn, when a "Superheavy Samurai" monster you control destroys an opponent's monster by battle: You can activate this effect; that monster can make a second attack in a row (even if this card leaves the field). [ Monster Effect ] If you have no Spell/Trap Cards in your Graveyard: You can Tribute up to 2 "Superheavy Samurai" monsters; draw that many cards. You can only use this effect of "Superheavy Samurai General Coral" once per turn.








Superheavy 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.








Superheavy 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.







Superheavy Samurai Battleball
ATK:
100
DEF:
800
If all monsters you control are "Superheavy Samurai" monsters, and you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up monster your opponent controls that has a Level; send both it and this card from the field to the Graveyard, then Special Summon from your Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the total original Levels of those 2 monsters in the Graveyard. (This Special Summon is treated as a Synchro Summon.) You can only use this effect of "Superheavy Samurai Battleball" once per turn.







Superheavy Samurai Fist
ATK:
900
DEF:
900
During your Battle Phase, if your "Superheavy Samurai" monster destroyed an opponent's monster by battle this Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials you control, including this card. If you have no Spells/Traps in your GY: You can target 1 "Superheavy Samurai" Synchro Monster you control; reduce its Level by 1, and if you do, Special Summon this card from your GY, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. You can only use each effect of "Superheavy Samurai Fist" once per turn.







Superheavy Samurai 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.







Superheavy Samurai Trumpeter
ATK:
300
DEF:
600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.







Superheavy Samurai Beast Kyubi
ATK:
1900
DEF:
2500
1 Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.







Superheavy Samurai Brave Masurawo
ATK:
2100
DEF:
4000
1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If a "Superheavy Samurai" monster(s) you control would be destroyed by battle or card effect, you can destroy 1 "Superheavy Samurai" card you control instead. Once per turn, if your opponent activates a Spell/Trap Card or effect (except during the Damage Step): You can draw until you have 3 cards in your hand.







Superheavy Samurai Ninja Sarutobi
ATK:
2000
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card on the field; destroy it, and if you do, inflict 500 damage to your opponent.







Superheavy Samurai Ogre Shutendoji
ATK:
500
DEF:
2500
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.







Superheavy Samurai Stealth Ninja
ATK:
1200
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.







Superheavy Samurai Steam Train King
ATK:
2000
DEF:
4800
1 "Superheavy Samurai" Tuner + 2+ non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can discard up to 2 cards, then target that many cards your opponent controls; destroy them. Once per turn: You can banish all Spells and Traps from the GYs, and if you do, inflict 200 damage to your opponent for each card banished.







Superheavy Samurai Swordmaster Musashi
ATK:
300
DEF:
2300
1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Machine monster in your GY; add it to your hand, also if you have a Spell/Trap in your GY, you cannot Normal or Special Summon it, or a monster with its name, for the rest of this turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.







Superheavy Samurai Warlord Susanowo
ATK:
2400
DEF:
3800
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field.








Superheavy Samurai Commander Shanawo
ATK:
2000
DEF:
2500
[ Pendulum Effect ] When an opponent's monster declares an attack: You can Special Summon this card, then if you have no Spells/Traps in your GY, change that opponent's monster's ATK to 0, also negate its effects. You can only use this effect of "Superheavy Samurai Commander Shanawo" once per turn. [ Monster Effect ] 1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during the Battle Phase, if you control this Synchro Summoned card (Quick Effect): You can Special Summon 1 "Superheavy Samurai" Monster Card from your GY or face-up Spell & Trap Zone, then you can place this card in your Pendulum Zone.

YGO Mod (20517634)
Main: 41 Extra: 15








Adamancipator Crystal - Dragite
ATK:
0
DEF:
2200
If this card is Special Summoned by the effect of an "Adamancipator" card: You can draw 1 card. If this card is in your GY: You can target 1 WATER Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, place this card on top of the Deck. You can only use each effect of "Adamancipator Crystal - Dragite" once per turn.







Cartorhyn 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.







Golem 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.







Koa'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.







Koa'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.







Maiden of the Millennium Moon
ATK:
1500
DEF:
1300
If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Maiden of the Millennium Moon" 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. If your opponent activates a card or effect, while this card is a Continuous Spell (except during the Damage Step): You can Special Summon this card, and if you do, for the rest of this turn, your opponent cannot target Level 5 or higher Illusion or Spellcaster monsters you control with card effects.







Mulcharmy 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.







Sengenjin 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.







Superheavy Samurai Soulclaw
ATK:
500
DEF:
500
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It gains 500 ATK and DEF, also it cannot be destroyed by battle. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulclaw" once per turn.








Superheavy 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.








Superheavy 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.







Adamancipator 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.







Adamancipator 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.







Adamancipator 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.







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.







Superheavy 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.







Wedju 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.







Snake-Eyes Doomed Dragon
ATK:
3000
DEF:
2500
1 "Snake-Eye" monster + 1 Illusion monster Must be either Fusion Summoned, or Special Summoned by sending 2 face-up Monster Cards from your Spell & Trap Zone to the GY. If this card is Special Summoned: You can target 1 face-up monster on the field; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Snake-Eyes Doomed Dragon" once per turn.






I:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
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.






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.







Adamancipator 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.







Adamancipator Risen - Leonite
ATK:
2400
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 add 1 excavated "Adamancipator" card to your hand, also place the rest on the bottom of your Deck in any order. During your opponent's turn, if a FIRE monster is in your GY (Quick Effect): You can target 1 Rock monster in your GY; Special Summon it. You can only use each effect of "Adamancipator Risen - Leonite" once per turn.







Adamancipator 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.







Crystal Wing Synchro Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner Synchro Monsters Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.







Herald 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.







Coral Dragon
ATK:
2400
DEF:
500
1 Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.







Mannadium Trisukta
ATK:
2300
DEF:
1200
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can target 1 Level 2 Tuner in your GY; Special Summon it, but negate its effects. You can target any number of Tuners you control; change their Levels to 2, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use each effect of "Mannadium Trisukta" once per turn.







Evolzar Lars
ATK:
2500
DEF:
1500
2 Level 6 monsters While this card has material, your opponent cannot target it with monster effects. When your opponent activates a card or effect (Quick Effect): You can detach 2 materials from this card, or just 1 material if all this card's materials are Reptile and/or Dinosaur, then target 1 face-up card your opponent controls; negate its effects until the end of this turn.







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.







Number 90: Galaxy-Eyes Photon Lord
ATK:
2500
DEF:
3000
2 Level 8 monsters If this card has a "Photon" card as material, it cannot be destroyed by card effects. You can only use each of the following effects of "Number 90: Galaxy-Eyes Photon Lord" once per turn. ● When an opponent's monster activates its effect (Quick Effect): You can detach 1 material from this card; negate that monster's effect, and if the detached material was a "Galaxy" card, destroy that card. ● During your opponent's turn (Quick Effect): You can take 1 "Photon" or "Galaxy" card from your Deck, and either add it to your hand or attach it to this card as material.







The Zombie Vampire
ATK:
3000
DEF:
2800
2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.

YGO Mod (20517634)
Main: 58 Extra: 17








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.







K9-04 Noroi
ATK:
2200
DEF:
1500
If your opponent has 2 or more cards in their hand, you can Normal Summon this card without Tributing. You can only use each of the following effects of "K9-04 Noroi" once per turn. If this card is Normal Summoned: You can Special Summon 1 non-Machine "K9" monster from your Deck, but you cannot Special Summon from the Extra Deck, except "K9" monsters, while you control that face-up monster. You can send 1 face-up "K9" card you control to the GY; look at your opponent's hand.







K9-17 Izuna
ATK:
2100
DEF:
1600
If your opponent has 2 or more cards in their hand, you can Normal Summon this card without Tributing. You can only use each of the following effects of "K9-17 Izuna" once per turn. During the Main Phase, if your opponent has activated a monster effect in the hand or GY this turn (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "K9" card from your Deck to the GY, except "K9-17 Izuna".







K9-ØØ Lupis
ATK:
2300
DEF:
200
An Xyz Monster that has this card as material gains this effect. ● Your opponent cannot target this card with card effects. You can only use each of the following effects of "K9-ØØ Lupis" once per turn. During the Main Phase, if your opponent has activated a monster effect in the hand or GY this turn (Quick Effect): You can Special Summon this card from your hand or GY, but banish it when it leaves the field. During your opponent's turn, you can (Quick Effect): Immediately after this effect resolves, Xyz Summon using this card you control.







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.







Superheavy 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.







Superheavy Samurai Soulgaia Booster
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.







Superheavy Samurai Soulpeacemaker
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.







Superheavy Samurai Soulpiercer
ATK:
1200
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".







Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.







Tenpai Dragon Fadra
ATK:
1600
DEF:
1000
If this card is Normal or Special Summoned, or at the start of the Damage Step, if a monster battles: You can target 1 Level 4 or lower FIRE Dragon monster in your GY; Special Summon it. You can only use this effect of "Tenpai Dragon Fadra" once per turn. Your FIRE Dragon monsters cannot be destroyed by battle. Once per turn, during the Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.







Tenpai Dragon Genroku
ATK:
0
DEF:
1000
If this card is added to your hand, except by drawing it: You can Special Summon this card as a Tuner, then you can increase its Level by 1. (Quick Effect): You can Tribute this card; Special Summon 1 "Tenpai Dragon" monster from your Deck, except "Tenpai Dragon Genroku", also you cannot Special Summon for the rest of this turn, except Dragon monsters. You can only use each effect of "Tenpai Dragon Genroku" once per turn.







Tenpai Dragon Paidra
ATK:
1700
DEF:
1000
If this card is Normal or Special Summoned: You can add to your hand or Set 1 "Sangen" Spell/Trap from your Deck. You can only use this effect of "Tenpai Dragon Paidra" once per turn. You take no battle damage from battles involving your FIRE Dragon monsters. Once per turn, during the Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.








Amorphage Sloth
ATK:
2250
DEF:
0
[ Pendulum Effect ] While you control an "Amorphage" monster, neither player can add cards from their Deck to their hand except by drawing them. Once per turn, during your Standby Phase, Tribute 1 monster or destroy this card. [ Monster Effect ] Neither player can Special Summon monsters from the Extra Deck, except "Amorphage" monsters.








Dinomight Powerload, the Dracoslayer
ATK:
1700
DEF:
1800
[ Pendulum Effect ] You can target 1 "Dracoslayer" or "Dinomist" card in your other Pendulum Zone; Special Summon it. You can only use this effect of "Dinomight Powerload, the Dracoslayer" once per turn. [ Monster Effect ] (This card is always treated as a "Dinomist" card.) If this card is Tributed: You can add 1 face-up "Dracoslayer" or "Dinomist" Pendulum Monster from your Extra Deck to your hand, except "Dinomight Powerload, the Dracoslayer". You can only use this effect of "Dinomight Powerload, the Dracoslayer" once per turn.








Majespecter Crow - Yata
ATK:
1000
DEF:
1500
When this card is Normal or Special Summoned: You can add 1 "Majespecter" Spell Card from your Deck to your hand. You can only use this effect of "Majespecter Crow - Yata" once per turn. Cannot be targeted or destroyed by your opponent's card effects.








Majespecter Porcupine - Yamarashi
ATK:
1500
DEF:
1500
During the Main Phase, if you control a "Majespecter" monster (Quick Effect): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 "Majespecter" Spell in your GY; Set it. You can only use each of the previous effects of "Majespecter Porcupine - Yamarashi" once per turn. While this card is in your Monster Zone, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects.








Majespecter Raccoon - Bunbuku
ATK:
1200
DEF:
900
When this card is Normal or Special Summoned: You can add 1 "Majespecter" monster from your Deck to your hand. You can only use this effect of "Majespecter Raccoon - Bunbuku" once per turn. Cannot be targeted or destroyed by your opponent's card effects.








Majespecter Unicorn - Kirin
ATK:
2000
DEF:
2000
During either player's turn: You can target 1 Pendulum Monster in your Monster Zone and 1 monster your opponent controls; return them to the hand(s). You can only use this effect of "Majespecter Unicorn - Kirin" once per turn. Cannot be targeted or destroyed by your opponent's card effects.








Majesty Pegasus, the Dracoslayer
ATK:
1500
DEF:
1500
[ Pendulum Effect ] If you have a "Dracoslayer" or "Majespecter" card in your other Pendulum Zone: You can add 1 "Dracoslayer" Pendulum Monster with a different original name than that card from your Deck to your hand, then you can destroy 1 card in your Pendulum Zone. You can only use this effect of "Majesty Pegasus, the Dracoslayer" once per turn. [ Monster Effect ] (This card is always treated as a "Majespecter" card.) (Quick Effect): You can discard this card; for the rest of this turn, your opponent cannot target "Dracoslayer" monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. If this card is Special Summoned by the effect of a "Dracoslayer" card, or Pendulum Summoned: You can add 1 Field Spell from your Deck to your hand, then discard 1 card. You can only use this effect of "Majesty Pegasus, the Dracoslayer" once per turn.








Superheavy 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.








Symphonic Warrior DJJ
ATK:
1200
DEF:
1200
[ Pendulum Effect ] Once per turn, during your Main Phase: You can flip 1 face-down Defense Position "Symphonic Warrior" monster you control to face-up Defense Position. If a "Symphonic Warrior" monster's effect is activated (except during the Damage Step): You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Symphonic Warrior DJJ" once per turn. [ Monster Effect ] If this card is Normal or Special Summoned: You can Special Summon 1 "Symphonic Warrior" monster from your Deck in face-down Defense Position, except "Symphonic Warrior DJJ", or, if "Symph Amplifire" is in your Field Zone, you can Special Summon 1 "Symphonic Warrior" monster from your Deck instead, except "Symphonic Warrior DJJ", but negate its effects. You can only use this effect of "Symphonic Warrior DJJ" once per turn.








Symphonic Warrior Guitaar
ATK:
1500
DEF:
100
[ Pendulum Effect ] You can discard 1 card; Special Summon 1 "Symphonic Warrior" monster from your Deck, except "Symphonic Warrior Guitaar". You can only use this effect of "Symphonic Warrior Guitaar" once per turn. [ Monster Effect ] When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it.








Superheavy 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.







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.







Superheavy 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.







Tenpai Dragon Chundra
ATK:
1500
DEF:
1000
Once per turn, during the Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each of the following effects of "Tenpai Dragon Chundra" once per turn. If you control a FIRE Dragon monster: You can Special Summon this card from your hand. At the start of the Damage Step, if a monster battles: You can Special Summon 1 Level 4 or lower FIRE Dragon monster from your Deck, except "Tenpai Dragon Chundra".







"A Case for K9"
When this card is activated: You can add 1 "K9" monster from your Deck to your hand. "K9" monsters you control gain 900 ATK during any turn in which your opponent has activated a monster effect in the hand or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can Set 1 "K9" Quick-Play Spell from your Deck or GY. You can only use this effect of ""A Case for K9"" once per turn. You can only activate 1 ""A Case for K9"" per turn.







Majespecter Wind
When you activate this card, you can also Tribute 1 WIND Spellcaster monster; Special Summon 1 "Majespecter" monster from your hand or GY, or if you Tributed a monster at activation, you can Special Summon 1 "Majespecter" monster from your Deck instead. You can only activate 1 "Majespecter Wind" per turn.







Sangen Kaimen
Apply 1 of these effects, or if you activated this card during the Battle Phase, you can apply any of them, in sequence. ● Add 1 Level 4 or lower FIRE Dragon monster from your Deck to your hand. ● Special Summon 1 FIRE Dragon monster from your hand. You can only activate 1 "Sangen Kaimen" per turn.







Sangen Summoning
During your Main Phase 1, FIRE Dragon monsters you control are unaffected by your opponent's activated effects. During your Main Phase: You can add 1 "Tenpai Dragon" monster from your Deck to your hand, then discard 1 card. You can only use this effect of "Sangen Summoning" once per turn. If this card is destroyed during the Battle Phase: You can target 1 Dragon Synchro Monster you control; double its ATK.






Accesscode Talker
ATK:
2300
LINK-4
Link Arrow:
Top
Left
Right
Bottom
2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".






Beyond the Pendulum
ATK:
1200
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Effect Monsters, including a Pendulum Monster If this card is Link Summoned in the Extra Monster Zone: You can pay 1200 LP; add 1 Pendulum Monster from your Deck to your hand, but for the rest of this turn, unless you Pendulum Summon after this effect resolves, you cannot activate monster effects, and the effects of any cards in your Pendulum Zones are negated. If 2 monsters with different original Levels are Pendulum Summoned at the same time to the zones this card points to: You can target 2 cards on the field; destroy them. You can only use this effect of "Beyond the Pendulum" once per turn.






Exceed the Pendulum
ATK:
2000
LINK-3
Link Arrow:
Bottom-Left
Bottom
Bottom-Right
2+ Effect Monsters, including a Pendulum Monster Gains 100 ATK for each Pendulum Monster Card you control. You can only use each of the following effects of "Exceed the Pendulum" once per turn. If this card is Link Summoned: You can add 1 face-up Pendulum Monster from your Extra Deck to your hand. During the Main Phase (Quick Effect): You can Special Summon 1 Pendulum Monster from your hand or GY in Defense Position, with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones.






Heavymetalfoes Electrumite
ATK:
1800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Pendulum Monsters If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of "Heavymetalfoes Electrumite" once per turn.






Promethean Princess, Bestower of Flames
ATK:
2700
LINK-3
Link Arrow:
Left
Right
Bottom
2+ Effect Monsters You cannot Special Summon monsters, except FIRE monsters. You can only use each of the following effects of "Promethean Princess, Bestower of Flames" once per turn. During your Main Phase: You can Special Summon 1 FIRE monster from your GY. If a monster(s) is Special Summoned to your opponent's field, while this card is in your GY (except during the Damage Step): You can target 1 FIRE monster you control and 1 monster your opponent controls; destroy them, and if you do, Special Summon this card.






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.






Superheavy Samurai Scarecrow
ATK:
0
LINK-1
Link Arrow:
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.







Borreload Savage Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can equip 1 Link Monster from your GY to this card, and if you do, place Borrel Counters on this card equal to that Link Monster's Link Rating. This card gains ATK equal to half the ATK of the monster equipped to it by its effect. When your opponent activates a card or effect (Quick Effect): You can remove 1 Borrel Counter from this card; negate the activation. You can only use this effect of "Borreload Savage Dragon" once per turn.







Ignister Prominence, the Blasting Dracoslayer
ATK:
2850
DEF:
0
1 Tuner + 1 or more non-Tuner Pendulum Monsters Once per turn: You can target 1 Pendulum Monster on the field or 1 card in the Pendulum Zone; destroy it, and if you do, shuffle 1 card on the field into the Deck. Once per turn: You can Special Summon 1 "Dracoslayer" monster from your Deck in Defense Position, but it cannot be used as a Synchro Material for a Summon.







Sangenpai Transcendent Dragion
ATK:
3000
DEF:
3000
1 Dragon Tuner + 1+ non-Tuner Dragon monsters All monsters your opponent controls must attack, if able. Your opponent cannot activate cards or effects during the Battle Phase. If this card is Synchro Summoned: You can change all monsters on the field to Attack Position. If 3 or more attacks have been declared this turn (Quick Effect): You can Special Summon this card from your GY, then you can destroy 1 card on the field. You can only use this effect of "Sangenpai Transcendent Dragion" once per Duel.







Sangenpai Bident Dragion
ATK:
2600
DEF:
2000
1 Dragon Tuner + 1+ non-Tuner Dragon monsters If this card is Synchro Summoned: You can target 1 FIRE Dragon monster in your GY; Special Summon it, also you cannot Special Summon for the rest of this turn, except Dragon monsters. If 3 or more attacks have been declared this turn (Quick Effect): You can Special Summon this card from your GY, then you can destroy 1 Spell/Trap on the field. You can only use this effect of "Sangenpai Bident Dragion" once per Duel, and its previous effect only once per turn.







Gear Gigant X
ATK:
2300
DEF:
1500
2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.







Infinitrack River Stormer
ATK:
2500
DEF:
500
2 Level 5 monsters When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack River Stormer" once per turn. ● You can detach 1 material from this card; take 1 EARTH Machine monster from your Deck, and either add it to your hand or send it to the GY. ● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.







K9-17 "Ripper"
ATK:
2300
DEF:
1800
2 Level 5 monsters You can detach 1 material from this card; add 1 "K9" card from your Deck to your hand, then if your opponent has activated a monster effect this turn, you can Set 1 "K9" Quick-Play Spell from your Deck or GY. When your opponent activates a monster effect in the hand or GY (Quick Effect): You can detach 1 material from this card; negate that effect. You can only use each effect of "K9-17 "Ripper"" once per turn.







Number 41: Bagooska the Terribly Tired Tapir
ATK:
2100
DEF:
2000
2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.







Vallon, the Super Psy Skyblaster
ATK:
2500
DEF:
2200
2 Level 5 monsters During the Main Phase (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 face-down card on the field; destroy it. You can only use each effect of "Vallon, the Super Psy Skyblaster" once per turn.








Majespecter Draco - Ryu
ATK:
2300
DEF:
2000
[ Pendulum Effect ] If you have a "Majespecter" or "Dracoslayer" card in your other Pendulum Zone: You can add 1 "Majespecter" card from your Deck to your hand, then you can destroy 1 card in your Pendulum Zone. You can only use this effect of "Majespecter Draco - Ryu" once per turn. [ Monster Effect ] 2 Level 4 monsters If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card from your Extra Deck. If a monster(s) is Tributed while this card is on the field (except during the Damage Step): You can detach 1 material from this card; Special Summon 1 Level 6 or lower WIND Spellcaster monster from your Deck. You can only use this effect of "Majespecter Draco - Ryu" up to twice per turn. If this card in the Monster Zone is destroyed by battle or card effect, or Tributed: You can place this card in your Pendulum Zone.