EpicDrago Posted October 8, 2014 Report Share Posted October 8, 2014 [spoiler=DrakoNite][spoiler=Main Deck (Run 40)][spoiler=Monsters (Run 19)][spoiler=DrakoNite - Zyla The Young (Run 3)]Fire-Attribute/Level 4/Warrior-Type/TunerATK/1700 DEF/1200A "DrakoNite" Synchro or Xyz Monster Summoned by using this card as a material cannot have its effects negated. If this card is used as a Synchro material for a "DrakoNite" monster; you can return a "DrakoNite" Xyz monster in your grave to your Extra Deck. If this card is detached from a "DrakoNite" monster; you can return a "DrakoNite" Synchro monster in your grave to your Extra Deck.[/spoiler][spoiler=DrakoNite - Sister of Zyla (Run 3)]Fire-Attribute/Level 5/Dragon-TypeATK/2400 DEF/0You can normal summon this card without tributing, but if you do, during each of your end phases, take 1000 damage if you do not control another "Zyla" monster. If this card destroys a monster by battle you can special summon a "DrakoNite - Zyla The Young" from your deck in face-up defense position. This card can attack up to three times per turn, but can only attack directly once per turn. If this card attacks more than once in a turn, no other monsters can attack that turn. This card can be treated as a level 4 monster.[/spoiler][spoiler=DrakoNite - Katana of The Moon (Run 3)]Earth-Attribute/Level 4/Warrior-TypeATK/1900 DEF/1500When this card destroys a monster by battle you can add a "DrakoNite" monster from your deck to your hand. Once per turn you can add a "DraKin" card from your deck to your hand, but this card cannot attack this turn. If this card is used as an Xyz, Synchro, or Fusion material, or if it is tributed, you can shuffle a "DrakoNite" card and a "DraKin" card in your graveyard into your deck.[/spoiler][spoiler=DrakoNite - Dyla of Insanity (Run 2)]Dark-Attribute/Level 4/Warrior-TypeATK/1000 DEF/800This card gains 500 ATK for each "DrakoNite" monster you control. If you control a "DrakoNite" Xyz, Synchro, Fusion, or Ritual monster, this card cannot be destroyed by battle and your opponent cannot activate cards or effects when this card attacks until the end of the damage step.[/spoiler][spoiler=DrakoNite - Lily The Pure (Run 2)]Light-Attribute/Level 5/Dragon-TypeATK/0 DEF/0If you control a "DrakoNite" monster you can normal summon this card without tribute. If you control a "DrakoNite" Xyz, Synchro, Fusion, or Ritual monster you can special summon this card from your hand. Each "DrakoNite" monster you control gains 500 DEF and can only be targeted for an attack once per turn. If this card would be destroyed, you can discard 1 card instead.[/spoiler][spoiler=DrakoNite - Rose The Tainted (Run 2)]Dark-Attribute/Level 5/Dragon-TypeATK/0 DEF/0If you control a "DrakoNite" monster you can normal summon this card without tribute. If you control a "DrakoNite" Xyz, Synchro, Fusion, or Ritual monster you can special summon this card from your hand. Each "DrakoNite" monster you control gains 500 ATK and can only be targeted for by your opponent's card effects once per turn. If this card would be destroyed, you can discard 1 card instead.[/spoiler][spoiler=DrakoKing - Richard The Magnificent (Run 2)]Dark-Attribute/Level 8/Warrior-Type/RitualATK/2200 DEF/2900This card can only be Ritual Summoned with the Ritual Spell Card, "DraKin Initiation". This card is always treated as a "DrakoNite" monster. This card is also Light-Attribute. While you control "DrakoQueen - Sasha The Marvelous" this card cannot be targeted by card effects. Once per turn you can target a "DrakoNite" Synchro monster in your grave; special summon that target.[/spoiler][spoiler=DrakoQueen - Sasha The Marvelous (Run 2)]Light-Attribute/Level 8/Warrior-Type/RitualATK/2900 DEF/2200This card can only be Ritual Summoned with the Ritual Spell Card, "DraKin Initiation". This card is always treated as a "DrakoNite" monster. This card is also Dark-Attribute. While you control "DrakoKing - Richard The Magnificent" this card cannot be targeted by card effects. Once per turn you can target a "DrakoNite" Xyz monster and a "DraKin" card in your grave; special summon the first target and attach the second target to it.[/spoiler][/spoiler][spoiler=Spells (Run 12)][spoiler=DrakoSteed (Run 2)]EquipEquip this card to a "DrakoNite" monster. If this card is not equipped to "DrakoDeity - Lord of Funergy", destroy the card this card is equipped to and draw 2 cards. If this card is equipped to "DrakoDeity - Lord of Funergy", the equipped monster is unaffected by card effects and cannot be destroyed by battle. Once per duel, if this card would be affected by a card effect, it is not.[/spoiler][spoiler=Grave of DraKin Bones (Run 3)]FieldWhen a "DrakoNite" Xyz, Synchro, Fusion, or Ritual monster(s) you control is sent to the grave, apply one or more of these effects, depending on the type of that monster(s):*Xyz: Add a "DrakoNite" card from your deck to your hand.*Synchro: Add a "DraKin" card from your deck to your hand.*Fusion: Draw a card for each Fusion material used for that monster's summon, then discard 1 card.*Ritual: Shuffle a "DrakoNite" Ritual monster into your deck from your grave, and if you do, draw 1 card.[/spoiler][spoiler=Berserker Burst of DraKin (Run 3)]Quick-playShuffle a "DrakoNite" monster you control into the deck, then activate one of the following effects based on its type:*Dragon: Special summon a level 4 Warrior-Type "DrakoNite" monster from your deck.*Warrior: Special summon a level 5 Dragon-Type "DrakoNite" monster from your deck.[/spoiler][spoiler=Shaking Roar of The DraKin (Run 2)]ContinuousIf this card is destroyed you can select a number of your banished cards, up to the number of "DrakoNite" monsters you control; send them to the grave. Once per turn you can banish a "DrakoNite" monster you control and take 1000 damage to activate one of the following effects based on its type:*Dragon: Special summon 2 level 4 "DrakoNite" Warrior-Type monsters from your deck; negate their effects. Those monsters cannot attack and are destroyed during the end phase.*Warrior: Special summon 2 level 5 "DrakoNite" Dragon-Type monsters from your deck; negate their effects. Those monsters cannot attack and are destroyed during the end phase.[/spoiler][spoiler=DraKin Initiation (Run 2)]RitualThis card can be used to Ritual Summon "DrakoKing - Richard The Magnificent" or "DrakoQueen - Sasha The Marvelous"Tribute "DrakoNite" monsters from your hand and/or field whose total Levels equal 8 or more and Ritual Summon 1 "DrakoKing - Richard The Magnificent" or "DrakoQueen - Sasha The Marvelous" from your hand. You can destroy a "DraKin" card you control to return this card to your hand from your grave.[/spoiler][/spoiler][spoiler=Traps (Run 9)][spoiler=Roar of The DraKin Titan (Run 3)]NormalActivate only when a "DrakoNite" Xyz, Synchro, Fusion, or Ritual monster you control is sent to the grave. Apply one of the following effects based on what type that monster was:*Xyz: Target cards on the field equal to the number of Xyz materials that were attached +1; return those targets to the hand.*Synchro: Negate the effects of all current face-up cards your opponent controls until your next end phase.*Fusion: Discard a card from your opponent's hand for each card used as a Fusion material and your opponent skips their next draw phase.*Ritual: Special summon a "DrakoNite" monster from your graveyard.[/spoiler][spoiler=Dangerous DraKin Dealer (Run 3)]ContinuousActivate only when a "DrakoNite" monster is attacked; banish the attacking monster. Once per turn, when a "DrakoNite" monster is banished, you can pay 500 life points to special summon one of your banished "DrakoNite" monsters, but its effects are negated and it cannot attack. If you have no banished "DrakoNite" monsters, destroy this card. If this card is destroyed gain 300 life points for each banished card.[/spoiler][spoiler=4 DraKin Core - XySyRiFu (Run 3)]ContinuousOnce per turn, when a "DrakoNite" monster with "nergy" in its name would be affected by your opponent's card effect, it is not, and place a XySyRiFu counter on this card. Once per turn, while you control a "DrakoNite" Fusion monster, this card cannot be destroyed. You can remove 4 "XySyRiFu" counters from this card and target a "DrakoNite" Fusion monster you control; that target can activate its effect one additional time this turn. When this card is destroyed take 500 damage for each XySyRiFu counter that was on this card. Destroy this card if you do not control a "DrakoNite" Fusion monster.[/spoiler][/spoiler][/spoiler][spoiler=Extra Deck (Run 15)][spoiler=DrakoNite - Eclipse Dragoon (Run 2)]Light-Attribute/Level 8/Dragon-Type/SynchroATK/2000 DEF/20001 "DrakoNite" tuner + 1 or more non-tuner "DrakoNite" monstersOnce per turn you can send a "DrakoNite" monster you control to the grave to send 1 card on your opponent's field, 1 card in your opponent's hand, and the top card of your opponent's deck to the grave. While you control a "DrakoNite" Xyz monster this card cannot be targeted for an attack target or by card effects.[/spoiler][spoiler=DrakoNite - Dragonic Channeler (Run 2)]Dark-Attribute/Level 9/Warrior-Type/SynchroATK/3000 DEF/18001 "DrakoNite" tuner + 1 or more non-tuner "DrakoNite" monstersDuring the turn this card is special summoned, banish any monster a "DrakoNite" monster attacks, but your opponent takes no damage. This card is also treated as Light-Attribute. Once per turn, during either player's turn, when a "DrakoNite" monster is destroyed, you can banish that monster; shuffle 1 card your opponent controls into the deck.[/spoiler][spoiler=DrakoNite - Twilight Dragoon (Run 2)]Dark-Attribute/Rank 4/Dragon-Type/XyzATK/1500 DEF/15002 or more level 4 "DrakoNite" monstersIf a "DrakoNite" card is targeted for an attack target or by a card effect you can detach 1 Xyz material from an Xyz monster you control; negate that attack or card effect. While you control a "DrakoNite" Synchro monster, this card gains 1000 ATK/DEF during the battle phase.[/spoiler][spoiler=DrakoNite - Static Channeler (Run 2)]Light-Attribute/Rank 5/Warrior-Type/XyzATK/1800 DEF/30002 or more level 5 "DrakoNite" monstersDuring the turn this card is special summoned "DrakoNite" monsters you control are unaffected by your opponent's card effects. This card is also treated as Dark-Attribute. When a "DrakoNite" monster is destroyed you can detach 1 Xyz material from this card; special summon a level 5 or lower "DrakoNite" monster from the grave.[/spoiler][spoiler=DrakoNite - Zyla of Xynergy (Run 2)]Fire-Attribute/Level 10/Warrior-Type/FusionATK/? DEF/?1 Dragon-Type or Warrior-Type Synchro monster + 1 Dragon-Type or Warrior-Type Xyz monsterThis card can only be summoned by its own effect. During your main phase you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the grave. (You do not use "Polymerization") (This is a Quick-Effect.) This card's ATK/DEF is equal to the combined ATK/DEF of its fusion materials. Once per turn you can target a "DrakoNite" Synchro monster you control; special summon a "DrakoNite" Xyz monster from your Extra Deck by using it as the Xyz material (This is treated as a Xyz Summon)[/spoiler][spoiler=DrakoNite - Exquel of Synergy (Run 2)]Water-Attribute/Level 10/Dragon-Type/FusionATK/? DEF/?1 Dragon-Type or Warrior-Type Synchro monster + 1 Dragon-Type or Warrior-Type Xyz monsterThis card can only be summoned by its own effect. During your main phase you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the grave. (You do not use "Polymerization") (This is a Quick-Effect.) This card's ATK/DEF is equal to the combined ATK/DEF of its fusion materials. Once per turn you can detach all Xyz materials attached to a DrakoNite" Xyz monster you control (min. 1); special summon a "DrakoNite" Synchro monster from your Extra Deck (This is treated as a Synchro Summon).[/spoiler][spoiler=DrakoNite - Katana of Rinergy (Run 2)]Dark-Attribute/Level 10/Dragon-Type/FusionATK/? DEF/?1 Dragon-Type or Warrior-Type Ritual monster + 1-3 Dragon Type and/or Warrior-Type monstersThis card can only be summoned by its own effect. During your main phase you can Special Summon this card (from your Extra Deck) by sending the above cards you control to the grave. (You do not use "Polymerization") (This is a Quick-Effect.) This card's ATK/DEF is equal to 1500 x the number of Fusion material monsters used for this card's special summon. Once per turn you can send to the grave "DrakoNite" monsters you control whose total levels equal 8 or more to special summon a "DrakoNite" Ritual monster from your deck.[/spoiler][spoiler=DrakoNite - Lord of Funergy (Run 1)]Earth-Attribute/Level 11/Warrior-Type/FusionATK/4000 DEF/4000"DrakoNite - Zyla of Synergy" + "DrakoNite - Exquel of Xynergy" + "DrakoNite - Katana of Rinergy"This card can only be summoned by its own effect. During your main phase you can Special Summon this card (from your Extra Deck) by returning the above cards you control to the Extra Deck. (You do not use "Polymerization") (This is a Quick-Effect.) When summoned, add a "DrakoSteed" from your deck or grave to hand. This card is treated as a "DrakoNite" monster while on the field. Once per turn you can special summon a "DrakoNite" Fusion monster (ignoring its summoning conditions) from your Extra Deck by returning its fusion materials from the grave to the deck. You cannot conduct your battle phase the turn you activate this effect.[/spoiler][/spoiler][/spoiler][spoiler=X-Elemental][spoiler=Main Deck (Run 40)][spoiler=Monsters (Run 36)][spoiler=X-Elemental Water Golem (Run 3)]Water-Attribute/Level 3/Aqua-TypeATK/1500 DEF/0This card gains 200 ATK/DEF for each "X-Elemental" monster you control other than this card. If this card is destroyed by battle you can special summon a "X-Elemental" monster from your deck with "Golem" in its name in face-up defense position, except "X-Elemental Water Golem". If this card is tributed you can special summon up to 2 "X-Elemental" monsters from your grave with "Golem" in its name in face-up defense position, except "X-Elemental Water Golem".[/spoiler][spoiler=X-Elemental Fire Golem (Run 3)]Fire-Attribute/Level 3/Pyro-TypeATK/1600 DEF/0This card gains 200 ATK/DEF for each "X-Elemental" monster you control other than this card. If this card is destroyed by battle you can special summon up to 2 "X-Elemental" monsters from your grave with "Golem" in their name in face-up defense position, except "X-Elemental Fire Golem". If this card is tributed, you can special summon a "X-Elemental" monster from your deck with "Golem" in its name in face-up defense position, except "X-Elemental Fire Golem".[/spoiler][spoiler=X-Elemental Wind Golem (Run 3)]Wind-Attribute/Level 4/Fiend-TypeATK/1700 DEF/0This card gains 200 ATK/DEF for each "X-Elemental" monster you control other than this card. When this card is normal summoned you can special summon a "X-Elemental" monster from your hand with "Golem" in its name in face-up defense position. If this card is tributed, you can draw a card, if it is a "X-Elemental" monster with "Golem" in its name, you can reveal it to special summon it in face-up defense position.[/spoiler][spoiler=X-Elemental Earth Golem (Run 3)]Earth-Attribute/Level 4/Rock-TypeATK/1800 DEF/0This card gains 200 ATK/DEF for each "X-Elemental" monster you control other than this card. When this card destroys a monster by battle, you can target a "X-Elemental" monster in your grave with "Golem" in its name; special summon it in face-up defense position. If this card is tributed, you can tribute a monster you control; special summon this monster from your grave in face-up defense position.[/spoiler][spoiler=X-Elemental Nature Golem (Run 3)]Earth-Attribute/Level 5/Plant-TypeATK/1900 DEF/0This card gains 200 ATK/DEF for each "X-Elemental" monster you control other than this card. You cannot tribute "X-Elemental" monsters for this card's summon. If you control an "X-Elemental" monster, you can normal summon this card without tribute. When this card is normal summoned, you can tribute a monster you control; special summon a "X-Elemental" monster from your grave with "Golem" in its name in face-up defense position. If this card is tributed, you can return this card to your hand.[/spoiler][spoiler=X-Elemental Storm Golem (Run 3)]Wind-Attribute/Level 5/Thunder-TypeATK/2000 DEF/0This card gains 200 ATK/DEF for each "X-Elemental" monster you control other than this card. You cannot tribute "X-Elemental" monsters for this card's summon. If you control an "X-Elemental" monster, you can normal summon this card without tribute. When this card destroys a monster by battle, you can tribute a monster you control; special summon a "X-Elemental" monster from your hand with "Golem" in its name. If this card is tributed, you can add up to 2 "X-Elemental" monsters from your grave to your hand, except "X-Elemental Storm Golem".[/spoiler][spoiler=XX-Elemental Water Colossus (Run 3)]Water-Attribute/Level 6/Aqua-TypeATK/2500 DEF/0You can Set this card from your hand to your Spell & Trap Card Zone as a Trap Card. When your opponent activates a monster's effect while you control a "X-Elemental" monster and this card is set in your Spell & Trap Card Zone, you can activate this card as a Counter Trap card; Negate that monster's effects and destroy it, then send this card to your grave. You can tribute summon this card by tributing 1 "X-Elemental" monster you control. Once per turn, when a "X-Elemental" monster you control is destroyed by battle, you can draw a card. If you tribute summoned this card by tributing an Aqua-Type monster, this effect can be activated up to twice per turn.[/spoiler][spoiler=XX-Elemental Fire Colossus (Run 3)]Fire-Attribute/Level 6/Pyro-TypeATK/2600 DEF/0You can Set this card from your hand to your Spell & Trap Card Zone as a Trap Card. When your opponent activates a trap card or trap card's effect while you control a "X-Elemental" monster and this card is set in your Spell & Trap Card Zone, you can activate this card as a Counter Trap card; Negate that activation or effect and destroy that card, then send this card to your grave. You can tribute summon this card by tributing 1 "X-Elemental" monster you control. Once per turn, when a "X-Elemental" monster you control destroys a monster by battle, you can destroy a spell/trap card your opponent controls. If you tribute summoned this card by tributing an Pyro-Type monster, this effect can be activated up to twice per turn.[/spoiler][spoiler=XX-Elemental Wind Colossus (Run 3)]Wind-Attribute/Level 7/Fiend-TypeATK/2700 DEF/0You can Set this card from your hand to your Spell & Trap Card Zone as a Trap Card. When your opponent activates a spell card or spell card's effect while you control a "X-Elemental" monster and this card is set in your Spell & Trap Card Zone, you can activate this card as a Counter Trap card; Negate that activation or effect and destroy that card, then send this card to your grave. You can tribute summon this card by tributing 1 "X-Elemental" monster you control. Once per turn, when a "X-Elemental" monster you control is tributed, you can return a card your opponent controls to the hand. If you tribute summoned this card by tributing an Fiend-Type monster, this effect can be activated up to twice per turn.[/spoiler][spoiler=XX-Elemental Earth Colossus (Run 3)]Earth-Attribute/Level 7/Rock-TypeATK/2800 DEF/0You can Set this card from your hand to your Spell & Trap Card Zone as a Trap Card. When your opponent attacks a "X-Elemental" monster you control while this card is set in your Spell & Trap Card Zone, you can activate this card as a Counter Trap card; Destroy the attacking monster and send this card to your grave. You can tribute summon this card by tributing 1 "X-Elemental" monster you control. Once per turn, when a "X-Elemental" monster you control would be destroyed, it is not. If you tribute summoned this card by tributing an Rock-Type monster, this effect can be activated up to twice per turn.[/spoiler][spoiler=XX-Elemental Nature Colossus (Run 3)]Earth-Attribute/Level 8/Plant-TypeATK/2900 DEF/0You can Set this card from your hand to your Spell & Trap Card Zone as a Trap Card. When your opponent special summons a monster from the Extra Deck while you control a "X-Elemental" monster and this card is set in your Spell & Trap Card Zone, you can activate this card as a Counter Trap card; Negate that special summoned monster's effects permanently, and it cannot attack, then send this card to your grave. You can tribute summon this card by tributing 1 "X-Elemental" monster you control. Once per turn, when a "X-Elemental" monster you control is summoned, you can shuffle a "X-Elemental" card from your grave into the deck. If you tribute summoned this card by tributing an Plant-Type monster, this effect can be activated up to twice per turn.[/spoiler][spoiler=XX-Elemental Storm Colossus (Run 3)]Wind-Attribute/Level 8/Thunder-TypeATK/3000 DEF/0You can Set this card from your hand to your Spell & Trap Card Zone as a Trap Card. When your opponent special summons a monster from their hand, grave, or Main Deck while you control a "X-Elemental" monster and this card is set in your Spell & Trap Card Zone, you can activate this card as a Counter Trap card; Negate that special summoned monster's effects and destroy it, then send this card to your grave. You can tribute summon this card by tributing 1 "X-Elemental" monster you control. Once per turn, when a "X-Elemental" monster you control is removed from the field, you can destroy a monster your opponent controls. If you tribute summoned this card by tributing an Thunder-Type monster, this effect can be activated up to twice per turn.[/spoiler][/spoiler][spoiler=Spells (Run 2)][spoiler=Reign of The X-Elementals (Run 2)]FieldWhen a "XX-Elemental" monster is sent to the grave from your Spell & Trap Card Zone, you can target a monster in your opponent's grave; place it face-up in your opponent's Spell & Trap Card Zone as a Continuous Trap Card, and it gains the following effect:*"During your end phase pay 500 life points or shuffle a card you control into the deck, except a Continuous Trap Card."[/spoiler][/spoiler][spoiler=Traps (Run 2)][spoiler=Absorption Explosion of The X-Elementals (Run 2)]NormalActivate only by tributing 3 "X-Elemental" monsters with different types and/or attributes. Select a "XXX-Elemental" monster you control and target up to 3 face-up cards your opponent controls; Negate those targets effects, then attach those targets to the selected monster. You can banish this card from your grave and detach any number of Xyz Materials from a "XXX-Elemental" monster you control; destroy cards your opponent controls up to the same number of Xyz Materials detached by this card's effect.[/spoiler][/spoiler][/spoiler][spoiler=Extra Deck (Run 15)][spoiler=XXX-Elemental Headless Golem (Run 2)]Earth-Attribute/Rank 3/Warrior-Type/XyzATK/2100 DEF/02 level 3 "X-Elemental" monstersThis card cannot be destroyed by battle. When a "X-Elemental" monster is destroyed by your opponent you can equip it to this card from the grave. Once per turn you can target a "X-Elemental" monster equipped to this card and detach a Xyz Material from a "X-Elemental" monster you control; either special summon that target or return it to the hand.[/spoiler][spoiler=XXX-Elemental Doom Golem (Run 2)]Fire-Attribute/Rank 4/Fiend-Type/XyzATK/2200 DEF/02 level 4 "X-Elemental" monstersThis card's effects are negated if it does not have a Xyz Material attached to it. During your opponent's end phase, detach a Xyz Material from a "X-Elemental" monster you control. While you control another "X-Elemental" monster, this card cannot be attacked. Once per turn you can target 2 "X-Elemental" monsters; they both become the same level as one of those targets.[/spoiler][spoiler=XXX-Elemental Ice Golem (Run 2)]Water-Attribute/Rank 5/Aqua-Type/XyzATK/2300 DEF/02 level 5 "X-Elemental" monstersThis card inflicts piercing damage. When a "X-Elemental" monster is special summoned in face-up defense position you can target that monster and detach an Xyz Material from this card then activate one of the following effects:*Tribute that target, then mill the top 2 cards of your opponent's deck.*Change that target to face-up attack position, then discard a card from your opponent's hand.[/spoiler][spoiler=XXX-Elemental Ice Colossus (Run 2)]Water-Attribute/Rank 6/Aqua-Type/XyzATK/2400 DEF/02 level 6 "X-Elemental" monstersWhen this card destroys a defense position monster by battle, you can detach a Xyz Material from a "X-Elemental" monster you control; destroy a card your opponent controls, then you can tribute a "X-Elemental" monster you control. When a Xyz Material is detached by this card's effect, you can attach that Xyz Material to a "XXX-Elemental Ice Golem" you control.[/spoiler][spoiler=XXX-Elemental Mountain Colossus (Run 2)]Earth-Attribute/Rank 7/Rock-Type/XyzATK/3100 DEF/02 level 7 "X-Elemental" monstersOnce, while this card is face-up on the field, you can banish six "X-Elemental" monsters from your grave with different types; destroy all cards your opponent controls, but only one of your monsters can attack this turn. Once per turn you can tribute a "X-Elemental" monster you control and detach an Xyz Material from a "X-Elemental" monster you control; set a "XX-Elemental" monster from your grave or deck in your Spell & Trap Card Zone as a Trap Card. If this card is destroyed by your opponent you can shuffle all "X-Elemental" cards that are banished into the deck.[/spoiler][spoiler=XXX-Elemental Psychic Colossus (Run 3)]Dark-Attribute/Rank 8/Psychic-Type/XyzATK/3200 DEF/02 level 8 "X-Elemental" monstersThis card is also treated as a LIGHT monster. Once per turn, during your standby phase, if this card has an Xyz Material attached to it, you can target a "XXX-Elemental" monster you control and a "X-Elemental" monster in your grave; attach the second target to the first. At the start of your battle phase you can detach 2 Xyz Materials from this card; this turn, your opponent cannot activate cards or effects when this card attacks and if this card destroys a monster by battle it can attack once again in a row, directly.[/spoiler][spoiler=XXXX-Elemental Chronos (Run 2)]Dark-Attribute/Level 10/Rock-Type/FusionATK/0 DEF/04 "X-Elemental" monsters with different types and/or attributesMust first be Special Summoned (from your Extra Deck) by tributing the above cards you control. even if face-down in your Spell & Trap Card Zone (You do not use "Polymerization".) While you control a "X-Elemental" monster, other than "XXXX-Elemental Chronos", this card is unaffected by your opponent's card effects and cannot be destroyed. When a "XX-Elemental" monster is sent to the grave from your Spell & Trap Card Zone you can tribute summon that monster from your grave by using "X-Elemental" monster(s) you control as the tribute(s).[/spoiler][/spoiler][/spoiler][spoiler=Zoom][spoiler=Main Deck (Run 40)][spoiler=Monsters (Run 22)][spoiler=ZoomZook General (Run 3)]LIGHT/Level 3/Machine/TunerIf you control a "Zoom" monster, you can special summon this card from your hand. Once per turn, you can target a level 4 or 5 "ZoomZook" monster you control or in the grave; this card's level and effect becomes the same as the target's until your opponent's end phase. If this card is used for a synchro summon, or if is detached, put this card on the bottom of the deck.ATK/0 DEF/0[/spoiler][spoiler=ZoomZook Warrior (Run 3)]LIGHT/Level 4/MachineYou can special summon 2 "ZoomZook" monsters from your hand and/or grave. After this effect resolves, put this card on the bottom of the Deck. This card's effects cannot be activated if you have non Machine-Type monsters in your grave.ATK/1800 DEF/1000[/spoiler][spoiler=ZoomZook Bomber (Run 2)]EARTH/Level 4/MachineDuring either players' turn, you can destroy a monster on the field. After this effect resolves, put this card on the bottom of the Deck. This card's effects cannot be activated if you have non Machine-Type monsters in your grave.ATK/1700 DEF/1500[/spoiler][spoiler=ZoomZook Flyer (Run 2)]EARTH/Level 4/MachineDuring either players' turn, you can destroy a spell/trap card on the field. After this effect resolves, put this card on the bottom of the Deck. This card's effects cannot be activated if you have non Machine-Type monsters in your grave.ATK/1700 DEF/1500[/spoiler][spoiler=ZoomZook Reactor (Run 3)]DARK/Level 4/MachineWhen your opponent attacks a monster you control, you can destroy the attacking monster. After this effect resolves, put this card on the bottom of the Deck. This card's effects cannot be activated if you have non Machine-Type monsters in your grave.ATK/1000 DEF/1800[/spoiler][spoiler=ZoomZook Dual Reactor (Run 3)]DARK/Level 5/MachineYou can special summon this card from your hand by putting a "Zoom" card on the bottom of the deck from your hand or field (if face-down or in hand, reveal first). When your opponent activate a spell or trap card, you can negate that activation and destroy that card. After this effect resolves, put this card on the bottom of the Deck. This card's effects cannot be activated if you have non Machine-Type monsters in your grave.ATK/2100 DEF/1600[/spoiler][spoiler=ZoomZook Twin Slasher (Run 3)]DARK/Level 5/MachineYou can special summon this card from your hand by putting a "Zoom" card on the bottom of the deck from your hand or field (if face-down or in hand, reveal first). When your opponent activates a monster effect, you can negate that activation, then destroy up to 2 monsters on the field. After this effect resolves, put this card on the bottom of the Deck. This card's effects cannot be activated if you have non Machine-Type monsters in your grave.ATK/2200 DEF/1900[/spoiler][spoiler=ZoomZook Inferno Glider (Run 3)]FIRE/Level 5/MachineYou can special summon this card from your hand by putting a "Zoom" card on the bottom of the deck from your hand or field (if face-down or in hand, reveal first). At the end of the battle phase, ff this card destroyed a monster by battle, you can reveal the bottom 3 cards of your deck; special summon any revealed "ZoomZook" monsters, but their effects cannot be activated this turn. After this effect resolves, put this card on the bottom of the Deck. This card's effects cannot be activated if you have non Machine-Type monsters in your grave.ATK/2400 DEF/1200[/spoiler][/spoiler][spoiler=Spells (Run 12)][spoiler=Universal Zoom Deity (Run 3)]FieldWhen a card is put on the bottom of the deck or returned to the Extra Deck, place a Astral Counter on this card. Once per turn, when either the effect, "After this effect resolves, put this card on the bottom of the Deck." or "After this effect resolves, return this card to the Extra Deck." is activated, you can remove 3 Astral Counters from this card; negate the activation of that effect. If this card would be destroyed, you can remove 5 Astral Counters from this card instead. You can discard this card; add a "Zoom" card from your deck to your hand.[/spoiler][spoiler=Zoom Aura (Run 2)]Quick-playTarget 1 "Zoom" monster you control; that target is unaffected by your opponent's card effects and it cannot be destroyed by battle, but its effects are negated and its ATK/DEF become 0. These changes last until the end phase. If this card is put on the bottom of the deck, deal 200 damage to your opponent for each "Zoom" monster you control and gain the same amount of life points.[/spoiler][spoiler=ZoomBoom Flight Arsenal (Run 2)]EquipEquip only to a "ZoomBoom" monster you control. During either players' turn, you can have all "Zoom" monsters you control gain 500 ATK/DEF. After this effect resolves, put this card on the bottom of the Deck. When the equipped monster attacks, your opponent cannot activate cards or effects until the end of the damage step. If the equipped monster is returned to the Extra Deck, return this card to the hand.[/spoiler][spoiler=ZoomZook Hidden Draw (Run 3)]ContinuousWhen a monster is put on the bottom of the deck, place 2 Zoom Counters on this card. When a monster you control is returned to the Extra Deck, place 3 Zoom Counters on this card. You can remove any number of Zoom Counters from the field; apply one of the following effects:*Add a "ZoomZook" monster from your deck to your hand whose level is equal to the number of removed counters.*Special summon a "Zoom" monster from your grave whose level is equal to the number of removed counters.*Special summon a "Zoom" monster from your grave whose rank is equal to half of the number of removed counters.[/spoiler][spoiler=ZoomZook Restock (Run 2)]ContinuousDuring either players' turn, you can add up to 2 cards that were put on the bottom of your deck this turn. After this effect resolves, put this card on the bottom of your deck. Once per turn, when a card is put on the bottom of your deck, you can draw a card. Once per turn, when a monster is returned to your Extra Deck, you can make your opponent discard 1 card. When this card leaves the field, except by its own effect, you can add a "ZoomZook Warrior" from your deck or grave to your hand.[/spoiler][/spoiler][spoiler=Traps (Run 6)][spoiler=ZoomBoom Doom Boom (Run 2)]NormalPut 3 "Zoom" cards from your hand or field on the bottom of the deck to activate this card (if face-down, reveal them first). You cannot activate this card during your turn, unless it is before your battle phase. Destroy up to 5 cards your opponent controls and/or that is in your opponent's hand. If you control 2 "ZoomBoom Meta" monsters when this card was activated, you can return those monsters to the Extra Deck to also destroy either all monsters on the field, all spell/trap cards on the field, or all cards in both players' hands. Face-up "Zoom" cards and "Zoom" cards in the hand cannot be destroyed by this card's effect. You cannot conduct your next battle phase after this card's activation.[/spoiler][spoiler=ZoomZook Golden Spirit (Run 2)]NormalActivate only when a "ZoomZook" monster is put on the bottom of the deck. Special summon, from your hand, a "ZoomZook" monster in face-up defense position. During the end phase, put that monster on the bottom of your deck. After this card resolves, put it on the bottom of your deck. If this card is put on the bottom of the deck because of a "Zoom" card effect, except "ZoomZook Golden Spirit", you can put this card on the top of your deck.[/spoiler][spoiler=ZoomZook Reactor Burst (Run 2)]NormalActivate only during the end phase of a turn that a "ZoomZook" monster was put on the bottom of your deck. Target cards your opponent controls, up to the number of "ZoomZook" monsters that were put on the bottom of your deck this turn; put those cards on the bottom of the deck.[/spoiler][/spoiler][/spoiler][spoiler=Extra Deck (Run 15)][spoiler=ZoomBoom Archangel (Run 1)]LIGHT/Rank 3/Machine/Xyz2 or more level 3 Machine-Type monstersWhen this card is Xyz Summoned, deal 300 damage to your opponent for each Xyz Material attached to this card and gain the same amount of life points. Once per turn, during either players' turn, you can detach an Xyz Material from this card and target a Machine-Type monster you control; until the end phase, that target cannot be destroyed. During either players' turn, you can special summon a "ZoomZook Warrior" from your deck. After this effect resolves, return this card to the Extra Deck.ATK/0 DEF/2500[/spoiler][spoiler=ZoomBoom Antiangel (Run 1)]DARK/Rank 4/Machine/Xyz3 level 4 Machine-Type monstersThis card cannot be special summoned, except by its own effect. When a "ZoomBoom Archangel" you control returns to the Extra Deck, you can special summon this card from the Extra Deck by putting 3 face-up "Zoom" cards you control on the bottom of the deck (This is treated as an Xyz Summon). When a card would be put on the bottom of the deck, you can attach it to this card instead. You can detach 10 Xyz Materials from this card; destroy all cards your opponent controls. Cards and effects cannot be activated in response to this effect and after this effect resolves, return this card to the Extra Deck.ATK/2500 DEF/0[/spoiler][spoiler=ZoomBoom Core Knight (Run 2)]DARK/Rank 5/Machine/Xyz2 or more level 5 "ZoomZook" monstersYou can special summon a "ZoomBoom" monster from your grave. After this effect resolves, return this card to the Extra Deck. Once per turn, during either players' turn, you can detach an Xyz Material from this card and target a face-up card on the field; that target's effects are negated until your end phase.ATK/2700 DEF/2200[/spoiler][spoiler=ZoomBoom Core Paladin (Run 2)]DARK/Rank 6/Machine/Xyz3 or more level 6 Machine-Type monstersYou can also Xyz Summon this card by using any number of "ZoomBoom" Xyz and/or Synchro monsters as the Xyz Material(s). When an Xyz Material is detached from an Xyz Monster, you can put the detached Xyz Material on the bottom of the deck. This card inflicts piercing damage. If this card has a "ZoomBoom Core Knight" attached to this card, it gains the following effect:*If this card inflicts battle damage, you can detach an Xyz Material from a card you control; your opponent has to put 2 cards from their field and/or hand on the bottom of the deck.ATK/3200 DEF/2500[/spoiler][spoiler=ZoomBoom Meta Warrior (Run 2)]LIGHT/Rank 4/Machine/Xyz2 or more level 4 Machine-Type monstersWhen your opponent would special summon a monster, you can negate that summon and destroy that monster. After this effect resolves, return this card to the Extra Deck. Once per turn, when a card is placed on the bottom of your deck, you can detach an Xyz Material from this card; special summon a "ZoomBoom Meta Walker" from your Extra Deck or grave.ATK/2500 DEF/2000[/spoiler][spoiler=ZoomBoom Meta Walker (Run 3)]LIGHT/Level 3/Machine/Synchro/Tuner1 Machine-Type Tuner + 1 or more non-tuner Machine-Type monstersYou can reveal the top 2 cards of your deck; special summon any revealed "ZoomZook" monsters and place the other revealed cards on the top and/or bottom of the deck in any order. After this effect resolves, return this card to the Extra Deck. If this card is special summoned from your Extra Deck by the effect of "ZoomBoom Meta Warrior", it is treated as a synchro summon and you can put a "Zoom" card from your hand or field on the bottom of the deck; special summon a level 4 or 5 Machine-Type monster from the grave.ATK/0 DEF/0[/spoiler][spoiler=ZoomBoom Golden Rusher (Run 2)]LIGHT/Level 7/Machine/SynchroWhen a "Zoom" monster you control is destroyed, you can special summon it from your grave, then deal damage to your opponent equal to its level/rank x 300. After this effect resolves, return this card to the Extra Deck. At the start of your battle phase, you can put one of your "ZoomZook" monsters on the bottom of the deck and target a "Zoom" monster you control: that target can attack twice this turn and inflicts piercing damage.ATK/2800 DEF/2000[/spoiler][spoiler=ZoomBoom Voltic Charger (Run 2)]LIGHT/Level 8/Machine/Synchro1 Synchro Tuner + 1 or more non-tuner monstersDuring either players' turn, you can target 2 cards on the field; return those targets to the hand. After this effect resolves, return this card to the Extra Deck. Any monster that is destroyed by battle with this card is put on the bottom of the deck. If this card destroys a monster by battle, you can add a card from your deck to your hand that was put on the bottom of the deck during this turn or the previous turn.ATK/2300 DEF/3000[/spoiler][/spoiler][/spoiler][spoiler=O.B.L.I.V.I.O.N. Cores][spoiler="Main Deck (Run 40)"][spoiler="Spells (Run 34)"][spoiler="Air O. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 Spell/Trap Card on the field; reveal the target if it is set, and if the target is a Trap Card, destroy it, if not, return it to its original position. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"Once per turn, during either player's turn, when a Trap Card or Trap Card effect is activated: You can send 1 "Core" card to the Graveyard from your hand or your side of the field or banish 1 "Core" card from your Graveyard; negate the activation, and if you do, destroy it. If this card is a Winged Beast-Type monster, this effect can be activated up to twice per turn."[/spoiler][spoiler="Dark B. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can send 1 card in your opponent's hand to the Graveyard. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"Banish monsters this card destroys by battle. Once per turn: You can target 1 of your opponent's banished cards; send the target to the Graveyard, and if you do, banish 1 card in your opponent's hand. If this card is a Fiend-Type monster, this effect can be activated up to twice per turn."[/spoiler][spoiler="Earth L. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can draw 1 card and if it is a "Core" Spell Card, you can reveal it to gain 500 LP. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"Once per turn: This card cannot be destroyed by battle or by card effects. If this card is a Rock-Type monster, this effect can be activated up to twice per turn."[/spoiler][spoiler="Fire I. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: Deal damage to your opponent equal to the number of "Core" cards in your Graveyard and that are banished x 100. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"Once per turn, when this card destroys a monster by battle: It can attack once again during this Battle Phase. If this card is a Pyro-Type monster, this effect can be activated up to twice per turn."[/spoiler][spoiler="Light V. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 face-up card on the field; the target's effects are negated until the end phase. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"Once per turn: You can target 1 face-up card on the field (even if it cannot be targeted) and discard 2 "Core" cards or banish 2 "Core" cards from your Graveyard; negate the target's effects. If this card is a Fairy-Type monster, you can target up to 2 cards instead of 1 for this effect."[/spoiler][spoiler="Nature I. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 monster on the field; destroy the target. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"Once per turn, during either player's turn, when a monster effect is activated: You can send 1 "Core" card to the Graveyard from your hand or your side of the field or banish 1 "Core" card from your Graveyard; negate the activation, and if you do, destroy it. If this card is a Plant-Type monster, this effect can be activated up to twice per turn."[/spoiler][spoiler="Storm O. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 card on the field; shuffle it into the Deck. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"At the end of the Battle Phase, if this card destroyed a monster by battle this turn: You can target 1 card on the field; return the target to the hand. If this card is a Thunder-Type monster, you can target up to 2 cards instead of 1 for this effect."[/spoiler][spoiler="Water N. Core (Run 3)"]NormalIf this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 Spell/Trap Card on the field; reveal the target if it is set, and if the target is a Spell Card, destroy it, if not, return it to its original position. When this card is activated, target 1 "Core" Fusion Monster you control, it gains the following effect:-"Once per turn, during either player's turn, when a Spell Card or Spell Card effect is activated: You can send 1 "Core" card to the Graveyard from your hand or your side of the field or banish 1 "Core" card from your Graveyard; negate the activation, and if you do, destroy it. If this card is a Aqua-Type monster, this effect can be activated up to twice per turn."[/spoiler][spoiler="Artificial Core (Run 3)"]NormalYou can substitute this card for any 1 Fusion Material for a "Core" Fusion Monster. If this card is sent to the Graveyard by your opponent or for a Fusion Summon: You can target 1 "Core" Spell Card in your Graveyard, except "Artificial Core"; put the target on the top of your Deck. When this card is activated, target 1 "Core" Fusion Monster you control; negate all gained effects of the target (min. 1), then add 2 "Core" Spell Cards to your hand from your Graveyard.[/spoiler][spoiler="Astral Core of Research (Run 3)"]FieldWhen a "Core" Spell Card resolves, place 1 Core Counter on this card. You can remove 5 Core Counters from this card; Special Summon a "Core" Fusion Monster from your Graveyard. Once per turn: You can banish a "Core" card from your Graveyard; add a "Core" card to your hand from your Deck or Graveyard. If this card would be destroyed, you can send 1 "Core" card to your Graveyard from your hand or your side of the field instead. If you control an "Astral Core of Research": You can discard this card and target 1 "Core" Fusion Monster you control; this turn, when a card is removed from the field by the target (either by battle or by effect), you can place 1 Core Counter on a card you control.[/spoiler][spoiler="Mysterious Core of Creation (Run 2)"]ContinuousWhile you control a "Core" Fusion Monster, this card is unaffected by other card effects. Each effect of "Mysterious Core of Creation" can only be activated once per turn. You can target a "Core" Fusion Monster in your Graveyard; shuffle 2 "Core" Spell Cards into the Deck from your Graveyard, and if you do, return the target to the Extra Deck. If there are more cards on your opponent's side of the field than your side of the field, you can target up to 3 of your banished "Core" Spell Cards, except "Mysterious Core of Creation"; banish this card, and if you do, shuffle the targets into the Deck. You can only control 1 "Mysterious Core of Creation".[/spoiler][spoiler="The Missing Core (Run 2)"]ContinuousDuring your Main Phase: You can Fusion Summon "NegaCore" Fusion Monsters from your Extra Deck by sending the first listed Fusion Material to the Graveyard from your side of the field and by banishing the other listed Fusion Materials from your Graveyard. While you control a "NegaCore" Fusion Monster, this card is unaffected by other card effects. You can return 1 "Core" Fusion Monster you control to the Extra Deck; add this banished card or this card in your Graveyard to your hand.[/spoiler][/spoiler][spoiler="Traps (Run 6)"][spoiler="Core Drone - Creationist (Run 2)"]ContinuousThis card cannot be activated if you do not have a "Core" Fusion Monster on your side of the field or in your Graveyard. Send 1 "Core" Spell Card to the Graveyard from your hand or your side of the field; Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 10/ATK 2000/DEF 0). (This card is also still a Trap Card.) Once per turn, while this card is an Effect Monster: You can target a "Core" monster you control; send the target to the Graveyard, and if you do, put a "Core" Spell Card from your Deck, Graveyard, or that is banished on the top of your Deck.[/spoiler][spoiler="Core Drone - Guardian (Run 2)"]ContinuousThis card cannot be activated if you do not have a "Core" Fusion Monster on your side of the field or in your Graveyard. Send 1 "Core" Spell Card to the Graveyard from your hand or your side of the field; Special Summon this card as an Effect Monster (Warrior-Type/LIGHT/Level 10/ATK 0/DEF 2000). (This card is also still a Trap Card.) Once per turn, while this card is an Effect Monster, if a"Core" monster you control is sent to the Graveyard: You can draw 2 cards, and if you do, banish the top 3 cards of your Deck.[/spoiler][spoiler="Core Drone - Reinforcer (Run 2)"]ContinuousThis card cannot be activated if you do not have a "Core" Fusion Monster on your side of the field or in your Graveyard. Send 1 "Core" Spell Card to the Graveyard from your hand or your side of the field; Special Summon this card as an Effect Monster (Beast-Type/LIGHT/Level 10/ATK 1000/DEF 1000). (This card is also still a Trap Card.) Once per turn, while this card is an Effect Monster, if a"Core" Spell Card(s) is banished, except for a Fusion Summon: You can apply the following effects based on the number of "Core" cards that were banished:*1 or more: This card's ATK/DEF are doubled until the end phase.*2 or more: Send 1 of your banished "Core" cards to your Graveyard.*3 or more: Special Summon a "Core" Fusion Monster from your Graveyard.[/spoiler][/spoiler][/spoiler][spoiler="Extra Deck (Run 15)"][spoiler="Unleashed Core - Air (Run 1)"]WIND/Level 10/Winged-Beast/Fusion1 "Air O. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If your opponent activates a Trap Card or Trap Card effect: Place an Unleashed Counter on this card. You can remove 3 Unleashed Counters from the field; your opponent must send 1 Trap Card from their side of the field or in their hand to the Graveyard, but if your opponent cannot, your opponent must reveal their hand and their set Spell/Trap Cards. If this card is sent to the Graveyard by a card effect: Until your opponent's end phase, your opponent must mill 3 cards to activate a Trap Card or Trap Card effect.ATK/2100 DEF/1200[/spoiler][spoiler="Unleashed Core - Dark (Run 1)"]DARK/Level 10/Fiend/Fusion1 "Dark B. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) Once per turn: You can have your opponent chose 1 of their banished cards and 1 card on their side of the field; send the banished card to the Graveyard and banish the card on the field. If this card is sent to the Graveyard by a card effect: Target 1 card on the field; banish the target.ATK/2700 DEF/2400[/spoiler][spoiler="Unleashed Core - Earth (Run 1)"]EARTH/Level 10/Rock/Fusion1 "Earth L. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) Once per turn, during either player's turn, when a "Core" card you control is sent to the Graveyard by your opponent: You can target a "Core" card you control; draw 1 card and reveal it, and once during this turn, if the revealed card was a "Core" Spell Card, the target cannot be destroyed by battle or by card effects. If this card is sent to the Graveyard by a card effect: Gain 300 LP for each "Core" card you control.ATK/2400 DEF/1800[/spoiler][spoiler="Unleashed Core - Fire (Run 1)"]FIRE/Level 10/Pyro/Fusion1 "Fire I. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If this card destroys a monster by battle: You can target 1 of your banished "Core" cards; send the target to the Graveyard and this card gains 500 ATK until the end phase. If this card is sent to the Graveyard by a card effect: You can target 1 of your banished "Core" cards; send the target to the Graveyard and monsters your opponent controls lose 500 ATK until the end phase.ATK/2400 DEF/1800[/spoiler][spoiler="Unleashed Core - Light (Run 1)"]LIGHT/Level 10/Fairy/Fusion1 "Light V. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) During either player's turn, if the activation of a card, the activation of a card effect, or a card effect(s) is negated: You can shuffle up to 2 of your banished "Core" cards into the Deck. If you activate this effect, both players draw 1 card for each effect or activation that was negated. If this card is sent to the Graveyard by a card effect: Add one of your banished "Core" cards to the hand.ATK/2700 DEF/2400[/spoiler][spoiler="Unleashed Core - Nature (Run 1)"]EARTH/Level 10/Plant/Fusion1 "Nature I. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If your opponent activates a monster effect: Place an Unleashed Counter on this card. You can remove 3 Unleashed Counters from the field; your opponent must send 1 monster from their side of the field or in their hand to the Graveyard, but if your opponent cannot, your opponent must reveal their hand. If this card is sent to the Graveyard by a card effect: Until your opponent's end phase, your opponent must mill 3 cards to activate a monster effect.ATK/2100 DEF/1200[/spoiler][spoiler="Unleashed Core - Storm (Run 1)"]WIND/Level 10/Thunder/Fusion1 "Storm O. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) Once per turn: You can target any number of "Core" monsters you control and the same number of cards your opponent controls; roll a six-sided die, if the result is 1, return all targets you control to the hand, if the result is 6, return all targets your opponent controls to the hand, if the result is 2, 3, 4, or 5, return 2 targets from different sides of the field to the hand. During the turn you activate this effect, your opponent takes no battle damage. If this card is sent to the Graveyard by a card effect: You can target 1 card on the field; shuffle the target into the Deck.ATK/2400 DEF/1800[/spoiler][spoiler="Unleashed Core - Water (Run 1)"]WATER/Level 10/Aqua/Fusion1 "Water N. Core" + 2 "Core" cardsMust first be Special Summoned (from your Extra Deck) by sending the above cards to the Graveyard from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) If your opponent activates a Spell Card or Spell Card effect: Place an Unleashed Counter on this card. You can remove 3 Unleashed Counters from the field; your opponent must send 1 Spell Card from their side of the field or in their hand to the Graveyard, but if your opponent cannot, your opponent must reveal their hand and their set Spell/Trap Cards. If this card is sent to the Graveyard by a card effect: Until your opponent's end phase, your opponent must mill 3 cards to activate a Spell Card or Spell Card effect.ATK/2100 DEF/1200[/spoiler][spoiler="NegaCore - Chevalier (Run 1)"]LIGHT/Level 10/Machine/Fusion1 "Unleashed Core" Fusion Monster + 1 "Core" Spell CardsThis card is also treated as the same Types as its Fusion Materials. Once per turn: You can target a "Core" Fusion Monster you control; this card gains the target's gained effects until your opponent's end phase and send the target to the Graveyard. During the turn you activate this effect, this monster can attack directly, but other monsters you control cannot attack. Once per turn, during your opponent's Battle Phase: You can target any number of monsters you control and banish the same number of "Core" Spell Cards from your Graveyard; those targets cannot be attacked during this Battle Phase. If this card is sent to the Graveyard by a card effect: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0).ATK/2000 DEF/1500[/spoiler][spoiler="NegaCore - Annihilator (Run 1)"]LIGHT/Level 10/Machine/Fusion1 "Unleashed Core" Fusion Monster + 2 "Core" Spell CardsThis card is also treated as the same Types as its Fusion Materials. Once per turn: You can target a "Core" Fusion Monster you control; this card gains the target's gained effects until your opponent's end phase and send the target to the Graveyard. During the turn you activate this effect, this card's ATK/DEF are doubled. Once per turn, during your opponent's Battle Phase: You can banish any number of "Core" Spell Cards from your Graveyard; place the same number of Annihilation Counters on monsters you control. Monsters gain 500 ATK/DEF for each Annihilation Counter on it. During the end phase, remove all Annihilation Counters from the field. If this card is sent to the Graveyard by a card effect: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0).ATK/2500 DEF/2000[/spoiler][spoiler="NegaCore - Warlord (Run 1)"]LIGHT/Level 10/Machine/Fusion1 "Unleashed Core" Fusion Monster + 3 "Core" Spell CardsThis card is also treated as the same Types as its Fusion Materials. Once per turn: You can target a "Core" Fusion Monster you control; this card gains the target's gained effects until your opponent's end phase and send the target to the Graveyard. During the turn you activate this effect, when this monster destroys a monster by battle: You can deal battle damage to your opponent equal to that monster's ATK or DEF instead of regular battle damage. Once per turn, during your opponent's Battle Phase: You can target any number of empty Card Zones and banish the same number of "Core" Spell Cards from your Graveyard; those targets cannot be used during this turn. If this card is sent to the Graveyard by a card effect: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0).ATK/3000 DEF/2500[/spoiler][spoiler="Core Drone - Control Core (Run 1)"]DARK/Level 10/Psychic/Fusion3 "Core Drone" cardsMust first be Special Summoned (from your Extra Deck) by shuffling the above cards into the Deck from your hand or your side of the field while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) When this card is Special Summoned: Place it in your Spell & Trap Card Zone as a Continuous Trap Card. This card's effects are only active while this card is a Continuous Trap Card. "Core" Trap Cards you control that are monsters do not take up a Monster Card Zone. While you control this card, your Monster Card Zones can also be treated as Spell & Trap Card Zones. The ATK/DEF of "Core Drone" monsters becomes 2000 and cannot be altered. If this card is sent to the Graveyard by a card effect: You can add a "Core" Trap Card to your hand from your Deck or Graveyard.ATK/0 DEF/0[/spoiler][spoiler="O.B.L.I.V.I.O.N. Core Dragon (Run 1)"]LIGHT/Level 12/Dragon/Fusion8 "Core" Normal Spell Cards with different namesCan only be Special Summoned (from your Extra Deck) by banishing the above cards from your Graveyard while there are no non-Fusion Monsters in your Graveyard. (You do not use "Polymerization".) This card is treated as all types. When this card is Special Summoned from your Extra Deck: You can add up to 3 "Core" Cards with different names to your hand from your Deck or Graveyard. Once per turn: You can Special Summon one of your banished "Core" Spell Cards as an Effect Monster (Dragon-Type/LIGHT/Level 10/ATK 1800/DEF 0). You can target 1 "Core" Fusion Monster you control; return it to the Extra Deck, then add up to 2 "Core" cards from your Graveyard to your hand, except ones listed as a Fusion Material for the target. If this card is sent to the Graveyard by a card effect: You can add a "Mysterious Core of Creation" to your hand from your Deck.ATK/4000 DEF/3000[/spoiler][spoiler="Master of O.B.L.I.V.I.O.N. Cores (Run 1)"]LIGHT/Rank 10/Warrior/Xyz3 or more level 10 MonstersThis card cannot be Special Summoned, except by Xyz Summon. When this card is Xyz Summoned: Detach all Xyz Matierlas attached to this card, then target any number of your banished "Core" cards to your hand, up to the number of Xyz Materials detached, and target the same number of "Core" cards in your Graveyard; add the banished targets to your hand and banish the targets that are in your Graveyard. This card is treated as a Fusion Monster while in the Graveyard. You can attach this card to a "Core" Fusion Monster you control. While this card is attached to a "Core" Fusion Monster, the ATK of monsters you control that were originally Spell Cards becomes 3000. If a monster that this card is attached to would be removed from the field by your opponent's card effect, you can detach this card instead, and if you do, you can add an "Astral Core of Research" to your hand from your Deck, Graveyard, or that is banished.ATK/3000 DEF/4000[/spoiler][spoiler="The One Who Sleeps Within O.B.L.I.V.I.O.N. (Run 1)"]LIGHT/Rank 12/Dragon/Xyz5 level 12 monstersYou can also Xyz Summon this card by using an "O.B.L.I.V.I.O.N. Core Dragon" you control with a "Master of the O.B.L.I.V.I.O.N. Cores" attached to it as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When this card is Xyz Summoned: You can activate up to 3 of your banished "Core" Normal Spell Cards, except "Artificial Core" by using this card as the target. This card is treated as all types. This card is treated as a "Core" Fusion Monster while on the field and in the Graveyard. This card's ATK/DEF is equal to the number of this card's gained effects x 1000. During your opponent's end phase: Attach a "Core" card to this card from your Graveyard or that is banished. You can detach 8 "Core" Normal Spell Cards with different names from this card, except "Artificial Core"; banish all cards your opponent controls, all cards in your opponent's hand, and all cards in your opponent's Graveyard, then your opponent's LP becomes 8000, but only this card can attack this turn.ATK/? DEF/?[/spoiler][/spoiler][/spoiler][spoiler=Valkyrie][spoiler="Main Deck"][spoiler=Monsters][spoiler="Valkyrie of the Earth (Run 3)"]EARTH/Level 3/FairyDuring either player's turn, when a monster effect is activated: You can discard this card and 1 other "Valkyrie" monster; negate the activation, and if you do, put it on the bottom of the deck. If this card is summoned, you can add a non-EARTH Fairy-Type monster from your deck to your handATK/0 DEF/0[/spoiler][spoiler="Valkyrie of the Sea (Run 3)"]WATER/Level 3/FairyDuring either player's turn, when a spell card is activated: You can discard this card and 1 other "Valkyrie" monster; negate the activation, and if you do, put it on the bottom of the deck. If this card is summoned, you can add a non-WATER Fairy-Type monster from your deck to your handATK/0 DEF/0[/spoiler][spoiler="Valkyrie of the Sky (Run 3)"]WIND/Level 3/FairyDuring either player's turn, when a trap card is activated: You can discard this card and 1 other "Valkyrie" monster; negate the activation, and if you do, put it on the bottom of the deck. If this card is summoned, you can add a non-WIND Fairy-Type monster from your deck to your handATK/0 DEF/0[/spoiler][spoiler="Valkyrie of the Unknown (Run 3)"]FIRE/Level 3/FairyDuring either player's turn, when a monster would be summoned: You can discard this card and 2 other "Valkyrie" monsters; negate the summon, and if you do, put it on the bottom of the deck. If this card is summoned, you can add a non-FIRE Fairy-Type monster from your deck to your handATK/0 DEF/0[/spoiler][spoiler="Valkyrie of the Stars (Run 3)"]DARK/Level 3/FairyDuring either player's turn, when an attack is declared: You can discard this card and 1 other "Valkyrie" monster; negate the attack, and if you do, put the attacking monster on the bottom of the deck. If this card is summoned, you can add a non-DARK Fairy-Type monster from your deck to your handATK/0 DEF/0[/spoiler][spoiler="Valkyrie Nurse (Run 3)"]LIGHT/Level 4/FairyIf this card is destroyed, you can special summon a "Valkyrie" monster from your deck, except "Valkyrie Nurse", but return it to the hand during the end phase, and if you do, shuffle this card into the deck. If this card is sent from the hand to the grave, gain 1000 life points.ATK/1600 DEF/1400[/spoiler][spoiler="Valkyrie Gemini (Run 3)"]LIGHT/Level 4/FairyWhen this card is summoned or flipped face-up, you can send this card to the grave and target 2 "Valkyrie" monsters in your grave, except "Valkyrie Gemini"; add the targets to your hand, but you cannot activate effects of cards with the same name as the targets for the rest of this turn. If this card is sent from the hand to the grave, you can declare an Attribute; special summon 2 Valkyrie Tokens (Fairy-Type/Level 3/ATK 0/DEF 0) with the declared attribute.ATK/1700 DEF/1000[/spoiler][spoiler="Valkyrie Conjurer (Run 3)"]LIGHT/Level 4/FairyWhen this card is summoned or flipped face-up, you can send this card and 1 "Valkyrie" card from your hand or field to the grave; add 2 "Valkyrie" monsters from your deck to your hand. If this card is sent from the hand to the grave, you can draw 1 card.ATK/0 DEF/2000[/spoiler][spoiler="Valkyrie Descendant (Run 3)"]LIGHT/Level 4/FairyIf a "Valkyrie" monster is sent from your hand to the grave, you can send a "Valkyrie" card from your hand or field to the grave; add this card from your grave to your hand. If this card is sent from the hand to the grave, you can destroy 1 card on the field.ATK/1900 DEF/500[/spoiler][spoiler="Valkyrie Champion (Run 3)"]LIGHT/Level 7/FairyOnce per turn, when a Fairy-Type monster destroys a monster by battle, you can put a "Valkyrie" card on top of your deck from your grave. If this card is sent from the hand to the grave, you can discard 1 "Valkyrie" monster; you can add a "Valkrystal" to your hand from your deck or grave.ATK/2200 DEF/2400[/spoiler][spoiler="Valkyrie Enchantress (Run 3)"]LIGHT/Level 7/FairyOnce per turn, you can target a Fairy-Type monster on the field and a "Valkyrie" monster in your grave with a different attribute; send the first target to the grave and add the second target to your hand. If this card is sent from the hand to the grave, you can discard 1 "Valkyrie" monster; shuffle 3 other "Valkyrie" cards from your grave into your deck, then draw 2 cards.ATK/2300 DEF/2000[/spoiler][spoiler="Guardian of the Valkyries (Run 3)"]LIGHT/Level 7/FairyDuring either player's turn, when a "Valkyrie" card(s) is sent to the grave by your own card effect, this card gains 200 ATK for each card sent, until your opponent's end phase. Monsters you control cannot attack or be attacked, except "Guardian of the Valkyries". This card's maximum number of attacks per battle phase is equal to the number of "Valkyrie" monsters you control. If this card is sent from the hand to the grave, you can discard 1 "Valkyrie" monster; special summon a "Valkyrie" monster from your grave.ATK/1800 DEF/1500[/spoiler][/spoiler][spoiler=Spells][spoiler="Call of the Valkyrie (Run 1)"]NormalAdd any number of LIGHT "Valkyrie" monsters from your grave to your hand, then take 1000 damage for each card. During the end phase of the turn this card was activated, your hand limit does not apply. You can only activate 1 "Call of the Valkyrie" per duel.[/spoiler][spoiler="Valkrystal (Run 3)"]NormalFusion Summon 1 "Valkyrie" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, or by banishing monsters from your grave as the Fusion Materials. You can only activate 1 "Valkrystal" per turn. If a "Valkyrie" Fusion Monster is removed from the field, you can discard 1 "Valkyrie" card; shuffle this card into the deck from your grave.[/spoiler][/spoiler][/spoiler][spoiler="Extra Deck"][spoiler="Valkyrie of the Forests (Run 1)"]EARTH/Level 7/Fairy/Fusion1 Fairy-Type monster + 1 EARTH monsterCannot be special summoned, except by Fusion Summon. During either players' turn, when a monster effect is activated: You can send 1 "Valkyrie" card to the grave from your hand or field; negate the activation, and if you do, put it on the bottom of the deck. During either players' turn, you can return this card to the Extra Deck; the effects of your opponent's monsters are negated until the end phase.ATK/2000 DEF/1000[/spoiler][spoiler="Valkyrie of the Lakes (Run 1)"]WATER/Level 7/Fairy/Fusion1 Fairy-Type monster + 1 WATER monsterCannot be special summoned, except by Fusion Summon. During either players' turn, when a spell card or spell card's effect is activated: You can send 1 "Valkyrie" card to the grave from your hand or field; negate the activation, and if you do, put it on the bottom of the deck. During either players' turn, you can return this card to the Extra Deck; the effects of your opponent's spell cards are negated until the end phase.ATK/2000 DEF/1000[/spoiler][spoiler="Valkyrie of the Clouds (Run 1)"]WIND/Level 7/Fairy/Fusion1 Fairy-Type monster + 1 WIND monsterCannot be special summoned, except by Fusion Summon. During either players' turn, when a trap card or trap card's effect is activated: You can send 1 "Valkyrie" card to the grave from your hand or field; negate the activation, and if you do, put it on the bottom of the deck. During either players' turn, you can return this card to the Extra Deck; the effects of your opponent's trap cards are negated until the end phase.ATK/2000 DEF/1000[/spoiler][spoiler="Valkyrie of the Supernatural (Run 1)"]FIRE/Level 7/Fairy/Fusion1 Fairy-Type monster + 1 FIRE monsterCannot be special summoned, except by Fusion Summon. During either players' turn, when a monster would be summoned: You can send 2 "Valkyrie" cards to the grave from your hand or field; negate the summon, and if you do, put it on the bottom of the deck. During either players' turn, you can return this card to the Extra Deck; your opponent cannot summon monsters until the end phase.ATK/2000 DEF/1000[/spoiler][spoiler="Valkyrie of the Galaxy (Run 1)"]DARK/Level 7/Fairy/Fusion1 Fairy-Type monster + 1 DARK monsterCannot be special summoned, except by Fusion Summon. During either players' turn, when an attack is declared: You can send 1 "Valkyrie" card to the grave from your hand or field; negate the attack, and if you do, put the attacking monster on the bottom of the deck. During either players' turn, you can return this card to the Extra Deck; your opponent cannot attack until the end phase.ATK/2000 DEF/1000[/spoiler][spoiler="Valkyrie from Heaven (Run 2)"]LIGHT/Level 10/Fairy/Fusion1 Fairy-Type monster + 1 LIGHT monsterCannot be special summoned, except by Fusion Summon. If a Fusion Monster, including this card, leaves the field, you can add one of your banished "Valkyrie" monsters to your hand. Once per turn, if the activation of a card or card effect, a summon, or an attack is negated: You can send 1 "Valkyrie" card to the grave from your hand or field; destroy 1 card on the field or discard 1 card from either players' hand.ATK/2500 DEF/2000[/spoiler][spoiler="Valkyrie from Hell (Run 2)"]LIGHT/Level 10/Fairy/Fusion1 Fairy-Type monster + 2 LIGHT monstersCannot be special summoned, except by Fusion Summon. Once per turn, you can discard 1 card and target a card on the field; that target cannot be activated, cannot activate its effects, and cannot attack while this card is face-up on the field. During the end phase, if 2 or more "Valkyrie" monsters were sent from your hand to the grave this turn, you can add a "Valkyrie" monster from your grave to your hand.ATK/2000 DEF/2500[/spoiler][spoiler="Lady of the Valkyries (Run 1)"]LIGHT/Level 10/Fairy/Fusion3 Fairy-Type monstersCannot be special summoned, except by Fusion Summon. When this card is Fusion Summoned, you can discard 1 card and declare 1 card type (Spell, Trap, Monster); your opponent cannot activate cards or card effects of the declared type, until your next end phase. During either players' turn, you can return this card to the Extra Deck; add up to 2 "Valkyrie Champion" to your hand from your deck or grave.ATK/0 DEF/0[/spoiler][spoiler="Legendary Valkyrie (Run 2)"]LIGHT/Level 11/Fairy/Fusion3 LIGHT monstersCannot be special summoned, except by Fusion Summon. During either players' turn, when a counter trap card is activated: You can return this card to the Extra Deck; negate its activation and put it on the bottom of the deck, also counter trap cards cannot be activated for the rest of the turn. During either player's turn, when a non-LIGHT "Valkyrie" monster(s) is sent from your hand to your grave, except for its own effect: You can deal 500 damage to your opponent.ATK/2800 DEF/2400[/spoiler][spoiler="Queen of the Valkyries (Run 2)"]LIGHT/Level 12/Fairy/Fusion5 Fairy-Type monsters with different attributesCannot be special summoned, except by Fusion Summon. During either players' turn, when a card or card effect is activated, when a monster would be summoned, or when an attack is declared: You can send 2 "Valkyrie" cards to the grave from your hand or field; negate the activation, summon, or attack, and if you do, put it on the bottom of the deck. You can only control 1 "Queen of the Valkyries".ATK/3000 DEF/2000[/spoiler][spoiler="Goddess of the Valkyries (Run 1)"]LIGHT/Level 12/Fairy/Fusion6 monsters with different attributesCannot be special summoned, except by Fusion Summon. You can send a "Valkyrie" card from your hand or field to the grave; put up to 3 cards on the bottom of the deck from your opponent's grave. During either players' turn, you can return this card to the Extra Deck; special summon 2 "Valkyrie" Fusion monsters from your Extra Deck, except "Goddess of the Valkyries" and "Queen of the Valkyries" (this is treated as a Fusion Summon).ATK/2000 DEF/4000[/spoiler][/spoiler][/spoiler][spoiler=Sophia and The Ultimate 4][font=arial][size=2][spoiler=’Main Deck (Run 40)’][/size][/font][font=arial][size=2][spoiler=’Monsters (Run 19)’][/size][/font][font=arial][size=2][spoiler=’The Deadly 4 – Wyvern of Rituals (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]DARK/Level 10/Dragon/Ritual[/size][/font][font=arial][size=2]You can Ritual Summon this card with any Ritual Spell Card, despite the card's effect. You must also Tribute monsters whose total Levels equals 10 or more from the field or your hand. Non-Ritual Monsters, except "The Deadly 4" and "The Supreme 4" monsters, lose 500 ATK/DEF. When a Ritual Monster attacks, the opponent of the owner of the attacking card cannot activate cards or effects until the end of the damage step. If this card is sent to the Graveyard: You can add a Ritual Spell Card and a Ritual Monster from your Deck or Graveyard to your hand, except this card.[/size][/font]ATK/2500 DEF/2500[font=arial][size=2]All "The Deadly 4" monsters have similar effects. These effects include 4 things: Easy Summoning (he can be summoned with any ritual, even something like Black Luster Ritual), -500 ATK/DEF to other kinds (Fusion, Synchro, Xyz), When the same kind (Ritual) attacks, no cards or effects can be used, and when they die, they set up for another one (this card recycles a Ritual Spell and Ritual Monster)[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Ritual Ion Zelsetar (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Level 7/Machine/Tuner[/size][/font][font=arial][size=2]If a Fusion, Synchro, or Xyz Monster is summoned by using this card as a material, it can be treated as a Ritual Monster. While on the field or in the Graveyard, this card can be treated as a Level 3 non-tuner monster. You can Normal Summon this card without Tributing. but you must send 2 Spell or Trap Cards from your Deck to your Graveyard. You can banish 2 Spell or Trap Cards with the same name from your Graveyard; Special Summon this card from your hand.[/size][/font][font=arial][size=2]ATK/1800 DEF/2200[/size][/font][size=2]Here are my Ion monsters, I wanted to make their type Unstable (to represent being able to be mutate into a level 3 non-tuner), but this is [/size]realistic[size=2] section, so went with Machine-Type. All of the Ions (except Midnight, the Xyz) are tuners and can be treated as level 3 non-tuners while on the field and in the grave, allowing for more versatile syncing and xyzing. They can be normal summoned without tribute, but have the cost of sending 2 s/ts to the grave for that. They can also be special summoned from hand, but cost is banishing 2 s/ts of the same name. Most importantly, practically anything that is summoned by using 1 can be treated as a corresponding type of monster (Ritual)[/size][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Fusion Ion Reonnekor (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Level 7/Machine/Tuner[/size][/font][font=arial][size=2]If a Ritual, Synchro, or Xyz Monster is summoned by using this card as a material or by tributing this card, it can be treated as a Fusion Monster. While on the field or in the Graveyard, this card can be treated as a Level 3 non-tuner monster. You can Normal Summon this card without Tributing. but you must send 2 Spell or Trap Cards from your Deck to your Graveyard. You can banish 2 Spell or Trap Cards with the same name from your Graveyard; Special Summon this card from your hand.[/size][/font][font=arial][size=2]ATK/1600 DEF/2400[/size][/font][font=arial][size=2]Here are my Ion monsters, I wanted to make their type Unstable (to represent being able to be mutate into a level 3 non-tuner), but this is [/size][/font][font=arial]realistic[/font][font=arial][size=2] section, so went with Machine-Type. All of the Ions (except Midnight, the Xyz) are tuners and can be treated as level 3 non-tuners while on the field and in the grave, allowing for more versatile syncing and xyzing. They can be normal summoned without tribute, but have the cost of sending 2 s/ts to the grave for that. They can also be special summoned from hand, but cost is banishing 2 s/ts of the same name. Most importantly, practically anything that is summoned by using 1 can be treated as a corresponding type of monster (Fusion)[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Synchro Ion Mujikatar (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Level 7/Machine/Tuner[/size][/font][font=arial][size=2]If a Ritual, Fusion, or Xyz Monster is summoned by using this card as a material or by tributing this card, it can be treated as a Synchro Monster. While on the field or in the Graveyard, this card can be treated as a Level 3 non-tuner monster. You can Normal Summon this card without Tributing. but you must send 2 Spell or Trap Cards from your Deck to your Graveyard. You can banish 2 Spell or Trap Cards with the same name from your Graveyard; Special Summon this card from your hand.[/size][/font][font=arial][size=2]ATK/2200 DEF/1800[/size][/font][font=arial][size=2]Here are my Ion monsters, I wanted to make their type Unstable (to represent being able to be mutate into a level 3 non-tuner), but this is [/size][/font][font=arial]realistic[/font][font=arial][size=2] section, so went with Machine-Type. All of the Ions (except Midnight, the Xyz) are tuners and can be treated as level 3 non-tuners while on the field and in the grave, allowing for more versatile syncing and xyzing. They can be normal summoned without tribute, but have the cost of sending 2 s/ts to the grave for that. They can also be special summoned from hand, but cost is banishing 2 s/ts of the same name. Most importantly, practically anything that is summoned by using 1 can be treated as a corresponding type of monster (Synchro)[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Xyz Ion Terresagar (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Level 7/Machine/Tuner[/size][/font][font=arial][size=2]If a Ritual, Fusion, or Synchro Monster is summoned by using this card as a material or by tributing this card, it can be treated as an Xyz Monster. While on the field or in the Graveyard, this card can be treated as a Level 3 non-tuner monster. You can Normal Summon this card without Tributing. but you must send 2 Spell or Trap Cards from your Deck to your Graveyard. You can banish 2 Spell or Trap Cards with the same name from your Graveyard; Special Summon this card from your hand.[/size][/font][font=arial][size=2]ATK/2400 DEF/1600[/size][/font][font=arial][size=2]Here are my Ion monsters, I wanted to make their type Unstable (to represent being able to be mutate into a level 3 non-tuner), but this is [/size][/font][font=arial]realistic[/font][font=arial][size=2] section, so went with Machine-Type. All of the Ions (except Midnight, the Xyz) are tuners and can be treated as level 3 non-tuners while on the field and in the grave, allowing for more versatile syncing and xyzing. They can be normal summoned without tribute, but have the cost of sending 2 s/ts to the grave for that. They can also be special summoned from hand, but cost is banishing 2 s/ts of the same name. Most importantly, practically anything that is summoned by using 1 can be treated as a corresponding type of monster (Xyz)[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Supreme Ion Arseeor (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Level 7/Machine/Tuner[/size][/font][font=arial][size=2]If a Ritual, Fusion, Synchro, or Xyz Monster is summoned by using this card as a material or by tributing this card, it is unaffected by your opponent's card effects until your opponent's End Phase. While on the field, this card can be treated as a Level 3 non-tuner monster. You can Normal Summon this card without Tributing. but you must send 2 Spell or Trap Cards from your Deck to your Graveyard. You can banish 2 Spell or Trap Cards with the same name from your Graveyard; Special Summon this card from your hand.[/size][/font][font=arial][size=2]ATK/2000 DEF/2000[/size][/font][font=arial][size=2]Here are my Ion monsters, I wanted to make their type Unstable (to represent being able to be mutate into a level 3 non-tuner), but this is [/size][/font][font=arial]realistic[/font][font=arial][size=2] section, so went with Machine-Type. All of the Ions (except Midnight, the Xyz) are tuners and can be treated as level 3 non-tuners while on the field and in the grave, allowing for more versatile syncing and xyzing. They can be normal summoned without tribute, but have the cost of sending 2 s/ts to the grave for that. They can also be special summoned from hand, but cost is banishing 2 s/ts of the same name. Most importantly, practically anything that is summoned by using 1 can be treated as a corresponding type of monster, but this one is different, instead it makes the monster that us summoned by using it unaffected by your opponent's card effects until your opponents end phase.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’S.U.D.O. – Supremely Ultimate Deadly One (Run 1)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]DARK/Level 12/Fiend[/size][/font][font=arial][size=2]This card cannot be Normal Summoned/Set. This card cannot be Special Summoned, except by its own effect. You can return 3 Ritual, Fusion, Synchro, or Xyz monsters you control to the hand; Special Summon this card from your hand or Graveyard. This card can attack three times per turn, but other monsters you control cannot attack. This card inflicts piercing damage. Once per turn, you can target 1 monster on the field and declare a type (Ritual, Fusion, Synchro, Xyz); the target is treated as that type and not its original type.[/size][/font][font=arial][size=2]ATK/3500 DEF/3500[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Spells (Run 13)’][/size][/font][font=arial][size=2][spoiler=’Deadly Supreme Offering (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Ritual[/size][/font][font=arial][size=2]Pay 1000 LP: Ritual Summon 1 Ritual Monster from your hand by tributing monsters from your hand or your side of the field whose total Levels equal 12 or more, or by banishing monsters from your Graveyard whose total Levels equal 12 or more. You can only activate 1 "Deadly Supreme Offering" per turn. If this card is sent to the Graveyard, except from the field: You can target 1 monster your opponent controls; your opponent cannot summon a Ritual, Fusion, Synchro, or Xyz Monster by using the target as a material or by tributing the target. This effect of "Deadly Supreme Offering" can only be activated once per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Deadly Supreme Infusion (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Normal[/size][/font][font=arial][size=2]Pay 1000 LP; Fusion Summon 1 Fusion Monster from your Extra Deck by using monsters from your hand or your side of the field as its Fusion Materials, or by banishing its Fusion Materials from your Graveyard. You can only activate 1 "Deadly Supreme Infusion" per turn. If this card is sent to the Graveyard, except from the field: You can pay half of your LP and target 1 monster your opponent controls; Until your End Phase, take control of the target , its effects are negated, it cannot attack, and it becomes a level 7 LIGHT Machine-Type tuner. This effect of "Deadly Supreme Infusion" can only be activated once per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Deadly Supreme Burst (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Normal[/size][/font][font=arial][size=2]Pay 1000 LP; Synchro Summon 1 Synchro Monster from your Extra Deck by using monsters from your hand or your side of the field as its Synchro Materials, or by banishing its Synchro Materials from your Graveyard. You can only activate 1 "Deadly Supreme Burst" per turn. If this card is sent to the Graveyard, except from the field: You can target 1 Spell/Trap Card on the field: Destroy the target. This effect of "Deadly Supreme Burst" can only be activated up to twice per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Deadly Supreme Energizing (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Normal[/size][/font][font=arial][size=2]Pay 1000 LP; Xyz Summon 1 Xyz Monster from your Extra Deck by using monsters from your hand or your side of the field as its Xyz Materials, or by using monsters in your Graveyard as the Xyz Materials, but they are banished when they are sent to the Graveyard. You can only activate 1 "Deadly Supreme Energizing" per turn. If this card is sent to the Graveyard, except from the field: You can target 1 monster on the field: Destroy the target. This effect of "Deadly Supreme Energizing" can only be activated up to twice per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Altar to The Supreme 4 (Run 2)’][/size][/font][font=arial][size=2]Field[/size][/font][font=arial][size=2]You can only activate this card if you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro, or Xyz). This card cannot be destroyed while you control a Ritual, Fusion, Synchro, or Xyz Monster. When a "Ion" monster is summoned: Place 1 Ion Counter on this card. When a "The Supreme 4" monster is sent to the Graveyard: You can target that monster and banish 1 "Supreme" or "Deadly" Spell or Trap Card from your Graveyard; return the target to the Extra Deck. When you lose LP, except from damage: Gain LP equal to half of the LP you lost. [/spoiler][/size][/font][font=arial][size=2][spoiler=’[/size][/size] [font=arial][size=2]A Time When They Are Not Needed (Run 3)’][/size][/font][font=arial][size=2]Continuous[/size][/font]You can remove 1 Ion Counter from the field; add an "Ion" monster from your Deck or Graveyard to your hand. When you preform a Ritual, Fusion, Synchro, or Xyz Summon: Place 1 Unnecessary Counter on this card. When your opponent preforms a Ritual, Fusion, Synchro, or Xyz Summon: Place 2 Unnecessary Counters on this card. If this card would be destroyed, you can remove 2 Unnecessary Counters from the field instead. You can remove 3 Unnecessary Counters from the field and target 2 of your banished Spell or Trap Cards with different names; Send the targets to the Graveyard. You can remove 15 Unnecessary Counters from the field; Destroy all cards on the field.[font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Traps (Run :cool:’][/size][/font][font=arial][size=2][spoiler=’Supremely Deadly Offering (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Normal[/size][/font][font=arial][size=2]Activate this card only when an attack is declared on a Ritual, Fusion, Synchro, or Xyz Monster. You can activate this card from your hand if you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro, or Xyz). Target 1 Attack-Position monster on the field; destroy the target. After this effect resolves, you can target 1 of your banished "Ion" monsters; Send the target to the Graveyard, and if you do, put a "Deadly Supreme Offering" from your Graveyard on top of your Deck, except this card. While in the Graveyard, this card's name is treated as "Deadly Supreme Offering". If this card is banished: Draw 2 cards, then randomly discard 1 card, and if the discarded card was a Spell or Trap Card, draw 1 more card. This effect of "Supremely Deadly Offering" can only be activated once per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Supremely Deadly Infusion (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Normal[/size][/font][font=arial][size=2]Activate this card only when a card effect is activated that would affect a Ritual, Fusion, Synchro, or Xyz Monster. You can activate this card from your hand if you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro, or Xyz). Destroy 1 card your opponent controls and negate its effects. After this effect resolves, you can target 1 of your banished "Ion" monsters; Send the target to the Graveyard, and if you do, put a "Deadly Supreme Infusion" from your Graveyard on top of your Deck, except this card. While in the Graveyard, this card's name is treated as "Deadly Supreme Infusion". If this card is banished: You can put up to 3 "Supreme" or "Deadly" Spell or Trap Cards with the same name on the bottom of your Deck from your Graveyard, then draw 1 card. This effect of "Supremely Deadly Infusion" can only be activated once per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Supremely Deadly Burst (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Normal[/size][/font][font=arial][size=2]Activate this card only when a Ritual, Fusion, Synchro, or Xyz Monster you control would be destroyed. You can activate this card from your hand if you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro, or Xyz). Your opponent returns 1 Spell/Trap Card and 1 monster they control to the hand. After this effect resolves, you can target 1 of your banished "Ion" monsters; Send the target to the Graveyard, and if you do, put a "Deadly Supreme Burst" from your Graveyard on top of your Deck, except this card. While in the Graveyard, this card's name is treated as "Deadly Supreme Burst". If this card is banished: Send the top 3 cards of your opponent's Deck to the Graveyard. This effect of "Supremely Deadly Burst" can only be activated up to twice per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Supremely Deadly Energizing (Run 2)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]Normal[/size][/font][font=arial][size=2]Activate this card only when a Ritual, Fusion, Synchro, or Xyz Monster you control is targeted by your opponent. You can activate this card from your hand if you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro, or Xyz). Return the targeted monster to the hand (also, if it was targeted for an attack, negate the attack) and your opponent takes damage equal to its Level/Rank x 100 and you gain the same amount of LP. After this effect resolves, you can target 1 of your banished "Ion" monsters; Send the target to the Graveyard, and if you do, put a "Deadly Supreme Energizing" from your Graveyard on top of your Deck, except this card. While in the Graveyard, this card's name is treated as "Deadly Supreme Energizing". If this card is banished: Discard 1 random card from your opponent's hand. This effect of "Supremely Deadly Energizing" can only be activated up to twice per turn.[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Extra Deck (Run 15)’][/size][/font][font=arial][size=2][spoiler="The Supreme 4 - Ritual Resonator (Run 1)"][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Rank 10/Dragon/Xyz[/size][/font][font=arial][size=2]5 level 10 monsters[/size][/font][font=arial][size=2]You can also Xyz Summon this card by using 2 Ritual Monsters you control, whose attribute or type are the same, as the Xyz Materials. This card is treated as a Ritual Monster and not an Xyz Monster. Ritual monsters, except "The Supreme 4" monsters, gain 500 ATK/DEF. Fusion, Synchro, and Xyz monsters, except "The Supreme 4" monsters, lose 500 ATK/DEF. You can tribute a Ritual Monster you control; until your opponent's End Phase, Ritual Monsters are unaffected by Spell/Trap Card effects. During either player's turn: You can detach an Xyz Material from this card; Ritual Summon 1 Ritual Monster from your hand by tributing monsters from your hand or your side of the field whose combined levels are equal to or greater than the Ritual Monster's level.[/size][/font][font=arial][size=2]ATK/3000 DEF/3000[/size][/font][font=arial][size=2]All of The Supreme 4 are quite similar in a sense, they Xyz using 2 of a certain kind (Ritual), are treated as that kind (Ritual) and not an Xyz, except Xcaliber. Also, they all give +500 ATK/DEF to their own kind (Ritual) and -500 ATK/DEF to other kinds (Fusion, Synchro, Xyz). And can tribute 1 of their own kind (Ritual) to make their own kind (Ritual) unaffected by s/ts till opponent's end phase. Most importantly, they can detach 1 to summon one of their own kind (Ritual) PROPERLY by using cards in the hand or from your field. [/size][/font][font=arial]This is a quick effect.[/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler="The Supreme 4 - Fusion Fenrir (Run 1)"][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Rank 10/Beast/Xyz[/size][/font][font=arial][size=2]5 level 10 monsters[/size][/font][font=arial][size=2]You can also Xyz Summon this card by using 2 Fusion Monsters you control, whose attribute or type are the same, as the Xyz Materials. This card is treated as a Fusion Monster and not an Xyz Monster. Fusion monsters, except "The Supreme 4" monsters, gain 500 ATK/DEF. Ritual, Synchro, and Xyz monsters, except "The Supreme 4" monsters, lose 500 ATK/DEF. You can tribute a Fusion Monster you control; until your opponent's End Phase, Fusion Monsters are unaffected by Spell/Trap Card effects. During either player's turn: You can detach an Xyz Material from this card; Fusion Summon 1 Fusion Monster from your Extra Deck by using monsters from your hand or your side of the field as Fusion Materials.[/size][/font][font=arial][size=2]ATK/3000 DEF/3000[/size][/font][font=arial]All of The Supreme 4 are quite similar in a sense, they Xyz using 2 of a certain kind (Fusion), are treated as that kind (Fusion) and not an Xyz, except Xcaliber. Also, they all give +500 ATK/DEF to their own kind (Fusion) and -500 ATK/DEF to other kinds (Ritual, Synchro, Xyz). And can tribute 1 of their own kind (Fusion) to make their own kind (Ritual) unaffected by s/ts till opponent's end phase. Most importantly, they can detach 1 to summon one of their own kind (Fusion) PROPERLY by using cards in the hand or from your field. [/font][font=arial]This is a quick effect.[/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler="The Supreme 4 - Synchro Slicer (Run 1)"][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Rank 10/Machine/Xyz[/size][/font][font=arial][size=2]5 level 10 monsters[/size][/font][font=arial][size=2]You can also Xyz Summon this card by using 2 Synchro Monsters you control, whose attribute or type are the same, as the Xyz Materials. This card is treated as a Synchro Monster and not an Xyz Monster. Synchro monsters, except "The Supreme 4" monsters, gain 500 ATK/DEF. Ritual, Fusion, and Xyz monsters, except "The Supreme 4" monsters, lose 500 ATK/DEF. You can tribute a Synchro Monster you control; until your opponent's End Phase, Synchro Monsters are unaffected by Spell/Trap Card effects. During either player's turn: You can detach an Xyz Material from this card; Synchro Summon 1 Synchro Monster from your Extra Deck by using monsters from your hand or your side of the field as its Synchro Materials.[/size][/font][font=arial][size=2]ATK/3000 DEF/3000[/size][/font][font=arial]All of The Supreme 4 are quite similar in a sense, they Xyz using 2 of a certain kind (Synchro), are treated as that kind (Synchro) and not an Xyz, except Xcaliber. Also, they all give +500 ATK/DEF to their own kind (Synchro) and -500 ATK/DEF to other kinds (Ritual, Fusion, Xyz). And can tribute 1 of their own kind (Fusion) to make their own kind (Ritual) unaffected by s/ts till opponent's end phase. Most importantly, they can detach 1 to summon one of their own kind (Fusion) PROPERLY by using cards in the hand or from your field. [/font][font=arial]This is a quick effect.[/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler="The Supreme 4 - Xyz Xcaliber (Run 1)"][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Rank 10/Warrior/Xyz[/size][/font][font=arial][size=2]5 level 10 monsters[/size][/font][font=arial][size=2]You can also Xyz Summon this card by using 2 Xyz Monsters you control, whose attribute or type are the same, as the Xyz Materials. Xyz monsters, except "The Supreme 4" monsters, gain 500 ATK/DEF. Ritual, Fusion, and Synchro monsters, except "The Supreme 4" monsters, lose 500 ATK/DEF. You can tribute an Xyz Monster you control; until your opponent's End Phase, Xyz Monsters are unaffected by Spell/Trap Card effects. During either player's turn: You can detach an Xyz Material from this card; Xyz Summon 1 Xyz Monster from your Extra Deck by using monsters from your hand or your side of the field as its Xyz Materials.[/size][/font][font=arial][size=2]ATK/3000 DEF/3000[/size][/font][font=arial]All of The Supreme 4 are quite similar in a sense, they Xyz using 2 of a certain kind (Xyz), are treated as that kind and not an Xyz, except Xcaliber. Also, they all give +500 ATK/DEF to their own kind (Xyz) and -500 ATK/DEF to other kinds (Ritual, Fusion, Synchro). And can tribute 1 of their own kind (Xyz) to make their own kind (Xyz) unaffected by s/ts till opponent's end phase. Most importantly, they can detach 1 to summon one of their own kind (Xyz) PROPERLY by using cards in the hand or from your field. This is a quick effect.[/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’Black Luster Sophia, Empress of The Supreme 4 (Run 1)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]LIGHT/Rank 12/Spellcaster/Xyz[/size][/font][font=arial][size=2]5 level 12 monsters[/size][/font][font=arial][size=2]This card cannot be Special Summoned, except by its own effect. You can Xyz Summon this card by using 1 Ritual Monster, 1 Fusion Monster, 1 Synchro Monster, and 1 Xyz Monster from either side of the field as the Xyz Materials. When this card is Xyz Summoned: Shuffle all cards on the field, in the Graveyard, in both player's hand, and that are banished into the Deck, except this card. During the End Phase of the turn this card was summoned: Your opponent draws 5 cards and you draw 4 cards. "The Supreme 4" and "The Deadly 4" monsters are unaffected by the effects of other Ritual, Fusion, Synchro, and Xyz Monsters. Any direct damage your opponent takes from this card is halved. Before damage calculation, if a "The Supreme 4" monster you control is battling a Ritual, Fusion, Synchro, or Xyz Monster: Destroy that monster. Your opponent cannot use monsters with the same name as monsters that are destroyed by this effect. When this card would be affected by a card effect: You can detach an Xyz Material from this card; this card is unaffected by that card effect.[/size][/font][font=arial][size=2]This is the boss. The new version of Sophia, with a bit of a Black Luster theme :3 (like we needed another BLS? lmao). Her summoning conditions are about the same as Sophia, but she attaches one of each kind to herself. also, instead of banishing everything, she shuffles everything into the deck, except self. Then she can attack directly that turn, but only deals half damage (due to effect). And, when turn ends, both players draw cards. So basically, she resets the game, but giving you a 4000 beater who is annoyingly difficult to get rid of due to her ability to be unaffected by effs.[/size][/font][font=arial][size=2]ATK/4000 DEF/4000[/size][/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’The Deadly 4 – Orthros of Fusions (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]DARK/Level 10/Beast/Fusion[/size][/font][font=arial][size=2]2 monsters whose attribute or type are the same[/size][/font][font=arial][size=2]Non-Fusion monsters, except "The Deadly 4" and "The Supreme 4" monsters. lose 500 ATK/DEF. When a Fusion Monster attacks, the opponent of the owner of the attacking card cannot activate cards or effects until the end of the damage step. If this card is sent to the Graveyard: You can add a card, whose effect includes summoning a Fusion Monster, and a monster, which can be used as a Fusion Material for a Fusion Monster in your Extra Deck, from your Deck or Graveyard to your hand [/size][/font][font=arial][size=2]ATK/2500 DEF/2500[/size][/font][font=arial]All "The Deadly 4" monsters have similar effects. These effects include 4 things: Easy Summoning (he can be fusion summoned with easily obtainable materials), -500 ATK/DEF to other kinds (Ritual, Synchro, Xyz), When the same kind (Fusion) attacks, no cards or effects can be used, and when they die, they set up for another one (this card recycles a Fusing card and Fusion Material)[/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’The Deadly 4 – Mecha of Synchros (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]DARK/Level 10/Machine/Synchro[/size][/font][font=arial][size=2]1 tuner + 1 or more non-tuner monsters whose attribute or type are the same as the tuner[/size][/font][font=arial][size=2]Non-Synchro Monsters, except "The Deadly 4" and "The Supreme 4" monsters, lose 500 ATK/DEF. When a Synchro Monster attacks, the opponent of the owner of the attacking card cannot activate cards or effects until the end of the damage step. If this card is sent to the Graveyard: You can add a tuner from your Deck or Graveyard to your hand and on your next turn, you can conduct 2 Normal Summon/Sets, not just 1.[/size][/font][font=arial][size=2]ATK/2500 DEF/2500[/size][/font][font=arial]All "The Deadly 4" monsters have similar effects. These effects include 4 things: Easy Summoning (he can be summoned with practically any monsters), -500 ATK/DEF to other kinds (Ritual, Fusion, Xyz), When the same kind (Synchro) attacks, no cards or effects can be used, and when they die, they set up for another one (this card recycles a tuner and grants double summon)[/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler=’The Deadly 4 – Champion of Xyzs (Run 3)’][/size][/font][font=arial][size=2][/size][/font][font=arial][size=2]DARK/Rank 7/Warrior/Xyz[/size][/font][font=arial][size=2]2 or more level 7 monsters whose attribute or type are the same[/size][/font][font=arial][size=2]Non-Xyz Monsters, except "The Deadly 4" and "The Supreme 4" monsters, lose 500 ATK/DEF. When an Xyz Monster attacks, the opponent of the owner of the attacking card cannot activate cards or effects until the end of the damage step. If this card is sent to the Graveyard: You can add a monster, that can be Normal Summoned, from your Deck or Graveyard to your hand and on your next turn, you can conduct 2 Normal Summon/Sets, not just 1.[/size][/font][font=arial]ATK/2500 DEF/2500[/font][font=arial]All "The Deadly 4" monsters have similar effects. These effects include 4 things: Easy Summoning (he can be summoned with practically any monsters), -500 ATK/DEF to other kinds (Ritual, Fusion, Synchro), When the same kind (Xyz) attacks, no cards or effects can be used, and when they die, they set up for another one (this card recycles a monster and grants double summon)[/font][font=arial][size=2][/spoiler][/size][/font][font=arial][size=2][spoiler="Midnight Ion, Emperor of The Deadly 4 (Run 1)"][/size][/font][font=arial][size=2]DARK/Rank 10/Warrior/Xyz[/size][/font][font=arial][size=2]3 level 10 monsters[/size][/font]You can also Xyz Summon this card by using 2 or more different kinds of monsters (Ritual, Fusion, Synchro, or Xyz) as the Xyz Materials. This card becomes the same kinds of monsters (Ritual, Fusion, Synchro, Xyz) as its Xyz Material. You can target 1 monster you control; attach all of the target's Xyz Materials to this card. When a monster would be tributed for an effect, you can detach 1 Xyz Material from this card instead. When you would detach an Xyz Material from a "The Supreme 4" monster, you can detach an Xyz Material from this card instead. While you control another Ritual, Fusion, Synchro, or Xyz Monster, this card is unaffected by card effects. If this card has 4 or more Xyz Materials that were originally different kinds of monsters (Ritual, Fusion, Synchro, and Xyz): You can Xyz Summon "Black Luster Sophia, Empress of The Supreme 4" by using this card and its Xyz Materials as the Xyz Materials, ignoring Summoning Conditions.ATK/3000 DEF/3000This lil guy....is basically a mini-boss monster. He is the new Sophia's right-hand man. Only need to run 1 though, for it is easily recyclable due to it being an Ion monster. This guy is basically a walking fuel cell for the deck. First, 2 or more different kinds, that means you can use Ritual or Fusion, or Ritual Fusion and Synchro and so on, NOT 2 Rituals and a Fusion or anything like that. He also becomes the same kinds as attached, so if he has all 4 different kinds, he is treated as all 4 kinds. He can steal the Xyz Materials from your monsters, but can also detach them for Supreme 4 effects and instead of tributing monsters for effects. To put it simply, now, for The Supreme 4 "Tribute 1=Not affected by s/ts" eff, you basically only have to detach 2 from this guy to use it. He is also well protected, because as long as you have another Ritual, Fusion, or Xyz out, he is unaffected by everything. Also, what makes him really powerful, but not overpowered, is his ability to bring out Sophia quicker if he has 4 different kinds of monsters as materials.[font=arial][size=2][/spoiler] [/size][/font][font=arial][size=2][/spoiler][/size][/font][/spoiler][spoiler=Insanity][spoiler=’Main Deck (Run 40)’][spoiler=’Monsters (Run 18)’][spoiler=’Insanity Knight (Run 2)’]DARK/Level 1/WarriorThis card cannot be normal summoned/set. This card can only be special summoned by an "Insanity" card effect. You can banish an "Insanity monster you control; special summon this card from your hand or grave. When this card is special summoned, target one of your banished "Insanity" monsters; this card's level becomes equal to the target's level. If this card is banished, you can target one of your banished "Insanity" monsters, except "Insanity Knight"; add that target to your hand.ATK/0 DEF/0[/spoiler][spoiler=’Insanity Huntsman (Run 3)’]DARK/Level 4/WarriorWhen this card is normal summoned you can target one of your banished "Insanity" monsters that has a level; special summon that target in face-up defense position, and if you do, this card gains 700 ATK until the end phase. If this card is banished, all "Insanity" monsters you control gain 700 ATK until your end phase.ATK/1800 DEF/0[/spoiler][spoiler=’Insanity Freezer (Run 2)’]WATER/Level 4/BeastOnce per turn you can target an "Insanity" monster in your grave and a face-up card your opponent controls; banish the first target and negate the second target's effects until your opponent's end phase. If this card is banished you special summon up to 2 "Insanity" monsters from your hand, but one of those monsters are banished during your end phase.ATK/1700 DEF/1500[/spoiler][spoiler=’Insanity Monger (Run 2)’]DARK/Level 5/WarriorYou can normal summon this card without tribute by banishing an "Insanity" monster from your grave. When this card destroys a monster by battle you can target an "Insanity monster in your grave and a spell/trap card your opponent controls; banish both targets. If this card is banished, all "Insanity" monsters you control deal piercing damage until your end phase.ATK/2100 DEF/1500[/spoiler][spoiler=’Insanity Helllord (Run 3)’]FIRE/Level 5/PyroYou can normal summon this card without tribute, but if you do, banish the top 3 cards of your deck. Once per turn, during either player's turn, you can target an "Insanity" monster you control and one of your banished "Insanity" monsters that has an equal or lower level; banish the first target and special summon the second target in face-up defense position. If this card is banished, you can special summon an "Insanity" monster from your deck, except "Insanity Helllord", but it cannot attack and its effects on the field are negated.ATK/2000 DEF/1000[/spoiler][spoiler=’Insanity Conjurer (Run 3)’]DARK/Level 6/SpellcasterIf you control 2 or more "Insanity" monsters you can special summon this card from your hand. Once per turn you can target 2 "Insanity" monsters you control; both targets become the same level as one of the targets. If this card is banished you can special summon a "Insanity" monster with a level from your grave.ATK/0 DEF/2500[/spoiler][spoiler=’Insanity Ninja (Run 3)’]DARK/Level 6/WarriorYou can special summon this card from your hand by banishing an "Insanity" monster you control. Once per turn, you can target 2 other "Insanity" monsters you control and a monster your opponent controls; banish the first two targets, then take control of the third target until the end phase, but the third target is now treated as an "Insanity" monster and becomes any level you want (even if it is an Xyz monster). If this card is banished, you can draw 2 cards, then banish a card from your hand.ATK/2400 DEF/0[/spoiler][/spoiler][spoiler=’Spells (Run 7)’][spoiler=’Insanity Alchemist (Run 3)’]NormalBanish an "Insanity" monster you control. Until the end phase, all "Insanity" monsters you control that have a level, and all "Insanity" monsters that have a level that you summon this turn, become the same level as the monster banished by this card's effect. An Xyz monster banished by this card's effect has its rank treated as a level.[/spoiler][spoiler=’Insanity Battlegrounds (Run 2)’]FieldEach time an "Insanity" card is banished place an Insanity Counter on this card. If this card would be destroyed, you can remove 2 Insanity Counters from this card instead. If your opponent activates a Field spell, you can remove 5 Insanity Counters from this card; negate that Field spell's activation and destroy it. Once per turn, you can remove 3 Insanity Counters from this card; banish a card from your hand, field, or grave. Once per duel, you can remove 20 Insanity Counters from this card, then banish this card; destroy all cards your opponent controls.[/spoiler][spoiler=’Insanity Weapon Crafter (Run 2)’]ContinuousOnce per turn you can equip one of your banished "Insanity" monsters to an "Insanity" monster you control. Monsters equipped by this effect are treated both as an equip spell card and a monster, but it has its effects negated. A monster that is equipped with an "Insanity" monster gains 500 ATK/DEF. You can banish this card and all monsters equipped by this card's effect; destroy cards your opponent controls, up to the number of monsters banished by this card's effect, but you cannot conduct your battle phase the turn you activate this effect.[/spoiler][/spoiler][spoiler=’Traps (Run 15)’][spoiler=’Insanity Creation Guru (Run 3)’]ContinuousOnce per turn, you can activate one of the following effects, depending on how many "Insanity" cards have been banished during this turn:*1 or more: Add an "Insanity" monster from your deck to your hand.*2 or more: Add an "Insanity" spell card from your deck to your hand.*3 or more: Add an "Insanity" trap card from your deck to your hand.*4 or more: Add an "Insanity" card from your grave to your hand.*5 or more: Add an "Insanity" monster, spell card, and trap card from your deck and/or grave to your hand.[/spoiler][spoiler=’Insanity Burst Chain (Run 3)’]ContinuousWhen this card is activated, either banish an "Insanity" monster you control, 2 "Insanity" monsters from your grave, or an "Insanity" card in your hand. Target 2 face-up cards your opponent controls; while this card remains face-up on the field, those targets' effects are negated, and if those targets are monsters, they cannot attack. If this card is banished, banish the cards that are targeted by this card.[/spoiler][spoiler=’Insanity Dissipation (Run 3)’]CounterActivate only when an "Insanity" monster you control is targeted (either by card effect or for an attack). Banish your monster that is being targeted, then negate the attack or card effect that targeted it, and destroy that card. During the end phase of the turn this card was activated, special summon the monster that was banished by this card's effect, then banish an "Insanity" card you control.[/spoiler][spoiler=’Insanity Doomsday Deal (Run 3)’]ContinuousActivate only when an "Insanity" spell or trap card is banished; shuffle that target into the deck. Once per turn, you can place 2 of your banished "Insanity" spell and/or trap cards onto the bottom of your deck; special summon one of your banished "Insanity" monsters that has a level. Once per turn, if you control monsters that have 3 different levels/ranks, you can banish up to 2 "Insanity" spell and/or trap cards from your grave and/or field. When this card leaves the field, destroy all monsters summoned by this card's effect.[/spoiler][spoiler=’Insanity Fullbring (Run 3)’]NormalBanish an "Insanity" Xyz monster you control that has 2 or more Xyz Materials attached to it; special summon, from your deck, 3 "Insanity" monsters with different levels. You can banish this card from your grave to add an "Insanity" spell or trap card from your deck to your hand, except "Insanity Fullbring".[/spoiler][/spoiler][/spoiler][spoiler=’Extra Deck (Run 15)’][spoiler=’Insanity Life Bringer (Run 2)’]LIGHT/Rank 4/Warrior/Xyz2 level 4 "Insanity" monstersOnce per turn you can target an "Insanity" monster you control, an "Insanity" monster in your grave, and 2 of your banished "Insanity" monsters with a level, then detach an Xyz Material from this card; banish the first two targets and special summon the other targets. If this card is banished, you can special summon a level 4 "Insanity" monster from your deck, but it cannot attack this turn.ATK/0 DEF/2500[/spoiler][spoiler=’Insanity Death Bringer (Run 2)’]DARK/Rank 4/Warrior/Xyz2 level 4 "Insanity" monstersOnce per turn you can banish an "Insanity" monster you control and an "Insanity" monster in your grave, then detach an Xyz Material from this card; banish up to 3 cards your opponent controls. If this card is banished, you can special summon a level 4 "Insanity" monster from your deck, but it cannot attack this turn.ATK/2500 DEF/0[/spoiler][spoiler=’Insanity Mystic Angel (Run 3)’]FIRE/Rank 5/Warrior/Xyz2 or more level 5 "Insanity" monstersWhen your opponent activates a spell or trap card, you can target an "Insanity" monster you control and detach an Xyz Material from this card; negate the effect and destroy that spell or trap, then banish the target. If this card is banished, you can special summon a level 5 "Insanity" monster from your deck, but it cannot attack this turn.ATK/0 DEF/2700[/spoiler][spoiler=’Insanity Fallen Angel (Run 3)’]DARK/Rank 5/Warrior/Xyz2 or more level 5 "Insanity" monstersWhen your opponent activates a monster effect, you can target an "Insanity" monster you control and detach an Xyz Material from this card; negate the effect and destroy that monster, then banish the target. If this card is banished, you can special summon a level 5 "Insanity" monster from your deck, but it cannot attack this turn.ATK/2700 DEF/0[/spoiler][spoiler=’Insanity Inferno Cavalier (Run 2)’]FIRE/Rank 6/Warrior/Xyz2 level 6 "Insanity" monstersThis card inflicts piercing damage. At the start of your battle phase, you can detach an Xyz Material from this card and target any number of "Insanity" monsters you control; banish those targets, then this card's maximum number of attacks this turn is equal to the number of monsters banished by this effect, but no other monsters can attack this turn. If this card is banished, you can special summon a level 6 "Insanity" monster from your deck, but it cannot attack this turn.ATK/3000 DEF/0[/spoiler][spoiler=’Insanity Doom Cavalier (Run 2’]DARK/Rank 6/Warrior/Xyz2 level 6 "Insanity" monstersYour opponent cannot target "Insanity" monsters for attacks, except this card. Once per turn, you can target any number of "Insanity" monsters you control and detach an Xyz Material from this card; banish those targets, then draw 1 card for each, but you cannot conduct your battle phase this turn. If this card is banished, you can special summon a level 6 "Insanity" monster from your deck, but it cannot attack this turn.ATK/0 DEF/3000[/spoiler][spoiler="Insanity Rose Annihilator (Run 1)"]DARK/Rank 10/Fairy/Xyz3 level 10 monstersYou can also Xyz Summon this card by using 2 "Insanity" Xyz monsters you control with no Xyz Materials as the Xyz Materials, but their combined ranks have to equal 10. When this card is Xyz Summoned, deal damage to your opponent equal to the number of your banished "Insanity" cards x 300. During each end phase, shuffle 2 of your banished cards into the deck (if you do not have 2, shuffle all). This card cannot be destroyed. If you have no cards banished, return this card to the Extra Deck. You can detach an Xyz Material from this card and target 2 of your banished "Insanity" monsters; special summon an "Insanity" Xyz monster from your grave and attach those targets to it.ATK/0 DEF/0[/spoiler][/spoiler][/spoiler][spoiler=Hyped-Up][spoiler=Hype-Hype Dragon (Main Card)]LIGHT/level 1/Dragon/TunerTribute this card and target 1 Synchro Monster; send the target to the Graveyard, and if you do, Special Summon 1 "Hyped-Up" monster whose name includes the sent monster's name from your Extra Deck or Graveyard (this is treated as a Synchro Summon).ATK/500 DEF/500[/spoiler][spoiler=Hyped-Up Monsters (15)][spoiler=Hyped-Up Ally of Justice Catastor]DARK/level 6/Machine/Synchro"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. At the start of the Damage Step, if this card battles a monster: negate that monster's effects and destroy it. If this card leaves the field: You can Special Summon an "Ally of Justice Catastor" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/2700 DEF/1700[/spoiler][spoiler=Hyped-Up Armory Arm]DARK/level 5/Machine/Synchro"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. You can either: Target 1 monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, that target gains 1500 ATK. When that target destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard and gain the same amount of LP. If this card leaves the field: You can Special Summon an "Armory Arm" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/2300 DEF/1700[/spoiler][spoiler=Hyped-Up Crimson Blader]FIRE/level 9/Warrior/Synchro"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level/Rank 4 or higher monsters during their next turn. If this card leaves the field: You can Special Summon a "Crimson Blader" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3300 DEF/3100[/spoiler][spoiler=Hyped-Up Mist Wurm]WIND/level 10/Thunder/Synchro"Hype-Hype Dragon" + 1 tuner + 2 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. You can send a card you control to the Graveyard; return up to 2 cards your opponent controls to the hand. If this card leaves the field: You can Special Summon a "Mist Wurm" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3000 DEF/2000[/spoiler][spoiler=Hyped-Up Phonon Pulse Dragon]DARK/level 5/Dragon/Synchro/Tuner"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. You can declare a Level from 1 to 12; the Level of this card becomes that Level, but you cannot Xyz Summon with this card. If this card leaves the field: You can Special Summon an "Phonon Pulse Dragon" from your Graveyard, ignoring its summoning conditions. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/2400 DEF/1300[/spoiler][spoiler=Hyped-Up Red Nova Dragon]DARK/level 12/Dragon/Synchro"Hype-Hype Dragon" + 2 tuners + "Red Dragon Archfiend"This card cannot be Special Summoned, except by Synchro Summon. This card gains 500 ATK for each Tuner monster in your Graveyard. This card cannot be destroyed by card effects. When your opponent's monster declares an attack, you can remove this card from play and destroy all monsters on the field. During the End Phase, Special Summon this card that was removed from play by this effect. If this card leaves the field: You can Special Summon a "Red Nova Dragon" from your Graveyard, ignoring its summoning conditions. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/4000 DEF/3500[/spoiler][spoiler=Hyped-Up Samsara, Dragon of Rebirth]DARK/level 6/Dragon/Synchro"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. Once per turn: You can target 1 monster in either player's Graveyard, then tribute 1 monster you control; Special Summon it. If this card leaves the field: You can Special Summon a "Samsara, Dragon of Rebirth" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/600 DEF/3100[/spoiler][spoiler=Hyped-Up Scrap Dragon]EARTH/level 9/Dragon/Synchro"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. Once per turn: You can target 1 card you control and 2 cards your opponent controls; destroy them. If this card leaves the field: You can Special Summon a "Scrap Dragon" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3300 DEF/2500[/spoiler][spoiler=Hyped-Up Shooting Quasar Dragon]LIGHT/level 12/Dragon/Synchro"Hype-Hype Dragon" + 1 Synchro tuner + 2 or more non-tuner Synchro MonstersThis card cannot be Special Summoned, except by Synchro Summon. This card can attack twice per Battle Phase. Up to twice per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy it. If this card leaves the field: You can Special Summon a "Shooting Quasar Dragon" from your Graveyard, ignoring its summoning conditions. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/4500 DEF/4500[/spoiler][spoiler=Hyped-Up Shooting Star Dragon]LIGHT/level 11/Dragon/Synchro"Hype-Hype Dragon" + 1 Synchro tuner + "Stardust Dragon"This card cannot be Special Summoned, except by Synchro Summon. Once per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy it. When your opponent's monster declares an attack, you can select it, then remove both this card and the selected monster from play. During the End Phase, Special Summon this card that was removed from play by this effect. If this card leaves the field: You can Special Summon a "Shooting Star Dragon" from your Graveyard, ignoring its summoning conditions. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3800 DEF/3000[/spoiler][spoiler=Hyped-Up Star Eater]LIGHT/level 12/Dragon/Synchro"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, until the End of the Damage Step: This card is unaffected by other card effects and negate all of your opponent's card effects. If this card leaves the field: You can Special Summon a "Star Eater" from your Graveyard, ignoring its summoning conditions. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3700 DEF/3300[/spoiler][spoiler=Hyped-Up T.G. Halberd Cannon]EARTH/level 12/Machine/Synchro"Hype-Hype Dragon" + 1 Synchro tuner + 2 or more non-tuner Synchro MonstersThis card cannot be Special Summoned, except by Synchro Summon. Up to twice per turn per turn, while this card is face-up on the field, you can negate the Summon of a monster and destroy it. If this card leaves the field: You can Special Summon a "T.G. Halberd Cannon" from your Graveyard, ignoring its summoning conditions. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/4500 DEF/4500[/spoiler][spoiler=Hyped-Up Thought Ruler Archfiend]DARK/level 9/Psychic/Synchro"Hype-Hype Dragon" + 1 tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. When this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK and inflict the same amount of damage to your opponent. Psychic-Type monsters cannot be targeted by Spell/Trap Card effects that target exactly 1 card. If this card leaves the field: You can Special Summon a "Thought Ruler Archfiend" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3200 DEF/2800[/spoiler][spoiler=Hyped-Up Trident Dragion]FIRE/level 11/Dragon/Synchro"Hype-Hype Dragon" + 1 Dragon-Type tuner + 1 or more non-tuner Dragon-Type monstersThis card cannot be Special Summoned, except by Synchro Summon. Once per turn, at the start of the Battle Phase: You can destroy up to 2 cards you control. If you do, for each card destroyed by this effect this turn, this card gains 1 additional attack this turn. If this card leaves the field: You can Special Summon a "Trident Dragion" from your Graveyard, ignoring its summoning conditions During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3500 DEF/3300[/spoiler][spoiler=Hyped-Up Void Ogre Dragon]DARK/level 9/Dragon/Synchro"Hype-Hype Dragon" + 1 DARK tuner + 1 or more non-tuner monstersThis card cannot be Special Summoned, except by Synchro Summon. Up to twice per turn, during either player's turn, when your opponent activates a Spell/Trap Card while you have 1 or less cards in your hand: You can negate the activation and destroy it. If this card leaves the field: You can Special Summon a "Void Ogre Dragon" from your Graveyard. During the fourth End Phase after this card's summon: Return this card to the Extra Deck.ATK/3500 DEF/3500[/spoiler][/spoiler][/spoiler][spoiler=Deo-Spacians][spoiler=Deos][spoiler=Elemental HERO Deos]LIGHT/level 7/WarriorThis card's name is always also treated as "Elemental HERO Neos". If this card is shuffled into the Deck: You can tribute 1 "Deo-Spacian" monster you control; Special Summon this card from your Deck in face-up Defense position. While you control this card, when an effect is activated that would shuffle a Fusion Monster into the Extra Deck: You can negate that effect.ATK/2500 DEF/2000[/spoiler][spoiler=Elemental HERO Deos Alius]LIGHT/level 1/WarriorYou can tribute this card; add a "Elemental HERO Neos" to your hand from your Deck or Graveyard OR Special Summon a "Elemental HERO Neos" from your hand. You can tribute a "Neo-Spacian" monster you control; Special Summon this card from your hand or Graveyard. During the End Phase, if a Fusion Monster is shuffled into the Extra Deck: You can shuffle this card you control into the Deck; Special Summon from your Extra Deck a Fusion Monster that lists this card and the other monster as its Fusion Materials.ATK/0 DEF/0[/spoiler][/spoiler][spoiler=Deo-Spacians][spoiler=Deo-Spacian Air Hummingbird]WIND/level 3/Winged BeastThis card's name is always also treated as "Neo-Spacian Air Hummingbird". If this card is summoned: You can add 1 "Neo-Spacian" card to your hand from your Deck. During the End Phase, if this card was shuffled into the Deck this turn: You can send this card to the Graveyard; add 1 "Neo-Spacian Air Hummingbird" to your hand from your Deck. You can only use each effect of "Deo-Spacian Air Hummingbird" once per turn.ATK/800 DEF/600[/spoiler][spoiler=Deo-Spacian Aqua Dolphin]WATER/level 3/WarriorThis card's name is always also treated as "Neo-Spacian Aqua Dolphin". If this card summoned: You can Special Summon 1 "Neo-Spacian" monster from your Graveyard. During the End Phase, if this card was shuffled into the Deck this turn: You can send this card to the Graveyard; add 1 "Neo-Spacian Aqua Dolphin" to your hand from your Deck. You can only use each effect of "Deo-Spacian Aqua Dolphin" once per turn.ATK/600 DEF/800[/spoiler][spoiler=Deo-Spacian Dark Panther]DARK/level 3/BeastThis card's name is always also treated as "Neo-Spacian Dark Panther". If a "Neo-Spacian" monster is Special Summoned OR if this card is added to your hand by the effect of a "Neo-Spacian" monster: You can Special Summon this card from your hand. During the End Phase, if this card was shuffled into the Deck this turn: You can send this card to the Graveyard; add 1 "Neo-Spacian Dark Panther" to your hand from your Deck. You can only use each effect of "Deo-Spacian Dark Panther" once per turn.[/spoiler][spoiler=Deo-Spacian Flare Scarab]FIRE/level 3/InsectThis card's name is always also treated as "Neo-Spacian Flare Scarab". If this card summoned: You can Special Summon 1 "Neo-Spacian" monster from your hand. During the End Phase, if this card was shuffled into the Deck this turn: You can send this card to the Graveyard; add 1 "Neo-Spacian Flare Scarab" to your hand from your Deck. You can only use each effect of "Deo-Spacian Flare Scarab" once per turn.[/spoiler][spoiler=Deo-Spacian Glow Moss]LIGHT/level 3/PlantThis card's name is always also treated as "Neo-Spacian Glow Moss". If this card Normal Summoned: You can tribute 1 "Neo-Spacian" monster you control; Special Summon 1 "Neo-Spacian" monster from your hand and 1 "Neo-Spacian" monster from your Graveyard, but the are banished during the End Phase and you cannot conduct your Battle Phase during this turn. During the End Phase, if this card was shuffled into the Deck this turn: You can send this card to the Graveyard; add 1 "Neo-Spacian Glow Moss" to your hand from your Deck. You can only use each effect of "Deo-Spacian Glow Moss" once per turn.[/spoiler][spoiler=Deo-Spacian Grand Mole]EARTH/level 3/RockThis card's name is always also treated as "Neo-Spacian Grand Mole". If this card summoned: You can send 1 "Neo-Spacian" monster from your Deck to the Graveyard; Special Summon 1 "Neo-Spacian" monster from your Deck. During the End Phase, if this card was shuffled into the Deck this turn: You can send this card to the Graveyard; add 1 "Neo-Spacian Grand Mole" to your hand from your Deck. You can only use each effect of "Deo-Spacian Grand Mole" once per turn.[/spoiler][/spoiler][spoiler=Fusions][spoiler=Elemental HERO Air Deos]WIND/level 8/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Air Neos"While your Life Points are higher or lower than your opponent's, this card gains ATK equal to the difference. Once per turn: You can tribute 1 monster you control; increase your LP by an amount equal to the tributed monster's ATK or DEF. This card returns to the Extra Deck during your End Phase, except the turn it was summoned.ATK/2500 DEF/2000[/spoiler][spoiler=Elemental HERO Aqua Deos]WATER/level 8/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Aqua Neos"Once per turn: You can discard 1 card; look at your opponent's hand and destroy up to 2 random cards in it. This card returns to the Extra Deck during your End Phase, except the turn it was summoned.ATK/2500 DEF/2000[/spoiler][spoiler=Elemental HERO Dark Deos]DARK/level 8/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Dark Neos"Once per turn: You can target 1 face-up Effect Monster on the field; while you control this face-up card, that target's effect on the field is negated and it cannot attack. This card returns to the Extra Deck during your End Phase, except the turn it was summoned.ATK/2500 DEF/2000[/spoiler][spoiler=Elemental HERO Flare Deos]FIRE/level 8/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Flare Neos"This card gains 500 ATK for each Spell/Trap Card on the field. Once per turn: You can destroy 1 Spell/Trap Card on the field. This card returns to the Extra Deck during your End Phase, except the turn it was summoned.ATK/2500 DEF/2000[/spoiler][spoiler=Elemental HERO Glow Deos]LIGHT/level 8/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Glow Neos"Once per turn, during your Main Phase 1: You can target 1 card your opponent controls; destroy that target, then apply the effect based on its type. * Monster: Your opponent takes no battle damage from battles involving this card this turn. * Spell: This card can attack your opponent directly this turn. * Trap: This card cannot be destroyed this turn. This card returns to the Extra Deck during your End Phase, except the turn it was summonedATK/2500 DEF/2000[/spoiler][spoiler=Elemental HERO Grand Deos]EARTH/level 8/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Glow Neos"Once per turn: You can target up to 2 cards your opponent controls; return the targets to the hand. If 2 monsters were returned by this effect, this card cannot attack this turn. This card returns to the Extra Deck during your End Phase, except the turn it was summoned.ATK/2500 DEF/2000[/spoiler][spoiler=Elemental HERO Chaos Deos]DARK/level 10/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Chaos Neos"Once per turn: You can toss a coin. * Heads: Destroy all monsters your opponent controls. * Tails: For the rest of the turn, the effects of all face-up monsters your opponent controls are negated. This card returns to the Extra Deck during your End Phase, except the turn it was summoned, then set any number of cards your opponent controls and the same number of cards you control OR all cards on the field.ATK/3000 DEF/2500[/spoiler][spoiler=Elemental HERO Magma Deos]EARTH/level 10/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Magma Neos"This card gains 500 ATK for each card on the field. Once per turn: You can target 1 Spell/Trap Card and 1 monster on the field; destroy the Spell/Trap Card and return the monster to the hand. This card returns to the Extra Deck during your End Phase, except the turn it was summoned, then return to the hand any number of cards your opponent controls and the same number of cards you control OR all cards on the field.ATK/3000 DEF/2500[/spoiler][spoiler=Elemental HERO Storm Deos]WIND/level 10/Warrior/Fusion"Elemental HERO Deos Alius" + "Elemental HERO Storm Neos"Once per turn: You can destroy any number of Spell and Trap Cards on the field. This card returns to the Extra Deck during your End Phase, except the turn it was summoned, then shuffle into the Deck any number of cards your opponent controls and the same number of cards you control OR all cards on the field.ATK/3000 DEF/2500[/spoiler][/spoiler][spoiler=Spells][spoiler=Arrival of the Deo-Spacians!]ContinuousYou can discard 1 "Neo-Spacian" monster to add 1 "Deo-Spacian" monster to your hand from your Deck or Graveyard. If you have six "Neo-Spacian" monsters with different attributes in your Graveyard: You can send this card you control to the Graveyard; shuffle any number of "Neo-Spacian" monsters from your Graveyard into your Deck and Special Summon an equal number of "Deo-Spacian" monsters from your Deck, but their effects are negated and they are shuffled into the Deck during the End Phase. You can banish this card from your Graveyard during the turn it was sent there; Special Summon a "Elemental HERO Deos" from your Deck, but it is shuffled into the Deck during the End Phase. You can only use each effect of "Arrival of the Deo-Spacians!" once per turn.[/spoiler][spoiler=Deos Switch-Swapping]ContinuousOnce per turn: You can return 1 Fusion Monster you control to the Extra Deck that lists "Elemental HERO Neos" and a "Neo-Spacian" monster(s) as its Fusion Materials and Special Summon 1 "Elemental HERO Deos" from your hand, Deck, or Graveyard, then use 1 of the following effects:*If the target was level 7, Special Summon 1 "Deo-Spacian" monster from your hand, Deck, or Graveyard, but its effects are negated and is shuffled into the Deck during the End Phase.*If the target was level 9, Special Summon 2 "Deo-Spacian" monsters from your hand, Deck, or Graveyard, but their effects are negated and are shuffled into the Deck during the End Phase.[/spoiler][spoiler=Deo-Space]FieldEach time a "Deo-Spacian" monster(s) is summoned: Place 1 Deos Counter on this card for each monster summoned. If a Fusion Monster that lists a "Neo-Spacian" monster or "Elemental HERO Deos Alius" as one of its Fusion Materials would be destroyed, you can remove 3 Deos Counters from this card instead. If this card would be destroyed, you can remove 5 Deos Counters from this card instead.[/spoiler][/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
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