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Umbra's Collection of Written Cards


Umbra

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These are all written cards I have posted so far, which goes as far back as my Arcanis monsters. Roughly the largest collection of written cards on the site, with 74 pages of text.

 

[spoiler=Part 1]

[spoiler=Arcanis]

1)Arcanis Shield: Equip Spell Card. You can only equip this card to a Spellcaster-type monster on the field. Increase the DEF of the equipped monster by 600 points. If the equipped monster is attacked, you can destroy this card to designate “Arcanis Shield Master” as the attack target instead.

 

2)Arcanis Shield Master: Monster Card. 4/800/2000. WATER/Warrior. If there is a “Arcanis” monster on the field, increase the DEF of this card by 500 points.

 

3)Holy Water Force: Quick-play Spell Card. You can only activate this card when a Spellcaster-type monster you control battles. Destroy your opponent’s monster and increase your opponent’s Life Points by 1000.)

 

4)Arcanis Water Mage: Monster Card. 5/2100/1000. WATER/Spellcaster. When an “Arcanis” monster (except this card) battles, you can remove 1 “Arcane Counter” from this card. If you do, treat the ATK of that card as the same as this card’s ATK

 

5)The University of Calahan: Field Spell Card. Increase the ATK of all “Arcanis” monsters with 500 points and decrease their DEF by 400 points and place 1 “Arcane Counter” on each monster you control. Whenever an “Arcanis” monster destroys another monster as a result of battle, put 1 “Arcane Counter” on this card. (Max.3)

If there is a “Will Counter” on this card, at the end of every of your Standby Phases, place 1 “Will Counter” on this card. (Max. 5) If there are 3 “Arcane Counters” and 5 “Will Counters” on this card, you can send it to the Graveyard to inflict 4000 points of damage to your opponent’s Life Points.

 

6)First Master of Arcanis: Monster Card. 3/1000/1000. WATER/Spellcaster. Whenever a player activates a Spell Card, put 1 “Arcane Counter” on this card.(max. 3) This card gets the following effects depending on the number of “Arcane Counters” on this card:

1. Once per turn, during your Standby Phase, you can pay 500 Life Points to destroy 1 Level 4 or lower monster on the field. If you do, this card can not declare an attack this turn.

2. Increase the ATK of this card by 800 points.

3. Send this card to the graveyard to Special Summon “Second Master of Arcanis” from your hand or deck.

 

7) Second Master of Arcanis: Monster Card. 5/????/1000. WATER/Spellcaster. (If this card was Special Summoned by the effect of “First Master of Arcanis”, place 3 “Arcane Counter” on this card. Whenever you activate a Spell Card, place 1 “Arcane Counter” on this card. The original attack of this card becomes the number of “Arcane Counters” placed on this card times 800. If there are 5 or more “Arcane Counter” on this card, you can send it to the Graveyard to Special Summon “Final Master of Arcanis” from your hand or deck.)

 

8)Final Master of Arcanis: Monster Card. 8/????/2000. WATER/Spellcaster. (If this card was Special Summoned by the effect of “Second Master of Arcanis”, place 1 “Arcanis Counter” on this card. The ATK of this card becomes the number of “Arcanis” monsters in your graveyard x 800. Whenever a “Arcanis” monster is sent to the Graveyard, place 1 “Arcanis Counter” on this card. If there are 4 “Arcanis Counters” on this card, you win the duel.

 

9) Rise of Arcanis Truth: Ritual Spell Card. (This card is used to Ritual Summon “Arcanis, God of Restoration”. You must also tribute monsters on your side of the field whose total number of “Arcane Counters” on them equal 8 or whose total number of “Arcanis Counters” on them equal 2.)

 

10) Arcanis, God of Restoration: Ritual Monster Card. 12/????/????. WATER/Spellcaster. (This card can only be Ritual Summoned with the Ritual Spell Card “Rise of Arcanis Truth”. You must also tribute monsters on your side of the field whose total number of “Arcane Counters” equal 8 or whose total number of “Arcanis Counters” equal 2. The original ATK/DEF of this card becomes the number of “Arcanis” monsters in your graveyard x 800. If you remove 8 “Arcanis” monsters in your graveyard from play, you win the Duel.)

 

11) Multiply and Divide: Continous Spell Card. This card can only be activated if there is at least 1 monster on your side of the field. If there are no monsters on your side of the field, destroy this card. Once per turn, select and resolve 1 of the following effects:

1. Select 1 monster on your side of the field. Place 1 “Multiply Token” on your side of the field. This “Multiply Token” has the same ATK, DEF, and Level as the selected monster.

2. Select 1 monster on your side of the field. Destroy the selected monster and place 2 “Divide Tokens” on your side of the field. A “Divide Token” has an ATK, DEF and Level equal to half of the selected monster.

 

12) Arcanis’ Rule of Mathematics: Normal Spell Card. This card can only be activated if there is 2 “Multiply Tokens” and 2 “Divide Tokens” on your side of the field. Remove the tokens mentioned above from the game to Special Summon “Arcanis Headmaster” from your hand, Graveyard or deck.

 

13) Arcanis Headmaster: Monster Card. 7/3000/2500.WATER/Spellcaster. This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Arcanis’ Rule of Mathematics”. When this card battles a monster, inflict damage to your opponent’s Life Points equal to the number of Spell Cards in your Graveyard x 100.

 

14) Arcanis Soldier: Monster Card. 4/100/1500. WATER/Warrior. When this card battles, you can remove 1 “Arcane Counter” on your side of the field. If you do, the original ATK of this card becomes 2100 until the end of this turn.

 

15) Will of Arcane: Trap Card. You can only activate this card when an “Arcane Counter” is removed from the field by a card effect. Place 1 “Will Counter” on a card on your side of the field.This card’s effect can not be used in response to “Will of Mastermind".

 

16) Will of Mastermind: Spell Card. Remove 1 “Arcane Counter” from your side of the field to activate this card. Place 2 “Will Counters” on 1 card on your side of the field.

 

17) Wish Well: Continous Spell Card. You can only play this card while “University of Calahan” is face-upon your side of the field. When this card is activated, place 2 “Arcane Counters” and 1 “Will Token” on it. Once per turn, you can remove 1 “Arcane Counter” from this card to increase your Life Points by 800 OR remove 1 “Will Counter” to Special Summon 1 “Arcanis” monster from your hand. If there are no counters on this card, it is destroyed.

 

18) Arcanis Falsebound. Monster Card. 4/0/300. WATER/Spellcaster. If this card battles with a monster with 1000 ATK or more, increase the original ATK of this card by 1800 points and place 1 “Will Counter” on this card. When there are 3 “Will Counters” on this card, you can Tribute this card to Special Summon 1 Level 7 or higher “Arcanis” monster.

 

19) Soul Transference. Normal Spell Card. Pay 2000 Life Points to activate this card. Both players select 1 monster on their side of the field. The owner of this card must choose an “Arcanis” monster. Increase the ATK/DEF of the “Arcanis” monster by an amount equal to the ATK/DEF of the other monster, and send the other monster to the Graveyard.

 

20) Arcanis Hellcaller. Monster Card. 8/????/????. WATER/Spellcaster. The original ATK/DEF of this becomes the following, depending on this monster’s position:

Attack Position: 3000/0.

Defense Position: 0/3000.

If this card is destroyed as a result of battle, increase your Life Points equal to the number of “Arcane Counters” on this card x 800.

 

21) Arcanis Pure Soul. Union Monster Card. 3/1200/1000. WATER/Spellcaster/Union. Once per turn, during your Main Phase, if you control this card on the field, you can equip it to an “Arcanis” monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. The equipped monster gains 800 ATK/DEF points, and once per turn, during your Standby Phase, place 1 “Arcane Counter” on this card. All “Arcane Counters” on this card is treated as they are on the equipped monster also. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

 

22) Sacrificial Card. Continous Spell Card. Once per turn, you can remove 1 “Arcane Counter” on this card. If you do, draw two cards.

 

23) Arcanis Missile Turret. Monster Card. 5/1000/2100. WATER/Rock. This card can declare an attack while in Defense Position. If it does, apply the original ATK of this card for damage calculation.

 

24) Arcanis Trap Hole. Trap Card. You can only activate this card when your opponent summons a monster. (including Flip Summon and Special Summon) Decrease the original ATK of the summoned monster by the number of “Arcanis” monsters on the field x 400.

If the ATK should become 0 or lower, destroy the summoned monster.

 

25) Nobleman of Arcane. Spell Card. Select 1 face-down monster on your opponent’s side of the field, flip it face-up and look at it. (Flip Effects are not activated at this time) If there is an “Arcanis” monster with higher ATK than the monster’s DEF on your side of the field, destroy the selected monster. Otherwise, place the monster in face-down Defense Position on your opponent’s side of the field. You can not conduct a Battle Phase the turn you activate this card.

 

26) Arcanis Mastermind. Monster Card. 5/????/1800. WATER/Spellcaster. The original ATK of this card becomes the number of “Will Counters” on this card. The effect of this card becomes the following, depending on the number of “Will Counters” on it: (Max 4)

1-2: This card can attack twice during the same Battle Phase.

3: Once per turn, increase your Life Points by 500 points.

4: Remove all “Will Counters” from this card to destroy all monsters on your opponent’s side of the field.

 

27) Mark of Arcanis. Equip Spell Card. Whenever the equipped monster battles a monster with an “Arcane Counter” or with an “Arcane Token”, destroy it immeadetly. (damage calculation is still applied) If this card is sent to the Graveyard, you can remove 1 “Arcane Token” from the field to add this card to your hand.

 

28) Quick Casting. Spell Card. Pay 2000 Life Points to activate this card. Until the end of the turn this card was activated, the effect of all Monster Effects and Spell/Trap Cards have Spell Speed 3.

 

29) Arcanis Master of Will. Monster Card. 4/1800/0. WATER/Spellcaster/Gemini. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

Once per turn, during your Standby Phase, place 1 “Will Counter” on this card. If this card is involved in battle, you can remove 1 “Will Counter” from this card to make the original ATK of this card 2300.

 

30) Arcane Will Deposit. Continous Spell Card. Whenever a monster on your side of the field with an “Arcane Counter” or a “Will Counter” on it is sent to the Graveyard, place “Arcane Counters” and/or “Will Counters” on this card equal to the number of the respective Counters on the monster that was sent to the Graveyard.

 

31) Arcanis Forge. Continous Spell Card. When this card is activated, place 3 “Arcane Counters” on it. Once per turn, during your Main Phase, you can remove 1 “Arcane Counter”

from this card to select 1 Equip Spell Card on the field or in your graveyard and equip it to an “Arcanis” monster on your side of the field. If there are no “Arcane Counters” on this card, remove it from play.

 

32) Arcane Scattershot. Quickplay Spell Card. Remove any number of “Arcane Counters” from your side of the field to activate this card. Destroy Spell or Trap Cards equal to the number of “Arcane Counters” that was removed from the game by this card’s effect.

 

33) Unholiness. Trap Card. You can only activate this card when your Life Points are 2000 or lower. Destroy all monsters on the field with no “Arcane Counters” on them and remove them from play. You then lose 200 Life Points for every monster destroyed this way.

 

34) Arcane Gunslinger. Monster Card. 4/1900/0. WATER/Warrior. Once per turn, you can remove 1 “Arcane Counter” on this card to place 1 “Blast Counter” on a monster your opponent controls. (If a monster with a “Blast Counter” on it is destroyed as a result of battle, the controller of that monster loses 500 Life Points.)

 

35) Rifle of Arcanis. Equip Spell Card. You can only equip this to “Arcane Gunslinger” on your side of the field. per turn, you can remove 1 “Arcane Counter” on from the equipped monster to place 1 “Blast Counter” on a monster your opponent controls. (If a monster with a “Blast Counter” on it is destroyed as a result of battle, the controller of that monster loses 500 Life Points.)

 

36) Sacred Well. Continous Spell Card. During your Standby Phase, remove 2 “Arcane Counters” on your side of the field to select and resolve 1 of the following effects:

- Increase your Life Points by 1000 points.

- Increase the ATK of all monsters with an “Arcane Counter” on them by 600 points until the end of this turn.

- Place 1 “Will Counter” on a face-up card you control.

 

37) Magic Mass. Quick-Play Spell Card. You can only activate this card during your turn. Place as many “ Arcane Tokens” (4/0/0/WATER/Beast) on your side of the field as possible.

You can not summon a monster the turn this card has been activated.

 

38) Arcane Soul Channeling. Spell Card. Remove any number of “Arcane Tokens” on the field. Place “Arcane Counters” on cards you control equal to the number of “Arcane Tokens” removed by this card’s effect.

39) Arcane Hero Bubbleman. Fusion Monster. 6/????/1000. WATER/Spellcaster. “Elemental Hero Bubbleman” + 2 or more “Arcane Tokens”. The original ATK of this card becomes the combined ATK of the Fusion Monsters used to Fusion Summon this card. If you have no cards in your hand when this card is Fusion Summoned, draw 2 cards. If this card is destroyed as a result of battle, place “Arcane Tokens” on your side of the field equal to the number of “Arcane Tokens” used to Fusion Summon this card.

 

40) Arcane Hero Marine Paladin. Fusion Monster. 8/3000/2300. WATER/Warrior. “ Elemental Hero Avian” + “Elemental Hero Sparkman” + “Arcanis Shield Master”. This card can not be Special Summoned except by Fusion Summon. During your opponent’s Battle Phase, decrease the ATK of all of his/her monsters by 500 points. When this card is destroyed as a result of battle, increase your Life Points by 500 points for every “Arcane Counter” on this card.

 

 

 

[spoiler=The Shaman's Illusion]

1)Necrosis Core

Equip Spell

You can only equip this card to a “Elemental Hero Necroshade” on your side of the field. Increase the ATK/DEF of the equipped monster by 600 points. If the equipped monster is destroyed as a result of battle, during your opponent’s next Standby Phase, your opponent loses 800 Life Points.

 

2)True Evil

Normal Spell

Remove 1 “Elemental Hero Necroshade” in your Graveyard from play to activate this card.

Special Summon 2 Level 5 DARK monsters from your hand or deck.

 

3)Banishment of Light

Normal Spell

You can only activate this card while “Elemental Hero Necroshade” is in your Graveyard. Destroy 1 LIGHT monster on your opponent’s side of the field and inflict 1000 points of damage to his/her Life Points.

 

4)Necrosis Converter

Spell Card

Remove 1 “Elemental Hero Necroshade” in your Graveyard from play to activate this card.

Special Summon 1 “Chaotic Necromancer” from your hand, deck or Graveyard.

 

5)Chaotic Necromancer

Monster Card

DARK

Spellcaster

5/2500/1200

This card can not be Normal Summoned or Set. If this card is Special Summoned by the effect of “Necrosis Converter”, inflict 1000 points of damage to your opponent’s Life Points.

Whenever a monster is Special Summoned from your graveyard while this card is on your side of the field, increase your Life Points by 100 points for every card in your Graveyard.

 

6)Foul Bolt

Quick-play Spell Card.

You can only activate this card if “Chaotic Necromancer”is on your side of the field. Inflict 600 points of damage to your opponent’s Life Points.

 

7)Shadow Converter

Spell Card

Remove 1 “Elemental Hero Necroshade” in your Graveyard from play to activate this card.

Special Summon 1 “Grief Warlock” from your hand, deck or Graveyard.

 

8)Grief Warlock

Monster Card

DARK

Spellcaster

5/2000/2000

This card can not be Normal Summoned or Set. If this card is Special Summoned by the effect of “Shadow Converter” place 2 “Shadow Counters” on this card. Once per turn, you can remove 1 “Shadow Counter” from this card to inflict 800 points of damage to your opponent.

 

9)Soul Bolt

Quick-Play Spell Card

You can only activate this card when “Grief Warlock” is on your side of the field. Remove 2 “Shadow Counters” on “Grief Warlock” to inflict 1500 points of damage to your opponent’s Life Points.

 

10)Infinte Darkness

Spell Card

Remove from play “Grief Warlock” and “Chaotic Necromancer” on your side of the field to activate this card. Special Summon as many 5 “Darkness Tokens” (3/DARK/Warrior/1000/1000) to your side of the field as possible.

 

11)Necromancer of Dark Illusions

Monster Card

DARK

Spellcaster

8/3000/1800

This card can not be Normal Summoned or Set. This card can only be Special Summoned by removing at least 3 “Darkness Tokens” on your side of the field from play. During each player’s Standby Phase, if this card is on your side of the field, increase your Life Points by 800 points and inflict equal damage to your opponent’s Life Points. If this card is destroyed as a result of battle, treat it as a Field Spell and place it in your Field Zone.

 

12)Necromancer’s Duty

Spell Card

You can only activate this card when a card with “Necromancer” in it’s name is on your side of the field. Pay any amount of Life Points. Special Summon 1 monster from your Graveyard with ATK equal to the amount of Life Points paid to activate this card.

 

13)Summoning of the Haunted

Continous Trap Card

You can only activate this card when you have at least 3 Level 4 or lower Normal Monsters in your Graveyard. Special Summon all Level 4 or lower Normal Monsters to your side of the field. Their Attribute is now treated as DARK and their type is treated as Zombie. If a Normal Monster that was Special Summoned by this card effect becomes destroyed as a result of battle, Special Summon it during your next Standby Phase.

 

14)Zombie King

Monster Card

DARK

Zombie

4/2000/0.

If there are no Zombie-type monsters on your side of the field (except this card) change it to Defense Position. If this card is changed to Defense Position, destroy it at the end of the turn.

 

15)King’s Mistress

Monster Card

DARK

Zombie

3/1800/0

If there is a “Zombie King” on your side of the field, this card can attack twice during the same Battle Phase. If this card is destroyed, change the Position of “Zombie King” to Defense Position.

 

16)Necrotic Bomb

Equip Spell

You can only equip this to a monster on your opponent’s side of the field. If the equipped monster attacks, it is destroyed after applying damage calculation.

 

17)Zombie Attack Force

Monster Card

DARK

Zombie

4/2300/0

If this card declares an attack, it is changed to Defense Position at the end of the Damage Step. If this card should be destroyed as a result of battle while in Defense Position, Special Summon this card in face-up Attack Position at the end of the Damage Step.

 

18) Dark Illusion Warrior

Monster Card

DARK

Warrior

4/1500/1000

If this card declares an attack against a face-down monster, change that monster into face-up Attack Position. (This is not treated as a Flip Summon) If this card is destroyed as a result of battle, return to the owner’s hand the monster that destroyed this card.

 

 

19) Wolf Shaman

Monster Card

DARK

Spellcaster

2/????/1500

If this card is in face-up Attack Position, during your Standby Phase, place 1 “Beast Spirit Token” (1/500/500/DARK/Beast) on your side of the field and 1 “Beast Spirit Counter” on this card. The original ATK of this card becomes the number of “Beast Spirit Tokens” on your side of the field x 300 + the number of “Beast Spirit Counters” on this card x 400. If this card is attacked, you can remove 1 “Beast Spirit Counter” from this card OR remove 1 “Beast Spirit Token” to negate the attack.

 

20) Calling of Beasts

Spell Card

You can only activate this card while “Wolf Shaman” is on your side of the field. Place 1 “Beast Spirit Counter” on “Wolf Shaman”.

 

21)Necross Shaman

Fusion Monster

DARK

Spellcaster

7/????/2000

“Elemental Hero Necroshade” + “Wolf Shaman” + Any number of “Beast Spirit Tokens”

The original ATK becomes half of the combined ATK of the Fusion Material used to summon this card. When this card is Fusion Summoned to the field, destroy all monsters on your opponent’s side of the field with less ATK than this card.

 

22) Recall Ritual

Spell Card

Pay 1000 Life Points to activate this card. Add 1 “Elemental Hero Necroshade” from your removed from play zone to your hand.

 

23) Shadow of Beast

Spell Card

Tribute 1 “Wolf Shaman” on your side of the field to activate this card. Special Summon 1 “Necross Shaman” from your Fusion Deck to the field. It’s original ATK becomes the same as the “Wolf Shaman” used as a Tribute to activate this card.

 

24) Shadow Eternal

Monster Card

DARK

Beast

8/3000/2300

When this card is Special Summoned to the field, add 1 “Necrotic Wings” from your deck to your hand. Then shuffle your deck.

 

25) Necrotic Wings.

Equip Spell.

This card can only be equipped to a “Shadow Eternal” on your side of the field. The equipped monster can attack your opponent directly. If it does, the Battle Damage is decreased by 2000 points.

 

26) Dark Illusion LV 3

Monster Card

DARK

Fiend

3/1000/0

During the 2nd Standby Phase after this card has been Normal Summoned or Flip Summoned, you can Tribute it to Special Summon “Dark Illusion LV 6” from your hand, deck or Graveyard.

 

27) Dark Illusion LV 6

Monster Card

DARK

Fiend

6/2600/1000

This card can only be Special Summoned by the effect of “Dark Illusion LV 3” This card inflicts piercing damage. During the End Phase of the turn this card has inflicted damage to your opponent, you can Tribute it to Special Summon “Dark Illusion LV 10” from your hand, deck or Graveyard.

 

28) Dark Illusion LV 10

Monster Card

DARK

Fiend

10/4000/1000

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Dark Illusion LV 6” or it’s own effect. When this card is Special Summoned to the field, return all cards on your opponent’s side of the field to his/her hand. If this card is destroyed and sent to the Graveyard, you can remove 3 cards from the top of your deck to Special Summon it to your side of the field.

 

29) Evil Forgotten

Spell Card

Remove 1 “Grief Warlock” and 1 “Chaotic Necromancer” in your Graveyard from play to activate this card. Special Summon “ Zymerth, King of Dark Illusions” from your hand, deck or Graveyard.

 

30) Zymerth, King of Dark Illusions

Monster Card

DARK

Fiend

12/????/0

This card can not be Normal Summoned or Set. If this card is Special Summoned by the effect of “Evil Forgotten”, remove all cards in your hand and graveyard from play. The original ATK of this card becomes the total number of cards removed from play x 300.

Whenever this card destroys another monster as a result of battle, remove it from play instead of sending it to the Graveyard.

 

31)Crown of Malice

Equip Spell Card

You can only equip this card to “Zymerth, King of Dark Illusions” while “Palace of Dark Illusions” is on the field. Increase the ATK/DEF of the equipped monster by 600 points and increase the ATK of all monsters that share either an Attribute or a Type with the equipped monster by 500 points (except the equipped monster).

 

32) Palace of Dark Illusions

Field Spell Card

Increase the ATK of all DARK Fiend-type monsters by 500 points and decrease their DEF by 400 points.

 

33) Sealed Shard of the Necrosis

Continous Spell Card

During your Standby Phase, pay 300 Life Points. Otherwise, return this card to your hand.

 

34) Warrior of Necrosis

Monster Card

DARK

Warrior

3/1000/100

This card can not be Special Summoned. Until the end of the turn, this card gains the following effect, depending on the number of “Sealed Shard of the Necrosis” on the field at the end of your Standby Phase:

1: This card can not be destroyed as a result of battle.

2: Increase the ATK of this card by 400 points.

3: If you Tribute Summon a DARK-monster, you can use treat this card as two Tributes.

 

35) Sage of Necrosis.

Monster Card

DARK

Spellcaster

4/1100/1000

This card can not be Special Summoned. Until the end of the turn, this card gains the following effect, depending on the number of “Sealed Shard of the Necrosis” on the field at the end of your Standby Phase:

1: You can Tribute this card during your Main Phase to add 1 “Shadow Eternal” to your hand from your Graveyard, Deck or removed from play Zone.

2: Decrease the DEF of this card to 0 and increase the ATK of this card by 1000 points.

3: You can Tribute this card to Special Summon 1 “Shadow Eternal” from your hand.

 

36) Shade of Necrosis

Monster Card

DARK

Fiend

2/0/0

This card can not be Special Summoned. Until the beginning of your next turn, this card gains the following effect, depending on the number of “Sealed Shard of the Necrosis” on the field at the end of your Standby Phase:

1: This card can not be destroyed as a result of battle. (damage calculation is applied normally)

2: Any Battle Damage the controller of this card takes from a battle involving this card is also inflicted to your opponent.

3: Once per turn, inflict 1000 points of damage to your opponent’s Life Points.

 

37) Master Art of Necrosis

Spell Card

Send 3 “Shard of the Necrosis” on your side of to the graveyard to activate this card. Special Summon “Necrosis Warlord” from your hand, deck or Graveyard.

 

38) Necrosis Warlord

Monster Card

DARK

Warrior

8/3000/2300

This card can only be Special Summoned by the effect of “Master Art of Necrosis”. Whenever this card attacks a Defense Position monster, decrease the DEF of the attacked monster by 100 points for every card in your Graveyard. If this card destroys a monster as a result of battle, inflict 300 points of damage to your opponent’s Life Points.

 

39) Necro-Core Forces

Continous Spell Card

During your Standby Phase, randomly discard 1 card from your hand. Special Summon 1 Level 4 or lower DARK monster from your hand. If you have no cards in your hand during your End Phase, destroy this card.

 

40) Zombie Elite Attack Force

Monster Card

DARK

Zombie

4/2200/1500

If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect. If this card should be destroyed as a result of battle while in Defense Position, Special Summon this card in face-up Attack Position at the end of the Damage Step.

 

 

[spoiler=Alien Heroes]

 

1)Alien Hero - Cyberstorm

Monster Card

WIND

Warrior

4/1000/1000

FLIP: Return this card to your hand. If this card is sent to your hand, both players draw 1 card.

 

2) Alien Hero - Solar Flare

Monster Card

FIRE

Warrior

3/1200/800

FLIP: Return this card to your hand. If this card is sent to your hand, inflict 400 points of damage to your opponent’s Life Points.

 

3) Alien Hero - Asteroid Knight

Monster Card

EARTH

Warrior

4/800/2000

FLIP: Return this card to your hand. If this card is sent to your hand, change the position of 1 monster on the field.

 

4) Alien Hero - Gamma Ray

Monster Card

LIGHT

Warrior

4/1600/1000

FLIP: Return this card to your hand. If this card is sent to your hand, increase your Life Points by 400 points.

 

5) Alien Hero - Signal Wave

Monster Card

WATER

Warrior

3/800/1000

FLIP: Return this card to your hand. If this card is sent to your hand, both players must select 1 Level 4 or lower monster in their hand and Special Summon it to their respective sides of the field in face-down Defense Position.

 

6) Alien Hero - Black Hole

Monster Card

DARK

Warrior

5/1600/1900

FLIP: Return this card to your hand. If this card is added to your hand, Select 1 Level 7 or higher “Alien Hero” in your Fusion Deck and Special Summon it to your side of the field. Then, your opponent can search his/her deck for a Level 7 or higher monster and Special Summon it to their side of the field.

 

7) Alien Brigade

Spell Card

Search your deck for 1 Level 4 or lower “Alien Hero” and add it to your hand. Then shuffle your deck.

 

8) Genesis Pool

Continous Spell Card

Whenever a card is sent to your hand from the field, you gain 400 Life Points.

 

9) Alien Base

Continous Spell Card

Once per turn, select 1 face-up “Alien Hero” and return it to your hand. During your opponent’s next Standby Phase, Special Summon the “Alien Hero” in face-down Defense Position on your side of the field.

 

10) Beam of Destruction

Trap Card

You can only activate this card when “Alien Hero - Gamma Ray” is returned to your hand. Destroy 1 monster on your opponent’s side of the field.

 

11) Alien Hero - Red Light

Fusion Monster

FIRE

Warrior

7/2100/2100

“Alien Hero - Solar Flare” + “Alien Hero - Gamma Ray”

Return the Fusion Material used to Fusion Summon this card to your hand instead of sending them to the Graveyard. At the beginning of your Battle Phase, you must show your opponent your entire hand. Otherwise, this card can not declare an attack. Increase the ATK of this card by 300 points for every “Alien Hero” in your hand. If this card is destroyed, return it to your Fusion Deck.

 

12) A - Signal

Trap Card

You can only activate this card when an “Alien Hero” you control is returned to your hand during your opponent’s Battle Phase. Select 1 Level 4 or lower “Alien Hero” in your deck and add it to your hand. Then shuffle your deck.

 

13) Alien Cell Colony

Continous Spell Card

Whenever an “Alien Hero” is returned to your hand, place 1 “Alien Cell Token” (1/0/0/LIGHT/Rock) on your side of the field.

 

14) Aspect of Alien

Trap Card

You can only activate this card when you have at least 1 “Alien Hero” face-down on your side of the field. Flip all face-down monsters face-up. Both players gain 200 Life Points for every Effect Monster face-up on the field.(including any “Alien Heroes” returned to your hand by this card’s effect.)

 

15) Scientific Experiment

Trap Card

Select 1 “Alien Hero” in your hand to activate this card. Return 1 face-up “Alien Hero” on your side of the field to your hand. Special Summon the selected monster in face-down Defense Position.

 

16) Alien Hero - Experiment Gone Wrong

Monster Card

DARK

Warrior

4/2000/2030

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Scientific Experiment” or by it’s own effect. If this card is destroyed as a result of battle, return it to your hand. During your next Standby Phase, Special Summon this card to your side of the field. If this card is Special Summoned by it’s own effect, select 1 face-down card on your side of the field and flip it face-up.

 

17) Alien Cemetary

Spell Card

You can only activate this card when there are at least 20 cards in your Graveyard. Place this card in the bottom of your Graveyard. Whenvever an “Alien Hero” is returned to your hand, remove the top card in your Graveyard from play. If this card is on the top of your Graveyard during your Standby Phase, you win the duel.

 

18) Cemetary Bond

Spell Card

You can only activate this card when “Alien Cemetary” is in the bottom of your Graveyard. Return all cards on your side of the field to your hand.

 

19) Plasmatic Rifle

Equip Spell Card

You can equip this card to a face-down “Alien Hero” on your side of the field. If the equipped monster is flipped face-up, return this card to your hand and inflict 300 points of damage to your opponent’s Life Points.

 

20) Alien Hero - Space Commander

Monster Card

LIGHT

7/2600/2000

FLIP: Return 2 face-down cards on your side of the field to your hand. This card inflicts piercing damage.

 

21)Alien Hero - Chaos Storm

Fusion Monster

LIGHT

Warrior

8/3000/2500

“Alien Hero - Black Hole” + “Alien Hero - Gamma Ray”

Return the Fusion Material used to Fusion Summon this card to your hand instead of sending them to the Graveyard. At the beginning of your Battle Phase, you must show your opponent your entire hand. Otherwise, this card can not declare an attack. Whenever an “Alien Hero” is returned to your hand, decrease the ATK/DEF of all monsters your opponent controls by 300 points. If this card is destroyed as a result of battle, send it to the Fusion Deck instead of to the Graveyard.

 

22) Time / Space Fusion

Quick-Play Spell Card

Search your deck for 2 “Alien Heroes” and add them to your hand. Then, randomly select 2 cards from your hand and add them to your deck.

 

23) Alien Hero - Cyberwing

Fusion Monster

FIRE

Warrior

5/2100/1800

Return the Fusion Material used to Fusion Summon this card to your hand instead of sending them to the Graveyard. At the beginning of your Battle Phase, you must show your opponent your entire hand. Otherwise, this card can not declare an attack. When this card destroys a monster as a result of battle, inflict 300 points of damage to your opponent’s Life Points for every “Alien Hero” in your hand. If this card is destroyed as a result of battle, send it to the Fusion Deck instead of to the Graveyard.

 

24) Gateway to Alpha One

Field Spell Card

Whenever an “Alien Hero” is returned to your hand, place 1 “Alpha One Counter” on this card. (Max. 10) During your Standby Phase, you can remove any number of “Alpha One Counters” on this card to Special Summon 1 “Alien Hero” from your hand which has Level Stars equal to the number of “Alpha One Counters” removed by this card’s effect in face-down Defense Position. You can only use this effect once per turn.

 

25) Alien Hero - Galactic Shockwave

Fusion Monster

LIGHT

Warrior

6/2400/2000

“Alien Hero - Asteroid Knight” + “Alien Hero - Gamma Ray”

Return the Fusion Material used to Fusion Summon this card to your hand instead of sending them to the Graveyard. At the beginning of your Battle Phase, you must show your opponent your entire hand. Otherwise, this card can not declare an attack. When this card is Fusion Summoned to the field, select 1 face-up monster on the field. If the ATK of the selected monster is lower than the combined Level Stars of all “Alien Heroes” in your hand x 300, destroy the selected monster.

 

26) Cemetary Solution

Spell Card

You can only activate this card by showing an “Alien Cemetary” in your hand. Pick up (not draw) the 10 bottom cards in your deck and place them on top of your Graveyard. If this card is removed from play by the effect of “Alien Cemetary”, pick up the same 10 cards again and shuffle them into your deck.

 

27) Alien Hero - Neo Knight

Monster Card

EARTH

Warrior

4/1200/2300

This card can not be Normal Summoned or Set. This card can only be Special Summoned by returning 1 “Alien Hero” on your side of the field to your hand. If this card inflicts damage to your opponent’s Life Points, randomly select 1 card from your Graveyard. If the selected card is an “Alien Hero”, add it to your hand.

 

28) Cyber Brigade

Spell Card

Search your deck for a “Cyber Brigade” and add it to your hand. Then shuffle your deck.

 

29) Cyber Brigade Base

Continous Spell Card

Whenever you activate “Cyber Brigade” place 1 “C-Counter” on this card. (max.3)

 

30) Alien Fortress

Continous Spell Card

Increase the ATK of all “Alien Heroes” by 500 points. This card also gains the following effects, if any of the following cards are face-up on your side of the field:

Cyber Brigade Base: Whenever an “Alien Hero” is returned to your hand, increase your Life Points by 500 points. Alien Base: Increase the DEF of all “Alien Heroes” by 300 points.

Gateway to Alpha One: Whenever an “Alien Hero” is Special Summoned, inflict 400 points of damage to your opponent’s Life Points.

Alien Cell Colony: Whenever an “Alien Hero” or an “Alien Cell Token” is attacked, increase your Life Points by 300 points.

 

31)Theories of Creation

Spell Card

Increase your Life Points by 1000 points + 300 points for every “Alien Hero” in your hand.

 

32) Cyber Launch

Trap Card

You can only activate this card by removing 1 “C-Counter” on “Cyber Brigade Base” on your side of the field. Inflict 800 points of damage to your opponent’s Life Points.

 

33) Alien Hero - Extraterrestus

Fusion Monster Card

LIGHT

Warrior

12/5000/2500

“Alien Hero - Cyber Wing” + “Alien Hero - Solar Flare” + “Alien Hero - Asteroid Knight” + ”Alien Hero - Signal Wave” + “Alien Hero - Gamma Ray” + ”Alien Hero - Black Hole”

This card can only be Special Summoned by paying 4000 Life Points while the above cards are in your hand or face-down on the field.. When this card is Special Summoned to the field, remove all cards in your Graveyard from play, except the bottom one. At the beginning of your Battle Phase, you must show your opponent your entire hand. Otherwise, this card can not declare an attack. If you have 6 or more “Alien Heroes” in your hand, this card can attack your opponent directly. If this card is destroyed as a result of battle, discard your entire hand.

 

34) A-51 Support Unit

Continous Spell Card

Increase the ATK of all “Alien Heroes” on your side of the field by 100 points every time a card is returned from the field to your hand.

 

35) Launch Pod

Trap Card

Select 1 “Alien Hero” on your side of the field and return it to your hand.

 

36)Supreme Alien Hero - Solar Hunter

Monster Card

FIRE

Warrior

5/2100/2000

This card can not be Normal Summoned or Set. This card can only be Special Summoned by returning 1 “Alien Hero - Solar Flare” on your side of the field to your hand. When this card destroys another monster as a result of battle, inflict 500 points of damage to your opponent’s Life Points.

 

37) Supreme Alien Hero - Cyber Wing Knight

Monster Card

WIND

Warrior

4/1900/1000

This card can not be Normal Summoned or Set. This card can only be Special Summoned by returning 1 “Alien Hero - Cyber Storm” on your side of the field to your hand. This card can attack your opponent directly. If it does, the Battle Damage inflicted is treated as 1000.

 

38) Supreme Alien Hero - Explodios Wing

Fusion Monster Card

WIND

Warrior

8/3100/2600

“Supreme Alien Hero - Cyber Wing Knight” + “Supreme Alien Hero - Solar Hunter”

Return the Fusion Material used to Fusion Summon this card to your hand instead of sending them to the Graveyard. At the beginning of your Battle Phase, you must show your opponent your entire hand. Otherwise, this card can not declare an attack. Whenever this card destroys a monster as a result of battle, place 1 “Explodios Counter” on this card. (Max.5) When there are 5 “Explodios Counters” on this card, you can Tribute this card to destroy all cards on the field and in both player’s hands. Then, your opponent loses 300 Life Points for every card destroyed by this card’s effect. When this card is sent to the graveyard, return it to your Fusion Deck.

 

39) Optimized Life Research

Continous Spell Card

Whenever an “Alien Hero” is returned to your Graveyard, place 1 “Cell Counter” on this card. (Max. 4) At the beginning of your Standby Phase, increase your Life Points by 200 points x the number of “Cell Counters” on this card.

 

40) Anti-Terra Station

Continous Spell Card

Whenever an “Alien Hero” is returned to your hand, all monsters on your opponent’s side of the field loses 100 ATK/DEF.

During your Standby Phase, return 1 “Alien Hero” on your side of the field to your hand. Otherwise, destroy this card.

 

41)Alien Hero – Black Shield

Fusion Monster

DARK

Warrior

7/1900/3000

“Alien Hero – Black Hole” + “Alien Hero – Asteroid Knight”

When this card is Fusion Summoned, you can Special Summon 1 “Alien Hero – Necroforce” from your Fusion Deck. If this card is attacked while in Defense Position, the ATK of the attacking monster is decreased by 400 points during damage calculation only. If “Alien Hero – Necroforce” is destroyed as a result of battle while this card is face-up on the field, you can return this card to your Fusion Deck to Special Summon “Alien Hero – Necroforce” from your Graveyard.

 

42) Alien Hero – Necroforce

Fusion Monster

DARK

Warrior

7/2500/2100

This card can only be Special Summoned by the effect of “Alien Hero – Black Shield”. If this card destroys a monster as a result of battle, increase the ATK of this card by 100 points x the number of Level Stars on the destroyed monster.

 

43) Alien Life Bound

Monster Card

LIGHT

Warrior

8/????/0

The original ATK of this card becomes the difference between your Life Points and your opponent’s Life Points.

 

44) Alien Sword – Plasma Sabre

Equip Spell

You can only equip this card to a face-down “Alien Hero” on your side of the field. If the equipped monster is returned to your hand, your opponent loses 800 Life Points.

 

45) Alien Hero – Genezeul

Monster Card

LIGHT

Warrior

1/0/0

FLIP: Return this card to your hand. If this card was flipped face-up due to an attack, increase your Life Points equal to the ATK of the attacking monster. Otherwise, increase your Life Points by 500 points.

 

46) Alien Hero – Draenuz

Monster Card

DARK

Warrior

4/1000/1000

FLIP: Return this card to your hand. Select 2 face-down cards on your side of the field and flip them face-up.

 

47) Alien Corpus

Continous Spell Card

When this card comes into play, place 1 “Corpus Negative Counter” on this card for every Alien Hero in your Graveyard. When an “Alien Hero” is destroyed and sent to the Graveyard, place 1 “Corpus Negative Counter” on this card. Whenever an “Alien Hero” is returned to your hand, place 1 “Corpus Counter” on this card. During your Standby Phase, increase your Life Points by 100 points for every “Corpus Counter” on this card, and decrease your opponent’s Life Points by 100 points for every “Corpus Negative Counter” on this card. When this card is destroyed by a card effect, Special Summon 1 monster from your hand that specifies this as an summoning requirement.

 

48) Alien Hero – Incorporeal Soldier

Monster Card

WIND

Warrior

5/1000/2300

This card can not be Normal Summoned or Set. This card can only be Special Summoned when “Alien Corpus” on your side of the field is destroyed. This card gains the following effects, depending on the number of “Corpus Counters” and/or “Corpus Negative Counters” on the “Alien Corpus” destroyed:

5 “Corpus Negative Counters”: This card’s original ATK becomes 1900.

5 “Corpus Counters”: When this card destroys a monster as a result of battle, increase your Life Points by an amount equal to the destroyed monster’s ATK.

10 “Corpus Negative Counters”: During your Standby Phase, inflict 1000 points of damage to your opponent’s Life Points.

10 “Corpus Counters”: During your Standby Phase, place as many “Corpus Tokens” (EARTH/Zombie/3/800/0) on your side of the field as possible. The original ATK of this card becomes the combined ATK of all “Corpus Tokens” on your side of the field.

 

49) Future Technology

Continous Spell Card

Increase the DEF of all cards on your side of the field by 400 points.

 

50) Field Marshal Zeuon

Monster Card

DARK

Warrior

4/2000/500

Increase the ATK of all “Alien Heroes” by 400 points as long as you control this card. If this card attacks, change it to Defense Position after damage calculation.

 

 

[spoiler=Automatons]

Automaton Soldier

Monster Card

EARTH

Machine / Automaton

1/300/300

Increase the ATK of this card by 100 points for every Automaton-type monster on your side of the field.

 

2) Automaton Shell

Continous Spell Card

Whenever an Automaton-type monster is destroyed as a result of battle, place 1 “Automaton Shell Token” (1/100/100/EARTH/Warrior/Automaton) in an empty Monster Card Zone.

 

3)Automaton Knight

Monster Card

EARTH

Machine / Automaton

4/1000/1000

Once per turn, you can Tribute 1 Automaton-type monster to inflict 400 points of damage to your opponent’s Life Points.

 

4) Unit Production Center

Spell Card

Randomly discard 1 card from your hand to activate this card. Special Summon 1 Automaton-type monster from your deck. Then shuffle your deck.

 

5) Automatic Disorder

Trap Card

You can only activate this card when an Automaton-type monster is attacked. Randomly select 1 card in your opponent’s hand. If it is a monster, negate the attack. Otherwise, redirect the attack to another Automaton-type monster on your side of the field.

 

6) Automaton Magi

Monster Card

EARTH

Machine / Automaton

3/800/1500

If this card is discarded from your hand by a card effect, select 1 Spell Card in your Graveyard and add it to your hand.

 

7) Soul Drain

Continous Trap Card

All monsters on the field are treated as Automaton-type as long as this card remains face-up on the field.

 

8) Upgrades

Spell Card

Increase the ATK of all Automaton-type monsters by 200 until the end of this turn.

 

9) Alteration

Spell Card

Tribute 1 Automaton-type monster on your side of the field to activate this card. Special Summon 1 Automaton-type monster from your hand with Level Stars equal to the Level Stars of the tributed monster.

 

10) Automaton Trooper

Monster Card

EARTH

Machine / Automaton

2/500/0

This card can attack your opponent directly.

 

11) Lifeless Horde

Trap Card

Special Summon as many “Automaton Trooper” from your deck as possible. At the end of the turn, send any card Special Summoned by this card’s effect to the Graveyard.

 

12) Automaton Gunman

Monster Card

EARTH

Machine / Automaton

4/2100/1000

If this card attacks a player directly, any Battle Damage inflicted is halved.

 

13) Automaton Shieldman

Monster Card

EARTH

Machine /Automaton

4/800/2000

Once per turn, when an Automaton-type monster is attacked, you can redirect the attack to this card.

 

14) Ancient Mechanical Knight

Fusion Monster Card

EARTH

Machine / Fusion / Automaton

7/2800/2400

“Ancient Gear” + “Automaton Knight”

Once per turn, you can Special Summon 1 Automaton-type monster of Level 3 or lower in face-up Attack Position on your side of the field.

 

15) Soul Force

Spell Card

Tribute 1 “Automaton Knight” on your side of the field to activate this card. Special Summon “Beast Knight Barascus” from your hand.

 

16) Beast Knight Barascus

Monster Card

EARTH

Beast-Warrior

5/2100/2100

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Soul Force”. If this card is destroyed as a result of battle, Special Summon “Automaton Knight” from your Graveyard, and place 1 “Barascus Soul Token” (EARTH/Beast-Warrior/5/0/2100) on your side of the field in Defense Position.

 

17) Re-Awoken Knight Barascus

Fusion Monster Card

EARTH

Machine / Fusion / Automaton

8/3000/2500

“Automaton Knight” + “Barascus Soul Token”

Increase the ATK of all Automaton-type monsters by 300 points. If this card destroys a monster as a result of battle, this card can attack once more. This card can not attack a player directly.

 

18) Automaton Pyroblaster

Monster Card

FIRE

Machine / Automaton

1/0/0

This card can not declare an attack or selected as an attack target while there is at least 1 more Automaton-type monster on the field. Increase the ATK of all Automaton-type monsters by 100 points during each of your Standby Phases this card remains face-up on the field.

 

19) Automaton Weaponry

Equip Spell Card

You can only equip this card to an Automaton-type monster. Increase the ATK of the equipped monster by 400 points. The equipped monster inflicts piercing damage.

 

20) Automaton Protection Squad

Fusion Monster Card

EARTH

Machine / Fusion / Automaton

8/1000/3000

“Automaton Shieldman” + “Automaton Shieldman” + “Automaton Shieldman”

Whenever an Automaton-type monster is attacked, you can redirect the attack to this card.

 

21)Automaton Dragon

Monster Card

WIND

Machine / Automaton

2/500/100

This card can attack your opponent directly.

 

22) Automaton Dragon Knight

Fusion Monster Card

EARTH

Machine / Fusion /Automaton

4/2000/1000

“Automaton Dragon” + “Automaton Trooper”

This card can attack your opponent directly. If it does, the Battle Damage inflicted is halved.

 

23) Encyclopedia Automatonica

Continous Spell Card

During either player’s Standby Phase, place 1 Spell Counter (max. 3) on this card. You can remove 3 Spell Counters from this card to search your deck for a Level 3 or lower Automaton-type monster and add it to your hand. Then, shuffle your deck.

 

24) Lord of Automaton

Fusion Monster Card

EARTH

Spellcaster / Automaton

6/2400/1700

“Automaton Dragon” + “Automaton Magi”

As long as this card remains face-up on the field, all Automaton-type monsters can not be targeted by Spell or Trap Cards controlled by your opponent.

 

25) Automatonic Siege Weapon

Monster Card

EARTH

Machine / Automaton

4/0/2000

Once per turn, you can Tribute 1 Automaton-type monster to inflict Direct Damage to your opponent’s Life Points equal to half of the combined ATK and DEF of the Tributed monster.

 

26) Repair

Spell Card

Special Summon 1 Automaton-type monster in your Graveyard in face-up Attack Position.

 

27) Automaton Golem

Monster Card

EARTH

Machine / Automaton

8/3000/2500

This card inflicts piercing damage. If an Automaton-monster is destroyed as a result of battle, inflict 200 points of damage to your opponent’s Life Points.

 

28) Automaton Crystalworker

Monster Card

EARTH

Machine / Automaton

4/1000/100

If this card destroys a monster as a result of battle, it can attack your opponent directly during your next turn.

 

29) Brainwash

Equip Spell Card

You can only equip this card to a monster on your opponent’s side of the field. Switch control of the selected monster. The monster’s Type is now treated as Automaton.

 

30) Automaton Emperor

Monster Card

EARTH

Machine / Automaton

7/2400/2000

Once per turn, during your Standby Phase, you can Tribute 1 Automaton-type monster on your side of the field. If so, this card can attack twice this turn.

 

31)Regulus, the Automaton Monarch

Monster Card

EARTH

Machine / Automaton

6/2400/1000

When this card is successfully Tribute Summoned, select 1 Level 3 or lower Automaton-type monster on your side of the field. That monster increases its original ATK by 800 points and can attack your opponent directly during your next Battle Phase.

 

32) Soldier of Regulus

Monster Card

EARTH

Machine / Automaton

3/1200/800

If you Tribute this card to Tribute Summon “Regulus, the Automaton Monarch”, you can Special Summon this card in face-up attack position before the effect of “Regulus, the Automaton Monarch” has resolved.

 

33) Insect Plague

Trap Card

Destroy up to 2 Normal Monsters on the field.

 

34) Automaton Chain Hunter

Monster Card

EARTH

Warrior / Automaton

2/500/500

Once per turn, you can select 1 monster on your opponent side of the field of Level 2 or lower, and equip it to this card. Increase the original ATK/DEF of this card by an amount equal to the ATK/DEF of the selected monster. The selected monster is not removed from its Monster Card Zone, but can not attack or be considered an attack target. You can only equip 1 monster to this card at a time.

 

35) Automaton Trap Hole

Trap Card

You can only activate this card when an Automaton-type monster is Normal Summoned, Flip Summoned, or Special Summoned. Destroy 1 monster on your opponent’s side of the field with the same ATK, DEF, or Level Stars as the summoned monster.

 

36) Automaton Shock Trooper

Monster Card

LIGHT

Machine / Automaton

4/1500/1000

If this card destroys a monster as a result of battle, inflict 100 points of damage to your opponent’s Life Points.

 

37) Automaton Underminer

Monster Card

EARTH

Warrior / Automaton

2/400/400

FLIP: Switch control of this card and 1 Level 2 or lower monster on your opponent’s side of the field.

 

38) Automaton Perfection

Spell Card

Tribute 2 Automaton-type monsters on your side of the field. Increase your Life Points by 2000 points.

 

39) Automaton Cyborg

Monster Card

EARTH

Machine / Automaton

4/1500/1000

If there are more than 5 Automaton-type monsters on your side of the field (including this card) the original ATK of this card becomes 2400.

 

40) Automaton Cyber Knight

Fusion Monster Card

EARTH

Machine / Automaton

6/2300/2300

“Automaton Cyborg” + “Automaton Trooper”

If there are more than 5 Automaton-type monsters on your side of the field (including this card), the original ATK of this card becomes 3000.

 

41) Cyber Alteration

Trap Card

Tribute 1 “Automaton Cyborg” on your side of the field to activate this card. Special Summon 1 Fusion Monster from your Fusion deck that lists “Automaton Cyborg” as Fusion Material.

 

42)Automaton Cyberdragon

Fusion Monster Card

LIGHT

Dragon/Automaton

6/2400/2000

“Automaton Cyborg” + “Automaton Dragon”

If there are more than 5 Automaton-type monsters on your side of the field, this card can attack your opponent directly.

 

43) Automaton Cyberdemon

Fusion Monster Card

DARK

Machine / Automaton

7/2800/2000

“Automaton Cyborg” + “Automaton Doom” + “Automaton Fiend”

This card can only be Special Summoned by a Fusion Summon using the above monsters as Fusion Material. When this card comes into play, remove 1 of the Fusion Material used to Fusion Summon this card from play. This card gains the following effect, depending on which card was removed from play by this card’s effect:

Automaton Cyborg: The original ATK of this card becomes 3300.

Automaton Doom: This card can attack your opponent directly. If so, the Battle Damage inflicted is halved.

Automaton Fiend: If this card destroys a monster as a result of battle, inflict 400 points of damage to your opponent’s Life Points.

 

44) Automaton Doom

Monster Card

DARK

Machine / Automaton

4/1400/1000

This card can attack your opponent directly. If so, the Battle Damage inflicted is treated as 500.

 

45) Automaton Fiend

Monster Card

DARK

Machine /Automaton

3/800/1200

If this card destroys a monster as a result of battle, inflict 200 points of damage to your opponent’s Life Points.

 

46) Automaton Doomfiend

Monster Card

DARK

Machine / Automaton

5/1800/1500

“Automaton Doom” + “Automaton Fiend”

If this card destroys a monster as a result of battle, inflict 700 points of damage to your opponent’s Life Points.

 

 

47) Automaton Cyberfiend

Monster Card

DARK

Machine / Automaton

5/2100/1000

“Automaton Cyborg” + “Automaton Fiend”

If there are more than 5 Automaton-type monsters on your side of the field, when this card destroys a monster as a result of battle, inflict 400 points of damage to your opponent’s Life Points.

 

48) Automaton Cyberdoom

Monster Card

DARK

Machine / Automaton

5/1800/1400

“Automaton Cyborg” + “Automaton Doom”

This card can attack your opponent directly. If so, the Battle Damage inflicted is treated as 1500.

 

49) Automaton Cybersquad!

Spell Card

You can only activate this card if you have “Automaton Cyberdoom”, “Automaton Cyberfiend” or “Automaton Cyberdemon” face-up on your side of the field. Special Summon “Automaton Cyborg” from your Graveyard in face-up Attack Position, and place 2 “Cyber Guard Tokens” (1/300/300/EARTH/Machine/Automaton) on your side of the field.

 

50) Robotic Reproduction

Equip Spell Card

Pay 800 Life Points. Special Summon 1 Automaton-type monster from your Graveyard in face-up Attack Position, and equip it with this card. If the equipped monster is destroyed as a result of battle, send this card to your Graveyard. If this card is destroyed or removed from the field, decrease the ATK of the equipped monster by 1000 points.

 

51)Ancient Automaton Dragon

Monster Card

EARTH

Machine / Automaton

6/2400/2400

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Time Ruler” when “Automaton Dragon” is Tributed by it’s effect. If this card inflicts Battle Damage to your opponent by attacking a monster, it can attack once more.

 

52) Time Ruler

Spell Card

Pay 1000 Life Points and Tribute 1 monster on your side of the field to activate this card. Special Summon 1 monster from your hand that requires this as a summoning requirement.

 

53) Ancient Automaton Knight

Monster Card

EARTH

Machine / Automaton

5/2100/2100

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Time Ruler” when “Automaton Knight” is Tributed by it’s effect. Whenever you draw a card outside your Draw Phase, your opponent must discard 1 card from his/her hand.

 

54) Rottening Knight Barascus

Monster Card

EARTH

Zombie / Automaton

6/2900/1900

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Time Ruler” when “Beast Knight Barascus” is Tributed by it’s effect. If this card is destroyed as a result of battle, you can remove “Beast Knight Barascus” and this card in your Graveyard from play to Special Summon “Re-Awoken Knight Barascus” from your Fusion Deck.

 

55) Gift of Soul

Trap Card

Tribute 1 Automaton-type monster on your side of the field to activate this card. Select 1 monster on your side of the field. That monster can attack twice during your next Battle Phase.

 

56) Knight of Cybershade

Fusion Monster Card

DARK

Machine / Fusion / Automaton

9/3700/3000

“Automaton Cyborg” + “Ancient Automaton Knight” + “Automaton Doomfiend”

This card can only be Special Summoned by Fusion Summon. If this card destroys a monster as a result of battle, inflict damage to your opponent’s Life Points equal to the ATK or DEF of the destroyed monster, whichever is higher. This card inflicts piercing damage. If this card is destroyed, place as many “Cybershade Tokens” (4/500/500/DARK/Machine/Automaton) on your side of the field as possible.

 

57) Automaton Beast

Monster Card

EARTH

Machine / Automaton

3/200/800

A robotic animal that lives across the lands of the Automatons.

 

58) Mechanic Evolution

Spell Card

Tribute 1 Level 3 or lower Automaton-monster you control to activate this card. Special Summon 1 Level 5 or higher Automaton-type monster from your hand.

 

59) Automaton War Banner

Continous Spell Card

Increase the ATK of all Automaton-type monsters by 100 points whenever they destroy a monster as a result of battle.

 

60) Automaton Beastmaster

Monster Card

EARTH

Machine / Automaton

4/1500/0

While this card is face-up on your side of the field, increase the ATK of all “Automaton Beast” on your side of the field by 800 points.

 

61)Automaton Overload

Equip Spell Card

This card can only be equipped to an Automaton-type monster. Increase the ATK of the equipped monster by 100 points for every Automaton-type monster on your side of the field and in your Graveyard. If the equipped monster is destroyed except as a result of battle, inflict 1000 points of damage to your opponent’s Life Points.

 

62) Automaton Blade Master

Monster Card

EARTH

Machine / Automaton

4/1900/0

During the same turn that this card has been Normal Summoned, Flip Summoned or Set, this card can attack twice during the Battle Phase.

 

63) My Armor as a Shield

Quick-Play Spell Card

You can only activate this card when a face-up Automaton-type monster is attacked. Increase the ATK of the attacked monster by an amount equal to the ATK of another Automaton-type monster on your side of the field.

 

64) Automaton Clock Tower

Continous Spell Card

When this card is activated, place 1 “Clock Counter” on this card for every Automaton-type monster on the field. During each of your Standby Phases, place 1 “Clock Counter” on this card. When there are 12 “Clock Counters” on this card, you can Special Summon “Automaton Time Emperor” from your hand. If “Time Ruler” is activated while this card is face-up on your side on the field, place 6 “Clock Counters” on this card.

 

65) Automaton Time Emperor

Monster Card

EARTH

Machine / Automaton

9 / 3000 / 3000

This card can only be Special Summoned by the effect of “Automaton Clock Tower” or the effect of “Emperor’s Heir”. If this card is Normal Summoned or Flip Summoned, destroy this card at the beginning of your next Standby Phase and Special Summon “Emperor’s Heir” from your hand, graveyard or deck. When this card is Special Summoned, remove all cards on the field from play. As long as this card is face-up on the field, all cards removed from play by this card’s effect can not be targeted by the effect of a Spell, Trap or Effect Monster. When this card is removed from the field, return all cards removed from play by this card’s effect to their original position and Special Summon “Emperor’s Heir” from your hand, deck or Graveyard.

 

66) Emperor’s Heir

Monster Card

EARTH

Machine / Automaton

4 / 2000 / 1800

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Automaton Time Emperor”. If this card destroys a monster as a result of battle, decrease the ATK of all monsters on your opponent’s side of the field by 1000 points. When this card is destroyed as a result of battle, you can remove at least 10 “Clock Counters” from a “Automaton Clock Tower” on your side of the field to Special Summon “Automaton Time Emperor” from your hand, deck or Graveyard.

 

67) Daylight Savings

Spell Card

Place 2 Clock Counters on “Automaton Clock Tower” on your side of the field.

 

68) Storm of Thousand Spikes

Trap Card

After activation, this card becomes an Equip Spell Card and is equipped to the monster with highest ATK on your opponent’s side of the field. The selected monster is changed into Defense Position and can not change it’s position. If the equipped monster is destroyed as a result of battle, inflict 700 points of damage to your opponent’s Life Points.

 

69) Reboot

Spell Card

Select 1 Automaton-type monster on your side of the field. Until the end of your next turn, the ATK and DEF of the selected monster becomes 0 and it can not be affected by the effect of Spell, Trap, or Effect Monster.

 

70) Mechano-Spirit

Spell Card

Select 1 Automaton-type monster on your side of the field. Until the end of this turn, the selected monster can not be destroyed as a result of battle or by the effect of an Effect Monster.

 

 

 

 

Link to comment

Wow. Guess I broke the maximum post size.

[spoiler=Part 2]

[spoiler=Arcane Heroes]

1: Arcane Hero I – The Protector

Monster Card

LIGHT

Warrior

3/1200/1200

This card can not be Set. When this card is Normal Summoned, add “Arcane Hero III – The Suffering” to your hand. When this card is Special Summoned, add “Arcane Hero IV – The Force” to your hand.

 

2: Arcane Hero II – The Siege

Monster Card

EARTH

Warrior

4/1000/2000

This card can not be Normal Summoned in face-up attack positon. When this card is Flip Summoned, add “Arcane Hero IV – The Force” to your hand. When this card is Special Summoned, add “Arcane Hero I – The Protector” to your hand.

 

3: Arcane Hero III – The Suffering

Monster Card

FIRE

Warrior

2/800/200

This card can not be Special Summoned. When this card is Normal Summoned, add “Arcane Hero VI – The Health” to your hand. When this card is Flip Summoned, add “Arcane Hero V – The Mark” to your hand.

 

4: Arcane Hero IV – The Force

Monster Card

DARK

Warrior

4/1500/1500

When this card is Normal Summoned, add “Arcane Hero I – The Protector” to your hand. When this card is Flip Summoned, add “Arcane Hero II – The Siege” to your hand. When this card is Special Summoned, draw 2 cards.

 

5: Arcane Hero V – The Mark

Monster Card

WIND

Warrior

1/300/300

When this card is added to it’s controllers hand by a card effect, the controller of this card selects 1 monster his/her opponent controls. The selected monster is added to this card’s controller’s hand and this card is Special Summoned in face-down Defense Position on the controller’s opponent’s side of the field. When this card is removed from the field, add it to it’s current controller’s hand.

 

6: Arcane Hero VI – The Mind

Monster Card

WATER

Warrior

4/1900/1000

When this card is added to your hand by a card effect, Special Summon it in face-up Attack Position. When this card is Normal Summoned, add “Arcane Hero VII – The Twin” to your hand. When this card is Flip Summoned, add “Arcane Hero V – The Mark” to your hand.

 

7: Arcane Hero VII – The Twin

Monster Card

DARK

Warrior

5/2100/800

When this card is Normal Summoned, place 2 “Twin Tokens” (3/1000/1000/DARK/Warrior) on your side of the field. When this card is Special Summoned, add “Arcane Hero IX – The Doom” to your hand.

 

8: Doombringer

Spell Card

Select 1 “Arcane Hero” in your hand and place it in the bottom of your deck to activate this card. Add “Arcane Hero IX – The Doom” to your hand.

 

9: Arcane Hero VIII – The Soul

Monster Card

LIGHT

Warrior

4/0/0

When this card is Normal Summoned, treat it as an Equip Spell Card and equip it to an “Arcane Hero” on your side of the field. Activate the effect that would have been activated when the equipped monster would have been Special Summoned.

When this card is Special Summoned, treat it as an Equip Spell Card and equip it a monster on your opponent’s side of the field. When the equipped monster is destroyed, increase your Life Points by 1000 points.

 

10: Arcane Hero IX – The Doom

Monster Card

DARK

Warrior

5/2000/1000

When this card is Normal Summoned, destroy 1 monster on your opponent’s side of the field and inflict damage to your opponent’s Life Points equal to the ATK of the destroyed monster.

When this card is Special Summoned, destroy all monsters on the field and inflict 2000 points of damage to your opponent’s Life Points.

 

11: Arcane Hero X – The Shade

Monster Card

WIND

Warrior

3/200/1200

When this card is flipped face-up, destroy 1 monster on your opponent’s side of the field.

When this card is Special Summoned in face-up Attack Position, select 1 monster your opponent controls and change it to face-down Defense Position.

Once per turn, you can shift this card into face-down Defense Position.

 

12) Reverse Reaction

Trap Card

You can only activate this card when an “Arcane Hero” is summoned and it’s effect is activated. Select 1 effect listed on the card except the current effect that lists a Summon as activation and activate that effect instead.

 

13) Arcane Alteration

Trap Card

Tribute 1 “Arcane Hero” on your side of the field. Special Summon 1 “Arcane Hero” from your hand.

 

14) Arcane Hero XI: The Gold

Monster Card

LIGHT

Warrior

4 / 1900 / 0

This card can not be Special Summoned. When this card is Normal Summoned, draw 1 card for every “Arcane Hero” on your side of the field. When this card is Flip Summoned or flipped face-up, your opponent must discard 1 card from his/her hand for every “Arcane Hero” on your side of the field.

 

15) Arcane Hero XII: The Executioner

Monster Card

EARTH

Warrior

4/1500/1450

When this card is Normal Summoned, destroy 2 monsters on your opponent’s side of the field and 1 monster on your side of the field. When this card is Special Summoned, inflict 1500 points of damage to your opponent’s Life Points.

 

16) Arcane Power-Up!

Trap Card

You can only activate this card when an “Arcane Hero” is Normal Summoned, Flip Summoned or Special Summoned to your side of the field. Resolve 1 of the following effects, depending on what kind of Summon it was:

Normal Summon: Both players draw 1 card, then discard 1 card.

Flip Summon: Both players select 1 monster on their respective sides on the field and flip them into face-down Defense Position.

Special Summon: Both players pick up the top card in their Graveyard and add it to their respective hands.

 

17) Arcane Hero XIII: The Diviner

Monster Card

EARTH

Warrior

3/1000/600

When this card is Normal Summoned, pick up the top 3 cards in your opponent’s deck. Select 1 of these cards and remove it from play, face-down. The rest of the cards is added to your opponent’s hand. When this card is Special Summoned, look at the top 5 cards in your deck and arrange them in any order you want, then place them on top of your deck.

 

18) Arcane Hero XIV: The Beast

Monster Card

DARK

Beast-Warrior

5/1900/1900

When this card is Normal Summoned, destroy 1 monster on the field. If the destroyed monster was an Effect Monster, this card also gains the effect of the destroyed monster. When this card is Special Summoned, destroy 2 monsters on the field.

 

 

[spoiler=Kings of Death]

1.Zombie Spawn

Monster Card

DARK

Zombie

2/1000/1000

When this card is Normal Summoned or flipped face-up, place 1 ”Spawn Counter” on this card. When this card is destroyed and sent to the Graveyard, place ”Spawn Tokens” (DARK/Zombie/1/300/200) equal to the number of ”Spawn Counters” on this card to your side of the field.

 

2.Crook's Crow

Monster Card

DARK

Winged Beast

1/400/300

When this card is Special Summoned, place 1 Spawn Counter on each monster you control.

 

3.Beguiler's Perfection

Trap Card

Tribute 2 monsters on your side of the field with at least 1 Spawn Counter on them. Special Summon 1 monster from your Graveyard.

 

4. Vain the Beguiler

Monster Card

DARK

Spellcaster

3/1400/900

Increase the ATK of this card by 200 points for every Spawn Counter on this card.

 

5.Spawner the Vile

Monster Card

DARK

Warrior

3/1200/800

During either players' Standby Phases, place 1 Spawn Counter on a card on your side of the field.

 

6. Beguiler's Edge

Equip Spell Card

You can only equip this card to a monster with “Beguiler” in it's name. Increase the ATK of the equipped monster's ATK by 300 points. When the equipped monster attacks, you can remove 1 Spawn Counter from it. If you do, the equipped monster can attack your opponent directly.

 

7. Disease the Beguiler

Monster Card

DARK

Spellcaster

4/1600/1300

If this card destroys a monster as a result of battle, place 1 Spawn Counter on this card. (max. 3) When there are 3 Spawn Counters on this card, increase the ATK of this card by 500 points.

 

8. King of Death - Illus

Monster Card

DARK

Warrior

7/2900/2600

When this card is Normal Summoned, Flip Summoned, or Special Summoned, place 1 Spawn Counter on every monster on your side of the field. Increase the ATK of this card by 400 points for every monster on your side of the field with a Spawn Counter on them.

 

9. Spawn Pawn

Monster Card

DARK

Warrior

1/500/500

If a monster with “King of Death” in it's name is face-up on your side of the field while you have this card in your hand, you can Special Summon as many “Spawn Pawns” from your hand, deck or Graveyard as possible.

 

10. Beguiler's Charm

Equip Spell Card

You can only equip this card to a monster on your opponent's side of the field. You can only activate this card when you have at least 1 monster with “Beguiler” in it's name on your side of the field. Control of the equipped monster changes. The name of the equipped monster is treated as “Beguiler's Willing Slave”. If there are no monsters with “Beguiler” in it's name (except the equipped monster) on your side of the field, this card is destroyed.

 

11.Hatred the Beguiler

Monster Card

DARK

Warrior

4/1400/1000

FLIP: Place 2 Spawn Counters on this card. Increase the ATK of this card by 300 points for every Spawn Counter on this card.

 

12. Beguiler's Torment

Trap Card

Destroy any number of monsters with “Beguiler” in their names on your side of the field. Destroy 1 card on the field for every “Beguiler” monster destroyed by this card's effect.

 

13. Spawning Pool

Continous Trap Card

Whenever a monster with a Spawn Counter on them is sent to the Graveyard, place 1 “Reverse Spawn Counter” on this card for every Spawn Counter on the destroyed monster. (Max. 10) Remove any number of “Reverse Spawn Counters” on this card to Special Summon 1 monster from your Graveyard whose Level Stars equal the number of counters removed.

 

14. Beguiler's Edge - Lorah

Equip Spell Card

You can only equip this card to a monster with at least 1 Spawn Counter on them. Increase the ATK of the equipped monster by 500 points. If the equipped monster is destroyed and sent to the Graveyard, you can remove this card from play to Special Summon “King of Death – Lorah” from your hand, deck, or Graveyard.

 

15. King of Death - Lorah

Monster Card

DARK

Fiend

8/3000/2500

This card can not be Special Summoned, except by the effect of “Beguiler's Edge – Lorah” or “Spawning Pool”. If this card is Special Summoned by the effect of “Beguiler's Edge – Lorah”, place 4 “Spawn Counters” on this card. If this card is attacked, you can remove 2 Spawn Counters from this card to decrease the ATK of the attacking monster to 0 during damage calculation only.

 

16. Zombie Revival – Connection to Realm Three

Trap Card

Remove 2 Spawn Counters on your side of the field. Special Summon “Doom the Beguiler” from your hand.

 

17. Doom the Beguiler

Monster Card

DARK

Zombie

4/0/0

Any Battle Damage taken from a battle involving this card is treated as 0. When this card is sent to the Graveyard, remove monsters on your opponent's side of the field from play equal to half of the number of Spawn Counters on “Spawning Pool” on your side of the field.

 

18.Check and Mate

Trap Card

You can only activate this card when you attack your opponent directly. Remove any number of Spawn Counters on your side of the field from the game, and inflict 200 points of damage to your opponent's Life Points for each Spawn Counter removed.

 

19. Seal of Beguiler's Wrath

Trap Card

Remove 1 monster on the field from play. During your 2nd Standby Phase after activating this card, add the monster to it's owner's hand.

 

20. King of Death - Asyrilun

Monster Card

DARK

Warrior

9/3200/2800

This card can not be Normal Summoned or Set. This card can only be Special Summoned when “Jack of Death” is removed from play by the effect of “King's Run”. As long as this card remains face-up on the field, both players gain an extra Standby Phase during each of their turns, before their Main Phase.

 

21. Jack of Death

Monster Card

DARK

Warrior

4/1900/500

FLIP: Select 1 card in your opponent's hand, without looking at it, and add it to your hand.

 

22. King's Run

Spell Card

When this card is activated, remove 1 monster on your side of the field from play. This card gains the following effect, depending on which monster was removed:

A “Beguiler” monster: Draw 2 cards, then place 1 Spawn Counter on every monster you control.

A “King of Death”: Inflict 2000 points of damage to your opponent's Life Points.

Jack of Death: Special Summon 1 monster from your hand, deck or Graveyard that states this as a Summoning Requirement.

 

23.Cestus the Beguiler

Monster Card

DARK

Beast-Warrior

4/1800/1000

If you control a face-up “Beguiler's Willing Slave”, this card can not be destroyed as a result of battle. Once per turn, you can remove 2 Spawn Counters on your side of the field to increase the ATK of this card by 500 points.

 

24. Beguiler's Last Resort

Spell Card

You can only activate this card when you have at least 20 cards in your Graveyard. When this card is activated, place it in the bottom of your Graveyard. During each of your Standby Phases, remove cards from the top of your Graveyard from play equal to the number of “Beguiler” monsters on your side of the field. If this card is on top of your Graveyard during your Standby Phase, inflict 800 points of damage to your opponent's Life Points for each Spawn Counter on your side of the field.

 

25. Queen of Death - Asyrilun

Monster Card

DARK

Spellcaster

6/1900/3000

If “King of Death – Asyrilun” is face-up on your side of the field, swap this card's original ATK and DEF. This card inflicts piercing damage.

 

26. Beguiler's Faith – Illus

Equip Spell Card

You can only equip this card to a “Beguiler” monster on your side of the field. If the equipped monster is sent to the Graveyard, Special Summon “”King of Death – Illus” from your hand, deck or Graveyard.

 

27. Spawn Rook

Monster Card

EARTH

Machine

5/1800/1800

If there are no monsters in the same column as this card, and there are at least 2 Spawn Counters on this card, it can attack your opponent directly.

 

28.Beguiler's Affection

Spell Card

Place 1 Spawn Counter on each monster your opponent controls.

 

29. Beguiler's Castle – Hierlin

Field Spell Card

During your Standby Phase, decrease the ATK and DEF of all monsters on the field with a Spawn Counter on them and doesn't list a Spawn Counter in their Card Lore by 500 points. When this card is sent to the graveyard, Special Summon “King of Death - Hierlin” from your hand, deck or Graveyard.

 

30. King of Death – Hierlin

Monster Card

DARK

Warrior

9/0/3900

This card can not be Normal Summoned or Set. If this card is Special Summoned by the effect of “Beguiler's Castle – Hierlin”, switch this card's original ATK and DEF.

 

31. Destruction of Innocence

Trap Card

Destroy up to 2 monsters on the field. If any of these monsters were controlled by your opponent, pay 1000 Life Points for each monster controlled by your opponent that was destroyed by this card's effect.

 

32. Beguiler's Choice - Gardno

Spell Card

Pick up the top 8 cards in your deck and show them to your opponent. Then, place the cards beside the field. During each player's Standby Phase, that player selects 1 of these cards. Resolve the following effect, depending on the player that selected the card:

You: Add the card to your hand.

Your opponent: Sent the card to the Graveyard.

If a monster sent to the Graveyard by this card's effect has “Beguiler” in it's card name, Special Summon it to it's owner's side of the field. When 4 cards have been selected by this card's effect, send this card to the Graveyard and add the remaining cards to their owner's hand, then Special Summon “King of Death – Gardno” from your hand, deck or Graveyard.

 

33. King of Death – Gardno

Monster Card

DARK

Rock

7/2600/1900

If this card is Special Summoned by the effect of “Beguiler's Choice – Gardno” draw 2 cards. This card can attack once more for every “Beguiler” monster on your side of the field. This card can not attack your opponent directly.

 

34. Dark Hero – King of Death

Fusion Monster Card

DARK

Warrior

9/?/?

Any two “King of Death” monsters.

The original ATK and DEF of this card becomes 150 x the total Level Stars of the Fusion Material used to Fusion Summon this card. When this card is Fusion Summoned, destroy all monsters on the field which do not have a Spawn Counter on them.

 

35.Beguiler's King of Glory

Monster Card

8/3000/2500

DARK

Spellcaster

During your Battle Phase, increase the ATK of all “Beguiler” monsters on your side of the field by 400 points. If this card is destroyed as a result of battle, you can remove 1 “Beguiler” monster on your side of the field to Special Summon this card in face-up Attack Position. It's original ATK is then decreased by 300 points.

 

36. Beguiler's Violent End

Trap Card

Destroy 1 card on your opponent's side of the field for every “Beguiler” monster in your Graveyard.

 

37. Beguiler's Drain - Alus

Spell Card

Decrease your opponent's Life Points by 1000 points, and increase your Life Points by 1000 points. If the difference between your Life Points and your opponent's Life Points is 4000 or more, you can Special Summon “King of Death - Alus” from your hand, deck or Graveyard.

 

38. King of Death - Alus

Monster Card

DARK

Warrior

8/3200/1900

This card can not be Set. When this card is Normal Summoned or Special Summoned, except by the effect of “Beguiler's Drain - Alus” switch this card's original ATK/DEF. If this card is Special Summoned by the effect of “Beguiler's Drain - Alus”, if it attacks a monster in Defense Position whose DEF is higher than it's ATK, switch the attack target's ATK/DEF during damage calculation only.

 

39. King's Formation

Spell Card

You can only activate this card when you have 2 or more “King of Death” monsters on your side of the field. Increase the ATK of all monsters on your side of the field by an amount equal to the total number of Spawn Counters on your side of the field x 100.

 

40. Judgment Day

Trap Card

You can only activate this card when the combined ATK of all monsters on your side of the field is greater than your opponent's Life Points. Special Summon “Judgment King of Death - Isiah” from your hand, deck or Graveyard.

 

41. Judgment King of Death - Isiah

Monster

LIGHT

Fairy

10/?/?

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Judgment Day”. This card's Attribute is also treated as DARK. This card's Type is also treated as Fiend. This card's original ATK/DEF becomes equal to the combined ATK of all monsters on your side of the field (except this card). If this card is sent to the Graveyard, destroy all cards on the field and inflict 500 points of damage to your opponent's Life Points for every card destroyed this way.

 

 

[spoiler=Insidious Virus]

Insidious Virus

Spell Card

Place 1 "Virus Counter" on a monster your opponent controls. Decrease the ATK/DEF of a monster with a "Virus Counter" on them by 300 points for each "Virus Counter" on them. Should either a monster's ATK/DEF decrease to 0, destroy the monster and place 1 "Virus Counter" on a monster in an adjacent Monster Card Zone. During each of your opponent's Standby Phases, place 1 "Virus Counter" on every monster which has a monster in an adjacent Monster Card Zone with a monster with a "Virus Counter" on them. If a monster which has no "Virus Counters" on them battles with a monster with "Virus Counters" on it, place 1 "Virus Counter" on the monster which has no "Virus Counters" on it.

 

This is used to simulate a spreading virus, that weakens it's prey and finally kills it off, just to spread even more. What do you think?

 

Virus Sample

Quick-Play Spell Card

You can only activate this card while a monster with a “Virus Counter” on it is face-up on the field while “Isolated Zone” is face-up on your side of the field. Remove 1 “Virus Counter” from your opponent's side of the field and place 1 “Virus Sample Counter” on “Isolated Zone”.

 

An isolated sample of the virus that is taken to study in an isolated laboratory.

 

Isolated Zone

Field Spell Card

The ATK/DEF of monsters on your side of the field is unaffected by the effect of “Insidious Virus”. If any monster face-up on your side of the field lists “Virus Sample Counter” in their Effect, and there is a “Virus Sample Counter” on this card, place 1 “Virus Sample Counter” on that monster during your Standby Phase.

 

While in here, the monsters are isolated from the virus.

 

Injection Worker

Monster Card

EARTH

Warrior

4/1500/800

When this card is Summoned, place 3 “Virus Sample Counter” on this card. Whenever this card battles, place 1 “Virus Counter” on your opponent's monster and remove 1 “Virus Sample Counter” from this card. If there are no “Virus Sample Counters” on this card, the ATK of this card becomes 0.

 

A doctor that has three samples of the virus with him. Will inject them if so should prove necessary.

 

Mutation

Trap Card

Select 1 monster on the field with at least 4 “Virus Counters” on it to activate this card. Remove all Virus Counters from the selected monster and place “Mutated Virus Counters” on the selected monster equal to the number of “Virus Counters” that was removed. During each player's Standby Phase, remove 1 “ Mutated Virus Counter” from the selected monster.

 

The virus is mutating, and the previous cures won't work. You can just hope it passes...

 

Mutated Virus Counter

Counter

A monster with a Mutated Virus Counter on it can not declare an attack. If a monster is destroyed while it has “ Mutated Virus Counters” on it, the controller of that monster places “ Mutated Virus Tokens” (1/DARK/Plant/0/0) on empty Monster Card Zones on their side of the field equal to the number of “Mutated Virus Counters” on the destroyed monster.

 

A detailed description of the new virus, gathered by lead scientists.

 

Victims to the Virus

Trap Card

You can only activate this card when a monster with “Virus Counters” or “Mutated Virus Counters” is destroyed. Place 1 “Infected Token” (4/DARK/Zombie/1800/600) on your side of the field.

 

The virus doesn't kill them anymore; it turns them.

 

World-threatening Danger

Spell Card

You can only activate this card by removing at least 12 “Virus Counters” on the field. Special Summon “World-Infecting Virus” from your hand, deck, or Graveyard

 

Something tells us doomsday is arriving. The virus is greatly mutating, and developing a... conscience?

 

World-Infecting Virus

Monster Card

DARK

Plant

10/0/0

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “World-threatening Danger”. When this card is Special Summoned, declare 1 type of card (Monster, Spell or Trap) Your opponent must then remove 10 cards of the selected type in her deck, hand or on their side of the field from play. As long as this card remains face-up on the field, the removed cards can not be targeted and is unaffected by the effect of any Spell, Trap or Monster effect. This card can not be destroyed as a result of battle. If this card declares an attack, place 6 Virus Counters on the attacked monster before damage calculation.

 

The virus in it's purest and most sophisticated form. Stay clear.

 

Genetic Manipulation

Spell Card

Remove “Virus Counters” on 1 monster on your opponent's side of the field. Decrease the original ATK/DEF of the selected monster with 400 points for each “Virus Counter” removed by this card's effect.

 

The scientists have managed to craft a way to stop the virus from spreading, but it weakens the subject even more.

 

 

[spoiler=Shame Codex]

Warrior from the Underground

Trap Card

You can only activate this card when your opponent Normal Summons, Flip Summons, or Special Summons a monster. Destroy the summoned monster, then Special Summon 1 Level 3 or lower Warrior-type monster from your hand, deck, or Graveyard.

 

Shadow's Edge

Monster Card

DARK

Warrior

3/1200/500

This card can attack your opponent directly. Switch the ATK/DEF of this card during damage calculation only.

 

Heretic Paladin

Fusion Monster Card

DARK

Warrior

7/2800/1000

This card can only be Special Summoned by removing “Shadow's Edge” on your side of the field and “Warrior from the Underground” in your Graveyard from play. Your opponent does not take any Battle Damage from a battle involving this card and another monster.

 

Disloyalty

Continous Trap Card

Whenever a monster is Normal Summoned, Set, or Special Summoned, the summoning player flips a coin. If the result is Tails, the monster is summoned to the summoning player's opponent's side of the field.

 

Death in Vain

Trap Card

You can only activate this card when your opponent declares an attack. Negate the attack and remove the top card in your opponent's deck from play. If the removed card was a Monster, inflict damage to your opponent's Life Points equal to half of the removed monster's ATK.

 

Breaking the Contract

Continous Trap Card

During each player's Standby Phase, the turn player rolls a six-sided die, and assign the numbers from 1 to 5 to each of his/her Monster Card Zones. If the result is between 1 and 5, and there is a monster in the same Monster Card Zone as the result was assigned to, control of the monster shifts to the turn player's opponent. If the result was a 6, the turn player can destroy 1 monster on their opponent's side of the field.

 

Your Body as a Shield

Trap Card

You can only activate this card when your opponent declares an attack. Negate the attack and destroy 1 monster on your opponent's side of the field with lower ATK than the attacking monster, then inflict damage to your opponent equal to the difference in the monsters' ATK.

 

Backstab

Trap Card

If a monster on your side of the field battles with a monster with higher ATK, switch the other monster's ATK/DEF.

 

Illoyal Servant

Monster Card

DARK

Warrior

3/1000/400

If this card is destroyed by “Breaking the Contract”, inflict 1000 damage to your opponent.

 

Sleight of Hand

Trap Card

Search your opponent's Graveyard for an Equip Spell Card and equip it to a monster on your side of the field. (The Equip Spell Card remains in your opponent's Graveyard)

 

Vergüenza - Avatar of Deceit

Monster Card

DARK

Spellcaster

7/2100/3000

This card can not be Normal Summoned or Set. This card can not be Special Summoned, except by removing “Warrior from the Underground” “Illoyal Servant” and “Shadow's Edge” in your Graveyard from play. During each player's Standby Phase, you can discard 1 Trap Card from your hand to Special Summon 1 monster that is removed from play. The summoned monster's ATK/DEF is halved until your next Standby Phase.

 

 

 

[spoiler=Duelist Nemesis]

Tornado Dragon

Invert Monster Card

WIND

Dragon

8/2300/3200

“Luster Dragon #2”

This card can also be Invert Summoned by destroying 2 Trap Cards on your side of the field. When this card attacks, and there is a DARK monster on your side of the field, halve the ATK/DEF of the attacked monster during damage calculation only.

 

Necrosis Archer

Invert Monster Card

EARTH

Warrior

4/1900/1800

“Doomcaliber Knight”

This card can also be Invert Summoned by removing 1 EARTH Warrior-type monster in your Graveyard from play. When an Effect Monster is summoned, you can Tribute 1 monster on your side of the field to return the monster to the bottom of the owner's deck.

 

Instant Reverse

Quick-Play Spell Card

Tribute 1 Invert Monster on your side of the field. Special Summon a monster from your hand with the same Attribute as the tributed monster.

 

Mystical Knight - Zakia

Invert Monster Card

DARK

Spellcaster

7/2800/2100

“Dark Magician”

This card can also be Invert Summoned by removing the 5 top cards on your deck. When this card destroys a monster as a result of battle, remove the top card in both player's decks from play.

 

Alchemist's Belief

Remove 4 monsters with different Attributes in your Graveyard from play. Invert Summon “Homunculus Golem” from your Extra Deck.

 

Homunculus Golem

Invert Monster Card

LIGHT

Rock

8/3000/3000

“Ancient Gear Golem”

This card can also be Invert Summoned by “Alchemist's Belief”. When this card destroys a monster as a result of battle, inflict damage to your opponent's Life Points equal to the DEF of the destroyed monster. When this card is sent to the Graveyard, remove all face-up Spell Cards on the field from play.

 

Renios, the Glacial Monarch

Invert Monster Card

WATER

Warrior

6/2400/1800

“Mobius the Frost Monarch”

This card can also be Invert Summoned by destroying 2 face-up Spell Cards on your side of the field. When this card is Invert Summoned, you can remove up to 2 face-down Spell/Trap Cards on your opponent's side of the field from play.

 

Hellfire

Invert Monster Card

FIRE

Pyro

8/3000/2500

“Infernal Flame Emperor”

This card can also be Invert Summoned by paying 1600 Life Points. At the end of each of your Standby Phases, place 1 “Hell Counter” on this card. When this card destroys a monster as a result of battle, inflict 200 points of damage to your opponent's Life Points for each “Hell Counter” on this card. When this card is sent to the Graveyard with 4 or more “Hell Counters” on it, you can remove 1 “Homunculus Golem” in your Graveyard from play to Invert Summon “Zagog - The Hellfire Golem” from your Extra Deck.

 

Zagog - The Hellfire Golem

Invert Monster Card

FIRE

Rock

10/3400/2800

“Infernal Flame Emperor” or “Hellfire” + “Ancient Gear Golem” or “Homunculus Golem”

This card can also be Invert Summoned by “Hellfire”. When this card inflicts damage to your opponent's Life Points, place 1 “Hell Counter” on this card. If there are 5 “Hell Counters” on this card during your Standby Phase, you win the Duel.

 

Return Shot

Trap Card

You can only activate this card when your opponent declares an attack. Negate the attack and inflict damage to your opponent equal to Level of the attacking monster x 100.

 

Blaque, Swordsman of Dark World

Monster Card

DARK

Fiend

3/700/550

When this card is discarded from your hand by a card effect, you can Special Summon this card in face-up Attack Position on either side of the field.

 

Neo-Light

Equip Spell Card

You can only equip this card to “Elemental Hero Neos”. If the equipped monster is destroyed as a result of battle, you can Invert Summon “Elemental Hero Paladin Neos” from your Extra Deck.

 

Elemental Hero Paladin Neos

Invert Monster Card

LIGHT

Warrior

7/2800/2400

“Elemental Hero Neos”

This card can also be Invert Summoned by the effect of “Neo-Light”. If this card destroys a monster as a result of battle, but does not inflict Battle Damage, it can attack your opponent directly during your next Battle Phase. When this card is removed from the field, increase your Life Points by 1000.

 

Chant of Rebirth

Continous Spell Card

During each of your Standby Phases, you can Special Summon 1 Level 2 or lower monster from your Graveyard. At the beginning of your next Standby Phase after using this card's effect, destroy the summoned monster.

 

Skeletal Warhorse

Equip Spell Card

You can only equip this card to a Warrior-type monster. The equipped monster can attack your opponent directly if you control no other monsters.

 

Spirit of the King

Continuous Trap Card

To activate this card, remove 1 monster on your side of the field from play. After activation, this card is treated as a Normal Monster Card (Fiend-type/LIGHT/Level 5/ATK 2300/DEF 1700) and is Special Summoned to your Monster Card Zone in face-up Attack Position. When this card is sent to the Graveyard, you can Invert Summon “Incorpus King” from your Extra Deck. (This card is also treated as a Trap Card)

 

Incorpus King

Invert Monster Card

LIGHT

Fiend

8/3000/2500

“Il Blud”

This card can also be Invert Summoned by the effect of “Spirit of the King”. During each of your Standby Phases, you can Special Summon 1 Level 4 or lower Fiend-type monster from your Graveyard. When a monster Special Summoned by this card's effect is sent to the Graveyard, decrease the ATK/DEF of this card by the Level Stars of the summoned monster x 200.

 

Ring of the Storm

Equip Spell Card

The equipped monster is unaffected by Counter Trap Cards. Also, if the equipped monster battles with a WIND monster, increase the equipped monster's ATK by half of the WIND monster's ATK during damage calculation only.

 

Infusion of Necrosis Servants - Norgross

You can only activate this card when “Norgross Deity” is face-up on your side of the field. Tribute 4 Zombie-type monsters on your side of the field, and increase the ATK of “Norgross Deity” by the combined ATK of the monsters Tributed by this card's effect.

 

Norgross Deity

Invert Monster Card

DARK

Fiend

10/0/0

“Yubel”

This card can also be Invert Summoned by tributing 3 DARK monsters on your side of the field. This card can not be destroyed as a result of battle, unless “Infusion of Necrosis Servants - Norgross” has been activated. Any Battle Damage you take while this card is face-up on your side of the field is inflicted as Direct Damage to your opponent instead. When this card is removed from the field, remove all monsters on the field and in both players' Graveyards from play.

 

Elemental Hero True Sight

Invert Monster Card

EARTH

Warrior

5/2100/1900

“Elemental Hero Wildheart”

This card can also be Invert Summoned by paying 1000 Life Points. This card is unaffected by Trap Cards. Once per turn, you can randomly select 1 card in each player's hand. If both cards are of the same type (Monster, Spell, or Trap) you gain 800 Life Points. Otherwise, you lose 800 Life Points.

 

Mechanical Assembly Line

Continuous Spell Card

During each of your Standby Phases, place 2 "Construct Counters" on this card. (Max. 10) At the end of your Standby Phase, you can remove "Construct Counters" on this card to Special Summon a Machine-type monster from your hand whose Level Stars equal the number of "Construct Counters" removed.

 

Rainbow Missionary - Eregros

Monster Card

LIGHT

Spellcaster

4/1500/1200

When your opponent activates a Spell Card, you can Tribute this card to negate the activation and effect of the Spell Card and add it to your hand.

 

Elemental Hero Lady Wildbreath

Ritual Monster Card

LIGHT

Warrior

7/2800/2500

This monster can only be Ritual Summoned with the Ritual Spell Card, "Chant of Wildheart". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from your field or your hand. When this card destroys a monster as a result of battle, you can Special Summon 1 Level 3 or lower Warrior-type monster from your hand.

 

Chant of Wildheart

Ritual Spell Card

This card is used to Ritual Summon "Elemental Hero Lady Wildbreath". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand.

 

Destiny Hero - Duke Chaos

Invert Monster Card

DARK

Warrior

9/2300/3000

"Destiny Hero - Plasma"

This card can also be Invert Summoned by Tributing 3 monsters you control. During your Standby Phase, equip 1 monster on your opponent's side of the field to this card. (You can equip up to 2 monsters to this card at a time) Increase the ATK of this card by half of the combined ATK of the monsters equipped to this card. While this card is face-up on the field, negate the effect of all Trap Cards.

 

Electromagnetical Field

Field Spell Card

While this card is face-up on the field, Machine-type monsters can not be destroyed as a result of battle. When this card is destroyed annd sent to the Graveyard, destroy all face-up Machine-type monsters on the field.

 

Infinite Pain

Trap Card

Remove 2 monsters on the field from play. If any of these monsters were controlled by your opponent, you take 1000 points of damage for each monster.

 

Predetermined Death

Continuous Trap Card

At the cost of 500 Life Points per monster, both players can use monsters in their respective hands as Tributes for a Tribute Summon.

 

Shade of Shade

Invert Monster Card

DARK

Fiend

6/2100/1500

"Elemental Hero Necroshade"

This card can also be Invert Summoned by Tributing 1 DARK monster on your side of the field. If "Elemental Hero Necroshade" was the Tribute used to Invert Summon this card, this card is treated as an "Elemental Hero" monster. If this card attacks a face-down monster, return the opponent's monster to their respective hand.

 

Crystal Recharge

Trap Card

Send 2 “Crystal Beast” monsters on your side of the field to the Graveyard. Increase your Life Points by the combined ATK of the “Crystal Beast” monsters.

 

The Six Samurai - Naishô

Invert Monster Card

DARK

Warrior

4/1900/1100

“The Six Samurai - Irou”

This card can also be Invert Summoned by destroying 1 face-up Trap Card on your side of the field. If there is another “Six Samurai” monster on your side of the field, when this card attacks a face-down monster, remove the attacked monster from play and inflict 500 points of damage to your opponent.

 

Spirit Shaman

Monster Card

LIGHT

Spellcaster

4/1000/1000

When this card is Summoned, place 1 “Spirit Totem Token” (LIGHT/Machine/1/500/500) on your side of the field. Increase the ATK of this card by 400 points for each LIGHT monster on the field.

 

Dragonbound

Monster Card

FIRE

Spellcaster

4/1000/1000

When this card is Summoned, place 1 “Burst Token” (FIRE/Machine/1/400/400) on your side of the field. You can Tribute 1 FIRE monster on your side of the field to make the original ATK of this card 2000 until the end of the turn.

 

Nuclear Winter

Trap Card

Activate only when you have received 4000 or more Battle Damage during the same Battle Phase. Destroy all monsters on the field, and inflict damage to your opponent's Life Points equal to the number of monsters destroyed by this card's effect x 700. During the End Phase of the turn you activate this card, pay 3000 Life Points.

 

Magical Construct

Continuous Spell Card

After activation, this card is also treated as an Normal Monster Card (EARTH/Machine-type/4 Stars/ATK 1900/DEF 500) and is Special Summoned to your side of the field in Attack Position.

(This card is also treated as a Spell Card)

 

Raviel's Secrets

Trap Card

Remove 1 Fiend-type monster on your side of the field from play. Place “Phantasm Tokens” (DARK/Fiend/4/0/0) on your side of the field equal to half of the Level Stars of the removed monster.

 

Obsolete Ritual

Normal Spell Card

Tribute 1 monster on your side of the field. Draw 2 cards.

 

Lithium Swordsman

Invert Monster Card

LIGHT

Machine

5/2200/1400

“Ancient Gear” and “Familiar Knight”

This card can also be Invert Summoned by removing the top 5 cards in your deck from play. When this card is Invert Summoned, you can Special Summon 1 Level 4 monster from your hand.

 

Light of Instruction

Continuous Spell Card

Whenever a player Special Summons a LIGHT monster, the controller of that monster draws 1 card.

 

Neo-Spacian Underworm

Invert Monster Card

EARTH

Beast

3 / 1600 / 400

”Neo-Spacian Grand Mole”

This card can also be Invert Summoned by randomly discarding 2 cards from your hand. When this card attacks your opponent's monster, you can choose to return your opponent's monster to their hand instead. This card is unaffected by Spell Cards that target this 1 card.

 

Endless Horde

Spell Card

Reduce your Life Points to 100. Place as many ”Mindless Tokens” (DARK/Zombie/1/400/0) on your side of the field as possible.

 

Triple Threat

Trap Card

You can only activate this card when you control 3 monsters with the same name. Increase the ATK of the monsters by an amount equal to their original ATK.

 

Revival of the Great Sceptre

Equip Spell Card

Special Summon 1 monster from your Graveyard, and equip it with this card. Decrease the ATK of the equipped monster to 0. If this card is destroyed, destroy the equipped monster. If the equipped monster is destroyed, destroy this card. While you control this face-up card, you can Tribute the equipped monster and Invert Summon ”Sceptre Spectre” from your Extra Deck.

 

Sceptre Spectre

Invert Monster Card

DARK

Psychic

2 / 800 / 400

”Spirit Reaper”

This card can also be Invert Summoned by the effect of ”Revival of the Great Sceptre”. This card can not be destroyed as a result of battle. When this card inflicts Battle Damage to your opponent's Life Points, select 1 card in your opponent's hand and remove it from play.

 

 

 

 

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[spoiler=Part 3]

[spoiler=Duelist Nemesis]

Tornado Dragon

Invert Monster Card

WIND

Dragon

8/2300/3200

“Luster Dragon #2”

This card can also be Invert Summoned by destroying 2 Trap Cards on your side of the field. When this card attacks, and there is a DARK monster on your side of the field, halve the ATK/DEF of the attacked monster during damage calculation only.

 

Necrosis Archer

Invert Monster Card

EARTH

Warrior

4/1900/1800

“Doomcaliber Knight”

This card can also be Invert Summoned by removing 1 EARTH Warrior-type monster in your Graveyard from play. When an Effect Monster is summoned, you can Tribute 1 monster on your side of the field to return the monster to the bottom of the owner's deck.

 

Instant Reverse

Quick-Play Spell Card

Tribute 1 Invert Monster on your side of the field. Special Summon a monster from your hand with the same Attribute as the tributed monster.

 

Mystical Knight - Zakia

Invert Monster Card

DARK

Spellcaster

7/2800/2100

“Dark Magician”

This card can also be Invert Summoned by removing the 5 top cards on your deck. When this card destroys a monster as a result of battle, remove the top card in both player's decks from play.

 

Alchemist's Belief

Remove 4 monsters with different Attributes in your Graveyard from play. Invert Summon “Homunculus Golem” from your Extra Deck.

 

Homunculus Golem

Invert Monster Card

LIGHT

Rock

8/3000/3000

“Ancient Gear Golem”

This card can also be Invert Summoned by “Alchemist's Belief”. When this card destroys a monster as a result of battle, inflict damage to your opponent's Life Points equal to the DEF of the destroyed monster. When this card is sent to the Graveyard, remove all face-up Spell Cards on the field from play.

 

Renios, the Glacial Monarch

Invert Monster Card

WATER

Warrior

6/2400/1800

“Mobius the Frost Monarch”

This card can also be Invert Summoned by destroying 2 face-up Spell Cards on your side of the field. When this card is Invert Summoned, you can remove up to 2 face-down Spell/Trap Cards on your opponent's side of the field from play.

 

Hellfire

Invert Monster Card

FIRE

Pyro

8/3000/2500

“Infernal Flame Emperor”

This card can also be Invert Summoned by paying 1600 Life Points. At the end of each of your Standby Phases, place 1 “Hell Counter” on this card. When this card destroys a monster as a result of battle, inflict 200 points of damage to your opponent's Life Points for each “Hell Counter” on this card. When this card is sent to the Graveyard with 4 or more “Hell Counters” on it, you can remove 1 “Homunculus Golem” in your Graveyard from play to Invert Summon “Zagog - The Hellfire Golem” from your Extra Deck.

 

Zagog - The Hellfire Golem

Invert Monster Card

FIRE

Rock

10/3400/2800

“Infernal Flame Emperor” or “Hellfire” + “Ancient Gear Golem” or “Homunculus Golem”

This card can also be Invert Summoned by “Hellfire”. When this card inflicts damage to your opponent's Life Points, place 1 “Hell Counter” on this card. If there are 5 “Hell Counters” on this card during your Standby Phase, you win the Duel.

 

Return Shot

Trap Card

You can only activate this card when your opponent declares an attack. Negate the attack and inflict damage to your opponent equal to Level of the attacking monster x 100.

 

Blaque, Swordsman of Dark World

Monster Card

DARK

Fiend

3/700/550

When this card is discarded from your hand by a card effect, you can Special Summon this card in face-up Attack Position on either side of the field.

 

Neo-Light

Equip Spell Card

You can only equip this card to “Elemental Hero Neos”. If the equipped monster is destroyed as a result of battle, you can Invert Summon “Elemental Hero Paladin Neos” from your Extra Deck.

 

Elemental Hero Paladin Neos

Invert Monster Card

LIGHT

Warrior

7/2800/2400

“Elemental Hero Neos”

This card can also be Invert Summoned by the effect of “Neo-Light”. If this card destroys a monster as a result of battle, but does not inflict Battle Damage, it can attack your opponent directly during your next Battle Phase. When this card is removed from the field, increase your Life Points by 1000.

 

Chant of Rebirth

Continous Spell Card

During each of your Standby Phases, you can Special Summon 1 Level 2 or lower monster from your Graveyard. At the beginning of your next Standby Phase after using this card's effect, destroy the summoned monster.

 

Skeletal Warhorse

Equip Spell Card

You can only equip this card to a Warrior-type monster. The equipped monster can attack your opponent directly if you control no other monsters.

 

Spirit of the King

Continuous Trap Card

To activate this card, remove 1 monster on your side of the field from play. After activation, this card is treated as a Normal Monster Card (Fiend-type/LIGHT/Level 5/ATK 2300/DEF 1700) and is Special Summoned to your Monster Card Zone in face-up Attack Position. When this card is sent to the Graveyard, you can Invert Summon “Incorpus King” from your Extra Deck. (This card is also treated as a Trap Card)

 

Incorpus King

Invert Monster Card

LIGHT

Fiend

8/3000/2500

“Il Blud”

This card can also be Invert Summoned by the effect of “Spirit of the King”. During each of your Standby Phases, you can Special Summon 1 Level 4 or lower Fiend-type monster from your Graveyard. When a monster Special Summoned by this card's effect is sent to the Graveyard, decrease the ATK/DEF of this card by the Level Stars of the summoned monster x 200.

 

Ring of the Storm

Equip Spell Card

The equipped monster is unaffected by Counter Trap Cards. Also, if the equipped monster battles with a WIND monster, increase the equipped monster's ATK by half of the WIND monster's ATK during damage calculation only.

 

Infusion of Necrosis Servants - Norgross

You can only activate this card when “Norgross Deity” is face-up on your side of the field. Tribute 4 Zombie-type monsters on your side of the field, and increase the ATK of “Norgross Deity” by the combined ATK of the monsters Tributed by this card's effect.

 

Norgross Deity

Invert Monster Card

DARK

Fiend

10/0/0

“Yubel”

This card can also be Invert Summoned by tributing 3 DARK monsters on your side of the field. This card can not be destroyed as a result of battle, unless “Infusion of Necrosis Servants - Norgross” has been activated. Any Battle Damage you take while this card is face-up on your side of the field is inflicted as Direct Damage to your opponent instead. When this card is removed from the field, remove all monsters on the field and in both players' Graveyards from play.

 

Elemental Hero True Sight

Invert Monster Card

EARTH

Warrior

5/2100/1900

“Elemental Hero Wildheart”

This card can also be Invert Summoned by paying 1000 Life Points. This card is unaffected by Trap Cards. Once per turn, you can randomly select 1 card in each player's hand. If both cards are of the same type (Monster, Spell, or Trap) you gain 800 Life Points. Otherwise, you lose 800 Life Points.

 

Mechanical Assembly Line

Continuous Spell Card

During each of your Standby Phases, place 2 "Construct Counters" on this card. (Max. 10) At the end of your Standby Phase, you can remove "Construct Counters" on this card to Special Summon a Machine-type monster from your hand whose Level Stars equal the number of "Construct Counters" removed.

 

Rainbow Missionary - Eregros

Monster Card

LIGHT

Spellcaster

4/1500/1200

When your opponent activates a Spell Card, you can Tribute this card to negate the activation and effect of the Spell Card and add it to your hand.

 

Elemental Hero Lady Wildbreath

Ritual Monster Card

LIGHT

Warrior

7/2800/2500

This monster can only be Ritual Summoned with the Ritual Spell Card, "Chant of Wildheart". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from your field or your hand. When this card destroys a monster as a result of battle, you can Special Summon 1 Level 3 or lower Warrior-type monster from your hand.

 

Chant of Wildheart

Ritual Spell Card

This card is used to Ritual Summon "Elemental Hero Lady Wildbreath". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand.

 

Destiny Hero - Duke Chaos

Invert Monster Card

DARK

Warrior

9/2300/3000

"Destiny Hero - Plasma"

This card can also be Invert Summoned by Tributing 3 monsters you control. During your Standby Phase, equip 1 monster on your opponent's side of the field to this card. (You can equip up to 2 monsters to this card at a time) Increase the ATK of this card by half of the combined ATK of the monsters equipped to this card. While this card is face-up on the field, negate the effect of all Trap Cards.

 

Electromagnetical Field

Field Spell Card

While this card is face-up on the field, Machine-type monsters can not be destroyed as a result of battle. When this card is destroyed annd sent to the Graveyard, destroy all face-up Machine-type monsters on the field.

 

Infinite Pain

Trap Card

Remove 2 monsters on the field from play. If any of these monsters were controlled by your opponent, you take 1000 points of damage for each monster.

 

Predetermined Death

Continuous Trap Card

At the cost of 500 Life Points per monster, both players can use monsters in their respective hands as Tributes for a Tribute Summon.

 

Shade of Shade

Invert Monster Card

DARK

Fiend

6/2100/1500

"Elemental Hero Necroshade"

This card can also be Invert Summoned by Tributing 1 DARK monster on your side of the field. If "Elemental Hero Necroshade" was the Tribute used to Invert Summon this card, this card is treated as an "Elemental Hero" monster. If this card attacks a face-down monster, return the opponent's monster to their respective hand.

 

Crystal Recharge

Trap Card

Send 2 “Crystal Beast” monsters on your side of the field to the Graveyard. Increase your Life Points by the combined ATK of the “Crystal Beast” monsters.

 

The Six Samurai - Naishô

Invert Monster Card

DARK

Warrior

4/1900/1100

“The Six Samurai - Irou”

This card can also be Invert Summoned by destroying 1 face-up Trap Card on your side of the field. If there is another “Six Samurai” monster on your side of the field, when this card attacks a face-down monster, remove the attacked monster from play and inflict 500 points of damage to your opponent.

 

Spirit Shaman

Monster Card

LIGHT

Spellcaster

4/1000/1000

When this card is Summoned, place 1 “Spirit Totem Token” (LIGHT/Machine/1/500/500) on your side of the field. Increase the ATK of this card by 400 points for each LIGHT monster on the field.

 

Dragonbound

Monster Card

FIRE

Spellcaster

4/1000/1000

When this card is Summoned, place 1 “Burst Token” (FIRE/Machine/1/400/400) on your side of the field. You can Tribute 1 FIRE monster on your side of the field to make the original ATK of this card 2000 until the end of the turn.

 

Nuclear Winter

Trap Card

Activate only when you have received 4000 or more Battle Damage during the same Battle Phase. Destroy all monsters on the field, and inflict damage to your opponent's Life Points equal to the number of monsters destroyed by this card's effect x 700. During the End Phase of the turn you activate this card, pay 3000 Life Points.

 

Magical Construct

Continuous Spell Card

After activation, this card is also treated as an Normal Monster Card (EARTH/Machine-type/4 Stars/ATK 1900/DEF 500) and is Special Summoned to your side of the field in Attack Position.

(This card is also treated as a Spell Card)

 

Raviel's Secrets

Trap Card

Remove 1 Fiend-type monster on your side of the field from play. Place “Phantasm Tokens” (DARK/Fiend/4/0/0) on your side of the field equal to half of the Level Stars of the removed monster.

 

Obsolete Ritual

Normal Spell Card

Tribute 1 monster on your side of the field. Draw 2 cards.

 

Lithium Swordsman

Invert Monster Card

LIGHT

Machine

5/2200/1400

“Ancient Gear” and “Familiar Knight”

This card can also be Invert Summoned by removing the top 5 cards in your deck from play. When this card is Invert Summoned, you can Special Summon 1 Level 4 monster from your hand.

 

Light of Instruction

Continuous Spell Card

Whenever a player Special Summons a LIGHT monster, the controller of that monster draws 1 card.

 

Neo-Spacian Underworm

Invert Monster Card

EARTH

Beast

3 / 1600 / 400

”Neo-Spacian Grand Mole”

This card can also be Invert Summoned by randomly discarding 2 cards from your hand. When this card attacks your opponent's monster, you can choose to return your opponent's monster to their hand instead. This card is unaffected by Spell Cards that target this 1 card.

 

Endless Horde

Spell Card

Reduce your Life Points to 100. Place as many ”Mindless Tokens” (DARK/Zombie/1/400/0) on your side of the field as possible.

 

Triple Threat

Trap Card

You can only activate this card when you control 3 monsters with the same name. Increase the ATK of the monsters by an amount equal to their original ATK.

 

Revival of the Great Sceptre

Equip Spell Card

Special Summon 1 monster from your Graveyard, and equip it with this card. Decrease the ATK of the equipped monster to 0. If this card is destroyed, destroy the equipped monster. If the equipped monster is destroyed, destroy this card. While you control this face-up card, you can Tribute the equipped monster and Invert Summon ”Sceptre Spectre” from your Extra Deck.

 

Sceptre Spectre

Invert Monster Card

DARK

Psychic

2 / 800 / 400

”Spirit Reaper”

This card can also be Invert Summoned by the effect of ”Revival of the Great Sceptre”. This card can not be destroyed as a result of battle. When this card inflicts Battle Damage to your opponent's Life Points, select 1 card in your opponent's hand and remove it from play.

 

 

[spoiler=Buried Warrior]

1)Ground Worm

Monster Card

EARTH

Insect / Subterranean

5/1200/1800

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. When this card is Summoned, it is automatically placed in Burial Position. If this card destroys a monster as a result of battle, the Monster Card Zone in which the destroyed monster was placed can not be used while this card is face-up on the field.

 

2) Earthquake

Spell Card

Pay 1000 Life Points. Destroy all monsters in face-up Burial Position.

 

3) Arcane Entity - Megaera

Monster Card

LIGHT

Spellcaster / Tuner

3/1200/200

If this card declares an attack, you can place the attack target in face-up Burial Position instead of attacking. This card can not declare an attack during your next turn if you choose to activate this effect.

 

4) Forsaken

Monster Card

DARK

Zombie / Subterranean

3 / 800 / 500

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. If this card destroys a monster as a result of battle, you can place 1 “Undead Token” (DARK/Zombie/1/200/0) on your side of the field during your next Standby Phase.

 

5) Merged Entity - Ulysses

Synchro Monster Card

LIGHT

Warrior / Synchro

7 / 2500 / 2100

“Arcane Entity - Megaera” + 1 or more non-Tuner monsters

During each of your Standby Phases, change the position of 1 face-up monster to Burial Position. This card can attack once more for every Subterranean-type monster on your side of the field.

 

6)Cursed Soldier

Monster Card

FIRE

Warrior / Subterranean

4 / 1900 / 0

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. Once per turn, during your Main Phase, you can change 1 monster on the field from Burial Position to face-up Attack Position or vice versa. If you choose to activate this effect, this card’s ATK is halved until the end of this turn.

 

7) Underground Citadel

Field Spell Card

Increase the ATK of all “Subterranean” monsters by 300 points. If a “Subterranean” monster battles with a monster in Burial Position, you can remove the top card in your deck from play to double the ATK of the “Subterranean” monster during damage calculation.

 

8) Relics of the Citadel

Continuous Spell Card

You can only activate this card while “Underground Citadel” is face-up on your side of the field.When this card is activated, place 1 “Relic Counter” on this card. (max.5) Place 2 “Relic Counters” on this card during each of your Standby Phases. Whenever your opponent declares an attack, remove 1 “Relic Counter” from this card and negate the attack. When this card has 5 “Relic Counters” on it, send this card to the Graveyard and Special Summon “Goddess Kyari” from your hand, deck, or Graveyard.

 

9) Goddess Kyari

Monster Card

LIGHT

Warrior / Subterranean

8 / 2800 / 2800

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Relics of the Citadel”. This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. When this card is Special Summoned, change all face-up monsters on the field to Burial Position. When this card destroys a monster as a result of battle, increase the ATK of this card equal to half of the ATK of the destroyed monster.

 

10) Unearthed Spirits

Trap Card

Tribute 1 monster in Burial Position on your side of the field. Draw 2 cards.

 

11) Clay Golem

Monster Card

EARTH

Rock / Subterranean

4 / 0 / 2100

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. If this card battles with a monster in Burial Position, switch this card’s ATK/DEF.

 

12) Zondra the Vile

Fusion Monster Card

EARTH

Zombie / Subterranean

8 / 3000 / 2500

“Ground Worm” + 1 or more Zombie-type monsters.

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. If this card destroys a monster as a result of battle, it is removed from play. When this card is removed from the field, you can remove 1 Zombie-type monster in your Graveyard that was used as Fusion Material for this card from play to Special Summon this card to your side of the field. If this card is destroyed by a card effect, draw 1 card for each card removed from play by this card’s effect.

 

13) Earth-Core

Equip Spell Card

This card can only be equipped to a “Subterranean” monster. Increase the ATK of the equipped monster by 400 points. If the equipped monster is destroyed and sent to the Graveyard, you can Special Summon 1 Fusion Monster from your Extra Deck that lists the equipped monster as Fusion Material. The summoned monster is destroyed during your next Standby Phase.

 

14) Aelin the Rogue

Monster Card

DARK

Warrior / Subterranean

3 / 1200 / 800

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. If this card attacks a face-down monster, apply the attack target’s ATK instead of its DEF.

 

15) Treasure Hunter

Synchro Monster Card

DARK

Warrior / Subterranean

5 / 2300 / 1000

1 “Tuner” monster + “Aelin the Rogue”

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. If this card attacks a face-down monster, double this card’s ATK until the end of the Damage Step. If this card destroys a monster as a result of battle, select 1 Equip Spell Card in your opponent’s Graveyard and equip it to this card.

 

16)Buried Warrior

Monster Card

EARTH

Warrior / Subterranean / Tuner

4 / 1500 / 800

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target.

 

17) Magmanos Paladin

Synchro Monster Card

FIRE

Warrior / Subterranean

7 / 2700 / 2100

“Buried Warrior” + 1 non-Tuner FIRE monster

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. Increase the ATK of this card by 200 points for each card in your hand. When this card is removed from the field, Special Summon “Buried Warrior” to your side of the field in Burial Position.

 

18) Undeath Avatar

Synchro Monster Card

DARK

Warrior / Subterranean

9 / 3200 / 2800

“Buried Warrior” + 1 non-Tuner Zombie-type monster

This card can attack while in Burial Position, and can select monsters in Burial Position as an attack target. Increase the ATK of this card by 100 points for each card in your Graveyard. When this card is removed from the field, Special Summon “Buried Warrior” to your side of the field in Burial Position.

 

19) Arcane Entity - Zagan

Monster Card

EARTH

Beast-Warrior / Tuner

4 / 1600 / 500

If this card attacks a Defense Position monster, and does not destroy the monster, change the attacked monster to Burial Position.

 

20) Merged Entity - Flora

Synchro Monster Card

WIND

Fairy / Subterranean

7 / 2400 / 2200

“Arcane Entity - Megaera” + 1 or more non-Tuner monsters.

This card can attack once more for every monster in Burial Position on your opponent’s side of the field. During each of your Standby Phases, change the position of 1 face-up monster to Burial Position.

 

21) Merged Entity - Haures

Synchro Monster Card

DARK

Beast / Subterranean

10 / 3400 / 2900

“Arcane Entity - Zagan” + 1 or more non-Tuner monsters.

While this card remains face-up on the field, increase the ATK of all “Subterranean” monsters (except this card) by 500 points. If this card attacks a monster in Burial Position, inflict damage to your opponent’s Life Points equal to half the ATK of the attacked monster.

 

22) Mature Burial

Equip Spell Card

The equipped monster is changed to Burial Position. While this card remains face-up on the field, the equipped monster’s Position can not be changed.

 

23) Vampire Rose

Fusion Monster Card

DARK

7 / ???? / 3000

Plant

“Vampire Orchis” + “Des Dendle” + any number of “Wicked Plant Tokens”

The original ATK of this card becomes equal to the number of “Wicked Plant Tokens” used as Fusion Material to Fusion Summon this card x 400 + the combined Level Stars of the Fusion Material used to Fusion Summon this card x 150. When this card destroys a monster as a result of battle, change the position of 1 monster on your opponent’s side of the field to Burial Position.

 

 

[spoiler=Obscure Neos Fusions]

Elemental Hero Thunder Neos

Fusion Monster Card

LIGHT

Warrior

9 / 3000 / 2000

“Elemental Hero Neos” + “Elemental Hero Sparkman”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”)When this card attacks a monster, you may change the Position of the monster before damage calculation.

 

Elemental Hero Undead Neos

Fusion Monster Card

DARK

Warrior

10 / 3200 / 2500

“Elemental Hero Neos” + “Elemental Hero Necroshade”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) Whenever a monster is Special Summoned from your Graveyard, discard 1 card from your opponent's hand.

 

Elemental Hero Cyber Neos

Fusion Monster Card

LIGHT

Warrior

12 / 4000 /3000

“Elemental Hero Neos” + “Cyber End Dragon”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) This card's Type is also treated as Machine. If this card destroys a monster in Defense Position as a result of battle, inflict damage to your opponent's Life Points equal to the difference between this card's ATK and the destroyed monster's DEF.

 

Elemental Hero Puppet Neos

Fusion Monster Card

EARTH

Warrior

8 / 2600 / 2700

“Elemental Hero Neos” + “Shapesnatch”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) When this card destroys a monster as a result of battle, it can attack again once more.

 

Elemental Hero Flight Neos

Fusion Monster Card

WIND

Warrior

7 / 2600 / 2200

“Elemental Hero Neos” + “Elemental Hero Avian”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card.

 

Elemental Hero Black Dragon Neos

Fusion Monster Card

DARK

Warrior

9 / 3400 / 2700

“Elemental Hero Neos” + “Red-Eyes B. Dragon”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) During your Main Phase, you can remove 1 Continuous Trap Card in your Graveyard from play to inflict 1000 points of damage to your opponent.

 

Elemental Hero Magic Neos

Fusion Monster Card

LIGHT

Warrior

9 / 3200 / 2800

“Elemental Hero Neos” + “Skilled Light Magician”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) Whenever you activate a Spell or Trap Card, place 1 Spell Counter on this card. (max.3) You can remove 3 Spell Counters from this card to remove all monsters on the field from play, including this card. This card returns to the Extra Deck during the End Phase.

 

Elemental Hero Genesis Neos

Fusion Monster Card

LIGHT

Warrior

9 / 2890 / 2600

“Elemental Hero Neos” + “The Creator”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) During each of your Standby Phases, you can Special Summon 1 monster from your Graveyard. When this card is destroyed, you lose 800 Life Point for each card Special Summoned by this card's effect.

 

Elemental Hero Junk Neos

Fusion Monster Card

DARK

Warrior

7 / 2600 / 2300

“Elemental Hero Neos” + “Junk Synchron”

This card can only be Special Summoned from your Extra Deck by sending the above cards to the Graveyard. (You do not use “Polymerization”) When this card is Special Summoned, you can Special Summon 1 Level 4 monster from your hand.

 

Elemental Hero Warlock Neos

Fusion Monster Card

DARK

Warrior

8 / 2900 / 2600

“Elemental Hero Neos” + “Witch of the Black Forest”

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. (You do not use “Polymerization”) When a monster is Special Summoned while this card is face-up on the field, increase the ATK of this card by 300 points.

 

Elemental Hero Moth Neos

Fusion Monster Card

EARTH

Warrior

12 / 4000 / 4000

“Elemental Hero Neos” + “Perfectly Ultimate Great Moth”

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. While this card is in your Extra Deck, no card can be treated as "Perfectly Ultimate Great Moth. When this card is Special Summoned, destroy all monsters on your opponent's side of the field.

 

Elemental Hero Rex Neos

Fusion Monster Card

EARTH

Warrior

10 / ???? / 2000

“Elemental Hero Neos” + “Tyranno Infinity”

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. The original ATK of this card becomes the number of “Elemental Heroes” in your Graveyard x 500.

 

Elemental Hero Thorn Neos

Fusion Monster Card

EARTH

Warrior

8 / 2900 / 2500

“Elemental Hero Neos” + “Prickle Fairy”

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. A monster that battles with this card is returned to it's owner's hand at the end of the End Phase. When this card is destroyed, send 1 card on your opponent's side of the field to his/her Graveyard.

 

Elemental Hero Dread Neos

Fusion Monster Card

DARK

Warrior

11 / 3600 / 3200

“Elemental Hero Neos” + “The Wicked Dreadroot”

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. During your Battle Phase, halve the ATK of all monsters on your opponent's side of the field. When this card destroys a monster as a result of battle, select 1 Counter Trap Card in your Graveyard and add it to your hand.

 

Elemental Hero Summoner Neos

Fusion Monster Card

LIGHT

Warrior

7 / 2500 / 2000

“Elemental Hero Neos”

To Fusion Summon this card, send “Ultimate Offering” on your side of the field to the Graveyard, along with the Fusion Material monster. During each of your Standby Phases, you can pay 500 Life Points to Normal Summon or Set once per turn.

 

Elemental Hero Angel Neos

Fusion Monster Card

LIGHT

Warrior

8 / ???? / 2000

“Elemental Hero Neos” + 1 Winged Beast-type monster.

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. The original ATK of this card becomes the total ATK of the Winged Beast-type monster used as Fusion Material to Fusion Summon this card. During each of your Standby Phases, remove 1 Winged Beast-type monster in your Graveyard from play. This card gains the effect of the removed monster until the end of this turn.

 

Elemental Hero Diamond Neos

Fusion Monster Card

LIGHT

Warrior

9 / 2800 / 0

“Elemental Hero Neos” + 1 “Crystal Beast” monster.

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. Increase the ATK of this card by 400 points for each “Crystal Beast” Continuous Spell Card on your side of the field.

 

Elemental Hero Death Neos

Fusion Monster Card

DARK

Warrior

5 / 1900 / 1900

“Elemental Hero Neos” + “Spirit Reaper”

This card can only be Special Summoned from your Extra Deck by sending the above cards you control to the Graveyard. This card can not be destroyed as a result of battle. If this card is the target of a Spell Card, destroy this card. If this card inflicts Battle Damage to your opponent's Life Points, randomly discard 1 card from your opponent's hand.

 

 

[spoiler=Opposing Magicians]

Geomancer Nathan

LIGHT

Spellcaster

4 / 0 / 2000

This card can not be selected as an attack target, unless this card is equipped with a ”Bell” Equip Spell Card.

 

Geomancer Robin

EARTH

Spellcaster

4 / 0 / 1000

During each of your Standby Phases, inflict 600 points of damage for each ”Bell” Equip Spell Card on your side of the field to your opponent.

 

Churchman's Bell

Equip Spell Card

This card can only be equipped to a ”Geomancer” monster. Increase the DEF of the equipped monster by 700 points.

 

Careful Research

Spell Card

Remove the top card in your Graveyard from play. Add 1 ”Bell” Equip Spell Card or ”Geomancer” Monster Card in your deck to your hand.

 

Necro-Bell

Equip Spell Card

This card can only be equipped to a ”Geomancer” monster. When the equipped monster is removed from the field, you can remove the top card in your deck from play to Special Summon 1 ”Geomancer” from your Graveyard to your side of the field.

 

Geomancer's Angel

DARK

Fairy

5 / 2400 / 0

If this card is Special Summoned by the effect of ”Necro-Bell”, you can select 1 ”Bell” Equip Spell Card in your Graveyard (except ”Necro-Bell”) and equip it to this card.

 

Geomancer Bruce

FIRE

Spellcaster

4 / 0 / 0

If this card is equipped with a ”Bell” Equip Spell Card, increase this card's ATK/DEF by the number of ”Bell” Equip Spell Cards on your side of the field x 400.

 

Archeologist's Bell

Equip Spell Card

This card can only be equipped to a ”Geomancer” monster. Decrease the Level Stars of the equipped monster by 1. If this card is equipped to ”Geomancer Bruce”, this card is treated as 2 ”Bell” Equip Spell Cards.

 

Ancient Geomancer

DARK

Spellcaster

7 / ???? / 3400

The original ATK of this card becomes equal to the number of ”Geomancer” monsters on your side of the field x 600. When this card is Summoned, add 1 ”Bell” Equip Spell Card in your Graveyard to your hand.

 

Clock Tower's Bell

Equip Spell Card

This card can only be equipped to a DARK ”Geomancer” monster. Increase the ATK of the equipped monster by 900 points. If this card is removed from the field, draw 1 card. If the card drawn by this card's effect was a ”Geomancer” monster or a ”Bell” Equip Spell Card, you can draw 1 more card.

 

Geomancer's Pet Dragon

EARTH

Dragon / Union

3 / 0 / 800

Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a ”Geomancer" monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the DEF of the equipped monster by 800 points. If this card is equipped to a monster, it is treated as a ”Bell” Equip Spell Card.

 

Alchemist Jared

LIGHT

Spellcaster

4 / 2400 / 0

This card can not declare an attack, unless this card is equipped with a ”Potion” Equip Spell Card.

 

Green Potion

Equip Spell Card

This card can only be equipped to an ”Alchemist” monster. Decrease the ATK of the equipped monster by 400 points. If the equipped monster is targeted by the effect of a Spell Card, you can decrease the ATK of the equipped monster by 400 points to negate the effect and remove the Spell Card from play.

 

Alchemist Marcus

DARK

Spellcaster

4 / 2300 / 0

If this card is not equipped with a ”Potion” Equip Card, the original ATK of this card becomes 1000.

 

Homunculus

EARTH

Rock

8 / 3600 / 0

This card can not be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 ”Alchemist” monsters on your side of the field equipped with 1 ”Potion” Equip Card each. During each of your Standby Phases, declare 1 Attribute. Your opponent must then discard all Monster Cards in his/her hand with the declared Attribute. If you do not control an ”Alchemist” monster while this card is face-up on the field, switch this card's ATK/DEF.

 

Mercury Potion

Equip Spell Card

This card can only be equipped to an ”Alchemist” monster. Decrease the ATK of the equipped monster by 400 points. If this card is attacked, you can decrease the ATK of the equipped monster by 500 points to negate the attack and place the attacking monster on the top of your opponent's deck. If the equipped monster's ATK is decreased to 0 by this card's effect, destroy this card and inflict 1000 points of damage to your Life Points.

 

Physician Jonathan

LIGHT

Spellcaster / Fusion

6 / 2400 / 2000

”Alchemist Jared” + Geomancer Nathan”

This card is also treated as a ”Geomancer” and an ”Alchemist” monster. During each Standby Phase, place 1 Physik Counter on this card for each ”Bell” or ”Potion” Equip Spell Card on your side of the field. You can remove any number of Physik Counters from this card to Special Summon 1 ”Alchemist” or ”Geomancer” monster from your Graveyard whose Level equals the number of Physik Counters removed from this card.

 

Enchanted Bell

Equip Spell Card

This card can only be equipped to a ”Geomancer” monster. The equipped monster gains the following effect:

- When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card for each ”Bell” Equip Card equipped to this card. (Except ”Enchanted Bell”)

 

 

[spoiler=/angels]

/angel/coatlicue

LIGHT

Fairy

4 / 1300 / 1500

If this card is drawn by a card effect, you can Special Summon it to your side of the field by showing it to your opponent when you draw. When this card inflicts damage to your opponent's Life Points by attacking directly, place 1 "Synthetic Angel Counter" on this card. You can remove 2 "Synthetic Angel Counters" from this card to draw 1 card.

Can

/angel/flora

LIGHT

Warrior

6 / 1900 / 1700

If this card is drawn by a card effect, you can Special Summon it to your side of the field by showing it to your opponent when you draw. Whenever you draw a card by a card effect,(except by this card's effect) you can draw 1 more.

you

/angel/ulysses

LIGHT

Spellcaster

5 / 2200 / 1600

If this card is drawn by a card effect, you can Special Summon it to your side of the field by showing it to your opponent when you draw. Whenever a Spell Card is destroyed by the effect of a Spell Card, draw 1 card for every 2 Spell Cards destroyed.

find

/angel/procne

WIND

Winged Beast

7 / 2700 / 2100

If this card is drawn by a card effect, you can Special Summon it to your side of the field by showing it to your opponent when you draw. Whenever a ”/angel” monster is destroyed as a result of battle, draw 1 card.

the

world/heaven

Field Spell Card

Whenever a ”/angel” monster is Special Summoned by it's own effect, draw 1 card.

references

Synthetic Magistrate

Continuous Spell Card

Whenever a ”/angel” monster is Special Summoned by it's own effect, place 1 ”Synthetic Angel Counter” on this card. You can remove any number of ”Synthetic Angel Counters” from this card to select ”/angel” monsters from your Deck and place them on top of your deck in any order.

in

/angel/atalanta

LIGHT

Fairy

2 / 800 / 900

If this card is drawn by a card effect, you can Special Summon it to your side of the field by showing it to your opponent when you draw. During your Standby Phase, select 1 of these effects. This card gains the selected effect until your next Standby Phase.

- This card can attack your opponent directly.

- Any Battle Damage you take from a battle involving this card is added to your Life Points instead.

- You can Tribute this card during your End Phase to increase the ATK of 1 ”/angel” monster on your side of the field by 800 points.

this

/angel/iris

LIGHT

Fairy

10 / 4000 / 4000

This card can not be Normal Summoned or Set. This card can only be Special Summoned by tributing 2 ”/angel” monsters when this card is drawn by a card effect. When this card is Special Summoned, draw 3 cards. If any of the drawn cards were ”/angel” monsters, draw 1 more card for each ”/angel” monster. When this card is sent to the Graveyard, Special Summon 1 ”/angel” monster from your Graveyard.

set?

Life Gambler

Spell Card

Tribute 1 ”/angel” monster on your side of the field. Flip a coin. If the result was Heads, increase your Life Points equal to the Tributed monster's ATK. If the result was Tails, your Life Points become equal to the Tributed monster's ATK.

 

/angel/ravenform

WIND

Winged Beast

1 / 400 / 300

If this card is drawn by a card effect, you can Special Summon it to your side of the field by showing it to your opponent when you draw. You can equip this card to a ”/angel” monster on your side of the field. Whenever the equipped monster destroys a monster as a result of battle, draw 1 card.

 

 

[spoiler=Rainbow Beasts]

Rainbow Beast Putella

WATER

Beast

3 / 1500 / 1000

Increase the ATK of this card by 500 points for every “Rainbow Beast Virida” and “Rainbow Beast Punice” on your side of the field.

 

Rainbow Beast Virida

EARTH

Beast

3 / 0 / 2000

If you control a ”Rainbow Beast” monster (except ”Rainbow Beast Virida”) your opponent can only select this card as an attack target.

 

Rainbow Beast Punice

FIRE

Beast

3 / 1000 / 400

During your opponent's Standby Phase, inflict 200 points of damage to your opponent's Life Points for each “Rainbow Beast” on your side of the field (except “Rainbow Beast Punice”)

 

Rainbow Beast Vis

DARK

Beast

3 / 1300 / 600

If you control a face-up “Rainbow Beast Crocus” while this card is face-up on the field, the original ATK of this card becomes 1900. During each of your Standby Phases, you can remove 1 “Rainbow Beast” monster in your hand from play. If you do, this card can attack twice during your next Battle Phase.

 

Rainbow Beast Crocus

LIGHT

Beast

3 / 600 / 1300

If you control a face-up “Rainbow Beast Vis” while this card is face-up on the field, the original DEF of this card becomes 1900. If you control 3 or more “Rainbow Beast” monsters, this card can attack your opponent directly.

 

Rainbow Beast Gentia

WIND

Beast

3 / 1300 / 400

During each of your Standby Phases, you can select 1 card on your opponent's side of the field for every 2 “Rainbow Beast” monsters on your side of the field (except this card) and place it on top of your opponent's deck.

 

Prismatic Vision

Continuous Spell Card

During each of your Standby Phases, you gain 200 Life Points for each “Rainbow Beast” monster on your side of the field.

 

Spectrum of Light

Equip Spell Card

Equip only to “Rainbow Beast Vis” or “Rainbow Beast Punice”. Whenever the effect of the equipped monster activates, double the equipped monster's ATK until the end of the turn.

 

Optical Illusion

Trap Card

You can only activate this card when your opponent's declares an attack. Negate the attack, and Special Summon 1 “Rainbow Beast” monster from your hand. At the end of the turn, destroy the monster summoned by this card's effect.

 

Atmosphere Moisture

Field Spell Card

During each of your Standby Phases, if you control a face-up LIGHT monster, you can Special Summon 1 "Rainbow Beast" monster from your hand.

 

Bravais' Arc

Spell Card

Tribute 1 “Rainbow Beast” monster on your side of the field. Special Summon “C-Zenith Archbeast” from your hand, deck, or Graveyard. You can not Normal Summon or Set during your next turn if you activate this card.

 

C-Zenith Archbeast

LIGHT

Beast

6 / 2300 / 2000

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Bravais' Arc”. This card is also treated as a “Rainbow Beast” monster. This card can attack once more for each “Rainbow Beast Putella” on your side of the field.

 

Rainbow Beast God Pluuwad by the way. There is a secret reference hidden

Monster Cardere. If you can find it, there'll be a +rep waiting for you.

LIGHT

Beast

10 / 4000 / 4000

This card can not be Normal Summoned or Set. This card can only be Special Summoned by removing 7 “Rainbow Beast” monsters on your side of the field or in your Graveyard from play. When this card declares an attack, select and resolve one of the following effects:

- Halve the ATK of the attacked monster.

- Increase this card's ATK equal to half of the destroyed monster's ATK.

- Decrease the ATK of the attacked monster to 0. Any damage that this card inflicts is halved.

 

Aurora Borealis

Spell Card

Tribute 1 ”Rainbow Beast” monsters on your side of the field. Special Summon ”Aurora Dragon” or ”Northern Light” from your deck to your side of the field.

 

Aurora Dragon

LIGHT

Dragon

4 / 1600 / 1100

If you control a ”Rainbow Beast” monster, this card's name is treated as ”Rainbow Beast Crocus”.

 

Northern Light

LIGHT

Psychic / Tuner

3 / 800 / 300

When this card is Special Summoned, you can Special Summon 1 ”Rainbow Beast” monster from your hand to your side of the field.

 

C-Horizon Archlord

FIRE And I know you are reading this, Nightfallen.

Psychic / Synchro

6 / 1900 / 1100

”Northern Light” + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can equip 1 face-up ”Rainbow Beast” to this card. (The Equip Card is still treated as a Monster Card.) This card gains the effect of the monster equipped to this card. Increase the ATK/DEF of this card by an amount equal to the ATK of the monster equipped to this card.

 

Iridisca, Goddess of the Sky

WIND

9 / 2800 / 2300

Psychic / Synchro

”Northern Light” + 1 or more non-Tuner monsters

During your Main Phase, if you control 4 ”Rainbow Beast” monsters, you can Tribute this card to double the ATK of all monsters on your side of the field until the end of your opponent's End Phase. (Monsters summoned after this effect's activation are excluded.)

 

Iris, Messenger of the Gods

LIGHT

Fairy

2 / 600 / 300

You can Tribute this card during your Main Phase to Special Summon 1 Level 4 or lower ”Rainbow Beast” monster from your hand or deck. While this card is in the Graveyard, and you control 1 or more ”Rainbow Beast” monsters, this card is treated as a ”Rainbow Beast” monster.

 

Bow of Indra

Equip Spell Card

Equip only to a ”Rainbow Beast” monster. If the equipped monster battles a monster equipped with an Equip Card, equip the attacked monster's Equip Card to this card instead.

 

Rainbow Archbeast Crocus

LIGHT

Beast / Fusion

8 / 2700 / 2200

”Rainbow Beast Crocus” + ”C-Zenith Archbeast” OR ”C-Horizon Archlord"

This card gains the following effect, depending on the monster used as Fusion Material for this card (except ”Rainbow Beast Crocus”)

- C-Zenith Archbeast: Once per turn, select 1 ”Rainbow Beast” monster on the field. That monster can attack your opponent directly.

- C-Horizon Archlord: When this card is Fusion Summoned, equip 1 monster on the field to this card. This card gains the effect of the equipped monster.

 

 

[spoiler=Knights of Necrodis]

1.Asmodeus

 

Dreamer Card

DARK

Psychic

When a Dreamer Card you control is destroyed, place 1 Dream Counter on this card. (max.1) If this card is destroyed with a Dream Counter on it, select and resolve 1 of the following effects:

Your opponent skips their next Draw Phase.

Your opponent skips their next two Battle Phases.

 

2. Soulless Horde

 

Monster Card

DARK

Fiend / Undead

4 / 1300 / 300

If you control a Necromancer monster, you can Special Summon this card from your Graveyard. (You can only Special Summon 1 ”Soulless Horde” by it's own effect once per turn.) Increase the ATK of this card by 500 points for each ”Soulless Horde” on your side of the field. (except this card)

 

3. Taavi

 

Monster Card

DARK

Psychic / Necromancer

4 / 1900 / 100

If you control 2 or more Undead monsters, this card can attack twice during the same Battle Phase.

If you control less than 2 Undead monsters, this card's ATK becomes 1000.

 

4. Death Conversion

 

Trap Card

Select 1 face-up monster on the field. That monster is treated as an Undead monster as long as it is face-up on the field.

 

5. Shambling Dreamer

 

Dreamer Card

DARK

Zombie / Undead

While you control a face-up Necromancer monster, you can Normal Summon this card from your Graveyard. If you control 2 or more Undead monsters, once per turn, you can place 1 ”Dream Counter” on each monster on your opponent's side of the field. (max.1)

 

6. Dreamland

 

Field Spell Card

Decrease the ATK of all monsters with ”Dream Counters” by 400 points x the number of Dreamer Cards on the field + 200 points x the number of ”Dream Counters” on the field. If a monster's ATK is decreased to 0 by this card's effect, place 1 ”Dream Counter” on every monster on the field.

 

7. Sherugami

 

Monster Card

DARK

Spellcaster / Necromancer

4 / 1800 / 1000

If there are no face-up Undead monsters on your side of the field, your opponent must select this card as an attack target. Once per turn, during your Main Phase, you can remove 2 monsters in your Graveyard from play to Special Summon 1 ”Flesh Golem” from your hand or deck. You can not Normal Summon or Set during this turn if you activate this card.

 

8. Uderallin

 

Monster Card

DARK

Fiend / Necromancer

4 / 2000 / 0

While this card is face-up on the field, you can not conduct a Special Summon. If you control a face-up Undead monster, this card can attack your opponent directly. If it does, any Battle Damage that this card inflicts is halved.

 

9. Flesh Golem

 

Monster Card

DARK

Machine / Undead

8 / 3000 / 2000

If you control 2 or more Necromancer monsters, you can Normal Summon this card from your Graveyard. If this card destroys a monster as a result of battle, inflict damage to your opponent's Life Points equal to the destroyed monster's DEF. If you control no Necromancer monsters while this card is face-up on the field, destroy this card and remove it from play.

 

10. Mixture of Flesh

 

Quick-Play Spell Card

Remove 1 Necromancer and 1 Undead monster on your side of the field from play. Select 1 ”Corpus” monster from your Extra Deck that lists the removed monsters as Fusion Material and Special Summon it to your side of the field. (This Special Summon is treated as a Fusion Summon)

 

11. Corpus Uderallin

 

Fusion Monster Card

DARK

Fiend

8 / 3000 / 3000

”Uderallin” + ”Shambling Dreamer”

Once per turn, you can discard 1 DARK monster from your hand to Special Summon 1 Undead monster from your Graveyard. If this card is attacked while you control 2 or more Undead monsters, this card's ATK is doubled during damage calculation only.

 

12. Reversed Doom

 

Dreamer Card

LIGHT

Fairy

To Normal Summon this card, Tribute 1 monster on either side of the field with a ”Dream Counter”.

Whenever a monster on your side of the field is attacked, you can Tribute this card to double the ATK of the attacked monster during damage calculation only.

 

13. Awoken Dreamer

 

Fusion Dreamer Card

DARK

Zombie

”Reversed Doom” + ”Shambling Dreamer”

Once per turn, during your End Phase, you can select 1 face-up card on the field and equip it to this card. The card equipped to this card is treated as an Equip Spell Card, and is equipped to this card until your next End Phase. While a card is equipped to this card by this card's effect, this card gains the effect of the card equipped to this card.

 

14. Veil of Death

 

Equip Spell Card

You can only equip this card to a monster on your side of the field. If the equipped monster is used as Fusion Material, the Fusion Monster (or Fusion Dreamer) gains the effect of the equipped monster while it is face-up on the field or in the Graveyard.

 

15. Necrodos Knight

 

Monster Card

DARK

Warrior

4 / 1900 / 1200

You can Tribute 1 Undead monster on your side of the field to Tribute Summon this card. If you do, this card's original ATK/DEF are increased by 500 points.

 

16. A Willing Sacrifice

 

Spell Card

Tribute 1 ”Soulless Horde” on your side of the field. Special Summon 1 Undead monster from your deck (except ”Soulless Horde”) to your side of the field.

 

17. Infinite Horde

 

Fusion Monster Card

DARK

Zombie / Undead

8 / 400 / 3000

”Soulless Horde” + ”Soulless Horde” + ”Soulless Horde”

This card is treated as 3 Undead monsters while face-up on the field. When this card is attacked, change it to Defense Position. If this card is targeted by an Effect Monster effect, negate the effect and destroy the Effect Monster.

 

18. Dark Return Swordsman

 

Synchro Monster Card

DARK

Warrior

8 / 2300 / 3000

1 Tuner monster + ”Necrodos Knight”

You can Tribute 1 monster on your side of the field when you Synchro Summon this card. If you do, switch this card's ATK and DEF. Whenever you Special Summon a monster while this card is face-up on the field, decrease the ATK/DEF of this card by 400 points.

 

19. Dangerous Dimension ReversalThere's a reference in this

Trap Cardcard. A +rep waiting for the first person who finds it.

After activation, this card is treated as an Equip Spell Card and is equipped to one of your monsters that are removed from play. Special Summon the equipped monster. If this card is removed from the field, add the equipped monster to your hand.

 

20. Deathsceptre

 

Equip Spell Card

Equip only to a Necromancer monster. Increase the ATK of the equipped monster by 800 points whenever it attacks. If the equipped monster is attacked, decrease the attack of the equipped monster by 800 points.

 

 

 

 

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