Cero(Vector)/Johnson's Deck
20 Monster
1. Armed Ninja/Earth/Level 1/Warrior/Effect/ATK 300/DEF 300
Flip effect: Target 1 Spell Card on the field; destroy that target. (If the target is Set, reveal it, and destroy it if it is a Spell Card. Otherwise, return it to its original position.)
2. Marauding Captain/Earth/Level 3/Warrior/Effect/ATK 1200/DEF 400
Your opponent cannot target Warrior monsters for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.
3. (3) Mataza the Zapper/Dark/Level 3/Warrior/Effect/ATK 1300/DEF 800
This card can make a second attack during each Battle Phase. Control of this face-up card on the field cannot switch.
3. Axe Raider/Earth/Level 4/Warrior/ATK 1700/DEF 1150
4. Vorse Raider/Dark/Level 4/Warrior/ATK 1900/DEF 1200
5. Big Shield Gardna/Earth/Level 4/Warrior/Effect/ATK 100/DEF 2600
When a Spell Card is activated that targets this face-down card (and no other cards) (Quick Effect): Change this card to face-up Defense Position, and if you do, negate the activation. If this card is attacked, change it to Attack Position at the end of the Damage Step.
6. Command Knight/Fire/Level 4/Warrior/Effect/ATK1200/DEF1900
All Warrior-Type monsters you control gain 400 ATK. If you control another monster, your opponent controls cannot target this card for an attack.
7. (2)Armored Samurai-Ben Kei/Dark/Level 4/Warrior/Effect/ATK 500/ DEF 800
For each Equip Card equipped to this card, it gains 1 additional attack during each Battle Phase.
8. (2)Queen's Knight/Light/Level 4/Warrior/ATK 1500/DEF1600
9. (2)King's Knight/Light/Level 4/Warrior/Effect/ATK 1600/DEF 1400
When this card is Normal Summoned while you control "Queen's Knight": You can Special Summon 1 "Jack's Knight" from your Deck.
10. (2)Jack's Knight/Light/Level 5/Warrior/Effect/ATK 1900/DEF 1000
11. Ansatsu/Earth/Level 5/Warrior/ATK 1700/DEF 1200
12. Garma Sword/Dark/Level 7/Warrior/Ritual/ATK 2550/Def 2150
13. Gia the Fierce Knight/Level 7/Warrior/ATK 2300/DEF 2100
10 spells
1. Sogen/Field Spell
Increases the ATK and DEF of all Beast-Warrior and Warrior-Type monsters by 200 points.
2. Mystical Space Typhoon/Quick-Play Spell
Target 1 Spell/Trap on the field; destroy that target.
3. Divine Sword – Phoenix Blade/Equip Spell
Equip only to a Warrior-Type monster. It gains 300 ATK. During your Main Phase, if this card is in your Graveyard you can remove from play 2 Warrior-Type monsters in your Graveyard to add this card to your hand.
4. Axe of Despair/Equip Spell
The equipped monster gains 1000 ATK. When this card is sent from the field to the Graveyard: You can Tribute 1 monster; place this card on the top of your Deck.
5. Big Bang Shot/Equip Spell
The equipped monster gains 400 ATK. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card leaves the field, banish the equipped monster.
6. Double Summon/Normal Spell
You can conduct 2 Normal Summons/Sets this turn, not just 1.
7. Monster Reborn/Normal Spell
Target 1 monster in either player's Graveyard; Special Summon it.
8. The Warrior Returning Alive/Normal Spell
Target 1 Warrior-Type monster in your Graveyard; add that target to your hand.
9. Pot of Greed/Normal
Draw 2 cards
10. Garma Sword Oath/Ritual Spell
This card is used to Ritual Summon "Garma Sword". You must also Tribute monsters whose total Levels equal 7 or more from the field or your hand.
10 Traps
1. Mirror Force/Normal Trap
When an opponent's monster declares an attack: Destroy all your opponent's Attack Position monsters.
2. (3) Reckless Greed/Normal Trap
Draw 2 cards and skip your next 2 Draw Phases.
3. Draining Shield/Normal Trap
When an opponent's monster declares an attack: Target the attacking monster; negate that attack, and if you do, gain LP equal to that target's ATK.
4. Metalmorph/Normal Trap
Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK and DEF. If it attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only.
5. Call of the Haunted/Continuous Trap
Activate this card by targeting 1 monster in your GY; Special Summon that target in Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
6. (3) Jar of Greed/Normal
Draw 1 Card
Alexandria's Magician Girl/Fortune Lady Deck
20 Monsters
1. (2) Berry Magician Girl/Earth/Level 1/Spellcaster/Effect/ATK 400/DEF 400
If this card is Normal Summoned: You can add 1 "Magician Girl" monster from your Deck to your hand. Once per turn, during either player's turn, when your opponent activates a card or effect that targets this card, or targets this card for an attack: You can change this card's battle position, and if you do, Special Summon 1 "Magician Girl" monster from your Deck, except "Berry Magician Girl".
2. (2) Fortune Lady Light/Light/Level 1/Spellcaster/Effect/ATK ?/DEF ?
This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is removed from the field by a card effect, you can Special Summon 1 "Fortune Lady" monster from your Deck.
3. (2) Lemon Magician Girl/Light/Level 2/Spellcaster/Effect/ATK 800/DEF 600
Once per turn: You can Tribute 1 "Magician Girl" monster, except "Lemon Magician Girl"; add 1 Spellcaster-Type monster from your Deck to your hand. Once per turn, if this card is targeted for an attack: You can Special Summon 1 Spellcaster-Type monster from your hand, but its effects (if any) are negated, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.
4. (2) Fortune Lady Fire/Fire/Level 2/Spellcaster/Effect/ATK ?/DEF ?
This card's ATK and DEF are equal to its Level x 200. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is Special Summoned in Attack Position by the effect of a "Fortune Lady" card, destroy 1 face-up monster on your opponent's side of the field, and inflict damage to your opponent equal to that monster's ATK.
5. (2) Apple Magician Girl/Fire/Level 3/Spellcaster/Effect/ATK 1200/DEF 800
Once per turn, if this card is targeted for an attack: You can Special Summon 1 Level 5 or lower Spellcaster-Type monster from your hand, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK. If this card is destroyed by battle or card effect: You can target up to 3 other "Magician Girl" monsters with different names in your Graveyard; add them to your hand.
6. (2) Fortune Lady Wind/Wind/Level 3/Spellcaster/Effect/ATK ?/ DEF ?
This card's ATK and DEF are equal to its Level × 300. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is Normal Summoned, you can destroy a number of Spell or Trap Cards your opponent controls equal to the number of face-up "Fortune Lady" monsters you control.
7. (2) Chocolate Magician Girl/Water/Level 4/Spellcaster/Effect/ATK 1600/DEF 1000
Once per turn: You can discard 1 Spellcaster-Type monster; draw 1 card. Once per turn, if this card is targeted for an attack: You can target 1 Spellcaster-Type monster in your Graveyard, except "Chocolate Magician Girl"; Special Summon it, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.
8. (2) Fortune Lady Water/Water/Level 4/Spellcaster/Effect/ATK ?/DEF ?
This card's ATK and DEF are equal to its Level x 300. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When this card is Special Summoned while you control a face-up "Fortune Lady" monster except "Fortune Lady Water", draw 2 cards.
9. Fortune Lady Dark/Dark/Level 5/Spellcaster/Effect/ATK ?/DEF ?
This card's ATK and DEF are equal to its Level x 400. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When a face-up "Fortune Lady" monster you control destroys an opponent's monster by battle and sends it to the Graveyard, you can select and Special Summon 1 "Fortune Lady" monster from your Graveyard.
10. Kiwi Magician Girl/Wind/Level 5/Spellcaster/Effect/ATK 1800/1200
During either player's turn: You can discard this card; "Magician Girl" monsters you currently control gain 300 ATK and DEF for each "Magician Girl" monster with different names on the field and in the Graveyards, until the end of this turn. Spellcaster-Type monsters you control cannot be destroyed by card effects, and your opponent cannot target them with card effects.
11. Fortune Lady of Earth/Earth/Level 6/Spellcaster/Effect/ATK ?/DEF ?
This card's ATK and DEF are equal to its Level x 400. During each of your Standby Phases, increase the Level of this card by 1 (max 12). When the Level of this card increases, inflict 400 damage to your opponent.
12. Endymion, the Master Magician/Dark/Level 7/Spellcaster/Effect/ATK 2700/DEF 1700
You can Special Summon this card (from your hand or Graveyard) by removing 6 Spell Counters from a "Magical Citadel of Endymion" you control. If Summoned this way: Target 1 Spell Card in your Graveyard; add that target to your hand. Once per turn: You can discard 1 Spell Card, then target 1 card on the field; destroy that target.
14 Spells
1. Monster Reborn/Normal
Target 1 monster in either player's GY; Special Summon it.
2. Swords of Revealing Light/Normal
After this card's activation, it remains on the field, but destroy it during the End Phase of your opponent's 3rd turn. When this card is activated: If your opponent controls a face-down monster, flip all monsters they control face-up. While this card is face-up on the field, your opponent's monsters cannot declare an attack.
3. Magical Dimension/Quick-Play
If you control a Spellcaster-Type monster: Target 1 monster you control; Tribute that target, then Special Summon 1 Spellcaster-Type monster from your hand, then you can destroy 1 monster on the field.
4. Magician's Unite/Normal
If you control 2 or more Attack Position Spellcaster-Type monsters: Target 1 of them; its ATK becomes 3000 until the end of this turn, also for the rest of this turn after this card resolves, other Spellcaster-Type monsters you control cannot attack.
5. (2) Wonder Wand/Equip
Equip only to a Spellcaster-Type monster. It gains 500 ATK. If you control the equipped monster and this card: You can send both to the Graveyard; draw 2 cards.
6. (2) Bond Wand/Equip
Equip only to a Spellcaster-Type monster that has a Level. It gains ATK equal to its Level × 100. If the equipped monster is destroyed by your opponent's card (by battle or card effect) and sent to the Graveyard, and this card is sent to the Graveyard as a result: You can Special Summon that monster.
7. (2) The Shallow Grave/Normal
Each player selects 1 monster in their Graveyard and Special Summons it in face-down Defense Position.
8. Pot of Greed/Normal
Draw 2 cards
9. Graceful Charity/Normal
Draw 3 cards, then discard 2 cards.
10. (2) Mystical Space Typhoon/Normal
Destroy one spell or trap on your opponent's field
6 Traps
1. Dark Bribe/Counter
When an opponent's Spell/Trap Card is activated: Your opponent draws 1 card, also negate the Spell/Trap activation, and if you do, destroy it.
2. Magician's Protection/Continuous
While you control a Spellcaster-Type monster, any damage you take is halved. (You cannot halve the same damage twice this way.) If this card is sent from the field to the Graveyard: You can target 1 Spellcaster-Type monster in your Graveyard; Special Summon it.
3. Magician's Circle/Normal
When a Spellcaster-Type monster declares an attack: Each player Special Summons 1 Spellcaster-Type monster with 2000 or less ATK from their Deck in Attack Position.
4. Nightmare Wheel/Continuous
Activate this card by targeting 1 monster your opponent controls; it cannot attack or change its battle position. When it leaves the field, destroy this card. During each of your Standby Phases: Inflict 500 damage to your opponent. That monster must be on the field to activate and to resolve this effect.
5. Zero Gravity/Normal
Change the battle positions of all face-up monsters on the field.
6. Nutrient Z/Normal
This card can only be activated during your opponent's Damage Step. During this turn, if you take Battle Damage of 2000 points or more, increase your Life Points by 4000 points before the damage is subtracted from your Life Points.
