0713MM
hide bio
Poll: Who do you think should win in the upcoming duel in my Yu-Gi-Oh! VRAINS: The Deciding War Fanfic? Takeru Homura/Soulburner vs. Juliette Kogami. Vote Now!
PM . Follow . Favorite
Joined 02-27-15, id: 6567404, Profile Updated: 06-20-19
Author has written 17 stories for Yu-Gi-Oh! ZEXAL, Kim Possible, Yu-Gi-Oh! 5D's, Yu-Gi-Oh, Yu-Gi-Oh! VRAINS, and Yu-Gi-Oh! Arc-V.

Hello all! I'm 0713MM and this my profile, (obviously). But first let me say a few things about myself:

Gender: Male

Age: None of your concern

Hobbies: Yu-Gi-Oh (the TCG and the show), playing Poke'mon, (the video games), hanging out with friends/outside, listening to music

Likes: food, dueling, playing video games, hanging out with friends, listening to music

Dislikes: being ignored, having to be reminded to do something, suicide

Note: Darksawr is my mentor for writing fanfics.

Note 2: There is going to be a revision of my first story coming in the near future! The title of my first story is: Yu-Gi-Oh Zexal Book 1: The Secret Eighth Barian Emperor. I can't tell you when the revised version will be done. So don't ask me when will it be done. It'll be done in due time, my friends.

Note 3: There will be a fourth Yugioh ZEXAL coming soon! :) It's going to be called: Yu-Gi-Oh ZEXAL Book 4: The Next Generation. It will start 6 years after Yu-Gi-Oh ZEXAL Book 3: Darkness Awakens, then it will lead into a total of 21 years after book 3 ended, Meaning all of the characters will be in their thirties.

My OC's for Yu-Gi-Oh ZEXAL:

Michael Bakura

Description: An 18 year old boy who enjoys dueling, and making new friends.

Personality: Michael is a kind, and friendly person when it comes to his friends. If his friends get into some sort of trouble, he'll be there to back them up. (Especially Trey/Michael Arclight). Doesn't hesitate to take any challenge that's thrown his way.

Past life: Michael was a young boy, (age is between 10-18) who deeply respected his fellow people of his kingdom. One day, his brother had to go to the war between Nash and Vector's Kingdoms. (Obviously Michael's parents had an alliance with the United Lands of the Poseidon Ocean). While his brother was away at the war, Michael had proven himself time and again to his family that he has what it takes to be a Number Guardian. So, on his 18th birthday, he gained the status of a Number Guardian, also gaining the Numbers 72, 74, and 87. (Number 87 was handed to him by his cousin, Lillian). After gaining this new power, he began the most powerful duelist there was. Until one fatal day that changed everything...

When Michael found out that his cousin had been murdered by Vector, he and Dumon rushed to Vector's kingdom, only it was too late. Michael became furious, and wanted to kill Vector right there on the spot, unfortunately, the people Vector had killed before came out of the ground and dragged Vector to his death. Nash, the King of the United Lands, arrived, who watched Vector die. He and Michael were about to leave, when some dark figure appeared before them. The figure was known as Chaos. Chaos was disappointed that Michael's Psychic Power was going to waste. So, he gave Michael a few cards to improve his deck and destroy anyway who opposed him leading to him dueling Nash. The duel was brought down to the wire, but Nash managed to win by using Number 32: Shark Drake and then using it to Xyz summon Number C32: Shark Drake Veiss, along with Number 73: Abyss Splash to ultimately defeat Michael, and restore him to his good, kind-hearted self. After the duel, Michael used the remaining Psychic Power he had to allow Nash to be teleported out safely, thus the kingdom crumbled to nothing, which crushed Michael. Chaos then revived Michael and Ryo as Barians. Michael became the eighth Barian Emperor, while Ryo became a messenger for Barian World.

Michael's Appearance (Barian form): Michael's Barian form is a combination of Vector and Dumon's. With white, matted hair, having grey skin, and wore a brownish-black tunic. Also, his eyes changed to a crimson reddish-black color.

Deck: Michael's deck is composed of Psychic cards, going for quick Synchro Summons and bringing his ace monsters in a pinch, thanks to Psychic Xyz: Number 72: Shogi Rook, Number 74: Master of Blades, Number 87: Queen of the Night, and his Over-Hundred Number, Number 108: Sacred Mind, and it's Chaos form: Number C108: Sacred Chaos Mind.

Michael's D-Pad Appearance: Michael's D-Pad looks similar to a Psychic Blade that his Legendary Number, Number 74: Master of Blades has.

Heather Shadows

Description: She is a 17 year old girl who wears a yellow t-shirt, blue shorts, blue stockings, and yellow sneakers. Her long, blonde hair goes down to her waist, and she has silver eyes.

Personality: She is a ruthless person who will destroy anyone who gets in her way of her goals. She also completes the missions she is assigned, unlike the rest of her fellow Dark Emperors. (SPOILER ALERT!) However, she has a kind, loving side when it comes to her brother, Vector Shadows. (And with the exception of Mizar).

Past life: Heather was a kind, loving person who stood at her brother's side, giving him advice about how to run the kingdom, (since their father was sick at the time). Both of them got what needed to be done, fixing the problems there father left behind, stopping the wars between neighboring kingdoms. Until that fatal day where her and her brother's father was well enough to get out of bed. He was furious at there decisions for taking away what was rightfully theirs. Vector refused to continue bringing bloodshed, until his father grabbed his sword, and was about to cut Vector down. Heather screamed for her father to stop, but he didn't listen. The sword swung downward, but it hit a different target. Their mother. After their mother was cut down by their father, he too, fell to the ground shortly after. Heather was devastated. She turned and fled the kingdom. Vector screamed in sadness and desperation for her to come back. After she fled, she came face-to-face with Xavier. Xavier manipulated Heather to go back to her brother's kingdom and kill everyone as his assassin. Vector knew of her actions and ordered his elite guards to find her and arrest her for betrayal and treason. Heather was then tortured by her own brother, who she screamed in pain and agony for him to stop. That was when Xavier appeared to Heather, freezing time with his dark, malicious power. He tossed her the Negative Number cards that would seal her fate. After receiving the Negative Numbers 43, 46, 66, 96, and 104, Xavier disappeared, returning time to normal, thus Vector slashes her down with his sword.

Number -46, and Number -65 are her Legendary Number cards, along with Number C-65: Queen Overfiend.

Heather's Appearance (Barian form): Heather's Barian form is similar to Marin's, only with blackish-white skin, jewels in her long, blonde hair, and purplish-yellow eyes.

Deck: Heather's deck are of the Dark Galactic Space archetype. Heather uses an Xyz swarm deck strategy, (similar to her brother, Vector's strategy) that focuses on summoning the Negative Numbers 43, 46, 65, 66, and 96, and 104 along with the respective Chaos forms of Negative Numbers 43, 65, and 96 and 104. However, her deck and strategy change over the course of the story.

Heather's D-Pad Appearance: In her Human form, Heather's D-Pad is similar to Vector's. However, in her Barian form, her D-Pad is similar to a dagger, painted red and black, to symbolize her hatred towards other humans.

Xavier

Description: Xavier wears black armor, black boots, and a black hood. He is the tallest amongst his fellow Dark Emperors. He is 27 years of age.

Personality: Xavier is cruel and harsh. However, when he hurts his sister in any way, he feels bad about it.

Past life: Xavier was a mad prince of his kingdom. When his father was murdered during the war of his kingdom and another, he took the throne and became king. (The reason he became a mad king is because his father raised him to be merciless and cruel. His sister was raised by their mother). His mother wanted him to be like his father, putting others in front of him, but he didn't listen to her, and he cut her down, not caring at all whatsoever. After that, he conquered many kingdoms that stood in the way of him gaining ultimate power. At one point throughout his conquest to control every kingdom, he comes across a dark kingdom. Curious, he goes inside to check it out, only to discover that there was no one there. He was about to leave when something caught his eye. A black orb. He picked it up and he absorbed all of the orb's power, which made him, and his armies invincible. (Or so he thought). He was utterly defeated by Vector, who slain him with his father's sword.

Xavier's Appearance (Deity form): Xavier's true form is of a dark and evil demon from the darkest depths of the Underworld. He has black skin, red jewels on his skin, and on his arms. His hair is matted down on his head. He wears a demonic mask over his face, altering his voice a bit. He also has a Demonic Emblem on his chest.

Deck: Xavier's deck are the Malicious archetype. Using the power of all of the Negative Numbers that he himself created.

Xavier's D-Pad: Xavier's D-Pad is similar to a wing of a Malicious Fiend from the great depths of the Underworld. In his true form, (which is a dark Deity of the Underworld) he has black skin, black clothing over his skin, he wears a long black cape, his face is covered by a black mask, (which alters his voice a bit) his D-Pad is the mouth of a dark, evil demon from the Underworld.

Yen Darson

Description: He wears a long black cape, a hood to cover his face when needed. Wears black boots and a black tunic. He is 20 years of age.

Personality: He is like a leader to his comrades. Helps them with anything that they need. He is kind to his comrades, but he can be a bit harsh

Past life: Yen was Xavier's best friend and second-in-command of Xavier's army. When Xavier came across a dark kingdom, Yen tried to stop him, but failed miserably. His friend should've taken his warning, because after that, his friend seemed different. Sure, Xavier conquered many kingdoms after obtaining that black orb's power, but even Yen knew his friend wasn't invincible. After Xavier was slain by Vector, Xavier appeared to Yen, freezing time. Xavier then tossed the Negative Numbers 73, and 101, along with their Chaos forms to Yen, which seeped there way into his soul. Yen cried out in pain and agony. Xavier just laughed evilly, and snapped his black, shadowy fingers, then disappeared. Yen's own army turned around and killed their leader. Yen screamed in agony as he died from getting slashed.

Yen's Appearance: (Barian form) Yen wears a black cloak, a black tunic and black boots.

Deck: Yen's deck composes of the Dark Water archetype, focusing on his aces: Number -73, Number -101, and their Chaos forms.

Yen's D-Pad Appearance: His D-Pad is similar to a dark sea serpent's head.

Michelle

Description: Wears a blackish-brown tunic, wears a silver hood, has long, black hair that goes down to her waist, just like Heather's. She is supporting towards her comrades. She and Jake get into feuds quite a bit. But overall she is a kind person. She is 21 years old.

Jake

Description: Wears a black tunic, black boots, and has black hair. His eye color is red. He is 18 years of age.

Past life: Jake is an Astral Being of the Astral World. He was respected by many Astral Beings for his great skill in combat, especially since Eliphas respected him as an equal. The two respected each other. However, that soon changed when Dark Mist, a part of Don Thousand, came into the Astral World, and he found Jake's skills to be very interesting. Just like Don Thousand, Dark Mist told Jake the limitless power of Chaos Energy. This got Jake's interest because he believed that Eliphas was holding him back, so Dark Mist gave Jake a taste of it's power. After this, Jake wanted more, because he believed by gaining all of this power, he could defeat Eliphas and take over Astral World. After gaining Chaos Energy from Dark Mist, Jake began to hurt and murder his own kind. This made him feel invincible. Dark Mist was going to betray him and use him as a host, but that failed when all of the Numbers separated from Astral World. Even without Dark Mist guiding him, Jake took down the elite guards to Eliphas. Eliphas didn't understand what was happening, so he decided to banish every Astral Being who had Chaos Energy inside of them after seeing Jake's behavior. Eliphas then challenged Jake to a duel. Even though Jake had the upper hand the entire duel, Eliphas defeated him nonetheless, thus stripping Jake of all his power, then he cast him out of the Astral World. When Jake was cast out, he swore he'd defeat Eliphas someday, plus he wanted more Chaos Energy. Before he died in space in between Astral World, Barian World, and Earth, Xavier came to him by freezing time to prevent Jake's death. Jake was confused by this, but Xavier told him that he couldn't let someone like Jake to die in space, so he gave Jake the deck known as Darkwings, plus the Negative Numbers 102, 103, 44 and 94. Along with Number C-102 and Number C-103. Before Xavier disappeared, he told Jake that he'll get the power he desires by serving him. Jake agreed to this, and once he died, the Negative Numbers Xavier gave him allowed him to be reborn as Xavier's crony. He despises Yen because he is the second-in-command to Xavier, while Jake believes he should be second-in-command.

Jake's Appearance: (Astral form) He wears blackish blue clothing, has a black tunic, blue boots, and a badge on his right shoulder that says he is a high ranking officer to the Astral World, but he gets rid of the badge.

Deck: Jake's deck is Darkwings, which focuses on swarming the field and stunning his opponent. His aces are: Number -102, Number -103, along with the Chaos forms of his aces, plus Numbers -44 and -94.

Jake's D-Pad Appearance: His D-Pad is similar to a head of an Astral Being. This represents his actions from his past as an Astral Being.

Jake's Deck: Darkwings

Monsters: 20

3x Darkwing-Scout, attribute: DARK, Type: Fairy, level: 4, attack: 1200, defense: 1800. Effect: When this card is normal or special summoned: Special summon the other two copies of this card from your hand, deck or graveyard.

2x Darkwing-Twin-Headed Eagle, attribute: DARK, Type: Winged-Beast, level: 4, attack: 1700, defense: 1500. Effect: If there is another Darkwing monster on your field, special summon this card from your hand. When you do, this monster is treated as 2 monsters when it is used for an Xyz summon.

3x Darkwing-Two Bladed Warrior, attribute: DARK, Type: Warrior, level: 4, attack: 1900, defense: 1700. Effect: This monster can attack twice during each Battle Phase.

2x Darkwing-Illusion Magician, attribute: DARK, Type: Spellcaster, level: 4, attack: 1800, defense: 1400. Effect: When this card is normal summoned, this card gets treated as a monster that’s on your field, or graveyard. If this card is used for the Xyz summon of Negative Number, it gains this effect:

· When this card is Xyz summoned, draw 1 card for every Xyz material attached to this card.

2x Darkwing-Shield, attribute: DARK, Type: Rock, level: 4, attack: 0, defense: 0. Effect: When one of your Darkwing monsters is under attack: Special summon this card from hand, then use the attacked monster and this card as Xyz materials for an Xyz summon.

3x Darkwing-Enforcer, attribute: DARK, Type: Fairy, level: 4, attack: 1800, defense: 400. Effect: When this card is normal or special summoned: Add 1 Darkwing card from your deck to your hand.

3x Darkwing-Ranked Fiend, attribute: DARK, Type: Fiend, level: 4, attack 2000, defense: 0. Effect: When this card is normal or special summoned: Increase the level of this card by 1, then special summon another Darkwing monster from your deck, then increase its level by 1.

2x Darkwing-Beast, attribute: DARK, Type: Beast, level: 4, attack: 2100, defense: 1000. Effect: When this card is normal or special summoned: Draw 1 card for every other Darkwing monster you control.

Spells: 10

3x Rank-Up Magic Negative Force, Spell: Normal. Effect: You can activate this card by either drawing it, or adding it to your hand. After activation, you can target 1 Negative Number from your Extra Deck, graveyard, or field. If it's from your Extra Deck or graveyard, special summon the targeted monster with its effects negated, then you can summon a Negative Number C monster from your Extra Deck, using that monster as an Xyz material. Then, attach this card to that monster as an Xyz material. (This card can't be negated). If this card is detached from a monster that used this card to summon it, you can inflict damage to your equal to the monster's rank x200.

2x Darkwing Blast, Spell: Quick-Play. Effect: Inflict 1000 points of damage to your opponent.

3x Darkwing Nest, Spell: Continuous. Effect: Once per turn, you can special summon 1 Darkwing monster from your hand or graveyard.

2x Dark Rank-Up, Spell: Continuous. Effect: Once per turn, you can target 1 Darkwing Xyz monster on your field, then use that target to Xyz summon 1 Darkwing Xyz monster that’s 1 or 2 ranks higher. If this card would be destroyed, detach 1 Xyz from a Darkwing monster you control instead.

Traps: 10

3x Darkwing Barrage, Trap: Counter, Effect: When your opponent activates a card effect, negate that card effect, then inflict damage to your opponent equal to the attack of a Darkwing monster you control.

2x Darkwing Release, Trap: Normal. Effect: If a Darkwing monster you control is under attack, negate that attack, then return the attacked monster to your hand. Then special summon it back to your field at the End Phase of that turn.

2x Darkwing-Hellfire, Trap: Counter. Effect: When your opponent activates a card effect, or declares an attack: Negate the attack/card effect, then inflict 1000 points of damage to your opponent.

3x Darkwing Feathers, Trap: Continuous. Effect: Once per turn, special summon Darkwing monster from your deck, then inflict damage to your opponent equal to half of the summoned monster’s attack points.

Extra Deck: 6 (for now).

1x Number -44: Darkwing Pegasus, attribute: DARK, Type: Beast, rank: 4, attack: 2000, defense: 1000. Effect: 2 level 4 DARK monsters. Once per turn, you can detach 1 Xyz material to target 1 card your opponent controls, destroy it.

1x Number -94: Darkwing Princess, attribute: DARK, Type: Warrior, rank: 5, attack: 2500, defense: 2100. Effect: 2 level 5 DARK monsters. Once per turn, you can detach 1 Xyz material to add 1 Darkwing card from your deck or graveyard to your hand.

1x Number -102: Darkwing-Hellfairy, attribute: DARK, Type: Fairy, rank: 4, attack: 2500, defense: 2000. Effect: 3 level 4 DARK monsters. Effect: Once per turn, during either player’s turn if this card targeted by an opponent’s card effect: You can detach 1 Xyz material from this card to negate that effect, then inflict 1000 points of damage to your opponent.

1x Number C-102: Darkwing-Chaosfairy, attribute: DARK, Type: Fairy, rank: 5, attack: 2900, defense: 2400. Effect: 3 level 5 DARK monsters. If this card would be destroyed, detach 2 Xyz materials from it instead. If this card has “Number -102: Darkwing-Hellfairy” as an Xyz material, it gains this effect:

Once per turn: You can detach 1 Xyz material to target 1 monster the opponent controls, make its attack 0, then inflict 1000 points of damage to your opponent.

1x Number -103: Zero Blade, attribute: DARK, Type: Fairy, rank: 4, attack 2400, defense: 1200. Effect: 2 level 4 DARK monsters. Once per turn: You can detach 1 Xyz material to target 1 monster your opponent controls, make its attack 0, then draw 1 card.

1x Number C-103: Chaos Blade, attribute: DARK, Type: Fairy, rank: 5, attack: 2800, defense: 2400. 3 level 5 DARK monsters. Once per turn, you can detach 1 Xyz material from this card to banish 1 monster on the opponent’s field, then its attack points to your opponent as damage. (The damage inflicted by this effect is halved). If “Number -103: Zero Blade” is an Xyz material, it gains this effect:

Once per turn: You can detach 1 Xyz material to draw 1 card.

Casear Tenjo

Description: 13 year old boy that wears bluish-green clothing. He is a dragon-lover, despite his deck choice. His hair is like his parents'. He has blue eyes like his father.

Personality: Despite his parents, he isn't ruthless. He'll be merciful when necessary. He denies to have feelings for anyone.(Except his sister, his parents and perhaps other relatives he might have).

Deck: Caesar uses Tellarknights. (His father suggested Gladiator Beasts, but he declined it). Anyway, the strategy that he uses for it quick Xyz summoning.

Helen Tenjo

Description: has mid-length blonde hair, wears a yellow clothing. (doesn't matter what). Has hazel eyes.

Personality: She's like her mother in every way. (Read Heather Shadows description).

Deck: Helen used to use Ritual Beast, but she got a package from someone known as Michael Bakura. Curious as she was, she opened it up, only to find out that it was his deck! She was curious why someone like him give up his deck? Helen heard from her father that he used to be a Barian. She didn't understand what he was talking about. But now, she understands that. Legend has it that she might have Psychic abilities. (By the way, Helen uses a Psychic deck currently. Madolche and Ritual Beast she used formerly). Note: Helen's deck has been changed to the Star Dragon archetype. This is the deck she'll be using for the remainder of the story. Note 2/Update: Helen's Star Dragon deck was destroyed by Yami Marik's Shadow Magic. She will be using a Blue-Eyes deck for the rest of Book 5.

Deck: Star Dragon

Monsters: 20

3x Star Dragon-Defender, level 4, type: Dragon, attribute: LIGHT, attack: 1800, defense: 2500. Effect: This card can be special summoned when you're being attacked directly. When this card is special summoned by this effect: You can no further battle damage for the rest of the Battle Phase. Furthermore, this card, nor any of your other monsters can be destroyed by battle this turn. Once per turn, if you control another Dragon monster, except "Star Dragon-Defender": You can increase this card's level to 8. You must control another Dragon monster to activate and resolve this effect.

2x Star Dragon-Kaiser, level 8, type: Dragon, attribute: LIGHT, attack: 3500, defense: 3000. Effect: This monster can be special summoned if you control another Dragon-type monster. When this card is special summoned: Special summon another LIGHT Dragon-type monster from your deck or graveyard in attack position. It's effects are negated, and it can't attack. At the end of the turn, if you didn't Xyz summon using the Dragon-type monster special summoned via this effect: Destroy this card and the special summoned monster.

3x Star Dragon-Majestic, level 4, type: Dragon, attribute: LIGHT, attack: 2000, defense: 1950. Effect: When this card is normal or special summon via the effect of a Dragon-type monster: Increase the level of this card to the level of another Dragon-type monster on your field. When this card is used for a Xyz summon: Immediately draw 1 card.

3x Star Dragon-Nova, level 8, type: Dragon, attribute: LIGHT, attack: 3000, defense: 2500. Effect: This card can be normal summoned without tribute, but it's attack and defense are cut in half. Once per turn, during either player's turn: You can special summon 1 "Star Dragon" from your deck in defense mode. It's effects are negated. However, you can Xyz summon using that "Star Dragon" plus "Star Dragon-Nova" as Xyz materials during your opponent's turn. When an Xyz monster is Xyz summoned using this card as an Xyz material, it gains this effect:

Destroy all other cards on the field, except the Xyz monster.

3x Star Dragon-Scout, level 1, type: Dragon, attribute: LIGHT, attack/defense: 0. Effect: While you control no monsters: You can special summon this card from your hand/graveyard. When you do: You can special summon another LIGHT Dragon-type monster from your deck. And if that special summon is successful, increase this card's level to that of the special summoned monster.

3x Star Dragon-Solar, level 4, type: Dragon, attribute: LIGHT, attack: 1900, defense: 1500. Effect: When this monster is summoned: Special summon 2 more copies of this card from your hand, deck and/or graveyard. When you do, this card can be treated as 2 level 8 monsters when you use it to Xyz summon.

3x Star Dragon-Ultra, level 8. type: Dragon, attribute: LIGHT, attack: 2900, defense: 2500. Effect: Once per turn, during either player’s turn: You can special summon 1 “Star Dragon” from your graveyard in defense mode. It’s effects are negated.

Spells: 10

3x Rank-Up-Magic Star Force, type: Normal Spell. Effect: You can target 1 "Star Dragon" Xyz monster, use that monster for a Special summon a new "Star Dragon" Xyz monster that either 1 or 2 ranks higher. (This Special summon is treated as an Xyz summon). If this card is in your graveyard, you can either pay half you life points, or send one card from hand to the deck, shuffle it, then add this card from your graveyard or deck to the hand. You can't conduct your Battle Phase the turn you activate and resolve this effect.

3x Dragon’s Star Storm, type: Quick-Play Spell. Effect: You can activate this card if you control a "Star Dragon" monster. Destroy every monster that is not LIGHT attribute, then deal 100 points to your opponent for every non-LIGHT attribute monster destroyed. OR: Destroy all spells/traps your opponent controls, then deal 100 points of damage for every spells/traps that are destroyed by this effect.

2x Star Dragon Sanctuary, type: Continuous Spell. Effect: Once per turn, you control no monsters: You can special summon 1 "Star Dragon" monster from hand or deck. You can substitute this card for any "Rank-Up-Magic" card, except "Rank-Up-Magic Star Force". The summoned Xyz monster via the effect of this card cannot attack this turn. You also must pay 500 times the rank of the Xyz monster you trying to summon.

2x Star Nova, type: Quick-Play Spell. Effect: f you'd take a direct attack: Special summon 1 "Nova Dragon" token in defense mode, and end the Battle Phase.

Traps: 10

2x Star Dragon Shield, type: Normal Trap. Effect: If you'd take damage, (by battle or by card effect) pay half your LP, then you take no further damage for the rest of the turn.

3x Mirror Force, type: Normal Trap. Effect: Activate when your opponent declares an attack, destroy all faceup attack position monsters they control.

3x Xyz Reborn, type: Normal Trap. Effect: Target 1 Xyz monster in your graveyard, special summon it, then attach this card to it as a faceup Xyz material.

1x Solemn Warning, type: Counter Trap. Effect: When a monster would be summoned, OR when a spell, trap or monster activates that would special summon a monster: Pay 2000 points, negate the summon or activation and destroy it.

1x Call of the Haunted, type: Continuous Trap. Effect: Activate this card by targeting 1 monster in your graveyard: Special Summon that target in faceup Attack Position. When this card leaves the field, destroy the monster. If that target is destroyed, destroy this card.

Extra Deck: 15

1x Star Dragon-Quasar, rank: 12, type: Dragon, attribute: LIGHT, attack/defense: 4000. Effect: 5 level 12 Dragon-type monsters

This card can only be special summoned by the effect of "Rank-Up-Magic Star Force" and cannot be special summoned by other ways. Once per turn, during player's turn, if a card effect is activated: Discard 1 card from your hand, negate the activation of the card, and destroy it. This card cannot attack the turn this effect is used. If this card is destroyed, (either by battle or by card effect) Special Summon 1 "Star Dragon-Nebula" from your Extra Deck or graveyard by using this card as an Xyz material. "Star Dragon-Nebula" cannot attack or use its effects the turn it's summoned. (This special summon is treated as an Xyz Summon). Once per battle, during either player's turn, if this monster is attacking or being attacked: You can detach 1 Xyz material to make this monsteer's attack 100 points higher than the monster it is battling, until the end of the turn.

1x Star Dragon-Nebula, rank: 12, type: Dragon, attribute: LIGHT, attack/defense: 4000. Effect: 5 level 12 Dragon-type monsters

This monster can only be Special Summoned by the effect of "Rank-Up-Magic Star Force" and cannot be Special Summoned by other ways. Once per turn, during either player's turn, if a monster effect is activated: Lower this cards' attack by 500 and it's rank by 4, and if you do, negate and destroy that monster. Once per battle, during either player's turn, if this monster is attacking or being attacked: You can detach 1 Xyz material to make this monsteer's attack 100 points higher than the monster it is battling, until the end of the turn. If "Star Dragon-Quasar" is an Xyz material, it gains this effect:

This card cannot be destroyed by battle once per Battle Phase.

3x Galaxy Stealth Dragon, rank: 4, type: Dragon, attribute: DARK, attack: 2000, defense: 1600. Effect: 2 level 4 Dragon-type monsters You can detach 1 Xyz material from this card; Special Summon 1 Dragon-type monster from your hand.

3x Star Dragon-Alpha, rank: 4, type: Dragon, attribute: LIGHT, attack: 2100, defense: 1900. Effect: 2 level 4 monsters

Once per turn, you can detach 1 Xyz material to target 1 "Star Dragon" in your graveyard, add that target to your hand.

1x Star Dragon-Omega, rank: 10, type: Dragon, attribute: LIGHT, attack: 3500, defense: 3000. Effect: 2 level 10 monsters

Once per turn, during your Standby Phase: Inflict 1000 points of damage to your opponent. Once per turn: You can detach 1 Xyz material to Special Summon 1 Dragon-type Xyz monster from your graveyard. It's effects are negated.

3x Star Dragon-Delta, rank: 8, type: Dragon, attribute: LIGHT, attack: 3000, defense: 2800. Effect: 2 level 8 monsters

Once per turn: You can detach 1 Xyz material to Special Summon 1 Dragon-type monster from your deck in defense mode. It's effects are negated. If you don't Xyz summon using that monster, destroy it at the End Phase.

3x Star Dragon-Beta, rank: 6, type: Dragon, attribute: LIGHT, attack/defense: 2500. Effect: 2 level 6 monsters

Once per turn: You can detach 1 Xyz material to send the top card of your deck to the graveyard. If it's a "Star Dragon" monsters, Special Summon it. If not, send it to the graveyard.

Neptune Stone

Description: He has grey hair, (like his father) and magenta eyes. (like his mother). He wears dressy clothes, (like his father) pretty much all the time, unless his parents say otherwise).

Personality: He's modest, and is selfless.

Deck: Neptune uses Gishki's. (To fit his name? XD). His main strategy is going for quick Ritual summons. He uses Xyz monsters like Number 32 and C32 as backups.

Tethys Stone

Description: She has light blondish-blue hair. She wears casual clothing. She is easygoing when it comes to her friends. But she'll never, ever let anyone hurt her brother, let alone her family.

Personality: easygoing, friendly, but yet, is also overprotective when it comes to her family. She also has her dad's brains.

Deck: Tethys uses Seraph Hunders. (She used a Constellar deck formerly). Her strategy is quick Xyz summons via the effects of Pa and Mahunder. She goes for Synchro summons occasionally. Usually consisting of the Vylon archetype Synchro monsters.

Hades Darson

The son of Michelle and Yen

Age: 13

Description: Buzz cut black hair, green eyes, mostly wears red and black clothing.

Deck: Laval

Personality: Very protective of his little sister Minerva, (which can be unfortunate for the guys who flirt with her XD).

Deck: White Chaos

Monsters: 20

1x Dark Chaos Monk, type: Spellcaster, attribute: DARK, level: 4. attack: 1600. defense: 2200. Effect: Once per turn, you can discard 1 card from your hand: Special Summon 2 monsters from your deck, graveyard or banished zone. When this card is used a material for a Fusion, Synchro, Xyz or Dark Synchro Summon, the Summoned monster gains this effect:

Once per turn, during either players turn: You can pay 1000 Life Points, then you can target up to 2 monsters on your field: Send the first target to your hand, then the second target gains the attack of the first target until the End Phase.

1x White Chaos Mage, type: Spellcaster, attribute: LIGHT, level: 4. attack: 1800, defense: 1600. Effect: If this card is Summoned: Gain LP equal to half the attack of 1 monster on the field. When this card battles an opponent's monster: Decrease its attack equal to the difference in this card and the opponent's monsters' attack. When this card destroys an opponent's monster by the battle: Gain LP equal to the attack of destroyed monster.

1x White Chaos Dragon, type: Dragon, attribute: LIGHT, level: 10. attack/defense: 4000. Effect: The effects of this card cannot be negated. Once per turn, during either players turn: You can add 1 random card in your deck, and if it is a monster, this monster gains attack points equal to the monster you picked. This card cannot be removed from the field regardless of the opponent’s cards, except by battle. This monster can destroy “The Seal of Darkness” by reducing your life points to 100. (This effect ignores the effect of “Throne of the White Chaos Dragon”.) If this card is used as Fusion Material for a Fusion Summon of a LIGHT or DARK monster: Send cards from the top of the opponent's deck to the graveyard equal to the level of the Fusion Summoned monster.

1x White Chaos Swordsman, type: Warrior/Tuner, attribute: LIGHT. level 4. attack: 2000, defense: 1850. Effect: If this card is Summoned: Destroy 2 monsters on the opponent's field, then gain LP equal to the combined attack of those destroyed monsters. (This effect ignores the effects of those monsters or cards that would prevent those monsters from being destroyed.) If this card is used as either Synchro or Dark Synchro Material for a Synchro or Dark Synchro Summon: Destroy cards up to the Level/Negative Level of the Synchro/Dark Synchro monster. (This effect ignores the effects of those cards.)

1x White Chaos Summoner, type: Spellcaster, attribute: LIGHT. Level 4, attack: 1900, defense: 1750. Effect: If this card is Summoned: You can add 1"White Chaos" or “Dark Chaos” Spell/Trap card from your deck or graveyard to your hand. When this card destroys a monster by battle, gain LP equal to the attack of the destroyed monster in the graveyard, then Special Summon the destroyed monster to your field. If this card is sent to the graveyard: You can perform a Fusion Summon with monsters in your hand, on your field, or in graveyard. This effect can't be negated.

1x Dark Chaos Mage, type: Spellcaster, attribute: DARK. Level 8, attack: 3000, defense: 2800. Effect: If this card is Summoned: You can destroy all monsters on the opponent's field. (This effect ignores the effects of those monsters or cards that would prevent those monsters from being destroyed.) When the opponent would activate a Spell/Trap card while this card is on your field: Pay 500 LP to negate the activation and destroy that Spell/Trap card. If this card is sent to the graveyard: Special Summon this card and "White Chaos Mage" from your graveyard, then you can use both monsters for an Xyz Summon of a Rank 4, or Rank 8 Xyz Monster. (Dark Chaos Mage is also treated as LIGHT monster, or “White Chaos Mage” is also treated as a DARK monster.)

1x Dark Chaos Swordsman, type: Warrior/Dark Tuner, attribute: DARK. Level 8. attack: 3300, defense: 2900. Effect: If this card is Summoned: You can banish all cards on the opponent's field until the next Standby Phase. (This effect ignores the effects of those cards that would prevent those cards from leaving the field.) If this card is sent to the graveyard: Special Summon this card and "White Chaos Swordsman" from your graveyard, then you can perform either a Synchro Summon or Dark Synchro Summon using this card and "White Chaos Swordsman" as the Synchro material. (This card's level becomes treated as 4 when used for a Synchro Summon and “White Chaos Swordsman is treated as just an Effect monster.)

1x Dark Chaos Mutated Rat, type: Beast, attribute: DARK. Level 4. attack: 2000, defense: 2500. Effect: The effects of this card cannot be negated. If the opponent would Summon a monster(s) with 2000 or more attack while this card is in your hand: Reveal this card from your hand, negate that monsters effects, then Special Summon this card from your hand. As long as this card remains on the field: Your opponent's monsters with 2000 or more attack cannot attack, also their effects are negated. If this card would leave the field: Send 1 card from your hand or field to the graveyard instead.

1x Dark Chaos Pain Dragon, type: Dragon/Ritual, attribute: DARK. Level 8, attack: 3600, defense: 3100. Effect: Must first be Ritual Summoned, and cannot be Summoned by other ways. The effects of this card cannot be negated. If this card is Ritual Summoned: You take 1000 points of damage for all cards on the field. (If your LP would hit 0 via this effect; you can activate 1 “Throne of the White Chaos Dragon from either your hand, deck, graveyard or banished zone. During either players turn: Pay 1000 points, Special Summon 1 "White Chaos" or "Dark Chaos" monster from your hand, deck, graveyard or banished zone to your field, and if you do, take damage equal to that monsters level/rank x1000. This card cannot be destroyed by card effects. During each players End Phase: Take damage equal to the combined ranks/levels on the field x1000. If this card leaves the field: Negate the effects of all cards the opponent controls. Then, add 1 "White Chaos" or Dark Chaos card from your deck, graveyard or banished zone to your hand.

1x Chaos Soldier, type: Warrior/Ritual, attribute: DARK, Level 8. attack: 3850, defense: 3500, Effect: This monster’s attribute is also treated as LIGHT.) Must first be Ritual Summoned, and cannot be Summoned by other ways. You can either use "White Chaos Ritual" or "Dark Chaos Ritual" to Ritual Summon this card. If this card is Ritual Summoned: Add 1 card to your hand from each place. (Deck, graveyard and banished zone). During either players turn: Special Summon 1 monster from your hand, deck, graveyard, or banished zone. When this card destroys a monster by battle: Draw 2 cards. When this card leaves the field: Add 1 "White Chaos" and "Dark Chaos" card from your deck, graveyard, or banished zone to your hand.

1x White Chaos Magic Master, type: Spellcaster, attribute: LIGHT. Level 8, attack: 3500, defense: 3000. Effect: Must first be Ritual Summoned, and cannot be Summoned by other ways. If this card is Ritual Summoned: You can destroy all monsters the opponent controls. (This effect ignores the effects of those monsters, along with the effects of cards that would prevent those monsters from leaving the field.) When the opponent activates a card effect: Pay 1000 LP to negate that effect, then Special Summon 1 level 4 or lower "White Chaos" monster from your hand, deck, graveyard, or banished zone. When this card leaves the field: Special Summon 1 "White Chaos" monster from your Extra Deck or graveyard. If it's an Xyz monster: Attach this card and 1 card from your hand as Xyz material.

1x White Chaos Ultimate Dragon, type: Dragon, attribute: LIGHT. Level 8, attack: 4000, defense: 3500. Effect: Must first be Ritual Summoned by "White Chaos Ritual" and cannot be Summoned by other ways. (Except by the effects of "White Chaos" and/or "Dark Chaos" cards). The effects of this card cannot be negated. This card gains double the attack and defense of the monster(s) used to Ritual Summon this card. If this card is Ritual Summoned: You can destroy all Spells/Trap cards on the field. (This ignores the effects of those Spell/Trap cards.) During either players turn: You can activate 1 Spell/Trap card from your hand, deck, graveyard, or banished zone. As long as this card is on the field: Your Spell/Trap cards cannot be destroyed by card effects once per turn. If this card would leave the field: Pay 1000 LP instead. When this card leaves the field: Place it at the bottom of your deck instead, When this "Dark Chaos Ultimate Dragon" is destroyed while this card is in your hand, deck, graveyard or banished zone: Special Summon this card, ignoring its Summoning Conditions.

1x Dark Chaos Demon, attribute: DARK, type: Fiend, Level 8, attack/defense: 2800/2000. Effect: If you control a "White Chaos" or "Dark Chaos": You can Special Summon this card from your hand. If this card is used as either Fusion or Xyz Material for the Summon of a Fusion or Xyz monster from either your Extra Deck or graveyard: Half the attack and defense of all monsters your opponent controls; also, negate their effects.

1x Dark Chaos Shadow Dweller, attribute: DARK, type: Spellcaster, Level 4, attack/defense: 1700/1600. Effect: During either players turn: You can pay 500 LP to Special Summon this card from either your hand, deck, graveyard, or banished zone to your field. Once per turn, during either players turn: You can add 1 card from either your deck, graveyard, or banished to your hand. If this card is used as Material for the Summon of an Extra Deck monster from either your Extra Deck or graveyard, or banished zone: That Extra Deck monster cannot be removed from the field, ignoring the effects of cards that would make that Extra Deck monster leave the field.

1x Dark Chaos Shadow, attribute: DARK, type: Spellcaster, Level 4, attack/defense:1800/1700. Effect: If the opponent would activate a monster effect: You can pay 500 LP; negate the activation of that monster effect. You can Normal Summon 1 "White Chaos" or "Dark Chaos" monster in addition to your Normal Summon/Set. During each of your opponent's Draw Phases; if this card is either in your graveyard of banished: Send 1 random card from the opponent's hand to the graveyard.

1x Chaos Protector, attribute: DARK, type: Fiend, Level 4, attack/defense: 1000/1500. Effect: When an opponent's monster declares an attack on a monster you control, or if the opponent declares a direct attack, or if a card(s) you control would be removed from the field: You can Special Summon this card from either your hand, Deck, Graveyard, or banished zone; then this card becomes the new attack target of that attack (even if you're attacked directly); also, the card(s) you control that would be removed from the field are not. (This effect ignores the effects of the card(s) that would remove your card(s) from the field.) The effects of this card, nor the Summon of this card can be negated. Control of this card cannot switch. As long as this card remains face-up on your side of the field: Card(s) you control cannot be removed the field by your opponent's card(s); by battle or by card effect.

1x White Chaos Skeleton, attribute: LIGHT, type: Fiend, Level 4, attack/defense: 1600/1500. Effect: If this card is removed from the field: Special Summon it immediately. If this card is Summoned: You can Special Summon 1 Level 8 or lower "White Chaos" or "Dark Chaos" monster from either your hand, deck, graveyard, or banished zone; ignoring Summoning conditions. Once per turn: You can discard 1 card from your your hand, then all monsters you control either become Level 4 or 8, your choice, until the End Phase.

1x White Chaos Soldier, attribute: LIGHT, type: Warrior, Level 4, attack/defense: 1800/1600. Effect: If this card is Summoned: You can Special Summon 1 Level 4 "White Chaos" or "Dark Chaos" monster from either your hand, deck, graveyard, or banished zone. If this card is used as Material for the Summon of an Extra Deck monster from either your Extra Deck, graveyard, or banished zone: That monster gains 1800 attack and 1600 defense. During your Standby Phase; if this card is in your graveyard or banished zone: Special Summon this card, then gain LP equal to double this card's attack.

1x White Chaos Defender, attribute: LIGHT, type, Level 4, attack/defense: 1700/1800. Effect: Once per turn: You can switch the Battle Position of this monster, then you can add 1 card from either your deck, graveyard, or banished zone to your hand; after that, you can Special Summon 1 Level 4 monster from either your deck, graveyard, or banished zone. If the opponent declares an attack: You can pay 1000 LP; switch the opponent's monster attack to this card. (If you're attacked directly, you can Special Summon this card from either your deck, graveyard, or banished zone, then this card becomes the new attack target.) This card cannot be removed from the field.

1x White Chaos Warrior, type, Level 4, attack/defense: 1800/1700. Effect: If this card is Summoned: You can add 1 Spell/Trap card from either your deck, graveyard, or banished zone to your hand. During either players turn: You can pay LP equal to the attack of this card; all monsters you control gain attack and defense equal to this card's until the next End Phase. If this card is used as Material for the Summon of an Extra Deck from your Extra Deck, graveyard, or banished zone: All Extra Deck monsters you control gain attack and defense equal to half the Summoned monster's attack and defense.

Spells: 10

1x White Chaos Circle, type: Continuous. Effect: This card’s activation and effects cannot be negated. Once per turn: You can add 1 "White Chaos" card from your deck or graveyard to your hand. Once per turn, during either players turn: You can perform a Fusion, Synchro, Xyz, or Dark Synchro Summon using monsters in your hand, deck, side of the field, or in your graveyard. (This card cannot leave the field by any means possible, except by its own effect). If you control no "White Chaos" monsters: Destroy this card.

1x White Chaos Dragon’s Altar, type: Continuous. Effect: This card’s activation and effects cannot be negated. Once per turn, during either players turn: You can Special Summon "White Chaos Dragon" from your hand, deck, graveyard and/or banished zone ignoring its Summoning conditions. Once per turn: Gain LP equal to half the combined attack of all monsters you control. "White Chaos" monsters cannot be destroyed by battle or by cards while this card is on the field; also, you take half the battle damage involving any "White Chaos" or “Dark Chaos” monsters you control.

1x White Chaos Draw of Healing, type: Continuous. Effect: This card’s activation and effects cannot be negated. Once per turn, during either players turn: You can draw 1 card for every monster you control. If any of the cards you draw are monsters: Gain LP equal to half the combined attack of the drawn monsters. When a monster you control attacks or is attacked: Your opponent cannot activate cards or effects until the end of Damage Step; also, you gain LP equal to the attack of the monster that attacked, or was attacked. If this would leave the field: Pay 1000 LP instead. If this card leaves the field: You can activate 1 "White Chaos”, “Dark Chaos”, or “Chaos” Spell/Trap card from either your hand, deck, or graveyard, or banished zone.

1x White Chaos Dragon’s Throne, type: Continuous. Effect: The activation and effects of this card cannot be negated. Any decreases to your Life Points becomes 0. If this card would leave the field: Pay 1000 points instead. Once per turn, during either players turn: You can Special Summon 1 "White Chaos" or "Dark Chaos" monster from your hand, graveyard, banished. deck or Extra Deck. If Summoned from the Extra Deck and that monster is an Xyz monster: Attach 2 cards from your hand, field or graveyard to that Xyz monster. When a monster is Special Summoned from your Extra Deck by this effect; the Summoned monster is treated as its respective Summoning method. During each players End Phase: Gain LP equal to the total amount of damage you would've taken that turn.

1x White Chaos Ritual, type: Ritual. Effect: The activation and effects of this card cannot be negated. Discard your entire hand, then tribute monsters from your field, deck or graveyard to Ritual Summon a "White Chaos" Ritual monster from your hand, deck, graveyard or banished zone with a level greater than or equal to the level of the tributed monster(s). If this card is in your graveyard while you control a "White Chaos" monster: You can banish this card from your graveyard, then draw cards equal to half a "White Chaos" or "Dark Chaos" monsters level/rank. Then, if you draw any monsters by this effect. Special Summon up to 2 of the drawn monsters by this card’s effect to the field, ignoring the Summoning Conditions, and if you do, gain LP equal to the combined attack of all monsters on the field.

1x Dark Chaos Ritual, type: Ritual. Effect: The activation and effects of this card cannot be negated. Discard your entire hand, then tribute monsters from your field, deck or graveyard to Ritual Summon a "Dark Chaos" Ritual monster from your hand, deck, graveyard or banished zone with a level greater than or equal to the level of the tributed monster(s). If this card is in your graveyard while you control a "Dark Chaos" monster: You can banish this card from your graveyard, then draw cards equal to half a "White Chaos" or "Dark Chaos" monsters level/rank. Then, if you draw any monsters by this effect. Special Summon up to 2 of the drawn monsters by this card’s effect to the field, ignoring the Summoning Conditions, and if you do, gain LP equal to the combined attack of all monsters on the field.

1x Chaos Island, type: Field. Effect: (This card is always as a "White Chaos" card.) This card's activation and effects cannot be negated. If you control no cards on your field: You can activate this card from your hand, deck, graveyard or banished zone. When this card is activated: You can Special Summon 1 "White Chaos" or "Dark Chaos" monster from your hand, deck, graveyard, banished zone, or Extra Deck, except "Infernal White Chaos Dragon". (This Special Summon is treated as a Fusion, Synchro, Dark Synchro or Xyz Summon). If you Special Summon an Xyz monster from the Extra Deck via this card's effect: Attach 2 cards from your hand, field, deck graveyard or banished zone to the Special Summoned Xyz monster as Xyz materials. This card cannot leave the field as long you control a "White Chaos" or "Dark Chaos" card. Other "White Chaos" and "Dark Chaos" cards you control are unaffected by the opponent's card effects. If you'd take 1000 or more points of damage: That damage becomes 0. As long as you control an Extra Deck monster: Your opponent can only Special Summon 1 monster from the Extra Deck each turn. If this card leaves the field by an opponent's card effect: Special Summon 1 Extra Deck monster from either your Extra Deck, graveyard or banished zone. If you Special Summon an Xyz monster by this effect: Attach 2 cards from your hand, field, deck, graveyard or banished zone as Xyz materials.

1x White Chaos Reinforcements, type: Normal. Effect: This card's activation and effects cannot be negated. Reveal 1 "White Chaos" or "Dark Chaos" monster from your hand; Special Summon 1 "White Chaos" or "Dark Chaos" monster from either your deck, graveyard, or banished zone. The Special Summoned monster by this effect can be treated as 2 Materials for an Xyz Summon. If the Special Summoned monster by this effect is used as Material for an Xyz Summon: All monsters your opponent controls lose attack and defense equal to the number of monsters you control x500.

1x Dark Chaos Rising, type: Normal Spell. Effect: This card's activation and effects cannot be negated. You can select any number of monsters you control, then choose between Level 4 or Level 8; those selected monsters become the chosen Level by this card's effect. During either players turn, if this card is in your graveyard when your opponent would Summon a monster(s) or activate a card or effect: You can banish this card from your graveyard, negate the Summon of those monster(s), or negate activation of that card or effect. Immediately after this effect resolves, you can perform either a Fusion, Synchro, Dark Synchro, or Xyz Summon, using monsters either from your hand, side of the field, graveyard, or banished zone as Material.

1x Chaos Face-Off, type: Quick-Play. Effect: This card's activation and effects cannot negated. When the opponent declares an attack, or activates a card or effect: You can negate that attack or effect, then you can Special Summon 2 monsters from either your hand, deck, or graveyard, ignoring Summoning conditions (1 to each side of the field); those 2 monsters must attack each other during this turn, and no other monsters can attack. The Special Summoned monsters by this card's effect cannot be removed from the field, except by battle. Neither player takes any damage involving this monster. After the Battle Phase ends: You can use those 2 monsters as Fusion, Synchro, Dark Synchro, or Xyz Materials for either a Fusion, Synchro, Dark Synchro, or Xyz Summon.

Traps: 10

1x White Chaos Return, type: Normal. Effect: This card’s activation and effects cannot be negated. Return all cards from your hand, graveyard and banished zone to your deck, then draw 5 cards. During either players turn: You can banish this card from your graveyard, and if you do, add 1 card from your deck to your hand. If it's a monster: Special Summon it. If it's a Spell/Trap card: Activate it.

1x Dark Chaos Enraged Flames, type: Counter. Effect: This card’s activation and effects cannot be negated. When the opponent would Summon a monster(s) while you control a “White Chaos” or “Dark Chaos" monster: Negate the Summon(s) of those monsters(s), then destroy up to 2 cards either on the field or in the opponent’s hand. (This effect ignores the effects of those cards on the field.) If this card is in your graveyard when a card effect is activated on the opponent's field: You can banish this card and 1 other "White Chaos" or "Dark Chaos" monster from the graveyard, negate the activation of that effect, then destroy up to 2 cards either on the field or in the opponent’s hand. (This effect ignores the effects of those cards on the field.)

1x Dark Chaos Flames, type: Counter. Effect: This card’s activation and effects cannot be negated. When a card effect or attack affects your "White Chaos" or "Dark Chaos" cards/monsters: Negate the attack or the activation of that effect, then discard all the cards in the opponent’s hand. During either players turn: You can banish this card from your graveyard, and if you do, destroy all cards your opponent controls. (This effect ignores the effects of those cards on the field.)

1x Chaos Forcewave, type: Normal. Effect: This card’s activation and effects cannot be negated. When the opponent's monster declares an attack: Banish all monsters on the opponent's field. During your Standby Phase; You can banish this card from your graveyard, and if you do, return all banished cards back to the deck. Then, each player draws 1 card.

1x Chaos Dragon’s Roar, type: Normal. Effect: This card’s activation and effects cannot be negated. When an opponent's monster declares an attack: You can Special Summon 1 "White Chaos" or “Dark Chaos” monster from either your hand, deck, graveyard or banished zone, ignoring its Summoning conditions; and if you do, Fusion Summon 1 Fusion monster from Extra Deck, graveyard, or banished zone using 1 "White Chaos” or “Dark Chaos” and 1 or more monsters from either your hand, deck, or graveyard as Fusion materials. After that; end the Battle Phase.

1x Chaos Dragon's Warning, type: Counter. Effect: This card’s activation and effects cannot be negated. When the opponent activates a card effect, OR Summons a monster: Negate that card effect/Summon, then Special Summon 1 monster from your hand, deck, graveyard or banished zone.

1x Chaos Temple, type: Continuous. Effect: This card's activation and effects cannot be negated. When an opponent's monster declares an attack: Negate the attack, then you Special Summon 1 monster from either your hand, deck, graveyard, or banished zone. After this effect resolves, resume the attack that was negated via this card's effect and the Special Summon via this card's effect becomes the new attack target. (Your opponent cannot replay their attack after this card's effect resolves.) Once per turn: Gain LP equal to the combined attack of all monsters on the field.

1x Dark Chaos Charge, type: Normal. Effect: This card's activation and effects cannot be negated. When a monster you control is attack: Gain LP equal to combined attack points of the opponent's attacking monster and the monster being attacked, then draw 2 cards. During either players turn, except the turn this was sent to the graveyard, when an opponent's monster declares an attack: You can banish this card from your graveyard; gain LP equal to combined attack points of the opponent's attacking monster and the monster being attacked, then draw 2 cards.

1x Chaos Forbidden Castle, type: Normal. Effect: This card's activation and effects cannot be negated. Special Summon up to 2 monsters from either your hand, deck, graveyard, or banished zone. Immediately after this effect resolves: You can use those 2 monsters as Fusion, Synchro, Dark Synchro, or Xyz Materials for either a Fusion, Synchro, Dark Synchro, or Xyz Summon. During either players turn, except the turn this card was sent to the graveyard; You can banish this card from your graveyard; all monsters you control gain attack and defense equal to their Level/Rank x200 until the End Phase.

1x White Chaos Escape, type: Normal. Effect: This card's activation and effects cannot be negated. When an opponent's monster declares an attack, or activates a card or effect that would remove a monster(s) you control from the feld: You can return those monster(s) to your deck, then you take no damage this turn. At the End Phase; Special Summon the monsters that your returned to your deck. (If 1 of the returned monsters was an Xyz monster: You can attach 2 cards from either players graveyard or banished zone to the Xyz monster as Xyz Materials.)

Extra Deck: 15

1x Chaos Dragon God, type: Dragon/Fusion, attribute: DARK. Level 10. attack/defense: 4000. Effect: 1 LIGHT attribute monster 2 or more DARK attribute monsters

(This card is also treated as a LIGHT attribute monster).

The Fusion Summon and effects of this card cannot be negated. When this card is Fusion Summoned: You can banish all cards on the opponent's field. (This ignores the effects of those cards.) Once per turn, during either players turn: Special Summon 1 "White Chaos" monster or "Dark Chaos" monster from your hand, graveyard or banished zone. It's effects are negated until the End Phase, nor can it attack the turn it's Special Summoned by this card's effect. When this card leaves the field: Negate the effects of all face-up cards your opponent controls.

1x White Chaos Moon Dragon, type: Dragon/Fusion, attribute: LIGHT, level 8. attack: 3400. defense: 3000. Effect: 2 LIGHT monsters

The Fusion Summon and effects of this card cannot be negated. The effects of this card cannot be negated. When this card is Fusion Summoned: You can destroy all Spell/Traps on the opponent's field, (this ignores the effects of those Spell/Trap cards) then gain 500 LP for each one. Also, this card gains 500 attack and defense equal to the amount of Life Points you gained. Once per turn, during either players turn, when the opponent activates a card effect: Negate the activation of that effect.

1x Chaos-Eyes Malevolent Dragon, type: Dragon/Fusion-Pendulum, attribute: DARK, level 10. Attack: 3200, defense: 2800. Effect: 1 LIGHT monster 1 DARK monster

This card's Fusion Summon and effects cannot be negated. When this card is Fusion Summoned: Special Summon up to 2 Dragon-type monsters from your hand, deck, graveyard or Extra Deck; ignoring the Summoning Conditions. When this card, or another monster you control attacks or is attacked: Your opponent cannot activate cards or effects until the end of the Damage Step. Once per turn, during either players turn, when the opponent would Summon a monster(s) OR activates a card or effect: Negate that Summon or activation. If this card in the Monster Zone leaves the field: Place it in the Pendulum Zone instead of to the graveyard or banished zone.

Pendulum Effect: This card can be Fusion Summoned from the Pendulum Zone by sending 2 or more monsters from your hand or your side of the field to the graveyard. Or you can banish 2 or more monsters from your graveyard instead. (At least 1 LIGHT monster and at least 1 DARK monster).

1x Dark Chaos Malevolent Dragon, type: Dragon/Fusion/Dark Tuner, attribute: DARK, level 8, attack: 2800, defense: 2000. Effect: 2 DARK monsters

This card's Fusion Summon and effects cannot be negated. (You can also Fusion Summon this card by returning the above monsters to your deck; uou do not use "Polymerization".) When this card is Fusion Summoned: You can destroy all card in the opponent's hand. Once per turn, during either players turn: You can Special Summon 1 DARK monster from either your hand, deck, graveyard, or banished zone. Once per turn, during either players turn: You can Dark Synchro Summon 1 Dark Synchro monster from either your Extra Deck, graveyard or banished zone, using monsters from either your hand, side of the field, or graveyard as Material.

1x White Chaos Knight, type: Warrior/Synchro, attribute: LIGHT. level 8. attack: 3000, defense: 2800. Effect: 1 LIGHT Tuner 1 or more non-Tuner monsters

This card's Synchro Summon and effects cannot be negated. When this card is Synchro Summoned: Draw 2 cards, then destroy 2 cards on the field. (This ignores the effects of those cards.) Once per turn: You can add 1 card from your deck, graveyard, or banished zone to your hand. When this monster you control destroys an opponent's monster by battle: This card gains 1000 ATK and DEF and can attack once again in a row.

1x Dark Chaos Horror Dragon, type: Dragon/Synchro, attribute: DARK, level 8, attack: 2500, defense: 2000. Effect: 1 Tuner 1 non-Tuner monster

This card's Synchro Summon and effects cannot be negated. When this card is Synchro Summoned: Half the attack and defense of all monsters your opponent controls; also, negate their effects. The monsters that had their attack and defense halved, along with their effects negated cannot be removed from the field. At end of the Damage Step, if a monster you control attacked 1 of those monsters that had their attack and defense halved, along with their effects negated: Decrease that monster's attack and defense by 1000 until the end of the Battle Phase. At the end of the Battle Phase, if this card attacked: Destroy all monsters your opponent controls. (This effect ignores the effect of this card that would prevent them from being removed from the field.) If this card is used as Material for the Summon of an Extra Deck monster from either your Extra Deck, graveyard, or banished zone: Half the attack and defense of all monsters your opponent controls; also, negate their effects.

1x Dark Chaos Hydra, type: Dragon/Dark Synchro, attribute: DARK. Negative Level 4. attack: 3000, defense: 2500. Effect: 1 non-Tuner - 1 Dark Tuner monster

This card's Dark Synchro Summon and effects cannot be negated. When this card is Dark Synchro Summoned: Add 1 card from your deck, graveyard and banished zone and add it to your hand. (You can add 1 card from each zone). This card gains attack equal to half the Dark tuner's attack used to Dark Synchro Summon this card. This card can attack up to 3 times per Battle Phase. During either players turn, when a card effect is activated that destroys a card(s) on the field: Send 1 card from your field to the graveyard to negate and banish that card. (Any effects that say can't leave the field are ignored). When this card is sent to the graveyard: You can use this card and 1 other monster to Xyz Summon "White Chaos Hydra" from your Extra Deck or graveyard. If this card is in your graveyard: Remove from play 1 LIGHT and 1 DARK attribute monster from your graveyard. Special Summon this card from your graveyard.

1x Dark Chaos Ultimate Dragon, type: Dragon/Dark Synchro, attribute: DARK. Level 0. attack: 4000, defense: 3500. Effect: 1 non-Tuner -1 Dark Tuner monster

(This card's level is treated as Negative Level 8). This card can be Dark Synchro Summoned by the total levels of the Dark tuner and non-tuner equaling 8, 4 and/or 0. This card's Dark Synchro Summon cannot be negated. This card gains attack and defense equal to the combined original attack and defense of the Dark tuner and non-tuner monsters used to Dark Synchro Summon this card. This card is unaffected by your opponent's card effects. Once per turn, during either players turn: You can Special Summon 1 "White Chaos" or "Dark Chaos" monster from your hand, deck, graveyard, banished zone or Extra Deck. If it's from the Extra Deck: The Special Summoned monster is treated as its respective Summoning method. If it's an Xyz monster: Attach 2 cards from your hand, graveyard or banished zone to the Xyz monster as Xyz materials. When this card leaves the field: Special Summon as many "White Chaos" or "Dark Chaos" monsters from your hand, graveyard or banished zone as possible, ignoring their Summoning conditions. If this card is in your graveyard: Banish 1 LIGHT and 1 DARK attribute monster from your graveyard, then Special Summon this card. (This Summon is treated as Dark Synchro Summon). Its attack and defense are doubled, but any battle damage this card inflicts to your opponent is halved after using this effect.

1x Dark Chaos Knight, type: Warrior/Xyz, attribute: DARK, rank 4, attack: 3000, defense: 2500. Effect: 2 or more level 4 monsters The Xyz Summon of this card and its effects cannot be negated. This card gains the effects of every monster attached to this card as Xyz material. This Xyz monster is unaffected by card effects. Once per turn: You can target 1 card on the field, attach it to this card as an Xyz material. (Any effects that say cannot be targeted, or are unaffected by card effects is ignored). During either players turn: You can detach 1 Xyz material, then destroy cards on the field equal to the level of the detached material. When this card is sent to the graveyard: Special Summon "White Chaos Knight" from your Extra Deck, graveyard, or banished zone. (This Special Summon is treated as Synchro Summon).

1x Dark Chaos Rage Dragon, type: Dragon/Xyz, attribute: DARK, rank 8, attack: 3500, defense: 3000. Effect: 2 or more level 8 monsters

This card’s Xyz Summon and effects cannot be negated. When this card is Xyz Summoned: You can destroy all cards on the opponent’s field. (This ignores the effects of those cards.) Once per turn, during either players turn, when the opponent Summons a monster or activates a card effect: You can negate that effect, then your opponent discards 1 random card from their hand. Once per turn, during either players turn: You can detach 1 Xyz material from this card: All monsters you control gain attack equal to the combined levels/ranks on the field x500 until the End Phase.

1x Infernal White Chaos Dragon, type: Dragon/Xyz, attribute:DIVINE, rank 10, attack: 5000, defense: 4000. Effect: “White Chaos Dragon” 2 or more level 10 monsters The Xyz Summon and effects of this card cannot be negated. When this card is Xyz Summoned: Negate the effect of all face-up cards on the opponent's field. Also, your opponent cannot activate card effects the turn this card is Xyz Summoned. This card is unaffected by the opponent’s card effects. During either players turn: You can detach 1 Xyz material from this card, then all monsters you control have their attack doubled until the End Phase. During either players turn: You can attach 1 card from either players field or graveyard to this card as Xyz material. (Any effects that say are unaffected by other card effects are ignored). This card gains the attack. defense and effects of all cards attached to this card as Xyz materials. If "White Chaos Dragon" is attached to this card as an Xyz material, this card gains this effect:

When this card destroys a monster by battle: You can either draw 3 cards. OR: Add 3 cards to your hand. (1 from deck. 1 from the graveyard. And 1 from your banished zone.

If this card leaves the field: Special Summon up to 2 of this card's Xyz materials from your graveyard or banished zone, ignoring Summoning conditions. After that, return this card to the Extra Deck.

1x White Chaos Hydra, type: Dragon/Xyz, attribute: LIGHT. Rank 8, attack: 4000, defense: 4000. Effect: 2 or more level 8 monsters

This card's Xyz Summon and effects cannot be negated. When this card is Xyz Summoned: Negate the effects of all face-up cards your opponent controls. And if you do, gain 500 LP for every card negated while your opponent takes 500 points of damage for each card negated by this effect. During either player's turn: You can detach 1 Xyz material from this card from this card; this card gains attack equal to the combined attack of all monsters on the field. If this card would be destroyed: Destroy 1 other card on the field instead. However, this card loses attack equal to that sent monsters' attack. Also, this card make attacks equal to the number of monsters on your field once per Battle Phase.

1x Chaos Shadow Dragon, type: Dragon/Xyz, attribute: DARK, Rank 4, attack: 2500, defense: 2000. Effect: 2 or more level 4 monsters

The Xyz Summon and effects of this card cannot be negated. When this card is Xyz Summoned: Half your opponent's LP; then this card gains attack and defense equal to the amount halved. Monsters your opponent controls cannot target Xyz Monsters for attacks, except this one. If this card battles an opponent's monster, during damage calculation (in either player's turn): You can detach 1 Xyz Material from this card, then target the opponent's battling monster; change its ATK to 0, and if you do, this card gains that lost ATK. These changes last until the End Phase. During either player's turn: You can return this card to the Extra Deck; Special Summon 2 monsters from your Graveyard, and if you do, the ATK of all monsters your opponent currently controls become 0.

1x White Chaos Oracle, type: Spellcaster/Xyz, attribute: LIGHT, Rank 4, attack: 2500, defense: 2000. Effect: 2 or more Level 4 monsters

The Xyz Summon and effects of this card cannot be negated. When this card is Xyz Summoned: Draw 2 cards, then gain 2000 LP. During either players turn: You can attach 1 card from either players graveyard or banished zone to this card as Xyz Material. During either players turn: You can detach 1 Xyz material, then send 1 Spell/Trap card from either your hand or deck to the graveyard (if it's a Continuous Spell/Trap or a Field, place it on your field and activate it.); apply that Spell/Trap card's effect. If this destroys an opponent's monster by battle: Attach the destroyed monster to this card as Xyz Material, then gain LP equal to the destroyed monster's attack.

1x Chaos Armor Dragon, type: Dragon/Xyz, attribute: LIGHT, Rank 8, attack: 4000, defense: 3500. Effect: 2 or more Level 8 monsters

The Xyz Summon and effects of this card cannot be negated. When this card is Xyz Summoned: Attach up to 2 cards from either players field as Xyz Material. (This ignores the effects of cards that would prevent those cards from being removed from the field.) This card cannot be removed from the field while it has Xyz Material. During either players turn, if the opponent activates a card or effect from the hand, field, or graveyard: You can detach 1 Xyz material from this card; negate the activation of that card or effect, then attach the negated card to 1 Xyz monster you control as Xyz Material.

The decklist for the Dragon God Blackdust in the 5th ZEXAL Book. This deck is of my own creation. I do not own Blackdust or Yj, but I do own this deck that Blackdust will use:

Monsters: 20

1x Blackdust Dragon Lancer, attribute: DARK, type: Dragon/Warrior, level 8, ATK/DEF: 2800/2100. Effect: Your opponent cannot activate cards or effects in response to this card's Special Summon. When this card is Special Summoned by the effect of a "Blackdust" card: Equip 1 card on the field to this card. (This ignores the effects of that card). This card gains the effects of the card equipped. Once per turn: All "Blackdust" cards you control cannot be removed from the field by card effects. If this card is targeted for an attack: You can equip 1 card from the opponent's hand or graveyard to this card. (If equipping from the hand, the card is chosen at random). Once per turn: If this card an another level 8 or higher "Blackdust" Dragon-type monster are on the field at the same time; destroy all cards on the opponent's field. Your opponent cannot activate cards or effects in response to this effect's activation. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Energy Blast Dragon, attribute: DARK, type: Dragon, level 4, ATK/DEF: 2400/2000. Effect: Your opponent cannot activate cards or effects in response to this card's Special Summon. If the opponent activates a card or effect while this card is your hand: Reveal this card in your hand; negate that this card or effect, then Special Summon this card from your hand. As long as this card remains face-up on your field: Your opponent cannot Special Summon monsters from the Extra Deck, except Dragon-type monsters. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Shadow Dragon, attribute: DARK, type: Dragon, level 10, ATK/DEF: 3400/3000. Effect: Your opponent cannot activate cards or effects in response to this card's Special Summon. When this card is Special Summoned by the effect of a "Blackdust" card: Your opponent cannot activate any Set Spell/Trap cards until the end of the turn. During the End Phase: This card is destroyed, then Special Summon 1 "Blackdust Dragon Lancer" from your deck.

1x Blackdust Dragon Ultimate Rage, attribute: DARK, type: Dragon, level 8, ATK/DEF: 3500/3000. Effect: Your opponent cannot activate cards or effects in response to this card's Special Summon. When this card is Special Summoned by the effect of a "Blackdust" card: Return all non "Blackdust" monsters on the opponent's field to their deck. (This effect ignores the effects of all cards the opponent controls). Also, this card gains 1000 attack and defense for each "Blackdust" monster in your hand and graveyard. If this card leaves the field (by battle or by card effect): Return this card to the deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Dragon, attribute: DARK, type: Dragon/Divine-Beast, level 10, ATK/DEF: 4000. Effect: Your opponent cannot activate cards or effects in response to this card's Special Summon. You can Special Summon this card by discarding or banishing 2 "Blackdust" monsters from your hand and/or graveyard. When this card is Special Summoned: You can destroy all cards your opponent controls, then the opponent's LP is halved. You cannot conduct your Battle Phase the turn this effect is activated and resolved. This card is unaffected by card effects, except "White Chaos" and/or "Blackdust" card effects. When this card attacks or is attacked: Your opponent cannot activate cards or effects until the end of the Damage Step; also, this card's attack points are doubled. If this card leaves the field: Special Summon it during the Standby Phase of the next turn.

2x Blackdust Dragon Ranger, attribute: DARK, type: Dragon, level 4, ATK/DEF: 1800/1000. Effect: When this card is Normal or Special Summoned: Special Summon 1 "Blackdust Dragon Marine" from your hand, deck, or graveyard. If this is the only monster you control: Special Summon 1 level 8 or lower "Blackdust" monster from your graveyard. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

2x Blackdust Marine Dragon, attribute: DARK, type: Dragon, level 8, ATK/DEF: 2800/2000. Effect: Your opponent cannot activate cards or effects in response to this card's Special Summon. When this card is Special Summoned by the effect of a "Blackdust" card: You can add 1 card from either your deck, graveyard, or banished zone to your hand. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Plasma Dragon, attribute: DARK, type: Plasma/Dragon, level 4, ATK/DEF: 2200/1900. Effect: During either players turn: You can pay 400 LP to Special Summon this card from either your hand or graveyard. When this card is Special Summoned: You can banish every card in the opponent's graveyard; then you gain LP for every card banished from the opponent's graveyard by this effect x200. If this card leaves the field (by battle or by card effect): Return this card to the deck, then Special Summon 1 "Blackdust" monster from your deck.

2x Blackdust Shadow Mage, attribute: DARK, type: Dragon/Spellcaster, level 4, ATK/DEF: 1200/1000. Effect: If this card attacks or is attacked: Reveal 1 "Blackdust" monster from your hand; this card gains attack equal to the revealed monster. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

3x Blackdust Skull Reaper, attribute: DARK, type: Dragon, level 4, ATK/DEF: 1800/1500. Effect: When this card is Normal or Special Summoned: Tribute 1 monster on the opponent's field; the Monster Zone that had the tributed monster gets a Reaper token. (Dragon-type, level 4, attack/defense: ???). The token gains the attack and defense of tributed monster, then you gain LP equal to the tributed monster's attack when it left the field. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

2x Young Blackdust, attribute: DARK, type: Dragon, level 1, ATK/DEF: 400/200. Effect: When this card is Normal or Special Summoned: You can add up to 3 "Blackdust" monsters from either your deck or graveyard to your hand. If this card is targeted for attack by an opponent's monster: Return this monster to your hand, then Special Summon 1 "Blackdust" monster from either your hand, deck, or graveyard, except this card.

1x Blackdust Shadow Reaper, attribute: DARK, type: Dragon/Zombie, level 8, ATK/DEF: 3200/3000. Effect: Your opponent cannot activate cards or effects in response to this card's Special Summon When this card is Special Summoned by the effect of a "Blackdust" card: Tribute all monsters your opponent controls, ignoring the effects of those monsters; Special Summon tokens to your opponent's side of the field equal to the number of monsters tributed by this card's effect. (Shadow Reaper Token, Dragon/Fiend, level 1, ATK/DEF: 0) in Attack Position. These tokens cannot be tributed by any means. If this card leaves the field (either by battle or by card effect): Return this card to your Deck, then you can activate 1 appropriate "Blackdust" Spell/Trap card from either your hand, deck, or graveyard.

1x Blackdust Dragon, Ruler of all Darkness, attribute: DARK, type: Dragon, level 12, ATK/DEF: 5000. Effect: Your opponent cannot activate any cards or effects in response to this card's Special Summon. This card can only be Special Summoned by a "Blackdust" card effect. This card is unaffected by the opponent's card effects. During either players turn: This card can negate the effects of all cards your opponent controls for one Phase. Your opponent cannot activate any card effects in response to the activation of this effect. During the Damage Step of either players turn: You can send the top 4 cards of your deck to the graveyard; this monster gains 4000 ATK and DEF points until the end of the Battle Phase. This monster gains 1000 ATK and DEF points for every lvl 8 or higher monster on the field. Once per turn: You can discard 1 Spell/Trap card from your hand to banish all your opponent's Spell & Trap cards. If you discard a monster card: All monsters your opponent controls have their ATK and DEF points reduced to 0. If this card leaves the field (either by battle or by card effect): Special Summon up to 3 "Blackdust" monsters from either your hand, deck, or graveyard.

1x Chaos Protector, attribute: DARK, type: Fiend, Level 4, attack/defense: 1000/1500. Effect: When an opponent's monster declares an attack on a monster you control, or if the opponent declares a direct attack, or if a card(s) you control would be removed from the field: You can Special Summon this card from either your hand, Deck, Graveyard, or banished zone; then this card becomes the new attack target of that attack (even if you're attacked directly); also, the card(s) you control that would be removed from the field are not. (This effect ignores the effects of the card(s) that would remove your card(s) from the field.) The effects of this card, nor the Summon of this card can be negated. Control of this card cannot switch. As long as this card remains face-up on your side of the field: Card(s) you control cannot be removed the field by your opponent's card(s); by battle or by card effect.

Spells: 10

1x Blackdust Gathering, type: Normal Spell. Effect: This card's activation and effects cannot be negated. Special Summon up to 4 "Blackdust" monsters from your deck with different names. During either players turn, except the turn this card was sent to the graveyard, if the opponent would Summon a monster(s), or activate a card or effect: You can banish this card from your graveyard; return the Summoned monster(s) to the opponent’s hand, or negate the activation of that card or effect, then draw 1 card. (The effects of the monster(s) Summoned prior to the activation of this effect have their effects negated.)

2x Blackust Arrival, type: Normal Spell. Effect: This card's activation and effects cannot be negated. Special Summon 1 "Blackdust" monster from either your hand, deck, graveyard, or banished zone to your field, then if you control a "Blackdust" Fusion monster: Destroy 1 card on the opponent's field, ignoring that card's effects. If the destroyed card is a monster: Gain LP equal to that destroyed monster's attack when it was on the field. Also if you control a "Blackdust" Dark Synchro and/or "Blackdust" Xyz monster: Draw 3 cards, then banish 1 card from the opponent's hand, field, and graveyard. (The banished card from the opponent's hand is chosen at random. The effects of the opponent's card on the field are ignored).

1x Blackdust Temple, type: Field Spell. Effect: This card's activation and effects cannot be negated. When this card is activated: You can Special Summon 1 "Blackdust" Extra Deck monster from either your Extra Deck, graveyard, or banished zone. (This Special Summon is treated as the respective Summoning method. (Fusion, Dark Synchro, or Xyz). If you Special Summon a Xyz monster using this card's effect: You can attach 2 random card from either players deck, graveyard, or banished zone to Summoned Xyz monster as Xyz materials. This card cannot be removed from the field regardless of any card effects. You can also treat your Spell & Trap card Zones as Monaster Zones. Once per turn: You can Special Summon 1 "Blackdust" monster from your deck. As long as you control this card face-up: Any decreases to your LP become 0. Your opponent cannot Summon monsters, nor activate cards or effects, unless they pay 1000 LP.

2x Blackdust Summoning Circle, type: Continuous Spell. Effect: This card's activation and effects cannot be negated. Once per turn, during either players turn: You can add 1 "Blackdust" card from your deck or graveyard to your hand. Once per turn, during either players turn: You can perform a Fusion, Dark Synchro, or Xyz Summon using monsters in your hand, on your field or in your graveyard. (This card cannot leave the field by any means possible, except by its own effect). If you control no "Blackdust" monsters: Destroy this card.

2x Blackdust Calling, type: Quick-Play Spell. Effect: This card's activation and effects cannot be negated. You can Special Summon 1 "Blackdust" monster from either your hand, deck, or graveyard. If this card is in your graveyard when a "Blackdust" card you control would leave the field: You can banish this card instead.

2x Chaos Face-Off, type: Quick-Play. Effect: This card's activation and effects cannot negated. When the opponent declares an attack, or activates a card or effect: You can negate that attack or effect, then you can Special Summon 2 monsters from either your hand, deck, or graveyard, ignoring Summoning conditions (1 to each side of the field); those 2 monsters must attack each other during this turn, and no other monsters can attack. The Special Summoned monsters by this card's effect cannot be removed from the field, except by battle. Neither player takes any damage involving this monster. After the Battle Phase ends: You can use those 2 monsters as Fusion, Synchro, Dark Synchro, or Xyz Materials for either a Fusion, Synchro, Dark Synchro, or Xyz Summon.

Traps: 10

1x Blackdust Barrier, type: Normal Trap. Effect: This card's activation and effects cannot be negated. When an opponent's monster declares an attack on a "Blackdust" monster you control: Negate that attack, then gain LP equal to double the attack of the opponent's monster. As long as this card remains in your graveyard. "Blackdust" cards you control cannot be removed from the field.

2x Blackdust Dragon Roar, type: Counter Trap. Effect: This card's activation and effects cannot be negated. When opponent would Summon a monster(s), or activates a card or effect: Negate that Summon(s), or card or effect, then Special Summon 1 "Blackdust" monster from your deck. As long as this card remains in your graveyard: Your opponent cannot attack, nor activate any cards or effects; unless they pay 500 LP.

1x Blackdust Draw of Power, type: Normal Trap. Effect: This card's activation and effects cannot be negated. Discard 1 "Blackdust" card, then draw 3 cards; then gain 1000 LP for every card on the field. Furthermore, you take no damage this turn and all "Blackdust" monsters you control gain 1000 attack and defense points.

1x Blackdust Return, type: Normal Trap. Effect: This card's activation and effects cannot be negated. Return all cards from your hand, graveyard, and banished zone to your deck, then draw 5 cards. During either players turn: You can banish this card from your graveyard, then add 1 "Blackdust" card from your deck to your hand.

1x Blackdust Shadow Cube, type: Continuous Trap. Effect: This card's activation and effects cannot be negated. Once per turn, during either players Main Phase or Battle Phase: You can Special Summon 1 "Blackdust" monster from your deck. As long as you control another "Blackdust" card: This card cannot be removed from the field.

1x Chaos Dragon's Warning, type: Counter. Effect: This card’s activation and effects cannot be negated. When the opponent activates a card effect, OR Summons a monster: Negate that card effect/Summon, then Special Summon 1 monster from your hand, deck, graveyard or banished zone.

1x Chaos Forcewave, type: Normal. Effect: This card’s activation and effects cannot be negated. When the opponent's monster declares an attack: Banish all monsters on the opponent's field. During your Standby Phase; You can banish this card from your graveyard, and if you do, return all banished cards back to the deck. Then, each player draws 1 card.

1x Chaos Temple, type: Continuous. Effect: This card's activation and effects cannot be negated. When an opponent's monster declares an attack: Negate the attack, then you Special Summon 1 monster from either your hand, deck, graveyard, or banished zone. After this effect resolves, resume the attack that was negated via this card's effect and the Special Summon via this card's effect becomes the new attack target. (Your opponent cannot replay their attack after this card's effect resolves.) Once per turn: Gain LP equal to the combined attack of all monsters on the field.

1x Chaos Forbidden Castle, type: Normal. Effect: This card's activation and effects cannot be negated. Special Summon up to 2 monsters from either your hand, deck, graveyard, or banished zone. Immediately after this effect resolves: You can use those 2 monsters as Fusion, Synchro, Dark Synchro, or Xyz Materials for either a Fusion, Synchro, Dark Synchro, or Xyz Summon. During either players turn, except the turn this card was sent to the graveyard; You can banish this card from your graveyard; all monsters you control gain attack and defense equal to their Level/Rank x200 until the End Phase.

Extra Deck: 15

1x Blackdust Dark Dragon, attribute: DARK, type: Dragon/Fusion, level 8, ATK/DEF: 3600/3200. Effect: 2 or more "Blackdust" monsters

This card's Fusion Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Fusion Summon. You can Fusion Summon this card (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization"). When this card is Fusion Summoned: You can destroy all Spell/Trap cards your opponent controls. (This effect ignores the effects of those Spell/Trap cards). During either players turn, when the opponent would activate a card or effect, OR Summon a monster(s): You can pay 1000 LP, negate that card or effect or Summon(s), then draw 2 cards. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Destructive Dragon, attribute; DARK, type: Dragon/Fusion, level 10, ATK/DEF: 4000/3500. Effect: 5 Blackdust" monsters

This card's Fusion Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Fusion Summon. You can Fusion Summon this card (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization"). When this card is Fusion Summoned: Destroy all cards your opponent controls. (This effect ignores the effects of those cards). If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Ice Dragon, attribute: DARK, type: Dragon/Fusion, level 8, ATK/DEF: 3500/3000. Effect: 2 or more "Blackdust" monsters

This card's Fusion Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Fusion Summon. You can Fusion Summon this card (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization"). When this card is Fusion Summoned: Negate the effects of all face-up cards the opponent controls. (This effect ignores the effect of those face-up cards). Also, your opponent cannot activate any Set cards this turn. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Dark Chaos Malevolent Dragon, attribute: DARK, type: Dragon/Fusion/Dark Tuner, level 8, ATK/DEF: 2800/2000. Effect: 2 DARK monsters

This card's Fusion Summon and effects cannot be negated. (You can also Fusion Summon this card by returning the above monsters to your deck; you do not use "Polymerization".) When this card is Fusion Summoned: You can destroy all card in the opponent's hand. Once per turn, during either players turn: You can Special Summon 1 DARK monster from either your hand, deck, graveyard, or banished zone. Once per turn, during either players turn: You can Dark Synchro Summon 1 Dark Synchro monster from either your Extra Deck, graveyard or banished zone, using monsters from either your hand, side of the field, or graveyard as Material.

1x Blackdust Chaos Dragon, attribute: DARK, type: Dragon/Xyz, Rank 4, ATK/DEF: 3000/2500. Effect: 2 or more Level 4 “Blackdust” monsters

This card's Dark Synchro Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Dark Synchro Summon. When this card is Dark Synchro Summoned: You can Special Summon 1 "Blackdust" monster from either your hand, deck, graveyard, or banished zone to your field. If a "Blackdust" monster attacks or is attacked: Your opponent cannot activate any cards or effects until the end of the Damage Step. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck. During the next Standby Phase of the turn after this card left the field: You can banish 2 "Blackdust" cards from your graveyard; Special Summon this card from the Extra Deck. (This Special Summon is treated as a Dark Synchro Summon).

1x Blackdust Dragon Knight, attribute: DARK, type: Dragon/Warrior/Xyz, Rank 8, ATK/DEF: 3500/3000. Effect: 2 or more level 8 "Blackdust" monsters

This card's Xyz Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. Once per turn, during either players: You can detach 1 Xyz material from this card, then all "Blackdust" cards you control become unaffected by card effects until the end of the next turn. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Dragon Shadow Knight, attribute: DARK, type: Dragon/Warrior/Xyz, Rank 8, ATK/DEF: 4000/3000. Effect: 2 or more level 8 "Blackdust" monsters

This card's Xyz Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. When this card is Xyz Summoned: You can attach 2 cards from either players field to this card. Once per turn, during either players turn: You can detach 2 Xyz materials, then double the attack points of all "Blackdust" monsters you control until the end of the next turn. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Red Dragon, attribute: DARK, type: Dragon/Xyz, Rank 4, ATK/DEF: 2500/2000. Effect: 2 or more level 4 "Blackdust" monsters

This card's Xyz Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. When this card is Xyz Summoned: Draw 2 cards, then gain 2000 LP. Once per turn, during either players turn: You can detach 1 Xyz material from this card, then this card gains 1000 attack points; also, this card gains 1 additional attack this turn. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Blackdust Shadow Phoenix, attribute: DARK, type: Dragon/Winged-Beast/Xyz, Rank 4, ATK/DEF: 2800/2500. Effect: 2 or more level 4 "Blackdust" monsters

This card's Xyz Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. When this card is Xyz Summoned: You can Special Summon as many "Blackdust" monsters from your deck as possible to your field. If this card is removed from the field: Special Summon it immediately, then attach 2 random cards from either your hand, top of your deck, field, or graveyard to this Special Summoned card by its own effect. During either players turn, when a "Blackdust" monster attacks or is attacked: You can detach 1 Xyz material from this card, negate the effects of all face-up monsters your opponent control until the end of the Battle Phase. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

1x Chaos Shadow Dragon, attribute: DARK, type: Dragon/Xyz, Rank 4, ATK/DEF: 2500/2000. Effect: 2 or more level 4 monsters

The Xyz Summon and effects of this card cannot be negated. When this card is Xyz Summoned: Half your opponent's LP; then this card gains attack and defense equal to the amount halved. Monsters your opponent controls cannot target Xyz Monsters for attacks, except this one. If this card battles an opponent's monster, during damage calculation (in either player's turn): You can detach 1 Xyz Material from this card, then target the opponent's battling monster; change its ATK to 0, and if you do, this card gains that lost ATK. These changes last until the End Phase. During either player's turn: You can return this card to the Extra Deck; Special Summon 2 monsters from your Graveyard, and if you do, the ATK of all monsters your opponent currently controls become 0.

1x Chaos Armor Dragon, type: Dragon/Xyz, attribute: LIGHT, Rank 8, attack: 4000, defense: 3500. Effect: 2 or more Level 8 monsters The Xyz Summon and effects of this card cannot be negated. When this card is Xyz Summoned: Attach up to 2 cards from either players field as Xyz Material. (This ignores the effects of cards that would prevent those cards from being removed from the field.) This card cannot be removed from the field while it has Xyz Material. During either players turn, if the opponent activates a card or effect from the hand, field, or graveyard: You can detach 1 Xyz material from this card; negate the activation of that card or effect, then attach the negated card to 1 Xyz monster you control as Xyz Material.

1x Infernal Blackdust Dragon, attribute: DARK, type: Dragon/Xyz, Rank 12, ATK/DEF: 5000/4000. Effect: This card's Xyz Summon and effects cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. This card can be Xyz Summoned by using 1 "Blackdust Dragon" from either players field, graveyard, or banished zone as Xyz material. All "Blackdust" cards you control are unaffected by the opponent's card effects. This card gains the effects, attack and defense points of all cards attached to this card as Xyz materials. During either players turn: You can attach 1 random card from either players hand, field, graveyard, or banished zone to this card as Xyz material. During either players turn: You can activate 1 of the effects of 1 of the attached cards to this card as Xyz material. If this card leaves the field (by battle or by card effect): Return this card to your deck, then Special Summon 1 "Blackdust" monster from your deck.

Umbral's latest Deck! Plasma! Coming to you in Part III of my Yugioh ZEXAL AU-with the Arclight brothers!:

Deck: Plasma

Monsters: 22

1x Plasma Deity-Belial the Destroyer, type: Plasma, attribute: FIRE, level: 12. attack/defense: 5000. Effect: This card's Special Summon cannot be negated. Cards and effects cannot be activated in response to this card's Special Summon. You can Special Summon this card from either your hand or graveyard by tributing 3 monsters you control. Control of this card cannot switch. The effects of this card cannot be negated. When this card is Special Summoned: Destroy and banish all cards your opponent controls and in their hand. You cannot declare an attack the turn this effect is activated and resolved. During either players turn: You can select 1 banished card in opponent's banished zone; this card gains the effects of that banished card until the end of the next turn. (If the selected card is a monster, this card then gains the ATK, DEF, and the effects of the banished monster until the end of the next turn). When a "Plasma" monster attacks or is attacked: Your opponent cannot activate any cards or effects. During the end of the turn, if this card left the field: Special Summon this card. When this card is Special Summoned during the end of the turn: Return all cards in your hand, graveyard, and banished zone to your deck, then gain LP equal to the number of cards returned by this effect x500; also, draw 5 cards.

1x Plasma Deity-Ignis the Punisher, type: Plasma, attribute: FIRE, level: 12. attack/defense: 5000. Effect: This card's Special Summon cannot be negated. Cards and effects cannot be activated in response to this card's Special Summon. You can Special Summon this card from either your hand or graveyard by tributing 3 monsters you control. Control of this card cannot switch. The effects of this card cannot be negated. When this card is Special Summoned: Negate the effects of all face-up cards your opponent controls. During either players turn, when the opponent activates a card or effect: Negate that effect, then gain 1000 LP. When a "Plasma" monster attacks or is attacked: Your opponent cannot activate any cards or effects. During the end of the turn, if this card left the field: Special Summon this card. When this card is Special Summoned during the end of the turn: Gain LP equal to the number of cards in both players graveyards and banished zones x500, then draw 1 card.

1x Plasma Deity-Merrick the Overlord, type: Plasma, attribute: FIRE, level: 12. attack/defense: 5000. Effect: This card's Special Summon cannot be negated. Cards and effects cannot be activated in response to this card's Special Summon. You can Special Summon this card from either your hand or graveyard by tributing 3 monsters you control. Control of this card cannot switch. The effects of this card cannot be negated. When this card is Special Summoned: This card gains the ATK and DEF of all monsters on the field, but any damage your opponent takes for the rest of the turn is 0. During either players turn: You can Special Summon 1 "Plasma" Extra Deck monster from either your Extra Deck or graveyard by using and returning the required monsters from either your hand, side of the field, or graveyard to your deck. When a "Plasma" monster attacks or is attacked: Your opponent cannot activate any cards or effects. During the end of the turn, if this card left the field: Special Summon this card.

When this card is Special Summoned during the end of the turn: Half your opponent's LP.

2x Plasma Beast, type: Plasma, attribute: FIRE, level: 4. attack/defense: 2000. Effect: When this card is Normal or Special Summoned: You can add 1 card from either your deck, graveyard, or banished zone to your hand. Once per turn: You can Special Summon 1 Level 4 "Plasma" monster from your deck, then declare a Level between 1-8. This card and Special Summoned monster by this card's effect become the declared Level. During your Standby Phase, if this card is in your graveyard: Special Summon this card from your graveyard, then you can destroy and 1 banish 1 card from either the opponent's hand or field, ignoring that card's effects.

2x Plasma Dragon, type: Plasma, attribute: FIRE, level: 4, attack/defense: 1500. Effect: During either players turn: You can pay 400 LP to Special Summon this card from your hand, then banish all cards from the opponent's hand and graveyard until the end of the next turn, then this card gains ATK and DEF equal to the number of cards banished by this effect x400; also, gain LP equal to the number of cards banished by this effect x400.

2x Plasma Fiend, type: Plasma, attribute: FIRE, level: 4, attack: 1900, defense: 1700. Effect: When this card is Normal or Special Summoned: You can add 1 card from either your deck, graveyard, or banished zone to your hand. Once per turn, during either players turn, when the opponent activates a card or effect: Negate that card or effect, then banish 1 card from the opponent's hand.

2x Plasma Gargoyle, type: Plasma, attribute: FIRE, level: 4. attack/defense: 0. Effect: This card cannot be removed from the field. Control of this card cannot switch. Any decreases to your LP become 0. Each time your LP would decrease: This card gains 1000 ATK and DEF. When this card is Normal or Special Summoned: You can add 1 card from either your deck, graveyard, or banished zone to your hand.

2x Plasma Golem, type: Plasma, attribute: FIRE, level: 7, attack: 2500, defense: 2000. Effect: When opponent would Summon a monster(s) or activate a card or effect while this card is in your hand: Reveal this card in your hand; negate the Summon(s) or activation of that card or effect, then Special Summon this card from your hand. As long as this card remains face-up on your side of the field: Your opponent must pay 500 LP to Summon a monster(s), or activate cards or effects.

2x Plasma Goliath, type: Plasma, attribute: FIRE, level: 7, attack: 2500, defense: 2000. Effect: When the opponent would Summon a monster(s), or activate a card or effect while this card is in your hand: Reveal this card in your hand, then negate that Summon(s), or card or effect, then banish that monster/card and Special Summon this card from your hand. As long as this card remains face-up on your side of the field: Your opponent cannot Special Summon monsters, except Plasma-type monsters.

2x Plasma Knight, type: Plasma, attribute: FIRE, level: 4, attack: 1900, defense: 1800. Effect: When this card is Normal or Summoned: You can add 1 card from either your deck, graveyard, or banished zone to your hand. Once per turn: You can Special Summon 1 Le"Plasma" monster from your hand or graveyard, then banish 1 card from the opponent's field.

3x Plasma Phoenix, type: Plasma, attribute: FIRE, level: 4, attack/defense: 500. Effect: If this card is removed from the field: Special Summon it immediately. This card gains ATK and DEF equal to the number of times it's Special Summoned by this effect x500. When this card is Normal or Special Summoned: You can Special Summon 1 "Plasma" monster from either your hand, deck, graveyard, or banished zone to your field, then you can add 1 card from your deck, graveyard, or banished zone to your hand.

1x Plasma Protector, type: Plasma, attribute: FIRE, level: 4, attack/defense: 500. Effect: When an opponent's monster declares an attack on a monster you control, or if the opponent declares a direct attack, or if a card(s) you control would be removed from the field: You can Special Summon this card from either your hand, Deck, Graveyard, or banished zone; then this card becomes the new attack target of that attack (even if you're attacked directly); also, the card(s) you control that would be removed from the field are not. (This effect ignores the effects of the card(s) that would remove your card(s) from the field.) The effects of this card, nor the Summon of this card can be negated. Control of this card cannot switch. As long as this card remains face-up on your side of the field: Card(s) you control cannot be removed the field by your opponent's card(s); by battle or by card effect.

Spells: 10

2x Plasma Beckoning, type: Normal. Effect: This card's activation and effects cannot be negated. If you control no monsters, or if you control at least 1 "Plasma" monster: Special Summon 1 "Plasma" monster from either your hand, deck, graveyard, or banished zone to your side of the field, then gain LP equal to level of the Special Summoned monster by this card's effect x500; also, draw 2 cards.

2x Plasma Space Zone, type: Field. Effect: This card's activation and effects cannot be negated. There is no limit to how many cards you can have in your hand. Once per turn, during either players turn: You can Special Summon 1 "Plasma" monster from either your hand, deck, graveyard, or banished zone. All "Plasma" monsters gain 1000 ATK and DEF. If you would take 1000 or more points of damage (either by battle or by card effect) while you control a "Plasma" monster: That damage become 0. You can use your Spell & Trap card Zones as Monster Zones. During either players turn: You can move 1 monster from your Monster Zone to your Spell & Trap card Zone. This card cannot be removed from the field by your opponent's card effects.

2x Plasma Energy Beam, type: Quick-Play. Effect: When the opponent activates a card or effect: Negate the activation of that card or effect, then banish that card. During either players turn, if this card is your graveyard when your opponent activates a card or effect: Banish this card from your graveyard; negate the activation of that card or effect.

3x Plasma Energy Draw, type: Normal. Effect: This card's activation and effects cannot be negated. Gain 1000 LP for each card on the field, then draw 3 cards. If this card is in your graveyard: You can return this card to your deck, then draw 1 card.

1x Plasmatic Revival, type: Quick-Play. Effect: The activation and effects of this card cannot be negated. When the opponent declares a direct attack: Negate that attack, then Special Summon as many "Plasma" monsters from either your hand, Deck, Graveyard and/or banished zone to your field. After that, the attack that was negated by this card's effect resumes. (Your opponent cannot replay the attack after it resumes via this card's effect.) Your opponent gets to choose there attack target after the activation and resolution of this card's effects.

1x Plasmatic Eruption, type: Normal. Effect: The activation and effects of this card cannot be negated. Return up to 10 cards from either your hand, Graveyard and/or banished zone to your Deck, then draw 3 cards. During either players turn, except the turn is sent to the Graveyard, when the opponent would activate a card or effect, or declare an attack with a monster: You can banish this card from your Graveyard, negate the activation of that card or effect, or negate the attack, then destroy and banish all cards your opponent controls until the next turn's Standby Phase. (This effect ignores the effects of those cards.

Traps: 10

3x Plasma Vortex, type: Counter. Effect: If the opponent would Summon a monster(s), or activate a card or effect: Negate that Summon(s), or the activation of that card or effect, then Special Summon 1 Level 7 or lower "Plasma" monster from either your hand, deck, graveyard, or banished zone.

3x Plasma Explosion, type: Normal. Effect: This card's activation and effects cannot be negated. Destroy and banish all cards on the opponent's field; ignoring those card's effects. As long as this card is in your graveyard or is banished: During your opponent's Draw Phase; destroy and banish 1 card in their hand.

2x Plasma Energy Blastwave, type: Normal. Effect: Banish all face-up cards on your opponent's field. As long as this card is either in your graveyard or banished: Your opponent must pay 500 LP to declare an attack.

2x Plasma Shockwave, type: Normal. Effect: When an opponent's monster declares an attack: Negate the effects of all face-up cards your opponent controls; also, half the ATK of all monsters your opponent controls. As long as this card is either in your graveyard or is banished: Every time your opponent Summons a monster(s): Negate that monster(s) effects, then half the ATK of those Summoned monster(s).

1x Plasmatic Wall, type: Normal. Effect: The activation and effects of this card cannot be negated. When the opponent leaves their Main Phase 1 and enters the start of their Battle Phase; you can activate this card from either your hand, Deck, Graveyard, or banished zone, then apply this effect: All damage you take during this Battle Phase is halved. At the end of the Battle Phase: You can Special Summon as many Level 8 or below "Plasma" monsters as possible from either your hand, Deck, Graveyard or banished zone to your field. The effects of these Special Summoned monsters by this card's effect are negated and are destroyed during the next End Phase. (This effect ignores the effects of card(s) that would prevent those monster(s) from leaving the field.)

1x Plasmatic Hell Pit, type: Counter. Effect: You can activate this card from either your hand, Deck, Graveyard, or banished zone. When the opponent Summons a monster(s), or activates a card or effect: Negate the Summon of those monster(s), or negate the activation of that card or effect, then banish those monster(s) or card. During either players turn, except the turn this card was sent to the Graveyard; when the opponent would activate a card or effect: You can banish this card from your Graveyard; negate the activation of that card or effect; after that, gain LP equal to the number of cards on the field x500.

1x Plasmatic Force, type: Normal. Effect: The activation and effects of this card cannot be negated. You can activate this card from either your hand, Deck, Graveyard, or banished zone. During the End Phase, if you took 2000 or more points of damage this turn: You can destroy all cards you control; ignoring the effects of those cards, then you can Special Summon as many Level 8 or below "Plasma" monsters as possible from either your hand, Deck, Graveyard or banished zone to your field. The effects of these Special Summoned monsters by this card's effect are negated. After the Special Summon of those monster(s): Send all the cards in the opponent's hand to the Graveyard, then all monsters your opponent controls lose ATK and DEF equal to the number of sent cards from the opponent's hand to Graveyard by this card's effect x500.

Extra Deck: 15

1x Plasma Fighter, type: Plasma, attribute: FIRE, level 10, attack: 3500, defense: 3000. Effect: 2 or more "Plasma" monsters

The Special Summon of this card cannot be negated. Cards and effects cannot be activated in response to this card's Special Summon. This card can be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) When this card is Special Summoned: You can destroy cards on the field up to the number of Fusion materials used to Special Summon this card. (This effect ignores the effects of those cards). When this card attacks an opponent's monster: Any battle damage your opponent takes is doubled.

1x Plasma General, type: Plasma, attribute: FIRE, level: 8, attack: 2800, defense: 2500. Effect: 2 or more "Plasma" monsters

The Special Summon of this card cannot be negated. Cards and effects cannot be activated in response to this card's Special Summon. This card can be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) When this card is Special Summoned: You can Special Summon 1 Level 7 or below "Plasma" monster from your deck. During either players turn, when the opponent activates card or effect during the Battle Phase: Negate the activation of that card or effect, then this card gains 500 ATK and DEF. If this card leaves the field (either by battle or by card effect): You can Special Summon up to 2 Level 7 or below "Plasma" monsters from either your hand, deck, graveyard, or banished zone.

1x Plasma Titan, type: Plasma, attribute: FIRE, level: 8, attack/defense: 3000. Effect: 2 or more "Plasma" monsters

The Special Summon of this card cannot be negated. Cards and effects cannot be activated in response to this card's Special Summon. This card can be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) When this card is Special Summoned: Draw 2 cards. This card gains ATK and DEF equal to the number of cards on the field x600. When this card attacks an opponent's Defense Position monster: Inflict piercing battle damage. When a "Plasma" monster inflicts battle damage to your opponent: Gain LP equal to the damage they took. If this card leaves the field (either by battle or by card effect): Gain LP equal to the number of cards on the field x600.

1x Plasma Spectre, type: Plasma, attribute: FIRE, level 8, attack/defense: 3000. Effect: 1 "Plasma" Tuner monster 1 "Plasma" non-Tuner monster

This card's Synchro Summon cannot be negated. Cards and effects cannot be activated in response to this card's Synchro Summon. When this card is Synchro Summoned: Gain 3000 LP. This card cannot leave the field (either by battle or by card effect). Each time you take damage (either by battle or by card effect): This card gains ATK and DEF equal to the damage you took.

1x Plasma Spellmaster, type: Plasma, attribute: FIRE, level 8, attack: 2800, defense: 2200. Effect: 1 "Plasma" Tuner monster 1 "Plasma" non-Tuner monster

This card's Synchro Summon cannot be negated. Cards and effects cannot be activated in response to this card's Synchro Summon. When this card is Synchro Summoned: You can add 1 Spell card from either your deck, graveyard, or banished to your hand. As long as this card remains face-up on the field: Both players can activate Spell cards during either players turn.

1x Plasma Slayer, type: Plasma, attribute: FIRE, level: 8, attack: 2800, defense: 2500. Effect: 1 "Plasma" Tuner monster 1 "Plasma" non-Tuner monster

This card's Synchro Summon cannot be negated. Cards and effects cannot be activated in response to this card's Synchro Summon. When this card is Synchro Summoned: You can banish 2 cards from your graveyard, then destroy and banish up to 2 cards either in your opponent's hand or on their side of the field; also, this card gains 1000 ATK and DEF until the end of the turn. When this card attacks or is attacked: Destroy and banish the opponent's monster before Damage Calculation.

1x Plasma Witch, type: Plasma, attribute: FIRE, level: 8, attack: 3000, defense: 2500. Effect: 1 "Plasma" Tuner monster 1 "Plasma" non-Tuner monster

This card's Synchro Summon cannot be negated. Cards and effects cannot be activated in response to this card's Synchro Summon. Your opponent cannot activate any card or effects in response to this card's effects. When this card is Synchro Summoned: Destroy and banish all Spell & Trap cards on the opponent's field. Once per turn: You can add 1 card from either your deck, graveyard, or banished zone to your hand. When this card attacks a DEF position monster: Inflict piercing battle damage to your opponent. When this card leaves the field (either by battle or by card effect): Banish 2 cards from your graveyard, then Special Summon this card during the next Standby Phase.

1x Plasma Deity Agent, type: Plasma, attribute; FIRE, rank 4, attack: 2200, defense: 2000. Effect: 2 or more level 4 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. When this card is Xyz Summoned: You can Special Summon up 2 Level 4 "Plasma" monsters from either your hand, deck, graveyard, or banished zone to your field; then this card gains 2000 ATK and DEF. As long as this card is face-up on the field: There is no limit to how many Normal Summons the controller of this card can do during their turn. Once per turn, during either players turn: You can detach 1 Xyz material from this card; destroy and banish all other cards on the field, ignoring those card's effects. If this card leaves the field (either by battle or by card effect): You can half your LP (this ignores the effects of "Plasma Gargoyle"), then you can Special 1 "Plasma Deity" Main Deck monster from either your hand, deck, graveyard, or banished zone.

1x Plasma Demon Knight, type: Plasma, attribute: FIRE, rank 4, attack: 2500, defense: 2000. Effect: 2 or more level 4 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. When this card is Xyz Summoned: Draw 2 cards, then gain 2000 LP. Once per turn, during either players turn: You can detach 1 Xyz material from this card, then you can Special Summon 1 "Plasma" monster from either your hand, deck, graveyard, or banished zone to your field. This card cannot be removed from the field while it has Xyz material.

1x Plasma Shadow Demon, type: Plasma, attribute: FIRE, rank 4, attack: 2800, defense: 2500. Effect: 2 or more level 4 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. When a "Plasma" monster attacks or is attacked: You can detach 1 Xyz material from this card, then negate the effects of all face-up cards your opponent controls until the end of the next turn; also, the opponent cannot activate their Set cards until the end of the next turn. If this card leaves the field (either by battle or by card effect): Gain LP equal to the double the attack of 1 monster on the field.

1x Plasma Rage Dragon, type: Plasma, attribute: FIRE, rank 8, attack: 3500, defense: 3000. Effect: 2 or more level 8 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. Once per turn: You can add 1 card from either your deck, graveyard, or banished zone to your hand. Once per turn, during either players turn: You can detach 1 Xyz material from this card, then destroy and banish all cards on the opponent's field. Furthermore; this card gains ATK and DEF for each card banished by this effect x600. If this card leaves the field (either by battle or by card effect): Destroy and banish all cards on the opponent's field, then gain LP equal to the number of cards destroyed and banished by this effect x600.

1x Plasma Genesis Knight, type: Plasma, attribute: FIRE, rank 8, attack: 3500, defense: 3000. Effect: 2 or more level 8 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. When this card is Xyz Summoned: Attach 2 cards from either players graveyard to this card as Xyz material. When the opponent would Summon a monster(s), or activate a card or effect: You can detach 1 Xyz material from this card; negate that Summon of a monster(s), or negate the activation of that card or effect, then draw 1 card.

1x Plasma Enforcer, type: Plasma, attribute; FIRE, rank 4, attack: 2400, defense: 2000. Effect:

2 or more Level 4 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 1 Xyz Material from this card; negate the Summon or activation, and if you do, destroy that card. If this card is removed from the field: You can Special Summon 1 "Plasma" monster from either your hand, Deck, Graveyard, Extra Deck, or banished zone (except a "Plasma Deity" monster. If you Special Summon an Xyz monster by this effect: Attach this card to that Special Summoned Xyz monster as an Xyz Material. This Special Summon is treated as an Xyz Summon.) If this card is in your Graveyard or banished zone when the opponent Summons a monster(s): You can Special Summon this card from either your Graveyard or banished zone, then you can attach up to 2 cards from your Graveyard as Xyz Materials.

1x Plasma Serpent, type: Plasma, attribute; FIRE, rank 8, attack: 3000, defense: 3000. Effect: 2 or more level 8 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. Once per turn: You can detach 1 Xyz Material from this card; this turn, all "Plasma" monsters you control can inflict piercing battle damage to your opponent. This card can attack up to the number of Xyz Materials attached to it. If this card is removed from the field: Banish all cards on the opponent's field until the next Standby Phase. During the End Phase of the turn this card attacked was attacked: You can add card(s) from either your Deck, Graveyard, or banished zone up to the number of Xyz Materials attached to it.

Side Deck: 3

1x Plasma Ultimate Deity-Belial the Destroyer, type: Plasma, attribute: FIRE, level: 12. attack/defense: 5000. Effect: "Plasma Deity-Belial the Destroyer" 2 or more "Plasma" monsters

The Special Summon of this card cannot be negated. Cards and effects cannot be activated in response to this card's Special Summon. This card can be Special Summoned from your Extra Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) Control of this card cannot switch. The effects of this card cannot be negated. When this card is Special Summoned: Destroy and banish all cards your opponent controls and in their hand and graveyard. You cannot declare an attack the turn this effect is activated and resolved. All "Plasma" monsters you control gain ATK and DEF equal to the number of cards in both players graveyards and banished zones x600. Once per turn, during either player's turn: You can Special Summon 1 "Plasma Deity-Belial the Destroyer" from either your hand, deck, graveyard, or banished zone. During either players turn: You can select 2 banished cards in opponent's banished zone; this card gains the effects of those banished cards until the end of the next turn. (If the selected card are monsters, this card then gains the ATK, DEF, and the effects of the banished monsters until the end of the next turn). When a "Plasma" monster attacks or is attacked: Your opponent cannot activate any cards or effects. During the end of the turn, if this card left the field: Return this card to your Extra Deck, then if possible: Special Summon 1 "Plasma Deity-Belial the Destroyer” from either your hand, deck, graveyard, or banished zone.

1x Plasma Ultimate Deity-Ignis the Punisher, type: Plasma, attribute: FIRE, level: 12. attack/defense: 5000. Effect: "Plasma" Tuner monster "Plasma Deity-Ignis the Punisher"

(The Level of "Plasma Deity-Ignis the Punisher" is treated as Level 8 when used to Synchro Summon this card.) This card's Synchro Summon cannot be negated. Cards and effects cannot be activated in response to this card's Synchro Summon. Control of this card cannot switch. The effects of this card cannot be negated. When this card is Synchro Summoned: Negate the effects of all face-up cards your opponent controls, in their graveyard, and in their hand. During either players turn, when the opponent activates a card or effect: Negate that effect, then gain 1000 LP. Once per turn, during either players turn: You can Special Summon 1 "Plasma Deity-Ignis the Punisher" from either your hand, deck, graveyard, or banished zone. When a "Plasma" monster attacks or is attacked: Your opponent cannot activate any cards or effects. During the end of the turn, if this card left the field: Return this card to your Extra Deck, then if possible: Special Summon 1 "Plasma Deity-Ignis the Punisher" from either your hand, deck, graveyard, or banished zone.

1x Plasma Ultimate Deity-Merrick the Overlord, type: Plasma, attribute: FIRE, rank 12. attack/defense: 5000. Effect: 2 or more level 12 "Plasma" monsters

This card's Xyz Summon cannot be negated. Cards and effects cannot be activated in response to this card's Xyz Summon. Control of this card cannot switch. The effects of this card cannot be negated. When this card is Xyz Summoned: This card gains the ATK and DEF of all monsters on the field, graveyard, and banished zone, but any damage your opponent takes for the rest of the turn is 0. During either players turn: You can Special Summon 1 "Plasma" Extra Deck monster from either your Extra Deck or graveyard by using and returning the required monsters from either your hand, side of the field, or graveyard to your deck. Once per turn, during either players turn: You can Special Summon 1 "Plasma Deity-Merrick the Overlord" from either your hand, deck, graveyard, or banished zone. Once per turn, during either players turn: You can detach 1 Xyz material from this card: Half your opponent's LP, then all "Plasma" monsters you control gain the amount of LP your opponent lost by this effect; also, you gain LP equal to the amount of LP your opponent lost by this effect. When a "Plasma" monster attacks or is attacked: Your opponent cannot activate any cards or effects. During the end of the turn, if this card left the field: Return this card to your Extra Deck, then if possible: Special Summon 1 "Plasma Deity-Merrick the Overlord" from either your hand, deck, graveyard, or banished zone.

Umbral's Alternative Plasma Deck for my Yu-Gi-Oh! ZEXAL AU Fanfic! Plasma Genesis! Another deck made from the Ancient Plasma Power locked away deep within the Barian Sea of Barian World:

Monsters: 19

3x Plasma Genesis - Lash Incinerator, attribute: FIRE, type: Plasma, Level 4, ATK/DEF: 1800/1000. Effect: If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Plasma Genesis" monster from either your hand or Graveyard. Once per turn (Quick Effect): You can destroy cards the opponent controls up to the number of "Plasma Genesis" monsters you control, except this card. If you destroy a monster(s) via this effect: You can Special that destroyed monster(s) to either players side of the field in DEF position. You can only use this effect of "Plasma Genesis - Lash Incinerator" once per turn.

3x Plasma Genesis - Skeletal Barbarian, attribute: FIRE, type: Plasma, Level 4, ATK/DEF: 1800/1300. Effect: If this card is Normal or Special Summoned: You can activate 1 of these effect:

-You can shuffle Spell/Trap cards the opponent controls to their Deck up to the number of "Plasma Genesis" monsters you control.

-You can add 1 "Plasma Genesis" card, or 1 Spell/Trap card from either your Deck or Graveyard to your hand.

3x Plasma Genesis - Energy Ball, attribute: FIRE, type: Plasma, Level 2, ATK/DEF: 1000. Effect: If this card is in your hand: You can Fusion Summon 1 "Plasma Genesis" Fusion Monster from either your Extra Deck or Graveyard, using monsters from your hand as Fusion Materials, including this card. If this card is sent to the Graveyard as Fusion Material: You can Special Summon this card to your field, then you can draw 1 card. You can only use this effect of "Plasma Genesis - Energy Ball" once per turn.

1x Plasma Genesis Lucifer, attribute: FIRE, type: Plasma, Level 11, ATK/DEF: 4000. Effect: Cannot be Special Summoned from the Deck. Control of this card cannot switch. The effects of this card cannot be negated. If this card is Tribute Summoned, or Special Summoned: You can Special Summon "Plasma Genesis" monsters from either your hand, Deck, and/or Graveyard up to the number of monsters your opponent controls. While you control another "Plasma Genesis" card, your opponent cannot target or destroy this card with card effects. Once per turn (Quick Effect): You can send cards from the top of your Deck to the Graveyard, equal to the number of "Plasma Genesis" monsters on the field, and if you do, gain 500 LP for each "Plasma Genesis" card sent to the Graveyard by this effect. During either players turn: You can Special Summon 1 "Plasma Genesis" Extra Deck monster from either your Extra Deck or Graveyard by using and returning the required monsters from either your hand, side of the field, or Graveyard to your Deck. You can only use this effect of "Plasma Genesis - Lucifer" once per turn. During the end of the turn, if this card left the field: Special Summon this card. When this card is Special Summoned during the end of the turn: Half your opponent's LP.

2x Plasma Genesis Spellmaster, attribute: FIRE, type: Plasma, Level 4, ATK/DEF: 1900/1700. Effect: If you control no monsters: You can Special Summon this card from your hand. During either players Main Phase or Battle Phase: You can Fusion Summon 1 "Plasma Genesis" Fusion monster from either your Extra Deck or Graveyard, using monsters from your hand or either players side of the field as Fusion Materials. If Summoning a "Plasma Genesis" Fusion monster this way, you can also banish monsters from either players Graveyard as Fusion Materials. You can only use this effect of "Plasma Genesis - Spellmaster" once per turn.

2x Plasma Genesis - Hell Warrior, attribute: FIRE, type: Plasma, Level 4, ATK/DEF: 1800/1400. Effect: If you would take damage (either by battle or by card effect): You can discard this card from your hand; that damage is reduced to 0. If the opponent would activate a monster effect: You can discard this card from your hand to negate the activation of that monster effect and destroy it. (This effect ignores the effects of that monster.) If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card. As long as this card remains face-up on your field: Your opponent cannot activate monster effects. During each of your Standby Phases: Pay 800 LP, or reduce this card's ATK/DEF by 800 and negate its effects until the end of the turn. If this card is used as Material for the Summon of an Extra Deck monster: You can reduce the ATK/DEF of all monsters your opponent controls by half this monster's ATK/DEF. (This effect also applies to your opponent's Set monsters.) After that, negate the effects of those monsters and destroy them. (This effect also applies to your opponent's Set monsters.)

2x Plasma Genesis - Hellfire Spawn, attribute: FIRE, type: Plasma, Level 2, ATK/DEF: 700/2100. Effect: FLIP: You can target 1 "Plasma Genesis" monster in your Graveyard, except "Plasma Genesis - Hellfire Spawn"; Special Summon it in face-down Defense Position. If a card(s) you control are destroyed: You can Special Summon this card from either your hand or Graveyard in face-down Defense Position. You can only use this effect of "Plasma Genesis - Hellfire Spawn" once per turn. If this card would be destroyed: You can send cards from your hand and/or top of your Deck that equals 4; instead.

2x Plasma Genesis Chainmaster, attribute: FIRE, type: Plasma, Level 4, ATK/DEF: 1800/1600. Effect: f the opponent would activate a Spell/Trap card, or Spell/Trap card effect: You can discard this card from your hand to negate the activation of that Spell/Trap card, or Spell/Trap card effect and destroy it. (This effect ignores the effects of that Spell/Trap card.) If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card. As long as this card remains face-up on your field: Your opponent cannot activate Spell/Trap cards; nor Spell/Trap card effects. During each of your Standby Phases: Pay 800 LP, or reduce this card's ATK/DEF by 800 and negate its effects until the end of the turn. If this card is used as Material for the Summon of an Extra Deck: Pay 1000 LP, then you can negate the effects of all Spell/Trap cards your opponent controls and destroy them. (This effect also applies to any Set Spell/Trap cards your opponent controls.)

1x Plasma Genesis Belroth, attribute: FIRE, type: Plasma/Ritual, Level 10, ATK/DEF: 3000. Effect: This card can be Ritual Summoned with "Shadows of the Flame Beast". If this card is Ritual Summoned: You can destroy as many Special Summoned monsters your opponent controls as possible, and if you do, this card gains ATK/DEF equal to the number of monsters destroyed by this effect x400, and if you do that, this card can make a second attack during each Battle Phase. Once per turn, during either player's turn, when a card or effect is activated: You can shuffle 1 "Plasma Genesis" monster from your Graveyard into the Deck; negate the activation, and if you do, destroy that card. You can only use each effect of "Plasma Genesis - Belroth" once per turn.

Spells: 12

1x Super Polymerization

2x Ultra Polymerization (Anime)

1x Impending Annihilation-Card of Sanctity

1x Shadows of the Flame Beast, type: Ritual. Effect: (This card's name is also treated as "Plasma Genesis Death Ritual".)

This card is used to Ritual Summon "Plasma Genesis Belroth" from either your hand or Graveyard. You must also Tribute monsters whose total Levels equal 10 or more. If Ritual Summoning "Plasma Genesis Belroth" from your Graveyard this way, you can also banish monsters from your Graveyard whose total Levels equal 10 or more. During either players turn, if this card is in your Graveyard, except the turn it was sent there: You can pay 1000 LP and shuffle this card from your Graveyard and into your Deck; until the end of this turn, all cards you control are unaffected by the opponent's card effects and monsters you control cannot be destroyed by battle.

2x Genesis Library, type: Continuous. Effect: (This card's name is also treated as "Plasma Genesis Ancient Library".)

Reveal 1 "Plasma Genesis" card in your hand; draw 2 cards. If you would Summon a "Plasma Genesis" Extra Deck monster: You can treat this card as 1 of the Materials. If you would take damage (either by battle or by card effect): You can send this card from either your hand or side of the field to the Graveyard; that damage is reduced to 0.

2x Genesis Battlefield, type: Field. Effect: (This card's name is also treated as "Plasma Genesis Death Battlefield".)

This card's activation and effects cannot be negated. When this card is activated: You can add 1 "Plasma Genesis" card, or 1 Spell/Trap card from either your Deck or Graveyard to your hand. All "Plasma Genesis" monsters you control gain 500 ATK/DEF and cannot be destroyed by card effects. If a "Plasma Genesis" monster you control attacks a DEF position monster: Inflict piercing battle damage to your opponent. If a "Plasma Genesis" monster destroys an opponent's monster by battle; the monster that attacked and destroyed the opponent's monster can make a second attack during each Battle Phase this turn. The activation of your cards and effects that include an effect that Special Summons a “Plasma Genesis” monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Special Summoned this way. If this card leaves the field via an opponent's card effect: You can use this card plus 1 or more "Plasma Genesis" cards from either your hand or Graveyard as Material for the Special Summon a "Plasma Genesis" Extra Deck from either your Extra Deck or Graveyard. (If Summoning a Fusion monster via this effect: Treat this card as "Plasma Genesis" monster. If Summoning a Synchro via this effect: Treat this card as a Level 4 Tuner monster. If Summoning an Xyz monster via this effect: Treat this card as a Level 4 "Plasma Genesis" monster. This Special Summon is treated as a Fusion, Synchro and Xyz Summon.) You can only activate 1 “Genesis Battlefield” per turn.

3x Plasma Genesis Fusion, type: Normal. Effect: Fusion Summon 1 "Plasma Genesis" Fusion Monster from your Extra Deck or Graveyard, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a Special Summoned monster(s), you can also use monsters in your Deck as Fusion Material. During either players turn, if this card is in your Graveyard, except the turn it was sent there: You can pay 1000 LP and shuffle 1 card from your hand or side of the field to your Deck, and if you do, you can add this card to your hand. You can only use this effect of "Plasma Genesis Fusion" once per turn.

Traps: 10

1x Solemn Judgement

2x Storming Mirror Force

1x Plasma Barrier Wave

1x Molecular Burst

1x Shadow Genesis Sanctuary, type: Continuous. Effect: (This card’s name is also treated as “Plasma Genesis Ancient Sanctuary”.)

If you control 2 or more "Plasma Genesis" monsters, your opponent cannot target or destroy "Plasma Genesis" cards you control with card effects; also, they cannot Tribute monsters for a Tribute Summon or use them as Materials for a Fusion, Synchro, or Xyz Summon. During each of your Standby Phases: Pay 1000 LP or destroy this card.

2x Plasma Genesis Storm, type: Normal. Effect: When the opponent declares an attack: Pay 1000 LP; banish 1 "Plasma Genesis” monster from either your hand, side of the field, or Graveyard, then destroy and banish all face-up cards your opponent controls. (This card can be activated regardless of the opponent’s card effects that prevent Spell/Traps from being activated.) At the End Phase: Return the banished “Plasma Genesis” monster to where it was originally before it was banished via this effect.

2x Plasma Genesis Barrier, type; Normal. Effect: If the opponent declares an attack on a “Plasma Genesis” monster you control, or if the opponent declares a direct attack: You can banish 1 "Plasma Genesis” monster from either your hand, side of the field, or Graveyard to negate that attack and end the Battle Phase. During either players turn, if this card is in your Graveyard, except the turn it was sent there: You can pay 1000 LP and shuffle this card and 1 card that lists "Plasma Genesis” in its card text from your Graveyard back into your Deck; all monsters you control cannot be destroyed by battle or by card effects until the end of the turn. You can only use this effect of “Plasma Genesis Barrier” once per turn. (This card can be activated regardless of the opponent’s card effects that prevent Spell/Traps from being activated.) At the End Phase: Return the banished “Plasma Genesis” monster to where it was originally before it was banished via this effect.

Extra Deck: 15

1x Plasma Genesis - Convective Demise, attribute: FIRE, type: Plasma/Fusion, Level 8, ATK/DEF: 3000/2500. Effect: 3 "Plasma Genesis" monsters

Once per turn, during either player's turn, when another monster's effect is activated: You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. Your opponent can only activate 1 monster effect per turn. If this card battles a monster your opponent controls, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only. If this card destroys an opponent's monster by battle: This card gains 1000 ATK and can attack again during each Battle Phase. If this card leaves the field: You can add 1 card from either your Deck or Graveyard to your hand.

2x Plasma Genesis - Infernal Cleaver, attribute: FIRE, type: Plasma/Fusion, Level 7, ATK/DEF: 2800/2400. Effect: 2 or more "Plasma Genesis" monsters

Once per turn, during either players turn: You can target 1 face-up Attack Position Effect Monster your opponent controls; equip that target to this card. You can only use this effect of “Plasma Genesis - Infernal Cleaver” once per turn. At the start of the Damage Step, if this card battles a monster whose Attribute is the same as a card equipped by this effect: Destroy that monster. This card gains 500 ATK/DEF for each card equipped to it. If this card would leave the field (even through Tributing): You can destroy 1 card equipped to this card instead. During your Standby Phase, if this card is in your Graveyard: You can destroy 1 card you control, and if you do, Special Summon this card.

2x Plasma Genesis - Depth Behemoth, attribute: FIRE, type: Plasma/Fusion, Level 8, ATK/DEF: ?. Effect: 1 “Plasma Genesis” monster 1 monster

The original ATK/DEF of this card is equal to the combined original ATK of the Fusion Material Monsters used to Fusion Summon it. Once per turn, during either players turn: You can discard 1 card from your to target 1 Spell/Trap card in your opponent's Graveyard; activate that card as if it were on your field. If this card attacks or is attacked: You can change all Defense Position monsters your opponent controls to face-up Attack Position. (Flip Effects are not activated at this time.)

2x Plasma Genesis - Shadow Vanguard, attribute: FIRE, type: Plasma/Fusion, Level 6, ATK/DEF: 2200/2800. Effect: 2 "Plasma Genesis" monsters

If this card is Special Summoned: You can Set 1 Spell/Trap card from either your Deck or Graveyard to your field. You cannot activate the Set Spell/Trap card the turn this effect is activated and resolved. Each turn, the first time a card(s) you control would be destroyed (either by battle or by card effect); those card(s) are not destroyed. If this card would leave the field (even through Tributing): You can 800 LP instead. As long as you control this card: You can activate Spell/Trap cards from either your hand or side of the field; regardless of whose turn it is.

1x Plasma Genesis - Hellfire Dragon, attribute: FIRE, type: Plasma/Fusion, Level 8, ATK/DEF: 3000/2600. Effect: “Plasma Genesis - Hellfire Spawn” “Plasma Genesis - Hell Warrior”

If this card would be destroyed: Reduce its ATK/DEF by 500. Each time a monster either you or opponent controls is destroyed: Gain LP equal to half that destroyed monster's ATK, and if you do, your opponent loses that much LP. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. During either players turn, if the opponent activates a monster effect: You can pay 1000 LP; negate the activation of that monster’s effect and destroy it. You can only use this effect of “Plasma Genesis - Hellfire Dragon” once per turn. After that, draw 1 card; or you can return 1 card from your Graveyard to either your hand or Deck. If this card is sent to the Graveyard: You can target 1 card in your Graveyard; add it to your hand.

1x Plasma Genesis Necromancer, attribute: FIRE, type: Plasma/Fusion, Level 8, ATK/DEF: 2500/2000. Effect: “Plasma Genesis - Skeletal Barbarian” “Plasma Genesis Spellmaster”

Cannot be destroyed by battle or by card effects once each once per turn. During either players turn, when the opponent would activate a Spell/Trap card or Spell/Trap card effect: You can pay 1000 LP; negate the activation and destroy that Spell/Trap card. You can only use this effect of "Plasma Genesis Necromancer" once per turn. If this card is sent to the Graveyard: You can target 1 card in your Graveyard; add it to your hand.

1x Plasma Genesis - Demonic Ouroboros, attribute: FIRE, type: Plasma/Xyz, Rank 4, ATK/DEF: 2750/2350. Effect: 3 Level 4 "Plasma Genesis" monsters

If this card is Xyz Summoned: Draw 2 cards. Once per turn, during either players turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field.

Half the ATK/DEF of all monsters your opponent controls. (This effect also applies to the opponent's Set monsters.)

During either players turn, if the opponent would Summon a monster(s) or activate a card or effect: You can pay 1500 LP; negate the Summon of those monster(s) or negate the activation of that card or effect

Gain LP equal to the number of cards on the field x400.

2x Plasma Genesis - Guard Mancer, attribute: FIRE, type: Plasma/Xyz, Rank 4, ATK/DEF: 2000/3000. Effect: 2 or more Level 4 “Plasma Genesis” monsters

Cannot be destroyed by battle or by card effects. When your opponent declares an attack: You can pay 1000 LP; change the target of their attack to this card. During either players turn: You can detach 1 Xyz Material from this card; shuffle all cards in your Graveyard to your Deck, and if you do, gain LP equal to the number of cards shuffled into your Deck via this effect x200. Your opponent can only activate 1 Spell/Trap card during each turn.

1x Plasma Genesis - Brutal Dragon, attribute: FIRE, type: Plasma/Xyz, Rank 4, ATK/DEF: 2500/2000. Effect: 2 Level 4 "Plasma Genesis" monsters

Your opponent can only attack with 1 monster during each Battle Phase while you control this face-up card. If this card battles an opponent's monster, during damage calculation (in either player's turn): You can detach 1 Xyz Material from this card, then target the opponent's battling monster; change its ATK to 0, and if you do, this card gains that lost ATK. These changes last until the End Phase. During either player's turn: You can return this card to the Extra Deck; Special Summon up to 2 "Plasma Genesis" monsters from your Graveyard, and if you do, the ATK of all monsters your opponent currently controls become 0.

1x Plasma Dragon Master

1x Plasma Spectre

Yu-Gi-Oh! 5Ds OCs

Ariana

Age: ??? (Due her being a Cybernetic/Cyborg-like being due her and her brother's advancement in technology.)

Description: Body turned into a Cyborg like her brother, Z-ONE, to allow her own life to be prolonged. She has a similar device to what Z-ONE has over the right side of his face. Like Z-ONE, she bears a mask to cover her face. And like Z-ONE, she had the left side of her body resemble that of the left side of Akiza Izinski's face. (A/N: In my friend, guardian of the aura Aurasoul's 5Ds fanfic, Over the Nexus, the left side of Ariana's will be different. Instead, it'll be Aura Guardian Flood Fudo's left half of her face.) She has blonde hair and dark blue eyes. She wears a white lab coat, along with a white blouse and white pants to not only cover up her cybernetic/cyborg body, but to show what her job was before the Meklord Emperor Genocide. Like her brother, she too was a scientist.

Deck: Confined Hexbeast

Personality: Before the Meklord Emperor Genocide, Ariana was a outgoing and carefree person. Like her brother, she wanted to find a way to save the future from Moment and the greediness, along with selfishness in humanity. In turn, this made Ariana and Z-ONE look at the history regarding the history of Akiza Izinski and Yusei Fudo; the 2 Legendary Duelists/Heroes of their era and forward. In fact, within this history, it tells the 2 siblings that Yusei Fudo and Akiza Izinski also married. Due to this, both Ariana and Z-ONE do surgery on themselves to become just like Yusei Fudo and Akiza Izinski. Through this, they have been able to act and think like Akiza Izinski and Yusei Fudo. Together, they used the power of Clear Mind to form Shooting Star Dragon and Rose Pulsar Dragon respectively. (A/N: Rose Pulsar Dragon is a card I'll be borrowing from someone else for this particular 5Ds fanfic. So shout-out to the creator of that card.) Despite their efforts to stop the Meklord Emperor Invasion/Genocide, the 2 siblings could not reach the hearts of every single human on Earth. Because of this, Moment spun in a negative rotation and caused the 2nd Zero Reverse. Due to this, pretty all of humanity was wiped out. Because of this, Ariana (along with Z-ONE) became cold-hearted and hatred for humanity and its greed, along with all the other negative qualities humanity possessed. Unlike her brother, Z-ONE, Ariana became even more cold-hearted (and partly sadistic) in the process.

Bio: Ariana had a love for science like her brother ever since she was a young child. When she became an adult, she and her brother, Z-ONE, became the leaders of the Moment Project during their lifetime for quite some time before retiring and focusing on other things. But despite this, this did not last forever...

Before the Meklord Emperor Genocide, Ariana was a outgoing and carefree person. Like her brother, she wanted to find a way to save the future from Moment and the greediness, along with selfishness in humanity. In turn, this made Ariana and Z-ONE look at the history regarding the history of Akiza Izinski and Yusei Fudo; the 2 Legendary Duelists/Heroes of their era and forward. In fact, within this history, it tells the 2 siblings that Yusei Fudo and Akiza Izinski also married. Due to this, both Ariana and Z-ONE do surgery on themselves to become just like Yusei Fudo and Akiza Izinski. Through this, they have been able to act and think like Akiza Izinski and Yusei Fudo. Together, they used the power of Clear Mind to form Shooting Star Dragon and Rose Pulsar Dragon respectively. (A/N: Rose Pulsar Dragon is a card I'll be borrowing from someone else for this particular 5Ds fanfic. So shout-out to the creator of that card.) Despite their efforts to stop the Meklord Emperor Invasion/Genocide, the 2 siblings could not reach the hearts of every single human on Earth. Because of this, Moment spun in a negative rotation and caused the 2nd Zero Reverse. Due to this, pretty all of humanity was wiped out. Because of this, Ariana (along with Z-ONE) became cold-hearted and hatred for humanity and its greed, along with all the other negative qualities humanity possessed. Unlike her brother, Z-ONE, Ariana became even more cold-hearted (and partly sadistic) in the process. (A/N: I know I copy-pasted Ariana's Personality section for her biography, but I see that it fit in with the biography too.)

Due to her loss in humanity, along with her brother, Z-ONE, she and her brother formed Yilastar together, along with finding 4 other surviving humans to help them in their quest to change the future. Those 4 remaining humans, along with Ariana and Z-ONE: Aporia, Paradox, Antimony, and Misaki. The 6 of them tried several solutions in hopes of saving the future from its destruction. Nothing they tried worked. Due to long hours of no sleep, Aporia, Paradox, Antimony, and Misaki all died. Because of this, Ariana and Z-ONE made android versions of their friends and sent them back to the past. To Yusei Fudo and Akiza Izinski's era in time in hopes to change the future. Which lead to Ariana and Z-ONE believing that destroying New Domino City in Yusei Fudo and Akiza Izinski's era was the only the way to save the future from destruction.

While Z-ONE's plans were to find ways to give Yusei Fudo and his friends "hope" to save the future by evolving them and such, Ariana had her own...agendas in mind... For example, it was her idea to manipulate/use Sayer for their goals by creating a Psychic Duelist Army to destroy New Domino City from the inside out, with Akiza Izinski leading the charge. This plan however, backfired when Yusei Fudo saved Akiza Izinski from Sayer and the Arcadia Movement. This caused Ariana to try other plans in hopes to destroy New Domino City. Most of these are done despite Z-ONE's disapproval of Ariana's methods.

Due to her Cybernetic/Cyborg-like body, Ariana transformed her brain into a super computer. (A/N: This biography for Ariana, Z-ONE's sister, could be considered MASSIVE SPOILERS. But hey, can't say I didn't warn you. :P)

Ariana's Confined Hexbeast Decklist:

Monsters: 23

3x Confined Hexbeast - Saton, attribute: DARK, type: Fiend/Spell Monster, level 4, ATK/DEF: 1600/1400. Spell effect: If the opponent would activate a Spell card, or Spell card effect: You can discard this card from your hand to negate the activation of that Spell card, or Spell card effect and destroy it. (This effect ignores the effects of that Spell card.) If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: As long as this card remains face-up on your field: Your opponent cannot activate Spell cards; nor Spell card effects.

3x Confined Hexbeast - Skeletal, attribute: DARK, type: Fiend/Spell Monster, level 4, ATK/DEF: 1600/1400. Spell effect: If the opponent would activate a monster effect: You can discard this card from your hand to negate the activation of that monster effect and destroy it. (This effect ignores the effects of that monster.) If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: As long as this card remains face-up on your field: Your opponent cannot activate monster effects.

2x Confined Hexbeast - Subversion Zero, attribute: DARK, type: Fiend/Spell Monster, level 8, ATK/DEF: 1800/2600. Spell effect: If you would take damage (either by battle or by card effect): You can discard this card from your hand; reduce that damage to 0. If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: Control of this card cannot switch. As long as this card remains face-up on your field: You take no damage (either by battle or by card effect).

3x Confined Hexbeast - Shadow's Puppeteer, attribute: DARK, type: Fiend/Spell Monster, level 4, ATK/DEF: 1500/1400. Spell effect: If the opponent would activate a Trap card, or Trap card effect: You can discard this card from your hand to negate the activation of that Spell card, or Spell card effect and destroy it. (This effect ignores the effects of that Trap card.) If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: As long as this card remains face-up on your field: Your opponent cannot activate Trap cards; nor Trap card effects.

2x Confined Hexbeast - Sorcerer's Refraction, attribute: DARK, type: Fiend/Spell Monster, level 4, ATK/DEF: 1800/1600. Spell effect: (Continuous)

Each time your opponent Summons a monster(s): You can half that monsters ATK and DEF and negate its effects. If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: Once per turn, during either players turn: You can select 1 monster on the field, and if you do, half that selected monster's ATK and DEF and negate its effects until the End Phase. After that; add the lost ATK and DEF to this card's ATK and DEF.

2x Confined Hexbeast - Pyromancer's Maniac, attribute: DARK, type: Fiend/Spell Monster, level 4, ATK/DEF: 1700/1500. Spell effect: (Equip)

You can target 1 "Confined Hexbeast" monster you control; equip this card from either your hand, field, or Graveyard to the targeted monster. The monster equipped with this card gains 1000 ATK and DEF. If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: If this card is Summoned: You can banish all cards in the opponent's hand until your 2nd Standby Phase.

2x Confined Hexbeast - Recovery's Finesse, attribute: DARK, type: Fiend/Spell Monster, level 4, ATK/DEF: 1500. Spell effect: (Continuous)

During each players End Phase: Gain 500 LP for each "Confined Hexbeast" monster you control. (This includes "Confined Hexbeast" monsters being treated as Spell/Trap cards.) If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: Once per turn, during either players turn: You can select 1 monster on the field; gain LP equal to that selected monster’s ATK.

2x Confined Hexbeast - Energy's Guidance, attribute: DARK, type: Fiend/Spell Monster, level 8, ATK/DEF: 3000/2500. Spell effect: (Continuous)

During your Standby Phase: You can draw 1 card and reveal it. If it's a "Confined Hexbeast" monster; discard it and draw 1 more card. If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: Once per turn, during either players turn; if the opponent Summons a monster(s) then Summons another monster(s): You can 500 LP to negate the Summon of those monster(s) and destroy those monster(s).

2x Confined Hexbeast - Wrath's Advance, attribute: DARK, type: Fiend/Spell Monster, level 4, ATK/DEF: 1800/1700. Spell effect: (Quick-Play)

You can discard up to 2 cards from your hand, or send up to 2 cards from your field to the Graveyard (If sending from the field to the Graveyard; the sent monsters are treated as being discarded/being removed from the hand); destroy up to 3 cards on the field. If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: When a "Confined Hexbeast" monster you control is targeted for an attack by an opponent's monster: You can discard 1 card from your hand; destroy the attacking monster. (This effect ignores the effects of card(s) that would prevent the monster from being destroyed.) You can only use this effect of "Confined Hexbeast - Wrath's Advance" once per turn.

2x Confined Hexbeast - Condemnation's Wraith, attribute: DARK, type: Fiend/Spell Monster, level , ATK/DEF: 2000/3000. Spell effect: (Continuous)

Once per turn: You can Fusion Summon 1 "Confined Hexbeast" Fusion Monster from your Extra Deck or Graveyard, using monsters from your hand, field, or Graveyard as Fusion Materials. If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Monster effect: At the start of the Damage Step, if a "Confined Hexbeast" monster battles an opponent's monster: You can Special Summon this card from your hand, Graveyard, or Spell/Trap card Zone, and if you do, your monster cannot be destroyed by that battle. You can only use this effect of "Confined Hexbeast - Condemnation's Wraith" once per turn. During either players Main Phase: You can Fusion Summon 1 "Confined Hexbeast" Fusion Monster from your Extra Deck or Graveyard, using monsters you control, in your hand, or in your Graveyard as Fusion Material, as well as other monsters you control or cards in your Spell/Trap card Zones. If this card is discarded to the Graveyard, or is removed from your hand: You can Special Summon this card.

Spells: 10

1x Card of Sanctity (Anime)

2x Graceful Charity

2x Hexbeast Barrier, type: Quick Play. Effect: This card's activation and effects cannot negated. Discard 1 card from your hand, or send 1 card from your field to the Graveyard (If sending from the field to the Graveyard; the sent monsters are treated as being discarded/being removed from the hand); all cards you control, for this turn only, are unaffected by the opponent's card effects and monsters you control cannot be destroyed by battle. (This effect ignores the effects of the opponent's cards.)

3x Hexbeast Rise of Power, type: Normal. Effect: Draw 3 cards, then discard 1 card.

2x Arcane Gate of Hexbeasts’ Freedom, type: Field. Effect: Each time a card(s) is discarded to the Graveyard; place 1 Hex Counter on this card. This card gains these effects depending on the number of counters on this card:

1 or more: This card cannot be removed from the field.

2 or more: Any damage you take (either by battle or by card effect) is halved.

3 or more: "Confined Hexbeast" monsters you control cannot be removed from the field, except by battle.

4 or more: "Confined Hexbeast" monsters you control gain ATK and DEF equal to their Level/Rank x300.

5 or more: Your opponent cannot respond to the Summon of a "Confined Hexbeast" monster, nor the activation of your cards and effects.

During either players turn: You can remove any number of counters from this card; Special Summon 1 "Confined Hexbeast" monster from either your hand, Deck, Graveyard or Extra Deck with a Level/Rank less than or equal to the number of counters removed by this effect. (This Special Summon is treated as a Fusion or Xyz Summon. If you Summon an Xyz monster via this effect: Attach up to 2 cards from either your hand or Graveyard to the Summoned monster by this effect.) You can only use this effect of "Arcane Gate of Hexbeasts’ Freedom" once per turn.

Traps: 10

1x Full Salvo

2x Hexbeast Sigil Reflection, type: Normal. Effect: When an opponent's monster declares an attack: Discard 1 card from your hand, then select a different monster to be the new attack target; except the attacking monster or the original attack target.

2x Hexbeast Geoglyph Force, type: Continuous. Effect: During either players Main Phase or Battle Phase: You can Special Summon 1 "Confined Hexbeast" monster from either your hand, Spell/Trap card Zone, or Graveyard. After this effect resolves; discard 1 card from your hand, or send 1 card from your field to the Graveyard (If sending from the field to the Graveyard; the sent monsters are treated as being discarded/being removed from the hand.) You can only use this effect of "Hexbeast Geoglyph Force" once per turn.

3x Hexbeast Curse, type: Counter. Effect: If the opponent would Summon a monster(s), or activate a card or effect: Pay 1500 LP and discard up to 2 cards from your hand; negate the Summon of those monster(s), or negate the activation of that card or effect, then draw 1 card.

2x Shadow Energy Return, type: Normal. Effect: Return all cards in your Graveyard and banished zone to your Deck, and if you do, draw 1 card.

Extra Deck: 15

2x Unconfined Hexbeast - Eliminator, attribute: DARK, type: Fiend/Spell Monster/Fusion, Level 8, ATK/DEF: 3000/2500. Spell effect: (Continuous)

Once per turn, during either players turn: You can select 1 monster on the field; reduce that selected monster's ATK and DEF to 0. If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard. (This Special Summon is treated as a Fusion Summon.) You can only use these effects of "Unconfined Hexbeast - Eliminator" once per turn.

Monster effect: 2 or more "Confined Hexbeast" monsters

If this card is Fusion Summoned: You can discard card from your hand to reduce the ATK and DEF of all the opponent's monsters to 0. But for the rest of the turm after this effect resolves, your opponent takes 10% of the damage. Once per turn, during either players turn, if the opponent activates a card or effect: Negate the activation of that card or effect, then discard 1 card from your hand. If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

1x Unconfined Hexbeast - Cursed Blaster, attribute: DARK, type: Fiend/Spell Monster/Fusion, Level 8, ATK/DEF: 3000/2500. Spell effect: (Continuous)

During either players turn: You can add 1 card from your Deck or Graveyard to your hand, then discard 1 card. If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard. (This Special Summon is treated as a Fusion Summon.) You can only use these effects of "Unconfined Hexbeast - Cursed Blaster" once per turn.

Monster effect: 2 or more "Confined Hexbeast" monsters

Once per turn: You can select cards on the field up to the number of Fusion Materials used for this card's Fusion Summon; destroy them. All "Confined Hexbeast" monsters you control can inflict piercing battle damage. If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

2x Unconfined Hexbeast - Cursed Magician, attribute: DARK, type: Fiend/Spell Monster/Fusion, Level 8, ATK/DEF: 2900/2400. Spell effect: (Continuous)

During either players turn: You can select 1 random card in the opponent's hand, and if you do, banish it. If you banished a monster via this card's effect: Gain LP equal to the Level of the banished monster x400. Otherwise, gain 1000 LP. If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard. (This Special Summon is treated as a Fusion Summon.) You can only use these effects of "Unconfined Hexbeast - Cursed Magician" once per turn.

Monster effect: 2 or more "Confined Hexbeast" monsters

If this card is Fusion Summoned: Declare a card type (Monster, Spell, Trap), your opponent reveals their hand and Set cards, and if any cards your opponent controls are of the declared card type; destroy them, along with any cards that they draw until your 3rd End Phase. If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

2x Unconfined Hexbeast - Necromancer, attribute: DARK, type: Fiend/Spell Monster/Fusion, level 8, ATK/DEF: 2800/2600. Spell effect: (Continuous)

During either players turn, if the opponent Summons a monster(s) or activates a Spell/Trap card: Negate the effects of those monster(s), or negate the activation of that Spell/Trap card. If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard. (This Special Summon is treated as a Fusion Summon.) You can only use these effects of "Unconfined Hexbeast - Necromancer" once per turn.

Monster effect: 2 or more "Confined Hexbeast" monsters

If this card is Fusion Summoned: You can add 1 Spell/Trap card from either your Deck or Graveyard to your hand, then discard 1 card. During either players turn, if the opponent would Summon a monster(s): You can pay 1000 LP and discard 1 card from your hand; negate the Summon of those monster(s) and destroy them. As long as this card remains face-up on your side of the field: Your opponent can only Summon 1 monster per turn. If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

2x Unconfined Hexbeast - Executioner, attribute: DARK, type: Fiend/Spell Monster/Xyz, rank 4, ATK/DEF: 2550/2150. Spell effect: (Continuous)

Negate the effects of all face-up Continuous Spell/Trap cards your opponent controls. If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard, and if you do, attach up to 2 cards from either your hand, field, or Graveyard to this card as Xyz Material. (This Special Summon is treated as an Xyz Summon.) You can only use these effects of "Unconfined Hexbeast - Executioner" once per turn.

Monster effect: 2 or more Level 4 monsters

This card gains the effects of all Xyz Materials attached to it. While this card has Xyz Material: Your opponent cannot Special Summon Level 5/Rank 5 or higher monsters. Once per turn, during either players turn. You can detach 2 Xyz Materials from this card to target and destroy up to 2 cards on the opponent's field. Your opponent can only activate 1 Spell/Trap card per turn while this card is face-up on your side of the field. If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

2x Unconfined Hexbeast - Shadow Behemoth, attribute: DARK, type: Fiend/Spell Monster/Xyz, rank 4, ATK/DEF: 2500/2000. Spell effect: (Continuous)

Once per turn, during either players turn: You can discard all cards in your hand to destroy all monsters your opponent controls. Then for the rest of the turn, any further damage your opponent takes is halved. If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard, and if you do, attach up to 2 cards from either your hand, field, or Graveyard to this card as Xyz Material. (This Special Summon is treated as an Xyz Summon.) You can only use these effects of "Unconfined Hexbeast - Shadow Behemoth" once per turn.

Monster effect: 2 or more level 4 monsters

This card gains the effects of all Xyz Materials attached to it. Monsters your opponent controls cannot target Xyz Monsters for attacks, except this one. If this card battles an opponent's monster, during damage calculation (in either player's turn): You can detach 1 Xyz Material from this card, then target the opponent's battling monster; change its ATK to 0, and if you do, this card gains that lost ATK. These changes last until the End Phase. If this card destroyed an opponent's monster by battle: Gain LP equal to the monster that has the highest ATK. (Your choice, if tied.) If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

1x Unconfined Hexbeast - Finality's Omnibus, attribute: DARK, type: Fiend/Spell Monster/Xyz, rank 8, ATK/DEF: 3500/3000. Spell effect: (Continuous)

During either players turn; you can apply this effect: For the rest of this turn, the opponent's cards and their effects cannot be activated on the field, and the opponent's cards' effects on the field are negated. If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard, and if you do, attach up to 2 cards from either your hand, field, or Graveyard to this card as Xyz Material. (This Special Summon is treated as an Xyz Summon.) You can only use these effects of "Unconfined Hexbeast - Finality's Omnibus" once per turn.

Monster effect: 2 or more Level 8 monsters

When this card is Xyz Summoned: You can attach 1 Spell/Trap card from your Spell/Trap card Zone to this card as Xyz material. After this card is Xyz Summoned, for the rest of this turn, the opponent's cards and their effects cannot be activated on the field, and the opponent's cards' effects on the field are negated. This card gains the effects of all Xyz Materials attached to it. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; destroy all Spell and Trap Cards on the field. (If sending from the field to the Graveyard; the sent monsters are treated as being discarded/being removed from the hand.) You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card in your Graveyard; Set that target. If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

2x Unconfined Hexbeast - Shadow Oracle, attribute: DARK, type: Fiend/Spell Monster/Xyz, rank 8, ATK/DEF: 4500/4000. Spell effect: (Continuous)

During either players turn: You can to activate 1 Spell/Trap card from your Graveyard. After the resolution of that Spell/Trap card effect, shuffle that Spell/Trap card into the Deck.If a card(s) you control are destroyed: You can Special Summon this card from either your Spell/Trap card Zone or Graveyard, and if you do, attach up to 2 cards from either your hand, field, or Graveyard to this card as Xyz Material. (This Special Summon is treated as an Xyz Summon.) You can only use these effects of "Unconfined Hexbeast - Shadow Oracle" once per turn.

Monster effect: 2 or more Level 8 monsters

If this card is Xyz Summoned: Send up to 2 cards from your Deck to the Graveyard, then draw 2 cards; also gain 2000 LP. (If sending from the Deck to the Graveyard; the sent monsters are treated as being discarded/being removed from the hand.) This card gains the effects of all Xyz Materials attached to it. Once per turn, during either players turn: You can detach 1 Xyz material from this card to activate 1 Spell/Trap card from your Graveyard. After the resolution of that Spell/Trap card effect, shuffle that Spell/Trap card into the Deck. If this card in the Monster Zone is destroyed: Place it in your Spell/Trap card Zone instead.

1x Unconfined Hexbeast - Conjurer, DARK, type: Fiend/Spell Monster/Xyz, rank 12, ATK/DEF: ?/?. Spell effect: (Continuous)

If this card is in your Spell/Trap card Zone: You can Tribute 3 monsters you control; Special Summon this card to your field; ignoring Summoning conditions. After that; attach all cards from your all players Graveyards to this card as Xyz Material.

Monster effect: The Xyz Summon and effects of this card cannot be negated. You can also Xyz Summon this card using 1 "Unconfined Hexbeast" Xyz monster you control as Xyz material. (Xyz Materials attached to that Xyz monster become Xyz Materials onto the Summoned monster.) This card is unaffected by the opponent card effects. (This effect ignores the effects of the opponent's cards.) This card gains effects of all Xyz Materials attached to it. This card gains ATK and DEF equal to the number of Xyz Materials attached to it x1000. During either players turn: This card can attach cards from the top of your opponent's Deck as Xyz Materials equal to the difference in Rank between this card and other face-up monsters your opponent controls. If your opponent controls other non-Xyz monsters, then they are treated as Rank 0. This card gains the effects of all cards attached to it. If this card is destroyed or banished: You can Special Summon this card during the End Phase, then attach all Xyz Materials this card had before it was destroyed or banished 1. After that; this card gains 1000 ATK and DEF. If a monster you or your opponent controls is destroyed (either by battle or by card effect): You can attach that destroyed monster to any "Unconfined Hexbeast" Xyz monster you control, including this one. If this card destroys an opponent's monster by battle: Make your opponent's LP 1. As long as you control this card: Any decreases to your LP become 0. If your LP would decrease: Gain LP equal to that decrease. During either players turn: You can detach up to 5 Xyz Materials from this card; attach all other cards on the field to this card as Xyz Material. During either players turn: You can Special Summon 1 "Unconfined" Fusion or Xyz monster from either your Extra Deck, Graveyard, or Special Summon it by detaching it from this card. After that; attach up to 2 cards from either players Deck as Xyz Material for the Special Summoned Xyz monster. (This Special Summon is treated as a Xyz Summon.) During either players Battle Step of their Battle Phase: You can send all cards in your hand to the Graveyard; this card gains ATK and DEF equal to the number of cards you sent to the Graveyard this way x1000. If this card is removed from the field: You can place it in your Spell/Trap card Zone instead.

My Yugioh VRAINS OC's:

Name: Glacies Uisce-Zaizen

Age: 17

Occupation: Den City High School, Zaizen family (adopted younger sister to Akira Zaizen and adopted older sister to Aoi Zaizen)

Alias in Link VRAINS: Ice Queen

Description/Appearance (Real World): Within the Real World, Glacies has light blue eyes, snow white hair that goes past her shoulders and bears pale skin. (Due to her life in the arctic, her skin color turned this way to the harsh conditions and the way the arctic animals took care of her. The tanness of her skin is slowly returning due to living in an actual house, but the changes are unnoticeable.) She wears a school uniform while at Den City’s High School. When she’s at home (the Zaizen’s house), she wears casual clothes.

Description/Appearance (Link VRAINS): Within VRAINS, Glacies/Ice Queen wears a white and blue dress with several pieces of jewelry on it. She has multi-colored hair and eyes, both of which are white and blue. Her white and blue hair goes down to her waist.

Personality(s): A loner, a bit blunt when she talks, sometimes not understanding a joke or sarcasm, soft spoken, etc. But when Akira and Aoi Zaizen are involved in a situation that’s dangerous, Glacies gets angered easily and wants nothing more than to protect her older (and younger) adopted siblings. She’s brutal in her duels. She’s SPECIALLY brutal if it involves Akira and Aoi Zaizen getting injured. (This instinct kicks in most likely to how her life was before: Fighting to survive.) Despite this however, she’s usually not thinking things all the way through.

Abilities/Accessories/Programs: She has several programs installed into her card insert duel disk. Majority of these programs help her and her Water Ignis partner, Aqua. Since she’s one of the six Lost Incident victims, Aqua has given her a Skill specifically for Speed Duels. Just like Flame, the Fire Ignis, and Ai, the Dark Ignis, have given their partners. The accessories on her dress and wristbands are more than just for show. Each one contains special programs and ways to remove said program. Perhaps even enhance them.

Ignis Partner: Aqua, the Water Ignis

Bio: Glacies was born in the arctic of the South Pole, where she was also abandoned. Being picked up by a group of polar bears and being raised by them and many other arctic animals. Though the arctic animals of the South Pole could not understand the English Language when Glacies got old enough to speak for the first time, they did understand expressions and body language she’d give them.

When Glacies turned the age of 6, a group of scientists showed up and formed their own base to observe the arctic animals. However, the arctic animals were wary of the humans and warned Glacies to stay away via their body language and growls. While Glacies understood their concerns, she was still just a child at the time, so she did not understand the scientists true purpose for being in the arctic of the South Pole.

Few months after their arrival, the scientists slowly managed to gain Glacies trust. But that was her downfall when they had taken her away to be part of the Lost Incident (Hanoi Project) experiment. During the 6 months she was held captive against her will, Glacies was forced to duel endlessly. As such, she’d become tired and drained of energy as a result. The electric shocks upon her losing did not help that either. Since she was in a soundproof room, she could not hear any other people except for those in charge of the experiment. Despite her wins, the electric shocks she’d get when she would not win would lead to her falling deeper into a despair she thought she couldn’t escape from. Just as she was about to collapse from malnourishment and exhaustion (and very likely die), a rescue team showed up at the site 6 months later. And with that, the Lost Incident (Hanoi Project) came to an end. Even though she was saved, the mental scars of the experiment were within her mind and body.

When she returned to the South Pole via the rescue team, she was absolutely horrified. The polar bears she deemed her parents, brothers and sisters, were all gone. And she very well knew what that meant. In the 6 months she was gone, her arctic family and friends were killed. Because of this, she fell into a deeper despair she once again thought she couldn’t escape from.

After crying in her own despair, she eventually stopped and eventually located the scientists base of operations, only to find it empty, except for a card insert duel disk on one of the desks. She picked up the duel disk and observed it. When she did this however, it attached itself to her left arm. Surprised by this, she glanced over at one of the desks that still had papers on it. Said papers had instructions in order to use the duel disk and enter VRAINS. At the time, she did not know what Link VRAINS was, considering her past and all. She knew living out in the middle of the South Pole would not help her anymore than it already has. And with this, she headed to Den City. A location the papers on the desk mentioned. She picked up anything of value that could help her on her travels. A tablet, the files she found, any remaining rations, including a way to travel. Like one of their speeder bikes for one. As she traveled, she learned of the Knights of Hanoi, along with Playmaker. She did not who or what they were at the time. Regardless, she continued on her way to reach Den City.

After traveling for several days, she finally reached Den City. Upon her arrival however, she was given incredulous looks. Despite the unwelcoming vibes she got from the citizens, one particular citizen stood out. At least to her. The one that got her attention was a girl with orange eyes and short brown hair wearing what appeared to be a school uniform. The girl took notice of her and approached her cautiously. Glacies immediately went into a defensive stance, which stopped the girl in her tracks; taking the hint. The girl that Glacies had met that day in Den City’s square was none other than Aoi Zaizen, the sister to Akira Zaizen. Aoi had suggested that Glacies stay with her and her brother. Reluctantly, Glacies agreed.

When Glacies arrived at the Zaizen’s house, Akira, Aoi’s elder half-brother, seemed reluctant to let her stay. But when Aoi told him of Glacies’s situation, he immediately understood and let her in with open arms, which surprised the now 7 year old. Over time, Aoi and Akira welcomed Glacies as part of their family, and when she asked about LINK VRAINS, Akira explained to her of the Virtual World. Aoi added onto her brother’s explanation that said Virtual World would allow one to make an avatar to hide their own real world identity if they so choose. After their explanations, Glacies became excited and requested them to help her make her own Link VRAINS account. Akira and Aoi gladly accepted and helped her form her avatar and account.

After 10 years with living with the 2 Zaizen siblings, Akira considered her a 2nd sister he had to protect. Which was fine by him. However, when Akira got his Security Manager Job back and hired the Bounty Hunters to capture Soulburner and Playmaker’s Ignis’s, Glacies had gone into a server only to run into a blue being with 2 pigtails and pink eyes. Surprised by this, Glacies (known as Ice Queen in VRAINS) asked the being who it was. The being replied that she was the Water Ignis, but she told Ice Queen she could call her Aqua if she wanted. After the 2 talked for a bit, Aqua was 100% convinced that Ice Queen was her Lost Incident Origin/Partner. Glacies/Ice Queen was confused by this, which Aqua gladly explained. When Glacies/Ice Queen realized that she was Aqua’s partner, she gladly accepted her, but warned Aqua that bounty hunters were hired by SOL Technologies to hunt down anyone with an Ignis. Aqua told her she was aware, but that did not matter to her.

Shortly after they met and bonded, they ran into Earth, the Earth Ignis. Earth was glad for Aqua for reuniting with her partner and Aqua explained to Earth and Ice Queen what had to happened to the Cyberse World. Furious, Earth had went into the direction of where Lightning and Windy were at, with Ice Queen following close behind. After the battle between Revolver/Playmaker against Lightning, Ice Queen, Playmaker, Soulburner, and the Knights of Hanoi had formed a truce to fight against Lightning and Windy.

Skill: Perfect Freeze. Effect(s): If your LP is 1000 or less: Negate the effects of all face-up cards on the opponent’s field, nor the opponent activate their Set cards until the end of the next turn, and if you do, draw cards equal to the number of card that had their effects negated via this Skill. This Skill can only be used once per Duel.

Deck: Polagerie

Monsters:

Polagerie Ariel, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1000/1800. If this card is Summoned: You can add 1 “Polagerie” monster from either your Deck or Graveyard to your hand. Once per turn, during either players turn: You can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Beast, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1500/1300. Effect: If this card is Summoned: You can Special Summon 1 Level 4 or lower “Polagerie” monster from either your hand or Graveyard. If this card is used as either Tribute or Link Material for the Summon for a “Polagerie” Ritual or Link monster: That Summoned monster gains 1000 ATK.

Polagerie Shadow, attribute: WATER, type; Cyberse, Level 4, ATK/DEF: 1200/1000. Effect: If you would Ritual and/or Link Summon a “Polagerie” Ritual or Link monster: This monster can be used as the entire Tribute and/or entire Link Material. You can discard this card; add 1 Ritual Spell card or 1 Spell/Trap card that lists Ritual in its name or card text from either your Deck or Graveyard to your hand. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. During either players turn, if you would take damage: You can shuffle this card and 1 other card from either your hand, or Graveyard into your Deck; reduce that damage to 0. If this effect is used during the Battle Phase: End the Battle Phase, and if you do, draw 1 card.

Polagerie Abyss, attribute: WATER, type: Cyberse, Level 2, ATK/DEF: 800/500. If this card is Summoned: You can Special Summon 1 Level 4 or lower “Polagerie” monster from either your Deck or Graveyard. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card is used as either Tribute or Link Material for the Summon for a “Polagerie” Ritual or Link monster: 1 monster on the opponent’s field loses ATK/DEF equal to this monster’s. These changes lasts until the End Phase.

Polagerie Vision, attribute: WATER, type; Cyberse, Level 2, ATK/DEF: 700/500. Effect: If you would Ritual or Link Summon a “Polagerie” Ritual and/or Link monster: This monster can be used as the entire Tribute and/or entire Link Material. You can discard this card; add 1 “Polagerie” monster to your hand. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. During either players turn, if you would take damage: You can shuffle this card and 1 other card from either your hand, or Graveyard into your Deck; gain LP equal to half the combined ATK of 2 monsters on the field. If this effect is used during the Battle Phase: End the Battle Phase, and if you do, draw 1 card.

Polagerie Vanity, attribute: WATER, type: Cyberse, Level 2, ATK/DEF: 1000/800. Effect: During your Main Phase: You can discard this card; this turn, your opponent cannot activate cards or effects in response to the Summon of your “Polagerie” monsters. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Emilia, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1600/800. Effect: If this card is Summoned: You can negate the effects of all Spell/Trap cards your opponent controls until the End Phase. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. Once per turn: You can Normal Summon a “Polagerie” monster in addition to your Normal Summon/Set this turn.

Polagerie Natalia, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1800/900. Effect: If this card is Summoned; You can add 1 “Polagerie” monster in either your Deck or Graveyard to your hand. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. Once per turn: You can Normal Summon a “Polagerie” monster in addition to your Normal Summon/Set this turn.

Polagerie Noellia, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1700/1000. Effect: If this card is Summoned: You can excavate the top 5 cards of your Deck. If any of them are “Polagerie” monsters and/or Spell/Trap cards; add them to your hand, and if you do, shuffle the rest into your Deck. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. Once per turn: You can Normal Summon a “Polagerie” monster in addition to your Normal Summon/Set this turn.

Polagerie Gardna, attribute: WATER, type: Cyberse, Level 3, ATK/DEF: 1500/1000. Effect; If the opponent declares an attack: You can Special Summon this card from either your hand or Graveyard in ATK position, and if you do, your opponent monster’s attack is redirected to this card, along with any further attacks the opponent declares during this turn’s Battle Phase. This monster cannot be destroyed by battle, nor be targeted or be destroyed by card effects. Any damage you take while this card is face-up on your field is halved. During either players turn, if this card is in your Graveyard: You can shuffle this card and 1 other card in your Graveyard into the Deck, and if you do, “Polagerie” monsters you control cannot be destroyed by battle, nor be targeted or be destroyed by card effects this turn and any damage you take involving them is halved. You can only use each effect of “Polagerie Gardna” once per turn.

Polagerie Chain, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1800/1000. Effect: If this card is Summoned: Look at the top 3 cards of your Deck. If there is a Ritual Monster(s) or Ritual Spell Card(s), you can reveal one of them to your opponent and add it to your hand. Then shuffle the other cards into your Deck. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Mollusk, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1700/900. Effect: If this card is sent to the Graveyard: Look at the top 3 cards of your Deck. If there is a Ritual Monster(s) or Ritual Spell Card(s), you can reveal one of them to your opponent and add it to your hand. Then shuffle the other cards into your Deck. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Marker, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1600/1200. Effect; If this card is Summoned: You can add 1 “Polagerie” monster or “Polagerie” Spell/Trap card from either your Deck or Graveyard, and if you do, add it to your hand. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Avance, attribute: WATER, type: Cyberse, Level 4, ATK/DEF: 1500/800. Effect: Once per turn, during either players turn: You can take 1 “Polagerie” card from either your Deck or Graveyard and place it either on top of your Deck, or add it to your hand. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Diviner, attribute: WATER, type: Cyberse, Level 3, ATK/DEF: 1200/800. Effect: Once per turn, during either players turn: You can declare 1 card name; reveal the top card of your Deck, and if it is the declared card, add it to your hand. Otherwise, shuffle it into your Deck. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Reliever, attribute: WATER, type: Cyberse, Level 2, ATK/DEF: 500/800. Effect: If this card is Summoned: You can return 1 other “Polagerie” card from either your field or Graveyard to your hand. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Zielgigas, attribute: WATER, type: Cyberse/Ritual, Level 10, ATK/DEF: 3200/0. Effect: Must first be Ritual Summoned. You can Ritual Summon this monster with any “Polagerie” Ritual Spell card. Once per turn, during either players turn: You can pay 800 LP, draw 1 card and reveal it, then, if it was a "Polagerie" monster, shuffle 2 cards from either your opponent’s hand or field into their Deck. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card would be destroyed by battle or by card effect: You can shuffle 2 “Polagerie” monsters in your hand and/or Graveyard into your Deck instead.

Polagerie Soul Ogre, attribute: WATER, type: Cyberse/Ritual, Level 8, ATK/DEF: 2800. Effect: Must first be Ritual Summoned. You can Ritual Summon this monster with any “Polagerie” Ritual Spell card. Once per turn, during either players turn: You can discard 1 “Polagerie” card from your hand, and if you do, shuffle 2 cards from either your opponent’s hand or field into their Deck. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card would be destroyed by battle or by card effect: You can shuffle 2 “Polagerie” monsters in your hand and/or Graveyard into your Deck instead.

Polagerie Levianima, attribute: WATER, type: Cyberse/Ritual, Level 8, ATK/DEF: 2700/1500. Effect: Must first be Ritual Summoned. You can Ritual Summon this monster with any “Polagerie” Ritual Spell card. When this card attacks or is attacked: You can draw 1 card and reveal it. If it is a “Polagerie” monster, this card gains ATK equal to the revealed monster’s ATK until the End Phase. If this card destroys an opponent’s monster by battle: Gain LP equal to that monster’s ATK when it was on the field. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card would be destroyed by battle or by card effect: You can shuffle 2 “Polagerie” monsters in your hand and/or Graveyard into your Deck instead.

Polagerie Tetrogre, attribute: WATER, type: Cyberse/Ritual, Level 6, ATK/DEF: 2600/2100. Effect: Must first be Ritual Summoned. You can Ritual Summon this monster with any “Polagerie” Ritual Spell card. Once per turn, during either players turn: You can declare a card type (Spell, Trap, or Monster), your opponent can discard 1 card to negate this card's effect, otherwise both players send 1 card of the declared type from their Main Deck to the Graveyard. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card would be destroyed by battle or by card effect: You can shuffle 2 “Polagerie” monsters in your hand and/or Graveyard into your Deck instead.

Polagerie Mind Angus, attribute: WATER, type: Cyberse/Ritual, Level 6, ATK/DEF: 2500/2000. Effect: Must first be Ritual Summoned. You can Ritual Summon this monster with any “Polagerie” Ritual Spell card. If this card is Special Summoned: Target up to 5 cards in any Graveyard(s), shuffle those targets to the Deck, and if you do, draw 2 cards. Once per turn, during either players turn: You can discard 1 card from your hand, or send 1 card from your field to the Graveyard, and if you do, shuffle 1 card in the opponent’s hand or field into the Deck. (This effect depends on which place you sent a card from to the Graveyard.) After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card would be destroyed by battle or by card effect: You can shuffle 2 “Polagerie” monsters in your hand and/or Graveyard into your Deck instead.

Polagerie Psychelone, attribute: WATER, type: Cyberse/Ritual, Level 4, ATK/DEF: 2150/1650. Effect: Must first be Ritual Summoned. You can Ritual Summon this monster with any “Polagerie” Ritual Spell card. Once per turn, during either players turn: You can declare 1 card type (Monster, Spell, Trap), and if you do, look at 1 random card in your opponent’s hand, if that card is the declared card type, shuffle it into the Deck, and if you do, this card gains 1000 ATK/DEF until the end of the next turn. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card would be destroyed by battle or by card effect: You can shuffle 2 “Polagerie” monsters in your hand and/or Graveyard into your Deck instead. As long as you control this face-up card: The effects of your opponent’s Extra Deck monsters are negated.

Polagerie Gustkraken, attribute: WATER, type: Cyberse/Ritual, Level 6, 2400/1000. Effect: Must first be Ritual Summoned. You can Ritual Summon this monster with any “Polagerie” Ritual Spell card. If this card is Special Summoned: Look up to 2 random cards in the opponent’s hand, then shuffle 1 of them into the Deck. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck. If this card would be destroyed by battle or by card effect: You can shuffle 2 “Polagerie” monsters in your hand and/or Graveyard into your Deck instead.

Spells:

Card of Sanctity (Anime), type: Normal. Effect: Both players draw until they have 6 card in their hand.

(Real Card) Graceful Charity, type: Normal. Effect: Draw 3 cards, then discard 2 cards from your hand.

(Real Card) Monster Reborn, type: Normal. Effect: Target 1 monster in either players Graveyard; Special Summon that target to your field.

(Real Card) Pot of Greed, type: Normal. Effect: Draw 2 cards.

Soul Charge (Anime), type; Normal. Effect: Special Summon any number of monsters from your Graveyard. Then, you lose 500 Life Points for each monster Summoned by this effect. Those monsters cannot attack during this turn.

Umiiruka, type: Field. Effect: Increase the ATK of all WATER monsters by 500 points and decrease their DEF by 400 points.

Polagerie Snowstorm, type: Quick-Play. Effect: If a “Polagerie” monster(s) you control is destroyed (by battle or by card effect): Negate the effects of face-up cards your opponent controls for each monster you control that was destroyed this turn, and if you do, Special Summon those destroyed monsters to your field. During either players Main Phase or Battle Phase, if this card is in your Graveyard, except the turn it was sent there: You can shuffle this card and up to 2 other cards in your Graveyard into the Deck, and if you do, you can Link Summon 1 “Polagerie” Link monster from either your Extra Deck or Graveyard, by treating this card and the other cards you shuffled into the Deck via this card’s effect as the Link Materials. (This card is treated as any “Polagerie” monster while in your Graveyard.)

Harmonic Link Ritual, type: Normal. Effect: Ritual Summon 1 Ritual monster from either your hand or Graveyard and Link Summon 1 Link monster from either your Extra Deck or Graveyard by using monsters from either your hand or side of the field as Tribute/Link Materials for both. If you control no Ritual or Link monsters on your field when you activate this card, OR if your opponent controls a Special Summoned monster: You can also Ritual and Link Summon a Ritual and Link monster by using monsters from your Deck as the Tribute and Link Materials for both. (This card is treated as any WATER monster while in your Graveyard.)

Polagerie Soul Mirror, type: Ritual. Effect: This card can be used to Ritual Summon any "Polagerie" Ritual Monster. You must also pay LP equal to the Level of the Ritual Summoned monster x 200 (when this card resolves). If this card is in your Graveyard when a “Polagerie” monster you control would be removed from the field (this includes the opponent Tributing your monster(s): You can shuffle this card and 2 other cards in your Graveyard into your Deck, and if you do, monster(s) you control cannot be removed from the field this turn. (This card is treated as any “Polagerie” monster while in your Graveyard.)

Polagerie Ice Mirror, type; Ritual. Effect: This card can be used to Ritual Summon any "Polagerie" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can shuffle this card from the Graveyard into the Deck to target 1 "Polagerie" monster in your Graveyard; return that target to your hand. (This card is treated as any “Polagerie” monster while in your Graveyard.)

Traps:

(Real Card) Cyberse Beacon, type; Normal. Effect: If you took damage by battle or an opponent's card effect this turn: Add1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cyberse Beacon" per turn.

(Real Card) Eisbahn, type: Continuous. Effect: When a monster with an Attribute other than WATER is Normal or Special Summoned (including face-down Summons), and you control a face-up WATER monster: That Summoned monster is changed to Defense Position.

(Real Card) Half Unbreak, type: Normal. Effect: Target 1 monster on the field; this turn, that monster cannot be destroyed by battle, also any battle damage you take from attacks involving that monster is halved.

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

(Real Card) Torrential Reborn, type: Normal. Effect: When a face-up WATER monster you control is destroyed by battle or by a card effect and sent to the Graveyard: Special Summon the monster destroyed and sent from the field to your Graveyard at that time, then inflict 500 damage to your opponent for each of those Special Summoned monsters. You can only activate 1 "Torrential Reborn" per turn.

(Real Card) Torrential Tribute, type: Normal. Effect: You can activate this card when a monster is Summoned (including Flip Summon and Special Summon). Destroy all monsters on the field.

Polagerie Illusion, type: Normal. Effect: Special Summon 1 "Polagerie” Ritual Monster from either your hand, Deck or Graveyard, ignoring Summoning conditions. It cannot attack, and is returned to the place you Special Summoned it from during the End Phase of the next turn. During either players turn, if this card is in your Graveyard when you would take damage: You shuffle this card and 1 other card in your Graveyard into your Deck; reduce that damage to 0. If this effect is used during the Battle Phase; End the Battle Phase. (This card is treated as any “Polagerie” monster while in your Graveyard.)

Polagerie Switch, type: Normal. Effect: Return 1 “Polagerie” monster you control to the Deck, and if you do, Special Summon 1 “Polagerie” monster with a different name than the returned monster and that has a Level less than or equal to of that of the returned monster. (If you Special Summon a “Polagerie” Ritual monster via this card’s effect, you can ignore that Ritual monster’s Summoning conditions. This card is treated as any “Polagerie” monster while in your Graveyard.)

Polagerie Recall, type: Normal. Effect: When an opponent’s declares an attack on a monster you control: You can return your monster to your hand to negate the attack and end the Battle Phase. During the End Phase: You can Special Summon that monster back to your field. (If you Special Summon a “Polagerie” Ritual monster via this card’s effect, you can ignore that Ritual monster’s Summoning conditions. This card is treated as any “Polagerie” monster while in your Graveyard.)

Polagerie Defense, type: Normal. Effect: When an opponent’s declares an attack on a monster you control: You can Special Summon 1 “Polagerie” monster from either your Deck or Graveyard, and if you do, that monster becomes the new attack target. The Special Summoned monster via this effect cannot be destroyed by battle, nor be targeted or be destroyed by card effects; also any damage you take involving that monster is halved. (This card is treated as any “Polagerie” monster while in your Graveyard.)

Polagerie Ice Barrier, type; Counter. Effect: If you’d take damage (either by battle or by card effect): Reduce that damage to 0, and if you do, you can Special Summon 1 “Polagerie” monster from either your Deck or Graveyard. During either players turn, if this card is in your Graveyard when you would take damage (either by battle or by card effect): You can shuffle this card and 1 other card in your Graveyard into the Deck, and if you do; reduce that damage to 0, and if you do, you can Special Summon 1 “Polagerie” monster from either your Deck or Graveyard. (This card is treated as any “Polagerie” monster while in your Graveyard.)

Extra Deck:

(Real Card) Mistar Boy, attribute: WATER, type: Aqua/Link, Link Rating: 2, Link Arrows: BL/BR, ATK: 1400. Effect: 2 WATER monsters

All WATER monsters on the field gain 500 ATK and DEF, also all FIRE monsters on the field lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 WATER monster in your GY; add it to your hand. You can only use this effect of "Mistar Boy" once per turn.

Polagerie Merrowgeist, attribute: WATER, type: Cyberse/Link, Link Rating: 2, Link Arrows: BL/B, ATK: 2100. Effect: 2 “Polagerie” monsters
At the start of the Damage Step, if this card or a monster this card points to battles an opponent’s monster; Shuffle that opponent’s monster into the Deck. (Damage Calculation does not apply.) After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Arctic Fox, attribute: WATER, type: Cyberse/Link, Link Rating: 2, Link Arrows: L/R, ATK: 1800. Effect: 2 “Polagerie” monsters
This card, and any monster this card points to, can attack the opponent directly. But any damage dealt this way is halved. If this monster or a monster this card points to inflicts battle damage to your opponent: You can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Arctic Seal, attribute: WATER, type: Cyberse/Link, Link Rating: 2, Link Arrows: B/L, ATK: 2000. Effect: 2 “Polagerie” monsters
Once per turn, during either player turn: You can shuffle 1 card from either your hand or field into your Deck, and if you do, destroy 1 Spell/Trap card your opponent controls. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Arctic Killer Whale, attribute: WATER, type: Cyberse/Link, Link Rating: 3, Link Arrows: BL/B/BR, ATK: 2600. Effect: 2 or more “Polagerie” monsters

This card cannot be destroyed by card effects while it points a monster. If this card attacks a DEF position monster: Inflict piercing battle damage. If this card destroys an opponent’s monster by battle: You can Tribute 1 monster this card points to; destroy all monsters your opponent controls, and if you do this, this card can make a second attack during each Battle Phase this turn, but no other monsters can attack during the Battle Phase the turn this effect is used. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Polagerie Arctic Necromancer, attribute: WATER, type: Cyberse/Link, Link Rating: 3, Link Arrows: T//BL/BR, ATK: 2300. Effect: 2 or more “Polagerie” monsters

When this card points to a monster(s), it and the monsters it points to gain 500 ATK, also your opponent cannot target any of them with card effects. You can target 1 Link-3 or lower Cyberse Link Monster in your GY, except "Polagerie Arctic Necromancer": Special Summon it to your zone this card points to. You cannot Special Summon monsters the turn you activate this effect, except Cyberse monsters. You can only use this effect of "Polagerie Arctic Necromancer" once per turn.

Polagerie Arctic Polar Bear, attribute: WATER, type: Cyberse/Link, Link Rating: 4, Link Arrows: T/B/L/R, ATK: 3000. Effect: 2 or more “Polagerie” monsters, including at least 1 “Polagerie” Ritual monster

Cannot be targeted or be destroyed by your opponent's card effects. Cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. You never take damage if the amount is less than or equal to this card's ATK. Once per turn, during either players turn: You can shuffle any number of cards from either your hand or field into your Deck, and if you do, you can shuffle a number of the opponent’s card in their hand or field into their Deck up to the number cards you shuffled into your Deck via this effect. Monsters in your Main Monster Zones can attack the turn this effect is activated and resolved, except for “Polagerie” Ritual and “Polagerie” Link monsters. After this effect resolves, you can pay 500 LP, and if you do, you can shuffle 1 card from either your opponent’s hand or field into their Deck.

Topologic Glacier Dragon, attribute: WATER, type: Cyberse/Link, Link Rating: 4, Link Arrows: T/B/BL/L. ATK: 3000. Effect: 2 Effect Monsters

(This card’s attribute is also treated as DARK.)

If a monster(s) is Special Summoned to a zone(s) a Link monster points to: Half the ATK/DEF of all monsters in the Main Monster Zone(s). Once per turn,during either players turn: You can shuffle a number of cards from either your hand, field, GY, and/or banished zone into your Deck, and if you do, shuffle the same number of cards from either your opponent’s hand, field, GY, and/or banished zone into their Deck.

Polagerie Arctic Caretaker, attribute: WATER, type: Cyberse/Synchro, Level 8, ATK/DEF: 2800/2000. Effect: You can Tribute monsters from your field that have Levels greater than or equal to this card’s. Also, 1 of the Tributed monsters is treated as a Tuner monster. If this card is Special Summoned: You can target 1 “Polagerie” Link monster in your Graveyard and/or banished zone, and if you do, Special Summon it, and if you do that, gain LP equal to that Link monster’s ATK. This card, and all other “Polagerie” monsters you control cannot be targeted, or be destroyed by card effects, nor can they be destroyed by battle. When your opponent declares an attack: You can pay 1000 LP; change the target of their attack to this card.

Polagerie Arctic Dolphin, attribute: WATER, type: Cyberse/Synchro, Level 8, ATK/DEF: 2500/2000. Effect: You can Tribute monsters from your field that have Levels greater than or equal to this card’s. Also, 1 of the Tributed monsters is treated as a Tuner monster. If this card is Special Summoned: You can gain LP equal to the number of cards on the field x400. Once per turn, during either players turn: You can Special Summon 1 Level 4 or lower “Polagerie” monster from either your Deck or Graveyard.

Revelations of the Seal of Orichalcos Roleplay OCs.

Aylin Cadena

Age: 16

Description: blonde hair down to her shoulders, wears a blue skirt, and a purple shirt

Deck: Astral Bodyguard. (Alternate Universe where Revelations of the Seal of Orichalcos Roleplay takes place).

Personality: Is a kind person and tries to seek the positivity of any situation. Well, that was before her parents were taken from her. After her parents were taken from Aylin, she became cold. She still keeps her other persona in mind though.

Elaine Cadena

Age: 16

Description: red hair to her shoulders, wears black to go with her new persona.

Deck: Barian Bodyguard. (Alternate Universe where Revelations of the Seal of Orichalcos Roleplay takes place).

Personality: After her and Aylin's parents were sealed away by one of Valtor's associates, she betrayed her remaining family to find a way to undo what happened to her parents. She eventually came in contact with Valtor, who promised her tremendous power, but only if she severed all her ties from her family. Aylin is the only one left that cares about her, therefore, she must seal her soul away to sever this tie for good. She is cold and harsh nowadays. Which is nothing compared to what she used to be.

Novo Ordine

Age: ??? (looks to be in the 50's.

Description: wearing the robes of a New Order. (Yes, the symbols of the New Orders Xyz monsters. Etheric Amon's symbol in the center, and the other New Orders Xyz monsters' symbols expanding outward.Deck: New Order (Alternate Universe where Revelations of the Seal of Orichalcos Roleplay takes place).

Occupation: None

Abilities: Manipulation, Illusions, Allusions, Persuasion, white lightning, etc. (other abilities are unknown).

Goal(s): To enact peace on the world. (Other goals are unknown).

Technology: Allowing himself, and those side with him to never age. (The device is called the Extractor of Aging).

Bio: At a young age, he taught himself Duel Monsters, his parents were never around to teach him anything, except life skills. By the time he reached 18, he saw firsthand what evil people could do. He saw his parents get "killed" by some card. After he witnessed it, he searched what it was called; and to his horror, the card was called The Seal of Orichalcos. He also found out that Valtor was the one in charge of it. Furious, he had decided right there and then, that he'd destroy Valtor.

After searching Valtor for a bit, he found a Wanted List regarding enemies of Valtor's Empire. Another thing he decided was that he'd help Valtor be rid of his enemies. But, is really helping Valtor? Or does Novo have other things in mind?

Deck: New Order (represents his goal to bring peace to the world).

Sort: Category . Published . Updated . Title . Words . Chapters . Reviews . Status .

Yu-Gi-Oh VRAINS Overdrive! by SakushiRyu reviews
(S2) Ketsueki Kioku is the seventh victim of the Hanoi Project. After he and his new friends defeated the Knights of Hanoi, life finally seemed to be going well for our heroes. However, new enemies appear! Follow our heroes' journey in defeating evil, all while Kioku discovers the truth about his past. (Some OOCness, sorry) (Cover Art made by me)
Yu-Gi-Oh! VRAINS - Rated: T - English - Adventure/Fantasy - Chapters: 56 - Words: 686,633 - Reviews: 494 - Favs: 103 - Follows: 86 - Updated: 8/31 - Published: 8/27/2017 - Aoi Z./Blue Angel, Ignis, Ryoken K./Revolver, OC
Yugioh Zexal II: The past and present meet by guardian of the aura Aurasoul reviews
This is the second story to my first Yugioh Zexal story where there will be things the group will find out not just about the war but themselves as well.
Yu-Gi-Oh! ZEXAL - Rated: T - English - Adventure/Romance - Chapters: 19 - Words: 108,967 - Reviews: 16 - Favs: 12 - Follows: 13 - Updated: 7/14 - Published: 9/5/2015
Even Teen Hero's Are People Too by PossibleFan22 reviews
Kim is often portrayed as the girl who can do anything. But most don't realize she's still human dealing with everyday problems including bullying from classmates in school. What happens if the bullying from one Bonnie Rockwaller gets to much for Kim and she snaps one day? Who will be there to help the fallen high school teen hero? (Rated High T - M for Bullying Theme). Warnings.
Kim Possible - Rated: T - English - Angst/Hurt/Comfort - Chapters: 10 - Words: 16,024 - Reviews: 47 - Favs: 17 - Follows: 23 - Updated: 3/8 - Published: 1/14 - Kim P. - Complete
YuGiOh! Dissidia by Sanokal reviews
An interesting idea that I came up with. Three heroes, three villains from each anime series of Yu-Gi-Oh!, duking it out at the behest of Horahkty and Zorc, in the ultimate dueling conflict, which quickly complicates itself and becomes more than it initially seems. Will eventually add in ARC-V material. The Final Arc is almost through, with Yusei's final chapter!
Crossover - Yu-Gi-Oh & Yu-Gi-Oh! ZEXAL - Rated: K+ - English - Adventure/Fantasy - Chapters: 62 - Words: 378,063 - Reviews: 337 - Favs: 111 - Follows: 98 - Updated: 1/2 - Published: 8/10/2012 - Yūgi M., Horakhty, Zorc, Yuma T.
The Ice Queen Cometh! by Nox Descious reviews
In a tragic twist of fate, Shark is burned and hospitalized by IV instead of Rio, leaving her hungry for vengeance. As she pursues her vendetta, she encounters and befriends a mysterious boy. Who is he? And why does he keep calling her by the name, Merag? (Durbe x Rio) (Yuma x Kotori)
Yu-Gi-Oh! ZEXAL - Rated: T - English - Adventure/Romance - Chapters: 44 - Words: 378,202 - Reviews: 386 - Favs: 145 - Follows: 139 - Updated: 7/18/2018 - Published: 10/14/2014 - [Rio K., Durbe] Yuma T., Ryoga K./Shark
Moonlight Sorrow by Nox Descious reviews
There was no parasite. Selena betrayed the Lancers and captured Yuzu by her own free will. If only they knew why Selena would forsake her honor so willingly. If only they knew that Selena was breaking their trust to save the soul of another... (Selena x Yuri)
Yu-Gi-Oh! Arc-V - Rated: T - English - Angst/Romance - Chapters: 23 - Words: 180,620 - Reviews: 332 - Favs: 163 - Follows: 137 - Updated: 11/6/2017 - Published: 9/5/2016 - [Selena/Serena, Yuri]
Sort: Category . Published . Updated . Title . Words . Chapters . Reviews . Status .

Yu-Gi-Oh! Renaissance Season 1: Web of Deception
Pandora Yukimura, known by few though others that know her as the mercenary, Justice Knight. A Duelist who strives for justice in the hollow streets of Tairao, Japan in order to locate her missing family. But unknown to her, an evil lurks. Something bigger than herself or anything she has ever faced and she must overcome it. Or everything she knows will perish...
Yu-Gi-Oh! VRAINS - Rated: T - English - Adventure - Chapters: 2 - Words: 11,672 - Favs: 2 - Follows: 2 - Updated: 9/1 - Published: 8/5
Yu-Gi-Oh! 5Ds - An Alternate Universe reviews
This is an Alternate Universe fanfic in regards to the Yu-Gi-Oh! 5Ds anime. In this, Akiza Izinski is the Main Protagonist instead of Yusei Fudo.
Yu-Gi-Oh! 5D's - Rated: T - English - Adventure/Tragedy - Chapters: 16 - Words: 88,132 - Reviews: 12 - Favs: 11 - Follows: 10 - Updated: 8/18 - Published: 5/10
Yu-Gi-Oh! VRAINS: The Deciding War reviews
Playmaker, Soulburner, Revolver, and the other Knights of Hanoi have reached Lightning and Windy's base of operations within the network of Link VRAINS. Lightning declares war upon humanity for the Knights of Hanoi's actions to eliminate the Ignis. Revolvers challenges Lightning to a duel. Playmaker then takes over for Revolver. The fate of the network is upon them.
Yu-Gi-Oh! VRAINS - Rated: T - English - Tragedy/Adventure - Chapters: 19 - Words: 124,700 - Reviews: 28 - Favs: 16 - Follows: 13 - Updated: 8/10 - Published: 10/6/2018 - Yusaku F./Playmaker, Ignis, Ryoken K./Revolver, OC
Yu-Gi-Oh! Arc-V: The Four Maidens reviews
Four girls each wearing bracelets with strange power. What is their connection to one another? Along with four boys and their dragons? Together these girls will go through a desperate war and learn the origin to it all their homes, their friends, and most importantly themselves.
Yu-Gi-Oh! Arc-V - Rated: T - English - Chapters: 1 - Words: 9,549 - Reviews: 4 - Favs: 12 - Follows: 7 - Published: 8/3 - OC, Ruri K., Selena/Serena, Lancers Selection
Yugioh 5D's (Revised my way) reviews
Yusei has freed Akiza from her own curse: Curse of the Black Rose. Now with Akiza on the side of the Signers, they plan to fight the ever growing threat of the Dark Signers. After the Dark Signers are defeated, things seem to be going in that of a normalcy direction. However... The Shadows of a New Threat still lurk within New Domino City. What could this New Threat be? Yusei x Aki
Yu-Gi-Oh! 5D's - Rated: T - English - Romance/Adventure - Chapters: 53 - Words: 312,600 - Reviews: 111 - Favs: 45 - Follows: 42 - Updated: 7/11 - Published: 2/9/2018 - Yūsei F., Aki I., OC
Yu-Gi-Oh ZEXAL AU-with the Arclight brothers reviews
In a sudden twist of events, Trey gets injured severely by a crazed lunatic. Quattro, seeking revenge, attempts to hunt down the person responsible. While Vetrix has his own agenda of revenge set on Dr. Faker. Somehow, after Faker's defeat, a new enemy, the Barians, emerge. Now Thomas Arclight must take them down as well! Rated T to be safe. Accidentshipping Rio x Thomas
Yu-Gi-Oh! ZEXAL - Rated: T - English - Adventure/Drama - Chapters: 19 - Words: 44,828 - Reviews: 21 - Favs: 13 - Follows: 10 - Updated: 2/3 - Published: 8/1/2015 - III/Mihael A., IV/Thomas A., V/Christopher A., Rio K.
Darklord Storyline Lore
The Darklords have forged a Rebellion against God. Despite Lucifer's best efforts to overthrow his own boss, he ultimately fails, and he, along with his advisors are banished to depths of Hell for their treachery. Now fueled by vengeance, Lucifer, the leader of the Darklords, will stop at nothing to exact his revenge against God. Will he succeed? Or will he fail once again?
Yu-Gi-Oh - Rated: T - English - Drama/Supernatural - Chapters: 1 - Words: 4,475 - Favs: 1 - Published: 7/30/2018
Yu-Gi-Oh ZEXAL Book 5: Sparks of Freedom reviews
Tethys Stone and Helen Tenjo may have defeated Yj, but Yj is far from finished. Over the course of 3 years, Yj has perfected the technology to bring back seven previous villains from 3 different series of the Yu-Gi-Oh timeline! Rated T for some deaths.
Yu-Gi-Oh! ZEXAL - Rated: T - English - Romance/Tragedy - Chapters: 23 - Words: 62,603 - Reviews: 56 - Favs: 8 - Follows: 6 - Updated: 1/20/2018 - Published: 2/21/2016
Kim Possible: Ashen Demise and Return reviews
It has been 5 years since the Lowardian Invasion upon Earth. Monkey Fist is free from Yono's Curse during that time lapse. Also during that time, Professor Dementor and Monkey Fist have decided to partner up in hopes of damaging Ron Stoppable emotionally by hurting his beloved Kim Possible... What is Dementor and Monkey Fist's end game really?
Kim Possible - Rated: T - English - Tragedy/Romance - Chapters: 5 - Words: 9,993 - Reviews: 6 - Favs: 4 - Follows: 9 - Updated: 10/18/2017 - Published: 6/12/2017
ZEXAL Wars Episode 1: The Shadow Threat reviews
Two Jedi, one a Jedi Apprentice Kite Tenjo, under the Jedi Knight Yaven, have been assigned to negotiate with the Trade Federation to have them leave the Planet Naboo. Where Queen Shadows, is from. The 2nd part of their mission if the first part doesn't work, is to go to Naboo and rescue the Queen. However, something goes wrong and then up on a desert planet.
Yu-Gi-Oh! ZEXAL - Rated: T - English - Sci-Fi/Adventure - Chapters: 2 - Words: 3,569 - Reviews: 1 - Updated: 2/11/2016 - Published: 2/3/2016 - Kaito T., Misael, OC
Yu-Gi-Oh ZEXAL Book 4: The Next Generation reviews
This story takes place 6 years after the events of Yu-Gi-Oh ZEXAL Book 3: Darkness Awakens at the beginning of the story. Then it proceeds to take 15 years after the beginning of the story, making it a total of 21 years since the events of Yu-Gi-Oh ZEXAL Book 3: Darkness Awakens. Xavier plans to make a return. However, a mysterious person emerges. Who is he?
Yu-Gi-Oh! ZEXAL - Rated: T - English - Adventure/Romance - Chapters: 35 - Words: 92,382 - Reviews: 74 - Favs: 6 - Follows: 5 - Updated: 2/3/2016 - Published: 8/18/2015 - Rio K., Durbe, Misael, OC - Complete
Yu-Gi-Oh ZEXAL: Christmas Special
A Christmas special with my and Aurasoul's OC's.
Yu-Gi-Oh! ZEXAL - Rated: K+ - English - Humor/Spiritual - Chapters: 1 - Words: 7,030 - Favs: 1 - Follows: 1 - Published: 12/18/2015 - Yuma T., Durbe, Misael, OC - Complete
Yu-Gi-Oh ZEXAL AU-Heather Shadows Tenjo's death reviews
This a short, yet sad oneshot/AU. It shows what would happen if Heather had died in Book 4: The Next Generation.
Yu-Gi-Oh! ZEXAL - Rated: T - English - Romance/Tragedy - Chapters: 1 - Words: 2,354 - Reviews: 2 - Favs: 1 - Follows: 1 - Published: 9/17/2015 - Vector/Rei Shingetsu, Misael, OC - Complete
Yu-Gi-Oh Zexal Book 3: Darkness Awakens reviews
This story takes place after the Astral World Crisis. Now, a new evil is born, and more nasty than the last villain. Will our heroes be able to stop this new evil? Or will this new evil destroy the world? Rated T because there MAY be violence and death.
Yu-Gi-Oh! ZEXAL - Rated: T - English - Romance/Adventure - Chapters: 27 - Words: 59,801 - Reviews: 26 - Favs: 9 - Follows: 6 - Updated: 8/13/2015 - Published: 4/24/2015 - Complete
Yu-Gi-Oh Zexal Book 1: The Secret Eighth Barian Emperor revised reviews
This story takes place during Seasons 2 and 3. (The first chapter by the way, is nothing more than a flashback before Nash and Marin were sent to the Human World by Abyss).
Yu-Gi-Oh! ZEXAL - Rated: T - English - Friendship/Adventure - Chapters: 1 - Words: 869 - Reviews: 2 - Favs: 1 - Follows: 3 - Published: 4/25/2015
Yu-Gi-Oh Zexal Book 2: A New Threat to the Astral World reviews
This story takes place after the final episode of Yu-Gi-Oh Zexal. If you liked my first story, you'll love this one.
Yu-Gi-Oh! ZEXAL - Rated: T - English - Romance/Adventure - Chapters: 27 - Words: 34,440 - Reviews: 2 - Favs: 10 - Follows: 6 - Updated: 4/7/2015 - Published: 4/6/2015 - Complete
Yu-Gi-Oh Zexal Book 1: The Secret Eighth Barian Emperor reviews
This story takes place during Seasons 2 and 3 of Yu-Gi-Oh Zexal. Enjoy and review!
Yu-Gi-Oh! ZEXAL - Rated: T - English - Friendship/Adventure - Chapters: 34 - Words: 28,067 - Reviews: 10 - Favs: 12 - Follows: 10 - Updated: 3/4/2015 - Published: 3/1/2015 - Complete