To the Guests and Lena Reigns who requested "Windwitch" cards, some non-Fish-Type WATER Attribute monsters "Salamangreat" Trap Cards, and "Predaplant" Monsters. Yes I can do them, but I will need time. Luckily I do have some cards for the WATER monsters some I already put here and some I designed for my future Yu-Gi-Oh 5d's fanfic so I will put them in the next update. By the way I have a poll up for my OC for a Yu-Gi-Oh GX fanfic I am planning on writing. It will end when I write 4 new fanfics and do 20 updates (19 since this update is one). Now if Twin wins Yubel stays. If Stranger till Duel Academy wins Yubel will go to space. If either Cousin or Childhood Friend wins then a new poll will be held to decide if Yubel goes to space or stays with Jaden. Why 4 new fanfics and 20 updates Gundam and if Yubel stays who will be the enemy of Season 3 some of you might ask. Well awhile back I decided I needed to focus on updating more then writing new fanfics so I decided I need to do 5 updates before writing a new fanfic which I can write a new fanfic now since I already did the 5 before this update, but I am having trouble trying to figure out what to do next. I might do a new Power Rangers fanfic, but I don't know what team yet or what to use for the crossover. I really need someone to help with zords as I already have ideas on what some of the zords are based on, but I need help designing their appearances. As to the enemy replacing Yubel I am going to use the "SIN" Archetype I created which I will try to add more to later on. Oh I need help designing a Duel Runner for my Yu-Gi-Oh 5d's OC. I don't have much but it has 1 wheel in front and to in the back like a tricycle and has a winter theme (not a winter holiday theme. Just winter theme). Also I need names so I can create some OC "Earthbound Immortal" monsters.


1. Gem-Knights Unite!

Field Spell

All "Gem-Knight" monsters you control gain 300 ATK and DEF. Once per turn if you control no monsters you can Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by returning monsters from your Banished Zone back to your Deck. Once per turn if your opponent activates a Spell or Trap card you can send 1 "Gem-Knight" monster from your Deck to the GY to negate it.

2. Fire Dragon

Level: 8: Attribute: FIRE: Monster type: Dragon: Card type: Effect:

ATK: 2800: DEF: 2600:

You can banish 1 "Water Dragon" from your GY and Special Summon this card from your hand. Once per turn, when a Spell/Trap Card, or monster effect, is activated that targets this face-up card on the field negate the effect.

Appearance: The Fire Dragon from the English Dub version of Yu-Gi-Oh GX.

(Member of the "Chemical" Archetype. Fire.)

3. Batteryman Ignition Cell

Level: 6: Attribute: LIGHT: Monster type: Thunder: Card type: Fusion/Effect:

ATK: ?: DEF: ?:

1 "Batteryman" monster + 1 or more "Batteryman" monsters

Must be Fusion Summoned. The original ATK/DEF of this card each become equal to the number of Fusion Materials used for its Fusion Summon x 800. You can target cards on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. If this card is destroyed (by battle or card effect) Special Summon 1 Level 4 or below "Batteryman" monster from your Deck to your field in Defense Position.

4. Batteryman Duplex

Level: 6: Attribute: LIGHT: Monster type: Thunder: Card type: Fusion/Effect:

ATK: 2000: DEF: 2800:

2 "Batteryman" monsters

When this card is Summoned draw cards equal to the number of "Batteryman" monsters you control. While this card is face-up on the field all "Batteryman" monsters you control gain 500 ATK. Once per turn you can Special Summon 1 Level 4 or below "Batteryman" monster from your hand, Deck, or GY.

5. The Fire - Hex-Sealed Fusion

Level: 3: Attribute: FIRE: Monster type: Rock: Card type: Effect:

ATK: 1000: DEF: 1600:

You can substitute this card for any 1 Fusion Material Monster, but the other Fusion Material Monster(s) must be correct. You can Tribute Fusion Material Monsters on the field, including this face-up card; Special Summon 1 corresponding FIRE Fusion Monster from your Extra Deck.

6. The Water - Hex-Sealed Fusion

Level: 3: Attribute: WATER: Monster type: Rock: Card type: Effect:

ATK: 1000: DEF: 1600:

You can substitute this card for any 1 Fusion Material Monster, but the other Fusion Material Monster(s) must be correct. You can Tribute Fusion Material Monsters on the field, including this face-up card; Special Summon 1 corresponding WATER Fusion Monster from your Extra Deck.

7. The Wind - Hex-Sealed Fusion

Level: 3: Attribute: WIND: Monster type: Rock: Card type: Effect:

ATK: 1000: DEF: 1600:

You can substitute this card for any 1 Fusion Material Monster, but the other Fusion Material Monster(s) must be correct. You can Tribute Fusion Material Monsters on the field, including this face-up card; Special Summon 1 corresponding WIND Fusion Monster from your Extra Deck.

8. Batteryman B

Level: 1: Attribute: LIGHT: Monster type: Thunder: Card type: Effect:

ATK: 0: DEF: 0:

If this card is in your hand: You can Fusion Summon 1 "Batteryman " Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Materials, including this card. You can banish this card from your Graveyard; Special Summon 1 "Batteryman" monster from your hand or Deck. You can only use each effect of "Batteryman B " once per turn.

9. Gold Panther

Level: 7: Attribute: WATER: Monster type: Beast: Card type: Effect:

ATK: 2700: DEF: 1000:

When this card destroys a monster by battle add 1 Level 4 or below monster from your Deck or GY to your hand. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Appearance: A panther made of liquid gold

(Member of the "Chemical" Archetype. Gold)

10. Silver Armadillo

Level: 4: Attribute: WATER: Monster Type: Beast: Card Type: Effect:

ATK: 500: DEF: 2000:

When this card is Summoned: You can Special Summon 1 Level 4 or below monster from your GY. Monsters your opponent controls cannot attack the turn they are Summoned.

Appearance: A armadillo made of liquid silver.

11. Mercury Elephant

Level: 6: Attribute: WATER: Monster type: Beast: Card type: Effect:

ATK: 2200: DEF: 200:

If your opponent controls a monster and you control no monsters, you can Normal Summon/Set this card without Tributing. When this card is Normal Summoned: You can target 1 monster your opponent controls; change that target's battle position.

Appearance: A elephant made of liquid mercury.

(Member of the "Chemical" Archetype. Mercury.)

12. Platinum Dire Wolf

Level: 3: Attribute: WATER: Monster type: Beast: Card type: Effect:

ATK: 1000: DEF: 1000:

This card gains 400 ATK for each monster you control. Once per turn: You can target 1 face-up monster your opponent controls; it loses 200 ATK for each monster your opponent controls.

Appearance: A Dire Wolf made of liquid platinum.

(Member of the "Chemical" Archetype. Platinum.)

13. Copper Leone.

Level: 4: Attribute: WATER: Monster type: Beast: Card type: Effect:

ATK: 1750: DEF: 1200:

When this card is Summoned: You can Special Summon 1 Level 4 or below monster from your hand. At the start of the Damage Step, if this card attacks a Defense Position monster: Destroy that monster.

Appearance: A male lion made of liquid copper.

(Member of the "Chemical" Archetype. Copper.)

14. Iron Aries

Level: 4: Attribute: WATER: Monster type: Beast: Card type: Effect:

ATK: 1600: DEF: 700:

When this card is Summoned: You can Special Summon 1 Level 4 or below monster from your Deck. Once per turn, this card cannot be destroyed by battle.

Appearance: A ram made of liquid iron.

(Member of the "Chemical" Archetype. Iron.)

15. Arcana Force IX - The Hermit

Level: 4: Attribute: LIGHT: Monster type: Fairy: Card type: Effect:

ATK: 1200: DEF: 2000:

You can discard this card; you take no Effect Damage during this turn. When this card is Summoned: Toss a coin and apply this effect. The effect lasts while this card is face-up on the field.

●Heads: Halve all Effect Damage you take.

●Tails: Halve all Effect Damage your opponent takes.

16. Tower of Chance

Continuous Spell

Once per turn target 1 "Arcana Force" card and flip a coin and apply this effect.

●Heads: That card's effect is now treated as the opposite coin toss result.

●Tails: Return that card to your hand.

(Tower Arcana)

17. Blizzard Eagle

Level: 4: Attribute: WATER: Monster type: Winged Beast: Card type: Effect:

ATK: 800: DEF: 200:

This card cannot be destroyed by battle. Once per turn you can Special Summon 1 Level 4 Water Winged Beast monster from your GY to your field.

18. Gem-Eyes Hope Dragon

Level: 7: Attribute: LIGHT: Monster type: Dragon: Card type: Fusion/Effect:

ATK: 2500: DEF: 2000:

3 "Gem-Knight" monsters with different names

(This card counts as a "Gem-Knight" card.)

Must first be Fusion Summoned. This card gains 300 ATK for each of your banished "Gem-Knight" monsters. When this card is sent from the field to the Graveyard: You can target up to 5 of your banished "Gem-Knight" monsters with different names; add those targets to your hand. If this card inflicts battle damage to your opponent: Draw 1 card.

19. Odd-Eyes Melodious Dragon

Level: 7: Scale: 4: Attribute: LIGHT: Monster type: Dragon: Card type: Pendulum/Effect:

ATK: 2500: DEF: 2000:

Pendulum Effect: Once per turn: You can roll a six-sided die. Until the end of this turn, increase this card's Pendulum Scale by that number (max. 10). You can destroy this card, and if you do, add 1 Pendulum Monster with 1500 or less DEF from your Deck to your hand. You can only use each Pendulum Effect of "Odd-Eyes Melodious Dragon" once per turn.

Monster Effect: You can Special Summon this card by Tributing 1 "Melodious" monster you control. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to half the original DEF of that destroyed monster.

20. Windwitch - Gun Bell

Level: 2: Scale: 8: Attribute: WIND: Monster type: Spellcaster: Card type: Pendulum/Effect:

ATK: 500: DEF: 200:

Pendulum Effect: Once per turn you can inflict 500 points of damage to your opponent's Life Points and increase your Life Points by 500 points. Once per turn you can add 1 "Windwitch" card from your GY or Deck to your hand.

Monster Effect: During each of your End Phases: Inflict 200 damage to your opponent for each face-up "Windwitch" monster you control and increase your LP by half that amount.

Appearance: A witch on a broom wielding two revolvers.