Original cards for Hidden Memories Chapters 26-30. Since Chapter 30 is the end of season 1, the next update will have my original cards for Fifth Circuit.
Chapter 26: Truth of the Incident
Morningstar:
Cyspirit Engineer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1600 DEF 400 Level: 3
If this card is used as material for the Link Summon of a "Cyspirit" monster: You can target 1 Set card in your opponent's Spell & Trap Zone; destroy it. You can banish this card from your GY and target 1 "Cyspirit" monster in your GY; Special Summon it to your field in Defense Position with its effects negated. You can only activate each effect of "Cyspirit Engineer" once per turn.
Cyspirit Firefighter
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2000 DEF 700 Level: 5
If your opponent activates a card effect that would inflict damage to a player(s): You can send this card from your hand to the GY; reduce that damage by 800, then you can send every hand in your hand to the GY and reduce that damage by 800 again for each card sent to the GY. When an opponent's monster declares a direct attack: You can banish this card from your GY and halve your LP; negate that attack. You can only activate 1 effect of "Cyspirit Firefighter" per turn, and only once that turn.
Cyspirit Strike Quick-Play Spell Card
If your "Cyspirit" Link Monster is destroyed by your opponent's card effect: Special Summon 1 "Cyspirit" Link Monster from your Extra Deck whose Link Rating is equal to the destroyed monster's Link Rating. (This Special Summon is treated as a Link Summon.) If the Special Summoned monster attacks a Defense Position monster, inflict piercing battle damage. You can only activate "Cyspirit Strike" once per turn.
Cyspirit Link Wall Continuous Spell Card
Destroy this card if you do not control a "Cyspirit" Link Monster. Monsters you control cannot be removed from the field by your opponent's card effects. Once per turn, if a Link Monster would be destroyed by battle, it is not destroyed. All battle damage you take from battles involving "Cyspirit" Link Monsters is halved. If this card is destroyed and sent to the GY: For the rest of the turn, no monsters can declare an attack, except Link Monsters.
Cyspirit Damage Break Normal Trap Card
If an opponent's monster declares an attack against your "Cyspirit" Link Monster while you control 2 or more "Cyspirit" Link Monsters: Reduce the battle damage to 0. If an opponent's monster declares an attack against your "Cyspirit" Link Monster that points to no monsters: You can banish this card from your GY and halve your LP; reduce the battle damage to 0, then end the Battle Phase. You can only activate 1 effect of "Cyspirit Damage Break" per turn, and only once that turn.
Terminus:
Subterror Herald
Attribute: EARTH Type: [Spellcaster/Effect] ATK 1500 DEF 1700 Level: 3
If an opponent's monster declares an attack while you control 1 or more Set monster(s): You can send this card from your hand to the GY; change 1 Set monster you control to face-up Defense Position, then destroy the attacking monster. You can banish this card from your GY and target 1 Set monster you control; change it to face-up Defense Position. You can only activate this effect of "Subterror Herald" once per turn.
Subterror Behemoth Stalaktide
Attribute: EARTH Type: [Beast/Flip/Effect] ATK 1900 DEF 2700 Level: 10
FLIP: You can target 1 Spell/Trap Card on your opponent's field; destroy it. You can only use this effect of "Subterror Behemoth Stalaktide" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Speleowraith
Attribute: EARTH Type: [Rock/Link/Effect] ATK 2600 LINK-3 ↖↓↗
2+ EARTH monsters
If this card is Link Summoned using "Subterror Behemoth Speleogeist" as Link Material: It can make up to 2 attacks on monsters during the Battle Phase. If this card points to a "Subterror" monster and declares an attack: Your opponent cannot activate the effects of Spell/Trap Cards until the end of the Damage Step. Once per turn, if this card destroys an opponent's monster by battle: You can target 1 "Subterror Behemoth" monster in your GY; Special Summon it to a zone your "Subterror" Link Monster points to in face-up Defense Position.
Subterror Behemoth Gravigorgon
Attribute: EARTH Type: [Psychic/Flip/Effect] ATK 3200 DEF 1000 Level: 12
FLIP: You can target 1 "Subterror" monster in your GY; Special Summon it to your field in face-up Defense Position. The monster Special Summoned by this effect cannot change its battle position the turn it is Special Summoned. You can only use this effect of "Subterror Behemoth Gravigorgon" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Stalagmatrix
Attribute: EARTH Type: [Fiend/Link/Effect] ATK 2700 LINK-3 ↙↑↘
2+ "Subterror" monsters
If this card is Link Summoned using "Subterror Behemoth Stalagmo" as Link Material: Neither player can Special Summon monsters from the Deck or GY until your next Standby Phase after this card's Link Summon. Once while face-up on the field, if this card is Extra Linked: You can inflict 1000 damage to your opponent for each "Subterror" Link Monster you control. This effect cannot be negated. While this card points to a "Subterror" monster, "Subterror" monsters you control cannot be destroyed by card effects.
Subterror Wall Climbing Normal Trap Card
If a "Subterror" Link Monster you control is targeted for an attack: That monster cannot be destroyed by that battle and the battle damage you would take is halved. At the end of the Damage Step, you can Special Summon 1 "Subterror" monster from your hand with its effects negated, and if you do, immediately after this effect resolves, Link Summon 1 "Subterror" Link Monster using monsters you control, then end the Battle Phase. If your "Subterror" Link Monster is destroyed by battle: You can banish this card from your GY; end the Battle Phase.
The Hidden Metropolis Field Spell Card
Activate only by sending 1 face-up "The Hidden City" on your side of the field to the GY. When this card is activated: You can shuffle 1 "Subterror" monster in your hand into your Deck; draw 2 cards. "Subterror Behemoth" monsters you control gain 500 ATK/DEF. Up to twice per turn: You can change 1 face-down "Subterror" monster you control to face-up Attack or Defense Position. All battle damage you take from battles involving "Subterror Behemoth" monsters is halved. You can only activate 1 "The Hidden Metropolis" per turn.
Chapter 27: Awakening
Terminus:
Subterror Behemoth Infinimafus
Attribute: EARTH Type: [Pyro/Link/Effect] ATK 3000 LINK-4 ↖↙↘↗
2+ "Subterror Behemoth" monsters
If this card is Link Summoned using "Subterror Behemoth Ultramafus" as Link Material: You can target 1 "Subterror" Link Monster in your GY; Special Summon it to your zone this card points to with its effects negated. The monster Special Summoned by this effect cannot attack and is sent to the GY during the End Phase. Once per turn, if a monster(s) is Normal or Special Summoned to a zone this card points to: You can destroy 1 card on the field. "Subterror" monsters and Set monsters this card points to cannot be destroyed by card effects. Once per turn: If a "Subterror" monster(s) this card points to is flipped face-up: Halve your opponent's LP.
Lockdown Draw Continuous Trap Card
Activate when your opponent adds cards to their hand outside of the Draw Phase; shuffle those cards into the owner's Deck(s). Neither player can add cards to their hand outside of the Draw Phase. During your Standby Phase: You can destroy this card.
Morningstar:
Cyspirit Superior Seraphim
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 3300 LINK-5 ↖↙↓↘↗
3+ "Cyspirit" Link Monsters
Must be Link Summoned to the Extra Monster Zone and cannot be Summoned by other ways. This card gains 500 ATK for each monster it points to, also its number of attacks each turn is equal to the number of monsters it points to at the start of the Battle Phase. Your opponent cannot activate cards or effects in response to the activation of this card's effects. This Link Summoned card gains these effects depending on the number of monsters used for its Link Summon.
-3 or more: If this card declares an attack while it points to a "Cyspirit" Link Monster, your opponent's cards and effects cannot be activated until the end of the Damage Step. This card cannot be removed from the field by your opponent's card effects.
-4 or more: When this card is Link Summoned: Negate the effects of all face-up cards on the field, except this card, and change the ATK of all other face-up monsters to their original ATK.
-5: When this card is Link Summoned: Target up to 3 "Cyspirit" Link Monsters in your GY; Special Summon them to zones this card points to with their effects negated. Monsters this card points to cannot declare an attack.
Cyspirit Shift Normal Trap Card
When your opponent targets 1 "Cyspirit" monster you control (and no other cards) with a Spell, Trap, or Effect Monster's effect: Target another card you control that would be an appropriate target; that effect/Spell/Trap now targets the new target. Once per Duel, if this card is in your GY, you can activate the above effect by banishing this card from the GY.
Cyspirit Infinity Link Normal Spell Card
If you have less than 1000 LP and control no cards: Special Summon as many "Cyspirit" Link Monsters from your GY as possible with their effects negated. Your opponent cannot activate cards or effects in response to this card's activation. The monsters Special Summon by this effect cannot be destroyed by card effects and cannot declare an attack. During the End Phase, send every monster Special Summoned by this effect to the GY and take 1000 damage for each monster.
Chapter 28: Aftermath
Playmaker:
Highspeed Data Recovery Normal Trap Card
When your Cyberse Link Monster is destroyed by battle and sent to the GY: Set 1 Quick-Play Spell from your Deck to your field. The card Set by this effect can be activated during the turn it is Set. If the card Set by this effect tis activated during the Battle Phase, you can end the Battle Phase. Once per Duel, if this card is in your GY, you activate the above effect by banishing this card from the GY.
Chapter 29: The Devil of LINK VRAINS
Morningstar:
Cyspirit Serpent
Attribute: LIGHT Type: [Cyberse/Effect] ATK 400 DEF 0 Level: 1
If this card is added to your hand, except by drawing it: You can Special Summon it. If you control a "Cyspirit" monster: You can banish this card from your GY, then target 1 Link-2 or lower Link Monster your opponent controls; negate its effects until the End Phase, then take control of it. You can only activate 1 effect of "Cyspirit Serpent" per turn, and only once that turn.
Cyspirit Miner
Attribute: LIGHT Type: [Cyberse/Normal] ATK 1700 DEF 100 Level: 4
This hard-working prospector works out his daily grind under the watchful eye of Thrilled Tunneler.
Cyspirit Kooky Kommandant
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1000 LINK-1 ↘
1 "Cyspirit" Link Monster
If this card is linked with a Cyberse Link Monster: You can Tribute this card; Special Summon 1 Level 4 or lower "Cyspirit" monster from your GY in Attack Position with its effects negated, then add 1 Level 8 or lower "Cyspirit" monster and 1 "Cyspirit" Spell Card from your Deck to your hand. You cannot Special Summon monsters during the turn you activate this effect, except "Cyspirit" monsters. You can only activate this effect of "Cyspirit Kooky Kommandant" once per turn.
Cyspirit Digital Dragoon
Attribute: LIGHT Type: [Cyberse/Ritual/Effect] ATK 2500 DEF 2000 Level: 8
You can Ritual Summon this card with "Cyspirit Ritual". Once per turn, if this card battles an opponent's Link Monster: You can target that monster; make that monster's ATK 0 until the end of the turn. If this card battles a monster in the Extra Monster Zone: You can negate that monster's effects until the End Phase. At the beginning of your Battle Phase: You can target 1 "Cyspirit" Link Monster this card is linked to; this card can make a number of attacks against your opponent's monsters, up to that monster's Link Rating. The turn this effect is activated, other monsters you control cannot attack, also all battle damage your opponent takes is halved.
Cyspirit Nurse
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1000 DEF 500 Level: 3
You can Tribute this card and 1 Link Monster you control, then target 1 "Cyspirit" monster you control; gain LP equal to the Tributed monster's Link Rating x 500, then increase the targeted monster's ATK by the same amount until the end of the turn. Your opponent takes no battle damage the turn you activate this effect. You can only activate this effect of "Cyspirit Nurse" once per turn.
Cyspirit Ritual Ritual Spell Card
This card can be used to Ritual Summon any "Cyspirit" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of that Ritual Monster. If your "Cyspirit" Ritual Monster is destroyed by battle and sent to the GY: You can banish this card and that monster from your GY; Special Summon 1 Link-3 or lower "Cyspirit" monster from your Extra Deck. (This Special Summon is treated as a Link Summon.)
Cyspirit Identity Crisis Quick-Play Spell Card
Activate if your "Cyspirit" monster is sent to the GY by a card effect; until the end of the turn, all Link Monsters currently on the field are treated as "Cyspirit" monsters. You can only use "Cyspirit Identity Crisis" once per turn.
Cyspirit Overdrive Normal Trap Card
If your "Cyspirit" monster destroys an opponent's monster by battle, and your opponent controls exactly 1 monster: That monster can attack once again in a row. The turn this card is activated, if your "Cyspirit" monster destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK. You can only activate "Cyspirit Overdrive" once per turn.
Chapter 30: Hunter's Birth
Hellsworn:
Darklord Apocalypse Normal Trap Card
When your "Darklord" monster is targeted for an attack: That monster cannot be destroyed by that battle, then end the Battle Phase, also if that monster is Level 8 or higher, you can add 1 "Darklord" monster from your Deck to your hand. Once per Duel, you can activate the above effect by banishing this card from your GY.
Hunter:
World Legacy Challenge Normal Trap Card
If your "Mekk-Knight" monster is targeted for an attack: You can make that attack a direct attack, also for the rest of the turn, no other monsters can attack and all battle damage you take is halved. If your "Mekk-Knight" monster destroys an opponent's monster by battle: You can banish this card from your GY; that monster can make a second attack in a row.
After going over these chapters, I had to make some changes to how Infinimafus's and Infinity Link's effects works, as well as change Digital Dragoon's first effect so that it requires targeting a monster. I don't think these are major enough changes to affect future duels.
That aside, this concludes the list of original cards for Hidden Memories season 1. The next update will be the original cards for the first five chapters of Fifth Circuit, and from then on, I'll be alternating between Fifth Circuit and Hidden Memories season 2.
