Morningstar:

Cyspirit Acrobat
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1700 DEF 1400 Level: 5
If this card is Special Summoned by the effect of a "Cyspirit" card: You can add 1 "Cyspirit" card from your Deck to your hand. You can banish this card from your GY and target 1 "Cyspirit" monster you control; during each Battle Phase this turn, that monster can attack all monsters your opponent controls, once each. You can only activate each effect of "Cyspirit Acrobat" once per turn.

Cyspirit Alchemist
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1000 DEF 1000 Level: 3
You can Fusion Summon 1 "Cyspirit" Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card. You can banish this card from your GY; add 1 "Cyspirit Fusion" from your Deck or GY to the hand. You can only activate 1 "Cyspirit Alchemist" effect per turn, and only once that turn.

Cyspirit Archer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1500 DEF 0 Level: 4
Once per turn: You can target 1 "Cyspirit" monster you control, then declare a Level between 1 and 6; its Level becomes that Level until the end of the turn. (Quick Effect): You can banish this card from your GY, then target 1 "Cyspirit" monster you control; it can make an additional attack during each Battle Phase this turn. You can only activate this effect of "Cyspirit Archer" once per turn.

Cyspirit Jaeger
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1700 DEF 900 Level: 4
If you control a "Cyspirit" monster, you can Special Summon this card (from your hand). You can only Special Summon "Cyspirit Jaeger" once per turn this way. A "Cyspirit" monster that was Fusion, Synchro, Xyz, Ritual, or Link Summoned using this card on the field as material gains the following effect.
-This card is unaffected by your opponent's monster effects.

Cyspirit Mongrel
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1000 DEF 1000 Level: 3
You can target 1 monster your opponent controls; negate its effects until the End Phase (even if this card leaves the field). If this card is used as material for the Link Summon of a "Cyspirit" monster: You can target that monster; it can make up to 2 attacks on your opponent's monsters during each Battle Phase. You can only activate each effect of "Cyspirit Mongrel" once per turn.

Cyspirit Officer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1500 DEF 800 Level: 4
During damage calculation, if your "Cyspirit" monster is attacked (Quick Effect): You can send this card from your hand to the GY; your monster gains 800 ATK and cannot be destroyed by this battle. You can banish this card from your GY, then target 1 "Cyspirit" Link Monster you control; until the end of the turn, it is treated as pointing to a number of monsters equal to its Link Rating. You can only activate 1 "Cyspirit Officer" effect per turn, and only once that turn.

Cyspirit Philosopher
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1500 DEF 600 Level: 4
If you control no monsters: You can Special Summon this card from your hand. You can banish this card from your GY; for the rest of the turn, if you would Fusion Summon a "Cyspirit" Fusion Monster, you can also banish "Cyspirit" Link Monsters from your GY as Fusion Material. You can only activate 1 "Cyspirit Philosopher" effect per turn, and only once that turn.

Cyspirit Praetor
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2600 DEF 1500 Level: 8
When your "Cyspirit" monster battles: You can send this card from your hand or field to the GY; until the end of this turn, the ATK of any "Cyspirit" monster you control becomes equal to double its original ATK, also for the rest of this turn, your opponent takes no battle damage.

Cyspirit Ruffian
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1400 DEF 900 Level: 3
When this card is used as material for the Link Summon of a "Cyspirit" monster, for the rest of this turn, your opponent cannot activate cards or effects in response to the activation of your "Cyspirit" monster effects.

Cyspirit Samurai
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1800 DEF 1000 Level: 4
Your opponent cannot target "Cyspirit" monsters for attacks, except this one. The first time each turn this card would be destroyed by battle or card effect, it is not destroyed. If you control a "Cyspirit" Link Monster: You can Special Summon this card from your GY to your zone your "Cyspirit" Link Monster points to, but it cannot declare an attack this turn. You can only activate this effect of "Cyspirit Samurai" once per Duel.

Cyspirit Valkyrie
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2100 DEF 400 Level: 5
If you control a "Cyspirit" monster, you can Special Summon this card (from your hand). You can only Special Summon "Cyspirit Valkyrie" once per turn this way. A "Cyspirit" monster that was Link Summoned using this card as material cannot be destroyed by your opponent's card effects.

Cyspirit Resonator
Attribute: LIGHT Type: [Cyberse/Tuner/Effect] ATK 1000 DEF 1000 Level: 2
When this card is Normal Summoned: You can Special Summon 1 "Cyspirit" monster from your GY in Defense Position with its effects negated, then declare a Level from 1 to 4; that monster becomes the declared Level until the end of the turn. You can only activate this effect of "Cyspirit Resonator" once per turn.

Cyspirit Catastrophe Crocodile
Attribute: LIGHT Type: [Cyberse/Ritual/Effect] ATK 1800 DEF 900 Level: 5
You can Ritual Summon this card with "Cyspirit Ritual". When this card is Ritual Summoned: You can add 1 "Cyspirit" Spell Card from your GY to your hand. A "Cyspirit" monster that was Fusion, Synchro, Xyz, Ritual, or Link Summoned using this card on the field as material gains the following effect.
-Once per turn, if this card would be destroyed or card effect, you can banish 1 "Cyspirit" monster from your GY instead.

Cyspirit Savage Shogun
Attribute: LIGHT Type: [Cyberse/Fusion/Effect] ATK 2800 DEF 2300 Level: 8
"Cyspirit Samurai" + 1+ Link Monsters
During the Battle Phase, this Fusion Summoned card can make a number of attacks up to the number of Link Monsters used as Fusion Material. This card can only attack directly once per turn. If this card battles a monster Special Summoned from the Extra Deck, it gains 1000 ATK during damage calculation only. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. The turn this card is Special Summoned, other monsters you control cannot declare an attack.

Cyspirit Wandering Wolf
Attribute: LIGHT Type: [Cyberse/Fusion/Effect] ATK 1800 DEF 900 Level: 5
2 "Cyspirit" monsters
When this card is Fusion Summoned: You can add 1 "Cyspirit" monster from your Deck to the hand. You can only activate this effect of "Cyspirit Wandering Wolf" once per turn. When your "Cyspirit" monster battles (Quick Effect): You can banish this card from your GY; "Cyspirit" monsters you control cannot be destroyed by battle this turn, also any battle damage you take this turn is halved.

Cyspirit Falconet Fafnir
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 3000 LINK-4
↖↑↓↗
3+ "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Once per turn (Quick Effect): You can target 1 monster on the field; it gains 700 ATK/DEF.
-2+: This card can make up to 2 attacks during each Battle Phase.
-3+: This card and your monsters this card points to cannot be destroyed by battle or card effects.
-4: Once per turn: You can send 1 card you control, except this card, to the GY; Special Summon 1 monster from the GY to your field, but it has its effects negated, also destroy it during the End Phase.

Cyspirit Gallant Gunwoman
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1900 LINK-2 ↑→
2 Level 4 or lower "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Once per turn (Quick Effect): You can activate 1 "Cyspirit" Spell/Trap Card from your hand.
-2: If this card destroys an opponent's monster by battle: You can gain LP equal to that monster's original ATK.

Cyspirit Nebulous Nova
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2500 LINK-4 ←↖↗→
2+ "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: You can roll a six-sided die; until the end of the turn, this monster is treated as pointing to a number of monsters equal to the result. If the result is 5 or 6, roll again.
-2+: Target 1 "Cyspirit" Link Monster in your GY; banish it, and if you do, this card gains ATK equal to its Link Rating x 1000 until your next Standby Phase, also other monster you control cannot declare an attack.
-3+: When a card or effect is activated (Quick Effect): You can negate the activation, and if you do, banish that card.
-4: You can target 1 "Cyspirit" monster in your GY; Special Summon it to your zone this card points to, but destroy it during the End Phase.
You can only activate each effect of "Cyspirit Nebulous Nova" once per turn.

Cyspirit Underrated Umpire
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1200 LINK-2
↙↓
2 Level 5 or higher "Cyspirit" monsters
This Link Summoned gains these effects depending on the number of monsters it points to.
-1+: The first time this card or monsters linked to this card would be destroyed by battle each turn, they are not destroyed, also you take no damage from that battle.
-2: Once per turn (Quick Effect): You can Tribute 1 monster you control and target 1 monster that battled this turn; it gains ATK equal to its original ATK, also it can make an additional attack in a row.

Cyspirit Xenodochial Xiuhcoatl
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2800 LINK-4 ↖↙↘↗
3+ "Cyspirit" Effect Monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: If your opponent activates a card or effect from the GY (Quick Effect): You can negate the activation, and if you do, your opponent cannot activate cards or the effects of cards with the same original name until the end of the turn.
-2+: If this card battles a monster in the Extra Monster Zone: You can halve its ATK until the end of the Damage Step.
-3+: After damage calculation, if this card attacked an opponent's monster Special Summoned from the Extra Deck: You can inflict damage to your opponent equal to its original ATK.
-4: During the Main Phase: You can destroy every monster in the Main Monster Zone, also for the rest of the turn, only this card can declare an attack.
You can only activate each effect of "Cyspirit Xenodochial Xiuhcoatl" once per turn.

Cyspirit Youthful Yakuza
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1000 LINK-1

1 "Cyspirit" Link Monster
After this card is Special Summoned, you take no damage for the rest of this turn. You can only activate 1 of the following effects of "Cyspirit Youthful Yakuza" per turn, and only once that turn.
-When this card is sent to the GY: You can add 1 "Cyspirit" monster from your GY to your hand, then send 1 "Cyspirit" monster from your Deck to the GY.
-You can banish this card from your GY; Special Summon 1 "Cyspirit" Link Monster from your GY with its effects negated.

Cyspirit Cosmic Crusader
Attribute: LIGHT Type: [Cyberse/Synchro/Effect] ATK 2800 DEF 2300 Level: 8
1 "Cyspirit" Tuner monster + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can target 1 "Cyspirit" Link Monster in your GY; banish it, then this card gains ATK equal to half the banished monster's ATK, also this card's first attack this turn must be on the monster your opponent controls with the highest ATK (your choice, if tied). When your opponent activates a card or effect during the Battle Phase (Quick Effect): You can banish 1 "Cyspirit" Link Monster from your GY; negate the activation, and if you do, this card can make an additional attack during each of your Battle Phases this turn. You can only activate each effect of "Cyspirit Cosmic Crusader" once per turn.

Cyspirit Elegant Eagle
Attribute: LIGHT Type: [Cyberse/Synchro/Effect] ATK 1800 DEF 900 Level: 4
1 Tuner + 1+ non-Tuner monsters
If this card is Synchro Summoned: You can target 1 "Cyspirit" monster in your GY, then declare a Level between 1 and 4; Special Summon it in Defense Position, and if you do, it becomes the declared Level until the end of the turn, also the turn you activate this effect, you cannot Special Summon monsters, except "Cyspirit" monsters. When your "Cyspirit" monster battles (Quick Effect): You can banish this card from your GY; any battle damage your opponent takes from battles involving "Cyspirit" monsters you control is doubled for the rest of the turn. You can only activate each effect of "Cyspirit Elegant Eagle" once per turn.

Cyspirit Martial Mameluke
Attribute: LIGHT Type: [Cyberse/Xyz/Effect] ATK 2800 DEF 2300 Rank: 4
2 Level 4 Cyberse monsters
If this card is Xyz Summoned using only "Cyspirit" monsters as material: You can return all cards in your opponent's Spell & Trap Zone to the owner's Deck(s). You can only activate this effect of "Cyspirit Martial Mameluke" once per turn. When this card attacks an opponent's Special Summoned monster: You can detach 1 material from this card; this card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only. During the Battle Phase, your opponent cannot target monsters on the field with card effects.

Cyspirit Polaris Pegasus
Attribute: LIGHT Type: [Cyberse/Xyz/Effect] ATK 1800 DEF 900 Rank: 3
2 Level 3 Cyberse monsters
You can detach 1 material from this card and target 1 face-up card your opponent controls; shuffle it into the owner's Deck. If this Xyz Summoned card is sent from the field to the GY by your opponent's card: You can Special Summon up to 2 Level 4 or lower "Cyspirit" monsters from your GY in Defense Position with their effects negated. You can only activate each effect of "Cyspirit Polaris Pegasus" once per turn.

Assemble Link Normal Trap Card
Immediately after this effect resolves, Link Summon 1 Link Monster using monster(s) you control as material. If that monster is sent to the GY: You can Special Summon 1 Cyberse monster from your Deck, but it cannot attack or change its battle position. You can only use 1 "Assemble Link" per turn.

Broken Cyspirits Normal Trap Card
When your "Cyspirit" monster battles an opponent's monster: Gain LP equal to that opponent's monster's ATK, then at the end of the Battle Phase, if you control no monsters, draw 2 cards. Once per Duel, you can activate the above effect by banishing this card from your GY. You can only activate 1 "Broken Cyspirits" per turn.

Cyspirit Armory Continuous Trap Card
You can banish 1 "Cyspirit" card from your GY; equip 1 "Cyspirit" Equip Spell Card from your hand or GY to 1 "Cyspirit" monster you control. If this card is sent from the field to the GY by an opponent's card: You can target 1 "Cyspirit" monster you control; for the rest of this turn, you take no battle damage from battles involving the targeted monster. You can only activate each effect of "Cyspirit Armory" once per turn.

Cyspirit Code Jamming Normal Trap Card
If you control a "Cyspirit" Link Monster: Target 1 face-up Spell/Trap Card your opponent controls; negate its effects until the end of the turn. During your Main Phase: You can banish 1 "Cyspirit" monster from your GY; Set this card from your GY, but banish it when it leaves the field. You cannot activate this effect the turn this card is sent from the field to the GY.

Cyspirit Destiny Normal Trap Card
When your "Cyspirit" monster is destroyed by battle: Tribute 1 "Cyspirit" monster you control; gain LP equal to its original ATK, also you take no battle damage from direct attacks for the rest of the turn. You can banish this card from your GY and target 1 face-up card you control; until the end of the turn, it is unaffected by other card effects, except its own. You can only activate 1 "Cyspirit Destiny" effect per turn, and only once that turn.

Cyspirit Emergence Normal Trap Card
Target 1 "Cyspirit" monster you control and 1 monster in an opponent's GY; banish the second target and increase your monster's ATK by that monster's Level x 200 until the end of the turn. You can only activate 1 "Cyspirit Emergence" per turn.

Cyspirit Force Normal Trap Card
Target 1 "Cyspirit" monster you control and banish 1 "Cyspirit" Link Monster from your field or GY; it gains ATK equal to the banished monster's Link Rating x 1000 until the end of the turn, also for the rest of this turn, your opponent takes no battle damage, except from battles involving the targeted monster. You can only activate 1 "Cyspirit Force" per turn.

Cyspirit Guard Block Normal Trap Card
When an opponent's monster declares an attack: You can Tribute 1 "Cyspirit" monster you control; negate the attack, then end the Battle phase. You can banish this card from your GY, then target 1 Link-3 or lower "Cyspirit" Link Monster in your GY; Special Summon it, but it cannot attack or be used as Link Material for the rest of the turn. You can only activate 1 "Cyspirit Guard Block" per turn, and only once that turn.

Cyspirit Malfunction Counter Trap Card
When your opponent activates an effect from the GY while you control a "Cyspirit" monster: Negate that activation, and if you do, your opponent cannot activate cards or the effects of cards with the same original name as the negated card while this card is in your GY. You can only activate 1 "Cyspirit Malfunction" per turn.

Cyspirit Offering Normal Trap Card
Tribute 1 Level 8 or lower monster you control, then target 1 "Cyspirit" monster; it gains ATK equal to the Tributed monster's ATK until the end of the turn, and for the rest of the turn, any battle damage is reduced by the Tributed monster's Level x 200. You can only activate 1 "Cyspirit Offering" per turn.

Cyspirit Revolution Normal Trap Card
If an opponent's monster declares an attack against a "Cyspirit" Link Monster you control: That monster cannot be destroyed by battle this turn, also after damage calculation, if that monster is Link-3, you can Special Summon 1 Level 4 or higher "Cyspirit" monster from your GY to your zone a "Cyspirit" Link Monster points to, but its Level is reduced by 1. If this card is in your GY: You can activate the above effect by banishing this card from the GY. You can only activate 1 "Cyspirit Revolution" effect per turn, and only once that turn.

Cyspirit Suppression Normal Trap Card
When an opponent's monster declares an attack: Banish 1 "Cyspirit" monster from your GY; reduce the battle damage you would take by the banished monster's ATK, then choose 1 "Cyspirit" monster from your Deck with ATK less than the battle damage and place it on top of your Deck.

Cyspirit Coating Quick-Play Spell Card
Target 1 "Cyspirit" monster you control; until the end of the turn, it is unaffected by your opponent's card effects. You can banish this card from your GY and target 1 "Cyspirit" monster you control; until the end of the turn, it is unaffected by your opponent's card effects. You can only activate 1 "Cyspirit Coating" effect per turn, and only once that turn.

Cyspirit Full Link Continuous Spell Card
Target 1 "Cyspirit" Link Monster you control; until your next Standby Phase, it is treated as pointing to a number of monsters equal to its Link Rating, also it can make up to 2 attacks during each Battle Phase this turn, and other monsters you control cannot declare an attack. You can only activate this effect of "Cyspirit Full Link" once per turn. During your Standby Phase, if you do not control a "Cyspirit" Link Monster: Destroy this card.

Cyspirit Fusion Normal Spell Card
Fusion Summon 1 "Cyspirit" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your "Cyspirit" Fusion Monster is sent from the field to the GY: You can banish this card from your GY; shuffle the monster into the Extra Deck, then Special Summon 1 Link-3 or lower "Cyspirit" monster from your Extra Deck. (This is treated as a Link Summon.)

Cyspirit Heart Normal Spell Card
Target 1 "Cyspirit" monster with a Level in your GY; Special Summon it in Defense Position, but its effects are negated. If the monster Special Summoned by this card's effect is sent to the GY as Link Material: Draw 1 card. During your End Phase: You can banish this card from your GY; Special Summon 1 "Cyspirit" Link Monster from your GY. You can only activate each effect of "Cyspirit Heart" once per turn.

Cyspirit Mausoleum Field Spell Card
Your linked "Cyspirit" monsters are unaffected by your opponent's monster effects, also possession of "Cyspirit" monsters you control cannot switch. You can only use each of the following effects of "Cyspirit Mausoleum" once per turn.
-When your "Cyspirit" monster is sent to the GY as Link Material: You can draw 1 card.
-You can target 1 "Cyspirit" Link Monster you control; until your next Standby Phase, it is treated as pointing to a number of monsters equal to its Link Rating.

Cyspirit Operation Quick-Play Spell Card
During your Main Phase: Add 1 Level 4 or lower "Cyspirit" monster from your Deck to your hand. If you would take damage from an opponent's card effect, you can banish this card from your GY instead. You can only use 1 "Cyspirit Operation" effect per turn, and only once that turn.

Cyspirit Racket Quick-Play Spell Card
"Cyspirit" cards you control cannot be destroyed by battle or your opponent's card effects for the rest of the turn. You can banish this card from your GY and target up to 3 "Cyspirit" monsters in your GY; shuffle them into the Deck. You can only activate each effect of "Cyspirit Racket" once per turn.

Cyspirit Recall Normal Spell Card
Target up to 3 "Cyspirit" monsters in your GY; shuffle them into the Deck, and if you targeted a "Cyspirit" Link Monster with this effect, your opponent cannot activate cards or effects in response to the activation of this effect. If you have no cards in your hand, you can banish this card from your GY; add 1 "Cyspirit" card from your Deck to your hand. You can only activate each effect of "Cyspirit Recall" once per turn.

Cyspirit Recovery Normal Spell Card
Target 1 "Cyspirit" Link Monster you control; shuffle cards you control into the Deck, up to the targeted monster's Link Rating, then draw an equal number of cards. If you would take battle damage from a battle involving your "Cyspirit" monster, you can banish this card from your GY instead. You can only use 1 "Cyspirit Recovery" effect per turn, and only once that turn.

Cyspirit Soulsword Equip Spell Card
Equip only to a "Cyspirit" monster. It cannot be destroyed by battle or card effects. If the equipped monster is targeted by an opponent's card effect (Quick Effect): You can send this card to the GY; negate the activation, and if you do, your opponent cannot target "Cyspirit" monsters you control with their card effects until the end of the turn. If the equipped monster attacks an opponent's Special Summoned monster, it gains ATK equal to its Level/Rank/Link Rating x 200 until the end of the Damage Step.

Cyspirit War Helm Equip Spell Card
Equip only to a "Cyspirit" monster. It gains 800 ATK. Your opponent cannot target "Cyspirit" monsters you control for attacks or with card effects, except the equipped monster. This card gains the following effects, depending on the type of the equipped monster.
-Link: You can activate this effect; until the end of the turn, the equipped monster is treated as pointing to a number of monsters equal to its Link Rating.
-Fusion, Ritual, Synchro, Xyz: When the equipped monster inflicts battle damage to your opponent: You can target 1 card in your opponent's Spell & Trap Zone; destroy it, and if you do, draw 1 card.
You can only activate each effect of "Cyspirit War Helm" once per turn.

Exaltation of the Cyspirits Normal Spell Card
If you control no cards: Target 1 "Cyspirit" Link Monster in your GY; for the rest of the turn, you cannot Special Summon monsters with the same original name as the targeted monster, also draw cards equal to its Link Rating. You cannot add cards from the Deck to your hand for the rest of this turn after this card resolves.

Reckoning of the Cyspirits Normal Spell Card
If you control a "Cyspirit" monster in the Extra Monster Zone: Each player chooses 1 monster they control and negate their effects until the end of the turn. You can banish this card from your GY; negate the effects of any monsters in the Extra Monster Zones. You can only activate 1 "Reckoning of the Cyspirits" effect per turn, and only once that turn.

Unyielding Cyspirits Quick-Play Spell Card
When your "Cyspirit" monster battles an opponent's monster: Change the ATK of both monsters to their original ATK, then switch the ATK of the battling monsters until the end of the Damage Step. You can only activate 1 "Unyielding Cyspirits" per turn.


Cassiel:

Cyangel Abbot
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2400 DEF 700 Level: 7
Your linked monsters cannot be destroyed by your opponent's card effects. You must have no "Cyangel" monsters in your GY to apply this effect. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target 1 monster your opponent controls; negate its effects. You can only activate this effect of "Cyangel Abbot" once per turn.

Cyangel Cardinal
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2500 DEF 700 Level: 7
When your opponent's monster declares an attack while this card is in your hand: You can target 1 face-up monster on the field; shuffle that monster, and all monsters in your GY, into the Decks, then Special Summon this card, also for the rest of this turn, this card cannot be destroyed by battle. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target up to 2 cards in the GY; shuffle them into the owner's Deck. You can only activate each effect of "Cyangel Cardinal" once per turn.

Cyangel Cherub
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1800 DEF 700 Level: 4
If your LIGHT Cyberse Link Monster linked to this card declares an attack against your opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. You must have no "Cyangel" monsters in your GY to apply this effect. If this card is sent to the GY: You can shuffle this card into the Deck, then you can Special Summon 1 "Cyangel" monster from your Deck in Defense Position, except this card, but it cannot be used as Link Material this turn. You can only activate this effect of "Cyangel Cherub" once per turn.

Cyangel Choir
Attribute: LIGHT Type: [Cyberse/Effect] ATK 600 DEF 700 Level: 1
If you take effect damage (except during the Battle Phase) and you have no "Cyangel" monsters in your GY (Quick Effect): You can Special Summon this card from your hand, and if you do, gain LP equal to the damage you took, also you take no effect damage for the rest of the turn. If this card is sent to the GY: You can shuffle this card into the Deck, then you can target 1 card in your GY; if that card is a Spell/Trap Card, add it to your hand and gain 1000 LP, and if it is a Monster Card, Special Summon it in Defense Position, then gain LP equal to its ATK. You can only activate each effect of "Cyangel Choir" once per turn.

Cyangel Cupbearer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1400 DEF 700 Level: 3
If there are no "Cyangel" monsters in your GY, you can Special Summon this card (from your hand). You can only Special Summon "Cyangel Cupbearer" once per turn this way. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can add 1 "Cyangel" monster from your Deck to your hand, except "Cyangel Cupbearer". You can only activate each effect of "Cyangel Cupbearer" once per turn.

Cyangel Disciple
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1000 DEF 700 Level: 2
If there are no "Cyangel" monsters in your GY: You can target up to 3 cards in the GY; shuffle them into the owner's Deck(s), and if you do, gain 300 LP for each card. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target 1 Link Monster you control; for the rest of the turn, if that monster destroys an opponent's monster by battle, you can inflict 1000 damage to either player. You can only activate each effect of "Cyangel Disciple" once per turn.

Cyangel Flagbearer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1500 DEF 700 Level: 4
If this card is in your hand and you have no "Cyangel" monsters in your GY: You can target 1 LIGHT Cyberse monster you control, except "Cyangel Flagbearer"; return that monster to the hand, and if you do, Special Summon this card. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target 1 Spell/Trap Card your opponent controls; destroy it. You can only activate each effect of "Cyangel Flagbearer" once per turn.

Cyangel Friar
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2000 DEF 700 Level: 5
When you have no "Cyangel" monsters in your GY and you take effect damage (except during the Damage Step): You can Special Summon this card from your hand, then inflict damage to your opponent equal to half the damage you took. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target 1 card your opponent controls; shuffle it into the Deck. You can only activate each effect of "Cyangel Friar" once per turn.

Cyangel Guard
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1900 DEF 700 Level: 5
If you control a LIGHT Cyberse monster: You can Special Summon this card from your hand. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can draw 1 card. You can only activate each effect of "Cyangel Guard" once per turn.

Cyangel Martyr
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2300 DEF 700 Level: 6
If this card is in your hand and you have no "Cyangel" monsters in your GY: You can target 1 LIGHT Cyberse monster you control, except "Cyangel Martyr"; destroy it, then Special Summon this card. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target 1 LIGHT Cyberse monster you control; until your next Standby Phase, it is unaffected by your opponent's card effects. You can only activate each effect of "Cyangel Martyr" once per turn.

Cyangel Pilgrim
Attribute: LIGHT Type: [Cyberse/Effect] ATK 800 DEF 700 Level: 2
Once per turn, if there are no "Cyangel" monsters in your GY: You can Tribute 1 "Cyangel" monster you control, except "Cyangel Pilgrim"; add 1 "Cyangel" card from your Deck to your hand. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, gain 800 LP. You can only activate each effect of "Cyangel Pilgrim" once per turn.

Cyangel Priest
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1600 DEF 700 Level: 4
The first time each turn this card would be destroyed by battle, it is not destroyed, and any battle damage you take from battles involving this card is halved. You must have no "Cyangel" monsters in your GY to apply this effect. If this card is sent to the GY: You can shuffle this card into the Deck, then you can target 1 monster your opponent controls; it loses 800 ATK until the end of the turn. You can only activate this effect of "Cyangel Priest" once per turn.

Cyangel Prophet
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2200 DEF 700 Level: 6
If there are no "Cyangel" monsters in your GY: You can target 1 face-up monster your opponent controls; its ATK is halved until the end of the turn. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target 1 monster you control; it gains 1000 ATK until the end of the turn. You can only activate each effect of "Cyangel Prophet" once per turn.

Cyangel Sister
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1200 DEF 700 Level: 3
If there are no "Cyangel" monsters in your GY, and your LIGHT Cyberse monster would be destroyed by battle while this card is in your hand (Quick Effect): You can target that monster; it cannot be destroyed by battle this turn, any battle damage you take this turn is halved, then after damage calculation, Special Summon this card. If this card is sent to the GY: You can shuffle this card into the Deck, then you can add 1 "Cyangel" Spell/Trap from your Deck or GY to your hand. You can only activate each effect of "Cyangel Sister" once per turn.

Cyangel Templar
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2100 DEF 700 Level: 5
If you take battle damage and have no "Cyangel" monsters in your GY: You can Special Summon this card from your hand. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can target 1 LIGHT Cyberse monster you control; its ATK becomes double its original ATK until your next Standby Phase. You can only activate each effect of "Cyangel Templar" once per turn.

Cyangel Trumpeter
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1300 DEF 700 Level: 3
When this card is Normal Summoned: You can add 1 "Cyangel Sanctum" from your Deck to your hand. You must have no "Cyangel" monsters in your GY to activate and resolve this effect. If this card is sent to the GY: You can shuffle this card into the Deck, and if you do, you can Special Summon 1 "Cyangel" monster from your hand. You can only activate each effect of "Cyangel Trumpeter" once per turn.

Cyseraph Blazing Uriel
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2500 LINK-3 ↙↑↘
2+ LIGHT Cyberse monsters
Once per turn, if this card destroys an opponent's monster by battle and there are no "Cyangel" monsters in your GY: You can inflict damage to your opponent, equal to the destroyed monster's Level/Rank/Link Rating x 200, and if this card points to a "Cyangel" monster, the damage is doubled. If this card is sent from the field to the GY by an opponent's card: You can shuffle this card into the Extra Deck; Special Summon up to 2 "Cyangel" monsters from your Deck in Defense Position, but they cannot activate their effects this turn. You can only activate this effect of "Cyseraph Blazing Uriel" once per turn.

Cyseraph Divine Gabriel
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 3500 LINK-5
←↙↑↘→
3+ LIGHT Cyberse Link Monsters
Must be Link Summoned to the Extra Monster Zone and cannot be Summoned by other ways. When this card is Link Summoned: You can target up to 3 LIGHT Cyberse Link Monsters in your GY; return them to the Extra Deck. While this card is on the field, you must keep your Extra Deck revealed. This Link Summoned card gains these effects depending on the number of LIGHT Cyberse Link Monsters in your Extra Deck with different names.
-3+: Unaffected by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of this card's effects.
-4+: If this linked card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.
-5+: Once per turn: You can declare 1 card type (Monster, Spell, or Trap); until the end of the turn, your opponent cannot activate the effects of cards of the declared type.
-6+: Linked cards you control are unaffected by your opponent's card effects.
-7: Once per turn: You can banish 1 LIGHT Cyberse Link Monster from your Extra Deck; until your next Standby Phase, this card gains ATK equal to that monster's original ATK.

Cyseraph Guardian Michael
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 3000 LINK-4 ←↑↓→
2+ LIGHT Cyberse monsters
If there are no "Cyangel" monsters in your GY, this card and your monsters this card points to are unaffected by your opponent's card effects. When this card attacks an opponent's monster, before damage calculation (Quick Effect): Until the end of the turn, negate that monster's effects, also it is unaffected by your opponent's card effects. You must have no "Cyangel" monsters in your GY to activate and resolve this effect. Once per turn, when your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can negate that effect, and if you do, destroy that card. If this card is sent from the field to the GY by an opponent's card: You can shuffle this card into the Extra Deck; Special Summon up to 2 "Cyangel" monsters from your Deck in Defense Position. You can only activate this effect of "Cyseraph Guardian Michael" once per turn.

Cyseraph Intercessor Selaphiel
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2200 LINK-3
↑↓→
2+ LIGHT Cyberse monsters
If you have no "Cyangel" monsters in your GY: You can target 1 face-up monster you control; until your next Standby Phase, your opponent cannot target monsters you control for attacks, except the targeted monster, also that monster cannot be destroyed by battle. If this card points to a "Cyangel" monster, you take no battle damage from battles involving your LIGHT Cyberse monsters. If this card is sent from the field to the GY by an opponent's card: You can shuffle this card into the Extra Deck; Special Summon up to 2 "Cyangel" monsters from your Deck in Defense Position, but they cannot activate their effects this turn. You can only activate each effect of "Cyseraph Intercessor Selaphiel" once per turn.

Cyseraph Majestic Raphael
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2600 LINK-3
←↑↓
2+ LIGHT Cyberse monsters
Once per turn: You can target 1 LIGHT Cyberse monster you control, except "Cyseraph Majestic Raphael"; return that monster to your hand, then gain LP equal to its original ATK and this card gains ATK equal to the same amount until the end of the turn. You must have no "Cyangel" monsters in the GY to activate and resolve this effect. If this card is sent from the field to the GY by an opponent's card: You can shuffle this card into the Extra Deck; Special Summon up to 2 "Cyangel" monsters your Deck in Defense Position, but they cannot activate their effects this turn. You can only activate this effect of "Cyseraph Majestic Raphael" once per turn.

Cyseraph Melodic Sandalphon
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2300 LINK-3 ←↓→
2+ LIGHT Cyberse monsters
Once per turn, if there are no "Cyangel" monsters in your GY: You can target 1 face-up Spell/Trap Card your opponent controls; negate its effects until the end of the turn. If this card points to a "Cyangel" monster, you can activate the above effect as a Quick Effect. If this card is sent from the field to the GY by an opponent's card: You can shuffle this card into the Extra Deck; Special Summon up to 2 "Cyangel" monsters from your Deck in Defense Position, but they cannot activate their effects this turn. You can only activate this effect of "Cyseraph Melodic Sandalphon" once per turn.

Cyseraph Ophanim
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2000 LINK-2 ↑↓
2 LIGHT Cyberse monsters
If a monster(s) is Normal or Special Summon to the zone(s) this card points to (except during the Damage Step): You can add 1 "Cyangel" Spell/Trap from your Deck to the hand. You must have no "Cyangel" monsters in the GY to activate and resolve this effect. If this card is sent from the field to the GY: You can shuffle this card into the Extra Deck; gain 1000 LP. You can only activate each effect of "Cyseraph Ophanim" once per turn.

Cyseraph Righteous Raguel
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2400 LINK-3 ↙↓↘
2+ LIGHT Cyberse monsters
If there are no "Cyangel" monsters in your GY, this card can make up to 3 attacks during each Battle Phase, but it can only attack directly once per turn. This card cannot be destroyed by battle while it points to a "Cyangel" monster. If this card is sent from the field to the GY by an opponent's card: You can shuffle this card into the Extra Deck; Special Summon up to 2 "Cyangel" monsters from your Deck in Defense Position, but they cannot activate their effects this turn. You can only activate this effect of "Cyseraph Righteous Raguel" once per turn.

Cyseraph Throne
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 700 LINK-1

1 LIGHT Cyberse monster
If this card is Link Summoned: You can target 1 card in your GY; return it to the Deck. If this card is sent from the field to the GY: You can shuffle this card into your Extra Deck, and if you do, you can add 1 "Cyangel" card from your Deck to your hand. You can only activate each effect of "Cyseraph Throne" once per turn.

Cyangel Caritas Normal Trap Card
Tribute 1 "Cyangel" monster you control; add 1 "Cyangel" monster with a different name from the Deck to the hand, also for the rest of the turn, your Spell/Trap Cards cannot be destroyed by your opponent's card effects. If your LIGHT Cyberse monster is destroyed by battle: You can banish this card from your GY; each player gains LP equal to the destroyed monster's original ATK. You cannot activate this effect the turn this card is sent to the GY.

Cyangel Castitas Counter Trap Card
When your opponent activates a card or effect while you have no "Cyangel" monsters in your GY: Negate the activation of that card or effect, and if you do, destroy it. If you control a LIGHT Cyberse Link Monster in the Extra Monster Zone, you can activate this card from your hand.

Cyangel Humanitas Continuous Trap Card
LIGHT Cyberse monsters you control cannot be destroyed by your opponent's card effects. You can Tribute 1 monster you control, then target 1 LIGHT Cyberse monster you control; it gains ATK equal to the Tributed monster's original ATK until the end of the turn (even if this card leaves the field). You can only activate this effect of "Cyangel Humanitas" once per turn.

Cyangel Humilitas Normal Trap Card
When your LIGHT Cyberse monster inflicts battle damage: monsters your opponent currently controls lose ATK/DEF equal to that damage. You can banish this card from your GY; shuffle all cards in your GY into the Deck, and if you do, draw 1 card. You can only activate 1 "Cyangel Humilitas" effect per turn, and only once that turn.

Cyangel Industria Continuous Trap Card
You can add 1 "Cyangel" Spell/Trap Card in the GY to your hand. You can only activate this effect of "Cyangel Industria" once per turn. During your Standby Phase, if this card is in your GY because it was sent there by an opponent's card: You can activate this effect; Set this card, and then activate it. You can only use this effect of "Cyangel Industria" once per Duel. If activated this way, replace this card's effects with the following effects.
-The first time each turn your "Cyangel" Spell/Trap Card(s) would be destroyed by an opponent's card effect, it is not destroyed. If your LIGHT Cyberse monster battles, your opponent cannot activate cards or effects until the end of the Damage Step.

Cyangel Patientia Normal Trap Card
When an opponent's monster declares an attack: Negate that attack, and if you do, inflict 1000 damage to either player. You can banish this card from your GY, then target 1 LIGHT Cyberse monster you control; until the end of the turn, it is unaffected by your opponent's card effects. You can only activate 1 "Cyangel Patientia" effect per turn, and only once that turn.

Cyangel Shield Normal Trap Card
If an opponent's monster attacks a LIGHT Cyberse monster you control: your monster cannot be destroyed by battle this turn, and at the end of the Battle Phase, draw 1 card. You can only activate 1 "Cyangel Shield" per turn.

Cyangel Temperantia Normal Trap Card
Return 1 "Cyangel" monster you control to the hand; until your next Standby Phase, your LIGHT Cyberse monsters cannot be destroyed by card effects. You can banish this card from your GY, then target 1 card you control; you can activate its "once per turn" effect once again this turn. You can only activate 1 "Cyangel Temperantia" effect per turn, and only once that turn.

Congregation of the Cyangels Normal Spell Card
Target 1 face-up "Cyangel" card you control; send that card to the GY, and if you do, draw 2 cards. You can banish this card from your GY and target 1 "Cyangel" card in your GY, except "Congregation of the Cyangels"; add it to your hand. You can only activate 1 "Congregation of the Cyangels" effect per turn, and only once that turn.

Cyangel Conclave Normal Spell Card
If you have no "Cyangel" monsters in your GY: Target 1 LIGHT Cyberse Link Monster you control; Special Summon 1 LIGHT Cyberse Link Monster from your Extra Deck with an equal Link Rating but a different original name, but its effects are negated, also it is destroyed during the End Phase. You can only activate 1 "Cyangel Conclave" per turn.

Cyangel Covenant Continuous Spell Card
When your LIGHT Cyberse monster battles an opponent monster, and you have no "Cyangel" monsters in your GY (Quick Effect): You can activate this effect; your monster gains ATK equal to the original ATK of the opponent's monster it is battling until the end of the Damage Step. You can only activate this effect of "Cyangel Covenant" once per turn.

Cyangel Crosier Equip Spell Card
Equip only to a LIGHT Cyberse monster. It gains 500 ATK, also it cannot be destroyed by battle or card effects, and you take no battle damage from battles involving it. Once per turn, if there are no "Cyangel" monsters in your GY: You can target 1 face-up card your opponent controls; negate its effects until the end of the turn (even if this card leaves the field).

Cyangel Elixir Quick-Play Spell Card
Target 1 LIGHT Cyberse monster you control; gain LP equal to its current ATK, also for the rest of the turn, your opponent takes no battle damage. You can only activate 1 "Cyangel Elixir" per turn.

Cyangel Heresy Normal Spell Card
If you have no "Cyangel" monsters in your GY: Target 1 monster your LIGHT Cyberse Link Monster points to; send it to the GY, then draw 1 card. You can banish this card from your GY; for the rest of the turn, monsters destroyed by battle with LIGHT Cyberse monsters you control are shuffled into the Deck instead of going to the GY. You can only activate 1 "Cyangel Heresy" effect per turn, and only once that turn.

Cyangel Hymn Normal Spell Card
If you have "Cyangel" monsters in your GY: Immediately after this effect resolves, Normal Summon 1 "Cyangel" monster from your hand. You can banish this card from your GY and target 1 card in your GY; return it to the Deck. You can only activate 1 "Cyangel Hymn" effect per turn, and only once that turn.

Cyangel Litany Normal Spell Card
If there are no "Cyangel" monsters in your GY: Target 1 Spell/Trap Card in your GY; this card's effect becomes that Spell/Trap Card's activated effect, also until your next Standby Phase, LIGHT Cyberse monsters you control cannot be targeted or destroyed by your opponent's card effects. You can only activate 1 "Cyangel Litany" per turn.

Cyangel March Quick-Play Spell Card
Target 1 LIGHT Cyberse monster you control that destroyed an opponent's monster by battle this turn; it gains 1000 ATK until the end of the turn and can make a second attack during each Battle Phase this turn. You must have no "Cyangel" monsters in your GY to activate this card. You can banish this card from your GY; draw 1 card. You can only activate each effect of "Cyangel March" once per turn.

Cyangel Prayer Normal Spell Card
If you control a LIGHT Cyberse Link Monster: Add 1 "Cyangel" monster from the Deck to the hand. If your LIGHT Cyberse monster would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Cyangel Prayer" once per turn.

Cyangel Revelation Normal Spell Card
If there are no "Cyangel" monsters in your GY: Special Summon 1 Level 4 or lower "Cyangel" monster from your Deck in Attack Position. The turn you activate this card, you cannot Special Summon monsters, except LIGHT Cyberse monsters. You can only activate 1 "Cyangel Revelation" per turn.

Cyangel Sanctum Field Spell Card
LIGHT Cyberse monsters you control gain 300 ATK/DEF. Once per turn: You can shuffle 1 card in your hand into the Deck; add 1 Cyberse monster from your Deck to your hand. If a Cyberse monster in your GY is shuffled into the Deck (Quick Effect): You can target 1 Cyberse Link Monster you control; your opponent cannot target it with card effects, and it cannot be destroyed by card effects. These changes last until the end of the turn. You can only activate this effect of "Cyangel Sanctum" once per turn.

Cyangel Virtue Normal Spell Card
If you control a LIGHT Cyberse Link Monster: You can target 1 card in your opponent's Spell & Trap Zone; destroy it, and if you do, you can add 1 "Cyangel" Spell/Trap from your Deck to your hand. You can only activate 1 "Cyangel Virtue" per turn.

Spear of Glory – Inaerion Equip Spell Card
(This card is always treated as a "Cyangel" card.)
Equip only to a LIGHT Cyberse Link Monster. When the equipped monster destroys an opponent's monster by battle: You can inflict damage to your opponent equal to the destroyed monster's original ATK. If the equipped monster would be destroyed by battle or card effect, you can send this card to the GY instead.


Zahhak:

Cydemon Bishop
Attribute: DARK Type: [Cyberse/Effect] ATK 1600 DEF 600 Level: 3
Once, while this card is in the GY (Quick Effect): You can target 1 DARK Cyberse monster you control; for the rest of the turn, it cannot be destroyed by battle or card effects. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-You can target 1 "Cydemon" monster in your GY; Special Summon it in Defense Position. You can only activate this effect of "Cydemon Bishop" once per turn.

Cydemon Duke
Attribute: DARK Type: [Cyberse/Effect] ATK 2600 DEF 600 Level: 7
Once, while this card is in the GY: You can target 1 "Cydemon" monster in your GY, except "Cydemon Duke"; add it to your hand. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-After damage calculation, if this card attacked an opponent's monster: You can inflict damage to your opponent equal to the ATK of the monster they control with the highest ATK.

Cydemon Earl
Attribute: DARK Type: [Cyberse/Effect] ATK 2000 DEF 600 Level: 5
Once, while this card is in the GY: You can add 1 "Cydemon" Spell/Trap from your Deck to your hand. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-Once per turn: You can Special Summon 1 "Cydemon Token" (Cyberse/DARK/Level 2/ATK 0/DEF 0) in Defense Position.

Cydemon King
Attribute: DARK Type: [Cyberse/Effect] ATK 3000 DEF 600 Level; 8
Once, while this card is in your GY (Quick Effect): You can target 1 DARK Cyberse monster you control; until the end of the turn, it is unaffected by your opponent's card effects. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-Once per turn: You can Tribute 1 monster you control; Special Summon 1 DARK Cyberse Link Monster from your Extra Deck. (This is treated as a Link Summon.)

Cydemon Knight
Attribute: DARK Type: [Cyberse/Effect] ATK 2200 DEF 600 Level: 6
Once, while this card is in the GY (Quick Effect): You can target 1 DARK Cyberse monster you control; for the rest of the turn, any damage equal to or lower than that monster's original ATK becomes 0. If there a "Cydemon" monster in your GY, this card gains the following effect.
-At the start of the Damage Step, if this card attacks a monster that was Special Summoned from the Extra Deck: You can banish it, and if you do, inflict damage to your opponent equal to its original ATK.

Cydemon Marquis
Attribute: DARK Type: [Cyberse/Effect] ATK 2400 DEF 600 Level: 6
Once, while this card is in the GY: You can target 1 Spell/Trap Card in your GY; add it to your hand. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-You can target 1 face-up monster your opponent controls; take control of it until the end of the turn, and if you do, it is treated as a DARK Cyberse monster until the End Phase, also it cannot declare an attack this turn. You can only activate this effect of "Cydemon Marquis" once per turn.

Cydemon Pawn
Attribute: DARK Type: [Cyberse/Effect] ATK 600 DEF 600 Level: 1
Once, while this card is in the GY: You can target 1 DARK Cyberse Link Monster in your GY; Special Summon it with its effects negated. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-Once while this Normal Summoned card is on the field: You can draw cards equal to the number of DARK Cyberse monsters in your Main Monster Zone, also you cannot add cards from the Deck to your hand for the rest of the turn after this effect resolves.

Cydemon President
Attribute: DARK Type: [Cyberse/Effect] ATK 2100 DEF 600 Level: 5
Once, while this card is in your GY: You can reduce 1 instance of effect damage to 0, and if you do, Special Summon this card to your field during the End Phase, but banish it when it leaves the field. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-If you would take effect damage: You can reduce that damage to 0, then Special Summon this card from your hand in Defense Position, also you take no effect damage for the rest of the turn.

Cydemon Prince
Attribute: DARK Type: [Cyberse/Effect] ATK 1200 DEF 600 Level: 2
Once, while this card is in the GY: You can target 1 face-up monster your opponent controls; negate its effects until the end of the turn. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-(Quick Effect): You can send this card and 1 "Cydemon" Spell/Trap Card from your hand to the GY; this effect becomes that Spell's/Trap's effect when that card is activated.

Cydemon Queen
Attribute: DARK Type: [Cyberse/Effect] ATK 2700 DEF 600 Level: 8
Once, while this card is in your GY (Quick Effect): You can target 1 DARK Cyberse monster you control that has declared an attack this turn; it can make an additional attack during each Battle Phase this turn. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-Once per turn: You can target 1 face-up card your opponent controls; destroy it.

Cydemon Rook
Attribute: DARK Type: [Cyberse/Effect] ATK 1800 DEF 600 Level: 4
Once, while this card is in the GY (Quick Effect): You can reduce 1 instance of battle damage to 0, and if you do, Special Summon this card to your field at the end of the Battle Phase, but banish it when it leaves the field. If there is a "Cydemon" monster in your GY, this card gains the following effect.
-If your monster, except "Cydemon Rook" would be destroyed by battle, you can destroy this card instead. You can only use this effect of "Cydemon Rook" once per turn.

Cydevil Covetous Leviathan
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 2500 LINK-3 ↙↓↘
2+ DARK Cyberse monsters
Linked monsters cannot declare an attack. Once, while this card is in the GY: You can target up to 2 "Cydemon" monsters in your GY; Special Summon them in Defense Position with their effects negated. If there are 3+ "Cydemon" monsters in your GY, this card gains the following effects.
-Once per turn, if this card points to no monsters: You can target 1 monster your opponent controls; equip it to this card. (You can only equip 1 monster at a time to this card by this effect.) This card gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed by battle or card effect, destroy that equipped monster instead. Your opponent cannot activate cards or effects in response to this effect's activation.

Cydevil Edacious Beelzebub
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 2300 LINK-3
←↓→
2+ DARK Cyberse monsters
Spell/Trap Cards you control cannot be targeted or destroyed by the effects of linked monsters. Once, while this card is in the GY: You can target up to 2 "Cydemon" monsters in your GY; Special Summon them in Defense Position with their effects negated. If there are 3+ "Cydemon" monsters in your GY, this card gains the following effects.
-Once per turn, if this card points to no monsters: You can target 1 face-up monster your opponent controls; place that card face-up in your opponent's Spell & Trap Zone as a Continuous Spell Card. Your opponent cannot activate cards or effects in response to this effect's activation. This card gains 300 ATK For each face-up Continuous Spell/Trap Card on the field. If this card would be destroyed by your opponent's card, you can destroy 1 face-up Continuous Spell Card instead.

Cydevil Indolent Belphegor
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 2600 LINK-3
←↘→
2+ DARK Cyberse monsters
Linked monsters cannot activate their effects. Once, while this card is in your GY: You can target up to 2 "Cydemon" monsters in your GY; Special Summon them in Defense Position with their effects negated. If there are 3+ "Cydemon" monsters in your GY, this card gains the following effects.
-Once per turn, if this card points to no monsters: You can target 1 face-up card your opponent controls; negate its effects, and if you do, you can reduce the ATK of 1 face-up monster your opponent controls to 0. These changes last until the end of the turn. Your opponent cannot activate cards or effects in response to this effect's activation.

Cydevil Lascivious Asmodeus
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 2400 LINK-3
←↙→
2+ DARK Cyberse monsters
This card cannot be attacked by your opponent's linked monsters. Once, while this card is in your GY: You can target up to 2 "Cydemon" monsters in your GY; Special Summon them in Defense Position with their effects negated. If there are 3+ "Cydemon" monsters in your GY, this card gains the following effects.
-Once per turn, if this card points to no monsters: You can target 1 face-up monster your opponent controls; place 1 Cydemon Counter on it and take control of it. Your opponent cannot activate cards or effects in response to the activation of this effect. During the End Phase: Destroy every monster on the field with Cydemon Counters and inflict 1000 damage to your opponent for each destroyed monster.

Cydevil Prideful Helel
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 3000 LINK-4 ←↙↘→
2+ DARK Cyberse monsters
The effects of your opponent's linked monsters are negated. Once, while this card is in your GY: You can target up to 2 "Cydemon" monsters in your GY; Special Summon them in Defense Position with their effects negated. If there are 4+ DARK Cyberse monsters in your GY and this card points to no monsters, it gains the following effects.
-During the Battle Phase, this card's ATK becomes double its original ATK. Once per turn: You can target 1 monster your opponent controls; banish any cards your opponent controls, except the targeted monster, also other monsters you control cannot attack this turn. Your opponent cannot activate cards or effects in response to this effect's activation. During your opponent's next Standby Phase, place any card(s) banished by this card's effect in the same Zone it was in when it was banished.

Cydevil Rapacious Mammon
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 2200 LINK-3
↙↑↘
2+ DARK Cyberse monsters
Linked monsters cannot target monsters on the field with their effects. Once, while this card is in your GY: You can target up to 2 "Cydemon" monsters in your GY; Special Summon them in Defense Position with their effects negated. If there are 3+ "Cydemon" monsters in your GY and this card points to no monsters, it gains the following effects.
-This card gains 200 ATK for each monster in the GY. Once per turn: You can add 1 "Cydemon" Spell/Trap from your Deck to your hand, or 1 "Cydemon" monster from your GY to your hand. Your opponent cannot activate cards or effects in response to this effect's activation.

Cydevil Sinful Satanael
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 4000 LINK-5
←↙↓↘→
3+ DARK Cyberse Link Monsters
Must be Link Summoned to the Extra Monster Zone and cannot be Summoned by other ways. This Link Summoned card gains these effects depending on the number of DARK Cyberse Link Monsters with different names in your GY.
-3+: Unaffected by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of this card's effects.
-4+: If this card that points to no monsters battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.
-5+: If this card battles an opponent's Special Summoned monster, during damage calculation: This card gains 1000 ATK for each DARK Cyberse Link Monster with different names in your GY during that damage calculation only.
-6+: Negate the effects of your opponent's linked monsters, also linked monsters your opponent controls cannot attack.
-7: Once per turn, if this card points to no monsters: You can negate the effects of all other face-up cards on the field, then destroy all other cards on the field. The turn you activate this effect, only this card can declare an attack.

Cydevil Wrathful Amon
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 2800 LINK-4
←↑↓→
2+ DARK Cyberse monsters
The ATK of your opponent's linked monsters on the field becomes 0. Once, while this card is in your GY: You can target up to 2 "Cydemon" monsters in your GY; Special Summon them in Defense Position with their effects negated. If there are 4+ DARK Cyberse monsters in your GY and this card points to no monsters, it gains the following effects.
-Once per turn: You can destroy 1 face-up monster your opponent controls, then inflict damage to your opponent equal to half that monster's original ATK, and if you do, this card gains ATK equal to that same amount until your next Standby Phase. If this card attacks a Set monster, at the start of the Damage Step: You can destroy that monster, then inflict damage to your opponent equal to that monster's original ATK.

Cydemon Acedia Normal Trap Card
If your opponent's monster declares an attack while you control no monsters: Discard 1 DARK Cyberse monster; negate the attack, then if you discarded a "Cydemon" monster, end the Battle Phase. Once per Duel, if this card is in your GY, you can activate the above effect by banishing this card from the GY.

Cydemon Avaritia Continuous Trap Card
Your opponent cannot target DARK Cyberse monsters you control with card effects. If there is a monster in the Extra Monster Zone, "Cydemon" Spell/Trap Cards you control cannot be destroyed by your opponent's card effects. Destroy this card if there are no "Cydemon" monsters in your GY.

Cydemon Gula Continuous Trap Card
Cards in your GY and cards you control cannot be banished by your opponent's card effects. Once per turn: You can return 1 "Cydemon" monster in your GY to the Deck; send 1 "Cydemon" monster with a different original name from your Deck to the GY. During your End Phase: If there are no "Cydemon" monsters in your GY; destroy this card.

Cydemon Invidia Continuous Trap Card
The Attributes and Types of monsters you control cannot be changed by your opponent's card effects. Once per turn: You can target 1 face-up card on the field; until the end of the turn, its effects are negated, and if it is a Monster Card, it is treated as a DARK Cyberse monster.

Cydemon Ira Normal Trap Card
When your DARK Cyberse monster battles an opponent's monster: Halve that monster's ATK, then your monster gains ATK equal to that same amount until the end of the turn. You can banish this card from your GY and target 1 DARK Cyberse monster you control; until the end of the turn, its ATK becomes equal to double its original ATK, and if it attacks your opponent's Defense Position monster, it inflicts piercing battle damage. You can only activate 1 "Cydemon Ira" effect per turn, and only once that turn.

Cydemon Luxuria Counter Trap Card
When your opponent activates a card or effect while you have a "Cydemon" monster in your GY: Negate the activation of that card or effect, and if you do, banish it, also, for the rest of the turn, your cards on the field and in the GY are unaffected by your opponent's card effects.

Cydemon Superbia Normal Trap Card
Target 1 DARK Cyberse Link Monster you control; negate the effects of all face-up cards your opponent controls. If you target a Link-4 or higher monster, your opponent cannot activate cards or effects in response to the activation of this effect. You can banish this card from your GY and target 1 DARK Cyberse monster you control; until the end of the turn, it is unaffected by your opponent's card effects. You can only activate 1 "Cydemon Superbia" effect per turn, and only once that turn.

Cydemon Tristitia Normal Trap Card
If your DARK Cyberse monster is destroyed and sent to the GY, after the end of the Damage Step: You can return all of your banished monsters to the GY. If you would take damage from your opponent's card, you can banish this card from your GY instead. If this card is banished during the Battle Phase: You can end the Battle Phase. You can only use each effect of "Cydemon Tristitia" once per turn.

Cydemon Vanagloria Normal Trap Card
When your DARK Cyberse monster battles: Your monster cannot be destroyed by that battle, and your opponent takes the battle damage you would have taken. When your DARK Cyberse monster battles: You can banish this card from your GY; both players take any battle damage from that battle. You can only activate 1 "Cydemon Vanagloria" effect per turn, and only once that turn.

Cydemon Alchemy Quick-Play Spell Card
If you take damage: You can Special Summon 1 "Cydemon" monster from your Deck whose ATK is less than or equal to the damage you took, then gain LP equal to that monster's original ATK. If you control no monsters, your opponent cannot activate cards or effects in response to this card's activation. You can only activate 1 "Cydemon Alchemy" per turn.

Cydemon Exchange Normal Spell Card
Send 1 "Cydemon" card from your hand or field to the GY; add 1 "Cydemon" monster with a different original name from your Deck to your hand. You can banish this card from your GY; add 1 "Cydemon" card from your GY to your hand. You can only activate 1 "Cydemon Exchange" effect per turn, and only once that turn.

Cydemon Hellflame Quick-Play Spell Card
Target 1 DARK Cyberse monster you control; it gains ATK equal to its original ATK, also it cannot be destroyed by card effects. These changes last until the end of the turn. You can banish this card from your GY and target 1 DARK Cyberse monster you control; for the rest of the turn, if it destroys an opponent's monster by battle, you can halve your opponent's LP. You can only activate 1 "Cydemon Hellflame" effect per turn, and only once that turn.

Cydemon Maiden Equip Spell Card
Equip only to a DARK Cyberse monster. It cannot be targeted by your opponent's card effects, also it gains 200 ATK for each DARK Cyberse monster in your GY. If the equipped monster destroys your opponent's monster by battle: You can return that monster to the owner's Deck.

Cydemon Nightmare Normal Spell Card
Target 1 DARK Cyberse monster in your GY; shuffle it into the Deck, then you can destroy 1 card on the field. You can banish this card from your GY; for the rest of the turn, if your DARK Cyberse monster destroys an opponent's monster by battle, you can return that monster to the owner's Deck. You can only activate 1 "Cydemon Nightmare" effect per turn, and only once that turn.

Cydemon Pillars Field Spell Card
DARK Cyberse monsters you control gain 300 ATK/DEF and are unaffected by your opponent's monster effects. Once per turn: You can send 1 DARK Cyberse monster from your Deck to the GY. You can target 1 DARK Cyberse Link Monster you control; move it to your Main Monster Zone it points to. You can only activate this effect of "Cydemon Pillars" once per turn.

Cydemon Repetition Normal Spell Card
Target 1 "Cydemon" Normal or Quick-Play Spell Card that is banished or in your GY; shuffle it into the Deck, then this card's effect becomes that card's activated effect. You can only activate 1 "Cydemon Repetition" per turn.

Cydemon Resilience Quick-Play Spell Card
Target 1 DARK Cyberse monster you control; it gains 1000 ATK until the end of your next turn. You can banish this card from your GY and target 1 DARK Cyberse monster you control; increases its original ATK by 600 until the end of your next turn. You can only activate 1 "Cydemon Resilience" effect per turn, and only once that turn.

Cydemon Sacrifice Normal Spell Card
Tribute 1 "Cydemon" monster you control; add 1 "Cydemon" monster with a different Level from your Deck to your hand. You can only activate 1 "Cydemon Sacrifice" per turn.

Cydemon Shadows Quick-Play Spell Card
Target 1 DARK Cyberse monster you control; until the end of the turn, it is unaffected by your opponent's card effects. You can banish this card from your GY add target 1 DARK Cyberse monster you control; halve its ATK, and if you do, it can attack your opponent directly during each Battle Phase this turn. You can only activate 1 "Cydemon Shadows" effect per turn, and only once that turn.

Cydemon Shrine Continuous Spell Card
Activate by sending 1 "Cydemon" monster from your hand to the GY. Destroy this card if there are no "Cydemon" monsters in your GY. If your DARK Cyberse monster attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If you control no monsters: You can Special Summon 1 "Cydemon" monster from your hand or GY in Attack Position. You can only activate this effect of "Cydemon Shrine" once per turn.

Cydemon Shuffle Normal Spell Card
Target up to 3 "Cydemon" cards in your GY; return them to the Deck, then send an equal number of "Cydemon" monsters from your Deck to the GY. You can only activate 1 "Cydemon Shuffle" per turn.

Cydemon Soulscythe Equip Spell Card
Equip only to a DARK Cyberse monster. If it battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. At the start of your Battle Phase: You can activate this effect; the equipped monster can attack all monsters your opponent controls once each.

Cydemon Soulsnatch Normal Spell Card
Shuffle 1 "Cydemon" monster from your GY into the Deck, then target 1 monster your opponent controls; destroy it, and if you do, gain LP equal to its original ATK. You can banish this card from your GY; send 1 "Cydemon" monster from your Deck to the GY, then gain LP equal to its ATK. You can only activate 1 "Cydemon Soulsnatch" effect per turn, and only once that turn.

Cydemon Supremacy Normal Spell Card
Tribute 1 DARK Cyberse Link Monster you control; Special Summon DARK Cyberse Link Monsters from your GY with different original names, up to the Tributed monster's Link Rating. The monsters Special Summoned by this effect have their effects negated, also their ATK becomes 0. You can only activate 1 "Cydemon Supremacy" per turn.

Cydemon Temple Continuous Spell Card
Activate this card by banishing "Cydemon Shrine" from your field or GY. DARK Cyberse monsters you control cannot be targeted or destroyed by your opponent's card effects. Once per turn: You can Tribute 1 DARK Cyberse Link Monster you control; Special Summon 1 DARK Cyberse Link Monster from your Extra Deck with an equal Link Rating but a different original name. (This is treated as a Link Summon.) During your End Phase, fi you have no "Cydemon" monsters in your GY: Destroy this card.

Cydemon Torture Normal Spell Card
If you control a DARK Cyberse Link Monster: Target 1 monster your opponent controls; destroy it, then halve your opponent's LP and gain LP equal to that amount. You can only activate 1 "Cydemon Torture" per turn.

Cydemon Unity Quick-Play Spell Card
Immediately after this effect resolves, Link Summon 1 DARK Cyberse Link Monster using "Cydemon" monster(s) you control as material, and if you do, you can target 1 card your opponent controls; negate its effects until the end of the turn. You can only activate 1 "Cydemon Unity" per turn.


Blue Angel/Blue Girl/Blue Maiden:

Trickstar Hydrangea Heart
Attribute: WATER Type: [Fairy/Link/Effect] ATK 2500 LINK-3 ←↓→
2+ Fairy monsters
If this card is Link Summoned using only WATER monsters: it gains ATK equal to the number of "Trickstar" monsters in your GY x 400 until your next Standby Phase. Each time a "Trickstar" monster(s) is Normal or Special Summon to a zone(s) your "Trickstar" Link Monster points to, inflict 200 damage to your opponent. When this card attacks an opponent's monster: You can activate this effect; that battling monster loses ATK equal to the number of "Trickstar" monsters in your GY x 400 until the end of the turn.

Trickstar Barrier Normal Trap Card
If an opponent's monster declares an attack: Any battle damage you take during this Battle Phase is halved, also at the end of the Battle Phase, you must Tribute 1 "Trickstar" monster you control. During your Main Phase, if you control no monsters: You can banish this card from your GY, then target 1 "Trickstar" monster in your GY; Special Summon it in Defense Position. You cannot activate this effect the turn this card is sent to the GY.

Marincess Reef Passage Continuous Spell Card
If you have a "Marincess" Link Monster in your GY, this card cannot be targeted by your opponent's card effects. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Marincess" monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You can only use this effect of "Marincess Reef Passage" once per turn.

Marincess Surfacing Normal Spell Card
Target 1 "Marincess" monster in your GY; Special Summon it with its effects negated. You can only use 1 "Marincess Surfacing" per turn.

Marincess Trident Equip Spell Card
Equip only to a "Marincess" monster. It cannot be targeted or destroyed by your opponent's card effects, also it can make a second attack during each Battle Phase. When the equipped monster battles an opponent's monster (Quick Effect): You can banish 1 "Marincess" monster from your GY; the equipped monster gains ATK equal to the banished monster's Level/Link Rating x 300 until the end of the turn. You can only use this effect of "Marincess Trident" once per turn.

Trickstar Expulsion Normal Spell Card
If you control a "Trickstar" monster: Target 1 card in your opponent's Spell & Trap Zone; shuffle it into the owner's Deck, then during the End Phase, you can add 1 "Trickstar" card from your GY to your hand. You can only use 1 "Trickstar Expulsion" per turn.

Trickstar Switch Normal Spell Card
Declare 1 Attribute; any face-up "Trickstar" monsters you control become that Attribute until the end of the turn. If your "Trickstar" monster would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use 1 "Trickstar Switch" effect per turn, and only once that turn.


Vahngo:

The Weather Painter Ice
Attribute: WATER Type: [Fairy/Effect] ATK 1600 DEF 800 Level: 3
If you would take effect damage (Quick Effect): You can send this card from your hand to the GY; all effect damage you would take in this chain is halved. You can banish this card from your GY; Special Summon 1 Level 3 "The Weather" monster from your Deck in Defense Position, but it cannot be banished this turn. You can only use 1 effect of "The Weather Painter Ice" per turn, and only once that turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.


Techbane:

Cyberdark Wyvern
Attribute: DARK Type: [Machine/Link/Effect] ATK 1000 LINK-2 ↙↘
2 DARK monsters
You can Special Summon this card from your Extra Deck by sending 1 "Cyberdark" monster you control that is equipped with an Equip Card to the GY. (This is treated as a Link Summon.) If this card is Special Summoned: You can target 1 Dragon or Machine monster in your GY; equip that monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed by battle, destroy the monster equipped to it by its effect instead. During your End Phase, if this card is equipped with an Equip Card: You can add 1 Dragon or Machine monster from your Deck to your hand.

Cyberdarkness Wyvern
Attribute: DARK Type: [Machine/Link/Effect] ATK 2000 LINK-4 ←↙↘→
2+ "Cyberdark" monsters
You can Special Summon this card from your Extra Deck by sending 2 "Cyberdark" monsters you control that are equipped with Equip Cards to the GY. (This is treated as a Link Summon.) If this card is Special Summoned: You can target 1 Dragon or Machine monster in your GY; equip that monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card would be destroyed by battle or card effect, destroy that equipped monster instead. Your opponent cannot activate cards or effects in response to this card's activation.

Cyber Breakdown Normal Trap Card
Target 1 Spell/Trap Card your opponent controls; Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can add 1 Machine monster from your Deck to your hand. If you control no monsters: You can banish this card from your GY; Special Summon 1 Machine monster from your hand in Defense Position. You can only use each effect of "Cyber Breakdown" once per turn.

Cyber Guard Counter Trap Card
When your opponent activates a Trap Card or effect while you control a "Cyber Dragon" monster: Negate the activation, and if you do, shuffle the card into the Deck, also for the rest of the turn, your opponent cannot target your LIGHT Machine monsters with card effects.

Cyber Reincarnation Normal Trap Card
If exactly 1 Machine Fusion Monster is sent to your GY by an opponent's card: Special Summon 1 Machine Fusion Monster with the same Level from your Extra Deck in Defense Position. (This is treated as a Fusion Summon.)

Cyberdark Infection Normal Trap Card
Tribute 1 "Cyberdark" monster you control; until the 2
nd Standby Phase after activation, negate the effects of any face-up monsters your opponent currently controls, also your opponent's monsters cannot activate their effects. You can only use 1 "Cyberdark Infection" per turn.

Cyderdark Resolution Normal Trap Card
If you control a "Cyberdark" monster: You take no battle damage for the rest of the turn. You can banish this card from your GY; add 1 "Cyberdark" card from your Deck or GY to your hand. You can only use 1 "Cyberdark Resolution" effect per turn, and only once that turn.

Cyberdark Virus Normal Trap Card
Tribute 1 "Cyberdark" monster you control with 1000 or less ATK; your opponent takes no damage for the rest of the turn, also, you look at your opponent's hand and any monsters they control, and if you do, destroy the monsters among them with 1500 or more ATK, then your opponent must destroy 3 monsters with 1500 or less ATK in their Deck. Your opponent cannot activate cards or effects in response to this card's activation.

Cemetery Link Normal Spell Card
Immediately after this effect resolves, Link Summon 1 Link Monster by banishing monster(s) from your GY as material, also you cannot Special Summon monsters for the rest of this turn, except Link Monsters.

Cyber Cloning Normal Spell Card
Tribute 1 Machine monster you control; Special Summon 1 Machine monster from your GY with the same name as the Tributed monster, but it cannot declare an attack for the rest of the turn. You can banish this card from your GY; you take no effect damage for the rest of the turn. You can only use each effect of "Cyber Cloning" once per turn.

Cyber Repulsion Normal Spell Card
Until the end of the turn, your opponent cannot target LIGHT Machine monsters you control with monster effects, and if a LIGHT Machine Fusion Monster you control destroys an opponent's monster by battle, you can inflict damage to your opponent equal to half that monster's original ATK. You can only use 1 "Cyber Repulsion" per turn.

Cyderdark Fangs Equip Spell Card
Equip only to a DARK Machine Fusion or Link Monster. During each Battle Phase, it can attack all monsters your opponent controls, once each, also other monsters you control cannot attack directly. Once per turn: You can target 1 Dragon or Machine monster in either GY; equip it to the equipped monster as an Equip Spell Card that makes it gain 1000 ATK.

Cyberdark Shadow Quick-Play Spell Card
Target 1 "Cyberdark" monster in your GY; Special Summon it in Attack Position, ignoring its summoning conditions, also it cannot be destroyed by card effects. When your "Cyberdark" monster battles: You can banish this card from your GY; for the rest of the turn, any battle damage you take from battles involving "Cyberdark" monsters is halved. You can only use 1 "Cyberdark Shadow" effect per turn, and only once that turn.


Jester:

Life Balaur
Attribute: EARTH Type: [Dragon/Effect] ATK 2200 DEF 1200 Level: 6
If this card is Special Summoned: You can target 1 card on the field; return it to the owner's Deck, then gain 600 LP. You can only use this effect of "Life Balaur" once per turn. A "Life" monster that was Synchro, Xyz, or Link Summoned using this card on the field as material gains the following effect.
-Once per turn: You can gain LP equal to this card's Level/Rank/Link Rating x 100.

Life Drago
Attribute: EARTH Type: [Dragon/Effect] ATK 600 DEF 2000 Level: 3
If you control a "Life" monster, except "Life Drago", you can Special Summon this card (from your hand). You can only Special Summon "Life Drago" once per turn this way. If you gain LP by the effect of a "Life" monster, except "Life Drago": You can gain 800 LP. You can only use this effect of "Life Drago" once per turn.

Life Drake
Attribute: EARTH Type: [Dragon/Effect] ATK 1800 DEF 800 Level: 4
You can Special Summon this card (from your hand or GY) to your zone a "Life" Link Monster points to. You can only Special Summon "Life Drake" once per turn this way.

Life Hydra
Attribute: EARTH Type: [Dragon/Effect] ATK 2400 DEF 1200 Level: 7
When an opponent's monster declares an attack while you control exactly 1 "Life" monster: You can send this card from your hand to the GY; negate that attack, also gain 800 LP. You can banish this card from your GY and target 1 "Life" monster you control; it can make up to 3 attacks during each Battle Phase this turn, but it can only attack directly once per turn. You can only use 1 "Life Hydra" effect per turn, and only once that turn.

Life Lindworm
Attribute: EARTH Type: [Dragon/Effect] ATK 2100 DEF 1500 Level: 5
You can Special Summon this card (from your hand) in Attack Position to your zone a "Life" Link Monster points to. You can only Special Summon "Life Lindworm" once per turn this way. When your linked "Life" monster battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step. Your linked "Life" monsters inflict piercing battle damage.

Life Wyvern
Attribute: EARTH Type: [Dragon/Effect] ATK 2000 DEF 600 Level: 6
If you control no monsters, or all monsters you control are "Life" monsters, you can Normal Summon this card without Tributing. If a "Life" monster is Normal or Special Summoned to your field, except "Life Wyvern": You can gain 800 LP. You can only use this effect of "Life Wyvern" once per turn.

Life Ryu
Attribute: EARTH Type: [Dragon/Tuner/Effect] ATK 900 DEF 200 Level: 2
You can send this card and 1 "Life" non-Tuner monster from your field to the GY; Special Summon 1 Synchro Monster from your Extra Deck whose Level is equal to the total Levels of the sent cards. (This is treated as a Synchro Summon.) You can only use this effect of "Life Ryu" once per turn.

Life Wurm
Attribute: EARTH Type: [Dragon/Tuner/Effect] ATK 100 DEF 100 Level: 1
If this card is used as material for the Synchro Summon of a Level 7 or higher monster: You can gain 800 LP. You can only use this effect of "Life Wurm" once per turn.

Life Force Amphitere
Attribute: EARTH Type: [Dragon/Link/Effect] ATK 1000 LINK-2 ↓↘
2 "Life" monsters
While your LP are higher than your opponent's, this card gains ATK equal to the difference. Once per turn, if your LP are higher than your opponent's: You can inflict damage to your opponent equal to half the difference. During the End Phase of the turn this card was sent from your field to the GY by your opponent's card: You can Special Summon 1 "Life" monster from your GY with its effects negated, except "Life Force Amphitere".

Life Force Bahamut
Attribute: EARTH Type: [Dragon/Link/Effect] ATK 2000 LINK-3
↙↓↘
2+ "Life" monsters
This Link Summoned card and "Life" monsters linked to it are unaffected by your opponent's monster effects. While your LP are higher than your opponent's, Link Monsters your opponent controls lose ATK equal to the difference. Once per turn: You can target 1 "Life" monster with a Level in your GY; Special Summon to your zone this card points to with its effects negated, and if you do, gain LP equal to half its original ATK.

Life Force Dragon
Attribute: EARTH Type: [Dragon/Xyz/Effect] ATK 3400 DEF 2900 Rank: 9
2 Level 9 Dragon monsters
Once per turn, if this card has no materials attached: You can target 1 Synchro Monster in your GY; attach it to this card as material. While this card has material, any effect that would inflict damage to you makes you gain that much LP, instead. If this card has "Life Stream Dragon" as material, it gains this effect.
-If your opponent activates a card or effect that targets 1 of your cards (Quick Effect): You can detach 1 material from this card; negate the activation, destroy it, and if you do, inflict 1000 damage to your opponent. You can only use this effect of "Life Force Dragon" once per turn.

Life Force Trihexa
Attribute: EARTH Type: [Dragon/Xyz/Effect] ATK 4000 DEF 3000 Rank: 10
3 Level 10 EARTH monsters
Unaffected by your opponent's monster effects, also you take no effect damage. Once per turn, if you gain LP by the effect of a "Life" monster, except "Life Force Trihexa": You can inflict damage to your opponent equal to that amount. You cannot activate this effect if this card has no materials attached. If this card is Xyz Summoned by the effect of a "Rank-Up-Magic" card, it gains the following effect.
-Once per turn: You can detach 1 material from this card; negate the effects of all face-up cards on your opponent's field, then destroy all cards in their Main Monster Zone OR Spell & Trap Zone, and if you do, gain 800 LP for each destroyed card. Your opponent cannot activate cards or effects in response to the activation of this effect.

Life Force Vritra
Attribute: EARTH Type: [Dragon/Xyz/Effect] ATK 2600 DEF 2800 Rank: 6
2 Level 6 EARTH monsters
Any effect damage you would take is inflicted to your opponent instead. (Quick Effect): You can detach 1 material from this card; for the rest of the turn, if this card battles an opponent's monster, until the end of the Damage Step, that monster is unaffected by your opponent's card effects, and each monster's ATK becomes equal to their original ATK. You can only use this effect of "Life Force Vritra" once per turn.

Ascension of Life Normal Trap Card
Target 1 "Life" Xyz Monster in your GY; Special Summon it, then Special Summon from your Extra Deck, 1 Xyz Monster that is 1, 2, or 3 Ranks higher than that monster, by using it as the Xyz Material. (This is treated as an Xyz Summon.) You can only use 1 "Ascension of Life" per turn.

Destruction Impulse Normal Trap Card
When an opponent's monster on the field activates an effect: The activated effect becomes "Target 1 monster your opponent controls; destroy it". If your opponent's monster declares an attack: You can banish this card from your GY; your opponent takes any battle damage you would take from that battle.

Life Barrier Wave Normal Trap Card
When an opponent's monster attacks your "Life" monster: Your monster cannot be destroyed by that battle, also gain LP equal to the attacking monster's current ATK. When your "Life" monster is destroyed by battle: You can banish this card from your GY; gain LP equal to the destroyed monster's original ATK. You can only activate 1 "Life Barrier Wave" effect per turn, and only once that turn.

Life Protection Continuous Trap Card
"Life" monsters you control cannot be destroyed by your opponent's card effects. The first time each turn this card would be destroyed by your opponent's card effect, it is not destroyed. If an opponent's monster declares an attack while you control a "Life" monster: You can send this card to the GY; halve any battle damage you take from that battle. During the End Phase of the turn this card was sent to the GY by its effect: You can target 1 monster your opponent controls; send it to the GY. You can only control 1 "Life Protection" at a time.

Life Resurgence Normal Trap Card
When your "Life" monster is targeted for an attack: Negate that attack, then Special Summon 1 "Life" monster your GY with its effects negated, and if you do, immediately after this effect resolves, Link Summon 1 "Life" Link Monster using monster(s) you control as material.

Unyielding Life Normal Trap Card
If your "Life" monster battles an opponent's monster: Your monster gains ATK equal to your opponent's monster's current ATK until the end of the turn. If you would take damage from a battle involving your "Life" monster: You can banish this card from your GY; you take no damage from that battle, then you can Set 1 "Life" Spell/Trap from your Deck. It can be activated this turn. You can only activate 1 "Unyielding Life" effect per turn, and only once that turn.

Dominion of Life Field Spell Card
When this card is activated: You can add 1 "Life" card from your Deck to your hand. When your LP are higher than your opponent's, your opponent's monsters lose ATK equal to half the difference. Once per turn (Quick Effect): You can target 1 "Life" monster you control; it is unaffected by your opponent's card effects until the end of the turn (even if this card leaves the field).

Equality in Life Normal Spell Card
Banish 1 "Life" monster from your hand or GY and target 1 face-up card on the field; destroy it, and if you do, gain 800 LP. You can banish this card from your GY; add 1 "Life" monster from your GY to your hand. You can only use 1 "Equality in Life" effect per turn, and only once that turn.

Life Insurance Normal Spell Card
Target 1 "Life" monster you control; your LP becomes equal to that monster's original ATK, also if you targeted a Synchro, Xyz, or Link Monster with this effect, you can draw 1 card. You can banish this card from your GY; add 1 "Life" card from your Deck to your hand. You can only activate 1 "Life Insurance" effect per turn, and only once that turn.

Life Reincarnation Equip Spell Card
Activate by targeting 1 "Life" monster in your GY, except a Link Monster; Special Summon it with its effects negated, and if you do, equip this card to it. When this card leaves the field, destroy that monster. If the monster equipped with this card is used as material for the Synchro Summon of a Dragon monster: That monster can make up to 2 attacks against your opponent's monsters during each Battle Phase this turn.

Rank-Up-Magic Life Force Normal Spell Card
Target 1 "Life" Xyz Monster you control; Special Summon from your Extra Deck, 1 Xyz Monster that is the same Type as that monster you control, but 1 Rank higher, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)

Rank-Up-Magic Quick Synchro Quick-Play Spell Card
When your Synchro Monster is selected as an attack target: Target that monster; Special Summon from your Extra Deck, 1 Xyz Monster with the same Type as that monster you control whose Rank equal the targeted monster's Level +1, by using it as material. (This is treated as an Xyz Summon). Then, end the Battle Phase.

Rank-Up-Magic Synchro Force Normal Spell Card
Target 1 Synchro Monster you control; Special Summon from your Extra Deck, 1 Xyz Monster with the same Type as that monster you control whose Rank equals the targeted monster's Level +1, by using it as the material, and if you do, attach this card to the Summoned monster as additional material. (This is treated as an Xyz Summon.) Then, immediately after this effect resolves, all monsters on the field, except the Summoned monster, lose 1000 ATK. The Summoned monster cannot be removed from the field by the opponent's card effects.

Wellspring of Life Continuous Spell Card
You can shuffle 1 card in your hand into the Deck; Special Summon 1 "Life" monster from your Deck in Defense Position. You can only use this effect of "Wellspring of Life" once per turn. During your End Phase: Gain 500 LP for each "Life" monster you control.

Wings of Life Equip Spell Card
Equip only to a "Life" monster. When it declares an attack: Negate the effects of any face-up cards on the field, except this card's and the equipped monster's, during damage calculation. Once per turn, if the equipped monster destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that monster's original ATK. During the Main Phase: You can send this card from the field to the GY; gain LP equal to the equipped monster's original ATK.


Sylphid:

Dragunity Darksword
Attribute: WIND Type: [Dragon/Tuner/Effect] ATK 800 DEF 400 Level: 2
If your opponent's monster declares an attack against your "Dragunity" monster: You can send this card from your hand to the GY; change the attack target to another monster you control, then after damage calculation, end the Battle Phase. While this card is equipped to a monster, that monster cannot be destroyed by card effects.

Dragunity Voulge
Attribute: WIND Type: [Dragon/Tuner/Effect] ATK 900 DEF 700 Level: 3
When this card is Normal Summoned: You can Special Summon 1 "Dragunity" monster from your hand, then equip it with this card. While this card is equipped to a monster, that monster cannot be targeted by your opponent's card effects.

Dominance Link Continuous Trap Card
If you do not control a monster in the Extra Monster Zone: Target 1 Link Monster your opponent controls; it cannot be used as Link Material, also it cannot attack and its effect(s) are negated. Once, while face-up on the field: You can Special Summon 1 Link Monster with a lower Link Rating than the targeted monster from your Extra Deck to the Extra Monster Zone. (This is treated as a Link Summon.) When the monster targeted by this card's effect leaves the field, destroy this card.

Dragunity Rising Normal Trap Card
When you take battle damage: You can Special Summon 1 "Dragunity" Synchro Monster from your Extra Deck with ATK less than or equal to the damage taken, and if you do, gain LP equal to that monster's original ATK. The monster Special Summoned by this effect cannot be destroyed by battle or card effects until the end of the turn.

Protection Wings Normal Trap Card
When an opponent's monster declares a direct attack: Banish 1 Dragon monster from your GY; reduce the damage you would take by that monster's ATK, then after damage calculation, draw 2 cards. If this card is in your GY, you can activate the above effect by banishing this card from the GY. You can only use 1 "Protection Wings" per turn.

Dragunity Strike Quick-Play Spell Card
Target 1 "Dragunity" monster you control; for the rest of the turn, if it attacks a Defense Position monster, inflict piercing battle damage, and if it inflicts 2000 or more battle damage via this effect, you can target and destroy up to 2 face-up Spell/Trap Cards your opponent controls.

Sealed Potential Normal Spell Card
Target 1 Monster Card in your Spell & Trap Zone; Special Summon it in Attack Position. You can banish this card from your GY and target 1 monster you control; equip 1 monster from your GY to it. You can only use each effect of "Sealed Potential" once per turn.


HK-series Duelists:

Mechassassin 5C-UT (Scout)
Attribute: DARK Type: [Machine/Effect] ATK 1200 DEF 0 Level: 3
If you control no monsters: You can Special Summon this card from your hand. Once per turn: You can target 1 face-up Spell/Trap Card your opponent controls, then pay 500 LP; destroy it, then you can add 1 "Mechassassin" Spell/Trap from your Deck to your hand, but it cannot be activated or Set this turn. The turn you activate this effect, you cannot conduct your Battle Phase.

Mechassassin 5N-PR (Sniper)
Attribute: DARK Type: [Machine/Effect] ATK 2000 DEF 0 Level: 5
If you control a Level 4 or lower "Mechassassin" monster: You can Special Summon this card from your hand. You can only use this effect of "Mechassassin 5N-PR" once per turn. Once per turn: You can target 1 Set card your opponent controls and pay 500 LP; destroy it, then you can Set 1 "Mechassassin" Spell/Trap from your Deck. The turn you activate this effect, you cannot conduct your Battle Phase.

Mechassassin DR-N3 (Drone)
Attribute: DARK Type: [Machine/Effect] ATK 800 DEF 0 Level: 2
If your opponent controls a face-up monster: You can Special Summon this card and 1 "Mechassassin" monster, except "Mechassassin DR-N3" from your hand with its effects negated. You can only activate this effect of "Mechassassin DR-N3" once per turn. Once per turn: You can pay 500 LP; add 1 "Mechassassin" card from your Deck to your hand. The turn you activate this effect, you cannot conduct your Battle Phase.

Mechassassin HNT-3R (Hunter)
Attribute: DARK Type: [Machine/Effect] ATK 1600 DEF 0 Level: 4
Once per turn: You can target 1 face-up monster your opponent controls, then pay 500 LP; destroy it. The turn you activate this effect, you cannot conduct your Battle Phase.

Mechassassin 5P0-T3R (Spotter)
Attribute: DARK Type: [Machine/Link/Effect] ATK 800 LINK-1
1 "Mechassassin" monster
Once per turn: You can target 1 "Mechassassin" monster this card points to; inflict damage to your opponent equal to half that monster's original ATK, and if you do, you can destroy 1 Spell/Trap your opponent controls. You cannot conduct your Battle Phase the turn you activate this effect. You can only Special Summon "Mechassin 5P0-T3R" once per turn.

Mechassassin 5TR-GST (Strategist)
Attribute: DARK Type: [Machine/Link/Effect] ATK 1600 LINK-2
←→
2 "Mechassassin" monsters
Once per turn: You can pay 800 LP and target 1 "Mechassassin" monster in your GY; Special Summon it to your zone this card points to with its effects negated. If your "Mechassassin" card would be destroyed by your opponent's card, you can banish this card from your GY instead.

Mechassassin C0M-D3R (Commander)
Attribute: DARK Type: [Machine/Link/Effect] ATK 2400 LINK-3 ←↑→
2+ "Mechassassin" monsters
If your opponent takes effect damage from the effect of a "Mechassassin" monster this card points to: You can gain LP equal to that damage. If your opponent's card is destroyed by the effect of a "Mechassassin" monster this card points to: You can target 1 Level 4 or lower "Mechassassin" monster in your GY; Special Summon it to your zone this card points to, then inflict 800 damage to your opponent. You can only activate this effect of "Mechassassin" C0M-D3R" once per turn. You cannot conduct your Battle Phase while this card is in the Main Monster Zone.

Mechassassin M3C-N1C (Mechanic)
Attribute: DARK Type: [Machine/Link/Effect] ATK 1600 LINK-2 ←→
2 "Mechassassin" monsters
You can target 1 "Mechassassin" Link Monster in your GY; Special Summon it to your zone this card points to, then gain LP equal to its Link Rating x 600. You cannot conduct your Battle Phase the turn you activate this effect. If your opponent takes damage by the effect of your "Mechassassin" monster, except "Mechassassin M3C-N1C": You can inflict 600 damage to your opponent. You can only activate each effect of "Mechassassin M3C-N1C" once per turn.

Mechassassin M4S-T3R 4SS-S1N (Master Assassin)
Attribute: DARK Type: [Machine/Link/Effect] ATK 2800 LINK-4 ←↑↓→
2+ "Mechassassin" monsters
When this card is Link Summoned: You can target 1 card your opponent controls; negate its effects, and if you do, destroy it. This linked card is unaffected by your opponent's card effects. Once per turn, if you pay LP to activate the effect of a "Mechassassin" card: You can gain LP equal to the amount paid. You cannot conduct your Battle Phase the turn you activate this effect. During the End Phase: Inflict damage to your opponent equal to the total Link Rating of "Mechassassin" Link Monster(s) you control x 200, then gain LP equal to the same amount.

Mechassassin P05-N3R (Poisoner)
Attribute: DARK Type: [Machine/Xyz/Effect] ATK 2400 DEF 1600 Rank: 5
2 Level 5 "Mechassassin" monsters
You can detach 1 material from this card and target 1 monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to half that monster's original ATK, also gain the same amount of LP. You cannot conduct your Battle Phase the turn you activate this effect.

Mechassassin's Array Continuous Trap Card
If your "Mechassassin" monster battles: You can pay 500 LP; you take no battle damage from that battle. If you control a Link-3 or higher "Mechassassin" monster, your opponent cannot activate cards or effects in response to this effect's activation.

Mechassassin's Bounty Normal Trap Card
When your "Mechassassin" monster is destroyed by battle: Gain LP equal to its original ATK, and for the rest of the turn, you take no battle damage from direct attacks. You can banish this card from your GY, then target 1 "Mechassassin" monster you control; its ATK becomes double its original ATK until the end of the turn. You cannot activate this effect the turn this card is sent to the GY.

Mechassassin's Sharp Shot Counter Trap Card
When your opponent activates a card or effect while you control a "Mechassassin" monster: Negate the activation, and if you, shuffle that card into the owner's Deck. If you control a Link-3 or higher "Mechassassin" monster, you can activate this card the turn it was Set.

Mechassassin's Shielding Normal Trap Card
When your "Mechassassin" monster battles: Your monster cannot be destroyed by that battle, then end the Battle Phase. You can banish this card from your GY, then target 1 "Mechassassin" monster you control; gain LP equal to half its ATK. You cannot activate this effect the turn this card is sent to the GY.

Mechassassin's Assembly Normal Spell Card
Target 1 "Mechassassin" monster you control; add 1 "Mechassassin" monster with an equal or lower Level from your Deck to your hand. You can banish this card from your GY; add 1 "Mechassassin" monster from your GY to your hand. You can only activate 1 "Mechassassin's Assembly" effect per turn, and only once that turn.

Mechassassin's Factory Continuous Spell Card
Once per turn: You can target 1 Link Monster on the field, then pay 1000 LP; Special Summon "Mechassassin" Token" (Machine/DARK/Level 1/ATK 0/DEF 0) up to that monster's Link Rating. Your opponent cannot activate cards or effects in response to this effect's activation. You cannot Special Summon monsters the turn you activate this effect, except "Mechassassin" monsters.

Mechassassin's Guild Field Spell Card
"Mechassassin" monsters you control gain 600 ATK. Once per turn, if you pay LP to activate the effect of a "Mechassassin" card: You can inflict damage to your opponent equal to the amount of paid LP. If you control a "Mechassassin" Link Monster, effects that require paying LP cannot be negated by your opponent's card effects.

Mechassassin's Repair Shop Normal Spell Card
Target 1 Level 4 or lower "Mechassassin" monster in your GY; Special Summon it in Defense Position with its effects negated. The turn this card is activated, your opponent cannot activate cards or effects in response to the activation of the effects of your "Mechassassin" monsters. You can only activate 1 "Mechassassin's Repair Shop" per turn.

Mechassassin's Shooting Gallery Normal Spell Card
Tribute 1 "Mechassassin" monster you control; inflict damage to your opponent equal to the number of monsters they control x 500. You can banish this card from your GY, then target 1 "Mechassassin" monster in your GY; Special Summon it, but its effects are negated. You can only use 1 "Mechassassin's Shooting Gallery" effect per turn, and only once that turn.

Mechassassin's Termination Normal Spell Card
Pay 1000 LP, then apply 1 of these effects, depending on the number of "Mechassassin" monsters you control.
-1: Target 1 face-up monster your opponent controls; negate its effects, then destroy it.
-2: Target 1 face-up Spell/Trap Card your opponent controls; negate its effects, then destroy it.
-3: Target up to 2 monsters your opponent controls; negate their effects, then banish them.
-4: Target up to 2 Spell/Trap Cards your opponent controls; negate their effects, then banish them.
-5: Negate the effects of any face-up monsters in your opponent's Main Monster Zone, then destroy them.
-6: Negate the effects of any cards your opponent controls, then destroy them, and for the rest of the turn, monsters you control cannot declare an attack, except "Mechassassin" Link Monsters.
You can only use 1 "Mechassassin's Termination" per turn.


Bohman & Haru:

Archaism – Sneak Gunner G
Attribute: DARK Type: [Cyberse/Pendulum/Normal] ATK 1000 DEF 800 Level: 4 Scale: 1
Pendulum effect: Once per turn: You can target 1 Link Monster you control; add "Archaism" monsters from your GY to your hand, up to that monster's Link Rating.
Monster text: A flying patrol machine from an ancient civilization armed with lasers and rockets. Approach with caution.

Archaism – Sneak Gunner M
Attribute: DARK Type: [Cyberse/Pendulum/Normal] ATK 700 DEF 1100 Level: 4 Scale: 5
Pendulum effect: While you control an "Archaism" Link Monster, you take no effect damage that is less than or equal to the total Link Ratings of "Archaism" Link Monsters you control x 500.
Monster text: A flying patrol machine from an ancient civilization that detects all who attempt to hide. Approach with caution.

Archaism – Tri-Attacker HG
Attribute: DARK Type: [Cyberse/Normal] ATK 900 DEF 500 Level: 3
A light patrol machine from an ancient civilization armed with an electromagnet. Approach with caution.

Archaism – Tri-Attacker R2
Attribute: DARK Type: [Cyberse/Normal] ATK 800 DEF 600 Level: 3
A light patrol machine from an ancient civilization armed with machine guns and missiles. Approach with caution.

Assault Hydradrive
Attribute EARTH Type: [Cyberse/Effect] ATK 1000 DEF 1000 Level: 3
During damage calculation, when your "Hydradrive" Link Monster battles an opponent's monster (Quick Effect): You can send this card from your hand to the GY; your monster gains 1000 ATK until the end of the Damage Step.

Hydradrive Incarnation
Attribute: EARTH Type: [Cyberse/Effect] ATK 1600 DEF 1500 Level: 4
You can Tribute this card and target 1 "Hydradrive" monster in your GY, except "Hydradrive Incarnation"; Special Summon it with its effects negated. You can only use this effect of "Hydradrive Incarnation" once per turn.

Shielded Hydradrive
Attribute: EARTH Type: [Cyberse/Effect] ATK 0 DEF 1200 Level: 2
If you would take battle or effect damage, you can Special Summon this card from your hand instead. When this card is Special Summoned: You can target 1 "Hydradrive" monster you control, except "Shielded Hydradrive"; while this card is on the field, that monster cannot be destroyed by battle. If you would take battle or effect damage, you can banish this card from your GY instead. You can only use each effect of "Shielded Hydradrive" once per turn.

Heavy Archaism – Balancing Clown
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 1000 LINK-1

1 "Archaism" monster
Once per turn: You can target 1 monster your opponent controls; until the end of the turn, its effects are negated, and its ATK/DEF becomes 0. An "Archaism" monster that was Link Summoned using this card on the field as material gains this effect.
-Once per turn, if this card battles an opponent's monster: You can make that monster's ATK equal to its original ATK until the end of the turn.

Heavy Archaism – Phalanx J9
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 1500 LINK-1

1 "Archaism" monster
Once per turn: You can Special Summon 1 "Archaism" Normal Monster from your GY to your zone this card points to. An "Archaism" monster that was Link Summoned using this card on the field as material gains this effect.
-The first time each turn this card would be destroyed by battle or card effect, it is not destroyed.

Heavy Archaism – Zephyranthes
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 1800 LINK-2
←→
2 "Archaism" monsters
Your opponent's monsters cannot target linked monsters you control for attacks, except this one. An "Archaism" monster that was Link Summoned using this card on the field as material gains this effect.
-Your opponent cannot target monsters this card points to for attacks or with card effects.

Archaism Jamming Normal Trap Card
Send 1 "Archaism" monster from your Deck to the GY; until the end of the turn, "Archaism" Link Monsters you control are unaffected by your opponent's card effects. You can banish this card from your GY and send 1 "Archaism" monster from your Deck to the GY; until the end of the turn, "Archaism" Link Monsters you control are unaffected by your opponent's card effects. You can only use 1 effect of "Archaism Jamming" per turn, and only once that turn.

Hydradrive Animation Normal Trap Card
Target 1 "Hydradrive" Link Monster in your GY; banish "Hydradrive" Link Monsters whose total Link Rating is equal to the targeted monster's Link Rating from your GY, then Special Summon it. The Special Summoned monster is unaffected by the effects of your opponent's Link Monsters.

Hydradrive Blast Normal Trap Card
When an opponent's monster declares an attack on a "Hydradrive" monster you control: Destroy the attacking monster, and if you do, inflict damage to your opponent equal to that monster's original ATK.

Hydradrive Burst Normal Trap Card
Target 1 "Hydradrive" Link Monster you control and 1 Link Monster your opponent controls; destroy them, and if your LP is less than 1000, you gain LP equal to the destroyed monsters' combined Link Ratings x 600. You can only use 1 "Hydradrive Burst" per turn.

Hydradrive Desperation Normal Trap Card
Target 1 "Hydradrive" Link Monster you control; banish it, and if you do, inflict damage to your opponent equal to that monster's Link Rating x 500. During the End Phase, Special Summon the monster banished by this card's effect.

Hydradrive Fluctuation Normal Trap Card
When you would take battle or effect damage: Target 1 "Hydradrive" Link Monster you control; reduce the damage to 0, then the targeted monster gains ATK equal to the same amount, also for the rest of the turn, cards in your Main Monster Zone and Spell & Trap Zone cannot be destroyed by card effects.

Hydradrive Analogue Continuous Spell Card
You can target 1 "Hydradrive" Link Monster you control, then declare 1 Attribute; until your next Standby Phase, it is treated as the declared Attribute (even if this card leaves the field). You can only use this effect of "Hydradrive Analogue" once per turn.

Hydradrive Continuation Normal Spell Card
Target 1 "Hydradrive" Link Monster you control; Special Summon 1 "Hydradrive" Link Monster with the same Attribute(s) from your GY, but it is destroyed during the End Phase. You can only use 1 "Hydradrive Continuation" per turn.

Hydradrive Remix Quick-Play Spell Card
When an opponent Special Summons a Cyberse monster: Tribute 1 "Hydradrive" monster you control; Special Summon 1 "Hydradrive" Link Monster with a different name but the same Attribute from your GY with its effects negated, and if you do, gain LP equal to its original ATK. If the Summoned monster is sent to the GY by an opponent's card: You can banish this card from your GY; gain LP equal to its ATK. You can only use each effect of "Hydradrive Remix" once per turn.

Property Alignment Quick-Play Spell Card
Target 1 "Hydradrive" monster you control; Special Summon 1 monster with the same Attribute from your opponent's GY to their field with its effects negated, also if the Special Summoned monster is destroyed by battle and sent to the GY, you draw 2 cards. When your "Hydradrive" monster is targeted for an attack: You can banish this card from your GY; negate that attack. You can only use 1 "Property Alignment" effect per turn, and only once that turn.

Property Changer Equip Spell Card
When this card is activated: Declare 1 Attribute; the equipped monster's Attribute becomes the declared Attribute. If you control a "Hydradrive" Link Monster with the same Attribute as the equipped monster, your opponent cannot target your Spell/Trap Cards with their card effects. If the equipped monster is destroyed by a card effect (Quick Effect): You can banish this card from your GY; draw 1 card, then inflict 1000 damage to your opponent.

Property Equivalency Normal Spell Card
If you control a "Hydradrive" Link Monster: Target 2 monsters in your opponent's GY with the same ATK and Attribute; Special Summon them to your opponent's field in Attack Position with their effects negated, also the turn you activate this card, your opponent takes no effect damage.


Soulburner:

Salamangreat Friction Continuous Trap Card
Once per turn, if you would take effect damage: You can banish 1 "Salamangreat" monster from your GY; the effect damage is reduced to 0. If an opponent's monster declares a direct attack: You can send this card from your field to the GY, then banish 1 "Salamangreat" monster from your GY; you take no battle damage, then draw 2 cards.

Salamangreat Resuscitation Normal Trap Card
When your "Salamangreat" Link Monster is destroyed by battle and sent to the GY: Special Summon the destroyed monster with its effects negated, then gain LP equal to half its original ATK. You can only use 1 "Salamangreat Resuscitation" per turn.

Salamangreat Prominence Equip Spell Card
Equip only to a "Salamangreat" monster. It cannot be targeted by your opponent's card effects, also your opponent cannot target other monsters you control for attacks, except the equipped monster. If the equipped monster is a "Salamangreat" Link Monster that was Link Summoned using a monster with its same name as material, it gains the following effect.
-If the equipped monster destroys an opponent's monster by battle: Inflict damage to your opponent equal to that monster's original ATK.


Galahad:

Black Luster Soldier – King of Chaos
Attribute: EARTH Type: [Warrior/Link/Effect] ATK 3500 LINK-4 ↙↑↓↘
2+ Effect Monsters, including 1 "Black Luster Soldier" monster
This Link Summoned card is unaffected by your opponent's card effects. Once per turn, if this card was Link Summoned using "Black Luster Soldier – Soldier of Chaos" as material: You can target 1 card your opponent controls; banish it, then, depending on the card's type, apply 1 of the following effects until the end of the turn.
-Monster: This card's ATK becomes double its original ATK.
-Spell: This card can make a second attack during each Battle Phase this turn.
-Trap: If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step.

Gaia Dragon, the Hurricane Bringer
Attribute: WIND Type: [Dragon/Xyz/Effect] ATK 3200 DEF 2600 Rank: 8
3 Level 8 monsters
If this card attacks a Defense Position monster, inflict piercing battle damage. If this card has "Gaia Dragon, the Thunder Charger" as material, it gains this effect.
-Once per turn: You can detach 1 material from this card, then target 1 face-up monster your opponent controls; switch that monster's ATK and DEF until the end of the turn, and if you target a Link Monster, its ATK becomes 0.

Quickdraw Synchro Normal Trap Card
If you control a Synchro Monster: Target 1 Tuner monster in your GY; Special Summon it, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using that Tuner monster and monsters you control. If you control a Synchro Monster: You can banish this card from your GY; draw 1 card. You can only use 1 "Quickdraw Synchro" effect per turn, and only once that turn.

Soldier's Cross Normal Trap Card
When your Warrior monster is destroyed by battle or card effect: Target that monster in the GY; Special Summon it in Defense Position with its effects negated, and if you do, draw 1 card. You can banish this card from your GY; monsters you currently control gain 1000 ATK until the end of the turn. You can only use 1 "Soldier's Cross" effect per turn, and only once that turn.

Galloping Gaia Field Spell Card (TCG/OCG)
Your opponent cannot activate cards or effects during your Battle Phase while "Gaia the Dragon Champion" is in your Monster Zone. You can activate 1 of the following effects.
-You can reveal 1 "Gaia The Fierce Knight" monster in your GY; add 1 Level 5 Dragon monster from your Deck to your hand.
-You can reveal 1 Level 5 Dragon monster in your hand; add 1 "Gaia The Fierce Knight" monster from your Deck to your hand.
You can only use this effect of "Galloping Gaia" once per turn.

Link Snatch Normal Spell Card
If only your opponent controls a Link Monster: Target 1 Link Monster your opponent controls; take control of it until the End Phase, and if you do, you can place it in an unoccupied Extra Monster Zone. You can only use 1 "Link Snatch" per turn.

Mount of the Fierce Knight Equip Spell Card
Equip only to a monster with 2300 or more original ATK. It gains 600 ATK and cannot be targeted by your opponent's card effects. If the equipped monster would be destroyed by your opponent's card, you can send the top card of your Deck to the GY instead. You can only use this effect of "Mount of the Fierce Knight" once per turn.

Rank-Up-Magic Elemental Force Normal Spell Card
Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 monster that is the same Attribute, but 1 Rank higher, by using it as material, then for the rest of the turn, negate the effects of face-up monsters currently on the field until the end of the turn, except monsters with the same Attribute as the Summoned monster. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)

Return of the Fierce Knight Quick-Play Spell Card
If you control no monsters: Special Summon 1 "Gaia the Fierce Knight" monster from your GY in Defense Position with its effects negated. The turn you activate this card, neither player takes battle damage from battles involving "Gaia the Fierce Knight" monsters. You can only use 1 "Return of the Fierce Knight" per turn.


Kenmochi & Yoroizaka:

Gouki Chain Normal Trap Card
Target 1 "Gouki" Link Monster you control; until the end of the turn, it is unaffected by your opponent's card effects, also during the End Phase, inflict damage to your opponent equal to its Link Rating x 200.

Gouki Point Guard Continuous Trap Card
Target 1 "Gouki" monster you control; while this card is face-up on the field, your opponent can only choose the targeted monster as an attack target. If the targeted monster leaves the field, destroy this card.


Playmaker:

Spiritcode Talker
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2300 LINK-3 ↙↑↓
2+ Cyberse monsters
Your monsters this card points to cannot be destroyed by battle or card effects. Once per turn, if this card battles an opponent's Link Monster, during damage calculation: You can return 1 monster in your zone this card points to to the owner's hand; this card gains ATK equal to that opponent's monster during that damage calculation only.

Cyberse Impact Normal Trap Card
When an opponent's monster attacks a Cyberse monster: Reduce the damage from that battle to 0, and if you do, your opponent's monster can make an additional attack in a row, then at the end of the Battle Phase, you can add 1 Cyberse monster from your GY to your hand.

Firewall Shield Normal Trap Card
When an opponent's monster declares an attack: Halve your LP; you take no damage from that battle, then add 1 Level 4 or lower Cyberse monster from your Deck to your hand. If you control no monsters, you can activate this card from your hand. When your opponent targets your Cyberse monster with a card effect: You can banish this card from your GY; negate the activation, and if you do, your Cyberse monsters are unaffected by your opponent's card effects until the End Phase. You cannot activate this effect the turn this card is sent to the GY.

Intercept Link Normal Trap Card
When your opponent's monster declares a direct attack while your LP are less than your opponent's LP: Negate the attack, and if you do, Special Summon 1 Link Monster from your Extra Deck whose ATK is less than your LP. If you have no cards in your Spell & Trap Zone: You can banish this card from your GY, then target 1 Link Monster you control; gain LP equal to its original ATK. You cannot activate this effect the turn this card is sent to the GY.

Cyberse Architect Quick-Play Spell Card
If you control a Cyberse Ritual Monster: Apply up to 2 of the following effects. If you control a Cyberse monster in the Extra Monster Zone, your opponent cannot activate cards or effects in response to this card's activation.
-1 Special Summoned monster you control gains 1000 ATK until your next Standby Phase.
-Add 1 "Cynet" Spell/Trap Card from your Deck or GY to your hand.
-Return up to 3 cards in the GY to the owner's Deck(s).
You can only use 1 "Cyberse Architect" per turn.

Cyberse Boost Quick-Play Spell Card
During damage calculation, if your Cyberse monster battles an opponent's monster: Send 1 Link Monster from your Extra Deck to the GY; your monster gains ATK equal to that monster's Link Rating x 1000, during that damage calculation only, also your opponent's monster cannot be destroyed by that battle, and your opponent takes no battle damage from that battle. You can only use 1 "Cyberse Boost" per turn.

Cyberse Exception Quick-Play Spell Card
Target 1 Cyberse monster you control; until the end of the turn, it is unaffected by your opponent's card effects, also neither player takes effect damage this turn. When your Cyberse monster battles an opponent's monster: You can banish this card from your GY; negate the attack, and if you do, the opponent's monster's ATK becomes 0 until the end of that turn.

Cynet Diffusion Normal Spell Card
Send 1 Cyberse monster from your Deck to the GY, then target 1 Link-2 or lower monster in your GY; Special Summon it with its effects negated. You can banish this card from your GY, then target 1 Cyberse monster in your GY; Special Summon it with its effects negated. You can only use 1 "Cynet Diffusion" effect per turn, and only once that turn.

Cynet Exclusion Normal Spell Card
Banish up to 3 monsters from your GY that are a different monster card type (Fusion, Link, Synchro, or Xyz); send an equal number of Cyberse monsters from your Extra Deck to the GY. If you control a Cyberse Link Monster: You can banish this card from your GY; draw 2 cards. You can only use each effect of "Cynet Exclusion" once per turn.

Cynet Pressure Normal Spell Card
If you control a "Code Talker" monster: Send 1 Cyberse monster from your Deck to the GY, then draw 1 card. If you control a "Code Talker" monster: You can banish this card from your GY; Special Summon 1 Cyberse monster from your GY to your zone a "Code Talker" monster points to in Defense Position with its effects negated. "You can only use 1 "Cynet Pressure" effect per turn, and only once that turn.

Unyielding Bonds Normal Spell Card
Target 1 Link Monster you control and 1 Link Monster in your GY; banish the second target, then until the end of the turn, the first target gains ATK equal to the banished monster's Link Rating x 1500, also other monsters you control cannot attack. You can only use 1 "Unyielding Bonds" per turn.


Blood Shepherd:

Drone Controller Normal Trap Card
Target 1 "Drone" monster you control; equip it with this card. If the equipped monster battles an opponent's non-Link Monster with higher ATK, it isn't destroyed by that battle, and you take no battle damage. If the equipped monster battles an opponent's Link Monster with higher ATK, its ATK becomes double its current ATK during damage calculation only. At the start of your Standby Phase: Destroy this card.

Drone Production Line Continuous Trap Card
If your Level 4 or lower "Drone" monster is sent to the GY: You can add 1 "Drone" monster with a different name from your Deck to your hand. If your "Drone" Link Monster is sent to the GY by an opponent's card: You can Set 1 "Drone" Spell/Trap directly from your Deck. You can only use each effect of "Drone Production Line" once per turn.

Drone Rewind Counter Trap Card
When your opponent activates a Spell/Trap Card: Negate the activation, and if you do, banish it, and if you do, you can target 1 "Drone" monster in your GY; Special Summon it. If your opponent targets your "Drone" Spell/Trap Card with a card effect: You can banish this card from your GY; negate the activation, also for the rest of the turn, your opponent cannot target that card with their card effects.

Intercept Drone Normal Trap Card
When your "Drone" monster is attacked by an opponent's monster: Tribute 1 "Drone" monster you control; negate the attack, then inflict damage to your opponent equal to the attacking monster's original ATK.

Drone Airfield Field Spell Card
"Drone" monsters you control gain 200 ATK. When this card is activated: You can add 1 "Drone" card from your Deck to your hand. When your opponent takes damage from your "Drone" monster's direct attack: You can add 1 "Drone" card from your Deck or GY to your hand. You can only use this effect of "Drone Airfield" once per turn.

Drone Ascension Quick-Play Spell Card
Tribute 1 "Drone" monster you control, then target 1 Link-2 or higher "Drone" monster you control with a different name; it gains ATK equal to the Tributed monster's ATK until the end of the turn, and if it destroys an opponent's monster by battle in the Extra Monster Zone, you can add 1 "Drone" card from the Deck to the hand. You cannot activate this card if "Drone Ascension" is in your GY.


Go Onizuka:

Dinowrestler Emperor T Wrextle
Attribute: EARTH Type: [Dinosaur/Link/Effect] ATK 3500 LINK-4 ↙↑↓↘
2+ "Dinowrestler" monsters
If this card battles, your opponent cannot activate card effects until the end of the Damage Step. Your opponent's monsters cannot target monsters for attacks, except this one. Any face-up monsters on the field are changed to Attack Position and their battle positions cannot be changed. At the end of your opponent's Battle Phase: Destroy any monsters your opponent controls that did not declare an attack during that Battle Phase, then inflict 500 damage to your opponent for each destroyed monster.

Dino Crash Counter Trap Card
When your opponent activates a monster effect while you control a "Dinowrestler" Link Monster: Negate the activation. You can banish this card from your GY and target 1 "Dinowrestler" monster you control; it is unaffected by your opponent's card effects until the end of the turn.

Link Chain Normal Trap Card
When your opponent Special Summons a Link Monster: Target 1 Link Monster your opponent controls; negate its effects until the end of the turn, also your opponent must conduct their Battle Phase this turn.

Dino Fossilization Normal Spell Card
Pay 1000 LP, then target 1 Level 8 or lower "Dinowrestler" monster you control; Tribute it, then Special Summon 1 "Dinowrestler" Link Monster from the GY and increase its ATK by the Tributed monster's original ATK until the end of the turn, but it cannot attack your opponent directly. You can only use 1 "Dino Fossilization" per Duel.

Dino Reserve Normal Spell Card
Target 1 "Dinowrestler" Link Monster you control in the Extra Monster Zone; move it to your Main Monster Zone it points to, and if you do, draw 2 cards, also for the rest of the turn after this card resolves, you cannot add cards from your Deck to your hand. If your "Dinowrestler" Link Monster destroys an opponent's monster by battle (Quick Effect): You can banish this card from your GY, then target that monster; it can make a second attack during each Battle Phase this turn.

Dino Restoration Normal Spell Card
Return 1 "Dinowrestler" monster you control to your hand; Special Summon 1 "Dinowrestler" monster from your GY with its effects negated. You can only use 1 "Dino Restoration" per turn.

Natural Evolution Normal Spell Card
Declare 1 Monster Type; Special Summon 1 Level 4 or lower "Dinowrestler" monster from your hand, and if you do, any monsters you currently control become the declared Type until the End Phase. If the monster Special Summoned by this card's effect leaves the field: You can banish this card from the GY; draw 1 card.


Lilith:

Magical Musketeer Daly
Attribute: LIGHT Type: [Fiend/Link/Effect ATK 2000 LINK-2 ↙↘
2 "Magical Musket" monsters
If this card is Link Summoned: You can add 1 "Magical Musket" card from your Deck to your hand. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. Once per turn, if a Spell/Trap Card is activated in the same column as a zone this card points to (Quick Effect): You can activate 1 of the following effects.
-Add 1 "Magical Musket" Spell/Trap Card from your GY to your hand.
-Target 1 "Magical Musket" monster in your GY; Special Summon it to your zone this card points to.

Magical Musket – Black Market Continuous Trap Card
Activate this card by sending 1 "Magical Musket" card from your field to the GY. "Magical Musket" monsters you control are unaffected by your opponent's card effects. If this card in your possession is sent to the GY by an opponent's card effect: You can Set 1 "Magical Musket" Spell/Trap Card from your GY, except "Magical Musket – Black Market'. The Set card can be activated this turn.

Magical Musket – Final Volley Normal Trap Card
Send 1 "Magical Musket" card from your hand to the GY; until the end of the turn, the ATK of any "Magical Musket" monsters you currently control becomes equal to double their original ATK, also your opponent takes no battle damage for the rest of the turn.

Magical Musket – Quick Draw Normal Trap Card
If you control a "Magical Musket" monster: Target 1 face-up card on the field; return it to the owner's hand. You can only use 1 "Magical Musket – Quick Draw" per turn.

Magical Musket – Restock & Reload Quick-Play Spell Card
Gain 500 LP for each "Magical Musket" monster you control. You can only use 1 "Magical Musket – Restock & Reload" per turn.

Magical Musket Showdown Field Spell Card
When this card is activated: You can add 1 "Magical Musket" card from your Deck to the hand. During your Main Phase, you can Normal Summon 1 "Magical Musket" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)


Adramelech:

Void Fusion Normal Spell Card
Fusion Summon 1 "Infernoid" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control a Level 8 or higher "Infernoid" monster, you can also banish up to 3 monsters from your Deck as Fusion Materials. You cannot Normal Summon/Set the turn you activate this card.


Bit & Boot:

D-Scale Carbonclad Trout
Attribute: WATER Type: [Cyberse/Effect] ATK 1200 DEF 1600 Level: 4
If you control a "D-Scale" monster, you can Special Summon this card (from your hand). You can only Special Summon "D-Scale Carbonclad Trout" once per turn this way. A "D-Scale" Link Monster that was Summoned using this card as material gains the following effect.
-This monster cannot be targeted by your opponent's card effects.

D-Scale Plated Albacore
Attribute: WATER Type: [Cyberse/Effect] ATK 1600 DEF 1300 Level: 5
When your opponent takes effect damage (Quick Effect): You can Special Summon this card (from your hand) in Attack Position. You can only use this effect of "D-Scale Plated Albacore" once per turn. A "D-Scale" Link Monster that was Summoned using this card as material gains the following effect.
-This card cannot be destroyed by battle.

D-Scale Razor Remora
Attribute: WATER Type: [Cyberse/Effect] ATK 1100 DEF 800 Level: 4
When you take damage (Quick Effect): You can Special Summon this card from your hand in Defense Position. You can only use this effect of "D-Scale Razor Remora" once per turn.

D-Scale Fullarmor Megalodon
Attribute: WATER Type: [Cyberse/Link/Effect] ATK 3000 LINK-4
←↑↓→
2+ "D-Scale" monsters
Cannot be destroyed by card effects. This co-linked card can attack all monsters your opponent controls, once each. You can only use each of the following effects of "D-Scale Fullarmor Megalodon" once per turn.
-When this card is Link Summoned: You can look at your opponent's hand; send 1 card in your opponent's hand to the GY, and if that card is a Monster Card, inflict damage to your opponent equal to its Level x 200.
-At the end of your Battle Phase, if your opponent took no battle damage this turn: You can target cards your opponent controls, up to the number of attacks this card made during the Battle Phase; destroy them, then inflict 500 damage to your opponent for each destroyed card.

D-Scale Platemail Nacanthus
Attribute: WATER Type: [Cyberse/Link/Effect] ATK 2600 LINK-3 ←↓→
2+ "D-Scale" monsters
Cannot be destroyed by card effects. Once per turn: You can target 1 "D-Scale" Link Monster you control; move it to a Main Monster Zone it points to. This card can make a second attack during each Battle Phase.

D-Scale Judgment Normal Trap Card
Target 1 "D-Scale" monster you control; until the end of the turn, it loses 600 ATK and is unaffected by your opponent's card effects. You can banish this card from your GY; add 1 "D-Scale" monster from your GY to your hand. You cannot activate this effect the turn this card is sent to the GY.

D-Scale Mail Normal Trap Card
Target 1 "D-Scale" monster you control; until the end of the turn, it cannot be destroyed by battle, and any battle damage you take from battles involving it is halved.

D-Scale Net Normal Trap Card
Declare 1 Attribute; until your opponent's next Standby Phase, they cannot use monsters of the declared Attribute as Link Material. If you control a "D-Scale" Link Monster, your opponent cannot activate cards or effects in response to the activation of this card.

D-Scale Reef Continuous Trap Card
The first each turn you would take damage, gain LP equal to the damage you would take instead. If you control no "D-Scale" monsters, destroy this card.

D-Scale Submergence Normal Trap Card
Target 1 "D-Scale" Link Monster you control; gain LP equal to its Link Rating x 600, also your opponent takes no damage the turn you activate this card. You can only use 1 "D-Scale Submergence" per turn.

D-Scale Trench Counter Trap Card
When your opponent activates a Spell/Trap Card while you control a "D-Scale" monster: Negate the activation of that card and destroy it, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was destroyed, until the 2
nd Standby Phase after this card's activation. You can banish this card from your GY and target 1 "D-Scale" monster you control; until the end of the turn, it is unaffected by your opponent's card effects.

D-Scale Charge Equip Spell Card
Equip only to a "D-Scale" monster. If it attacks a Defense Position monster, inflict piercing battle damage. Once per turn: You can send 1 card from your hand to the GY, then target 1 Spell/Trap Card your opponent controls; destroy it, and for the rest of the turn, only the equipped monster can declare an attack.

D-Scale Swarm Quick-Play Spell Card
During your Main Phase, if you control a "D-Scale" monster: Draw 2 cards. If you control a "D-Scale" Link Monster (Quick Effect): You can banish this card from your GY, then target 1 card in your opponent's hand; send it to the GY. If you control a Link-3 or higher "D-Scale" monster, you can target up to 2 cards instead. You can only use 1 "D-Scale Swarm" effect per turn, and only once that turn.

D-Scale Tide Quick-Play Spell Card
When an opponent's monster declares a direct attack: Negate the attack, and if you do, Special Summon up to 3 "D-Scale Tokens" (Cyberse/WATER/Level 1/ATK 100/DEF 100) in Defense Position, but they cannot be used as material for a Link Summon, except for the Link Summon of a WATER monster.


Diana & Goldie:

VirtuaBeast Accelerator Anaconda
Attribute: EARTH Type: [Cyberse/Effect] ATK 1600 DEF 1400 Level: 5
You can target 1 "VirtuaBeast" monster in your GY; return it to your Deck and Special Summon this card from your hand. You can only Special Summon "VirtuaBeast Accelerator Anaconda" once per turn this way. If this card is used to Link Summon a "VirtuaBeast" monster: You can target 1 monster your opponent controls; it loses 600 ATK until the end of the turn.

VirtuaBeast Code Crocodile
Attribute: WATER Type: [Cyberse/Effect] ATK 1200 DEF 600 Level: 3
If you control no monsters, you can Special Summon this card (from your hand). You can only Special Summon "VirtuaBeast Code Crocodile" once per turn this way. If this card is used to Link Summon a "VirtuaBeast" monster, it can be treated as 2 materials.

VirtuaBeast CPU Crab
Attribute: WATER Type: [Cyberse/Effect] ATK 1400 DEF 1600 Level: 5
If you control a "VirtuaBeast" Link Monster: You can Special Summon this card from your hand. If this card is used to Link Summon a "VirtuaBeast" monster: You can target 1 "VirtuaBeast" monster you control; it gains 800 ATK until the end of the turn. You can only use each effect of "VirtuaBeast CPU Crab" once per turn.

VirtuaBeast Data Dolphin
Attribute: WATER Type: [Cyberse/Effect] ATK 1000 DEF 1200 Level: 4
Gains 200 ATK for each "VirtuaBeast" monster you control. If this card is used to Link Summon a "VirtuaBeast" monster: You can add 1 Spell Card from your Deck to your hand, also you cannot Special Summon monsters the turn you activate this effect, except "VirtuaBeast" monsters. You can only use this effect of "VirtuaBeast Data Dolphin" once per turn.

VirtuaBeast File Feline
Attribute: EARTH Type: [Cyberse/Effect] ATK 800 DEF 700 Level: 2
If you took battle damage this turn (Quick Effect): You can send this card from your hand to the GY; until the end of the turn, any battle damage you take is reduced to 0. If this card is used to Link Summon a "VirtuaBeast" monster: You can target up to 3 "VirtuaBeast" Link Monsters in your GY; return them to the Extra Deck. You can only use each effect of "VirtuaBeast File Feline" once per turn.

VirtuaBeast Hacked Hawk
Attribute: WIND Type: [Cyberse/Effect] ATK 1600 DEF 200 Level: 4
If you control a "VirtuaBeast" monster: You can Special Summon this card from your hand. If this card is used to Link Summon a "VirtuaBeast" monster: You can Special Summon 1 "VirtuaBeast Token" (Cyberse/WIND/Level 1/ATK 0/DEF 0). You can only use each effect of "VirtuaBeast Hacked Hawk" once per turn.

VirtuaBeast Hyperlink Hyena
Attribute: EARTH Type: [Cyberse/Effect] ATK 1700 DEF 800 Level: 4
If your card is destroyed by an opponent's card effect (Quick Effect): You can Special Summon this card from your hand. If this card is used to Link Summon a "VirtuaBeast" monster: You can target 1 card your opponent controls; banish it until the End Phase. You can only use each effect of "VirtuaBeast Hyperlink Hyena" once per turn.

VirtuaBeast Server Serval
Attribute: EARTH Type: [Cyberse/Effect] ATK 1800 DEF 400 Level: 4
If your opponent controls a monster, you can Special Summon this card (from your hand). You can only Special summon "VirtuaBeast Server Serval" once per turn this way. If this card is used to Link Summon a "VirtuaBeast" monster: You can add 1 "VirtuaBeast Kingdom" from your Deck to your hand. You can only use this effect of "VirtuaBeast Server Serval" once per turn.

VirtuaBeast Spam Scorpion
Attribute: EARTH Type: [Cyberse/Effect] ATK 1300 DEF 500 Level: 3
If this card is used to Link Summon a "VirtuaBeast" monster: You can target 1 card your opponent controls; destroy it. You can banish this card from your GY, then target 1 "VirtuaBeast" monster in your GY, except "VirtuaBeast Spam Scorpion"; Special Summon it. You can only use 1 "VirtuaBeast Spam Scorpion" effect per turn, and only once that turn.

VirtuaBeast Vaccine Vulture
Attribute: WIND Type: [Cyberse/Effect] ATK 1400 DEF 800 Level: 3
If this card is used to Link Summon a "VirtuaBeast" monster: You can draw 1 card. If your "VirtuaBeast" monster would be destroyed by your opponent's card, you can banish this card from your GY instead. You can only use each effect of "VirtuaBeast Vaccine Vulture" once per turn.

VirtuaBeast Chrome Centaur
Attribute: EARTH Type: [Cyberse/Link/Effect] ATK 2200 LINK-3
←↓→
2+ "VirtuaBeast" monsters
"VirtuaBeast" monsters linked to this card cannot be destroyed by battle. If a "VirtuaBeast" is Special Summoned to a zone this card points to: You can target that monster; your opponent takes damage equal to its original ATK, also this card cannot declare an attack this turn. You can only use this effect of "VirtuaBeast Chrome Centaur" once per turn.

VirtuaBeast Cryptograph Chimera
Attribute: EARTH Type: [Cyberse/Link/Effect] ATK 3300 LINK-6
←↙↑↓↘→
2+ "VirtuaBeast" Link Monsters
When this card is Link Summoned: Target 1 card in your Spell & Trap Zone; while this card is face-up on the field, your opponent cannot target it with card effects, also it cannot be destroyed by card effects. The first time this card would leave the field because of a card effect each turn, it does not. If this linked card battles an opponent's Special Summoned monster, during damage calculation: This card gains ATK equal to its original ATK during that damage calculation only.

VirtuaBeast Gigabyte Goblin
Attribute: EARTH Type: [Cyberse/Link/Effect] ATK 800 LINK-1

1 Level 4 or lower "VirtuaBeast" monster
Once per turn: You can Special Summon 1 Level 4 or lower "VirtuaBeast" monster from your hand to your field. A "VirtuaBeast" monster that was Link Summoned using this card on the field as material gains the following effect.
-This card cannot leave the field because of a card effect.

VirtuaBeast Graphic Griffin
Attribute: WIND Type: [Cyberse/Link/Effect] ATK 1800 LINK-2
←→
2 "VirtuaBeast" monsters
When your linked "VirtuaBeast" monster battles and your opponent activates a card effect (Quick Effect): You can negate the activation, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card, until the end of the turn. If your co-linked "VirtuaBeast" monster destroys an opponent's monster by battle: You can inflict 800 damage to your opponent. You can only use each effect of "VirtuaBeast Graphic Griffin" once per turn.

VirtuaBeast Holographic Hydra
Attribute: WATER Type: [Cyberse/Link/Effect] ATK 1900 LINK-2
←↓
2 "VirtuaBeast" monsters
If this card is Link Summoned using a Link Monster as material: This card's ATK becomes double its original ATK until your next Standby Phase, but if your opponent controls a face-up monster(s), this card can only target their monster with the highest ATK for attacks (your choice, if tied). During your Main Phase, except the turn this card was Special Summoned: You can Tribute this card, then target 1 "VirtuaBeast" Link Monster in your GY, except "VirtuaBeast Holographic Hydra"; Special Summon it.

VirtuaBeast Malware Manticore
Attribute: EARTH Type: [Cyberse/Link/Effect] ATK 2300 LINK-3
↙↑↘
2+ "VirtuaBeast" monsters
If a monster is Special Summoned to your zone this card points to: You can target 1 Level 4 or lower "VirtuaBeast" monster in your GY; Special Summon it in Attack Position with its effects negated. If this card points to a "VirtuaBeast" monster: You can target 1 monster your opponent controls; until the end of the turn, its ATK is halved and its effects are negated. You can only use each effect of "VirtuaBeast Malware Manticore" once per turn.

VirtuaBeast Network Nemean
Attribute: EARTH Type: [Cyberse/Link/Effect] ATK 2400 LINK-3
↙↓↘
2+ "VirtuaBeast" monsters
Cannot be destroyed by battle. Once while face-up on the field: You can Tribute 1 Level 4 or lower "VirtuaBeast" monster you control, then target face-up cards your opponent controls, up to the Level of the Tributed monster; negate their effects until the end of the turn, then, if this card is co-linked, you can destroy them. This card cannot declare an attack the turn you activate this effect.

VirtuaBeast Processor Phoenix
Attribute: WIND Type: [Cyberse/Link/Effect] ATK 2000 LINK-2
↓→
2 "VirtuaBeast" monsters
Once per turn: You can Special Summon 1 Level 4 or lower "VirtuaBeast" monster from your GY with its effects negated. During your Standby Phase, if this card is in your GY and you control no monsters: You can Special Summon this card. You can only use this effect of "VirtuaBeast Processor Phoenix" once per turn.

VirtuaBeast Reboot Revenant
Attribute: EARTH Type: [Cyberse/Link/Effect] ATK 2700 LINK-3
↖↓↗
2+ "VirtuaBeast" monsters, including a Link Monster
You cannot Summon/Set monsters to any Extra Monster Zone this card points to. If this card is Link summoned: You can target 1 Spell Card your opponent controls; negate its effects until the end of the turn, and if you do, you can add 1 Spell Card from your GY to your hand, but you cannot activate cards with the same original name as that card for the rest of the turn. If this card destroys an opponent's monster it points to by battle: You can Special Summon that monster to your field, but its ATK is halved, also destroy it during the End Phase.

VirtuaBeast Domination Continuous Trap Card
Once per Damage Step, when your "VirtuaBeast" monster battles an opponent's monster whose current ATK is higher than its original ATK: You can activate this effect; your monster gains ATK equal to its original ATK during damage calculation only.

VirtuaBeast Entrapment Counter Trap Card
When your opponent activates a monster effect while you control a "VirtuaBeast" Link Monster: Negate the activation, and if you do, that monster's effects are negated, also neither player can Link Summon Link-4 or higher monsters until your opponent's next Standby Phase. If you control a Link-3 or higher "VirtuaBeast" monster, you can activate the above effect by banishing this card from your GY. You can only use 1 "VirtuaBeast Entrapment" per turn.

VirtuaBeast Hibernation Normal Trap Card
When your "VirtuaBeast" Link Monster is destroyed and sent to the GY: Special Summon it, also for the rest of this turn, it cannot be destroyed by battle or card effects. You can banish this card from your GY; add 1 "VirtuaBeast" monster from your GY to your hand. You can only use 1 "VirtuaBeast Hibernation" effect per turn, and only once that turn.

VirtuaBeast Stampede Normal Trap Card
Special Summon 1 "VirtuaBeast" Link Monster from your GY. If your "VirtuaBeast" monster battles: You can banish this card from your GY, then target your monster; it gains ATK equal to its original ATK during damage calculation only. You cannot activate this effect the turn this card is sent to the GY.

Salvation Arrows Link Spell Card ↖↑↗
Link Monsters this card points to are unaffected by your opponent's card effects. When this card leaves the field while it points to a monster(s), return those monsters to their owner's hand(s). You can only activate 1 "Salvation Arrows" in your Spell & Trap Zone a Link Monster points to, also you can only control 1 "Salvation Arrows".

Shift & Receive Normal Spell Card
Target 1 Link Monster you control in the Extra Monster Zone; move it to your zone it points to, and if you do, you can add 1 Spell Card from your GY to your hand, also you cannot activate cards with the same original name as that card for the rest of the turn. You can only use 1 "Shift & Receive" per turn.

VirtuaBeast Claws Equip Spell Card
Equip only to a "VirtuaBeast" monster. It can make a second attack during each Battle Phase this turn. If the equipped monster battles, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.

VirtuaBeast Hunt Normal Spell Card
Target 1 "VirtuaBeast" monster you control; no other monsters you control can declare an attack this turn, and during each Battle Phase this turn, no monsters can be destroyed by battle and battle damage is reduced to 0. If the targeted monster battles an opponent's monster, at the end of the Damage Step: Destroy the opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK.

VirtuaBeast Kingdom Field Spell Card
"VirtuaBeast" monsters you control cannot be targeted by your opponent's card effects. You can target 1 "VirtuaBeast" monster you control; apply 1 of the following effects, depending on the Attribute of the targeted monster, also you cannot target other monsters with that same Attribute with the effect of "VirtuaBeast Kingdom" this turn.
-EARTH: Special Summon 1 Level 4 or lower "VirtuaBeast" monster from your GY with its effects negated.
-WATER: Add 1 "VirtuaBeast" Spell/Trap from your Deck or GY to your hand, also for the rest of the turn, you cannot Link Summon Link-4 or higher monsters.
-WIND: Inflict 300 damage to your opponent for each "VirtuaBeast" monster you control, and if you do, gain LP equal to the damage, also for the rest of the turn, neither player takes effect damage.

VirtuaBeast Migration Quick-Play Spell Card
If you control a "VirtuaBeast" Link Monster: Target 1 face-up monster on the field and declare 1 Attribute; it is treated as the declared Attribute until the end of the turn. You can banish this card from your GY; add 1 "VirtuaBeast" monster from your GY to your hand. You can only use each effect of "VirtuaBeast Migration" once per turn.

VirtuaBeast Shepherding Quick-Play Spell Card
Until the end of the turn, your opponent cannot activate cards or effects in response to the activation of the effects of "VirtuaBeast" monsters. You can banish this card from your GY; add 1 "VirtuaBeast" card from your GY to your hand. You can only use 1 "VirtuaBeast Shepherding" effect per turn, and only once that turn.


Thaumiel:

Apoqliphort Apotheosis
Attribute: EARTH Type: [Machine/Link/Effect] ATK 3400 LINK-4 ←↙↘→
3+ "Qli" monsters
This Link Summoned card is unaffected by Spell/Trap effects and monster effects, except for Link Monsters with an equal or higher Link Rating. If this card destroys an opponent's monster by battle: You can send 1 card your opponent controls to the GY, then you can send 1 card in your opponent's hand to the GY, also inflict damage to your opponent equal to the number of sent cards x 800. Once per turn: You can target 1 "Qli" monster you control that this card points to; until the end of the turn, that monster can be treated as 3 Tributes for the Tribute Summon of an "Apoqliphort" monster.

Aqlimation Normal Trap Card
When your "Qli" monster is destroyed by battle: End the Battle Phase. If you control an "Apoqliphort" monster, you can activate this card from your hand.

Broken Qlinch Continuous Trap Card
The first time each "Qli" monster you control would be destroyed by battle each turn, it is not destroyed. You take no battle damage from battles involving your "Qli" monsters and your opponent's Special Summoned monsters. If you control no "Qli" monsters, destroy this card.

Eqlipse Bringer Normal Trap Card
Banish any number of face-up "Qli" Pendulum Monsters from your Extra Deck; banish cards from your opponent's Spell & Trap Zone equal to the number of banished monsters. If you control an "Apoqliphort" monster, you can activate this card from your hand.

Mechanist's Defense Normal Trap Card
If an opponent's monster declares a direct attack: Negate that attack and end the Battle Phase, then Special Summon 1 EARTH Machine Link Monster from your Extra Deck. (This is treated as a Link Summon.) The monster Special Summoned by this effect cannot be targeted by your opponent's card effects. If your EARTH Machine Link Monster is attacked by an opponent's monster: You can banish this card from your GY; reduce the battle damage you take from that battle to 0. You cannot activate this effect the turn this card is sent from your field to the GY.

Qlimax Draw Normal Spell Card
If you control a Tribute Summoned "Qli" monster: Draw 2 cards, also for the rest of the turn, you cannot Special Summon monsters, except by Pendulum Summon. You can only use 1 "Qlimax Draw" per turn.

Qlipped Wings Continuous Spell Card
Your opponent cannot activate cards or effects in response to the activation of the effects of your "Qli" monsters, also your opponent cannot target "Qli" monsters you control with card effects. If you control no "Qli" cards in the Pendulum Zone, destroy this card.


Terminus:

Subterror Behemoth Hydrossuary
Attribute: EARTH Type: [Zombie/Fusion/Flip/Effect] ATK 3000 DEF 2200 Level: 8
2 "Subterror" monsters
FLIP: This card's ATK equal to double its original ATK until your next Standby Phase.
If this card is Fusion Summoned using "Subterror Behemoth Dragossuary" as material: You can activate this effect; until the end of the turn, "Subterror" cards you control cannot be targeted or destroyed by your opponent's card effects. 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 GY in face-up Defense Position. Once per turn: You can change this card to face-down Defense Position.

Subterror Nemesis Hunter
Attribute: EARTH Type: [Warrior/Fusion/Effect] ATK 2600 DEF 1800 Level: 7
2 "Subterror" monsters
If this card is Fusion Summoned using a Beast-Warrior, Fairy, or Warrior monster: You can add 1 "Subterror" card from your Deck to your hand. Your opponent cannot activate monster effects in the GY. Your opponent cannot target your Set monsters for attacks, also your opponent cannot target your Set monsters with card effects. Once per turn: You can banish 1 "Subterror" monster from your GY; inflict damage to your opponent equal to that monster's Level x 100.

Subterror Binding Normal Trap Card
When this card is activated: Banish it and target 1 "Subterror" Link Monster you control; return it to the Extra Deck, and until the end of the turn, monsters your opponent controls with ATK equal to or less than that monster's original ATK cannot declare an attack or activate their effects. You can shuffle this banished card into the Deck; Special Summon 1 Link-3 or lower "Subterror" Link Monster from the Extra Deck with its effects negated. You can only use 1 "Subterror Binding" effect per turn, and only once that turn.

Subterror Masonry Continuous Trap Card
Your opponent cannot target "Subterror" monsters you control with card effects. You can activate each of the following effects of "Subterror Masonry" once per turn.
-You can target 1 face-down "Subterror" monster you control; change it to face-up Attack or Defense Position.
-You can target 1 face-up "Subterror" monster you control; change it to face-down Defense Position.

Subterror Pitfall Counter Trap Card
When your opponent targets your "Subterror" monster with a card effect: Negate the activation, and if you do, you can target 1 "Subterror" monster you control; until the end of the turn, it is unaffected by your opponent's card effects. You can banish this card from your GY and target 1 of your banished cards, except "Subterror Pitfall"; add it to your hand. You can only use 1 "Subterror Pitfall" effect per turn, and only once that turn.

Subterror Revolution Normal Trap Card
If you control a "Subterror" monster in the Extra Monster Zone: Target 1 card your opponent controls; return it to the owner's Deck, also for the rest of the turn, your opponent cannot activate or Summon cards with the same original name as that card. You can banish this card from your GY and target 1 "Subterror" monster you control; until the end of the turn, it is unaffected by your opponent's card effects, also you take no battle damage from battles involving your Set monsters. You can only use each effect of "Subterror Revolution" once per turn.

Subterror Spring Normal Trap Card
If you took battle damage, after the end of the Damage Step: Gain LP equal to half the damage you took, then Special Summon 1 "Subterror" monster from your hand in face-up Defense Position, also its battle position cannot be changed for the rest of the turn. If you would take battle damage, you can banish this card from your GY instead, also you take no battle damage for the rest of the turn. You can only use 1 "Subterror Spring" effect per turn, and only once that turn.

Subterror Fusion Normal Spell Card
Fusion Summon 1 "Subterror" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If there are no monsters in the Extra Monster Zone, you can also banish up to 1 "Subterror" monster from your GY as Fusion Material. You can banish this card from your GY; activate 1 of the following effects.
-Change 1 face-up "Subterror" monster on the field to face-down Defense Position.
-Change 1 Set "Subterror" monster on the field to face-up Attack or Defense Position.
You cannot activate this effect of "Subterror Fusion" the turn this card is sent to the GY.

Terminal Link Quick-Play Spell Card
If your Link Monster is destroyed by battle: You can Special Summon it and 1 monster with a different original name from your GY, and if you do, immediately after this effect resolves, Link Summon 1 Link Monster using those monsters as material. You can only use 1 "Terminal Link" per turn.

Vanished Remains Normal Spell Card
Banish 1 card from your GY; during your next Standby Phase after this card's activation, add 1 Spell/Trap from your Deck to your hand. You can only use 1 "Vanished Remains" per turn.


Windy:

Stormrider Pegasus
Attribute: WIND Type: [Cyberse/Effect] ATK 1800 DEF 1600 Level: 4
Once per turn: You can target 1 "Stormrider" monster you control, except "Stormrider Pegasus"; until the end of the turn, if that monster attacks a Defense Position monster, inflict piercing battle damage to your opponent, also this card cannot declare an attack this turn.

Stormridership Stymphalia
Attribute: WIND Type: [Cyberse/Link/Effect] ATK 1800 LINK-2
←↓
2 "Stormrider" monsters
When your "Stormrider" Link Monster linked to this card destroys an opponent's monster by battle: You can activate this effect; increase that monster's ATK by the destroyed monster's original ATK until the end of the turn, also it can make an additional attack in a row. This card cannot declare an attack the turn you activate this effect. You can only use this effect of "Stormridership Stymphalia" once per turn.


Nebula:

Galaxy-Eyes Prime Tachyon Dragon
Attribute: LIGHT Type: [Dragon/Xyz/Effect] ATK 4000 DEF 3000 Rank: 8
2 Level 8 LIGHT monsters
(This card is always treated as a "Galaxy-Eyes Tachyon Dragon" monster.)
"Galaxy-Eyes" monsters you control cannot be destroyed by card effects. Once per turn, when your opponent activates a card or effect on the field during the Battle Phase (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, negate the effects of any face-up cards your opponent controls and increase the ATK of any "Galaxy-Eyes" monsters you control by 1000 until the end of the turn. When this card is sent from the field to the GY: You can activate this effect; Special Summon this card during your next Standby Phase after activation. You can only use this effect of "Galaxy-Eyes Prime Tachyon Dragon" once per Duel.

Vanishing Galaxy Normal Trap Card
When an opponent's monster declares an attack on your "Galaxy-Eyes" monster: Destroy any Special Summoned monsters your opponent controls. You can banish this card from your GY; add 1 "Galaxy" Spell/Trap from your Deck to your hand. You can only use 1 "Vanishing Galaxy" effect per turn, and only once that turn.


Persephone:

Chaos Spirit
Attribute: DARK Type: [Fiend/Effect] ATK 1100 DEF 0 Level: 3
When an opponent's declares an attack, if you control a DARK or LIGHT monster (Quick Effect): You can discard this card; negate that attack, then add 1 DARK or LIGHT monster from your GY to your hand, except "Chaos Spirit". You can only use this effect of "Chaos Spirit" once per turn.

Chase Through the Burning Abyss Counter Trap Card
When your opponent targets your "Burning Abyss" monster with a card effect: Negate the activation, and if you do, you can Tribute 1 "Burning Abyss" monster you control, then target 1 monster; that monster gains ATK equal to the Tributed monster's ATK until your next End Phase.

Road to the Burning Abyss Normal Trap Card
When your "Burning Abyss" monster is targeted for an attack: Negate that attack, and if you do, destroy the attacking monster. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Burning Abyss" card from your Deck to your hand.

Canto of the Burning Abyss Quick-Play Spell Card
Target any number of "Burning Abyss" monsters in your GY (max. 6); shuffle them into the Deck, and if you do, gain LP equal to the number of shuffled monsters x 800, also your opponent takes no damage the turn you activate this effect. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Burning Abyss" monster from your GY to your hand.

Charge of the Burning Abyss Normal Spell Card
Draw 1 card and reveal it; if that card is a "Burning Abyss" monster, "Burning Abyss" monsters you control gain ATK equal to that monster's ATK until the end of the turn. If not, send that card to the GY. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY and target 1 "Burning Abyss" monster you control; it gains 1000 ATK/DEF until your next Standby Phase.

Inferno, Realm of the Burning Abyss Field Spell Card
While you control a "Burning Abyss" monster, monsters your opponent controls lose 500 ATK. When you Special Summon a "Burning Abyss" monster from the Extra Deck: You can add 1 "Burning Abyss" monster and/or 1 "Burning Abyss" Spell/Trap from your Deck to your hand. You can only use this effect of "Inferno, Realm of the Burning Abyss" once per turn. During your Standby Phase, if you control no cards except this card: You can send this card to the GY; add up to 2 "Burning Abyss" monsters from your GY to your hand, and if you do, for the rest of the turn after this effect resolves, you cannot Normal Summon/Set or Special Summon monsters with the same original names as the added monsters.

Ninth Circle of the Burning Abyss Normal Spell Card
If you control 2+ "Burning Abyss" monsters that were Special Summoned from the Extra Deck: Negate the effects of all face-up Spell & Trap Cards your opponent controls until the end of the turn, also your opponent cannot activate Set cards or effects that activate in the GY until the end of the turn. If you control 3+ "Burning Abyss" monsters that were Special Summoned from the Extra Deck, your opponent cannot activate cards or effects in response to the activation of this card. You cannot activate "Ninth Circle of the Burning Abyss" while this card is in your GY.

Return to the Burning Abyss Normal Spell Card
Target 1 "Burning Abyss" monster you control; return all "Burning Abyss" monsters in your GY to the Deck, then until the end of the turn, the targeted monster gains ATK equal to the number of returned monsters x 300. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY and target 1 face-up monster your opponent controls; it loses 1000 ATK/DEF until the end of the turn. You can only use 1 "Return to the Burning Abyss" effect per turn, and only once that turn.

Ritual Replication Normal Spell Card
If you would Ritual Summon a Ritual Monster this turn, you can also banish monsters from your GY as Ritual Material. You cannot Special Summon monsters for the rest of the turn after this card's activation, except for Ritual Monsters.

Tome of the Burning Abyss Equip Spell Card
Equip only to a "Burning Abyss" monster. It cannot be targeted by your opponent's card effects and gains 200 ATK for each "Burning Abyss" monster in your GY. If this card is sent to the GY because the equipped monster was used as material for the Fusion, Link, Ritual, Synchro, or Xyz Summon of a "Burning Abyss" monster: You can target 1 "Burning Abyss" monster you control; equip this card to that monster. You can only use this effect of "Tome of the Burning Abyss" once per turn.


Lightning:

Armatos Legio Hastati
Attribute: LIGHT Type: [Cyberse/Effect] ATK 0 DEF 1400 Level: 4
If this card is sent from your hand to the GY by the effect of "Armatos Colosseum" or your "Armatos Legio" monster: You can draw 1 card. You can send this card linked to your "Armatos Legio" Link Monster from your field to the GY; inflict 600 damage to your opponent. You can only use each effect of "Armatos Legio Hastati" once per turn.

Armatos Praesidium Counter Trap Card
When your opponent targets your card(s) with their card effect: Negate the activation of that card or effect, and if you do, you can target 1 card your opponent controls; destroy it, also for the rest of the turn, "Armatos Legio" monsters you control are unaffected by your opponent's card effects. You can banish this card from your GY; for the rest of the turn, cards you control are unaffected by your opponent's card effects, also neither player takes effect damage. You can only use 1 "Armatos Praesidium" effect per turn, and only once that turn.

Armatos Restaurator Normal Trap Card
When your card(s) is destroyed by your opponent's card effect: Return your destroyed card(s) to the state they were prior to their destruction, also for the rest of the turn, your opponent cannot target your cards with their card effects, your cards cannot be destroyed by your opponent's card effects, and neither player takes effect damage. You can only use 1 "Armatos Restaurator" per turn.

Armatos Copia Normal Spell Card
Target up to 3 "Armatos Legio" Link Monsters in your GY; return them to the Extra Deck, and if you do, draw 1 card. You can banish this card from your GY; add 1 "Armatos Legio" monster from your GY to your hand. You can only use each effect of "Armatos Copia" once per turn.

Judgment Scales Normal Spell Card
If you control no monsters: Banish 1 "Armatos Legio" Link Monster from your GY; Special Summon 1 "Armatos Legio" Link Monster from your Extra Deck whose Link Rating is equal to or lower than that monster's. You can banish this card from your GY and Tribute 1 Link-3 or lower "Armatos Legio" monster you control; inflict damage to your opponent equal to half that monster's original ATK and gain LP equal to that same amount. You can only use each effect of "Judgment Scales" once per turn.


Merlin:

Witchcrafter Golem Acache
Attribute: EARTH Type: [Spellcaster/Link/Effect] ATK 2600 LINK-3 ↙↓↘
2+ Spellcaster monsters
When this card is Link Summoned: You can add 1 "Witchcrafter" card from your Deck to your hand. Once per turn, during the Main Phase (Quick Effect): You can discard 1 Spell; until your next Standby Phase, this card's ATK becomes double its original ATK. Your opponent cannot activate monster effects in their GY.

Witchcrafter Madame Venicia
Attribute: DARK Type: [Spellcaster/Link/Effect] ATK 2500 LINK-3
↙↓↘
2+ Spellcaster monsters
When this card is Special Summoned: You can draw 1 card. If this card would be destroyed by battle or card effect, you can banish 1 "Witchcrafter" card from your GY instead. Once per turn, if you activate a "Witchcrafter" Spell Card (Quick Effect): You can activate this effect; this card gains 1000 ATK until your next Standby Phase, also, if this card battles an opponent's monster this turn, return it to the owner's Deck after damage calculation.

Linked Spell Barrier Continuous Trap Card
When this card is activated: Target 1 Spellcaster Link Monster you control; place Spell Counters on this card, equal to that monster's Link Rating + the number of monsters in your zones it points to (max. 5). You take no battle damage from battles involving monsters your opponent controls, except Link Monsters with an equal or higher Link Rating than the number of Spell Counters on this card. If you control a Spellcaster monster in the Extra Monster Zone, this card cannot be targeted or destroyed by your opponent's card effects. During your End Phase, remove 1 Spell Counter from this card or destroy it.

Witchcrafter Enchantment Normal Trap Card
When your "Witchcrafter" monster battles: Until the end of the turn, its ATK becomes double its original ATK, also it is unaffected by your opponent's card effects. If this card is banished: You can return any of your banished cards to the Deck; inflict damage to both players equal to the number of returned cards x 300. You can only use each effect of "Witchcrafter Enchantment" once per turn.

Witchcrafter Trade Normal Trap Card
When your opponent performs a Link Summon: Add 2 "Witchcrafter" Spell Cards from your Deck to your hand, also for the rest of the turn, your Spellcaster monsters cannot be destroyed by battle or your opponent's card effects. If this card is in your GY, except the turn it was sent there: You can banish this card, then target 1 "Witchcrafter" card in your GY; banish it. You can only use each effect of "Witchcrafter Trade" once per turn.

Witchcrafter Artisans Normal Spell Card
Target 1 "Witchcrafter" monster you control and reveal 1 "Witchcrafter" monster in your hand; until the End Phase, the targeted monster gains ATK equal to the revealed monster's ATK, also if it inflicts battle damage, you gain LP equal to that damage. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Artisans" effect per turn, and only once that turn.

Witchcrafter Weaponry Equip Spell Card
Equip only to a "Witchcrafter" monster. It cannot be destroyed by card effects. At the start of the Damage Step, if the equipped monster attacks your opponent's Special Summoned monster: You can return that monster to your opponent's hand, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can only use this effect of "Witchcrafter Weaponry" once per turn.


Revolver:

FPS Dragon
Attribute: DARK Type: [Dragon/Effect] ATK 800 DEF 1200 Level: 3
If this card is sent from the field to the GY (Quick Effect): You can target 1 face-up monster your opponent controls; it loses ATK equal to its Level/Rank/Link Rating x 100. You can banish this card from your GY and target 1 face-up monster your opponent controls; until the end of the turn, it loses ATK equal to its Level/Rank/Link Rating x 100. You can only use 1 "FPS Dragon" effect per turn, and only once that turn.

Borreload Ravenous Dragon
Attribute: DARK Type: [Dragon/Ritual/Effect] ATK 3000 DEF 2500 Level: 8
You can Ritual Summon this card with "Explosive Trigger". This Ritual Summoned card cannot be destroyed by card effects. Once per turn: You can target 1 DARK Link Monster you control or in your GY; this card gains ATK Equal to its Link Rating x 1000 until your next Standby Phase, also your other monsters cannot attack. If this card is sent to the GY by your opponent's card: You can Special Summon 1 Dragon Link Monster from your GY.

Cartridge Dragon
Attribute: DARK Type: [Dragon/Link/Effect] ATK 1200 LINK-2
↙↓
2 DARK Dragon monsters
Once per turn (Quick Effect): You can target 1 face-up monster on the field, except "Cartridge Dragon"; it loses 500 ATK/DEF. If your "Rokket" monster this card points to is destroyed by a card effect: You can banish 1 card from your GY; add 1 Dragon Ritual Monster and/or 1 "Explosive Trigger" from your Deck to your hand. You can only use this effect of "Cartridge Dragon" once per turn.

Synthborrel Dragon
Attribute: DARK Type: [Dragon/Link/Effect] ATK 1200 LINK-2
↓↘
2 DARK Dragon monsters
You can target 1 "Rokket" monster in your GY; Special Summon it to your zone this card points to with its effects negated, also you cannot Special Summon monsters for the rest of this turn, except Dragon monsters. During your Main Phase: You can Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your field as Fusion Material. You can only use each effect of "Synthborrel Dragon" once per turn. If your Fusion Monster would be destroyed, you can banish this card from your GY instead.

Cross Hack Protection Continuous Trap Card
You can declare up to 2 Monster Types; until the end of the turn, monsters you control of the declared Types are unaffected by your opponent's monster effects. You can target 1 monster in the GY or on your field and declare 1 Monster Type; it becomes that Type until the end of the turn. If this card leaves the field because of your opponent's card: Any damage you take for the rest of the turn is halved. You can only use each effect of "Cross Hack Protection" once per turn.

Draconian Reincarnation Cycle Continuous Trap Card
Once per turn: You can banish 1 Dragon monster from your GY; place 1 counter on this card and Special Summon 1 Dragon monster from your Deck whose Level is less than or equal to the banished monster's Level. If this card has 3 counters on it, destroy it.

Revolving Borrel Normal Trap Card
Tribute 1 "Borrel" monster you control; Special Summon 1 "Borrel" monster with a different original name that is banished or in your GY, and if you do, it gains ATK equal to the Tributed monster's original ATK until the end of the turn. If your "Rokket" monster is destroyed: You can banish this card from your GY and target 1 "Borrel" monster you control; it gains ATK equal to the destroyed monster's original ATK until the end of the turn. You can only use each effect of "Revolving Borrel" once per turn.

Bayonet Release Normal Spell Card
If you control a "Borrel" monster: Target 1 Spell/Trap Card your opponent controls; destroy that card, also for the rest of the turn, your opponent cannot activate monster effects from the GY. Your opponent cannot activate cards or effects in response to this card's activation. You can only use 1 "Bayonet Release" per turn.

Borrel Cooldown Normal Spell Card
If you control a "Borrel" monster: Tribute 1 monster you control; gain LP equal to its ATK or DEF, whichever is higher. If your "Borrel" monster leaves the field (Quick Effect): You can banish this card from your GY; draw 1 card. You can only use 1 "Borrel Cooldown" effect per turn, and only once that turn.

Borrel Onslaught Normal Spell Card
Tribute 1 "Borrel" monster; Special Summon 1 "Borrel" monster from your Extra Deck, and if you do, you can Special Summon any number of "Borrel" monsters from your GY in Attack Position. Monsters Special Summoned by this effect have their effects negated, their ATK becomes 0, and they are destroyed during the End Phase. You can only use 1 "Borrel Onslaught" per turn.

Borrel Shielding Quick-Play Spell Card
If you control a "Borrel" monster in the Extra Monster Zone: For the rest of the turn, monsters you control cannot be targeted or destroyed by your opponent's card effects. If you would take battle damage from a battle involving your "Borrel" monster, you can banish this card from your GY instead. You can only use each effect of "Borrel Shielding" once per turn.

Explosive Trigger Ritual Spell Card
This card can be used to Ritual Summon any "Borrel" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control a DARK Dragon Link Monster, you can also use Dragon monster(s) in your GY, by shuffling them into the Deck.


Troy:

Knightmare Mermaid (TCG/OCG)
Attribute: WATER Type: [Fiend/Link/Effect] ATK 1000 LINK-1

1 "Knightmare" monster, except "Knightmare Mermaid"
If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck with its effects negated, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked.


Ghost Girl:

Altergeist Castle Field Spell Card
When this card is activated: You can add 1 "Altergeist" card from your Deck to your hand. "Altergeist" monsters you control gain ATK equal to their Link Rating x 300 during the Battle Phase only. If your "Altergeist" card leaves the field because of the effect of a different "Altergeist" card you control: You can Special Summon 1 "Altergeist" monster from your hand or GY. You can only use this effect of "Altergeist Castle" once per turn.

Altergeist Interrogation Continuous Spell Card
When your "Altergeist" Link Monster destroys a monster by battle: Inflict 600 damage to your opponent. When your "Altergeist" Link Monster is sent to the GY by an opponent's card effect: You can add 1 "Altergeist" monster from your Deck to your hand. You can only use this effect of "Altergeist Interrogation" once per turn.


Spectre:

Sunavalon Thorns Normal Trap Card
If your opponent's monster declares an attack while you control a "Sunavalon" monster: Halve the battle damage, also "Sunavalon" monsters you control cannot be destroyed by battle or card effects for the rest of the turn. You can banish this card from your GY; Special Summon 1 Plant monster from your GY. You can only use each effect of "Sunavalon Thorns" once per turn.

Sunavalon Fertilization Quick-Play Spell Card
Tribute 1 Plant Link Monster you control; Special Summon 1 Plant Link Monster from your Extra Deck with the same original name as the Tributed monster to your zone your "Sunavalon" Link Monster points to. You can banish this card from your GY and target up to 3 Plant Link Monsters in your GY; return them to the Extra Deck. You can only use 1 "Sunavalon Fertilization" effect per turn, and only once that turn.

Sunvine Vengeance Equip Spell Card
Equip only to a Plant Link Monster. It gains 600 ATK. If the equipped monster battles an opponent's monster: Negate that monster's effects during damage calculation only. If the equipped monster would be destroyed, you can send this card to the GY instead.