So, this is just a list of changed or custom cards by chapter of reveal. To help you guys keep track of them.
Chapter 1:
Flip Monsters no longer exist in this setting. Any that had flip effects prior to this, have had their effects slightly modified.
Chapter 2:
Spirit of the Breeze: As long as this card remains in face-up Position on your side of the field, increase your Life Points by 1000 points during each of your Standby Phases.
Revived Serpent Night Dragon (Quick Play Spell Card):
Tribute one monster on the field, then special summon one "Serpent Night Dragon" from your hand, deck or graveyard.
Chapter 3:
Carboneddon:
If this card battles a FIRE monster, during damage calculation: This card gains 1000 ATK during damage calculation only. You can banish this card from your GY; Special Summon, from your hand or Deck, 1 Level 7 or lower Normal Dragon Monster.
Chapter 4:
Nightmare Sonic Blast: (Normal Spell) You can activate this Skill while you control "Serpent Night Dragon". Once per turn, you can reveal the top 4 cards of your Deck, and use 1 of the following effects depending on the number of monsters revealed:
1: Add one of the revealed cards to your hand.
2: Destroy 1 card your opponent controls.
3+: Apply both effects.
Then, place the revealed cards on top of your Deck in any order.
Chapter 5:
Rainbow Life:
Changed to be a counter trap.
Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead.
Dice Jar:
Quick effect: Both players roll a six-sided die. The player with the lowest result takes damage equal to their opponent's roll x 500. However, if the winner rolled a 6, the loser takes 6000 damage. If the rolls are the same, both players roll again. You can only use this effect once per duel.
Chapter 6: Cybernetic Fusion Support: Pay Half your LP: Fusion Summon one machine fusion monster from your extra deck by banishing materials from your Hand, Deck or Graveyard. You can only activate 1 "Cybernetic Fusion Support" per turn.
Chapter 12:
Cards that list "Dark Magician" as a requirement can be substituted with "Dark Magician Girl"
Magician's Hand:
While this card is on the field and you have a Spellcaster monster in your control, the first time your opponent activates a Monster Effect or Spell card, negate the activation and destroy the card (This is mandatory)
Chapter 14:
Ring of Destruction:
By equipping this to a monster on the field, that monster is destroyed and all players take damage equal to its attack points.
Damage Polarizer: Activate only when an effect that inflicts damage is activated. Negate its activation and effect and each player draws one card. If you control no cards and this card is in your hand when an effect that inflicts damage is activated, you can activate this card from the hand.
Chapter 16:
Magical Labyrinth:
You can send Labyrinth Wall from your field alongside Shadow Ghoul from anywhere in your deck to the graveyard, to special summon Wall Shadow to the field in attack mode.
Wall Shadow:
This card gains 300 ATK for each monster in your Graveyard.
Chapter 17:
Awakening Of The Sealed Guardian: (Continuous Spell)
Pay 500 life points for each card you add to your hand or send to the GY. You can search for Kazejin, Suijin or Sanga of The Thunder and either add them to your hand or send them to the GY. You can send this card to the GY if there are Kazejin, Suijin and Sanga of The Thunder in it and Special Summon Gate Guardian from your deck. If "Gate Guardian" would be destroyed by battle or card effect, you can banish this card from your graveyard to destroy that card and negate the destruction of "Gate Guardian"
Gate Guardian: While this card is face up on the field, it can use the effects of "Kazejin", "Sauijin" and "Sanga Of The Thunder" once per turn each. While this monster is face up on the field, it is treated as three monsters.
Dark element:
Activate only if "Gate Guardian" is in your Graveyard. Pay half your Life Points to Special Summon 1 "Dark Guardian" from your Deck. You cannot Normal Summon or Set this turn. You can draw one card for every Kazejin, Suijin and Sanga of The Thunder in your GY.
Dark Guardian:
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Dark Element". This card cannot be destroyed by battle and ignores monster effects.
Axe Slash Bash: (Normal Spell)
As long as Dark Guardian is on the field, you can choose one monster on your opponents side of the field and destroy it, then inflict damage to your opponent equal to half of that monsters attack.
Marauding Captain: Your opponent cannot target monsters you control for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.
Megamorph: While your Life Points are lower than your opponents, the monster equipped with this card has its current attack points doubled. Should your Life Points be higher than your opponents, the monster equipped with this card has its attack points halved to that of its attack points prior to being equipped with this spell.
Chapter 18:
Dark Paladin: Dark Magician Girl can be used in place of Dark Magician to fusion summon this monster.
That's about all of them I think. If I missed any, beyond the likes of Combusteggon and Flame Dragon who's effects and such I've not revealed yet, feel free to let me know.
