Created by: YGO Mod (20517634)

Created On: 09/29/2025

Main: 40 Extra: 15

1 cardDipsea Fiend 1 cardDipsea Fiend
Dipsea Fiend
WATER 4
Dipsea Fiend
  • ATK:

  • 1500

  • DEF:

  • 1000


You can discard 1 card, then declare 1 Attribute, except WATER; Special Summon this card from your hand to either field, then this card becomes that Attribute (until the end of this turn), then if you Special Summoned this card to your opponent's field, you can Special Summon 1 Level 4 or lower Fiend monster with an original Attribute other than the declared one, from your hand or GY to your field, also for the rest of this turn, you cannot Special Summon from the Extra Deck, except Fiend monsters. You can only use this effect of "Dipsea Fiend" once per turn.


1 cardFabled Lurrie 1 cardFabled Lurrie
Fabled Lurrie
LIGHT 1
Fabled Lurrie
  • ATK:

  • 200

  • DEF:

  • 400


When this card is discarded to the Graveyard, Special Summon it.


1 cardFiendsmith Engraver
1 cardFiendsmith Engraver
Fiendsmith Engraver
LIGHT 6
Fiendsmith Engraver
  • ATK:

  • 1800

  • DEF:

  • 2400


You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


1 cardLacrima the Crimson Tears 1 cardLacrima the Crimson Tears
Lacrima the Crimson Tears
LIGHT 4
Lacrima the Crimson Tears
  • ATK:

  • 1200

  • DEF:

  • 1200


(This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


1 cardMagical Musket Mastermind Zakiel 1 cardMagical Musket Mastermind Zakiel
Magical Musket Mastermind Zakiel
LIGHT 8
Magical Musket Mastermind Zakiel
  • ATK:

  • 2500

  • DEF:

  • 2500


You can Tribute Summon this card face-up by Tributing 1 "Magical Musket" monster. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. Once per turn, during your opponent's End Phase: You can draw cards equal to the number of "Magical Musket" Spell/Trap Cards you activated this turn while this card was face-up on your field. You can only use this effect of "Magical Musket Mastermind Zakiel" once per turn.


3 cardMagical Musketeer Caspar 3 cardMagical Musketeer Caspar
Magical Musketeer Caspar
LIGHT 3
Magical Musketeer Caspar
  • ATK:

  • 1200

  • DEF:

  • 2000


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.


1 cardMagical Musketeer Doc 1 cardMagical Musketeer Doc
Magical Musketeer Doc
LIGHT 3
Magical Musketeer Doc
  • ATK:

  • 1400

  • DEF:

  • 1200


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.


1 cardMagical Musketeer Kidbrave 1 cardMagical Musketeer Kidbrave
Magical Musketeer Kidbrave
LIGHT 3
Magical Musketeer Kidbrave
  • ATK:

  • 1600

  • DEF:

  • 200


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.


3 cardMagical Musketeer Starfire 3 cardMagical Musketeer Starfire
Magical Musketeer Starfire
LIGHT 4
Magical Musketeer Starfire
  • ATK:

  • 1300

  • DEF:

  • 1700


During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.


1 cardFiendsmith's Tract
1 cardFiendsmith's Tract
Fiendsmith's Tract
Spell Normal
Fiendsmith's Tract

    Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


    2 cardFoolish Burial Goods
    2 cardFoolish Burial Goods
    Foolish Burial Goods
    Spell Normal
    Foolish Burial Goods

      Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn.


      3 cardMagical Musket - Cross-Domination 3 cardMagical Musket - Cross-Domination
      Magical Musket - Cross-Domination
      Spell Quick
      Magical Musket - Cross-Domination

        If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.


        1 cardMagical Musket - Steady Hands 1 cardMagical Musket - Steady Hands
        Magical Musket - Steady Hands
        Spell Quick
        Magical Musket - Steady Hands

          Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.


          1 cardPolymerization 1 cardPolymerization
          Polymerization
          Spell Normal
          Polymerization

            Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.


            2 cardSuccumbing-Song Morganite 2 cardSuccumbing-Song Morganite
            Succumbing-Song Morganite
            Spell Normal
            Succumbing-Song Morganite

              For the rest of this Duel, apply the following effects. ● You cannot activate monster effects in the hand. ● Monsters you control can make up to 2 attacks on monsters during each Battle Phase. ● If your monster battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. You can banish this card from your GY; add 1 "Morganite" card from your Deck to your hand, then place 1 card from your hand on the bottom of the Deck.


              1 cardTime-Tearing Morganite 1 cardTime-Tearing Morganite
              Time-Tearing Morganite
              Spell Normal
              Time-Tearing Morganite

                For the rest of this Duel, apply the following effects. ● You cannot activate monster effects in the hand. ● Draw 2 cards instead of 1 for your normal draw during your Draw Phase. ● You can conduct 2 Normal Summons/Sets per turn, not just 1. You can banish this card from your GY, then discard 1 "Time-Tearing Morganite"; your opponent cannot activate monster effects when you Normal Summon this turn.


                2 cardUpstart Goblin
                2 cardUpstart Goblin
                Upstart Goblin
                Spell Normal
                Upstart Goblin

                  Draw 1 card, then your opponent gains 1000 LP.


                  3 cardDominus Purge 3 cardDominus Purge
                  Dominus Purge
                  Trap Normal
                  Dominus Purge

                    If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that adds a card(s) from the Deck to the hand: Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of DARK, WATER, and FIRE monsters for the rest of this Duel. You can only activate 1 "Dominus Purge" per turn.


                    1 cardFiendsmith Kyrie 1 cardFiendsmith Kyrie
                    Fiendsmith Kyrie
                    Trap Normal
                    Fiendsmith Kyrie

                      This turn, your LIGHT Fiend monsters cannot be destroyed by battle, also any battle damage you take becomes halved. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters you control, and/or monsters in your Spell & Trap Zones that are equipped to a "Fiendsmith" monster as an Equip Spell, as material. You can only use this effect of "Fiendsmith Kyrie" once per turn.


                      3 cardInfinite Impermanence 3 cardInfinite Impermanence
                      Infinite Impermanence
                      Trap Normal
                      Infinite Impermanence

                        Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                        1 cardMagical Musket - Dancing Needle 1 cardMagical Musket - Dancing Needle
                        Magical Musket - Dancing Needle
                        Trap Normal
                        Magical Musket - Dancing Needle

                          If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.


                          3 cardMagical Musket - Desperado 3 cardMagical Musket - Desperado
                          Magical Musket - Desperado
                          Trap Normal
                          Magical Musket - Desperado

                            If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.


                            3 cardMagical Musket - Last Stand 3 cardMagical Musket - Last Stand
                            Magical Musket - Last Stand
                            Trap Counter
                            Magical Musket - Last Stand

                              When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.


                              1 cardAerial Eater 1 cardAerial Eater
                              Aerial Eater
                              WIND 6
                              Aerial Eater
                              • ATK:

                              • 2100

                              • DEF:

                              • 2600


                              2 Fiend monsters with the same Attribute If this card is Fusion Summoned: You can send 1 Fiend monster from your Deck to the GY. If this card is in your GY: You can banish 2 Level 6 or higher Fiend monsters with the same Attribute as each other from your GY, except "Aerial Eater"; Special Summon this card. You can only use each effect of "Aerial Eater" once per turn.


                              1 cardDenial Deity Dotan 1 cardDenial Deity Dotan
                              Denial Deity Dotan
                              LIGHT 10
                              Denial Deity Dotan
                              • ATK:

                              • 3000

                              • DEF:

                              • 2800


                              1 LIGHT monster + 2 monsters, except on the field or in the GY This Fusion Summoned card cannot be destroyed by battle. As long as no monsters on your field or GY share an original name with any monster on your opponent's field or GY, monsters you control cannot be destroyed by card effects. You can send from your hand, Deck, or Extra Deck to the GY, 1 monster with the same original name as a monster on your opponent's field or GY, then target 1 monster on their field or GY; banish it.


                              1 cardFiendsmith's Desirae 1 cardFiendsmith's Desirae
                              Fiendsmith's Desirae
                              LIGHT 9
                              Fiendsmith's Desirae
                              • ATK:

                              • 2800

                              • DEF:

                              • 2400


                              "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


                              1 cardFiendsmith's Lacrima
                              1 cardFiendsmith's Lacrima
                              Fiendsmith's Lacrima
                              LIGHT 6
                              Fiendsmith's Lacrima
                              • ATK:

                              • 2400

                              • DEF:

                              • 2400


                              2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


                              1 cardFiendsmith's Rextremende 1 cardFiendsmith's Rextremende
                              Fiendsmith's Rextremende
                              LIGHT 9
                              Fiendsmith's Rextremende
                              • ATK:

                              • 3000

                              • DEF:

                              • 3600


                              1 "Fiendsmith" Fusion Monster + 1 Fusion or Link Monster Unaffected by card effects, except "Fiendsmith" cards, while equipped with a "Fiendsmith" Equip Spell. You can only use each of the following effects of "Fiendsmith's Rextremende" once per turn. If this card is Fusion Summoned: You can discard 1 card; send 1 LIGHT Fiend monster from your Deck or Extra Deck to the GY. If this card is sent to the GY: You can target 1 other "Fiendsmith" card in your GY or banishment; add it to your hand.


                              1 cardAccesscode Talker 1 cardAccesscode Talker
                              Accesscode Talker
                              DARK
                              Accesscode Talker
                              • ATK:

                              • 2300

                              • LINK-4

                              Link Arrow:

                              Top

                              Left

                              Right

                              Bottom


                              2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                              Tag(s):

                              1 cardFiendsmith's Agnumday 1 cardFiendsmith's Agnumday
                              Fiendsmith's Agnumday
                              LIGHT
                              Fiendsmith's Agnumday
                              • ATK:

                              • 1800

                              • LINK-3

                              Link Arrow:

                              Top

                              Bottom-Left

                              Bottom-Right


                              2+ monsters, including a LIGHT Fiend monster Once per turn (Quick Effect): You can target 1 LIGHT non-Link Fiend monster in your GY; Special Summon it, and if you do, equip this card you control to that monster as an Equip Spell with the following effects. ● The equipped monster gains ATK equal to the total Link Rating of Link Monsters equipped to it x 600. ● If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                              2 cardFiendsmith's Requiem 2 cardFiendsmith's Requiem
                              Fiendsmith's Requiem
                              LIGHT
                              Fiendsmith's Requiem
                              • ATK:

                              • 600

                              • LINK-1

                              Link Arrow:

                              Bottom


                              1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


                              1 cardFiendsmith's Sequence 1 cardFiendsmith's Sequence
                              Fiendsmith's Sequence
                              LIGHT
                              Fiendsmith's Sequence
                              • ATK:

                              • 1200

                              • LINK-2

                              Link Arrow:

                              Bottom-Left

                              Bottom-Right


                              2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


                              3 cardMagical Musketeer Max 3 cardMagical Musketeer Max
                              Magical Musketeer Max
                              LIGHT
                              Magical Musketeer Max
                              • ATK:

                              • 1000

                              • LINK-1

                              Link Arrow:

                              Bottom


                              1 Level 8 or lower "Magical Musket" monster If this card is Link Summoned: You can activate 1 of these effects; ● Add "Magical Musket" Spells/Traps with different names from your Deck to your hand, up to the number of monsters your opponent controls. ● Special Summon "Magical Musket" monsters with different names from your Deck, up to the number of Spells/Traps your opponent controls. You can only use this effect of "Magical Musketeer Max" once per turn. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand.


                              1 cardMekk-Knight Crusadia Avramax 1 cardMekk-Knight Crusadia Avramax
                              Mekk-Knight Crusadia Avramax
                              LIGHT
                              Mekk-Knight Crusadia Avramax
                              • ATK:

                              • 3000

                              • LINK-4

                              Link Arrow:

                              Left

                              Right

                              Bottom-Left

                              Bottom-Right


                              2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


                              1 cardD/D/D Wave High King Caesar 1 cardD/D/D Wave High King Caesar
                              D/D/D Wave High King Caesar
                              WATER
                              D/D/D Wave High King Caesar
                              • ATK:

                              • 2800

                              • DEF:

                              • 1800


                              2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.




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