YGO Mod (20517634)
Main: 56 Extra: 15
Cyber Dragon Core
ATK:
400
DEF:
1500
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
Cyber Dragon Herz
ATK:
100
DEF:
100
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can only use 1 of the following effects of "Cyber Dragon Herz" per turn, and only once that turn. ● If this card is Special Summoned: You can make this card's Level become 5 until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. ● If this card is sent to the GY: You can add 1 other "Cyber Dragon" from your Deck or GY to your hand.
Cyber Dragon Nachster
ATK:
200
DEF:
200
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can discard 1 other monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 Machine monster with 2100 ATK or DEF in your GY; Special Summon it, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. You can only use each effect of "Cyber Dragon Nachster" once per turn.
Cyberdark Chimera
ATK:
800
DEF:
2100
You can discard 1 Spell/Trap; add 1 "Power Bond" from your Deck to your hand, you can only use Dragon or Machine "Cyber" monsters as Fusion Material this turn, also once when you Fusion Summon this turn, you can also banish monster(s) from your GY as material. If this card is sent to the GY: You can send 1 "Cyberdark" monster from your Deck to the GY, with a different name from the cards in your GY. You can only use each effect of "Cyberdark Chimera" once per turn.
Cyberdark Claw
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
Mulcharmy Fuwalos
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Mulcharmy Nyalus
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the GY and/or banishment, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Mulcharmy Purulia
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Therion "King" Regulus
ATK:
2800
DEF:
1600
You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Clockwork Night
All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.
Cyber Emergency
Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.
Cyber Repair Plant
If "Cyber Dragon" is in your GY: You can activate 1 of these effects. If you have 3 or more "Cyber Dragon" in your GY at this card's activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn. ● Add 1 LIGHT Machine monster from your Deck to your hand. ● Target 1 LIGHT Machine monster in your GY; shuffle that target into your Deck.
Cyberdark Realm
When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.
Cybernetic Horizon
(This card is always treated as a "Cyberdark" card.) Send 2 Dragon and/or Machine "Cyber" monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine "Cyber" monster from your Deck to your hand, and if you do, send 1 Machine "Cyber" Fusion Monster from your Extra Deck to the GY. You can only activate 1 "Cybernetic Horizon" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters.
Duality
Tribute 1 LIGHT or DARK monster; Special Summon 1 LIGHT or DARK monster from your hand or Extra Deck with the same original Type and Level, but a different original Attribute. During your Main Phase: You can banish this card from your GY, then target 1 LIGHT and 1 DARK monster in your GY; shuffle both into the Deck, then draw 1 card. You can only use each effect of "Duality" once per turn.
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Power Bond
Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.
Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Triple Tactics Thrust
If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.
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.
Chimeratech Fortress Dragon
ATK:
0
DEF:
0
"Cyber Dragon" + 1+ Machine monsters Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Special Summon.
Chimeratech Megafleet Dragon
ATK:
0
DEF:
0
1 "Cyber Dragon" monster + 1+ monsters in the Extra Monster Zone Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1200 x the number of Fusion Materials used for its Special Summon.
Chimeratech Rampage Dragon
ATK:
2100
DEF:
1600
2+ "Cyber Dragon" monsters A Fusion Summon of this card can only be done with the above Fusion Materials. When this card is Fusion Summoned: You can target Spells/Traps on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. Once per turn: You can send up to 2 LIGHT Machine monsters from your Deck to the GY, and if you do, for each monster sent to the GY, this card gains 1 additional attack during each Battle Phase this turn.
Cyber Eternity Dragon
ATK:
2800
DEF:
4000
1 "Cyber Dragon" monster + 2 Machine monsters If you have a Machine Fusion Monster(s) in your GY, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Cyber Dragon" from your hand, Deck, or GY. You can banish this card from your GY; this turn, your opponent cannot target Fusion Monsters you control with card effects, also they cannot be destroyed by your opponent's card effects.
Heosvarog the Mechanical Dawn
ATK:
0
DEF:
2800
2 LIGHT Machine monsters If this card is Fusion Summoned: You can activate this effect; during the Standby Phase of the next turn, add 1 card from your GY to your hand, with an effect that Fusion Summons a monster(s). When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can banish 1 face-up LIGHT Machine monster you control or 2 LIGHT Machine monsters from your GY; negate the activation. You can only use each effect of "Heosvarog the Mechanical Dawn" once per turn.
Clockwork Knight
ATK:
500
LINK-1
Link Arrow:
Left
1 non-Link Machine monster with 1000 or less original ATK If this card is Link Summoned: You can send 1 face-up Continuous Spell you control to the GY; add 1 "Clockwork Night" from your Deck to your hand. You can target 1 Machine monster with 1000 or less ATK in your GY; Tribute 1 other Machine monster, and if you do, Special Summon the targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.
Cyber Dragon Sieger
ATK:
2100
LINK-2
Link Arrow:
Left
Bottom
2 Machine monsters, including "Cyber Dragon" This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes any battle damage from attacks involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.
Chaos Angel
ATK:
3500
DEF:
2800
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.
Cyber Dragon Infinity
ATK:
2100
DEF:
1600
3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.
Cyber Dragon Nova
ATK:
2100
DEF:
1600
2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.
Dingirsu, the Orcust of the Evening Star
ATK:
2600
DEF:
2100
2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.
Divine Arsenal AA-ZEUS - Sky Thunder
ATK:
3000
DEF:
3000
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
YGO Mod (20517634)
Main: 47 Extra: 17
Cyber Dragon Core
ATK:
400
DEF:
1500
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
Cyber Dragon Herz
ATK:
100
DEF:
100
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can only use 1 of the following effects of "Cyber Dragon Herz" per turn, and only once that turn. ● If this card is Special Summoned: You can make this card's Level become 5 until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. ● If this card is sent to the GY: You can add 1 other "Cyber Dragon" from your Deck or GY to your hand.
Cyber Dragon Nachster
ATK:
200
DEF:
200
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can discard 1 other monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 Machine monster with 2100 ATK or DEF in your GY; Special Summon it, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. You can only use each effect of "Cyber Dragon Nachster" once per turn.
Cyberdark Chimera
ATK:
800
DEF:
2100
You can discard 1 Spell/Trap; add 1 "Power Bond" from your Deck to your hand, you can only use Dragon or Machine "Cyber" monsters as Fusion Material this turn, also once when you Fusion Summon this turn, you can also banish monster(s) from your GY as material. If this card is sent to the GY: You can send 1 "Cyberdark" monster from your Deck to the GY, with a different name from the cards in your GY. You can only use each effect of "Cyberdark Chimera" once per turn.
Cyberdark Claw
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
Galaxy Soldier
ATK:
2000
DEF:
0
You can send 1 other LIGHT monster from your hand to the GY; Special Summon this card from your hand in Defense Position. When this card is Special Summoned: You can add 1 "Galaxy" monster from your Deck to your hand. You can only use this effect of "Galaxy Soldier" once per turn.
Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
Therion "King" Regulus
ATK:
2800
DEF:
1600
You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Clockwork Night
All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.
Cyber Emergency
Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.
Cyber Repair Plant
If "Cyber Dragon" is in your GY: You can activate 1 of these effects. If you have 3 or more "Cyber Dragon" in your GY at this card's activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn. ● Add 1 LIGHT Machine monster from your Deck to your hand. ● Target 1 LIGHT Machine monster in your GY; shuffle that target into your Deck.
Cyberdark Realm
When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.
Cybernetic Horizon
(This card is always treated as a "Cyberdark" card.) Send 2 Dragon and/or Machine "Cyber" monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine "Cyber" monster from your Deck to your hand, and if you do, send 1 Machine "Cyber" Fusion Monster from your Extra Deck to the GY. You can only activate 1 "Cybernetic Horizon" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters.
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Power Bond
Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.
Sales Ban
Declare 1 card name; for the rest of this turn, your opponent cannot activate cards, or the effects of cards, with the same original name as that declared card. The same restrictions apply to you, but for the rest of this Duel instead of just this turn. You can only activate 1 "Sales Ban" per turn.
Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Triple Tactics Thrust
If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.
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.
Red Reboot
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.
Chimeratech Fortress Dragon
ATK:
0
DEF:
0
"Cyber Dragon" + 1+ Machine monsters Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Special Summon.
Chimeratech Megafleet Dragon
ATK:
0
DEF:
0
1 "Cyber Dragon" monster + 1+ monsters in the Extra Monster Zone Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1200 x the number of Fusion Materials used for its Special Summon.
Chimeratech Rampage Dragon
ATK:
2100
DEF:
1600
2+ "Cyber Dragon" monsters A Fusion Summon of this card can only be done with the above Fusion Materials. When this card is Fusion Summoned: You can target Spells/Traps on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. Once per turn: You can send up to 2 LIGHT Machine monsters from your Deck to the GY, and if you do, for each monster sent to the GY, this card gains 1 additional attack during each Battle Phase this turn.
Cyber Eternity Dragon
ATK:
2800
DEF:
4000
1 "Cyber Dragon" monster + 2 Machine monsters If you have a Machine Fusion Monster(s) in your GY, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Cyber Dragon" from your hand, Deck, or GY. You can banish this card from your GY; this turn, your opponent cannot target Fusion Monsters you control with card effects, also they cannot be destroyed by your opponent's card effects.
Clockwork Knight
ATK:
500
LINK-1
Link Arrow:
Left
1 non-Link Machine monster with 1000 or less original ATK If this card is Link Summoned: You can send 1 face-up Continuous Spell you control to the GY; add 1 "Clockwork Night" from your Deck to your hand. You can target 1 Machine monster with 1000 or less ATK in your GY; Tribute 1 other Machine monster, and if you do, Special Summon the targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.
Cyber Dragon Sieger
ATK:
2100
LINK-2
Link Arrow:
Left
Bottom
2 Machine monsters, including "Cyber Dragon" This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes any battle damage from attacks involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.
Salamangreat Almiraj
ATK:
0
LINK-1
Link Arrow:
Bottom-Right
1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.
Sky Striker Ace - Azalea
ATK:
1500
LINK-2
Link Arrow:
Top-Left
Bottom-Right
2 LIGHT and/or DARK monsters Must be Link Summoned. You can only Special Summon "Sky Striker Ace - Azalea(s)" once per turn. If this card is Special Summoned: You can target 1 card on the field; destroy it, then, if you have 3 or less Spells in your GY, send this card to the GY. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish 1 Spell from your GY; destroy that opponent's monster.
Spright Sprind
ATK:
1400
LINK-2
Link Arrow:
Top-Right
Bottom-Left
2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. You can only use 1 of the following effects of "Spright Sprind" per turn, and only once that turn. If this card is Link Summoned: You can send 1 Level 2 monster from your Deck to the GY. If another monster is Special Summoned while this card is on the field (except during the Damage Step): You can detach 1 material from an Xyz Monster you control, then target 1 monster on the field; return it to the hand.
Chaos Angel
ATK:
3500
DEF:
2800
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.
Cyber Dragon Infinity
ATK:
2100
DEF:
1600
3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.
Cyber Dragon Nova
ATK:
2100
DEF:
1600
2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.
Divine Arsenal AA-ZEUS - Sky Thunder
ATK:
3000
DEF:
3000
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
Infinitrack River Stormer
ATK:
2500
DEF:
500
2 Level 5 monsters When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack River Stormer" once per turn. ● You can detach 1 material from this card; take 1 EARTH Machine monster from your Deck, and either add it to your hand or send it to the GY. ● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
YGO Mod (20517634)
Main: 55 Extra: 15
Bystial Baldrake
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.
Bystial Druiswurm
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.
Bystial Magnamhut
ATK:
2500
DEF:
2000
You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.
Carnot the Eternal Machine
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or GY) during a Duel in which your opponent has activated a monster effect in their hand or GY. You can only Special Summon "Carnot the Eternal Machine" once per turn. Once per turn, if your opponent activates a monster effect (except during the Damage Step): You can make this card gain 1000 ATK. If this card is sent to the GY, except from the hand or Deck: Shuffle this card into the Deck.
Cyber Dragon Core
ATK:
400
DEF:
1500
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
Cyberdark Cannon
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can draw 1 card. You can only use each of the following effects of "Cyberdark Cannon" once per turn. ● You can discard this card; add 1 Machine "Cyberdark" monster from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Deck to the GY.
Cyberdark Claw
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
Cyberdark Edge
ATK:
800
DEF:
800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. This card can attack directly. If it does using this effect, its ATK is halved during damage calculation only. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
Cyberdark Horn
ATK:
800
DEF:
800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
Cyberdark Keel
ATK:
800
DEF:
800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card destroys an opponent's monster by battle: Inflict 300 damage to your opponent. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
Eldlich the Golden Lord
ATK:
2500
DEF:
2800
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
Mulcharmy Fuwalos
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Mulcharmy Nyalus
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the GY and/or banishment, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Mulcharmy Purulia
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Ghost Belle & Haunted Mansion
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.
Clockwork Night
All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.
Cyber Emergency
Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.
Cyberdark Inferno
"Cyberdark" Effect Monsters you control that are equipped with an Equip Card cannot be destroyed by your opponent's card effects, also your opponent cannot target them with card effects. You can target 1 "Cyberdark" monster you control; return it to the hand, then, immediately after this effect resolves, you can Normal Summon 1 "Cyberdark" monster. You can only use this effect of "Cyberdark Inferno" once per turn. If this card in its owner's control is destroyed by an opponent's card effect: You can add 1 "Polymerization" Spell or "Fusion" Spell from your Deck to your hand.
Cyberdark Realm
When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.
Cyberdark Invasion
Once per turn: You can activate 1 of these effects; ● Target 1 "Cyberdark" Effect Monster you control; equip 1 Dragon or Machine monster from either GY to it as an Equip Spell that gives it 1000 ATK. ● Send 1 Equip Card you control equipped to a Machine monster to the GY; destroy 1 card your opponent controls. You can only use each effect of "Cyberdark Invasion" once per turn.
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.
Chimeratech Fortress Dragon
ATK:
0
DEF:
0
"Cyber Dragon" + 1+ Machine monsters Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Special Summon.
Chimeratech Megafleet Dragon
ATK:
0
DEF:
0
1 "Cyber Dragon" monster + 1+ monsters in the Extra Monster Zone Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1200 x the number of Fusion Materials used for its Special Summon.
Cyberdark Dragon
ATK:
1000
DEF:
1000
"Cyberdark Horn" + "Cyberdark Edge" + "Cyberdark Keel" This monster cannot be Special Summoned except by Fusion Summon. When this monster is Special Summoned, select 1 Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. This card gains 100 ATK for each Monster Card in your Graveyard. If this card would be destroyed by battle, the equipped monster is destroyed instead.
Cyberdark End Dragon
ATK:
5000
DEF:
3800
"Cyberdark Dragon" + "Cyber End Dragon" Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 or lower "Cyberdark" Fusion Monster equipped with "Cyber End Dragon". Unaffected by your opponent's activated effects. Once per turn: You can equip 1 monster from either GY to this card. This card can attack a number of times each Battle Phase, up to the number of Equip Cards equipped to it.
Elder Entity N'tss
ATK:
2500
DEF:
1200
1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.
Garura, Wings of Resonant Life
ATK:
1500
DEF:
2400
2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.
Clockwork Knight
ATK:
500
LINK-1
Link Arrow:
Left
1 non-Link Machine monster with 1000 or less original ATK If this card is Link Summoned: You can send 1 face-up Continuous Spell you control to the GY; add 1 "Clockwork Night" from your Deck to your hand. You can target 1 Machine monster with 1000 or less ATK in your GY; Tribute 1 other Machine monster, and if you do, Special Summon the targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.
Cyber Dragon Sieger
ATK:
2100
LINK-2
Link Arrow:
Left
Bottom
2 Machine monsters, including "Cyber Dragon" This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes any battle damage from attacks involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.
Chaos Angel
ATK:
3500
DEF:
2800
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.
Golden Cloud Beast - Malong
ATK:
2200
DEF:
1000
1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can increase or decrease its Level by 1. If this card is sent to the GY: You can target 1 face-up card your opponent controls; return it to the hand. You can only use this effect of "Golden Cloud Beast - Malong" once per turn.
Varudras, the Final Bringer of the End Times
ATK:
3000
DEF:
3000
2+ Level 10 monsters When your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, then you can detach 1 material from this card, then destroy 1 card on the field. At the start of the Damage Step, if this card attacks while it has material: You can destroy 1 card on the field. If this Xyz Summoned card is destroyed: You can destroy 1 card on the field. You can only use each effect of "Varudras, the Final Bringer of the End Times" once per turn.
YGO Mod (20517634)
Main: 55 Extra: 15
Artifact Lancea
ATK:
1700
DEF:
2300
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.
Carnot the Eternal Machine
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or GY) during a Duel in which your opponent has activated a monster effect in their hand or GY. You can only Special Summon "Carnot the Eternal Machine" once per turn. Once per turn, if your opponent activates a monster effect (except during the Damage Step): You can make this card gain 1000 ATK. If this card is sent to the GY, except from the hand or Deck: Shuffle this card into the Deck.
Cyber Dragon Core
ATK:
400
DEF:
1500
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
Cyber Dragon Herz
ATK:
100
DEF:
100
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can only use 1 of the following effects of "Cyber Dragon Herz" per turn, and only once that turn. ● If this card is Special Summoned: You can make this card's Level become 5 until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. ● If this card is sent to the GY: You can add 1 other "Cyber Dragon" from your Deck or GY to your hand.
Cyber Dragon Nachster
ATK:
200
DEF:
200
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can discard 1 other monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 Machine monster with 2100 ATK or DEF in your GY; Special Summon it, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. You can only use each effect of "Cyber Dragon Nachster" once per turn.
Cyberdark Chimera
ATK:
800
DEF:
2100
You can discard 1 Spell/Trap; add 1 "Power Bond" from your Deck to your hand, you can only use Dragon or Machine "Cyber" monsters as Fusion Material this turn, also once when you Fusion Summon this turn, you can also banish monster(s) from your GY as material. If this card is sent to the GY: You can send 1 "Cyberdark" monster from your Deck to the GY, with a different name from the cards in your GY. You can only use each effect of "Cyberdark Chimera" once per turn.
Cyberdark Claw
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
Kuriphoton
ATK:
300
DEF:
200
(Quick Effect): You can send this card from your hand to the GY and pay 2000 LP; you take no damage this turn. If this card is in your GY: You can send 1 "Photon" monster from your hand to the GY, except "Kuriphoton"; add this card from your GY to your hand. You can only use this effect of "Kuriphoton" once per turn.
Mulcharmy Fuwalos
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Mulcharmy Purulia
ATK:
100
DEF:
600
If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.
Therion "King" Regulus
ATK:
2800
DEF:
1600
You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".
Clockwork Night
All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.
Crossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
Cyber Emergency
Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.
Cyberdark Realm
When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.
Cybernetic Horizon
(This card is always treated as a "Cyberdark" card.) Send 2 Dragon and/or Machine "Cyber" monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine "Cyber" monster from your Deck to your hand, and if you do, send 1 Machine "Cyber" Fusion Monster from your Extra Deck to the GY. You can only activate 1 "Cybernetic Horizon" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters.
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Power Bond
Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.
Sales Ban
Declare 1 card name; for the rest of this turn, your opponent cannot activate cards, or the effects of cards, with the same original name as that declared card. The same restrictions apply to you, but for the rest of this Duel instead of just this turn. You can only activate 1 "Sales Ban" per turn.
Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Triple Tactics Thrust
If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.
Red Reboot
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.
Chimeratech Fortress Dragon
ATK:
0
DEF:
0
"Cyber Dragon" + 1+ Machine monsters Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Special Summon.
Chimeratech Megafleet Dragon
ATK:
0
DEF:
0
1 "Cyber Dragon" monster + 1+ monsters in the Extra Monster Zone Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1200 x the number of Fusion Materials used for its Special Summon.
Chimeratech Rampage Dragon
ATK:
2100
DEF:
1600
2+ "Cyber Dragon" monsters A Fusion Summon of this card can only be done with the above Fusion Materials. When this card is Fusion Summoned: You can target Spells/Traps on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. Once per turn: You can send up to 2 LIGHT Machine monsters from your Deck to the GY, and if you do, for each monster sent to the GY, this card gains 1 additional attack during each Battle Phase this turn.
Cyber Eternity Dragon
ATK:
2800
DEF:
4000
1 "Cyber Dragon" monster + 2 Machine monsters If you have a Machine Fusion Monster(s) in your GY, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Cyber Dragon" from your hand, Deck, or GY. You can banish this card from your GY; this turn, your opponent cannot target Fusion Monsters you control with card effects, also they cannot be destroyed by your opponent's card effects.
Clockwork Knight
ATK:
500
LINK-1
Link Arrow:
Left
1 non-Link Machine monster with 1000 or less original ATK If this card is Link Summoned: You can send 1 face-up Continuous Spell you control to the GY; add 1 "Clockwork Night" from your Deck to your hand. You can target 1 Machine monster with 1000 or less ATK in your GY; Tribute 1 other Machine monster, and if you do, Special Summon the targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.
Cyber Dragon Sieger
ATK:
2100
LINK-2
Link Arrow:
Left
Bottom
2 Machine monsters, including "Cyber Dragon" This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes any battle damage from attacks involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.
Sky Striker Ace - Azalea
ATK:
1500
LINK-2
Link Arrow:
Top-Left
Bottom-Right
2 LIGHT and/or DARK monsters Must be Link Summoned. You can only Special Summon "Sky Striker Ace - Azalea(s)" once per turn. If this card is Special Summoned: You can target 1 card on the field; destroy it, then, if you have 3 or less Spells in your GY, send this card to the GY. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish 1 Spell from your GY; destroy that opponent's monster.
Cyber Dragon Infinity
ATK:
2100
DEF:
1600
3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.
Cyber Dragon Nova
ATK:
2100
DEF:
1600
2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.
Superdreadnought Rail Cannon Juggernaut Liebe
ATK:
4000
DEF:
4000
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.
YGO Mod (20517634)
Main: 57 Extra: 15
Cyber Dragon Core
ATK:
400
DEF:
1500
When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.
Cyber Dragon Herz
ATK:
100
DEF:
100
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can only use 1 of the following effects of "Cyber Dragon Herz" per turn, and only once that turn. ● If this card is Special Summoned: You can make this card's Level become 5 until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. ● If this card is sent to the GY: You can add 1 other "Cyber Dragon" from your Deck or GY to your hand.
Cyber Dragon Nachster
ATK:
200
DEF:
200
This card's name becomes "Cyber Dragon" while on the field or in the GY. You can discard 1 other monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 Machine monster with 2100 ATK or DEF in your GY; Special Summon it, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. You can only use each effect of "Cyber Dragon Nachster" once per turn.
Cyberdark Cannon
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can draw 1 card. You can only use each of the following effects of "Cyberdark Cannon" once per turn. ● You can discard this card; add 1 Machine "Cyberdark" monster from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Deck to the GY.
Cyberdark Chimera
ATK:
800
DEF:
2100
You can discard 1 Spell/Trap; add 1 "Power Bond" from your Deck to your hand, you can only use Dragon or Machine "Cyber" monsters as Fusion Material this turn, also once when you Fusion Summon this turn, you can also banish monster(s) from your GY as material. If this card is sent to the GY: You can send 1 "Cyberdark" monster from your Deck to the GY, with a different name from the cards in your GY. You can only use each effect of "Cyberdark Chimera" once per turn.
Cyberdark Claw
ATK:
1600
DEF:
800
If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
Cyberdark Edge
ATK:
800
DEF:
800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. This card can attack directly. If it does using this effect, its ATK is halved during damage calculation only. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
Cyberdark Horn
ATK:
800
DEF:
800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
Cyberdark Keel
ATK:
800
DEF:
800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card destroys an opponent's monster by battle: Inflict 300 damage to your opponent. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.
Clockwork Night
All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.
Cyber Emergency
Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.
Cyberdark Realm
When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.
Cyberload Fusion
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn, except that Fusion Summoned monster. You can only activate 1 "Cyberload Fusion" per turn.
Cybernetic Horizon
(This card is always treated as a "Cyberdark" card.) Send 2 Dragon and/or Machine "Cyber" monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine "Cyber" monster from your Deck to your hand, and if you do, send 1 Machine "Cyber" Fusion Monster from your Extra Deck to the GY. You can only activate 1 "Cybernetic Horizon" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters.
Power Bond
Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.
Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Triple Tactics Thrust
If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.
Cyber Network
Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine monster from your Deck. When this card is sent from the field to the GY: Special Summon as many of your banished LIGHT Machine monsters as possible, and if you do, destroy all Spells and Traps you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.
Chimeratech Fortress Dragon
ATK:
0
DEF:
0
"Cyber Dragon" + 1+ Machine monsters Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Special Summon.
Chimeratech Rampage Dragon
ATK:
2100
DEF:
1600
2+ "Cyber Dragon" monsters A Fusion Summon of this card can only be done with the above Fusion Materials. When this card is Fusion Summoned: You can target Spells/Traps on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. Once per turn: You can send up to 2 LIGHT Machine monsters from your Deck to the GY, and if you do, for each monster sent to the GY, this card gains 1 additional attack during each Battle Phase this turn.
Cyber Eternity Dragon
ATK:
2800
DEF:
4000
1 "Cyber Dragon" monster + 2 Machine monsters If you have a Machine Fusion Monster(s) in your GY, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Cyber Dragon" from your hand, Deck, or GY. You can banish this card from your GY; this turn, your opponent cannot target Fusion Monsters you control with card effects, also they cannot be destroyed by your opponent's card effects.
Cyberdark End Dragon
ATK:
5000
DEF:
3800
"Cyberdark Dragon" + "Cyber End Dragon" Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 or lower "Cyberdark" Fusion Monster equipped with "Cyber End Dragon". Unaffected by your opponent's activated effects. Once per turn: You can equip 1 monster from either GY to this card. This card can attack a number of times each Battle Phase, up to the number of Equip Cards equipped to it.
Cyberdarkness Dragon
ATK:
2000
DEF:
2000
5 "Cyberdark" Effect Monsters Must first be Fusion Summoned. If this card is Special Summoned: You can equip 1 Dragon or Machine monster from your GY to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. When your opponent activates a card or effect (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card.
Cyber Dragon Sieger
ATK:
2100
LINK-2
Link Arrow:
Left
Bottom
2 Machine monsters, including "Cyber Dragon" This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes any battle damage from attacks involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.
Cyber Dragon Infinity
ATK:
2100
DEF:
1600
3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.
Cyber Dragon Nova
ATK:
2100
DEF:
1600
2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.
YGO Mod (20517634)
Main: 40 Extra: 15
Ashoka Pillar
ATK:
0
DEF:
2200
If this card is Summoned: You can add 1 Equip Spell from your Deck to your hand, then if this card is in Attack Position, change it to Defense Position. You can only use this effect of "Ashoka Pillar" once per turn. If this card is destroyed by battle or card effect: Take 2000 damage.
Ha-Re the Sword Mikanko
ATK:
0
DEF:
0
If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. If an Equip Card becomes equipped to this card: You can add 1 "Mikanko" Equip Spell from your Deck to your hand. You can only use this effect of "Ha-Re the Sword Mikanko" once per turn.
Hu-Li the Jewel Mikanko
ATK:
0
DEF:
0
If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. While you control an Equip Card, your opponent cannot target "Mikanko" cards you control with card effects. If either player equips an Equip Card(s) to this card: You can add 1 "Mikanko" Trap from your Deck to your hand. You can only use this effect of "Hu-Li the Jewel Mikanko" once per turn.
Ni-Ni the Mirror Mikanko
ATK:
0
DEF:
0
If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. During your opponent's turn, while this card is equipped with an Equip Card (Quick Effect): You can target 1 face-up monster your opponent controls; take control of it until the End Phase. You can only use this effect of "Ni-Ni the Mirror Mikanko" once per turn.
Ohime the Manifested Mikanko
ATK:
0
DEF:
0
You can Ritual Summon this card with "Mikanko Kagura". Cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving this card. You can only use each of the following effects of "Ohime the Manifested Mikanko" once per turn. You can reveal this card in your hand; add 1 "Mikanko" card from your Deck to your hand, except "Ohime the Manifested Mikanko", then discard 1 card. (Quick Effect): You can target 1 Equip Spell in your GY; equip it to 1 appropriate monster on the field.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Diviner of the Herald
ATK:
500
DEF:
300
If this card is Normal or Special Summoned: You can send 1 Fairy monster from your Deck or Extra Deck to the GY, and if you do, increase this card's Level by that monster's Level, until the end of this turn. If this card is Tributed: You can Special Summon 1 Level 2 or lower Fairy monster from your hand or Deck, except "Diviner of the Herald". You can only use each effect of "Diviner of the Herald" once per turn.
Angelica's Angelic Ring
Equip only to a monster you control equipped with an Equip Card. You can only control 1 "Angelica's Angelic Ring". Each turn, negate the effect of your opponent's first Spell Card or effect that resolves. Once per turn, while this card is equipped to a monster: You can gain 500 LP, then destroy this card, and if you do, your opponent cannot target the monster this card was equipped to with card effects, while it is face-up in the Monster Zone.
Crossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
Grief Tablet
(This card is always treated as a "Wedju" card.) The equipped monster cannot attack or be Tributed, also its effects are negated. Once per turn, if you control the equipped monster: You can add 1 "Wedju" card from your Deck to your hand, except "Grief Tablet". If this card is sent to the GY because the equipped monster is destroyed: You can inflict 500 damage to your opponent. You can only activate 1 "Grief Tablet" per turn.
Mikanko Dance - Mayowashidori
The equipped monster cannot be destroyed by card effects. You can only use each of the following effects of "Mikanko Dance - Mayowashidori" once per turn. At the end of the Damage Step, if your "Mikanko" monster battled: You can target 1 card on the field; return it to the hand. If this card is in your GY: You can target 1 "Mikanko" monster in your GY; Special Summon it, and if you do, equip it with this card, but banish it when it leaves the field.
Mikanko Fire Dance
Special Summon 1 "Mikanko" monster from your hand or GY, and if you do, equip it with this card, then you can Special Summon 1 monster from your opponent's GY to their field, but negate its effects. The equipped monster cannot be destroyed by card effects. You can only activate 1 "Mikanko Fire Dance" per turn.
Mikanko Reflection Rondo
Equip only to an opponent's monster. While you control a "Mikanko" monster, take control of that equipped monster. Neither player can activate the effects of the equipped monster while you control it. When this card leaves the field, send the equipped monster to the GY. You can only control 1 "Mikanko Reflection Rondo". You can only activate 1 "Mikanko Reflection Rondo" per turn.
Mikanko Water Arabesque
The equipped monster cannot be destroyed by card effects. During your Main Phase: You can Special Summon 1 "Mikanko" monster from your hand or Deck, with a different original name than the equipped monster, and if you do, equip it with this card, then return the monster that was previously equipped with this card to the hand. You can only use this effect of "Mikanko Water Arabesque" once per turn.
The Great Mikanko Ceremony
Special Summon 1 "Mikanko" monster from your hand, ignoring its Summoning conditions, but return it to the hand during your opponent's End Phase. During your Main Phase: You can banish this card from your GY; send 1 "Mikanko" card from your Deck to the GY, except "The Great Mikanko Ceremony". You can only use each effect of "The Great Mikanko Ceremony" once per turn.
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.
Mikanko Rivalry
If you control a "Mikanko" monster: Target 1 face-up monster on the field; equip it with 1 Equip Spell from your Deck that can equip to it. If an Equip Spell(s) is sent to your GY, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 Equip Spell in your GY; add it to your hand. You can only use each effect of "Mikanko Rivalry" once per turn.
Mikanko Spiritwalk
Target 1 face-up monster your opponent controls; equip that face-up monster to 1 "Mikanko" monster you control as an Equip Spell, then if a Ritual Monster Card is on the field, you can inflict 500 damage to your opponent for each Equip Spell you control. You can banish this card from your GY; Special Summon 1 of your "Mikanko" monsters that is banished or in your hand. You can only use each effect of "Mikanko Spiritwalk" once per turn.
Elder Entity N'tss
ATK:
2500
DEF:
1200
1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.
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".
Aussa the Earth Charmer, Immovable
ATK:
1850
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including an EARTH monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 EARTH monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 EARTH monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Aussa the Earth Charmer, Immovable" once per turn.
Hiita the Fire Charmer, Ablaze
ATK:
1850
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.
I:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.
Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, 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 Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Lyna the Light Charmer, Lustrous
ATK:
1850
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including a LIGHT monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 LIGHT monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 LIGHT monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Lyna the Light Charmer, Lustrous" once per turn.
S:P Little Knight
ATK:
1600
LINK-2
Link Arrow:
Left
Right
2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.
Salamangreat Almiraj
ATK:
0
LINK-1
Link Arrow:
Bottom-Right
1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.
Selene, Queen of the Master Magicians
ATK:
1850
LINK-3
Link Arrow:
Bottom-Left
Bottom
Bottom-Right
2+ monsters, including a Spellcaster monster If this card is Link Summoned: Place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. While an "Endymion" card(s) is on the field, your opponent's monsters cannot target this card for attacks. Once per turn, during the Main Phase (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 Spellcaster monster from your hand or GY in Defense Position, to your zone this card points to.
Underworld Goddess of the Closed World
ATK:
3000
LINK-5
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Top
Top-Right
Right
Bottom
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4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.
Herald of the Arc Light
ATK:
600
DEF:
1000
1 Tuner + 1+ non-Tuner monsters Any monster sent from the hand or Main Deck to the GY is banished instead. When a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. If this card is sent to the GY: You can add 1 Ritual Monster or 1 Ritual Spell from your Deck to your hand.
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.