Created by: YGO Mod (20517634)

Created On: 01/23/2024

Main: 55 Extra: 15

1 cardWandering Gryphon Rider
1 cardWandering Gryphon Rider
Wandering Gryphon Rider
WIND 7
Wandering Gryphon Rider
  • ATK:

  • 2000

  • DEF:

  • 2800


During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. When a card or effect is activated while you control an "Adventurer Token" (Quick Effect): You can shuffle this card into the Deck, and if you do, negate that activation, and if you do that, destroy that card. You can only use each effect of "Wandering Gryphon Rider" once per turn.


2 cardWater Enchantress of the Temple
2 cardWater Enchantress of the Temple
Water Enchantress of the Temple
WATER 3
Water Enchantress of the Temple
  • ATK:

  • 1500

  • DEF:

  • 1200


If you control an "Adventurer Token": You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 "Rite of Aramesir" from your Deck or GY to your hand. If you control an "Adventurer Token": You can place 1 Field Spell that mentions "Adventurer Token" from your Deck face-up in your Field Zone. You can only use each effect of "Water Enchantress of the Temple" once per turn.


3 cardEndymion, the Mighty Master of Magic 3 cardEndymion, the Mighty Master of Magic
Endymion, the Mighty Master of Magic
DARK 78
Endymion, the Mighty Master of Magic
  • ATK:

  • 2800

  • DEF:

  • 1700


[ Pendulum Effect ] You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place Spell Counters on this card equal to the number of cards destroyed. You can only use this effect of "Endymion, the Mighty Master of Magic" once per turn. [ Monster Effect ] Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell Counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand.


1 cardMagister of Endymion 1 cardMagister of Endymion
Magister of Endymion
EARTH 38
Magister of Endymion
  • ATK:

  • 1500

  • DEF:

  • 900


[ Pendulum Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 face-up monster from your Extra Deck that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. [ Monster Effect ] You can only Special Summon "Magister(s) of Endymion" once per turn. When this card declares an attack: You can place 1 Spell Counter on it. Once per opponent's turn (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 monster from your Deck that you can place a Spell Counter on. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone, then place the same number of Spell Counters on it that it had as a monster.


3 cardMythical Beast Jackal King 3 cardMythical Beast Jackal King
Mythical Beast Jackal King
DARK 64
Mythical Beast Jackal King
  • ATK:

  • 2400

  • DEF:

  • 1400


[ Pendulum Effect ] If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, except "Mythical Beast Jackal King". You can only use this effect of "Mythical Beast Jackal King" once per turn. [ Monster Effect ] Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Once per turn, when an opponent activates a monster effect (Quick Effect): You can remove 2 Spell Counters from your field; negate the activation, and if you do, destroy that card.


1 cardMythical Beast Master Cerberus 1 cardMythical Beast Master Cerberus
Mythical Beast Master Cerberus
LIGHT 84
Mythical Beast Master Cerberus
  • ATK:

  • 2800

  • DEF:

  • 2800


[ Pendulum Effect ] If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, add 1 Level 7 or lower "Mythical Beast" Effect Monster from your Deck to your hand. You can only use this effect of "Mythical Beast Master Cerberus" once per turn. [ Monster Effect ] Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Cannot be destroyed by card effects while 4 or more Spell Counters are on your field. Once per turn: You can remove 4 Spell Counters from your field, then target 1 monster your opponent controls; banish it face-up, and if you do, this card gains ATK equal to the banished monster's original ATK until the end of the opponent's turn.


1 cardReflection of Endymion 1 cardReflection of Endymion
Reflection of Endymion
LIGHT 72
Reflection of Endymion
  • ATK:

  • 1850

  • DEF:

  • 2700


[ Pendulum Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 monster from your hand that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. [ Monster Effect ] You can only Special Summon "Reflection(s) of Endymion" once per turn. If this card is Special Summoned: You can target 1 card your opponent controls, and 1 card you control with a Spell Counter, except this card; return that opponent's card and your card to the hand, then place the same number of Spell Counters on this card that your returned card had. When this card with a Spell Counter is destroyed by battle: You can add 1 "Endymion" card from your Deck to your hand.


3 cardServant of Endymion 3 cardServant of Endymion
Servant of Endymion
WIND 32
Servant of Endymion
  • ATK:

  • 900

  • DEF:

  • 1500


[ Pendulum Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 monster from your Deck with 1000 or more ATK that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. [ Monster Effect ] You can only Special Summon "Servant(s) of Endymion" once per turn. This card with a Spell Counter can attack directly. Once per opponent's turn (Quick Effect): You can discard 1 card; place 1 Spell Counter on each card you control that you can place a Spell Counter on. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone, then place the same number of Spell Counters on it that it had as a monster.


3 cardDark Ruler No More 3 cardDark Ruler No More
Dark Ruler No More
Spell Normal
Dark Ruler No More

    Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




    Tag(s):

    1 cardDracoback, the Rideable Dragon 1 cardDracoback, the Rideable Dragon
    Dracoback, the Rideable Dragon
    Spell Equip
    Dracoback, the Rideable Dragon

      Equip only to a monster you control. You can only control 1 "Dracoback, the Rideable Dragon". You can only use each of the following effects of "Dracoback, the Rideable Dragon" once per turn. While this card is equipped to a non-Effect Monster: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY: You can target 1 "Adventurer Token" you control; equip this card to that target.


      2 cardFateful Adventure 2 cardFateful Adventure
      Fateful Adventure
      Spell Continuous
      Fateful Adventure

        Once per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of "Fateful Adventure" once per turn. During your Main Phase: You can add 1 monster that mentions "Adventurer Token" from your Deck to your hand, then send 1 card from your hand to the GY. If a monster(s) is Normal or Special Summoned: You can take 1 Equip Spell that mentions "Adventurer Token" from your Deck, and either add it to your hand or equip it to 1 "Adventurer Token" you control.


        2 cardForbidden Droplet 2 cardForbidden Droplet
        Forbidden Droplet
        Spell Quick
        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.




          Tag(s):

          1 cardLightning Storm
          1 cardLightning Storm
          Lightning Storm
          Spell Normal
          Lightning Storm

            If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




            Tag(s):

            1 cardMagical Citadel of Endymion 1 cardMagical Citadel of Endymion
            Magical Citadel of Endymion
            Spell Field
            Magical Citadel of Endymion

              Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. If a card with a Spell Counter(s) is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card effect by removing a Spell Counter(s) from a card you control, you can remove that many Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead.


              1 cardMagician's Left Hand 1 cardMagician's Left Hand
              Magician's Left Hand
              Spell Continuous
              Magician's Left Hand

                Negate the effect of your opponent's first Trap Card or effect that resolves each turn while you control a Spellcaster monster, and if you do, destroy that card.


                1 cardMagician's Right Hand 1 cardMagician's Right Hand
                Magician's Right Hand
                Spell Continuous
                Magician's Right Hand

                  Negate the effect of your opponent's first Spell Card or effect that resolves each turn while you control a Spellcaster monster, and if you do, or if it did not have an effect, destroy that card.


                  3 cardPot of Prosperity
                  3 cardPot of Prosperity
                  Pot of Prosperity
                  Spell Normal
                  Pot of Prosperity

                    Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                    Tag(s):

                    3 cardRite of Aramesir 3 cardRite of Aramesir
                    Rite of Aramesir
                    Spell Normal
                    Rite of Aramesir

                      If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn.


                      3 cardRunick Destruction
                      3 cardRunick Destruction
                      Runick Destruction
                      Spell Quick
                      Runick Destruction

                        Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Destruction" per turn.


                        1 cardRunick Dispelling 1 cardRunick Dispelling
                        Runick Dispelling
                        Spell Quick
                        Runick Dispelling

                          Activate 1 of these effects, but skip your next Battle Phase after activation; ● If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Dispelling" per turn.


                          3 cardRunick Flashing Fire 3 cardRunick Flashing Fire
                          Runick Flashing Fire
                          Spell Quick
                          Runick Flashing Fire

                            Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Flashing Fire" per turn.


                            1 cardRunick Fountain
                            1 cardRunick Fountain
                            Runick Fountain
                            Spell Field
                            Runick Fountain

                              You can activate "Runick" Quick-Play Spell Cards from your hand during your opponent's turn. Once per turn, if you activate a "Runick" Quick-Play Spell Card: You can target up to 3 "Runick" Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.


                              2 cardRunick Freezing Curses
                              2 cardRunick Freezing Curses
                              Runick Freezing Curses
                              Spell Quick
                              Runick Freezing Curses

                                Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Freezing Curses" per turn.


                                1 cardRunick Smiting Storm 1 cardRunick Smiting Storm
                                Runick Smiting Storm
                                Spell Quick
                                Runick Smiting Storm

                                  Activate 1 of these effects, but skip your next Battle Phase after activation; ● Banish cards from the top of your opponent's Deck, up to the number of cards they control. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Smiting Storm" per turn.


                                  3 cardRunick Tip
                                  3 cardRunick Tip
                                  Runick Tip
                                  Spell Quick
                                  Runick Tip

                                    Activate 1 of these effects, but skip your next Battle Phase after activation; ● Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Tip" per turn.


                                    1 cardSecret Village of the Spellcasters 1 cardSecret Village of the Spellcasters
                                    Secret Village of the Spellcasters
                                    Spell Field
                                    Secret Village of the Spellcasters

                                      If only you control a Spellcaster monster, your opponent cannot activate Spell Cards. If you control no Spellcaster monsters, you cannot activate Spell Cards.


                                      3 cardSpell Power Mastery 3 cardSpell Power Mastery
                                      Spell Power Mastery
                                      Spell Normal
                                      Spell Power Mastery

                                        Add 1 "Endymion" card from your Deck to your hand, then you can count the number of "Spell Power Mastery" and "Spell Power Grasp" you control and/or have in your GY, and place that many Spell Counters among card(s) you control that you can place a Spell Counter on. You can only activate 1 "Spell Power Mastery" per turn.


                                        1 cardTerraforming
                                        1 cardTerraforming
                                        Terraforming
                                        Spell Normal
                                        Terraforming

                                          Add 1 Field Spell from your Deck to your hand.




                                          Tag(s):

                                          1 cardTriple Tactics Talent 1 cardTriple Tactics Talent
                                          Triple Tactics Talent
                                          Spell Normal
                                          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.




                                            Tag(s):

                                            2 cardTriple Tactics Thrust 2 cardTriple Tactics Thrust
                                            Triple Tactics Thrust
                                            Spell Normal
                                            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.


                                              1 cardGeri the Runick Fangs 1 cardGeri the Runick Fangs
                                              Geri the Runick Fangs
                                              DARK 4
                                              Geri the Runick Fangs
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 1000


                                              2 "Runick" monsters Cannot be destroyed by card effects. If this card is Special Summoned from the Extra Deck: You can target 1 non-Quick-Play "Runick" Spell in your GY; add it to your hand. When this card is destroyed by battle: You can target 1 card on the field; destroy it.


                                              1 cardHugin the Runick Wings 1 cardHugin the Runick Wings
                                              Hugin the Runick Wings
                                              LIGHT 2
                                              Hugin the Runick Wings
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 0


                                              2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.


                                              1 cardSleipnir the Runick Mane 1 cardSleipnir the Runick Mane
                                              Sleipnir the Runick Mane
                                              LIGHT 9
                                              Sleipnir the Runick Mane
                                              • ATK:

                                              • 1500

                                              • DEF:

                                              • 1500


                                              2 "Runick" monsters During your Main Phase or your opponent's Battle Phase (Quick Effect): You can target 1 face-up monster your opponent controls; banish both that monster and this card until the End Phase. If a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Runick Token" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) in Attack Position. You can only use each effect of "Sleipnir the Runick Mane" once per turn.


                                              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 cardApollousa, Bow of the Goddess
                                              1 cardApollousa, Bow of the Goddess
                                              Apollousa, Bow of the Goddess
                                              WIND
                                              Apollousa, Bow of the Goddess
                                              • ATK:

                                              • -1

                                              • LINK-4

                                              Link Arrow:

                                              Top

                                              Bottom-Left

                                              Bottom

                                              Bottom-Right


                                              2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.


                                              1 cardBeyond the Pendulum 1 cardBeyond the Pendulum
                                              Beyond the Pendulum
                                              DARK
                                              Beyond the Pendulum
                                              • ATK:

                                              • 1200

                                              • LINK-2

                                              Link Arrow:

                                              Bottom-Left

                                              Bottom-Right


                                              2 Effect Monsters, including a Pendulum Monster If this card is Link Summoned in the Extra Monster Zone: You can pay 1200 LP; add 1 Pendulum Monster from your Deck to your hand, but for the rest of this turn, unless you Pendulum Summon after this effect resolves, you cannot activate monster effects, and the effects of any cards in your Pendulum Zones are negated. If 2 monsters with different original Levels are Pendulum Summoned at the same time to the zones this card points to: You can target 2 cards on the field; destroy them. You can only use this effect of "Beyond the Pendulum" once per turn.


                                              1 cardDharc the Dark Charmer, Gloomy 1 cardDharc the Dark Charmer, Gloomy
                                              Dharc the Dark Charmer, Gloomy
                                              DARK
                                              Dharc the Dark Charmer, Gloomy
                                              • ATK:

                                              • 1850

                                              • LINK-2

                                              Link Arrow:

                                              Bottom-Left

                                              Bottom-Right


                                              2 monsters, including a DARK monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 DARK 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 DARK monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Dharc the Dark Charmer, Gloomy" once per turn.


                                              1 cardExceed the Pendulum 1 cardExceed the Pendulum
                                              Exceed the Pendulum
                                              LIGHT
                                              Exceed the Pendulum
                                              • ATK:

                                              • 2000

                                              • LINK-3

                                              Link Arrow:

                                              Bottom-Left

                                              Bottom

                                              Bottom-Right


                                              2+ Effect Monsters, including a Pendulum Monster Gains 100 ATK for each Pendulum Monster Card you control. You can only use each of the following effects of "Exceed the Pendulum" once per turn. If this card is Link Summoned: You can add 1 face-up Pendulum Monster from your Extra Deck to your hand. During the Main Phase (Quick Effect): You can Special Summon 1 Pendulum Monster from your hand or GY in Defense Position, with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones.


                                              1 cardI:P Masquerena 1 cardI:P Masquerena
                                              I:P Masquerena
                                              DARK
                                              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.


                                              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 cardS:P Little Knight
                                              1 cardS:P Little Knight
                                              S:P Little Knight
                                              DARK
                                              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.


                                              1 cardSelene, Queen of the Master Magicians 1 cardSelene, Queen of the Master Magicians
                                              Selene, Queen of the Master Magicians
                                              LIGHT
                                              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.


                                              1 cardUnderworld Goddess of the Closed World 1 cardUnderworld Goddess of the Closed World
                                              Underworld Goddess of the Closed World
                                              LIGHT
                                              Underworld Goddess of the Closed World
                                              • ATK:

                                              • 3000

                                              • LINK-5

                                              Link Arrow:

                                              Top

                                              Top-Right

                                              Right

                                              Bottom

                                              Bottom-Right


                                              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.


                                              1 cardDivine Arsenal AA-ZEUS - Sky Thunder
                                              1 cardDivine Arsenal AA-ZEUS - Sky Thunder
                                              Divine Arsenal AA-ZEUS - Sky Thunder
                                              LIGHT
                                              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.




                                              Tag(s):

                                              1 cardSuper Starslayer TY-PHON - Sky Crisis 1 cardSuper Starslayer TY-PHON - Sky Crisis
                                              Super Starslayer TY-PHON - Sky Crisis
                                              DARK
                                              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.




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