Created by: YGO Mod (20517634)
Created On: 02/22/2025
Main: 55 Extra: 15
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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.
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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.
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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.
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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.
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Cyber Jormungandr
ATK:
1000
DEF:
2100
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If your opponent controls a monster: You can Special Summon this card from your hand, then take 1 "Cyber Dragon" from your Deck, and either Special Summon it or equip it to this card, also you cannot Special Summon for the rest of this turn, except Machine monsters. You can return 1 "Cyber Dragon" you control to the hand; add 1 "Polymerization" from your Deck or GY to your hand. You can only use each effect of "Cyber Jormungandr" once per turn.
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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.
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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.
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Cyberdark Wurm
ATK:
800
DEF:
2100
This card's name becomes "Cyber Dragon" while on the field or in the GY. If this card is in your hand or GY and you have another Machine "Cyber" monster on your field or in your GY: You can send 1 "Cyber Dragon" monster from your hand or Deck to the GY; Special Summon this card, then you can add 1 "Cyber" Spell/Trap from your GY to your hand. You can only use this effect of "Cyberdark Wurm" once per Duel.
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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.
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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".
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Dimensional Barrier
Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
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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.
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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.
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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.
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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.
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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.
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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.
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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 Machine monster, except this card, and if you do, Special Summon that targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.
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Cross-Sheep
ATK:
700
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.
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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.
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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.
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Surgical Striker - S.P.E.C.T.R.A.
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Right
Bottom
2+ monsters, including a Link Monster (This card is always treated as a "Sky Striker Ace" card.) Must first be Link Summoned. Loses 3000 ATK while you have no Spells in your GY. When your opponent activates a card or effect as Chain Link 2 or higher (Quick Effect): You can banish 2 Spells from your hand and/or GY; negate that effect, then you can destroy 1 card your opponent controls. You can only use this effect of "Surgical Striker - S.P.E.C.T.R.A." once per turn.
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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.
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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.
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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.