Created by: YGO Mod (20517634)

Created On: 06/27/2026

Main: 59 Extra: 16

2 cardBystial Baldrake 2 cardBystial Baldrake
Bystial Baldrake
DARK 6
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.


1 cardBystial Druiswurm
1 cardBystial Druiswurm
Bystial Druiswurm
DARK 6
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.


1 cardBystial Magnamhut
1 cardBystial Magnamhut
Bystial Magnamhut
DARK 6
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.


1 cardCentur-Ion Gargoyle II 1 cardCentur-Ion Gargoyle II
Centur-Ion Gargoyle II
DARK 8
Centur-Ion Gargoyle II
  • ATK:

  • 2000

  • DEF:

  • 3000


You can send 1 face-up "Centur-Ion" card you control to the GY; Special Summon this card from your hand, also you cannot Special Summon "Centur-Ion Gargoyle II" for the rest of this turn. If this card is sent to the GY as Synchro Material: You can add this card to your hand. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can reduce its Level by 4. You can only use each effect of "Centur-Ion Gargoyle II" once per turn.


3 cardCentur-Ion Trudea 3 cardCentur-Ion Trudea
Centur-Ion Trudea
DARK 4
Centur-Ion Trudea
  • ATK:

  • 1000

  • DEF:

  • 2000


During your Main Phase: You can place this card you control and 1 "Centur-Ion" monster from your hand or Deck, except "Centur-Ion Trudea", in your Spell & Trap Zones as face-up Continuous Traps, also you cannot Special Summon "Centur-Ion Trudea" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can increase its Level by 4. You can only use each effect of "Centur-Ion Trudea" once per turn.


2 cardDroll & Lock Bird
2 cardDroll & Lock Bird
Droll & Lock Bird
WIND 1
Droll & Lock Bird
  • ATK:

  • 0

  • DEF:

  • 0


If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


2 cardGameciel, the Sea Turtle Kaiju 2 cardGameciel, the Sea Turtle Kaiju
Gameciel, the Sea Turtle Kaiju
WATER 8
Gameciel, the Sea Turtle Kaiju
  • ATK:

  • 2200

  • DEF:

  • 3000


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 your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.


3 cardMulcharmy Fuwalos 3 cardMulcharmy Fuwalos
Mulcharmy Fuwalos
WIND 4
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.


2 cardNibiru, the Primal Being
2 cardNibiru, the Primal Being
Nibiru, the Primal Being
LIGHT 11
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.


3 cardAsh Blossom & Joyous Spring
3 cardAsh Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
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.


1 cardCentur-Ion Atrii 1 cardCentur-Ion Atrii
Centur-Ion Atrii
DARK 4
Centur-Ion Atrii
  • ATK:

  • 1800

  • DEF:

  • 1400


If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. You can only use each of the following effects of "Centur-Ion Atrii" once per turn. If this card is Normal or Special Summoned, and you have both an "Emblema" card and a "Centur-Ion" card in your GY: You can draw 1 card, also you cannot Special Summon "Centur-Ion Atrii" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card.


3 cardCentur-Ion Primera 3 cardCentur-Ion Primera
Centur-Ion Primera
LIGHT 4
Centur-Ion Primera
  • ATK:

  • 1600

  • DEF:

  • 1600


While this card is a Continuous Trap, Level 5 or higher "Centur-Ion" monsters you control cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Primera" once per turn. If this card is Normal or Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand, except "Centur-Ion Primera", also you cannot Special Summon "Centur-Ion Primera" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card.


2 cardGhost Belle & Haunted Mansion 2 cardGhost Belle & Haunted Mansion
Ghost Belle & Haunted Mansion
EARTH 3
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.


3 cardWitness of the Ancient 3 cardWitness of the Ancient
Witness of the Ancient
LIGHT 8
Witness of the Ancient
  • ATK:

  • 0

  • DEF:

  • 3000


If you have a Synchro Monster in your field or GY: You can Special Summon this card from your hand. If this card is Special Summoned: You can place up to 3 Synchro Monsters with different names from your Extra Deck and/or GY in your Spell & Trap Zone as face-up Continuous Spells, and Special Summon 1 "Arc Token" (Machine/LIGHT/ATK 0/DEF 0) with a Level equal to the number placed, also for the rest of this turn, you cannot Special Summon from the Extra Deck, except Synchro Monsters. You can only use each effect of "Witness of the Ancient" once per turn.


3 cardAngelechy Problem 3 cardAngelechy Problem
Angelechy Problem
Spell Field
Angelechy Problem

    Once per turn: You can discard 1 Spell/Trap; Special Summon 1 Level 2 "Angelechy" monster from your Extra Deck, and if you do, place 1 "Angelechy" monster from your Extra Deck to your Spell & Trap Zone as a face-up Continuous Spell. If a face-up "Angelechy" Monster Card(s) you control is destroyed by battle or card effect: You can return 1 "Angelechy" Monster Card you own from your Spell & Trap Zone to the Extra Deck, then you can Special Summon it.


    3 cardEmblema Oath 3 cardEmblema Oath
    Emblema Oath
    Spell Quick
    Emblema Oath

      Activate 1 of these effects; ● Place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. For the rest of this turn, while you control that card, or any card with that same original name, you cannot Special Summon from the Extra Deck, except "Centur-Ion" monsters. ● Set 1 "Centur-Ion" Spell/Trap directly from your Deck. You can only activate 1 "Emblema Oath" per turn.


      1 cardHarpie's Feather Duster
      1 cardHarpie's Feather Duster
      Harpie's Feather Duster
      Spell Normal
      Harpie's Feather Duster

        Destroy all Spell and Trap Cards your opponent controls.




        Tag(s):

        2 cardLightning Storm 2 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):

          2 cardPair Bear Scare!! 2 cardPair Bear Scare!!
          Pair Bear Scare!!
          Spell Quick
          Pair Bear Scare!!

            Your opponent can reveal 1 "Pair Bear Scare!!" in their hand or Deck, and if they do, each player gains 2000 LP. Otherwise, you destroy 1 monster your opponent controls. If this card is sent from the field to the GY: Add this card to your opponent's hand. You can only use this effect of "Pair Bear Scare!!" once per Duel. You can only activate 1 "Pair Bear Scare!!" per turn.


            2 cardStand Up Centur-Ion! 2 cardStand Up Centur-Ion!
            Stand Up Centur-Ion!
            Spell Field
            Stand Up Centur-Ion!

              Cannot be destroyed by your opponent's card effects while you control a "Centur-Ion" Monster Card. You can only use each of the following effects of "Stand Up Centur-Ion!" once per turn. During your Main Phase, if this card was activated this turn: You can send 1 card from your hand to the GY; place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. If a monster(s) is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as material, including a "Centur-Ion" monster.


              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 cardWake Up Centur-Ion! 1 cardWake Up Centur-Ion!
                  Wake Up Centur-Ion!
                  Spell Quick
                  Wake Up Centur-Ion!

                    If a Monster Card is face-up in your Spell & Trap Zone: You can declare Level 4 or 8; Special Summon 1 "Centur-Ion Token" (Pyro/DARK/ATK 0/DEF 0) with the declared Level, but it cannot be used as Fusion or Link Material. During your Main Phase: You can banish this card from your GY; send 1 "Centur-Ion" card from your Deck to the GY, except "Wake Up Centur-Ion!". You can only use each effect of "Wake Up Centur-Ion!" once per turn.


                    1 cardAngelechy Disturbance 1 cardAngelechy Disturbance
                    Angelechy Disturbance
                    Trap Normal
                    Angelechy Disturbance

                      Give control of 1 "Angelechy" monster you control to your opponent (until the End Phase), then if your opponent controls a face-up card(s) in its adjacent Monster Zones and/or Spell & Trap Zones, their effects are negated. You can banish this card from your GY; add 1 "Angelechy" Spell/Trap from your Deck to your hand, except "Angelechy Disturbance". You can only use each effect of "Angelechy Disturbance" once per turn.


                      3 cardAngelechy Opening to e4 3 cardAngelechy Opening to e4
                      Angelechy Opening to e4
                      Trap Normal
                      Angelechy Opening to e4

                        If your opponent goes first, you can also activate this card from your hand during the Standby Phase of their first turn. Place 1 "Angelechy" Field Spell from your hand, Deck, or GY, face-up on your field, and if you do, Special Summon 1 Level 2 or 7 "Angelechy" monster from your Extra Deck to the Extra Monster Zone, and if you do that, place 1 "Angelechy" monster from your Extra Deck in your Spell & Trap Zone as a face-up Continuous Spell. Until the end of your next turn after this card resolves, you cannot Special Summon from the Extra Deck, except Synchro Monsters.


                        1 cardCentur-Ion Phalanx 1 cardCentur-Ion Phalanx
                        Centur-Ion Phalanx
                        Trap Normal
                        Centur-Ion Phalanx

                          Target 1 face-up Monster Card on the field; banish it, and if you do, during the Standby Phase of the next turn, Special Summon that banished monster to its owner's field. You can banish this card from your GY, then target 1 "Centur-Ion" Synchro Monster in your GY; Special Summon it, but it loses 1500 ATK. You can only use 1 "Centur-Ion Phalanx" effect per turn, and only once that turn.


                          1 cardCentur-Ion True Awakening 1 cardCentur-Ion True Awakening
                          Centur-Ion True Awakening
                          Trap Counter
                          Centur-Ion True Awakening

                            When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up Monster Card from your Spell & Trap Zone to the GY; negate the activation, and if you do, destroy that card. You can only activate 1 "Centur-Ion True Awakening" per turn.


                            2 cardDifferent Dimension Ground 2 cardDifferent Dimension Ground
                            Different Dimension Ground
                            Trap Normal
                            Different Dimension Ground

                              This turn, any monster sent to the GY is banished instead.


                              2 cardEvenly Matched 2 cardEvenly Matched
                              Evenly Matched
                              Trap Normal
                              Evenly Matched

                                At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


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

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


                                  1 cardAngelechy Bastion 1 cardAngelechy Bastion
                                  Angelechy Bastion
                                  LIGHT 8
                                  Angelechy Bastion
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 2500


                                  1 Tuner + 1+ non-Tuners You can target 1 other card in this card's column; banish it. If this card is placed in the Spell & Trap Zone as a Continuous Spell: You can place 1 "Angelechy Shatranga" from your Extra Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can only use each of the preceding effects of "Angelechy Bastion" once per turn. While this card is treated as a Continuous Spell, other "Angelechy" cards on the field cannot be destroyed by your opponent's card effects.


                                  1 cardAngelechy Destrier 1 cardAngelechy Destrier
                                  Angelechy Destrier
                                  LIGHT 7
                                  Angelechy Destrier
                                  • ATK:

                                  • 2500

                                  • DEF:

                                  • 2000


                                  1 Tuner + 1+ non-Tuners You can target 1 monster in another column; banish it. If this card is placed in the Spell & Trap Zone as a Continuous Spell: You can add 1 "Angelechy" Spell from your Deck to your hand. You can only use each of the preceding effects of "Angelechy Destrier" once per turn. While this card is treated as a Continuous Spell, each time your opponent activates a card or effect, inflict 500 damage to your opponent when it resolves.


                                  2 cardAngelechy Shatranga 2 cardAngelechy Shatranga
                                  Angelechy Shatranga
                                  LIGHT 10
                                  Angelechy Shatranga
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 0


                                  1 Tuner + 1+ non-Tuners You can target 1 monster your opponent controls; banish it. If this card is placed in the Spell & Trap Zone as a Continuous Spell: You can add 1 "Angelechy" Trap from your Deck or GY to your hand. You can only use each of the preceding effects of "Angelechy Shatranga" once per turn. While this card is treated as a Continuous Spell, your opponent can only attempt to activate up to 5 monster effects per turn.


                                  1 cardCentur-Ion Auxila 1 cardCentur-Ion Auxila
                                  Centur-Ion Auxila
                                  DARK 12
                                  Centur-Ion Auxila
                                  • ATK:

                                  • 3000

                                  • DEF:

                                  • 3000


                                  1 Tuner + 1+ non-Tuner monsters Face-up cards in your Spell & Trap Zone cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Auxila" once per turn. If this card is Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand. During the End Phase: You can place 1 of your non-Synchro "Centur-Ion" monsters that is banished or in your GY, in your Spell & Trap Zone as a face-up Continuous Trap.


                                  1 cardCentur-Ion Legatia 1 cardCentur-Ion Legatia
                                  Centur-Ion Legatia
                                  LIGHT 12
                                  Centur-Ion Legatia
                                  • ATK:

                                  • 3500

                                  • DEF:

                                  • 2000


                                  1 Tuner + 1+ non-Tuner monsters Your monsters with 2000 or less ATK cannot be destroyed by battle. You can only use each of the following effects of "Centur-Ion Legatia" once per turn. If this card is Special Summoned: You can draw 1 card, then you can destroy the monster your opponent controls with the highest ATK (your choice, if tied). During the End Phase: You can place 1 non-Synchro "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap.


                                  1 cardChaos Angel 1 cardChaos Angel
                                  Chaos Angel
                                  DARK 10
                                  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.


                                  2 cardCosmic Blazar Dragon 2 cardCosmic Blazar Dragon
                                  Cosmic Blazar Dragon
                                  WIND 12
                                  Cosmic Blazar Dragon
                                  • ATK:

                                  • 4000

                                  • DEF:

                                  • 4000


                                  1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters Must be Synchro Summoned. (Quick Effect): You can banish this card until the End Phase to activate 1 of these effects; ● When your opponent activates a card or effect: Negate the activation, and if you do, destroy that card. ● When your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s). ● When an opponent's monster declares an attack: Negate the attack, then end the Battle Phase.


                                  1 cardCrimson Dragon 1 cardCrimson Dragon
                                  Crimson Dragon
                                  LIGHT 12
                                  Crimson Dragon
                                  • ATK:

                                  • 0

                                  • DEF:

                                  • 0


                                  1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can add 1 Spell/Trap that mentions "Crimson Dragon" from your Deck to your hand. (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except "Crimson Dragon"; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster from your Extra Deck with the same Level as the targeted monster. (This is treated as a Synchro Summon.) You can only use each effect of "Crimson Dragon" once per turn.


                                  1 cardGlitch Clutch Nullgainer 1 cardGlitch Clutch Nullgainer
                                  Glitch Clutch Nullgainer
                                  DARK 8
                                  Glitch Clutch Nullgainer
                                  • ATK:

                                  • 0

                                  • DEF:

                                  • 2000


                                  1 Tuner + 1+ non-Tuners If this card is Synchro Summoned: You can add 1 Level 8 or higher monster with 0 ATK from your Deck to your hand. You can target 1 monster with 0 ATK in your GY; Special Summon it, but negate its effects, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. You can only use each effect of "Glitch Clutch Nullgainer" once per turn.


                                  1 cardRed Supernova Dragon 1 cardRed Supernova Dragon
                                  Red Supernova Dragon
                                  DARK 12
                                  Red Supernova Dragon
                                  • ATK:

                                  • 4000

                                  • DEF:

                                  • 3000


                                  3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.


                                  2 cardAngelechy Enlisted 2 cardAngelechy Enlisted
                                  Angelechy Enlisted
                                  LIGHT 2
                                  Angelechy Enlisted
                                  • ATK:

                                  • 1500

                                  • DEF:

                                  • 1500


                                  1 Tuner + 1 non-Tuner You can target 1 opponent's monster in this card's adjacent column; banish it, then change control of this card by moving it to one of your opponent's Main Monster Zones in this card's adjacent columns. If the control of this face-up card changes: Return this card to the Extra Deck, then the owner of this card Special Summons 1 "Angelechy" monster from their Extra Deck. You can only use each effect of "Angelechy Enlisted" once per turn.


                                  1 cardCentur-Ion Primera Primus 1 cardCentur-Ion Primera Primus
                                  Centur-Ion Primera Primus
                                  LIGHT 8
                                  Centur-Ion Primera Primus
                                  • ATK:

                                  • 2600

                                  • DEF:

                                  • 2600


                                  1 Tuner + 1+ non-Tuner monsters Cannot be destroyed by battle, unless it was Special Summoned from the Extra Deck. You can only use each of the following effects of "Centur-Ion Primera Primus" once per turn. If this card is Synchro Summoned: You can add 1 "Emblema" card from your Deck or GY to your hand, then you can destroy 2 cards (1 on each field). If a face-up "Centur-Ion" card(s) you control leaves the field by an opponent's card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card.


                                  1 cardGolden Cloud Beast - Malong 1 cardGolden Cloud Beast - Malong
                                  Golden Cloud Beast - Malong
                                  LIGHT 6
                                  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.




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