

EARTH
2Babycerasaurus
ATK:
500
DEF:
500
If this card is destroyed by a card effect and sent to the Graveyard: Special Summon 1 Level 4 or lower Dinosaur-Type monster from your Deck.


EARTH
4Boar Soldier
ATK:
2000
DEF:
500
If this card is Normal Summoned, destroy this card. If your opponent controls 1 or more monsters, decrease the ATK of this card by 1000 points.


LIGHT
2Card Breaker
ATK:
100
DEF:
900
This card cannot be Normal Summoned or Set. This card can only be Special Summoned, in face-up Attack Position, by sending 1 card from your Spell & Trap Card Zone to the Graveyard.


LIGHT
7Cyber Dinosaur
ATK:
2500
DEF:
1900
When your opponent Special Summons a monster from their hand (except during the Damage Step): You can Special Summon this card from your hand.


DARK
4Des Kangaroo
ATK:
1500
DEF:
1700
If the ATK of a monster that attacks this monster in Defense Position is lower than the DEF of this card, destroy the attacking monster. (Damage calculation is applied normally.)


EARTH
4Destructotron
ATK:
1600
DEF:
400
During the End Phase, if this card is the only Psychic-Type monster you control: Destroy it. You can pay 1000 LP, then target 1 Set Spell/Trap Card your opponent controls; destroy that target.


EARTH
1Doctor Cranium
ATK:
100
DEF:
100
When this card is destroyed by battle and sent to the Graveyard, you can pay 800 Life Points to add 1 Psychic-Type monster from your Deck to your hand.


FIRE
7Dragonic Knight
ATK:
2800
DEF:
2300
When the effect of an opponent's monster is activated that targets and destroys a card(s) you control, you can send the targeted card(s) to the Graveyard to Special Summon this card from your hand.


WATER
4Escher the Frost Vassal
ATK:
800
DEF:
1000
If your opponent controls 2 or more cards in their Spell & Trap Zones, you can Special Summon this card (from your hand).


WIND
4Genetic Woman
ATK:
1700
DEF:
1200
Once per turn, you can pay 1000 Life Points and select 1 of your removed from play Psychic-Type monsters. Add it to your hand.


WIND
3Ghost Fairy Elfobia
ATK:
900
DEF:
500
Once per turn: You can reveal 1 WIND monster in your hand; until the end of your opponent's next Main Phase 1, monsters with a Level higher than the revealed monster cannot activate their effects.


WATER
4Lekunga
ATK:
1700
DEF:
500
You can banish 2 WATER monsters from your Graveyard; Special Summon 1 "Lekunga Token" (Plant-Type/WATER/Level 2/ATK 700/DEF 700) in Attack Position.


DARK
7Maju Garzett
ATK:
-1
DEF:
0
The ATK of this card becomes equal to the combined original ATK of the 2 monsters you Tributed for the Tribute Summon of this card.


EARTH
4Minefieldriller
ATK:
1500
DEF:
1500
When this face-up card you control leaves the field and is still in your possession: You can target 1 Field Spell Card in your Graveyard; add that target to your hand.


FIRE
4Molten Zombie
ATK:
1600
DEF:
400
When this card is Special Summoned from the Graveyard: Draw 1 card.


LIGHT
1Outstanding Dog Marron
ATK:
100
DEF:
100
When this card is sent to your Graveyard, add it to your Deck and shuffle it.


EARTH
4Planet Pathfinder
ATK:
1000
DEF:
1000
You can Tribute this card; add 1 Field Spell Card from your Deck to your hand.


DARK
4Prometheus, King of the Shadows
ATK:
1200
DEF:
800
If this card is Normal Summoned: Banish 1 or more DARK monsters from your GY, and if you do, this card gains 400 ATK for each, until the end of this turn.


EARTH
7Puppet King
ATK:
2800
DEF:
2600
When your opponent adds a Monster Card(s) to their hand, except by drawing, you can Special Summon this card from your hand. If you do, destroy it during your next turn's End Phase.


LIGHT
3Sasuke Samurai #3
ATK:
1000
DEF:
1000
When this card inflicts Battle Damage to your opponent's Life Points, your opponent draws cards until his/her hand has 7 cards.


FIRE
3Second Booster
ATK:
1000
DEF:
500
You can Tribute this card to select 1 face-up Attack Position monster you control. The selected monster gains 1500 ATK until the End Phase.


EARTH
3Seismic Crasher
ATK:
1400
DEF:
300
Twice per turn, you can send 1 face-up Continuous Spell or Continuous Trap Card you control to the Graveyard to inflict 500 damage to your opponent.


WATER
4Skreech
ATK:
1500
DEF:
400
If this card is destroyed by battle: Send 2 WATER monsters from your Deck to the GY.


WIND
3Skystarray
ATK:
600
DEF:
300
This card can attack your opponent directly. At the end of the Battle Phase, if this card attacked directly: Banish this card until your next Standby Phase.


WIND
5Space-Time Police
ATK:
2300
DEF:
1500
When this card is Special Summoned: Target 1 face-up card your opponent controls; banish that target. When this card leaves the field: Set the card that was banished by this effect to your opponent's side of the field.


WIND
6Storm Caller
ATK:
2300
DEF:
2000
You can put your opponent's monsters that are destroyed by battle with other Psychic-Type monsters on top of their owner's Deck instead of sending them to the Graveyard. When this card is destroyed by a card effect, this card's controller takes damage equal to its original ATK.


FIRE
3Stray Asmodian
ATK:
1300
DEF:
1700
When this card is destroyed and sent to the Graveyard by battle, both players gain 800 Life Points.


EARTH
4Telekinetic Shocker
ATK:
1700
DEF:
700
If a Psychic-Type monster(s) on the field would be destroyed, you can pay 500 LP and destroy this card instead.


DARK
7Zeta Reticulant
ATK:
2400
DEF:
2100
You can Tribute 1 "Eva Token" to Special Summon this card from your hand. While this card is in your Graveyard, each time a monster(s) your opponent controls is removed from play, Special Summon 1 "Eva Token" (Fiend-Type/DARK/Level 2/ATK 500/DEF 500).


WATER
1Crystal Seer
ATK:
100
DEF:
100
FLIP: Excavate the top 2 cards of your Deck, then add 1 of them to your hand, then place the other on the bottom of your Deck.


LIGHT
3DUCKER Mobile Cannon
ATK:
500
DEF:
500
FLIP: Target 1 Level 4 monster in your Graveyard; add that target to your hand.


WATER
4Gale Lizard
ATK:
1400
DEF:
700
FLIP: Target 1 monster your opponent controls; return that target to the hand.


WATER
2Jowls of Dark Demise
ATK:
200
DEF:
100
FLIP: Take control of 1 monster on your opponent's side of the field until the end of the turn that this card's effect is activated. When the controlled monster attacks, it can attack your opponent's Life Points directly.


FIRE
4Lady Assailant of Flames
ATK:
1500
DEF:
1000
FLIP: Banish the top 3 cards of your Deck; inflict 800 damage to your opponent.




LIGHT
8Superalloy Beast Raptinus
ATK:
2200
DEF:
2200
1 Gemini Monster + 1 Gemini Monster All Gemini Monsters on the field are treated as Effect Monsters, and gain their effects.


DARK
8Darkstorm Dragon
ATK:
2700
DEF:
2500
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● Once per turn: You can send 1 face-up Spell/Trap Card you control to the Graveyard; destroy all Spell and Trap Cards on the field.


FIRE
8Phoenix Gearfried
ATK:
2800
DEF:
2200
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● If your opponent activates a Spell Card: You can target 1 Gemini monster in your Graveyard; Special Summon that target. During either player's turn, when a Spell/Trap Card is activated that targets a monster(s) on the field: You can send 1 face-up Equip Card you control to the Graveyard; negate the activation, and if you do, destroy it.


DARK
4Skelesaurus
ATK:
1700
DEF:
1400
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects. ● This card becomes EARTH Dinosaur-Type. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon that monster to your field in Defense Position, and if you do, it becomes Zombie-Type.


EARTH
7Big Koala
ATK:
2700
DEF:
2000
A species of huge Des Koala. He's meek, but people are afraid of him because he's very powerful.


WIND
6Luster Dragon #2
ATK:
2400
DEF:
1400
This dragon feeds on emerald. Enchanted by this monster even when attacked, few people live to tell of its beauty.


EARTH
4Master Kyonshee
ATK:
1750
DEF:
1000
A wandering Kyonshee searching for a strong rival to defeat. They say he was known as the master of all martial arts.


EARTH
8Black Luster Soldier
ATK:
3000
DEF:
2500
You can Ritual Summon this card with "Black Luster Ritual".


EARTH
8Javelin Beetle
ATK:
2450
DEF:
2550
This card can only be Ritual Summoned with the Ritual Spell Card, "Javelin Beetle Pact".


EARTH
7Super War-Lion
ATK:
2300
DEF:
2100
You can Ritual Summon this card with "War-Lion Ritual".


Spell
FieldArray of Revealing Light
Declare 1 Type of monster. Any monster of the declared Type cannot declare an attack during the turn it is Normal Summoned, Flip Summoned or Special Summoned.


Spell
NormalBlack Luster Ritual
This card is used to Ritual Summon "Black Luster Soldier". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.


Spell
FieldBrain Research Lab
Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.


Spell
ContinuousBranch!
When a Fusion Monster(s) on the field is destroyed by battle or card effect and sent to the Graveyard: You can target 1 of the Fusion Materials in your Graveyard that was used for its Fusion Summon; Special Summon it.


Spell
ContinuousCard Shuffle
Pay 300 Life Points to use this card's effect. Shuffle either your or your opponent's Deck. You can only use this effect during your turn, once per turn.


Spell
EquipChthonian Alliance
The equipped monster gains 800 ATK for each other face-up monster on the field that has the same name it does.


Spell
ContinuousDomino Effect
When a monster your opponent controls is destroyed by battle and sent to the Graveyard, you can send 1 monster you control to the Graveyard to destroy 1 monster your opponent controls.


Spell
NormalDouble Summon
You can conduct 2 Normal Summons/Sets this turn, not just 1.


Spell
QuickDragoroar
Banish 1 EARTH, 1 WATER, 1 FIRE, and 1 WIND monster from your Graveyard; shuffle 1 card on the field into the Deck.


Spell
NormalEarth Chant
This card can be used to Ritual Summon any EARTH Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.


Spell
QuickESP Amplifier
All face-up Psychic-Type monsters you controlled when this card was activated gain 300 ATK for each of your Psychic-Type monsters that is removed from play when this card resolves. During the End Phase, remove from play all monsters that were affected by this effect.


Spell
QuickFoolish Return
Select 1 card in your opponent's Graveyard. Return it to the Deck.




Spell
NormalFusion Substitute
(This card's name is always treated as "Polymerization".) Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material. You can banish this card from your GY, then target 1 Fusion Monster in your GY; return it to the Extra Deck, then draw 1 card.


Spell
FieldGateway to Chaos
When this card is activated: Add 1 "Black Luster Soldier" Ritual Monster or 1 "Gaia The Fierce Knight" monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the GY, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell from your Deck to your hand. You can only activate 1 "Gateway to Chaos" per turn.


Spell
NormalGather Your Mind
Add 1 "Gather Your Mind" card from your Deck to your hand. Your Deck is then shuffled. You can only use 1 "Gather Your Mind" per turn.


Spell
NormalGift of the Martyr
Send 1 monster on your side of the field to the Graveyard. Select 1 monster on your side of the field. The selected monster gains ATK equal to the ATK of the sent monster until the end of this turn.


Spell
ContinuousHerculean Power
Once per turn, if your opponent controls a monster and you control no monsters, you can Special Summon 1 Level 4 or lower Gemini monster from your hand.


Spell
NormalJavelin Beetle Pact
This card is used to Ritual Summon "Javelin Beetle". You must also Tribute monsters from the field or your hand whose total Levels equal 8 or more.


Spell
NormalLight of Redemption
Pay 800 Life Points, then target 1 of your banished LIGHT monsters; add that target to your hand.


Spell
QuickMalice Dispersion
Discard 1 card from your hand. Destroy all face-up Continuous Trap Cards.


Spell
NormalMonster Reincarnation
Discard 1 card, then target 1 monster in your GY; add it to your hand.


Spell
ContinuousPoison Fangs
Each time a Beast-Type monster inflicts Battle Damage to your opponent, inflict 500 damage to your opponent.


Spell
NormalPsychic Path
Pay 800 Life Points and select up to 2 of your removed from play Psychic-Type monsters. Add them to your hand.


Spell
EquipRing of Magnetism
You can only equip this card to a monster on your side of the field. Decrease the ATK and DEF of a monster equipped with this card by 500 points. In addition, all the monsters on your opponent's side of the field can only attack the monster equipped with this card, if they attack.


Spell
FieldSorcerous Spell Wall
All monsters you control gain 300 ATK during your turn only. All monsters you control gain 300 DEF during your opponent's turn only.


Spell
ContinuousSpell Absorption
Each time a Spell Card is activated, gain 500 LP immediately after it resolves.


Spell
EquipSymbols of Duty
Send 1 Normal Monster you control to the Graveyard, then target 1 monster in either player's Graveyard; Special Summon it, and if you do, equip this card to it. When this card leaves the field, destroy the equipped monster.


Spell
EquipTokkosho of Ghost Destroying
When the equipped monster inflicts Battle Damage to your opponent, you can select up to 2 monsters in your opponent's Graveyard, and remove them from play.


Spell
NormalWar-Lion Ritual
This card is used to Ritual Summon "Super War-Lion". You must also Tribute monsters from your hand or field whose total Levels equal 7 or more.


Spell
ContinuousWeapon Change
Once during each of your Standby Phases: You can pay 700 Life Points, then target 1 Warrior or Machine-Type monster you control; switch the current ATK and DEF of that target until the end of your opponent's next turn.


Trap
ContinuousAegis of Gaia
Gain 3000 Life Points. If this face-up card is removed from the field, take 3000 damage.


Trap
NormalAssault on GHQ
Target 1 monster you control; destroy it, then send 2 cards from the top of your opponent's Deck to the GY.


Trap
CounterDestruction Jammer
Discard 1 card. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a monster(s) on the field, and destroy that card.


Trap
NormalDisturbance Strategy
Your opponent shuffles their entire hand into the Deck, then draws the same number of cards.


Trap
NormalEliminating the League
Discard 1 Spell, then target 1 face-up monster your opponent controls; destroy that target, then look at your opponent's hand and send all cards in their hand with the same name as that destroyed card to the GY.


Trap
NormalExtinction on Schedule
During the Main Phase: Pay 2000 LP; make both players send all cards they control to the Graveyard at the end of the 3rd Battle Phase after this card's activation.


Trap
NormalGemini Booster
Equip this card to a Gemini monster you control as an Equip Card. It gains 700 ATK. When this card is destroyed while equipped and sent to the Graveyard, select 1 face-up Gemini monster and treat it as an Effect Monster.


Trap
NormalGeneration Shift
Target 1 face-up monster you control; destroy that target, then add 1 card with the same name as the destroyed card from your Deck to your hand.


Trap
ContinuousHard-sellin' Zombie
Each time a monster you control inflicts Battle Damage to your opponent, select 1 card from your opponent's Graveyard and return it to the bottom of their Deck.


Trap
NormalJar of Avarice
Target 5 cards in your GY, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.


Trap
ContinuousMachine King - 3000 B.C.
Special Summon this card as an Effect Monster (Machine-Type/EARTH/Level 4/ATK 1000/DEF 1000). (This card is also still a Trap Card.) You cannot Normal or Special Summon other monsters the turn you activate this card. Once per turn, during your Main Phase: You can Tribute 1 Machine-Type monster; this card gains ATK equal to the ATK the Tributed monster had on the field, until the end of this turn.


Trap
CounterMagic Drain
When your opponent activates a Spell Card: They can discard 1 Spell Card to negate this card's effect, otherwise negate the activation of their Spell Card, and if you do, destroy it.


Trap
NormalNext to be Lost
Select 1 face-up monster you control. Send 1 card from your Deck to the Graveyard with the same name as the selected card.


Trap
NormalOption Hunter
Activate only when a monster you control is destroyed by battle and sent to the Graveyard. Gain Life Points equal to the original ATK of the destroyed monster.


Trap
ContinuousPrepare to Strike Back
Each time your opponent declares a face-up Defense Position monster as an attack target, toss a coin and call it. If you call it right, change the targeted monster to Attack Position. If you call it wrong, the controller of this card takes damage equal to the amount that the ATK of the attacking monster is higher than the DEF of the attack target.


Trap
NormalPsychic Reactor
If you control a Psychic-Type monster: Apply this effect to all Psychic-Type monsters you currently control, for the rest of this turn. When a Psychic-Type monster you control battles an opponent's monster, after damage calculation: Banish that Psychic-Type monster, also banish that opponent's monster.


Trap
ContinuousSanguine Swamp
If you control any other Spell or Trap Cards, destroy this card. Face-down Spell and Trap Cards cannot be activated. Destroy this card during your 2nd Standby Phase after activation.


Trap
ContinuousSeal of Wickedness
Once per turn, during your opponent's Standby Phase, select 1 face-up card on the field. The selected card's effect(s) is negated during that turn. During each of your Standby Phases, pay 500 Life Points or destroy this card.


Trap
ContinuousSeismic Shockwave
Destroy this card during your 3rd Standby Phase after activation. Activate this card when a face-up Dinosaur-Type monster you control is destroyed and sent to the Graveyard (except during the Damage Step): Choose 3 of your opponent's unused Spell & Trap Zones. Those Zones cannot be used. If this card destroys itself: You can target 1 Dinosaur-Type monster in your Graveyard; add that target to your hand.


Trap
CounterSeven Tools of the Bandit
When a Trap Card is activated: Pay 1000 LP; negate the activation, and if you do, destroy it.


Trap
NormalSimultaneous Loss
Each player sends the top card of their Deck to the Graveyard.


Trap
NormalSlip Summon
Activate only when your opponent Summons a monster. Special Summon 1 Level 4 or lower monster from your hand in face-up Defense Position. Return it to the owner's hand during the End Phase.


Trap
NormalTrojan Blast
Activate only when an opponent's card effect shifts control of a monster from your side of the field to theirs. Destroy that 1 monster and inflict damage to your opponent equal to its ATK.


Trap
NormalWeed Out
Pay 500 Life Points. Destroy all face-up Attack Position Level 3 monsters.






































































































