Instructions for Playing Horus

Instructions for Playing Horus

Horus is a deck that favors jumping from the grave to the field after expanding its territory: King's Sarcopagus. Different from Gojo Satoru. Monster Horus not only jumps for free, but also does not have his body split in half or take control when using effects.


Horus usually has 2 main effects: jumping from the grave while having a territory (and not creating a chain), the remaining effect depends on each animal having different effects.
The Horus have 2 characteristics: big body and Level 8, big body allows you to punch opp monsters to death (even negate or disrupt) and OTK. Level 8 allows you to spam Rank 8

Strengths: everything, jumping from the grave like a brainless person, throwing handtraps & staples in all kinds of ways

Minus point: no territory King's Sarcophagus is very difficult to play

Sections covered in this guide:




Territory Expansion

 

King's Sarcophagus (x3)

 Rarity
King's Sarcophagus
 Rarity
King's Sarcophagus
King's Sarcophagus
Spell Continuous
King's Sarcophagus

    "Horus" monsters you control cannot be destroyed by card effects that do not target them. You can send 1 card from your hand to the GY; send 1 "Horus" monster from your Deck to the GY. You can only use this effect of "King's Sarcophagus" up to four times per turn. Once per turn, at the start of the Damage Step, if your "Horus" monster battles an opponent's monster: You can send that opponent's monster to the GY.


    The King's Sarcophagus that is negated is still King's Sarcophagus


    4 TIMES AT A TIME: send 1 card from hand and 1 Horus from the deck to the grave: this effect removes 1 card you don't need (or has an effect when in the grave or when touching the grave) and 1 Horus from the deck (jumps from the grave yard does not create chain)

    seeing disguised search + throwing resources to the grave for a combo is not enough, the deck also helps the Horus attack anyone, that monster will be sent to the grave (beginning of the damage step)

    Walls of the Imperial Tomb (x3)

     Rarity
    Walls of the Imperial Tomb
     Rarity
    Walls of the Imperial Tomb
    Walls of the Imperial Tomb
    Spell Field
    Walls of the Imperial Tomb

      This card's name becomes "King's Sarcophagus" while in the Field Zone. During your Main Phase: You can add 1 "Horus" monster from your Deck to your hand, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Walls of the Imperial Tomb" once per turn. If you activate the effect of "Horus the Black Flame Deity": You can draw 1 card.


      considered King's Sarcophagus (will no longer be considered King's Sarcophagus if negated)


      There's the effect of searching for the Horus monster, and the effect of drawing a card... no one plays that Horus as a mercenary, but if you're not a mercenary, the odds are quite low: 56% get x1 and 44% get x0.



      CORE

       

      Imsety Glory of Horus (x3)

       Rarity
      Imsety, Glory of Horus
       Rarity
      Imsety, Glory of Horus
      Imsety, Glory of Horus
      DARK 8
      Imsety, Glory of Horus
      • ATK:

      • 3000

      • DEF:

      • 1800


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Imsety, Glory of Horus" once per turn this way. You can only use each of the following effects of "Imsety, Glory of Horus" once per turn. You can send 2 cards from your hand to the GY, including this card; add 1 "King's Sarcophagus" from your Deck to your hand, then you can draw 1 card. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can send 1 card on the field to the GY.


      has the effect of jumping from the grave. The reason this card is always x3 in both mercenaries and decks is the ability to search for King's Sarcophagus and draw 1 :)

      (This effect can be used from the hand, so even if you don't jump from the hand, you can still search for cards)

      The effect of sending monsters from the field to the grave is also extremely annoying when the opp doesn't want to be disturbed and has to deal with this card first

      Duamutef Blessing of Horus (x1)

       Rarity
      Duamutef, Blessing of Horus
       Rarity
      Duamutef, Blessing of Horus
      Duamutef, Blessing of Horus
      WATER 8
      Duamutef, Blessing of Horus
      • ATK:

      • 0

      • DEF:

      • 0


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Duamutef, Blessing of Horus" once per turn this way. Gains 1200 ATK/DEF for each "Horus" monster you control. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can draw cards equal to the number of monsters with different names in your Main Monster Zone. You can only use this effect of "Duamutef, Blessing of Horus" once per turn.


      Able to jump on its own, possessing extremely high stats (increased by 1200 for each Horus on the field) to punch negates or opp bosses, and even rally with other Horus homies to OTK


      The card itself also possesses the annoying ability to draw cards when a card leaves the field due to opp's card effect

      Hapi Guidance of Horus (x1)

       Rarity
      Hapi, Guidance of Horus
       Rarity
      Hapi, Guidance of Horus
      Hapi, Guidance of Horus
      WIND 8
      Hapi, Guidance of Horus
      • ATK:

      • 2400

      • DEF:

      • 1600


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Hapi, Guidance of Horus" once per turn this way. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can target 2 cards that are banished and/or in the GYs; either add both to the hand or shuffle both into the Deck. You can only use this effect of "Hapi, Guidance of Horus" once per turn.


      wtf is this komoney


      self-jump + heal 2 rows from the grave or get banned, row heal is a very powerful thing, it can pick up any monsters/spells/traps, pick up handtraps as well

      Qebehsenuef Protection of Horus (x1)

       Rarity
      Qebehsenuef, Protection of Horus
       Rarity
      Qebehsenuef, Protection of Horus
      Qebehsenuef, Protection of Horus
      EARTH 8
      Qebehsenuef, Protection of Horus
      • ATK:

      • 2500

      • DEF:

      • 2000


      If you control "King's Sarcophagus", you can Special Summon this card (from your GY). You can only Special Summon "Qebehsenuef, Protection of Horus" once per turn this way. If another card(s) you control leaves the field by an opponent's card effect, while this card is in your Monster Zone (except during the Damage Step): You can activate this effect; this turn, your opponent's monsters cannot target "Horus" monsters for attacks, also your opponent cannot target "Horus" monsters on the field with card effects. You can only use this effect of "Qebehsenuef, Protection of Horus" once per turn.


      Self-jumping, has the effect of protecting horus monsters from being targeted and selected by battle, but only when the card is removed from the field by an opp does protection begin?


      The main goal is to jump up to get the Xyz body

      Horus the Black Flame Deity (x0-1)

       Rarity
      Horus the Black Flame Deity
       Rarity
      Horus the Black Flame Deity
      Horus the Black Flame Deity
      FIRE 8
      Horus the Black Flame Deity
      • ATK:

      • 3000

      • DEF:

      • 1800


      If you control a "Horus" monster and "King's Sarcophagus": You can reveal this card in your hand, then send 1 card from your hand or field to the GY; send 1 card on the field to the GY. If a face-up "Horus" monster(s) you control, except "Horus the Black Flame Deity", or a face-up "King's Sarcophagus" you control, leaves the field by an opponent's card effect (except during the Damage Step): You can Special Summon this card from your hand, then you can send all other monsters on the field to the GY. You can only use each effect of "Horus the Black Flame Deity" once per turn.


      There are even a few people who don't bring this card into their deck when playing purely, and mercenaries never encounter it


      can send cards from the field to the grave (but must have both Horus and King's Sarcophagus on the field, up to 2 cards to be able to use, so sometimes bricked)

      When Horus or King's Sarcophagus leaves the field because the card opp will automatically jump from the hand and send all monsters other than this card to the grave (cannot jump from the grave + must Horus or King's Sarcophagus be left the field while the other cards can leave the field This card is rarely played and cannot be used as a mercenary, even though send all is very strong.)



      Staple

       

      handtrap & staple

      N Rarity
      PSY-Frame Driver
      N Rarity
      PSY-Frame Driver
      PSY-Frame Driver
      LIGHT 6
      PSY-Frame Driver
      • ATK:

      • 2500

      • DEF:

      • 0


      A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".


      UR Rarity
      Effect Veiler
      UR Rarity
      Effect Veiler
      Effect Veiler
      LIGHT 1
      Effect Veiler
      • ATK:

      • 0

      • DEF:

      • 0


      During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


      UR Rarity
      Called by the Grave
      UR Rarity
      Called by the Grave
      Called by the Grave
      Spell Quick
      Called by the Grave

        Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




        Tag(s):

        UR Rarity
        Ash Blossom & Joyous Spring
        UR Rarity
        Ash 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.


        SR Rarity
        PSY-Framegear Gamma
        SR Rarity
        PSY-Framegear Gamma
        PSY-Framegear Gamma
        LIGHT 2
        PSY-Framegear Gamma
        • ATK:

        • 1000

        • DEF:

        • 0


        Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.


        UR Rarity
        Maxx "C"
        UR Rarity
        Maxx "C"
        Maxx "C"
        EARTH 2
        Maxx "C"
        • ATK:

        • 500

        • DEF:

        • 200


        During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


        UR Rarity
        Triple Tactics Talent
        UR Rarity
        Triple 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):

          UR Rarity
          Infinite Impermanence
          UR Rarity
          Infinite 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.


            Play whatever you like, you won't be bricked no matter what, so don't be afraid

            Beast

            SR Rarity
            Powersink Stone
            SR Rarity
            Powersink Stone
            Powersink Stone
            Trap Continuous
            Powersink Stone

              Each time a monster effect is activated, place 1 Spellstone Counter on this card (max. 2). While this card has 2 Spellstone Counters, face-up monsters on the field cannot activate their effects, and their effects are negated. During each End Phase, remove all Spellstone Counters on this card.


              SR Rarity
              Anti-Spell Fragrance
              SR Rarity
              Anti-Spell Fragrance
              Anti-Spell Fragrance
              Trap Continuous
              Anti-Spell Fragrance

                Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.


                UR Rarity
                There Can Be Only One
                UR Rarity
                There Can Be Only One
                There Can Be Only One
                Trap Continuous
                There Can Be Only One

                  Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.


                  SR Rarity
                  Skill Drain
                  SR Rarity
                  Skill Drain
                  Skill Drain
                  Trap Continuous
                  Skill Drain

                    Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).


                    You can brainlessly jump Horus from the grave, plus the ability to expand your territory by sending cards to the grave when fighting helps you play brainless gameplay: jump monsters onto the field, place floodgay and punch them to death.

                    Xyz Rank 8 and Stamping Machine

                    N Rarity
                    Coach King Giantrainer
                    N Rarity
                    Coach King Giantrainer
                    Coach King Giantrainer
                    FIRE
                    Coach King Giantrainer
                    • ATK:

                    • 2800

                    • DEF:

                    • 2000


                    3 Level 8 monsters You can detach 1 Xyz Material from this card; draw 1 card and show it, then if it was a monster, inflict 800 damage to your opponent. You cannot conduct your Battle Phase the turn you activate this effect. You can only use this effect of "Coach King Giantrainer" up to thrice per turn.


                    SR Rarity
                    Number 68: Sanaphond the Sky Prison
                    SR Rarity
                    Number 68: Sanaphond the Sky Prison
                    Number 68: Sanaphond the Sky Prison
                    DARK
                    Number 68: Sanaphond the Sky Prison
                    • ATK:

                    • 2100

                    • DEF:

                    • 2700


                    2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.


                    UR Rarity
                    The Zombie Vampire
                    UR Rarity
                    The Zombie Vampire
                    The Zombie Vampire
                    DARK
                    The Zombie Vampire
                    • ATK:

                    • 3000

                    • DEF:

                    • 2800


                    2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.


                    UR Rarity
                    Dingirsu, the Orcust of the Evening Star
                    UR Rarity
                    Dingirsu, the Orcust of the Evening Star
                    Dingirsu, the Orcust of the Evening Star
                    DARK
                    Dingirsu, the Orcust of the Evening Star
                    • ATK:

                    • 2600

                    • DEF:

                    • 2100


                    2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.


                    UR Rarity
                    Divine Arsenal AA-ZEUS - Sky Thunder
                    UR Rarity
                    Divine 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):

                    UR Rarity
                    Number 90: Galaxy-Eyes Photon Lord
                    UR Rarity
                    Number 90: Galaxy-Eyes Photon Lord
                    Number 90: Galaxy-Eyes Photon Lord
                    LIGHT
                    Number 90: Galaxy-Eyes Photon Lord
                    • ATK:

                    • 2500

                    • DEF:

                    • 3000


                    2 Level 8 monsters If this card has a "Photon" card as material, it cannot be destroyed by card effects. You can only use each of the following effects of "Number 90: Galaxy-Eyes Photon Lord" once per turn. ● When an opponent's monster activates its effect (Quick Effect): You can detach 1 material from this card; negate that monster's effect, and if the detached material was a "Galaxy" card, destroy that card. ● During your opponent's turn (Quick Effect): You can take 1 "Photon" or "Galaxy" card from your Deck, and either add it to your hand or attach it to this card as material.


                    All monsters here come up very easily


                    Dingirsu : sends untargeted cards that specialize in fighting bosses that are not targeted and bosses that are not destroyed

                    Number 68 : Your father can play the grave, you can't

                    Number 90 : negate

                    Coach King Giantrainer : draw 3 cards in 1 turn? If you're lucky, peel off 3 handtraps or floodgay nhi opp spicy surr

                    The Zombie Vampire : specializes in mercenary for graveyard decks, has the ability to mill jump cards of ostrich types, the important thing is ATK 3000, if in a pinch, sacrifice this card with a negate opp like Baronne and then jump back to the Horus group without fail. brain on the field

                    Zeus : as long as Xyz monsters punch each other during the turn, you can use the Xyz monster you control on this card, effect not once per turn, send all cards (except this card) to the grave, destroy the card like this dingirsu but it's the whole yard

                    I:P Masquerena, S:P Little Knight, Dharc the Dark Charmer and Gloomy (Link)

                    UR Rarity
                    I:P Masquerena
                    UR Rarity
                    I: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.


                     Rarity
                    S:P Little Knight
                     Rarity
                    S: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.


                    SR Rarity
                    Dharc the Dark Charmer, Gloomy
                    SR Rarity
                    Dharc 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.


                    I:P : link in turn opp, any link monster that uses this card as material will not be destroyed by opp effect


                    S:P : usually raised by I:P, you breathe, I banish

                    Dharc : send 2 bodies to the grave, climb link, NTR monster opp from the grave bla bla. It is a very versatile creature, you can play it if you like it, if you need it you can summon it

                    Baronne de Fleur and Psychic End Punisher (Synchro)

                    UR Rarity
                    Baronne de Fleur
                    UR Rarity
                    Baronne de Fleur
                    Baronne de Fleur
                    WIND 10
                    Baronne de Fleur
                    • ATK:

                    • 3000

                    • DEF:

                    • 2400


                    1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                    UR Rarity
                    Psychic End Punisher
                    UR Rarity
                    Psychic End Punisher
                    Psychic End Punisher
                    LIGHT 11
                    Psychic End Punisher
                    • ATK:

                    • 3500

                    • DEF:

                    • 3500


                    1 Tuner + 1+ non-Tuner monsters While your LP are less than or equal to your opponent's, this Synchro Summoned card is unaffected by your opponent's activated effects. Once per turn: You can pay 1000 LP, then target 1 monster you control and 1 card your opponent controls; banish them. At the start of the Battle Phase: You can make this card gain ATK equal to the difference in your LP and your opponent's.


                    Baronne : shoots cards, negates, recovers, goes easily, chubby body


                    PEP : Chad

                    greasy

                    N Rarity
                    Invoked Raidjin
                    N Rarity
                    Invoked Raidjin
                    Invoked Raidjin
                    WIND 5
                    Invoked Raidjin
                    • ATK:

                    • 2200

                    • DEF:

                    • 2400


                    "Aleister the Invoker" + 1 WIND monster Once per turn, during either player's turn: You can target 1 face-up monster on the field; change it to face-down Defense Position.


                    N Rarity
                    Invoked Purgatrio
                    N Rarity
                    Invoked Purgatrio
                    Invoked Purgatrio
                    FIRE 7
                    Invoked Purgatrio
                    • ATK:

                    • 2300

                    • DEF:

                    • 2000


                    "Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                    SR Rarity
                    Invoked Mechaba
                    SR Rarity
                    Invoked Mechaba
                    Invoked Mechaba
                    LIGHT 9
                    Invoked Mechaba
                    • ATK:

                    • 2500

                    • DEF:

                    • 2100


                    "Aleister the Invoker" + 1 LIGHT monster Once per turn, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can send the same type of card (Monster, Spell, or Trap) from your hand to the GY; negate the activation, and if you do, banish that card.


                    R Rarity
                    Invoked Caliga
                    R Rarity
                    Invoked Caliga
                    Invoked Caliga
                    DARK 4
                    Invoked Caliga
                    • ATK:

                    • 1000

                    • DEF:

                    • 1800


                    "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.


                    R Rarity
                    Magical Meltdown
                    R Rarity
                    Magical Meltdown
                    Magical Meltdown
                    Spell Field
                    Magical Meltdown

                      When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn.


                      R Rarity
                      Invoked Magellanica
                      R Rarity
                      Invoked Magellanica
                      Invoked Magellanica
                      EARTH 8
                      Invoked Magellanica
                      • ATK:

                      • 3000

                      • DEF:

                      • 3300


                      "Aleister the Invoker" + 1 EARTH monster


                      R Rarity
                      Invoked Augoeides
                      R Rarity
                      Invoked Augoeides
                      Invoked Augoeides
                      LIGHT 8
                      Invoked Augoeides
                      • ATK:

                      • 2000

                      • DEF:

                      • 2800


                      "Aleister the Invoker" + 1 Fusion Monster If this card is Special Summoned, or a monster(s) is Special Summoned to your opponent's field: You can target 1 monster your opponent controls; destroy it. You can only use this effect of "Invoked Augoeides" once per turn. Once per turn: You can banish 1 Fusion Monster from your GY; this card gains ATK equal to that banished monster's ATK, until the end of your opponent's turn.


                      N Rarity
                      Invoked Cocytus
                      N Rarity
                      Invoked Cocytus
                      Invoked Cocytus
                      WATER 6
                      Invoked Cocytus
                      • ATK:

                      • 1800

                      • DEF:

                      • 2900


                      "Aleister the Invoker" + 1 WATER monster Cannot be destroyed by your opponent's card effects. Your opponent cannot target this card with card effects. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation.


                      SR Rarity
                      Invocation
                      SR Rarity
                      Invocation
                      Invocation
                      Spell Normal
                      Invocation

                        Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                        Think Mark, Think. If Bro Doesn't Use Normal Summon, Why Not Normal Aleister?

                        deck braindead, mix branded

                        UR Rarity
                        Albion the Sanctifire Dragon
                        UR Rarity
                        Albion the Sanctifire Dragon
                        Albion the Sanctifire Dragon
                        LIGHT 8
                        Albion the Sanctifire Dragon
                        • ATK:

                        • 3000

                        • DEF:

                        • 2500


                        "Fallen of Albaz" + 1 LIGHT Spellcaster monster Cannot be used as Fusion Material. Your opponent cannot target this card with card effects. You can only use each of the following effects of "Albion the Sanctifire Dragon" once per turn. During your opponent's turn (Quick Effect): You can target 2 monsters in any GY(s); Special Summon both monsters, 1 to each field. If this card is in your GY: You can Tribute 4 monsters, the 2 in the Extra Monster Zones and the 2 in the central Main Monster Zones, and if you do, Special Summon this card.


                        UR Rarity
                        Branded Fusion
                        UR Rarity
                        Branded Fusion
                        Branded Fusion
                        Spell Normal
                        Branded Fusion

                          Fusion Summon 1 Fusion Monster that mentions "Fallen of Albaz" as material from your Extra Deck, using 2 monsters from your hand, Deck, or field as Fusion Material. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Branded Fusion" per turn.


                          UR Rarity
                          Lubellion the Searing Dragon
                          UR Rarity
                          Lubellion the Searing Dragon
                          Lubellion the Searing Dragon
                          LIGHT 8
                          Lubellion the Searing Dragon
                          • ATK:

                          • 2500

                          • DEF:

                          • 3000


                          1 DARK monster + "Fallen of Albaz" If this card is Fusion Summoned: You can discard 1 card; Fusion Summon 1 Level 8 or lower Fusion Monster from your Extra Deck, except "Lubellion the Searing Dragon", by shuffling Fusion Materials mentioned on it into the Deck, from your monsters on the field, GY, and/or face-up banished cards. For the rest of this turn, this card cannot attack, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only use this effect of "Lubellion the Searing Dragon" once per turn.


                          UR Rarity
                          Mirrorjade the Iceblade Dragon
                          UR Rarity
                          Mirrorjade the Iceblade Dragon
                          Mirrorjade the Iceblade Dragon
                          DARK 8
                          Mirrorjade the Iceblade Dragon
                          • ATK:

                          • 3000

                          • DEF:

                          • 2500


                          "Fallen of Albaz" + 1 Fusion, Synchro, Xyz, or Link Monster You can only control 1 "Mirrorjade the Iceblade Dragon". Once per turn (Quick Effect): You can send 1 Fusion Monster from your Extra Deck to the GY that mentions "Fallen of Albaz" as material; banish 1 monster on the field, also this card cannot use this effect next turn. If this Fusion Summoned card in its owner's control leaves the field because of an opponent's card: You can destroy all monsters your opponent controls during the End Phase of this turn.


                          R Rarity
                          Sprind the Irondash Dragon
                          R Rarity
                          Sprind the Irondash Dragon
                          Sprind the Irondash Dragon
                          DARK 8
                          Sprind the Irondash Dragon
                          • ATK:

                          • 2500

                          • DEF:

                          • 2000


                          "Fallen of Albaz" + 1 Effect Monster Special Summoned this turn During your Main Phase: You can move this card you control to another of your Main Monster Zones, then you can destroy all other face-up cards in this card's column. During the End Phase, if this card is in the GY because it was sent there this turn: You can add to your hand, or Special Summon, 1 "Springans" monster or 1 "Fallen of Albaz" from your Deck. You can only use each effect of "Sprind the Irondash Dragon" once per turn.


                          click Braindead Fusion => spring bait or an extremely annoying Mirrorjade

                          Spellbook

                          SR Rarity
                          Spellbook of Knowledge
                          SR Rarity
                          Spellbook of Knowledge
                          Spellbook of Knowledge
                          Spell Normal
                          Spellbook of Knowledge

                            Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn.


                            UR Rarity
                            Spellbook of Secrets
                            UR Rarity
                            Spellbook of Secrets
                            Spellbook of Secrets
                            Spell Normal
                            Spellbook of Secrets

                              Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.


                              SR Rarity
                              Spellbook of Fate
                              SR Rarity
                              Spellbook of Fate
                              Spellbook of Fate
                              Spell Quick
                              Spellbook of Fate

                                If you control a Spellcaster-Type monster: You can banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply this effect, depending on the number of Spell Cards banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn. ● 1: Return 1 Set Spell/Trap Card on the field to the hand. ● 2: Change 1 monster on the field to face-down Defense Position or face-up Attack Position. ● 3: Banish 1 card your opponent controls.


                                SR Rarity
                                Spellbook of Judgment
                                SR Rarity
                                Spellbook of Judgment
                                Spellbook of Judgment
                                Spell Quick
                                Spellbook of Judgment

                                  During the End Phase of the turn this card was activated, add "Spellbook" Spell Cards from your Deck to your hand, except "Spellbook of Judgment", up to the number of Spell Cards activated after this card's resolution, then, you can Special Summon from your Deck 1 Spellcaster-Type monster whose Level is less than or equal to the number of cards added to your hand by this effect. You can only activate 1 "Spellbook of Judgment" per turn.


                                  UR Rarity
                                  Spellbook Magician of Prophecy
                                  UR Rarity
                                  Spellbook Magician of Prophecy
                                  Spellbook Magician of Prophecy
                                  WATER 2
                                  Spellbook Magician of Prophecy
                                  • ATK:

                                  • 500

                                  • DEF:

                                  • 400


                                  If this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell from your Deck to your hand.


                                  SR Rarity
                                  Spellbook of the Master
                                  SR Rarity
                                  Spellbook of the Master
                                  Spellbook of the Master
                                  Spell Normal
                                  Spellbook of the Master

                                    If you control a Spellcaster-Type monster: You can reveal 1 other "Spellbook" card in your hand, then target 1 "Spellbook" Normal Spell Card in your Graveyard, except "Spellbook of the Master"; this card's effect becomes that target's effect. You can only activate 1 "Spellbook of the Master" per turn.


                                    yeh, you don't use normal summons, you can't mix anything, they have draws, they have restocks, they have non-target banishes but bro, if you want to use these guys you have to have brains, I recommend that newbies don't play. If you are a Duel Links Player, you can play these guys because spellbooks were tier 0 and tier 1 in the past

                                    Preparation of Rites, Magicians' Souls and Illusion of Chaos (Usually Comes Together Spellbook (Sometimes Not))

                                    SR Rarity
                                    Preparation of Rites
                                    SR Rarity
                                    Preparation of Rites
                                    Preparation of Rites
                                    Spell Normal
                                    Preparation of Rites

                                      Add 1 Level 7 or lower Ritual Monster from your Deck to your hand, then you can add 1 Ritual Spell from your GY to your hand.


                                      UR Rarity
                                      Magicians' Souls
                                      UR Rarity
                                      Magicians' Souls
                                      Magicians' Souls
                                      DARK 1
                                      Magicians' Souls
                                      • ATK:

                                      • 0

                                      • DEF:

                                      • 0


                                      You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects; ● Special Summon this card. ● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY. You can only use each effect of "Magicians' Souls" once per turn.


                                      UR Rarity
                                      Illusion of Chaos
                                      UR Rarity
                                      Illusion of Chaos
                                      Illusion of Chaos
                                      DARK 7
                                      Illusion of Chaos
                                      • ATK:

                                      • 2100

                                      • DEF:

                                      • 2500


                                      You can Ritual Summon this card with "Chaos Form". You can reveal this card in your hand; add 1 "Dark Magician", or 1 non-Ritual Monster that mentions it, from your Deck to your hand, then place 1 card from your hand on top of the Deck. When your opponent activates a monster effect (Quick Effect): You can return this card to the hand, and if you do, Special Summon 1 "Dark Magician" from your GY, and if you do that, negate that activated effect. You can only use each effect of "Illusion of Chaos" once per turn.


                                      Usually Takes Spellbook Together (Sometimes Not)


                                      Mainly search for Magicians' Souls to draw 2

                                      Eldlich

                                      SR Rarity
                                      Eldlixir of Scarlet Sanguine
                                      SR Rarity
                                      Eldlixir of Scarlet Sanguine
                                      Eldlixir of Scarlet Sanguine
                                      Trap Normal
                                      Eldlixir of Scarlet Sanguine

                                        Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.


                                        R Rarity
                                        Conquistador of the Golden Land
                                        R Rarity
                                        Conquistador of the Golden Land
                                        Conquistador of the Golden Land
                                        Trap Continuous
                                        Conquistador of the Golden Land

                                          Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.


                                          R Rarity
                                          Huaquero of the Golden Land
                                          R Rarity
                                          Huaquero of the Golden Land
                                          Huaquero of the Golden Land
                                          Trap Continuous
                                          Huaquero of the Golden Land

                                            Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.


                                            SR Rarity
                                            Cursed Eldland
                                            SR Rarity
                                            Cursed Eldland
                                            Cursed Eldland
                                            Spell Continuous
                                            Cursed Eldland

                                              You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.


                                              UR Rarity
                                              Eldlich the Golden Lord
                                              UR Rarity
                                              Eldlich the Golden Lord
                                              Eldlich the Golden Lord
                                              LIGHT 10
                                              Eldlich the Golden Lord
                                              • ATK:

                                              • 2500

                                              • DEF:

                                              • 2800


                                              You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.


                                              It's still mindless jumping like Horus, but you will have to calculate what card to send because Eldlich's cards will have the effect of optimizing resources.

                                              Kashtira

                                              SR Rarity
                                              Kashtira Birth
                                              SR Rarity
                                              Kashtira Birth
                                              Kashtira Birth
                                              Spell Continuous
                                              Kashtira Birth

                                                You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


                                                UR Rarity
                                                Pressured Planet Wraitsoth
                                                UR Rarity
                                                Pressured Planet Wraitsoth
                                                Pressured Planet Wraitsoth
                                                Spell Field
                                                Pressured Planet Wraitsoth

                                                  When this card is activated: You can add 1 "Kashtira" monster from your Deck to your hand. Monsters you control gain 100 ATK/DEF for each different Attribute on the field. If a "Kashtira Shangri-Ira" you control activates an effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use this effect of "Pressured Planet Wraitsoth" once per turn. You can only activate 1 "Pressured Planet Wraitsoth" per turn.


                                                  UR Rarity
                                                  Kashtira Unicorn
                                                  UR Rarity
                                                  Kashtira Unicorn
                                                  Kashtira Unicorn
                                                  WIND 7
                                                  Kashtira Unicorn
                                                  • ATK:

                                                  • 2500

                                                  • DEF:

                                                  • 2100


                                                  If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


                                                  UR Rarity
                                                  Kashtira Fenrir
                                                  UR Rarity
                                                  Kashtira Fenrir
                                                  Kashtira Fenrir
                                                  EARTH 7
                                                  Kashtira Fenrir
                                                  • ATK:

                                                  • 2400

                                                  • DEF:

                                                  • 2400


                                                  If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.


                                                  you breathe, I banish


                                                  These guys specialize in mercenaries, dance on their own, have good bodies, banish face-downs, and search + restore goods

                                                  Vanity's Ruler (greasy)

                                                  UR Rarity
                                                  Vanity's Ruler
                                                  UR Rarity
                                                  Vanity's Ruler
                                                  Vanity's Ruler
                                                  LIGHT 8
                                                  Vanity's Ruler
                                                  • ATK:

                                                  • 2500

                                                  • DEF:

                                                  • 1600


                                                  Cannot be Special Summoned. Your opponent cannot Special Summon monsters.


                                                  opp can't be special summoned, in the current meta normal summons are full of weak body searchers, and even with large body normal summons, very few cards can pass this card (damn you penguins).

                                                  nature

                                                  R Rarity
                                                  Naturia Camellia
                                                  R Rarity
                                                  Naturia Camellia
                                                  Naturia Camellia
                                                  EARTH 4
                                                  Naturia Camellia
                                                  • ATK:

                                                  • 1400

                                                  • DEF:

                                                  • 700


                                                  If this card is Normal or Special Summoned: You can send 1 "Naturia" card from your Deck to the GY. If you would Tribute a monster(s) to activate a "Naturia" monster's effect, you can send the top 2 cards of your Deck to the GY instead. If your opponent Normal or Special Summons a monster (except during the Damage Step): You can Special Summon 1 "Naturia" monster from your GY. You can only use each effect of "Naturia Camellia" once per turn.


                                                  UR Rarity
                                                  Naturia Beast
                                                  UR Rarity
                                                  Naturia Beast
                                                  Naturia Beast
                                                  EARTH 5
                                                  Naturia Beast
                                                  • ATK:

                                                  • 2200

                                                  • DEF:

                                                  • 1700


                                                  1 EARTH Tuner + 1+ non-Tuner EARTH monsters When a Spell Card is activated (Quick Effect): You can send the top 2 cards of your Deck to the GY; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.


                                                  UR Rarity
                                                  Naturia Barkion
                                                  UR Rarity
                                                  Naturia Barkion
                                                  Naturia Barkion
                                                  EARTH 6
                                                  Naturia Barkion
                                                  • ATK:

                                                  • 2500

                                                  • DEF:

                                                  • 1800


                                                  1 EARTH Tuner + 1 or more non-Tuner EARTH monsters During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.


                                                  N Rarity
                                                  Naturia Sunflower
                                                  N Rarity
                                                  Naturia Sunflower
                                                  Naturia Sunflower
                                                  EARTH 2
                                                  Naturia Sunflower
                                                  • ATK:

                                                  • 500

                                                  • DEF:

                                                  • 0


                                                  You can Tribute this card and 1 "Naturia" monster to negate the activation of an effect of an Effect Monster your opponent controls, and destroy it.


                                                  SR Rarity
                                                  Naturia Sacred Tree
                                                  SR Rarity
                                                  Naturia Sacred Tree
                                                  Naturia Sacred Tree
                                                  Trap Continuous
                                                  Naturia Sacred Tree

                                                    If this card is sent to the Graveyard: Add 1 "Naturia" card from your Deck to your hand, except "Naturia Sacred Tree". You can only use 1 of the following effects of "Naturia Sacred Tree" per turn, and only once that turn. ● You can Tribute 1 EARTH Insect-Type monster; Special Summon 1 Level 4 or lower EARTH Plant-Type monster from your Deck. ● You can Tribute 1 EARTH Plant-Type monster; Special Summon 1 Level 4 or lower EARTH Insect-Type monster from your Deck.


                                                    UR Rarity
                                                    Naturia Mole Cricket
                                                    UR Rarity
                                                    Naturia Mole Cricket
                                                    Naturia Mole Cricket
                                                    EARTH 1
                                                    Naturia Mole Cricket
                                                    • ATK:

                                                    • 0

                                                    • DEF:

                                                    • 0


                                                    During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Naturia" monster from your Deck, or you can Special Summon 2 "Naturia" monsters if your opponent controls a monster with the highest ATK on the field (even if it's tied). If your opponent Special Summons a monster(s) from the Extra Deck or you Special Summon a "Naturia" monster(s) from the Extra Deck, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Naturia Mole Cricket" once per turn.


                                                    fact: these guys are very cute until they negate you, specializing in mercenaries in decks that are not locked or do not require normal summons like Runick, Horus,...

                                                    Danger!

                                                    R Rarity
                                                    Danger! Thunderbird!
                                                    R Rarity
                                                    Danger! Thunderbird!
                                                    Danger! Thunderbird!
                                                    DARK 8
                                                    Danger! Thunderbird!
                                                    • ATK:

                                                    • 2800

                                                    • DEF:

                                                    • 2400


                                                    You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Thunderbird!", Special Summon 1 "Danger! Thunderbird!" from your hand, and if you do, draw 1 card. If this card is discarded: You can target 1 Set card your opponent controls; destroy it. You can only use this effect of "Danger! Thunderbird!" once per turn.


                                                    UR Rarity
                                                    Danger! Bigfoot!
                                                    UR Rarity
                                                    Danger! Bigfoot!
                                                    Danger! Bigfoot!
                                                    DARK 8
                                                    Danger! Bigfoot!
                                                    • ATK:

                                                    • 3000

                                                    • DEF:

                                                    • 0


                                                    You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Bigfoot!", Special Summon 1 "Danger! Bigfoot!" from your hand, and if you do, draw 1 card. If this card is discarded: You can target 1 face-up card your opponent controls; destroy it. You can only use this effect of "Danger! Bigfoot!" once per turn.


                                                    SR Rarity
                                                    Danger! Nessie!
                                                    SR Rarity
                                                    Danger! Nessie!
                                                    Danger! Nessie!
                                                    DARK 7
                                                    Danger! Nessie!
                                                    • ATK:

                                                    • 1600

                                                    • DEF:

                                                    • 2800


                                                    You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Nessie!", Special Summon 1 "Danger! Nessie!" from your hand, and if you do, draw 1 card. If this card is discarded: You can add 1 "Danger!" card from your Deck to your hand, except "Danger! Nessie!". You can only use this effect of "Danger! Nessie!" once per turn.


                                                    SR Rarity
                                                    Danger!? Tsuchinoko?
                                                    SR Rarity
                                                    Danger!? Tsuchinoko?
                                                    Danger!? Tsuchinoko?
                                                    DARK 3
                                                    Danger!? Tsuchinoko?
                                                    • ATK:

                                                    • 1300

                                                    • DEF:

                                                    • 0


                                                    You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger!? Tsuchinoko?", Special Summon 1 "Danger!? Tsuchinoko?" from your hand, and if you do, draw 1 card. If this card is discarded: You can Special Summon this card. You can only use this effect of "Danger!? Tsuchinoko?" once per turn.


                                                    SR Rarity
                                                    Danger!? Jackalope?
                                                    SR Rarity
                                                    Danger!? Jackalope?
                                                    Danger!? Jackalope?
                                                    DARK 3
                                                    Danger!? Jackalope?
                                                    • ATK:

                                                    • 500

                                                    • DEF:

                                                    • 2000


                                                    You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger!? Jackalope?", Special Summon 1 "Danger!? Jackalope?" from your hand, and if you do, draw 1 card. If this card is discarded: You can Special Summon 1 "Danger!" monster from your Deck in Defense Position, except "Danger!? Jackalope?". You can only use this effect of "Danger!? Jackalope?" once per turn.


                                                     Danger! Who See This Text Is Gay




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                                                    - Yu-Gi-Oh! Guidance Vietnam





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