

YGO Mod (20517634)
Main: 55 Extra: 15




LIGHT
5Artifact Lancea
ATK:
1700
DEF:
2300
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.



WIND
3Baku the Beast Ninja
ATK:
1500
DEF:
600
If this card is added to your hand, except by drawing it: You can Special Summon it. If this card is Special Summoned or flipped face-up: You can target 1 "Ninja" or "Ninjitsu Art" card from your GY or face-up Spell & Trap Zone, except "Baku the Beast Ninja"; return it to the hand. You can only use each effect of "Baku the Beast Ninja" once per turn.



WIND
2Green Ninja
ATK:
600
DEF:
600
If a monster(s) is Special Summoned to your field face-up (except during the Damage Step): You can target 1 of them; Special Summon this card from your hand, and if you do, change that monster to face-down Defense Position. If this card is sent from the hand or field to the GY: You can target 1 monster on the field; change it to face-up Attack Position or face-down Defense Position. You can only use each effect of "Green Ninja" once per turn.



EARTH
8Jioh the Gravity Ninja
ATK:
2300
DEF:
2900
If this card is Normal/Special Summoned, or flipped face-up: You can target up to 2 face-up monsters on the field; change them to face-down Defense Position, and if you do, any opponent's monsters that were flipped by this effect cannot change their battle positions. If a monster on the field is flipped face-up, while this monster is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. You can only use each effect of "Jioh the Gravity Ninja" once per turn.



FIRE
4Kagero the Cannon Ninja
ATK:
1600
DEF:
2000
If this card is Normal Summoned, Special Summoned, or flipped face-up: You can Special Summon 1 "Ninja" monster from your hand or GY in face-down Defense Position, except "Kagero the Cannon Ninja". When your opponent activates a card or effect that targets exactly 1 "Ninja" card or exactly 1 face-down Defense Position monster you control, while this card is in your GY (Quick Effect): You can Special Summon this card in face-down Defense Position, and if you do, return that targeted card to the hand. You can only use each effect of "Kagero the Cannon Ninja" once per turn.



WATER
2Mitsu the Insect Ninja
ATK:
200
DEF:
2100
If you control a "Ninja" card or a face-down Defense Position monster: You can Special Summon this card from your hand. When your opponent activates a monster effect (Quick Effect): You can target 1 face-down Defense Position monster you control; change it to face-up Defense Position, and if you do, change this card to face-down Defense Position, then, if the targeted monster was a "Ninja" monster, except "Mitsu the Insect Ninja", negate that opponent's activated effect. You can only use each effect of "Mitsu the Insect Ninja" once per turn.



WIND
4Mulcharmy 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.



EARTH
1Tobari the Sky Ninja
ATK:
0
DEF:
0
This card cannot be destroyed by battle or card effect the turn it was Special Summoned or flipped face-up. You can only use each of the following effects of "Tobari the Sky Ninja" once per turn. You can send this card from your hand to the GY; Special Summon 1 "Ninja" monster from your hand in face-up or face-down Defense Position. During your opponent's Main or Battle Phase (Quick Effect): You can Fusion Summon 1 "Ninja" Fusion Monster from your Extra Deck, using monsters from your hand or field as material.



FIRE
3Ash 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.



Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.



Spell
FieldHidden Village of Ninjitsu Arts
If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn.



Spell
QuickNinjitsu Art Notebook of Mystery
If your opponent controls a card: You can Set up to 1 "Ninja" monster, and up to 1 "Ninjitsu Art" Spell/Trap, except "Ninjitsu Art Notebook of Mystery". These cards come from your Deck and/or GY, but only 1 can come from each. If this Set card on the field is sent to the GY: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Ninjitsu Art Notebook of Mystery" once per turn.



Spell
EquipNinjitsu Art Tool - Iron Digger
The equipped monster gains 500 ATK, also it is treated as a "Ninja" monster. You can only use each of the following effects of "Ninjitsu Art Tool - Iron Digger" once per turn. You can banish 1 "Ninja" monster from your GY, then target 1 card on the field; destroy it. If this card is sent from the field to the GY: You can target 1 of your banished "Ninja" monsters; add it to your hand or Special Summon it in face-down Defense Position.



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



Spell
NormalTriple 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.



Trap
NormalInfinite 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.



Trap
ContinuousNinjitsu Art of Dancing Leaves
Activate this card by targeting 1 "Ninja" monster or 1 face-down Defense Position monster on the field; Tribute it, and if you do, Special Summon 1 "Ninja" monster from your Deck. When this card leaves the field, send that monster to the GY. You can target 1 "Ninjitsu Art" Continuous Spell/Trap in your Spell & Trap Zone; return it to the hand. You can only use 1 "Ninjitsu Art of Dancing Leaves" effect per turn, and only once that turn.



Trap
ContinuousNinjitsu Art of Duplication
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.



DARK
6Meizen the Battle Ninja
ATK:
2500
DEF:
1500
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. Your "Ninja" monsters can attack directly. While you control a face-down Defense Position monster, your opponent's monsters cannot target this card for attacks. When your opponent activates a card or effect (Quick Effect): You can Special Summon 1 "Ninja" monster from your Deck in face-up or face-down Defense Position. You can only use this effect of "Meizen the Battle Ninja" once per turn.



EARTH
9Ultimate Great Insect
ATK:
3000
DEF:
2600
1 Level 8 Insect monster + 1 Level 7 Insect monster You can only Special Summon "Ultimate Great Insect" once per turn. Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Insect monster with 2000 or more DEF equipped with an Equip Card. Cannot be destroyed by battle. Once per turn, during the Battle Phase, if a face-up card is in a Field Zone (Quick Effect): You can destroy all monsters your opponent controls.



DARK
5Yaguramaru the Armor Ninja
ATK:
2000
DEF:
2000
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned or flipped face-up: You can banish 1 other "Ninja" or "Ninjitsu Art" card from your hand, GY, or face-up field, then target 1 card on the field; banish it. You can only use this effect of "Yaguramaru the Armor Ninja" once per turn.



DARKBorrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.



EARTHCross-Sheep
ATK:
700
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.



DARKI: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.



LIGHTNinja Grandmaster Saizo
ATK:
2000
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 "Ninja" monsters During your Main Phase: You can Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck. You can only use this effect of "Ninja Grandmaster Saizo" once per turn. While this card points to a monster(s), this card cannot be targeted for an attack, also your opponent cannot target it with card effects.



DARKS: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.



EARTH
Number 41: Bagooska the Terribly Tired Tapir
ATK:
2100
DEF:
2000
2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.



DARK
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.

YGO Mod (20517634)
Main: 55 Extra: 15




WIND
3Baku the Beast Ninja
ATK:
1500
DEF:
600
If this card is added to your hand, except by drawing it: You can Special Summon it. If this card is Special Summoned or flipped face-up: You can target 1 "Ninja" or "Ninjitsu Art" card from your GY or face-up Spell & Trap Zone, except "Baku the Beast Ninja"; return it to the hand. You can only use each effect of "Baku the Beast Ninja" once per turn.



WIND
2Green Ninja
ATK:
600
DEF:
600
If a monster(s) is Special Summoned to your field face-up (except during the Damage Step): You can target 1 of them; Special Summon this card from your hand, and if you do, change that monster to face-down Defense Position. If this card is sent from the hand or field to the GY: You can target 1 monster on the field; change it to face-up Attack Position or face-down Defense Position. You can only use each effect of "Green Ninja" once per turn.



EARTH
8Jioh the Gravity Ninja
ATK:
2300
DEF:
2900
If this card is Normal/Special Summoned, or flipped face-up: You can target up to 2 face-up monsters on the field; change them to face-down Defense Position, and if you do, any opponent's monsters that were flipped by this effect cannot change their battle positions. If a monster on the field is flipped face-up, while this monster is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. You can only use each effect of "Jioh the Gravity Ninja" once per turn.



FIRE
4Kagero the Cannon Ninja
ATK:
1600
DEF:
2000
If this card is Normal Summoned, Special Summoned, or flipped face-up: You can Special Summon 1 "Ninja" monster from your hand or GY in face-down Defense Position, except "Kagero the Cannon Ninja". When your opponent activates a card or effect that targets exactly 1 "Ninja" card or exactly 1 face-down Defense Position monster you control, while this card is in your GY (Quick Effect): You can Special Summon this card in face-down Defense Position, and if you do, return that targeted card to the hand. You can only use each effect of "Kagero the Cannon Ninja" once per turn.



EARTH
7Kumongous, the Sticky String Kaiju
ATK:
2400
DEF:
2500
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 Normal or Special Summons a monster(s): You can remove 2 Kaiju Counters from anywhere on the field; until the end of the next turn, that monster(s) cannot attack and it has its effects negated.



WATER
2Mitsu the Insect Ninja
ATK:
200
DEF:
2100
If you control a "Ninja" card or a face-down Defense Position monster: You can Special Summon this card from your hand. When your opponent activates a monster effect (Quick Effect): You can target 1 face-down Defense Position monster you control; change it to face-up Defense Position, and if you do, change this card to face-down Defense Position, then, if the targeted monster was a "Ninja" monster, except "Mitsu the Insect Ninja", negate that opponent's activated effect. You can only use each effect of "Mitsu the Insect Ninja" once per turn.



WIND
4Mulcharmy 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.



LIGHT
11Nibiru, 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.



EARTH
1Tobari the Sky Ninja
ATK:
0
DEF:
0
This card cannot be destroyed by battle or card effect the turn it was Special Summoned or flipped face-up. You can only use each of the following effects of "Tobari the Sky Ninja" once per turn. You can send this card from your hand to the GY; Special Summon 1 "Ninja" monster from your hand in face-up or face-down Defense Position. During your opponent's Main or Battle Phase (Quick Effect): You can Fusion Summon 1 "Ninja" Fusion Monster from your Extra Deck, using monsters from your hand or field as material.



WIND
4Yellow Ninja
ATK:
1900
DEF:
1800
If this card is Normal Summoned or flipped face-up: You can Special Summon 1 Level 4 or lower "Ninja" monster from your hand in Attack Position or face-down Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Ninja" monsters. You can only use this effect of "Yellow Ninja" once per turn.



LIGHT
3Ghost Ogre & Snow Rabbit
ATK:
0
DEF:
1800
When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.



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



Spell
FieldHidden Village of Ninjitsu Arts
If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn.



Spell
QuickNinjitsu Art Notebook of Mystery
If your opponent controls a card: You can Set up to 1 "Ninja" monster, and up to 1 "Ninjitsu Art" Spell/Trap, except "Ninjitsu Art Notebook of Mystery". These cards come from your Deck and/or GY, but only 1 can come from each. If this Set card on the field is sent to the GY: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Ninjitsu Art Notebook of Mystery" once per turn.



Spell
EquipNinjitsu Art Tool - Iron Digger
The equipped monster gains 500 ATK, also it is treated as a "Ninja" monster. You can only use each of the following effects of "Ninjitsu Art Tool - Iron Digger" once per turn. You can banish 1 "Ninja" monster from your GY, then target 1 card on the field; destroy it. If this card is sent from the field to the GY: You can target 1 of your banished "Ninja" monsters; add it to your hand or Special Summon it in face-down Defense Position.



Trap
ContinuousNinjitsu Art of Dancing Leaves
Activate this card by targeting 1 "Ninja" monster or 1 face-down Defense Position monster on the field; Tribute it, and if you do, Special Summon 1 "Ninja" monster from your Deck. When this card leaves the field, send that monster to the GY. You can target 1 "Ninjitsu Art" Continuous Spell/Trap in your Spell & Trap Zone; return it to the hand. You can only use 1 "Ninjitsu Art of Dancing Leaves" effect per turn, and only once that turn.



Trap
ContinuousNinjitsu Art of Duplication
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.



EARTH
6Fossil Warrior Skull Knight
ATK:
2400
DEF:
1100
1 Rock monster + 1 Level 5 or 6 monster Must first be Special Summoned with "Fossil Fusion". If this card attacks a Defense Position monster, inflict piercing battle damage. When this attacking card destroys a monster by battle: You can activate this effect; this card can make a second attack in a row. You can banish this card from your GY, then target 1 monster on the field; destroy it. You can only use this effect of "Fossil Warrior Skull Knight" once per turn.



DARK
6Garura, Wings of Resonant Life
ATK:
1500
DEF:
2400
2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.



DARK
6Meizen the Battle Ninja
ATK:
2500
DEF:
1500
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. Your "Ninja" monsters can attack directly. While you control a face-down Defense Position monster, your opponent's monsters cannot target this card for attacks. When your opponent activates a card or effect (Quick Effect): You can Special Summon 1 "Ninja" monster from your Deck in face-up or face-down Defense Position. You can only use this effect of "Meizen the Battle Ninja" once per turn.



EARTH
9Ultimate Great Insect
ATK:
3000
DEF:
2600
1 Level 8 Insect monster + 1 Level 7 Insect monster You can only Special Summon "Ultimate Great Insect" once per turn. Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Insect monster with 2000 or more DEF equipped with an Equip Card. Cannot be destroyed by battle. Once per turn, during the Battle Phase, if a face-up card is in a Field Zone (Quick Effect): You can destroy all monsters your opponent controls.



DARK
5Yaguramaru the Armor Ninja
ATK:
2000
DEF:
2000
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned or flipped face-up: You can banish 1 other "Ninja" or "Ninjitsu Art" card from your hand, GY, or face-up field, then target 1 card on the field; banish it. You can only use this effect of "Yaguramaru the Armor Ninja" once per turn.



LIGHT
6Golden 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.



LIGHT
Evilswarm Exciton Knight
ATK:
1900
DEF:
0
2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.



DARK
Mereologic Aggregator
ATK:
2600
DEF:
3000
2+ Level 9 monsters If this card is Xyz Summoned: You can send 1 monster from your Extra Deck to the GY. You can target monsters in your GY, up to the number of materials this card has; detach materials from this card equal to the number of those targets in the GY, and if you do, attach those targets to this card as material. If this card is sent to the GY: You can target 1 face-up card on the field; negate its effects until the end of this turn. You can only use each effect of "Mereologic Aggregator" once per turn.



WIND
Number 2: Ninja Shadow Mosquito
ATK:
0
DEF:
0
2+ Level 2 monsters Cannot be destroyed by battle, also you take no damage from battles involving this card. All monsters your opponent controls must attack, if able. When an attack is declared: You can activate 1 of these effects; ● Detach 1 material from this card, and if you do, place 1 Hallucination Counter on 1 face-up monster your opponent controls. (The effects, if any, of monsters with Hallucination Counters are negated.) ● Inflict damage to your opponent equal to the ATK of 1 monster with a Hallucination Counter.



DARK
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.



DARK
Vallon, the Super Psy Skyblaster
ATK:
2500
DEF:
2200
2 Level 5 monsters During the Main Phase (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is sent to the GY: You can target 1 face-down card on the field; destroy it. You can only use each effect of "Vallon, the Super Psy Skyblaster" once per turn.

YGO Mod (20517634)
Main: 48 Extra: 15




WIND
3Baku the Beast Ninja
ATK:
1500
DEF:
600
If this card is added to your hand, except by drawing it: You can Special Summon it. If this card is Special Summoned or flipped face-up: You can target 1 "Ninja" or "Ninjitsu Art" card from your GY or face-up Spell & Trap Zone, except "Baku the Beast Ninja"; return it to the hand. You can only use each effect of "Baku the Beast Ninja" once per turn.



WIND
2Green Ninja
ATK:
600
DEF:
600
If a monster(s) is Special Summoned to your field face-up (except during the Damage Step): You can target 1 of them; Special Summon this card from your hand, and if you do, change that monster to face-down Defense Position. If this card is sent from the hand or field to the GY: You can target 1 monster on the field; change it to face-up Attack Position or face-down Defense Position. You can only use each effect of "Green Ninja" once per turn.



EARTH
8Jioh the Gravity Ninja
ATK:
2300
DEF:
2900
If this card is Normal/Special Summoned, or flipped face-up: You can target up to 2 face-up monsters on the field; change them to face-down Defense Position, and if you do, any opponent's monsters that were flipped by this effect cannot change their battle positions. If a monster on the field is flipped face-up, while this monster is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. You can only use each effect of "Jioh the Gravity Ninja" once per turn.



FIRE
4Kagero the Cannon Ninja
ATK:
1600
DEF:
2000
If this card is Normal Summoned, Special Summoned, or flipped face-up: You can Special Summon 1 "Ninja" monster from your hand or GY in face-down Defense Position, except "Kagero the Cannon Ninja". When your opponent activates a card or effect that targets exactly 1 "Ninja" card or exactly 1 face-down Defense Position monster you control, while this card is in your GY (Quick Effect): You can Special Summon this card in face-down Defense Position, and if you do, return that targeted card to the hand. You can only use each effect of "Kagero the Cannon Ninja" once per turn.



WATER
2Mitsu the Insect Ninja
ATK:
200
DEF:
2100
If you control a "Ninja" card or a face-down Defense Position monster: You can Special Summon this card from your hand. When your opponent activates a monster effect (Quick Effect): You can target 1 face-down Defense Position monster you control; change it to face-up Defense Position, and if you do, change this card to face-down Defense Position, then, if the targeted monster was a "Ninja" monster, except "Mitsu the Insect Ninja", negate that opponent's activated effect. You can only use each effect of "Mitsu the Insect Ninja" once per turn.



LIGHT
11Nibiru, 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.



EARTH
1Tobari the Sky Ninja
ATK:
0
DEF:
0
This card cannot be destroyed by battle or card effect the turn it was Special Summoned or flipped face-up. You can only use each of the following effects of "Tobari the Sky Ninja" once per turn. You can send this card from your hand to the GY; Special Summon 1 "Ninja" monster from your hand in face-up or face-down Defense Position. During your opponent's Main or Battle Phase (Quick Effect): You can Fusion Summon 1 "Ninja" Fusion Monster from your Extra Deck, using monsters from your hand or field as material.



WIND
4Yellow Ninja
ATK:
1900
DEF:
1800
If this card is Normal Summoned or flipped face-up: You can Special Summon 1 Level 4 or lower "Ninja" monster from your hand in Attack Position or face-down Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Ninja" monsters. You can only use this effect of "Yellow Ninja" once per turn.



FIRE
3Ash 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.



Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.



Spell
QuickCrossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.



Spell
QuickForbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.



Spell
FieldHidden Village of Ninjitsu Arts
If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn.



Spell
QuickNinjitsu Art Notebook of Mystery
If your opponent controls a card: You can Set up to 1 "Ninja" monster, and up to 1 "Ninjitsu Art" Spell/Trap, except "Ninjitsu Art Notebook of Mystery". These cards come from your Deck and/or GY, but only 1 can come from each. If this Set card on the field is sent to the GY: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Ninjitsu Art Notebook of Mystery" once per turn.



Spell
EquipNinjitsu Art Tool - Iron Digger
The equipped monster gains 500 ATK, also it is treated as a "Ninja" monster. You can only use each of the following effects of "Ninjitsu Art Tool - Iron Digger" once per turn. You can banish 1 "Ninja" monster from your GY, then target 1 card on the field; destroy it. If this card is sent from the field to the GY: You can target 1 of your banished "Ninja" monsters; add it to your hand or Special Summon it in face-down Defense Position.



Trap
NormalInfinite 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.



Trap
ContinuousNinjitsu Art of Dancing Leaves
Activate this card by targeting 1 "Ninja" monster or 1 face-down Defense Position monster on the field; Tribute it, and if you do, Special Summon 1 "Ninja" monster from your Deck. When this card leaves the field, send that monster to the GY. You can target 1 "Ninjitsu Art" Continuous Spell/Trap in your Spell & Trap Zone; return it to the hand. You can only use 1 "Ninjitsu Art of Dancing Leaves" effect per turn, and only once that turn.



Trap
ContinuousNinjitsu Art of Duplication
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.



DARK
6Meizen the Battle Ninja
ATK:
2500
DEF:
1500
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. Your "Ninja" monsters can attack directly. While you control a face-down Defense Position monster, your opponent's monsters cannot target this card for attacks. When your opponent activates a card or effect (Quick Effect): You can Special Summon 1 "Ninja" monster from your Deck in face-up or face-down Defense Position. You can only use this effect of "Meizen the Battle Ninja" once per turn.



EARTH
9Ultimate Great Insect
ATK:
3000
DEF:
2600
1 Level 8 Insect monster + 1 Level 7 Insect monster You can only Special Summon "Ultimate Great Insect" once per turn. Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Insect monster with 2000 or more DEF equipped with an Equip Card. Cannot be destroyed by battle. Once per turn, during the Battle Phase, if a face-up card is in a Field Zone (Quick Effect): You can destroy all monsters your opponent controls.



DARK
5Yaguramaru the Armor Ninja
ATK:
2000
DEF:
2000
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned or flipped face-up: You can banish 1 other "Ninja" or "Ninjitsu Art" card from your hand, GY, or face-up field, then target 1 card on the field; banish it. You can only use this effect of "Yaguramaru the Armor Ninja" once per turn.



DARKBorrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.



EARTHCross-Sheep
ATK:
700
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.



DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.



LIGHTNinja Grandmaster Saizo
ATK:
2000
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 "Ninja" monsters During your Main Phase: You can Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck. You can only use this effect of "Ninja Grandmaster Saizo" once per turn. While this card points to a monster(s), this card cannot be targeted for an attack, also your opponent cannot target it with card effects.



LIGHTUnderworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.



WIND
Number 2: Ninja Shadow Mosquito
ATK:
0
DEF:
0
2+ Level 2 monsters Cannot be destroyed by battle, also you take no damage from battles involving this card. All monsters your opponent controls must attack, if able. When an attack is declared: You can activate 1 of these effects; ● Detach 1 material from this card, and if you do, place 1 Hallucination Counter on 1 face-up monster your opponent controls. (The effects, if any, of monsters with Hallucination Counters are negated.) ● Inflict damage to your opponent equal to the ATK of 1 monster with a Hallucination Counter.

YGO Mod (20517634)
Main: 55 Extra: 15




WIND
3Baku the Beast Ninja
ATK:
1500
DEF:
600
If this card is added to your hand, except by drawing it: You can Special Summon it. If this card is Special Summoned or flipped face-up: You can target 1 "Ninja" or "Ninjitsu Art" card from your GY or face-up Spell & Trap Zone, except "Baku the Beast Ninja"; return it to the hand. You can only use each effect of "Baku the Beast Ninja" once per turn.



WIND
2Green Ninja
ATK:
600
DEF:
600
If a monster(s) is Special Summoned to your field face-up (except during the Damage Step): You can target 1 of them; Special Summon this card from your hand, and if you do, change that monster to face-down Defense Position. If this card is sent from the hand or field to the GY: You can target 1 monster on the field; change it to face-up Attack Position or face-down Defense Position. You can only use each effect of "Green Ninja" once per turn.



EARTH
8Jioh the Gravity Ninja
ATK:
2300
DEF:
2900
If this card is Normal/Special Summoned, or flipped face-up: You can target up to 2 face-up monsters on the field; change them to face-down Defense Position, and if you do, any opponent's monsters that were flipped by this effect cannot change their battle positions. If a monster on the field is flipped face-up, while this monster is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. You can only use each effect of "Jioh the Gravity Ninja" once per turn.



FIRE
4Kagero the Cannon Ninja
ATK:
1600
DEF:
2000
If this card is Normal Summoned, Special Summoned, or flipped face-up: You can Special Summon 1 "Ninja" monster from your hand or GY in face-down Defense Position, except "Kagero the Cannon Ninja". When your opponent activates a card or effect that targets exactly 1 "Ninja" card or exactly 1 face-down Defense Position monster you control, while this card is in your GY (Quick Effect): You can Special Summon this card in face-down Defense Position, and if you do, return that targeted card to the hand. You can only use each effect of "Kagero the Cannon Ninja" once per turn.



WATER
2Mitsu the Insect Ninja
ATK:
200
DEF:
2100
If you control a "Ninja" card or a face-down Defense Position monster: You can Special Summon this card from your hand. When your opponent activates a monster effect (Quick Effect): You can target 1 face-down Defense Position monster you control; change it to face-up Defense Position, and if you do, change this card to face-down Defense Position, then, if the targeted monster was a "Ninja" monster, except "Mitsu the Insect Ninja", negate that opponent's activated effect. You can only use each effect of "Mitsu the Insect Ninja" once per turn.



WIND
4Mulcharmy 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.



WATER
4Mulcharmy Purulia
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 Normal or Special Summons a monster(s) from the hand, 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.



LIGHT
11Nibiru, 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.



EARTH
1Tobari the Sky Ninja
ATK:
0
DEF:
0
This card cannot be destroyed by battle or card effect the turn it was Special Summoned or flipped face-up. You can only use each of the following effects of "Tobari the Sky Ninja" once per turn. You can send this card from your hand to the GY; Special Summon 1 "Ninja" monster from your hand in face-up or face-down Defense Position. During your opponent's Main or Battle Phase (Quick Effect): You can Fusion Summon 1 "Ninja" Fusion Monster from your Extra Deck, using monsters from your hand or field as material.



FIRE
3Ash 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.



Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.



Spell
QuickCrossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.



Spell
QuickNinjitsu Art Notebook of Mystery
If your opponent controls a card: You can Set up to 1 "Ninja" monster, and up to 1 "Ninjitsu Art" Spell/Trap, except "Ninjitsu Art Notebook of Mystery". These cards come from your Deck and/or GY, but only 1 can come from each. If this Set card on the field is sent to the GY: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Ninjitsu Art Notebook of Mystery" once per turn.



Spell
EquipNinjitsu Art Tool - Iron Digger
The equipped monster gains 500 ATK, also it is treated as a "Ninja" monster. You can only use each of the following effects of "Ninjitsu Art Tool - Iron Digger" once per turn. You can banish 1 "Ninja" monster from your GY, then target 1 card on the field; destroy it. If this card is sent from the field to the GY: You can target 1 of your banished "Ninja" monsters; add it to your hand or Special Summon it in face-down Defense Position.



Spell
NormalTriple 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.



Trap
NormalInfinite 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.



Trap
ContinuousNinjitsu Art of Dancing Leaves
Activate this card by targeting 1 "Ninja" monster or 1 face-down Defense Position monster on the field; Tribute it, and if you do, Special Summon 1 "Ninja" monster from your Deck. When this card leaves the field, send that monster to the GY. You can target 1 "Ninjitsu Art" Continuous Spell/Trap in your Spell & Trap Zone; return it to the hand. You can only use 1 "Ninjitsu Art of Dancing Leaves" effect per turn, and only once that turn.



Trap
ContinuousNinjitsu Art of Duplication
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.



DARK
6Meizen the Battle Ninja
ATK:
2500
DEF:
1500
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. Your "Ninja" monsters can attack directly. While you control a face-down Defense Position monster, your opponent's monsters cannot target this card for attacks. When your opponent activates a card or effect (Quick Effect): You can Special Summon 1 "Ninja" monster from your Deck in face-up or face-down Defense Position. You can only use this effect of "Meizen the Battle Ninja" once per turn.



EARTH
9Ultimate Great Insect
ATK:
3000
DEF:
2600
1 Level 8 Insect monster + 1 Level 7 Insect monster You can only Special Summon "Ultimate Great Insect" once per turn. Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Insect monster with 2000 or more DEF equipped with an Equip Card. Cannot be destroyed by battle. Once per turn, during the Battle Phase, if a face-up card is in a Field Zone (Quick Effect): You can destroy all monsters your opponent controls.



DARK
5Yaguramaru the Armor Ninja
ATK:
2000
DEF:
2000
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned or flipped face-up: You can banish 1 other "Ninja" or "Ninjitsu Art" card from your hand, GY, or face-up field, then target 1 card on the field; banish it. You can only use this effect of "Yaguramaru the Armor Ninja" once per turn.



DARKBorrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.



EARTHCross-Sheep
ATK:
700
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.



LIGHTNinja Grandmaster Saizo
ATK:
2000
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 "Ninja" monsters During your Main Phase: You can Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck. You can only use this effect of "Ninja Grandmaster Saizo" once per turn. While this card points to a monster(s), this card cannot be targeted for an attack, also your opponent cannot target it with card effects.



DARKRelinquished Anima
ATK:
0
LINK-1
Link Arrow:
Top
1 Level 1 monster, except a Token You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.



DARKS: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.



DARK
Gigantic Spright
ATK:
1600
DEF:
1600
2 Level 2 monsters For this card's Xyz Summon, you can treat Link-2 monsters you control as Level 2 monsters for material. The original ATK of this card that has a Fusion, Synchro, Xyz, or Link Monster as material becomes doubled. During your Main Phase: You can activate this effect; detach 1 material from a monster you control, and if you do, Special Summon 1 Level 2 monster from your Deck, also neither player can Special Summon for the rest of this turn, except Level/Rank/Link 2 monsters. You can only use this effect of "Gigantic Spright" once per turn.



DARK
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.

YGO Mod (20517634)
Main: 55 Extra: 15




WIND
3Baku the Beast Ninja
ATK:
1500
DEF:
600
If this card is added to your hand, except by drawing it: You can Special Summon it. If this card is Special Summoned or flipped face-up: You can target 1 "Ninja" or "Ninjitsu Art" card from your GY or face-up Spell & Trap Zone, except "Baku the Beast Ninja"; return it to the hand. You can only use each effect of "Baku the Beast Ninja" once per turn.



DARK
7Fantastical Dragon Phantazmay
ATK:
2400
DEF:
1800
If your opponent Special Summons a Link Monster(s) (except during the Damage Step): You can Special Summon this card from your hand, draw cards equal to the number of Link Monsters your opponent controls +1, then shuffle cards from your hand into the Deck equal to the number of Link Monsters they control. When your opponent activates a card or effect that targets a monster(s) you control (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy it. You can only use each effect of "Fantastical Dragon Phantazmay" once per turn.



WIND
2Green Ninja
ATK:
600
DEF:
600
If a monster(s) is Special Summoned to your field face-up (except during the Damage Step): You can target 1 of them; Special Summon this card from your hand, and if you do, change that monster to face-down Defense Position. If this card is sent from the hand or field to the GY: You can target 1 monster on the field; change it to face-up Attack Position or face-down Defense Position. You can only use each effect of "Green Ninja" once per turn.



EARTH
8Jioh the Gravity Ninja
ATK:
2300
DEF:
2900
If this card is Normal/Special Summoned, or flipped face-up: You can target up to 2 face-up monsters on the field; change them to face-down Defense Position, and if you do, any opponent's monsters that were flipped by this effect cannot change their battle positions. If a monster on the field is flipped face-up, while this monster is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. You can only use each effect of "Jioh the Gravity Ninja" once per turn.



FIRE
4Kagero the Cannon Ninja
ATK:
1600
DEF:
2000
If this card is Normal Summoned, Special Summoned, or flipped face-up: You can Special Summon 1 "Ninja" monster from your hand or GY in face-down Defense Position, except "Kagero the Cannon Ninja". When your opponent activates a card or effect that targets exactly 1 "Ninja" card or exactly 1 face-down Defense Position monster you control, while this card is in your GY (Quick Effect): You can Special Summon this card in face-down Defense Position, and if you do, return that targeted card to the hand. You can only use each effect of "Kagero the Cannon Ninja" once per turn.



WATER
2Mitsu the Insect Ninja
ATK:
200
DEF:
2100
If you control a "Ninja" card or a face-down Defense Position monster: You can Special Summon this card from your hand. When your opponent activates a monster effect (Quick Effect): You can target 1 face-down Defense Position monster you control; change it to face-up Defense Position, and if you do, change this card to face-down Defense Position, then, if the targeted monster was a "Ninja" monster, except "Mitsu the Insect Ninja", negate that opponent's activated effect. You can only use each effect of "Mitsu the Insect Ninja" once per turn.



LIGHT
11Nibiru, 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.



EARTH
1Tobari the Sky Ninja
ATK:
0
DEF:
0
This card cannot be destroyed by battle or card effect the turn it was Special Summoned or flipped face-up. You can only use each of the following effects of "Tobari the Sky Ninja" once per turn. You can send this card from your hand to the GY; Special Summon 1 "Ninja" monster from your hand in face-up or face-down Defense Position. During your opponent's Main or Battle Phase (Quick Effect): You can Fusion Summon 1 "Ninja" Fusion Monster from your Extra Deck, using monsters from your hand or field as material.



FIRE
3Ash 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.



EARTH
3Ghost 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.



LIGHT
3Ghost Ogre & Snow Rabbit
ATK:
0
DEF:
1800
When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.



Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.



Spell
FieldHidden Village of Ninjitsu Arts
If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn.



Spell
QuickNinjitsu Art Notebook of Mystery
If your opponent controls a card: You can Set up to 1 "Ninja" monster, and up to 1 "Ninjitsu Art" Spell/Trap, except "Ninjitsu Art Notebook of Mystery". These cards come from your Deck and/or GY, but only 1 can come from each. If this Set card on the field is sent to the GY: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Ninjitsu Art Notebook of Mystery" once per turn.



Spell
EquipNinjitsu Art Tool - Iron Digger
The equipped monster gains 500 ATK, also it is treated as a "Ninja" monster. You can only use each of the following effects of "Ninjitsu Art Tool - Iron Digger" once per turn. You can banish 1 "Ninja" monster from your GY, then target 1 card on the field; destroy it. If this card is sent from the field to the GY: You can target 1 of your banished "Ninja" monsters; add it to your hand or Special Summon it in face-down Defense Position.



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



Spell
NormalTriple 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.



Trap
NormalInfinite 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.



Trap
ContinuousNinjitsu Art of Dancing Leaves
Activate this card by targeting 1 "Ninja" monster or 1 face-down Defense Position monster on the field; Tribute it, and if you do, Special Summon 1 "Ninja" monster from your Deck. When this card leaves the field, send that monster to the GY. You can target 1 "Ninjitsu Art" Continuous Spell/Trap in your Spell & Trap Zone; return it to the hand. You can only use 1 "Ninjitsu Art of Dancing Leaves" effect per turn, and only once that turn.



Trap
ContinuousNinjitsu Art of Duplication
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.



Trap
CounterRed Reboot
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.



DARK
6Meizen the Battle Ninja
ATK:
2500
DEF:
1500
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. Your "Ninja" monsters can attack directly. While you control a face-down Defense Position monster, your opponent's monsters cannot target this card for attacks. When your opponent activates a card or effect (Quick Effect): You can Special Summon 1 "Ninja" monster from your Deck in face-up or face-down Defense Position. You can only use this effect of "Meizen the Battle Ninja" once per turn.



DARK
5Yaguramaru the Armor Ninja
ATK:
2000
DEF:
2000
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned or flipped face-up: You can banish 1 other "Ninja" or "Ninjitsu Art" card from your hand, GY, or face-up field, then target 1 card on the field; banish it. You can only use this effect of "Yaguramaru the Armor Ninja" once per turn.



DARKAccesscode Talker
ATK:
2300
LINK-4
Link Arrow:
Top
Left
Right
Bottom
2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".



DARKBorrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.



EARTHCross-Sheep
ATK:
700
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.



DARKI: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.



DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.



LIGHTMekk-Knight Crusadia Avramax
ATK:
3000
LINK-4
Link Arrow:
Left
Right
Bottom-Left
Bottom-Right
2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.



LIGHTNinja Grandmaster Saizo
ATK:
2000
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 "Ninja" monsters During your Main Phase: You can Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck. You can only use this effect of "Ninja Grandmaster Saizo" once per turn. While this card points to a monster(s), this card cannot be targeted for an attack, also your opponent cannot target it with card effects.



DARKS: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.



DARK
Super Starslayer TY-PHON - Sky Crisis
ATK:
2900
DEF:
2900
2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.

YGO Mod (20517634)
Main: 48 Extra: 15




WIND
3Baku the Beast Ninja
ATK:
1500
DEF:
600
If this card is added to your hand, except by drawing it: You can Special Summon it. If this card is Special Summoned or flipped face-up: You can target 1 "Ninja" or "Ninjitsu Art" card from your GY or face-up Spell & Trap Zone, except "Baku the Beast Ninja"; return it to the hand. You can only use each effect of "Baku the Beast Ninja" once per turn.



WIND
2Green Ninja
ATK:
600
DEF:
600
If a monster(s) is Special Summoned to your field face-up (except during the Damage Step): You can target 1 of them; Special Summon this card from your hand, and if you do, change that monster to face-down Defense Position. If this card is sent from the hand or field to the GY: You can target 1 monster on the field; change it to face-up Attack Position or face-down Defense Position. You can only use each effect of "Green Ninja" once per turn.



EARTH
8Jioh the Gravity Ninja
ATK:
2300
DEF:
2900
If this card is Normal/Special Summoned, or flipped face-up: You can target up to 2 face-up monsters on the field; change them to face-down Defense Position, and if you do, any opponent's monsters that were flipped by this effect cannot change their battle positions. If a monster on the field is flipped face-up, while this monster is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. You can only use each effect of "Jioh the Gravity Ninja" once per turn.



FIRE
4Kagero the Cannon Ninja
ATK:
1600
DEF:
2000
If this card is Normal Summoned, Special Summoned, or flipped face-up: You can Special Summon 1 "Ninja" monster from your hand or GY in face-down Defense Position, except "Kagero the Cannon Ninja". When your opponent activates a card or effect that targets exactly 1 "Ninja" card or exactly 1 face-down Defense Position monster you control, while this card is in your GY (Quick Effect): You can Special Summon this card in face-down Defense Position, and if you do, return that targeted card to the hand. You can only use each effect of "Kagero the Cannon Ninja" once per turn.



WATER
2Mitsu the Insect Ninja
ATK:
200
DEF:
2100
If you control a "Ninja" card or a face-down Defense Position monster: You can Special Summon this card from your hand. When your opponent activates a monster effect (Quick Effect): You can target 1 face-down Defense Position monster you control; change it to face-up Defense Position, and if you do, change this card to face-down Defense Position, then, if the targeted monster was a "Ninja" monster, except "Mitsu the Insect Ninja", negate that opponent's activated effect. You can only use each effect of "Mitsu the Insect Ninja" once per turn.



LIGHT
11Nibiru, 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.



EARTH
1Tobari the Sky Ninja
ATK:
0
DEF:
0
This card cannot be destroyed by battle or card effect the turn it was Special Summoned or flipped face-up. You can only use each of the following effects of "Tobari the Sky Ninja" once per turn. You can send this card from your hand to the GY; Special Summon 1 "Ninja" monster from your hand in face-up or face-down Defense Position. During your opponent's Main or Battle Phase (Quick Effect): You can Fusion Summon 1 "Ninja" Fusion Monster from your Extra Deck, using monsters from your hand or field as material.



WIND
4Yellow Ninja
ATK:
1900
DEF:
1800
If this card is Normal Summoned or flipped face-up: You can Special Summon 1 Level 4 or lower "Ninja" monster from your hand in Attack Position or face-down Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Ninja" monsters. You can only use this effect of "Yellow Ninja" once per turn.



FIRE
3Ash 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.



Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.



Spell
QuickCrossout Designator
Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.



Spell
QuickForbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.



Spell
FieldHidden Village of Ninjitsu Arts
If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn.



Spell
QuickNinjitsu Art Notebook of Mystery
If your opponent controls a card: You can Set up to 1 "Ninja" monster, and up to 1 "Ninjitsu Art" Spell/Trap, except "Ninjitsu Art Notebook of Mystery". These cards come from your Deck and/or GY, but only 1 can come from each. If this Set card on the field is sent to the GY: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Ninjitsu Art Notebook of Mystery" once per turn.



Spell
EquipNinjitsu Art Tool - Iron Digger
The equipped monster gains 500 ATK, also it is treated as a "Ninja" monster. You can only use each of the following effects of "Ninjitsu Art Tool - Iron Digger" once per turn. You can banish 1 "Ninja" monster from your GY, then target 1 card on the field; destroy it. If this card is sent from the field to the GY: You can target 1 of your banished "Ninja" monsters; add it to your hand or Special Summon it in face-down Defense Position.



Trap
NormalInfinite 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.



Trap
ContinuousNinjitsu Art of Dancing Leaves
Activate this card by targeting 1 "Ninja" monster or 1 face-down Defense Position monster on the field; Tribute it, and if you do, Special Summon 1 "Ninja" monster from your Deck. When this card leaves the field, send that monster to the GY. You can target 1 "Ninjitsu Art" Continuous Spell/Trap in your Spell & Trap Zone; return it to the hand. You can only use 1 "Ninjitsu Art of Dancing Leaves" effect per turn, and only once that turn.



Trap
ContinuousNinjitsu Art of Duplication
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.



DARK
6Meizen the Battle Ninja
ATK:
2500
DEF:
1500
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards you control. Your "Ninja" monsters can attack directly. While you control a face-down Defense Position monster, your opponent's monsters cannot target this card for attacks. When your opponent activates a card or effect (Quick Effect): You can Special Summon 1 "Ninja" monster from your Deck in face-up or face-down Defense Position. You can only use this effect of "Meizen the Battle Ninja" once per turn.



EARTH
9Ultimate Great Insect
ATK:
3000
DEF:
2600
1 Level 8 Insect monster + 1 Level 7 Insect monster You can only Special Summon "Ultimate Great Insect" once per turn. Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Insect monster with 2000 or more DEF equipped with an Equip Card. Cannot be destroyed by battle. Once per turn, during the Battle Phase, if a face-up card is in a Field Zone (Quick Effect): You can destroy all monsters your opponent controls.



DARK
5Yaguramaru the Armor Ninja
ATK:
2000
DEF:
2000
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned or flipped face-up: You can banish 1 other "Ninja" or "Ninjitsu Art" card from your hand, GY, or face-up field, then target 1 card on the field; banish it. You can only use this effect of "Yaguramaru the Armor Ninja" once per turn.



DARKBorrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.



EARTHCross-Sheep
ATK:
700
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.



DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.



LIGHTNinja Grandmaster Saizo
ATK:
2000
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 "Ninja" monsters During your Main Phase: You can Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck. You can only use this effect of "Ninja Grandmaster Saizo" once per turn. While this card points to a monster(s), this card cannot be targeted for an attack, also your opponent cannot target it with card effects.



LIGHTUnderworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.



WIND
Number 2: Ninja Shadow Mosquito
ATK:
0
DEF:
0
2+ Level 2 monsters Cannot be destroyed by battle, also you take no damage from battles involving this card. All monsters your opponent controls must attack, if able. When an attack is declared: You can activate 1 of these effects; ● Detach 1 material from this card, and if you do, place 1 Hallucination Counter on 1 face-up monster your opponent controls. (The effects, if any, of monsters with Hallucination Counters are negated.) ● Inflict damage to your opponent equal to the ATK of 1 monster with a Hallucination Counter.


















































