

YGO Mod (20517634)
Main: 40 Extra: 15







DARK
4D/D Defense Soldier
ATK:
0
DEF:
1800
You can activate 1 of these effects; ● Target 1 "D/D" card in your Pendulum Zone; Special Summon it. ● Banish 1 "D/D" monster from your GY; if your "D/D/D" monster attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step. You can banish this card from your GY; add 1 "D/D" Pendulum Monster from your face-up Extra Deck or GY to your hand. You can only use each effect of "D/D Defense Soldier" 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.






DARK
8
1D/D Count Surveyor
ATK:
2000
DEF:
2000
[ Pendulum Effect ] Once per turn, if you Pendulum Summon a "D/D/D" monster(s): You can target 3 monsters your opponent controls with the same Type or Attribute as each other; Tribute 2 of those 3 face-up monsters, and if you do, the third gains ATK/DEF equal to the total ATK/DEF the Tributed monsters had on the field. [ Monster Effect ] You can discard 1 other "D/D" monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "D/D" monster with 0 ATK or DEF from your Deck to your hand. You can only use each effect of "D/D Count Surveyor" once per turn.






DARK
4
1D/D Gryphon
ATK:
1200
DEF:
1200
[ Pendulum Effect ] You can target 1 Fiend monster you control; it gains 500 ATK (until the end of this turn) for each "Dark Contract" Spell/Trap with different names currently on your field or in your GY, then destroy this card. You can only use this effect of "D/D Gryphon" once per turn. [ Monster Effect ] If you control a "D/D" monster: You can Special Summon this card from your hand in Defense Position. If this card is Pendulum Summoned: You can discard 1 "D/D" or "Dark Contract" card; draw 1 card. If this card is Special Summoned from the GY: You can add 1 "D/D" card from your Deck to your hand, except "D/D Gryphon". You can only use each effect of "D/D Gryphon" once per turn.






DARK
4
1D/D Savant Copernicus
ATK:
0
DEF:
0
[ Pendulum Effect ] You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once, while this card is in your Pendulum Zone, you can negate an activated Spell effect that would inflict damage to you, then destroy this card. [ Monster Effect ] If this card is Normal or Special Summoned: You can send 1 "D/D" or "Dark Contract" card from your Deck to the GY, except "D/D Savant Copernicus". You can only use this effect of "D/D Savant Copernicus" once per turn.






DARK
1
10D/D Savant Kepler
ATK:
0
DEF:
0
[ Pendulum Effect ] You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once per turn, during your Standby Phase: Reduce this card's Pendulum Scale by 2 (min. 1), then destroy all monsters you control with a Level greater than or equal to this card's Pendulum Scale, except "D/D" monsters. [ Monster Effect ] If this card is Normal or Special Summoned: You can activate 1 of these effects. You can only use this effect of "D/D Savant Kepler" once per turn. ● Target 1 other "D/D" card you control; return it to the hand. ● Add 1 "Dark Contract" card from your Deck to your hand.






DARK
8
5D/D/D Oblivion King Abyss Ragnarok
ATK:
2200
DEF:
3000
[ Pendulum Effect ] If you Special Summon a "D/D" monster(s), except during the Damage Step: You can target 1 "D/D" monster in your Graveyard; any battle damage your opponent takes becomes halved for the rest of this turn, also Special Summon that monster, and if you do, take 1000 damage. You can only use this effect of "D/D/D Oblivion King Abyss Ragnarok" once per turn. [ Monster Effect ] If this card is Normal or Special Summoned: You can target 1 "D/D/D" monster in your Graveyard; Special Summon it. You can only use this effect of "D/D/D Oblivion King Abyss Ragnarok" once per turn. Once per turn: You can Tribute 1 other "D/D" monster, then target 1 monster your opponent controls; banish it.






DARK
8D/D/D Zero Doom Queen Machinex
ATK:
3000
DEF:
0
[ Pendulum Effect ] During your Main Phase, if this card was activated this turn: You can place 1 "Dark Contract" Continuous Spell/Trap from your Deck face-up on your field. You can only use this effect of "D/D/D Zero Doom Queen Machinex" once per turn. [ Monster Effect ] If a face-up "D/D/D" and/or "Dark Contract" card(s) you control, except "D/D/D Zero Doom Queen Machinex", is destroyed while this card is face-up in your Extra Deck, even during the Damage Step: You can Special Summon this card, then you can destroy 1 card on the field. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. You can only use each effect of "D/D/D Zero Doom Queen Machinex" once per turn.






DARK
4
3D/D Orthros
ATK:
600
DEF:
1800
[ Pendulum Effect ] Once per turn: You can target 1 Spell/Trap Card on the field and 1 other "D/D" or "Dark Contract" card you control; destroy them. [ Monster Effect ] When you take battle or effect damage: You can Special Summon this card from your hand. If this card is Special Summoned to your field, you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters.






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.






DARK
2D/D Lance Soldier
ATK:
400
DEF:
400
You can target 1 "D/D" monster you control; increase its Level by up to the number of "Dark Contract" cards in your field and GY. If this card is in your GY: You can target 1 "Dark Contract" card you control; destroy it, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "D/D Lance Soldier" once per turn.






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
ContinuousDark Contract with the Zero King
(This card is always treated as a "D/D" card.) You can target 1 "D/D" card you control, except "Dark Contract with the Zero King"; destroy it, and if you do, Special Summon 1 "D/D" monster from your Deck, also you cannot Special Summon for the rest of this turn, except "D/D" monsters. You can only use this effect of "Dark Contract with the Zero King" once per turn. Once per turn, during your Standby Phase: Take 1000 damage.






Spell
NormalDark Spirit's Mastery
Discard 1 card; add 1 "Destiny Board" or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of "Destiny Board" and/or "Spirit Message" cards with different names from your hand or GY on the bottom of the Deck in any order, then draw the same number of cards. You can only use each effect of "Dark Spirit's Mastery" once per turn.






Trap
NormalD/D/D Headhunt
If you control a "D/D/D" monster: Target 1 face-up monster your opponent controls; take control of it until the End Phase of the next turn, but its effects are negated, it cannot declare an attack, also if it is a monster Special Summoned from the Extra Deck, it is also treated as a "D/D/D" monster. You can only activate 1 "D/D/D Headhunt" per turn.






Trap
ContinuousDark Contract with the Eternal Darkness
While you have 2 "D/D" cards in your Pendulum Zones, your opponent cannot target monsters on the field with Spell/Trap effects, Tribute them for a Tribute Summon, nor use them as Materials for a Fusion, Synchro, or Xyz Summon. Once per turn, during your Standby Phase: Take 1000 damage.






Trap
NormalDominus Impulse
If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that Special Summons a monster(s): Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of LIGHT, EARTH, and WIND monsters for the rest of this Duel. You can only activate 1 "Dominus Impulse" 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.






FIRE
6D/D/D Flame King Genghis
ATK:
2000
DEF:
1500
2 "D/D" monsters If another "D/D" monster(s) is Special Summoned to your field, while you control this face-up card (except during the Damage Step): You can target 1 "D/D" monster in your Graveyard; Special Summon it. You can only use this effect of "D/D/D Flame King Genghis" once per turn. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 "Dark Contract" card in your Graveyard; add it to your hand.






DARKD/D/D Abyss King Gilgamesh
ATK:
1800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 "D/D" monsters If this card is Special Summoned: You can activate this effect; you cannot Special Summon monsters for the rest of this turn, except "D/D" monsters, also place 2 "D/D" Pendulum Monsters with different names from your Deck in your Pendulum Zones, and if you do, take 1000 damage. If this Link Summoned card is destroyed by battle with an opponent's attacking monster, or by an opponent's card effect while in its owner's Monster Zone: You can Special Summon 1 "D/D" monster from your Extra Deck or GY in Defense Position. You can only use each effect of "D/D/D Abyss King Gilgamesh" once per turn.






DARKD/D/D Sky King Zeus Ragnarok
ATK:
2200
LINK-3
Link Arrow:
Bottom-Left
Bottom
Bottom-Right
2+ "D/D" monsters You can target 1 "D/D" or "Dark Contract" card you control; destroy it, also during your Main Phase this turn, you can conduct 1 Pendulum Summon of a "D/D" monster(s) in addition to your Pendulum Summon (you can only gain this effect once per turn). When your opponent activates a monster effect in the hand (Quick Effect): You can banish 1 "D/D" monster and 1 "Dark Contract" card from your GY; negate the activation. You can only use this effect of "D/D/D Sky King Zeus Ragnarok" once per turn.






DARKLinguriboh
ATK:
300
LINK-1
Link Arrow:
Bottom-Left
1 Level 4 or lower Cyberse monster When your opponent activates a Trap Card (Quick Effect): You can Tribute this card; negate that card's effect, and if you do, banish it. If this card is in your GY (Quick Effect): You can Tribute 1 "@Ignister" monster that was Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn.






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
12
13D/D/D/D Dimensional King Arc Crisis
ATK:
4000
DEF:
4000
[ Pendulum Effect ] You can target any number of "Dark Contract" cards you control; destroy them, then you can Special Summon up to that many "Doom King" Pendulum Monsters from your Deck and/or Extra Deck. You can only use this effect of "D/D/D/D Dimensional King Arc Crisis" once per turn. [ Monster Effect ] 4 Fiend monsters (1 Fusion, 1 Synchro, 1 Xyz, and 1 Pendulum) Must be either Fusion Summoned, or Special Summoned (from your face-down Extra Deck) by banishing the above cards from your field and/or GY. You can only Special Summon "D/D/D/D Dimensional King Arc Crisis" once per turn this way, no matter which method you use. If this card is Special Summoned: You can negate the effects of all face-up monsters your opponent currently controls. Can attack all your opponent's monsters, once each. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.






DARK
8D/D/D Cursed King Siegfried
ATK:
2800
DEF:
2200
1 Tuner + 1 or more non-Tuner "D/D" monsters During either player's turn: You can target 1 face-up Spell/Trap Card on the field; that target has its effects negated, until the next Standby Phase. You can only use this effect of "D/D/D Cursed King Siegfried" once per turn. If this card is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP for each "Dark Contract" card you control.






DARK
6D/D/D First King Clovis
ATK:
2100
DEF:
1900
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can target 1 of your banished "D/D" monsters, or if a "Dark Contract" card is on the field, you can target 1 in your GY instead; Special Summon it. You can only use this effect of "D/D/D First King Clovis" once per turn. If this card is banished: You can activate this effect; if your "D/D" monster attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent.






DARK
D/D/D Marksman King Tell
ATK:
2300
DEF:
2000
2 Level 5 monsters You can also Xyz Summon this card by using a Rank 4 "D/D/D" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses 1000 ATK and DEF, and if it does, inflict 1000 damage to your opponent. If this card is sent from the field to the Graveyard: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard.






WATER
D/D/D Wave High King Caesar
ATK:
2800
DEF:
1800
2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.






WATER
D/D/D Wave King Caesar
ATK:
2400
DEF:
1200
2 Level 4 Fiend-Type monsters During either player's turn: You can detach 1 Xyz Material from this card; at the end of the Battle Phase, Special Summon from your Graveyard as many monsters destroyed this turn as possible, but during the next Standby Phase, take 1000 damage for each monster Special Summoned by this effect. If this card is sent from the field to the Graveyard: You can add 1 "Dark Contract" card from your Deck to your hand. You can only use each effect of "D/D/D Wave King Caesar" once per turn.






DARK
D/D/D Wise King Solomon
ATK:
1800
DEF:
2500
2 Level 4 "D/D" monsters You can detach 1 material from this card; add 1 "D/D" card from your Deck to your hand. If this card is banished: You can target 1 "D/D" Effect Monster you control; that Effect Monster gains this effect until the end of this turn. ● If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK. You can only use each effect of "D/D/D Wise King Solomon" once per turn.






DARK
10D/D/D Deviser King Deus Machinex
ATK:
3000
DEF:
3000
[ Pendulum Effect ] While you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that targeted Pendulum Monster in your Pendulum Zone. You can only use this effect of "D/D/D Deviser King Deus Machinex" once per turn. [ Monster Effect ] 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a "D/D/D" monster you control as material. (Transfer its materials to this card.) You can only control 1 "D/D/D Deviser King Deus Machinex" in your Monster Zone. Once per Chain, when a Monster Card your opponent controls activates its effect (Quick Effect): You can either detach 2 materials from this card, or destroy 1 "Dark Contract" card you control, and if you do, attach that opponent's card to this card as material. Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone.

YGO Mod (20517634)
Main: 40







LIGHT
1Arcana Force 0 - The Fool
ATK:
0
DEF:
0
This card cannot be destroyed by battle. This card cannot be changed to Defense Position, except with a card effect. When this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: Negate your card effects that target this card, and destroy them. ● Tails: Negate your opponent's card effects that target this card, and destroy them.






LIGHT
6Arcana Force XIV - Temperance
ATK:
2400
DEF:
2400
During damage calculation, in either player's turn: You can discard this card; you take no Battle Damage from that battle. When this card is Summoned: Toss a coin and apply this effect. The effect lasts while this card is face-up on the field. ● Heads: Halve all Battle Damage you take. ● Tails: Halve all Battle Damage your opponent takes.






LIGHT
7Arcana Force XIX - The Sun
ATK:
2900
DEF:
2900
If a card that has a coin tossing effect is on the field: You can Special Summon this card from your hand. You can only use this effect of "Arcana Force XIX - The Sun" once per turn. If this card is Summoned: Toss a coin. ● Heads: Set 1 Spell from your Deck that has a coin tossing effect. ● Tails: Destroy all cards in the Spell & Trap Zones.






EARTH
2Couple of Aces
ATK:
100
DEF:
100
If this card is in your hand: You can toss a coin and if the result is heads, Special Summon this card to your field, or if the result is tails, Special Summon this card to your opponent's field. You can only use this effect of "Couple of Aces" once per turn. If this card is Special Summoned by its effect: Draw 2 cards.






DARK
8Desperado Barrel Dragon
ATK:
2800
DEF:
2200
If a face-up DARK Machine monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of heads, then if the result was 3 heads, draw 1 card. This card cannot attack the turn this effect is activated. If this card is sent to the GY: You can add 1 Level 7 or lower monster that has a coin tossing effect, from your Deck to your hand.






LIGHT
3Goddess of the Two Sides
ATK:
950
DEF:
700
If this card is Normal or Special Summoned: You can add 1 monster from your Deck to your hand that has a coin tossing effect, except "Goddess of the Two Sides". During your Main Phase: You can toss a coin and call it. If you call it right, double the ATK of all monsters you currently control until the end of this turn. If you call it wrong, send as many monsters you control to the GY as possible (min. 1), and if you do, draw 1 card. You can only use each effect of "Goddess of the Two Sides" once per turn.






Spell
NormalArcana Spread
Toss a coin and apply this effect. If "Light Barrier" is in your Field Zone, you can choose the effect instead. ● Heads: Special Summon 1 Level 4 or lower "Arcana Force" monster from your Deck. ● Tails: Special Summon 1 monster that has a coin tossing effect from your GY. You can banish this card from your GY; add 1 card from your GY to your hand that has a coin tossing effect. You can only use 1 "Arcana Spread" effect per turn, and only once that turn.






Spell
FieldDark Sanctuary
If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that opponent's monster.






Trap
ContinuousHead Judging
When a monster on the field activates its effect: You can make the activating player toss a coin and call it. If they call it right, send this card to the GY. If they call it wrong, negate that effect's activation, and if you do, change control of that monster to their opponent. You can only use this effect of "Head Judging" once per turn.

YGO Mod (20517634)
Main: 40







LIGHT
1Arcana Force 0 - The Fool
ATK:
0
DEF:
0
This card cannot be destroyed by battle. This card cannot be changed to Defense Position, except with a card effect. When this card is Summoned: Toss a coin and gain the appropriate effect. ● Heads: Negate your card effects that target this card, and destroy them. ● Tails: Negate your opponent's card effects that target this card, and destroy them.






LIGHT
6Arcana Force XIV - Temperance
ATK:
2400
DEF:
2400
During damage calculation, in either player's turn: You can discard this card; you take no Battle Damage from that battle. When this card is Summoned: Toss a coin and apply this effect. The effect lasts while this card is face-up on the field. ● Heads: Halve all Battle Damage you take. ● Tails: Halve all Battle Damage your opponent takes.






LIGHT
7Arcana Force XIX - The Sun
ATK:
2900
DEF:
2900
If a card that has a coin tossing effect is on the field: You can Special Summon this card from your hand. You can only use this effect of "Arcana Force XIX - The Sun" once per turn. If this card is Summoned: Toss a coin. ● Heads: Set 1 Spell from your Deck that has a coin tossing effect. ● Tails: Destroy all cards in the Spell & Trap Zones.






EARTH
2Couple of Aces
ATK:
100
DEF:
100
If this card is in your hand: You can toss a coin and if the result is heads, Special Summon this card to your field, or if the result is tails, Special Summon this card to your opponent's field. You can only use this effect of "Couple of Aces" once per turn. If this card is Special Summoned by its effect: Draw 2 cards.






DARK
8Desperado Barrel Dragon
ATK:
2800
DEF:
2200
If a face-up DARK Machine monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of heads, then if the result was 3 heads, draw 1 card. This card cannot attack the turn this effect is activated. If this card is sent to the GY: You can add 1 Level 7 or lower monster that has a coin tossing effect, from your Deck to your hand.






LIGHT
3Goddess of the Two Sides
ATK:
950
DEF:
700
If this card is Normal or Special Summoned: You can add 1 monster from your Deck to your hand that has a coin tossing effect, except "Goddess of the Two Sides". During your Main Phase: You can toss a coin and call it. If you call it right, double the ATK of all monsters you currently control until the end of this turn. If you call it wrong, send as many monsters you control to the GY as possible (min. 1), and if you do, draw 1 card. You can only use each effect of "Goddess of the Two Sides" once per turn.






DARK
1Origami Goddess
ATK:
100
DEF:
0
Once per turn, during your Main Phase: You can toss a coin until the result is tails, and if you do, draw 1 card for every 2 heads. Each time a coin tossing effect resolves while this monster is on the field: Double this card's ATK for each heads from that effect.






Spell
NormalArcana Spread
Toss a coin and apply this effect. If "Light Barrier" is in your Field Zone, you can choose the effect instead. ● Heads: Special Summon 1 Level 4 or lower "Arcana Force" monster from your Deck. ● Tails: Special Summon 1 monster that has a coin tossing effect from your GY. You can banish this card from your GY; add 1 card from your GY to your hand that has a coin tossing effect. You can only use 1 "Arcana Spread" effect per turn, and only once that turn.






Spell
FieldDark Sanctuary
If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that opponent's monster.






Trap
ContinuousHead Judging
When a monster on the field activates its effect: You can make the activating player toss a coin and call it. If they call it right, send this card to the GY. If they call it wrong, negate that effect's activation, and if you do, change control of that monster to their opponent. You can only use this effect of "Head Judging" once per turn.

YGO Mod (20517634)
Main: 54







DARK
4Blast Sphere
ATK:
1400
DEF:
1400
If this face-down Defense Position card was attacked by an opponent's monster, before damage calculation: Equip this card to the attacking monster. Then, during your opponent's next Standby Phase: Destroy the monster this card is equipped to, and if you do, inflict damage to your opponent equal to the ATK the destroyed monster had on the field.






FIRE
10Michion, the Timelord
ATK:
0
DEF:
0
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Halve your opponent's LP. Once per turn, during your Standby Phase: Shuffle this card into the Deck.






DARK
1Vijam the Cubic Seed
ATK:
0
DEF:
0
Cannot be destroyed by battle. At the end of the Damage Step, if this card battled an opponent's monster: You can place this card face-up in your Spell & Trap Zone as a Continuous Spell Card, and if you do, place 1 Cubic Counter on that opponent's monster. (Monsters with a Cubic Counter cannot attack, also negate their effects.) If this card is treated as a Continuous Spell Card by this effect, during your Main Phase: You can Special Summon this card from your Spell & Trap Zone.






EARTH
2Krawler Spine
ATK:
300
DEF:
2100
FLIP: You can target 1 monster on the field; destroy that monster. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 2 "Krawler" monsters with different names from your Deck in face-down Defense Position, except "Krawler Spine". You can only use each effect of "Krawler Spine" 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
FieldDark Sanctuary
If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that opponent's monster.






Spell
NormalSwords of Revealing Light
After this card's activation, it remains on the field, but you must destroy it during the End Phase of your opponent's 3rd turn. When this card is activated: If your opponent controls a face-down monster, flip all monsters they control face-up. While this card is face-up on the field, your opponent's monsters cannot declare an attack.

YGO Mod (20517634)
Main: 40 Extra: 6







DARK
8Curse Necrofear
ATK:
2800
DEF:
2200
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can target 3 of your banished Fiend monsters; Special Summon this card from your hand, and if you do, shuffle those banished monsters into the Deck. During the End Phase, if this card is in the GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Special Summon this card from your GY, then, you can destroy cards your opponent controls, up to the number of face-up Spells/Traps you control with different names. You can only use each effect of "Curse Necrofear" once per turn.






DARK
8Dark Necrofear
ATK:
2200
DEF:
2800
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 Fiend monsters from your GY. During the End Phase, if this card is in your GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster.






DARK
3Dark Spirit of Banishment
ATK:
1600
DEF:
0
If your opponent's monster attacks, at the start of the Damage Step: You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated, and if you do, change the attack target to it and perform damage calculation. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Banishment" once per turn.






DARK
3Dark Spirit of Malice
ATK:
1600
DEF:
0
When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Malice" once per turn.






DARK
5Diabound Kernel
ATK:
1800
DEF:
1200
When this card declares an attack: It gains 600 ATK. (Quick Effect): You can target 1 face-up monster your opponent controls; it loses ATK equal to this card's current ATK until the end of this turn, then banish this card until the Standby Phase of the next turn. You can only use this effect of "Diabound Kernel" once per turn.






FIRE
8Lava Golem
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.






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
FieldDark Sanctuary
If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that opponent's monster.






Spell
NormalDark Spirit's Mastery
Discard 1 card; add 1 "Destiny Board" or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of "Destiny Board" and/or "Spirit Message" cards with different names from your hand or GY on the bottom of the Deck in any order, then draw the same number of cards. You can only use each effect of "Dark Spirit's Mastery" once per turn.






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
NormalSwords of Revealing Light
After this card's activation, it remains on the field, but you must destroy it during the End Phase of your opponent's 3rd turn. When this card is activated: If your opponent controls a face-down monster, flip all monsters they control face-up. While this card is face-up on the field, your opponent's monsters cannot declare an attack.






Trap
ContinuousDestiny Board
When this card and all 4 "Spirit Message" cards with different names are placed on your field, you win the Duel. Once per turn, during your opponent's End Phase: Place 1 "Spirit Message" card from your hand or Deck in your Spell & Trap Zone face-up, in the proper order of "I", "N", "A", and "L". When any "Spirit Message" card or "Destiny Board" you control leaves the field, send all "Spirit Message" cards and "Destiny Board" you control to the Graveyard.






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
ContinuousSentence of Doom
You can target any number of your Fiend monsters that are banished or in your GY, up to the number of "Destiny Board" and/or "Spirit Message" cards you control; add them to your hand. You can send this card from your Spell & Trap Zone to the GY; place 1 "Spirit Message" card from your hand, Deck, or GY in your Spell & Trap Zone. (This is treated as being placed by the effect of "Destiny Board".) You can only use 1 "Sentence of Doom" effect per turn, and only once that turn.






WATER
5Frozen Fitzgerald
ATK:
2500
DEF:
2500
1 DARK Tuner + 1 non-Tuner Beast-Type monster If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When this card is destroyed by battle and sent to the Graveyard, while you control no monsters, you can discard 1 card to Special Summon this card from the Graveyard in face-up Defense Position.






FIRE
6Shiranui Samuraisaga
ATK:
2500
DEF:
0
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters Once per turn, during either player's turn: You can target 1 of your banished Zombie-Type monsters; shuffle it into the Deck, and if you do, change to Defense Position all monsters your opponent controls with ATK less than or equal to that monster's. If this card is banished: You can target 1 face-up monster your opponent controls; it loses 500 ATK. You can only Special Summon "Shiranui Samuraisaga(s)" once per turn.






EARTH
9Superheavy Samurai Beast Kyubi
ATK:
1900
DEF:
2500
1 Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.






EARTH
7Zeman the Ape King
ATK:
2500
DEF:
1800
1 DARK Tuner + 1 non-Tuner Beast-Type monster If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When an opponent's monster declares an attack, you can select that monster and send 1 monster from your hand or your side of the field to the Graveyard to negate the attack.

YGO Mod (20517634)
Main: 40 Extra: 6







DARK
8Curse Necrofear
ATK:
2800
DEF:
2200
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. You can target 3 of your banished Fiend monsters; Special Summon this card from your hand, and if you do, shuffle those banished monsters into the Deck. During the End Phase, if this card is in the GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Special Summon this card from your GY, then, you can destroy cards your opponent controls, up to the number of face-up Spells/Traps you control with different names. You can only use each effect of "Curse Necrofear" once per turn.






DARK
8Dark Necrofear
ATK:
2200
DEF:
2800
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 Fiend monsters from your GY. During the End Phase, if this card is in your GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster.






DARK
3Dark Spirit of Banishment
ATK:
1600
DEF:
0
If your opponent's monster attacks, at the start of the Damage Step: You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated, and if you do, change the attack target to it and perform damage calculation. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Banishment" once per turn.






DARK
3Dark Spirit of Malice
ATK:
1600
DEF:
0
When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 Level 8 Fiend monster in your GY; Special Summon it, but its effects are negated. If a Level 8 Fiend monster(s) is sent to your GY while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Dark Spirit of Malice" once per turn.






DARK
5Diabound Kernel
ATK:
1800
DEF:
1200
When this card declares an attack: It gains 600 ATK. (Quick Effect): You can target 1 face-up monster your opponent controls; it loses ATK equal to this card's current ATK until the end of this turn, then banish this card until the Standby Phase of the next turn. You can only use this effect of "Diabound Kernel" once per turn.






FIRE
8Lava Golem
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.






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
FieldDark Sanctuary
If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that opponent's monster.






Spell
NormalDark Spirit's Mastery
Discard 1 card; add 1 "Destiny Board" or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of "Destiny Board" and/or "Spirit Message" cards with different names from your hand or GY on the bottom of the Deck in any order, then draw the same number of cards. You can only use each effect of "Dark Spirit's Mastery" once per turn.






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
NormalSwords of Revealing Light
After this card's activation, it remains on the field, but you must destroy it during the End Phase of your opponent's 3rd turn. When this card is activated: If your opponent controls a face-down monster, flip all monsters they control face-up. While this card is face-up on the field, your opponent's monsters cannot declare an attack.






Trap
ContinuousDestiny Board
When this card and all 4 "Spirit Message" cards with different names are placed on your field, you win the Duel. Once per turn, during your opponent's End Phase: Place 1 "Spirit Message" card from your hand or Deck in your Spell & Trap Zone face-up, in the proper order of "I", "N", "A", and "L". When any "Spirit Message" card or "Destiny Board" you control leaves the field, send all "Spirit Message" cards and "Destiny Board" you control to the Graveyard.






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
ContinuousSentence of Doom
You can target any number of your Fiend monsters that are banished or in your GY, up to the number of "Destiny Board" and/or "Spirit Message" cards you control; add them to your hand. You can send this card from your Spell & Trap Zone to the GY; place 1 "Spirit Message" card from your hand, Deck, or GY in your Spell & Trap Zone. (This is treated as being placed by the effect of "Destiny Board".) You can only use 1 "Sentence of Doom" effect per turn, and only once that turn.






WATER
5Frozen Fitzgerald
ATK:
2500
DEF:
2500
1 DARK Tuner + 1 non-Tuner Beast-Type monster If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When this card is destroyed by battle and sent to the Graveyard, while you control no monsters, you can discard 1 card to Special Summon this card from the Graveyard in face-up Defense Position.






FIRE
6Shiranui Samuraisaga
ATK:
2500
DEF:
0
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters Once per turn, during either player's turn: You can target 1 of your banished Zombie-Type monsters; shuffle it into the Deck, and if you do, change to Defense Position all monsters your opponent controls with ATK less than or equal to that monster's. If this card is banished: You can target 1 face-up monster your opponent controls; it loses 500 ATK. You can only Special Summon "Shiranui Samuraisaga(s)" once per turn.






EARTH
9Superheavy Samurai Beast Kyubi
ATK:
1900
DEF:
2500
1 Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.






EARTH
7Zeman the Ape King
ATK:
2500
DEF:
1800
1 DARK Tuner + 1 non-Tuner Beast-Type monster If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When an opponent's monster declares an attack, you can select that monster and send 1 monster from your hand or your side of the field to the Graveyard to negate the attack.






















































































