Announcement from scififan599
Hello everyone, this is my reupdated version of the OC cards I've created for my stories. This time, they'll be separated by seasons and arcs, and a new list won't be posted until the current season/arc is done. As I said in my latest chapter of Fifth Circuit, reviews will NOT be responded to. If you have a question about a card, please PM instead.
Morningstar:
Cyspirit Miner
Attribute: LIGHT Type: [Cyberse/Normal] ATK 1700 DEF 100 Level: 4
This hard-working prospector works out his daily grind under the watchful eye of Thrilled Tunneler.
Cyspirit Nova
Attribute: LIGHT Type: [Cyberse/Normal] ATK 1500 DEF 1000 Level: 3
This dragon has a lot of growing up to do. And when it does…
Cyspirit Armorer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1200 DEF 2000 Level: 6
If your opponent controls a Link Monster and you do not, you can Special Summon this card (from your hand). Once per turn: You can target 1 Link Monster on the field, then send this card to the GY; Special Summon a number of "Cyspirit Armor Tokens" (Cyberse/LIGHT/Level 2/ATK 0/DEF 0) equal to the targeted monster's Link Rating. You cannot Special Summon other monsters the turn you activate this effect, except "Cyspirit" monsters. You can only control 1 "Cyspirit Armorer".
Cyspirit Battler
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1500 DEF 700 Level: 4
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in Attack Position. If this card is destroyed by battle: You can target 1 "Cyspirit" monster in your GY, except "Cyspirit Battler"; add it to your hand. You can only activate each effect of "Cyspirit Battler" once per turn.
Cyspirit Changer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 200 DEF 100 Level: 1
If you control a "Cyspirit" monster: You can banish this card from your GY; change the battle positions of all face-up monsters on the field to Defense Position, except "Cyspirit" monsters. You can only activate this effect of "Cyspirit Changer" once per turn.
Cyspirit Coder
Attribute: LIGHT Type: [Cyberse/Effect] ATK 0 DEF 0 Level: 1
If this card is Normal or Special Summoned: You can add 1 "Cyspirit" card from your Deck to your hand, then send 1 card from your hand, field, or Deck to the GY. If your opponent activates a card or effect that targets a "Cyspirit" monster you control (Quick Effect): You can send this card from your hand or field to the GY; negate the activation, then destroy it. You can banish this card from your GY and target 1 "Cyspirit" Link Monster you control; until the end of the turn, it is treated as pointing to a number of monsters equal to its Link Rating. You can only activate 1 "Cyspirit Coder" effect per turn, and only once that turn.
Cyspirit Dancer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1000 DEF 200 Level: 2
When this card is Normal Summoned and you control a "Cyspirit" monster, except "Cyspirit Dancer": You can Special Summon 1 Level 2 or lower "Cyspirit" monster from your hand or Deck in Attack Position with its effects negated. If this card is used as material for the Link Summon of a "Cyspirit" monster: That monster gains 600 ATK.
Cyspirit Engineer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1600 DEF 400 Level: 3
If this card is used as material for the Link Summon of a "Cyspirit" monster: You can target 1 Set card in your opponent's Spell & Trap Zone; destroy it. You can banish this card from your GY and target 1 "Cyspirit" monster in your GY; Special Summon it in Defense Position with its effects negated. You can only activate each effect of "Cyspirit Engineer" once per turn.
Cyspirit Firefighter
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2000 DEF 700 Level: 5
If your opponent activates a card effect that would inflict damage to a player(s): You can send this card from your hand to the GY; reduce that damage by 800, then you can send every card in your hand to the GY and reduce that damage by 800 again for each card sent to the GY. When an opponent's monster declares a direct attack: You can banish this card from your GY and halve your LP; negate that attack. You can only activate 1 "Cyspirit Firefighter" effect per turn, and only once that turn.
Cyspirit Gardna
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1000 DEF 2000 Level: 4
When an opponent's monster declares an attack against your "Cyspirit" monster: You can Special Summon this card from your hand, and if you do, change the attack target to this card, and proceed to damage calculation. This card cannot be destroyed by that battle. The turn you activate this effect, all battle damage you take is halved. You can only activate this effect of "Cyspirit Gardna" once per turn.
Cyspirit Illusionist
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2400 DEF 1000 Level: 6
If there are no monsters on the field, you can Special Summon this card (from your hand), but its ATK becomes 1800. You can only Special Summon "Cyspirit Illusionist" once per turn this way. If this card is Special Summoned by its own effect: You can add 1 "Cyspirit" card from your Deck to your hand. This card cannot declare an attack the turn you activate this effect.
Cyspirit Kid
Attribute: LIGHT Type: [Cyberse/Effect] ATK 300 DEF 200 Level: 1
If this card is used as material for the Link Summon of a "Cyspirit" monster: You can target 1 face-up card your opponent controls; destroy it. You can only activate this effect of "Cyspirit Kid" once per turn.
Cyspirit Lancer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1800 DEF 0 Level: 4
While this card is in Attack Position, face-up "Cyspirit" monsters gain 300 ATK. Once per turn: You can send 1 "Cyspirit" monster from your hand to the GY; for the rest of the turn, if this card attacks your opponent's Defense Position monster, inflict piercing battle damage.
Cyspirit Linker
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1700 DEF 800 Level: 4
If control a "Cyspirit" monster, you can Special Summon this card (from your hand). You can only Special Summon "Cyspirit Linker" once per turn this way. Link Monsters linked to this card cannot be destroyed by card effects.
Cyspirit Navigator
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1300 DEF 1100 Level: 3
If you control a "Cyspirit" monster, you can Special summon this card (from your hand). You can only Special Summon "Cyspirit Navigator" once per turn this way.
Cyspirit Ninja
Attribute: LIGHT Type: [Cyberse/Effect] ATK 2200 DEF 600 Level: 6
This card can attack your opponent directly, but if it does, all battle damage your opponent takes for the rest of the turn is halved. (Quick Effect): You can send this card from your hand to the GY and target 1 Link-3 or lower "Cyspirit" monster you control; for the rest of the turn, that monster can attack your opponent directly, but all battle damage it inflicts is halved, also if it inflicts battle damage to your opponent, you can send 1 monster your opponent controls to the GY, then Special Summon 1 monster with a lower Level from your opponent's GY to their field in Defense Position. You can only use this effect of "Cyspirit Ninja" once per turn.
Cyspirit Nurse
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1000 DEF 500 Level: 3
You can Tribute this card and 1 Link Monster you control, then target 1 "Cyspirit" monster you control; gain LP equal to the Tributed monster's Link Rating x 500, and until the end of the turn, the targeted monster gains ATK equal to the same amount. Your opponent takes no battle damage the turn you activate this effect. You can only activate this effect of "Cyspirit Nurse" once per turn.
Cyspirit Pilot
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1100 DEF 300 Level: 3
If your "Cyspirit" Link Monster attacked an opponent's monster, but that monster was not destroyed by battle: You can send this card from your hand to the GY, then target your monster; it can make a second attack on the same monster in a row. You can only activate this effect of "Cyspirit Pilot" once per turn.
Cyspirit Prisoner
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1600 DEF 2100 Level: 5
If there is a Cyberse Link Monster on the field, you can Special Summon this card (from your hand). If this card is used as material for the Link Summon of a "Cyspirit" monster: You can add 1 "Cyspirit" card from your Deck to your hand. You can only use this effect of "Cyspirit Prisoner" once per turn.
Cyspirit Saver
Attribute: LIGHT Type: [Cyberse/Effect] ATK 0 DEF 1300 Level: 2
If you take effect damage: You can Special Summon this card (from your hand) in Defense Position, also for the rest of the turn, you take no effect damage. You can only activate this effect of "Cyspirit Saver" once per Duel.
Cyspirit Serpent
Attribute: LIGHT Type: [Cyberse/Effect] ATK 400 DEF 0 Level: 1
If this card is added to your hand, except by drawing it: You can Special Summon it. If you control a "Cyspirit" monster: You can banish this card from your GY, then target 1 Link-2 or lower monster your opponent controls; negate its effects until the End Phase, then take control of it. You can only activate 1 "Cyspirit Serpent" effect per turn, and only once that turn.
Cyspirit Shieldmaiden
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1800 DEF 2000 Level: 7
When an opponent's monster declares a direct attack (Quick Effect): You can banish this card from your GY; reduce the ATK of all monsters your opponent controls by 1800 until the End Phase. You can only activate this effect of "Cyspirit Shieldmaiden" once per turn.
Cyspirit Sorceress
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1400 DEF 400 Level: 4
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Cyspirit" monster from your GY in Attack Position. Once per turn: You can declare a Level from 1 to 6; this card becomes that Level until the End Phase. You can only control 1 "Cyspirit Sorceress".
Cyspirit Spearman
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1900 DEF 100 Level: 4
This card cannot declare an attack if you control a "Cyspirit" monster, except "Cyspirit Spearman". If this card is used as material for the Link Summon of a "Cyspirit" monster: You can destroy all Set monsters on the field. You can only activate this effect of "Cyspirit Spearman" once per turn.
Cyspirit Strategist
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1600 DEF 100 Level: 4
If you control a "Cyspirit" monster, you can Special Summon this card (from your hand). You can only Special Summon "Cyspirit Strategist" once per turn this way. Once per turn: You can target 1 "Cyspirit" Normal Monster you control; until the end of the turn, that monster is treated as an Effect Monster. If this card is used as material for the Link Summon of a "Cyspirit" monster, that monster's effects are negated until the End Phase.
Cyspirit Swordsman
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1200 DEF 900 Level: 3
If only your opponent controls a monster, you can Special Summon this card (from your hand). If this card is Special Summoned by its own effect: You can add 1 "Cyspirit" monster from your Deck to your hand. You can only activate this effect of "Cyspirit Swordsman" once per turn.
Cyspirit Teleporter
Attribute: LIGHT Type: [Cyberse/Effect] ATK 500 DEF 1500 Level: 3
If you control a "Cyspirit" monster while this card is in your GY: You can send 1 card from your hand to the GY; Special Summon this card in Attack Position. You cannot Normal Summon/Set the turn you activate this effect. You can banish this card from your GY; Special Summon 1 Level 3 or lower "Cyspirit" monster from your GY. You can only activate each effect of "Cyspirit Teleporter" once per turn.
Cyspirit Tunnel Tyke
Attribute: LIGHT Type: [Cyberse/Effect] ATK 200 DEF 500 Level: 2
If your opponent controls a Link Monster and you do not, you can Special Summon this card (from your hand). You can only Special Summon "Cyspirit Tunnel Tyke" once per turn this way. You can send this face-up on your field to the GY; Special Summon 1 Link-2 or lower "Cyspirit" monster from your GY. You can only activate this effect of "Cyspirit Tunnel Tyke" once per turn.
Cyspirit Wanderer
Attribute: LIGHT Type: [Cyberse/Effect] ATK 1900 DEF 200 Level: 5
If this card is Special Summoned by the effect of your "Cyspirit" card: 1 monster your opponent controls loses 800 ATK. You can shuffle this card in your GY into your Deck; Special Summon 1 "Cyspirit" Link Monster from your GY, but it cannot attack this turn. You can only activate 1 "Cyspirit Wanderer" effect per turn, and only once that turn.
Cyspirit Digital Dragoon
Attribute: LIGHT Type: [Cyberse/Ritual/Effect] ATK 2500 DEF 2000 Level: 8
You can Ritual Summon this card with "Cyspirit Ritual". Once per turn, if this card battles an opponent's Link Monster: You can target that monster; make that monster's ATK 0 until the end of the turn. If this card battles a monster in the Extra Monster Zone: You can negate that monster's effects until the End Phase. At the beginning of your Battle Phase: You can target 1 "Cyspirit" Link Monster this card is linked to; this card can make a number of attacks against your opponent's monsters, up to that monster's Link Rating, also other monsters you control cannot declare an attack this turn, and any battle damage your opponent takes this turn is halved.
Cyspirit Angelic Avenger
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2700 LINK-3 ←↑→
2+ "Cyspirit" Link Monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Once per turn: You can target 1 "Cyspirit" Spell/Trap Card in your GY; add it to your hand.
-2+: If your "Cyspirit" card is destroyed by battle or card effect: Inflict 500 damage to your opponent.
-3: Once per turn: You can return all monsters this card points to to the owner's hand(s); negate the effects of all face-up Link Monsters on the field, except this card, and make their ATK equal to their original ATK. The turn you activate this effect, only this card can declare an attack.
Cyspirit Bombastic Bombardier
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2600 LINK-3 ↖↗→
2+ "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: You can activate this effect; inflict 300 damage to your opponent for each monster this card points to.
-2+: You can activate this effect; inflict 400 damage to your opponent for each "Cyspirit" Link Monster you control.
-3: You can activate this effect; inflict 500 damage to your opponent for each "Cyspirit" Link Monster in your GY.
You can only activate 1 effect of "Cyspirit Bombastic Bombardier" per turn, and only once that turn. This card cannot declare an attack the turn you activate its effect.
Cyspirit Cacophonic Caller
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 500 LINK-1 ↓
1 "Cyspirit" monster
Once per turn: You can Special Summon 1 Level 4 or lower "Cyspirit" monster from your Deck to your zone this card points to. The monster Special Summoned by this effect cannot attack and is destroyed during the End Phase.
Cyspirit Datastorm Dragon
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2800 LINK-4 ↙↑↓↘
2+ "Cyspirit" Effect Monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Monsters cannot attack, except Link Monsters.
-2+: At the end of the Battle Phase, if this card destroyed your opponent's monster by battle or its effect: You can inflict 500 damage to your opponent for each destroyed monster. All battle damage your opponent takes from battles involving this card is halved.
-3+: If this card attacks your opponent's monster, and that monster is not destroyed by battle: You can destroy that monster after damage calculation.
-4: Once per turn: You can Tribute 1 monster in your zone this card points to, then target 1 card on the field; shuffle that card into the owner's Deck.
Cyspirit Egregious Electrician
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 600 LINK-1 ↙
1 Level 2 or lower "Cyspirit" monster
Once per turn: You can target 1 "Cyspirit" monster in your zone this card points to; move that monster to another of your Main Monster Zones and Special Summon 1 "Cyspirit" monster from your hand to your zone this card points to.
Cyspirit Hallowed Healer
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1000 LINK-1 ↑
1 Level 4 "Cyspirit" monster
Once per turn, if this card is co-linked to a "Cyspirit" Link Monster: You can gain LP equal to half the original ATK of the monster co-linked with this card, also for the rest of the turn, this card cannot declare an attack and your opponent takes no effect damage. If a "Cyspirit" monster you control declares an attack (Quick Effect): You can banish this card from your GY; it gains 1000 ATK until the End Phase.
Cyspirit Idealistic Idol
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1500 LINK-2 ←↑
2 Level 4 or lower "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: If a monster is Link Summoned: Inflict 200 damage to your opponent. Monsters this card points to cannot be used as Link Material.
-2: Once per turn: You can target 1 "Cyspirit" Link Monster you control, except this card; during each Battle Phase this turn, it can make up to 3 attacks on an opponent's monsters, also your other monsters cannot declare an attack. If the targeted monster destroys an opponent's monster by battle, inflict 300 damage.
Cyspirit Jubilant Jester
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1800 LINK-2 ↙↘
2 "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: "Cyspirit" monsters you control gain 400 ATK/DEF.
-2: When your "Cyspirit" Link Monster inflicts battle damage to your opponent, except this card: You can gain LP equal to half the damage. Any effect damage you take is halved.
Cyspirit Kooky Kommandant
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1000 LINK-1 ↘
1 "Cyspirit" Link Monster
If this card is linked to a Cyberse Link Monster: You can Tribute this card; Special Summon 1 Level 4 or lower "Cyspirit" monster from your GY in Attack Position with its effects negated, then add 1 Level 8 or lower "Cyspirit" monster and 1 "Cyspirit" Spell Card from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except "Cyspirit" monsters. You can only activate this effect of "Cyspirit Kooky Kommandant" once per turn.
Cyspirit Legendary Legionnaire
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1700 LINK-2 ↖←
2 Level 3 or lower "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to,
-1+: Once per turn, if this card points to a "Cyspirit" Link Monster: You can treat that monster as being co-linked with this card until the end of the turn.
-2: Once per turn (Quick Effect): You can target 1 "Cyspirit" Link Monster you control, except this card; that monster gains 1000 ATK. The turn you activate this effect, your opponent takes no battle damage from battles involving this card. During the End Phase, destroy the targeted monster, then apply 1 of the following effects, depending on the destroyed monster's Link Rating.
-1 or 2: Draw 1 card.
-3 or 4: Special Summon 1 "Cyspirit" monster from your GY with its effects negated.
-5: Destroy all cards on your opponent's field.
Cyspirit Mad Mongrel
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2000 LINK-2 ↑↓
2 "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Once per turn, when this card is targeted by an effect: You can send 1 "Cyspirit" monster linked to this card to the GY; negate that activation.
-2: If this card points to a "Cyspirit" monster: You can target 1 monster on your opponent's field this card points to and 1 "Cyspirit" monster in your GY; treat your opponent's monster as having the same name and Type as your monster and, immediately after this effect resolves, Link Summon 1 "Cyspirit" monster, using your opponent's monster and this card only.
Cyspirit Neo Nova
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2500 LINK-4 ←↖↗→
3+ "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: You can activate this effect; draw 1 card for each monster this card points to, then during your End Phase, send an equal number of cards from the top of your Deck to the GY.
-2+: Target 1 monster this card points to; it gains 1200 ATK, also this card cannot declare an attack this turn.
-3+: You can activate this effect; until the End Phase, this card gains 800 ATK for each monster it points to, also this card is the only monster that can declare an attack this turn.
-4: If you have less cards in your hand than your opponent: You can destroy cards in your opponent's Spell & Trap Zone equal to the difference, also your opponent takes no battle damage for the rest of the turn.
You can only activate each effect of "Cyspirit Neo Nova" once per turn.
Cyspirit Odd Outlaw
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 500 LINK-1 ←
1 "Cyspirit" Normal Monster
Once per turn, if this card points to a Link Monster: You can target cards in your opponent's hand equal to that monster's Link Rating; shuffle the targeted cards into the owner's Deck(s), and for every 2 cards shuffled by this effect, your opponent draws 1 card, then if the Link Monster this card points to is a "Cyspirit" Link Monster, you can draw 1 card for every 2 cards shuffled by this card's effect. This card cannot be used as Link Material the turn you activate this effect.
Cyspirit Pied Pikeman
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2400 LINK-3 ↙↑→
2+ "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Once per turn: You can change the battle position of 1 monster this card points to; destroy 1 Spell/Trap on the field.
-2+: If this card destroys an opponent's monster by battle: You can gain LP equal to half the destroyed monster's ATK.
-3: Once per turn: You can Tribute 1 monster this card points to; until the end of the turn, this card gains ATK equal to the Tributed monster's ATK.
Cyspirit Quixotic Queen
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2300 LINK-3 ↙↑↘
2+ "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: If this card attacks a Defense Position monster, at the start of the Damage Step: You can destroy that monster.
-2+: If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
-3: Once per turn, if this card destroys an opponent's monster by battle: You can target 1 card your opponent controls; destroy it.
Cyspirit Rapid Revolutionary
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2200 LINK-3 ↙↑↓
2+ "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Once per turn, if this monster battles your opponent's monster, except a Link Monster: This card gains 500 ATK during the Damage Step only.
-2+: If this card attacks your opponent's Defense Position monster, inflict piercing battle damage.
-3: The first time each turn your monsters linked to this card would be destroyed by battle, they are not destroyed, also any battle damage you take from battles involving your monsters linked to this card is inflicted to your opponent as well.
Cyspirit Superior Seraphim
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 3300 LINK-5 ↖↙↓↘↗
3+ "Cyspirit" Link Monsters
Must be Link Summoned to the Extra Monster Zone and cannot be Summoned by other ways. Gains 500 ATK for each monster it points to, also its number of attacks each turn is equal to the number of monsters it points to at the start of the Battle Phase. Your opponent cannot activate cards or effects in response to the activation of this card's effects. This Link Summoned card gains these effects depending on the number of monsters used for its Link Summon.
-3+: If this card declares an attack while it points to a "Cyspirit" Link Monster, your opponent's cards and effects cannot be activated until the end of the Damage Step. This card cannot be removed from the field by your opponent's card effects.
-4+: When this card is Link Summoned: Negate the effects of all face-up cards on the field, except this card, and the ATK of all other face-up monsters becomes their original ATK.
-5: When this card is Link Summoned: Target up to 3 "Cyspirit" Link Monsters in your GY; Special Summon them to your zones this card points to with their effects negated. Monsters this card points to cannot declare an attack.
Cyspirit Thrilled Tunneler
Attribute: LIGHT Type: Cyberse/Link/Effect] ATK 1600 LINK-2 ←→
2 "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: AT the start of your Battle Phase: You can activate this effect; until the End Phase, halve this card's ATK, also this card can attack your opponent directly.
-2: Once per turn: You can Tribute 1 monster this card points to and target 2 Spells/Traps on the field; place those cards on the bottom of their owner's Deck(s).
Cyspirit Vivacious Vixen
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1200 LINK-1 →
1 "Cyspirit" monster
If this card is Link Summoned using a Level 5 or higher "Cyspirit" monster: You can destroy 1 Spell/Trap Card on the field. Once while face-up on the field: You can target 1 "Cyspirit" Link Monster you control and choose unused Main Monster Zones, equal to the Link Rating of a "Cyspirit" Link Monster co-linked to this card; while the targeted monster is face-up on the field, those zone(s) cannot be used.
Cyspirit Winning Wrestler
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 2500 LINK-3 ↙↓↘
3 Level 5 or higher "Cyspirit" monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: "Cyspirit" monsters you control cannot be destroyed by your opponent's card effects.
-2+: If this card attacks an opponent's Special Summoned monster: You can target 1 "Cyspirit" Link Monster this card points to; reduce the ATK of the opponent's monster by half the targeted monster's ATK. Your opponent takes no battle damage the turn you activate this effect, except from battles involving this card.
-3: Once per turn, during your Main Phase 1: You can Tribute 1 monster this card points to; inflict damage to your opponent equal to that monster's original ATK. The turn you activate this effect, your opponent takes no battle damage.
Cyspirit Zany Zealot
Attribute: LIGHT Type: [Cyberse/Link/Effect] ATK 1300 LINK-2 ↗→
2 "Cyspirit" Normal Monsters
This Link Summoned card gains these effects depending on the number of monsters it points to.
-1+: Once per turn, if this card is co-linked with a "Cyspirit" Link Monster: You can target 1 "Cyspirit" monster in your GY; Special Summon it to your field in Attack Position with its effects negated.
-2: Once per turn (Quick Effect): You can activate this effect; this card can make 2 attacks during each Battle Phase this turn, but monsters your opponent controls cannot be destroyed by battle this turn.
Cyspirit Backup Normal Trap Card
Target 1 "Cyspirit" Link Monster in your GY; return that monster to the Extra Deck, and if you do, Special Summon 1 "Cyspirit" Link Monster from your Extra Deck with a lower Link Rating, (This is treated as a Link Summon.) also if the returned monster was Link-3 or higher, draw 2 cards. You can only use 1 "Cyspirit Backup" per turn.
Cyspirit Barricade Counter Trap Card
When your opponent's monster whose ATK is greater than or equal to your LP attacks you directly: Negate that attack, and if you do, you can Special Summon 1 "Cyspirit" Link Monster from your GY whose ATK is less than or equal to the damage you would have taken. Immediately after this effect resolves, inflict damage to your opponent equal to the difference between the ATK of the Special Summoned monster and your current LP. You can banish this card from your GY and target 1 "Cyspirit" monster you control; it gains 1000 ATK.
Cyspirit Battle Barrier Normal Trap Card
If your opponent's monster attacks while you have a "Cyspirit" monster on your field or in your GY: You take no damage from that battle, then end the Battle Phase. If this card is in your GY when your opponent's monster attacks, and you have a "Cyspirit" monster on your field or in your GY: You can banish this card; you take no damage from that battle, then end the Battle Phase, and if you control no monsters, draw cards equal to the number of monsters your opponent controls. You can only activate 1 "Cyspirit Battle Barrier" effect per turn, and only once that turn.
Cyspirit Bombardment Normal Trap Card
Send 1 "Cyspirit" Link Monster you control to the GY; inflict damage to your opponent equal to half that monster's ATK. You can banish this card and 1 "Cyspirit" Link Monster from your GY; inflict damage to your opponent equal to that monster's Link Rating x 400. Your opponent takes no effect damage the turn you activate this card, except from the effect of "Cyspirit Bombardment".
Cyspirit Break Counter Trap Card
When a Spell/Trap Card, or monster effect, that would effect damage is activated while you control a "Cyspirit" Link Monster: Negate the activation. You can banish this card from your GY, then target 1 "Cyspirit" Link Monster in your GY; Special Summon it. You cannot activate this effect the turn this card is sent to the GY.
Cyspirit Creation Link Normal Trap Card
If an opponent's monster declares an attack while you have no cards in your hand and control no monsters: Negate the attack, then Special Summon as many "Cyspirit" Link Monsters from your GY as possible with their effects negated. Immediately after this effect resolves, Link Summon 1 "Cyspirit" Link Monster from your Extra Deck, using all monsters Special Summoned by this card's effect, also during your End Phase, take 4000 damage. Your opponent's attacking monster must then attack again in a row, on the monster Link Summoned by this card's effect. You can only use 1 "Cyspirit Creation Link" per turn.
Cyspirit Damage Break Normal Trap Card
If an opponent's monster declares an attack against your "Cyspirit" Link Monster while you control 2 or more "Cyspirit" Link Monsters: Reduce the battle damage to 0. If an opponent's monster declares an attack against your "Cyspirit" Link Monster that points to no monsters: You can banish this card from your GY and halve your LP; reduce the battle damage to 0, then end the Battle Phase. You can only activate 1 effect of "Cyspirit Damage Break" per turn, and only once that turn.
Cyspirit Defense Counter Trap Card
If you would take effect damage while you control a "Cyspirit" monster or have a "Cyspirit" monster in your GY: Halve the damage, then you can return 1 banished card to its owner's GY.
Cyspirit Half-Guard Normal Trap Card
If an opponent's monster declares an attack: Send 1 "Cyspirit" monster from your hand to the GY; for the rest of the turn, all battle damage you take is halved, also at the end of the Battle Phase, draw 1 card for each monster your opponent controls that battled this turn. Once per Duel, if this card is in your GY, you can activate the above effect by banishing this card from the GY.
Cyspirit Illusion Normal Trap Card
If your "Cyspirit" monster is attacked: Excavate the top card of your Deck; if the card is a "Cyspirit" monster, send it to the GY, and for the rest of the turn, your "Cyspirit" monsters cannot be destroyed by battle. If not, place it on the bottom of your Deck.
Cyspirit License Normal Trap Card
If you control a face-up "Cyspirit" monster: You take no effect damage for the rest of the turn. If this card is in your GY during the End Phase and you control a face-up "Cyspirit" monster: You can shuffle 1 "Cyspirit" card in your GY into the Deck; Set this card on your field. You can only activate this effect of "Cyspirit License" up to 3 times per Duel.
Cyspirit Lineage Continuous Trap Card
Target 1 "Cyspirit" monster in your GY, except a Link Monster; Special Summon that target in Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card, then you can add 1 "Cyspirit" monster from your Deck to your hand. You can only control 1 "Cyspirit Linegage" at a time.
Cyspirit Necrocoding Normal Trap Card
During your Main Phase: Target 1 "Cyspirit" Link Monster in your GY; Special Summon it and equip this card to it. You cannot target a Link-3 or higher monster with this effect. If this card leaves the field, destroy the equipped monster. If the equipped monster would be used for the Link Summon of a Cyberse Link Monster, you can treat this card as a "Cyspirit" Effect Monster and use it as Link Material, but the Summoned monster cannot declare an attack the turn it is Link Summoned. If you control no monsters in the Extra Monster Zone: You can banish this card and 2 "Cyspirit" Link Monsters from you GY; Special Summon 1 Link-3 or lower "Cyspirit" monster from your Extra Deck (This is treated as a Link Summon.) and treat it as pointing to a number of monsters equal to its Link Rating, also during the End Phase, shuffle it into your Extra Deck. You cannot Link Summon a Link-4 or higher monster the turn you activate this effect.
Cyspirit Overdrive Normal Trap Card
If your "Cyspirit" monster destroys an opponent's monster by battle, and your opponent controls exactly 1 monster: Your monster can attack once again in a row. The turn this card is activated, if your "Cyspirit" monster destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK. You can only activate 1 "Cyspirit Overdrive" per turn.
Cyspirit Power Surge Normal Trap Card
When your "Cyspirit" Link Monster that points to no monsters battles an opponent's Link Monster with a higher Link Rating, during damage calculation: Banish 1 "Cyspirit" monster from your GY; your monster gains ATK equal to the banished monster's ATK, during damage calculation only. You cannot banish a "Cyspirit" Link Monster with this effect. If a "Cyspirit" Link Monster you control that points to no monsters declares an attack: You can banish this card and 1 "Cyspirit" Link Monster from your GY; the attacking monster gains ATK equal to the banished monster's ATK until the End Phase. You can only use 1 "Cyspirit Power Surge" effect per turn, and only once that turn.
Cyspirit Restoration Normal Trap Card
Tribute 1 "Cyspirit" Link Monster you control; gain LP equal to its Link Rating x 800, also for the rest of the turn, your opponent takes no effect damage. You can only activate 1 "Cyspirit Restoration" per turn.
Cyspirit Route Normal Trap Card
During your opponent's turn, if a Link Monster is Special Summoned to your opponent's field (Except from the Extra Deck): Target 1 Link Monster your opponent controls and 1 "Cyspirit" Link Monster you control; for the rest of the turn, your opponent's monster can only attack your monster, and no other monsters your opponent controls can declare an attack. During the End Phase, if your opponent's monster did not declare an attack, inflict damage to your opponent equal to the targeted monsters' combined ATK.
Cyspirit Shift Normal Trap Card
When your opponent targets exactly 1 "Cyspirit" monster you control with a Spell, Trap, or Effect Monster's effect: Target another card you control that would be appropriate target; that effect/Spell/Trap now targets the new target. Once per Duel, if this card is in your GY, you can activate the above effect by banishing this card from the GY.
Cyspirit Shutdown Counter Trap Card
When your opponent activates a Trap Card while you control a "Cyspirit" monster: Negate the activation, and if you do, banish it, also while that card is banished, your opponent cannot activate a card or effect with the same original name as that banished card. You can only activate 1 "Cyspirit Shutdown" per Duel.
Cyspirit Trapdoor Normal Trap Card
If your opponent's monster declares an attack while you have no cards in your hand and control a "Cyspirit" Link Monster in the Extra Monster Zone: Send all monsters in the Extra Monster Zone to the GY, then change all monsters in the Main Monster Zone to Defense Position. You can banish this card from your GY; target and destroy 1 Spell/Trap your opponent controls. You can only use 1 "Cyspirit Trapdoor" effect per turn, and only once that turn.
Cyspirit Zone Continuous Trap Card
While you control a "Cyspirit" Link Monster, your "Cyspirit" monsters cannot be destroyed by card effects. If a "Cyspirit" Link Monster you control leaves the field: Destroy this card.
Cyberse Call Normal Spell Card
Add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can banish this card from your GY; Special Summon 1 Cyberse monster from your GY. You can only use each effect of "Cyberse Call" once per turn.
Cyberse Infinite Coding Continuous Spell Card
Each time a Cyberse Link Monster is Link Summoned: Place 1 Cyberse Counter on this card (max. 5). Once per turn: You can remove 2 Cyberse Counters from this card; draw 1 card. If this card leaves the field while it has 2 or more Cyberse Counters on it: You can Special Summon 1 Cyberse Link Monster from your Extra Deck whose Link Rating is equal to or less than the number of Cyberse Counters on this card when it was removed from the field. (This is treated as a Link Summon.)
Cyspirit Blast Normal Spell Card
Target 1 "Cyspirit" monster you control; negate that monster's effects until the End Phase, then inflict damage to your opponent equal to half that monster's original ATK. You cannot conduct your Battle Phase the turn you activate "Cyspirit Blast" You can only use 1 "Cyspirit Blast" per turn.
Cyspirit Bypass Normal Spell Card
If your control 2 "Cyspirit" Link Monsters: Special Summon 1 "Cyspirit" monster from your Deck. You can banish this card from your GY; Special Summon 1 "Cyspirit" Link Monster from your GY with its effects negated. Monsters Special Summoned by this card's effects are destroyed during the End Phase. You can only use each effect of "Cyspirit Bypass" once per turn.
Cyspirit Chain Equip Spell Card
Activate this card by sending 1 "Cyspirit" monster from your GY; the equipped monster is treated as having the same original name as that monster. Once per Duel, if this card is in your GY, you can activate the above effect by shuffling 1 banished "Cyspirit" monster into your Deck.
Cyspirit Deletion Normal Spell Card
Target 1 face-up Cyberse monster you control and 1 face-up monster your opponent controls; send both cards to the GY, and if 1 of the targeted cards was a "Cyspirit" monster, draw 1 card. You can banish this card from your GY, then target 1 "Cyspirit" Link Monster you control; for the rest of the turn, all battle damage it inflicts to your opponent is doubled.
Cyspirit Emblem Normal Spell Card
Send 1 "Cyspirit" monster from your Deck to the GY; Special Summon 1 "Cyspirit" monster with the same Level from your Deck in Attack Position. You can banish this card and 1 "Cyspirit" monster from your GY; Special Summon 1 "Cyspirit" monster from your GY whose Level is equal to, or 1 higher or 1 lower than, the banished monster's. You can only activate 1 "Cyspirit Emblem" effect per turn, and only once that turn.
Cyspirit Equivalency Normal Spell Card
If you control 2 or more "Cyspirit" monsters: Increase the Levels of "Cyspirit" monsters you control by the number of "Cyspirit" monsters you control. You cannot activate this card if you control a "Cyspirit" Link Monster. You can only activate 1 "Cyspirit Equivalency" per turn.
Cyspirit Forced Call Quick-Play Spell Card
During your Main Phase, if you control a "Cyspirit" Link Monster: Target 1 monster in your opponent's GY; Special Summon it to your opponent's field in face-up Defense Position with its effects negated, also destroy it during the End Phase. If your opponent activates a Spell/Trap effect that targets exactly 1 "Cyspirit" monster: You can banish this card from your GY; negate that activation, then shuffle that card into its owner's Deck. You can only use each effect of "Cyspirit Forced Call" once per turn.
Cyspirit Formation Continuous Spell Card
If you control a Link-3 or higher "Cyspirit" Link Monster(s) that points to at least 1 monster, your opponent cannot target those monsters with card effects, and they cannot be destroyed by card effects. During your End Phase, if you control a Link-4 or higher "Cyspirit" monster and your opponent took no battle damage this turn: You can halve your opponent's LP. Destroy this card if you control no "Cyspirit" monsters.
Cyspirit Gathering Normal Spell Card
For the rest of the turn, if your "Cyspirit" monster attacks your opponent's monster whose ATK is greater than your attacking monster, you take no battle damage, and the attacking monster is not destroyed. After damage calculation: Reduce the ATK of the attacked monster by the ATK of the attacking monster. "Cyspirit" monsters you control must attack your opponent's monster with the highest ATK. During the End Phase, destroy all "Cyspirit" monsters you control that battled this turn.
Cyspirit Gift Normal Spell Card
Send 1 "Cyspirit" card from your hand to the GY; draw 2 cards. You can banish this card from your GY, then target 1 "Cyspirit" monster you control; change that monster's Level to between 1 and 8 until the End Phase. You can only use this effect of "Cyspirit Gift" once per Duel. You can only activate 1 effect of "Cyspirit Gift" per turn, and only once that turn.
Cyspirit Identity Crisis Quick-Play Spell Card
If your "Cyspirit" monster is sent to the GY by a card effect: Until the end of the turn, any Link Monster currently on the field is treated as a "Cyspirit" monster. You can only use 1 "Cyspirit Identity Crisis" per turn.
Cyspirit Infinity Link Normal Spell Card
If you have less than 1000 and control no cards: Special Summon as many "Cyspirit" Link Monsters from your GY as possible with their effects negated, also they cannot declare an attack and cannot be destroyed by card effects. Your opponent cannot activate cards or effects in response to this card's activation. During the End Phase, send every monster Special Summoned by this effect to the GY and take 1000 damage for each monster.
Cyspirit Link-Up Continuous Spell Card
All "Cyspirit" Link Monsters you control can declare 2 attacks during each Battle Phase, but all damage your opponent takes is halved. Destroy this card during your End Phase. You can banish this card from your GY and target 1 "Cyspirit" Link Monster you control; for the rest of the turn, that monster can attack every monster your opponent controls, once each. The turn you activate this effect, you cannot attack your opponent directly, and your opponent takes no battle damage, except from battles involving Link monsters they control.
Cyspirit Link Wall Continuous Spell Card
Destroy this card if you do not control a "Cyspirit" Link Monster. Monsters you control cannot be removed from the field by your opponent's card effects. The first time each turn a Link Monster would be destroyed by battle, it is not destroyed. All battle damage you take from battles involving "Cyspirit" Link Monsters is halved. If this card is destroyed and sent to the GY: You can activate this effect; until the end of the turn, monsters cannot declare an attack, except Link Monsters.
Cyspirit Lockdown Link Continuous Spell Card
Destroy this card during your 2nd Standby Phase after activation. Activate this card by shuffling 1 "Cyspirit" Link Monster in your GY into the Extra Deck, then target 1 "Cyspirit" Link Monster you control; while this card is face-up on the field, Link Monsters with a lower or equal Link Rating than the targeted monster's Link Rating cannot declare an attack. When the targeted monster leaves the field, destroy this card.
Cyspirit Monastery Field Spell Card
"Cyspirit" Link Monsters you control gain 500 ATK. If you control no monsters: You can Special Summon 1 "Cyspirit" Link Monster from your GY with its effects negated. If you control a "Cyspirit" Link Monster: You can Special Summon 1 "Cyspirit" monster from your hand to a zone your Link Monster points to. You can only activate 1 "Cyspirit Monastery" effect per turn, and only once that turn.
Cyspirit Multiplier Equip Spell Card
Equip only to a "Cyspirit" monster. The equipped monster can make 2 attacks against your opponent's monsters during each Battle Phase. Once per Duel, if this card is in your GY, you can activate the above effect by banishing 1 "Cyspirit" monster from your GY.
Cyspirit Opening Quick-Play Spell Card
If your opponent takes battle damage from the direct attack of your "Cyspirit" monster: You can target 1 monster you control, except the attacking monster; Tribute it, then the attacking monster can make an additional attack in a row. You can only use 1 "Cyspirit Opening" per turn.
Cyspirit Power Quick-Play Spell Card
Target 1 Link-3 or higher "Cyspirit" Link Monster you control in the Extra Monster Zone; send every face-up "Cyspirit" monster you control, except the targeted monster, to the GY, then, until the End Phase, that monster gains ATK equal to the combined ATK the sent monsters had on the field, and each time it destroys an opponent's monster by battle, you can inflict damage to your opponent equal to the destroyed monster's original ATK, also destroy all monsters you control during the End Phase. You can only activate 1 "Cyspirit Power" per turn.
Cyspirit Reinforcements Normal Spell Card
If you control 2 or more face-up "Cyspirit" monsters: Target 1 Level 6 or lower "Cyspirit" monster in your GY; Special Summon it in Attack Position. If you control a "Cyspirit" Link Monster and your opponent targets a "Cyspirit" monster that is not a Link Monster for an attack: You can banish this card from your GY; change the attack target to a "Cyspirit" Link Monster you control. You can only use each effect of "Cyspirit Reinforcements" once per turn.
Cyspirit Relocation Normal Spell Card
If you control no monsters in the Extra Monster Zone: Target 1 "Cyspirit" Link Monster you control; move it to an unoccupied Extra Monster Zone. The turn you activate this card, you cannot draw cards outside of your Draw Phase. You can only use 1 "Cyspirit Relocation" per turn.
Cyspirit Replay Normal Spell Card
If you control a "Cyspirit" Link Monster: Target 1 banished "Cyspirit" Spell/Trap; shuffle it into the Deck, then activate that card's effect as this card's effect. You can only use 1 "Cyspirit Replay" per turn.
Cyspirit Ritual Ritual Spell Card
This card can be used to Ritual Summon any "Cyspirit" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of that Ritual Monster. If your "Cyspirit" Ritual Monster is destroyed by battle and sent to the GY: You can banish this card and that monster from your GY; Special Summon 1 Link-3 or lower "Cyspirit" monster from your Extra Deck. (This is treated as a Link Summon.)
Cyspirit Sacrifice Quick-Play Spell Card
Tribute 1 or more "Cyspirit" monsters you control; draw 1 card for each Tributed monster. You can only use 1 "Cyspirit Sacrifice" per turn.
Cyspirit Sanctuary Field Spell Card
"Cyspirit" monsters you control gain 300 ATK/DEF. If you control no monsters: You can Special Summon 1 Level 4 or lower "Cyspirit" monster from your GY, also for the rest of the turn, you cannot Special Summon monsters, except "Cyspirit" monsters. If you control a "Cyspirit" Link Monster: You target 1 face-up monster on the field; move it to a Main Monster Zone on its controller's field. You can only activate each effect of "Cyspirit Sanctuary" once per turn.
Cyspirit Storm Normal Spell Card
If you control a "Cyspirit" Link Monster that points to at least 2 monsters: Destroy 1 Spell/Trap on the field. When a card or effect is activated that would change the ATK of exactly 1 "Cyspirit" monster on your field: You can banish this card from your GY; negate that activation. You can only use each effect of "Cyspirit Storm" once per turn.
Cyspirit Strike Quick-Play Spell Card
If your "Cyspirit" Link Monster is destroyed by your opponent's card effect: Special Summon 1 "Cyspirit" Link Monster from your Extra Deck whose Link Rating is equal to the destroyed monster's Link Rating. (This is treated as a Link Summon.) If the Special Summoned monster attacks a Defense Position monster, inflict piercing battle damage. You can only activate 1 "Cyspirit Strike" per turn.
Cyspirit Supremacy Link Continuous Spell Card
No monsters can declare attacks, except Link Monsters. If a co-linked "Cyspirit" Link Monster you control declares an attack: Place 1 Link Counter on this card. If your co-linked "Cyspirit" Link Monster declares an attack: You can send this card to the GY; that monster gains 800 ATK for each Link Counter this card had on it when it was removed from the field until the end of the turn. During the End Phase of the turn you activated this card: Destroy this card.
Cyspirit Twin Shield Equip Spell Card
Destroy this card if you do not control a "Cyspirit" monster. The equipped monster cannot be destroyed by battle or card effects twice per turn. If this card leaves the field, destroy the equipped monster.
Linkage Release Normal Spell Card
Target 1 of your banished Link Monsters; shuffle it into the Extra Deck, then draw cards equal to its Link Rating, and if you do, take damage equal to that monster's ATK during the End Phase. You can only use 1 "Linkage Release" per turn.
Go Onizuka:
Gouki Near-Fall Normal Trap Card
Target 1 "Gouki" monster you control; equip this card to it. The first time each turn the equipped monster would be destroyed by battle or card effect, it is not destroyed. The ATK of "Gouki" monsters you control cannot be changed by card effects.
Knights of Hanoi:
Hack Dog
Attribute: DARK Type: [Machine/Effect] ATK 1600 DEF 400 Level: 4
If your opponent controls no monsters, you can Special Summon this card (from your hand). This card can be treated as 2 Tributes for the Tribute Summon of a Machine monster.
Cracking Barrier Normal Trap Card
If your Machine monster is attacked by your opponent's monster: Reduce the battle damage to 0, then after damage calculation, you can Special Summon 1 Machine monster from your GY whose DEF is equal to or less than the damage you would have taken. The monster Special Summoned by this effect cannot attack or change its battle position.
Dark World Market Normal Spell Card
Draw 1 card and reveal it. If the card is a "Dark World" monster, draw 2 additional cards, then discard 1 card and treat it as having been discarded by an opponent's card effect. If the card is not a "Dark World" monster, send your entire hand to the GY.
Fire Cracking Storm Equip Spell Card
Equip only to a Machine monster. When the equipped monster destroys your opponent's monster by battle: You can inflict damage to your opponent equal to the destroyed monster's original ATK. During your End Phase, destroy this card.
Hack Movement Normal Spell Card
Target 1 Machine monster you control; reduce its ATK to 0, and if you do, add 1 Level 8 or lower Machine monster from your Deck to your hand. You can banish this card and 1 Level 4 or lower Machine monster from your GY; draw 2 cards. You can only use each effect of "Hack Movement" once per turn.
Spectre:
Neo Cracking Dragon
Attribute: DARK Type: [Machine/Link/Effect] ATK 3000 LINK-4 ↙↑↓↘
3+ Machine monsters
If "Cracking Dragon" is in your GY and you control no monsters in your zones this card points to, this card gains 1500 ATK. Cannot be destroyed by battle or card effects. If this card attacks, your opponent cannot activate Spells/Traps until the end of the Damage Step. If this card attacks your opponent's Defense Position monster, inflict piercing battle damage. Once per turn: You can activate this effect; reduce the ATK of Link Monsters your opponent controls by their Link Rating x 300 until the end of the turn, and if you do, inflict damage to your opponent equal to the lost ATK. The turn you activate this effect, only this card can declare an attack.
Final Crack Fall Normal Trap Card
If your opponent Link Summons a Cyberse monster when you have "Cracking Dragon" on your field or in your GY: Inflict damage to your opponent equal to that monster's ATK. You can banish this card from your GY; for the rest of the turn, all battle damage you take is halved. You can only use each effect of "Final Crack Fall" once per turn.
Download Cure Quick-Play Spell Card
If your opponent takes battle damage from a battle involving your Machine monster: Gain LP equal to that damage, then Set 1 card from your Deck. You can only use 1 "Download Cure" per turn.
Sunvine Blossom Normal Spell Card
Tribute 1 "Sunvine" Link Monster you control; draw 2 cards, also for the rest of the turn after this card resolves, you cannot add cards from your Deck to your hand. (Quick Effect): You can banish this card from your GY, then target 1 "Sunvine" Link Monster you control that destroyed an opponent's monster by battle this turn; that monster can make a second attack. This effect cannot be activated the turn this card is sent to the GY.
Sunvine Power Equip Spell Card
Equip only to a "Sunvine" Link Monster. When the equipped monster attacks a Link Monster: It gains 800 ATK during the Damage Step only. You can only use this effect of "Sunvine Power" once per turn.
Sunvine Protection Continuous Spell Card
Your opponent cannot target "Sunavalon" Spell/Trap Cards you control with card effects. During the End Phase of your turn, if you control a Link-4 "Sunavalon" Link Monster: You can halve your opponent's LP. You can only activate this effect once while this card is face-up on the field. If there are no "Sunavalon" monsters on the field, destroy this card.
Superior Dragonoid Generator Continuous Spell Card
Activate this card by sending 1 face-up "Dragonoid Generator" on your field to the GY. During your Main Phase: You can Special Summon 1 "Dragonoid Token" (Machine/EARTH/Level 1/ATK 300/DEF 300) in Attack Position, also during the End Phase, your opponent Special Summons 1 "Dragonoid Token" to their field in Attack Position (even if this card leaves the field). You can use this effect of "Superior Dragonoid Generator" up to twice per turn. If you Link Summon a Machine monster: You can draw 1 card.
Blue Angel:
Trickstar Lavender Widow
Attribute: LIGHT Type: [Fairy/Link/Effect] ATK 2400 LINK-3 ↙↑→
3 "Trickstar" monsters
If you control no other cards when this card is Link Summoned: Inflict damage to your opponent equal to the number of "Trickstar" monsters in your GY x 300. The turn this effect is activated, your opponent takes no effect damage, except from this card's effect. Once per Duel, if this card does not point to a monster: You can banish up to 3 "Trickstar" monsters from your GY; destroy monsters on the field equal to the number of banished cards. Once per turn, if you would take effect damage: You can banish 1 "Trickstar" card from your GY; make that effect damage to you 0.
Trickstar Biennial Normal Trap Card
For the rest of the turn, you take no battle damage from attacks involving your "Trickstar" monsters, and at the end of the Battle Phase, draw 1 card. If your opponent activates a Trap Card while you control a face-up "Trickstar" monster: You can banish this card from your GY; negate the activation and destroy it. You can only use 1 "Trickstar Biennial" effect per turn, and only once that turn/
Trickstar Refuge Quick-Play Spell Card
If your opponent takes battle damage from a battle involving your "Trickstar" monster: target 1 face-up monsters your opponent controls; it loses ATK equal to the damage. You can banish this card from your GY, then target 1 "Trickstar" monster you control that declared an attack this turn; it can make an additional attack in a row. You cannot activate this effect the turn this card is sent to the GY.
Trickstar Shuffle Quick-Play Spell Card
During your Main Phase: Target 2 "Trickstar" monsters in your GY; shuffle them into the Deck, then draw 2 cards. If you targeted a Link Monster with this effect, you can draw 1 additional card. If your opponent activates a card from the GY: You can banish this card from your GY; negate the activation and banish it, and if you do, inflict 500 damage to your opponent, also both players draw 1 card. You can only use each effect of "Trickstar Shuffle" once per turn.
Playmaker:
Unique System Buster
Attribute: DARK Type: [Cyberse/Effect] ATK 1900 DEF 1100 Level: 6
(Quick Effect): You can Tribute this Special Summoned card; Special Summon 1 "Code Talker" monster from your GY with its effects negated, and if you do, all face-up monsters currently on the field are treated as Cyberse monsters until the End Phase. If your opponent's monster declares a direct attack (Quick Effect): You can banish this card from your GY; negate the attack and end the Battle Phase. You can only use each effect of "Unique System Buster" once per turn.
Highspeed Data Recovery Normal Trap Card
When your Cyberse Link Monster is destroyed by battle and sent to the GY: Set 1 Quick-Play Spell from your Deck. It can be activated this turn, and if it is activated during the Battle Phase, you can end the Battle Phase. Once per Duel, if this card is in your GY, you can activate the above effect by banishing this card from the GY.
Parallel Port Break Normal Trap Card
When your Cyberse monster battles an opponent's monster with higher ATK: Reduce the battle damage to 0. You can activate this effect of "Parallel Port Break" from your hand during your opponent's turn by paying half your LP. If you control a Cyberse Link Monster in the Extra Monster Zone: You can banish this card from your GY, then target 1 Cyberse Link Monster in your GY; Special Summon it with its effects negated. You can only use each effect of "Parallel Port Break" once per turn.
Cyberse Advantage Equip Spell Card
Equip only to a Link-3 or higher Cyberse Link Monster. When this card is activated: Send 1 Cyberse monster from your hand to the GY; the equipped monster gains ATK equal to the sent monster's ATK. If the equipped monster attacks an opponent's monster with higher ATK: You can Tribute 1 Cyberse Link Monster you control; the equipped monster gains ATK equal to the Tributed monster's ATK until the end of the Damage Step. During your End Phase, destroy this card. You can only control 1 "Cyberse Advantage".
Cyberse Dimension Continuous Spell Card
Target 1 Cyberse monster you control; banish it. You can send this face-up card to the GY; Special Summon the banished monster then, if it is a Link Monster, draw 1 card.
Cynet Repeated Process Continuous Spell Card
Once per turn, if you control no monsters: You can excavate the top card of your Deck; if the excavated card is a Cyberse monster, Special Summon it to your field in Attack Position. If not, place it on the bottom of your Deck. You cannot Normal Summon/Set the turn you activate this effect. Up to twice per turn, if your opponent's monster attacks a Special Summoned Cyberse monster (Quick Effect): You can negate that attack. During your Standby Phase, if you control a monster: Destroy this card.
Security Port Quick-Play Spell Card
If you would take effect damage while you control a Cyberse monster: Make that effect damage 0, then draw 1 card. You can only use 1 "Security Port" per turn.
Prototype (H)AI Duelists:
Tentacluster Explostinger
Attribute: DARK Type: [Machine/Effect] ATK 0 DEF 0 Level: 2
If you would take effect damage: You can send this card from your hand to the GY; make that effect damage 0, then during the End Phase, inflict damage to your opponent equal to the damage you would have taken. You can only use this effect of "Tentacluster Explostinger" once per turn.
Archfiend's Barrier Normal Trap Card
Until the end of the turn, reduce all battle damage you take from battles involving your "Archfiend" monsters to 0, also "Archfiend" monsters you control cannot be destroyed by battle or card effects. The turn you activate this card, if you take effect damage, you can Set 1 Trap directly from your Deck.
Tentacluser Ink Coating Normal Trap Card
You take no battle damage from attacks involving your "Tentacluster" monsters until the end of the turn. You can banish this card from your GY; until the end of the turn, you take no battle damage from attacks involving your "Tentacluster" monsters. You can only use 1 "Tentacluster Ink Coating" effect per turn, and only once that turn.
Balancing Act Normal Spell Card
Activate only if you control more cards than your opponent. Destroy cards you control until you control the same number of cards as your opponent, then draw 1 card for every card destroyed by this effect, also during the End Phase, send the top card of your Deck to the GY. You can only use 1 "Balancing Act" per turn.
Garden's Gift Normal Spell Card
If you have 2 or more "Aroma" monsters in your GY and control no monsters: Excavate the top card of your Deck; if it is an "Aroma" monster, Special Summon it in Attack Position. If not, send it to the GY. You can only use 1 "Garden's Gift" per turn.
Ritualistic Gift Normal Spell Card
If you control a Level 6 or higher Ritual Monster: Draw 3 cards, also for the rest of the turn after this card resolves, you cannot add cards from your Deck to your hand. During the End Phase of the turn you activate this card, banish all cards in your hand.
Vendread Relocation Normal Spell Card
If you control 2 Level 4 or lower "Vendread" monsters: Add 1 "Vendread" Ritual Spell Card from your Deck to your hand, then add 1 "Vendread" Ritual Monster from your Deck or GY to your hand, except "Revendread Slayer". You can banish this card from your GY; add 1 "Vendread" Ritual Spell Card from your GY to your hand. You can only use 1 "Vendread Relocation" per turn.
Vendread Union Continuous Spell Card
"Vendread" monsters you control cannot be destroyed by your opponent's card effects, and their battle positions cannot be changed by card effects. During your Standby Phase, you can banish 1 "Vendread" Ritual Monster from your GY; inflict damage to your opponent equal to that monster's ATK.
Galahad:
Fierce Knight's Soul
Attribute: EARTH Type: [Warrior/Effect] ATK 0 DEF 0 Level: 1
During your opponent's turn, at damage calculation (Quick Effect): You can discard this card; you take no battle damage from that battle, then end the Battle Phase.
Squire of Gaia
Attribute: EARTH Type: [Warrior/Tuner/Effect] ATK 800 DEF 1200 Level: 2
If this card is used as material for the Synchro Summon of a Warrior monster, that monster gains 600 ATK until your next Standby Phase. The turn this card is used as Synchro Material, you cannot Special Summon monsters from the Extra Deck, except Warrior monsters.
Curse Gaia, the Underworld Knight
Attribute: DARK Type: [Warrior/Link/Effect] ATK 2000 LINK-2 ↙↓
2 Warrior monsters
This card gains 300 ATK for each monster it points to. Once per turn: You can Tribute 1 monster this card points to; Special Summon 1 "Gaia The Fierce Knight" monster or "Black Luster Soldier" monster that is the same Level or 1 higher than the Tributed monster from your hand or GY, ignoring its summoning conditions, to the same zone. This card cannot declare an attack the turn you activate this effect.
Gaia Saber, the Storm Paladin
Attribute: EARTH Type: [Warrior/Link/Effect] ATK 3200 LINK-4 ↖↙↘↗
2+ monsters
You cannot Summon/Set monsters to any Extra Monster Zone this card points to. Cannot be destroyed by card effects. Once per turn (Quick Effect): You can target 2 face-up monsters this card points to; until the end of the turn, halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster.
Gaia Knight, the Vanguard of Earth
Attribute: EARTH Type: [Warrior/Synchro/Effect] ATK 3200 DEF 1800 Level: 8
1 Warrior Tuner + 1+ Warrior non-Tuner monsters
If this card is Synchro Summoned using "Gaia Knight, the Force of Earth" as Synchro Material, it cannot be targeted by, and is unaffected by, your opponent's card effects until your next Standby Phase. At the start of your Battle Phase, you can discard 1 card to apply one of the following effects.
-If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
-If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled.
-If this card destroys a monster by battle, gain LP equal to the ATK/DEF (whichever is lower, your choice if tied) of the destroyed monster.
Beginning of Heaven and Earth Normal Trap Card (TCG/OCG)
Reveal 3 monsters from your Deck, including at least 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and have your opponent randomly pick 1. If they picked a "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, add it to your hand and send the rest to the GY. Otherwise, send them all to the GY. You can only activate 1 "Beginning of Heaven and Earth" per turn.
Extra Switch Normal Trap Card
If your monster in the Extra Monster Zone is destroyed and sent to the GY: Special Summon 1 monster with ATK equal to the destroyed monster from the Extra Deck in Attack Position, also take 800 damage during the End Phase. The monster Special Summoned by this effect cannot be destroyed by battle this turn. If your monster in the Extra Monster Zone is destroyed and sent to the GY: You can banish this card from the GY; Special Summon 1 monster with ATK equal to the destroyed monster from the Extra Deck in Attack Position. The monster Special Summoned by this effect cannot be destroyed by battle this turn. You can only use 1 "Extra Switch" effect per turn, and only once that turn.
Link Tribute Normal Trap Card
Tribute 1 Link Monster you control; Special Summon 1 Fusion, Synchro, or Xyz Monster from your Extra Deck whose original ATK is less than or equal to the ATK of the Tributed monster. If the Tributed monster is Link-3 or higher, you can also Special Summon 1 Fusion, Synchro, or Xyz Monster from your GY whose original ATK is less than or equal to the ATK of the Tributed monster. Monster(s) Special Summoned by this card's effect have their effects negated. The turn you activate this card, you cannot Normal Summon/Set.
Shield of the Fierce Knight Normal Trap Card
Until the end of the turn, halve the battle damage you would take from battles involving your Warrior monsters, also Warrior monsters cannot be destroyed by battle, and at the end of the Battle Phase, send the top card of your Deck to the GY. You can banish this card from the GY, then target 1 Warrior monster you control and declare a Level between 1 and 8; its Level becomes the declared Level until the end of the turn.
Charge of the Fierce Knight Continuous Spell Card
If you Special Summon a Fusion, Link, Synchro, or Xyz Monster from the Extra Deck using a "Gaia The Fierce Knight" monster as material: Draw 2 cards. You can only use this effect of "Charge of the Fierce Knight" once per Duel. During your Battle Phase (Quick Effect): You can send this card from the field to the GY and target 1 monster your opponent controls; change that monster's battle position. You can only control 1 "Charge of the Fierce Knight".
Gaia's Will Normal Spell Card
If you control a "Gaia The Fierce Knight" monster: Excavate the top card of your Deck; if that is a Level 3 or lower monster, Special Summon it, then draw cards equal to its Level. If not, place it on the bottom of your Deck. You can only use 1 "Gaia's Will" per turn.
Lance of the Fierce Knight Equip Spell Card
Equip only to a monster with 2300 or 2600 original ATK. If the equipped monster attacks, your opponent activate Spell/Trap Cards or effects until the end of the Damage Step. You can only control 1 "Lance of the Fierce Knight" at a time.
Parallel Knight Fusion Normal Spell Card
Fusion Summon 1 Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into the Deck. If 1 of the listed Fusion Materials is 1 "Gaia The Fierce Knight" monster, you can destroy 1 Spell/Trap Card on the field. You cannot Special Summon monsters the turn you activate this card, except from the Extra Deck.
Return Link Normal Spell Card
If you Link Summoned a monster using only Warrior monster(s) as material this turn: Target the Link Material(s) in the GY; Special Summon them in Attack Position, but their effects are negated, they cannot declare an attack, and are destroyed during the End Phase. You can only use 1 "Return Link" per turn.
Spell Rewind Normal Spell Card
Banish 1 Normal Spell Card from your GY; add 1 Normal Spell card from your GY to your hand. You can only use 1 "Spell Rewind" per turn.
Spellbound Blessing Normal Spell Card
Target 1 card you control with Spell Counters on it; remove all Spell Counters from it, then for every 3 Spell Counters removed by this effect, gain 500 LP and draw 1 card. You can only use 1 "Spellbound Blessing" per turn.
Strike of the Fierce Knight Normal Spell Card
(This card's name is always treated as "Spiral Spear Strike".)
Target 1 monster you control with 2300 or 2600 original ATK; during the Battle Phase, if that monster attacks a Defense Position monster, inflict piercing battle damage to your opponent, also if it inflicts battle damage, draw 2 cards, then discard 1. If this card is in your GY: You can banish 1 monster in your GY; add this card to your hand. You can only activate each effect of "Strike of the Fierce Knight" once per turn.
Lilith:
Magical Musket Minion Killian
Attribute: LIGHT Type: [Fiend/Effect] ATK 1000 DEF 200 Level: 2
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a "Magical Musket" monster you control is battling (Quick Effect): You can banish this card from your GY; any battle damage you take this turn is halved. You can only activate this effect of "Magical Musket Minion Killian" once per turn.
Magical Musket Sovereign Ottokar
Attribute: LIGHT Type: [Fiend/Link/Effect] ATK 3000 LINK-3 ↙↓↘
3 "Magical Musket" monsters
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If this card points to no monsters, it cannot be destroyed by battle. Up to thrice per turn, if a Spell/Trap Card is activated in the same column as a zone this card points to: You can target 1 Level 4 or lower "Magical Musket" monster in your GY; banish it and activate its effect as this card's effect. You cannot activate this effect if your LP are 1000 or higher.
Magical Musket – Shifting Aim Normal Trap Card
Activate only when exactly 1 "Magical Musket" monster you control is targeted by a Spell, Trap, or Effect Monster's effect. Target another monster you control that would be an appropriate target; that effect/Spell/Trap now targets the new target. At the end of the Battle Phase: You can banish this card from your GY; Special Summon 1 "Magical Musket" monster from your Deck and return 1 Spell/Trap Card on your field to the hand. You can only use each effect of "Magical Musket – Shifting Aim" once per turn.
Magical Musket – About Face Normal Spell Card
Target up to 2 "Magical Musket" monsters you control; Tribute them, then Special Summon an equal number of Level 4 or lower "Magical Musket" monsters from your Deck in Attack Position. During the End Phase, destroy all Spell/Trap Cards you control. You can only use 1 "Magical Musket – About Face" per turn.
Magical Musket – Armed Rebellion Normal Spell Card
If you control a "Magical Musket" monster: Target 2 Level 4 or lower "Magical Musket" monsters in your GY; Special Summon them in Attack Position with their effects negated. Monsters Special Summoned by this effect cannot attack and are banished when they leave the field. If you control a "Magical Musket" monster: You can banish this card from your GY, then target 1 Spell/Trap Card on the opponent's field; destroy it. You can only activate each effect of "Magical Musket – Armed Rebellion" once per turn.
Magical Musket – Criminal Bounty Normal Spell Card
If you control a "Magical Musket" monster: Send 2 cards from your hand to the GY, then draw 3 cards. You can only activate 1 "Magical Musket – Criminal Bounty" per turn.
Magical Musket – Fiendish Barricade Continuous Spell Card
"Magical Musket" monsters you control cannot be removed from the field by an opponent's card effect. The first time each turn this card would be destroyed by an opponent's card effect, it is not destroyed. Once per turn, if an opponent's monster declares an attack while you control a "Magical Musket" monster: You can make the battle damage you would take from that battle 0. When an opponent's monster declares a direct attack: You can send this card you control to the GY and halve your LP; make the battle damage you take from this attack 0. You can only control 1 "Magical Musket – Fiendish Barricade".
Magical Musket – Power Shot Quick-Play Spell Card
Target 1 "Magical Musket" monster you control; until the end of the turn, it gains 800 ATK and cannot be destroyed by battle. You can only activate 1 "Magical Musket – Power Shot" per turn.
Magical Musket – Timed Reload Quick-Play Spell Card
Target 1 "Magical Musket" monster; until the end of the turn, it cannot be destroyed by battle, also any battle damage you take this turn is halved. You can only use 1 "Magical Musket – Timed Reload" per turn.
Magical Musket – Urgent Battle Normal Spell Card
Target 1 "Magical Musket" monster you control; during each Battle Phase this turn, it can make up to 3 attacks on monsters, also your other monsters cannot declare an attack. The turn you activate this effect, the ATK/DEF of monsters on the field cannot be changed by card effects. You can only activate 1 "Magical Musket – Urgent Battle" per turn.
Terminus:
Subterror Herald
Attribute: EARTH Type: [Spellcaster/Effect] ATK 1500 DEF 1700 Level: 3
If an opponent's monster declares an attack while you control a Set monster (Quick Effect): You can send this card from your hand to the GY; change 1 Set monster you control to face-up Defense Position, then destroy the attacking monster. You can banish this card from your GY, then target 1 Set monster you control; change it to face-up Defense Position.
Subterror Behemoth Gravigorgon
Attribute: EARTH Type: [Psychic/Flip/Effect] ATK 3200 DEF 1000 Level: 12
FLIP: You can target 1 "Subterror" monster in your GY; Special Summon it in face-up Defense Position. The monster Special Summoned by this effect cannot change its battle position the turn it is Special Summoned. You can only use this effect of "Subterror Behemoth Gravigorgon" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position, Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Stalaktide
Attribute: EARTH Type: [Beast/Flip/Effect] ATK 1900 DEF 2700 Level: 10
FLIP: You can target 1 Spell/Trap Card on your opponent's field; destroy it. You can only use this effect of "Subterror Behemoth Stalaktide" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Guru
Attribute: EARTH Type: [Dragon/Link/Effect] ATK 2500 LINK-3 ↙↓↘
2+ "Subterror" monsters
If this card is Link Summoned using exactly 1 "Subterror Behemoth" monster: It gains ATK equal to that monster's original ATK. This Link Summoned card cannot attack your opponent directly. If this card destroys an opponent's monster by battle and sends it to the GY: You can send 1 Flip monster from your Deck to the GY; inflict damage to your opponent equal to that monster's ATK. You can only use this effect of "Subterror Behemoth Guru" once per turn. Once per turn, if a monster this card points to is flipped face-up: You can Special Summon 1 Flip monster from your GY to your field in face-down Defense Position.
Subterror Behemoth Infinimafus
Attribute: EARTH Type: [Pyro/Link/Effect] ATK 3000 LINK-4 ↖↙↘↗
2+ "Subterror Behemoth" monsters
You cannot Summon/Set monsters to any Extra Monster Zone this card points to. If this card is Link Summoned using "Subterror Behemoth Ultramafus" as Link Material: You can target 1 "Subterror" Link Monster in your GY; Special Summon it to your zone this card points to with its effects negated. The monster Special Summoned by this effect cannot attack and is sent to the GY during the End Phase. Once per turn, if a monster(s) is Normal or Special Summoned to a zone this card points to: You can destroy 1 card on the field. "Subterror" monsters and Set monsters this card points to cannot be destroyed by card effects. Once per turn: If a "Subterror" monster(s) this card points to is flipped face-up: You can halve your opponent's LP.
Subterror Behemoth Speleowraith
Attribute: EARTH Type: [Rock/Link/Effect] ATK 2600 LINK-3 ↖↓↗
2+ EARTH monsters
If this card is Link Summoned using "Subterror Behemoth Speleogeist" as Link Material: It can make up to 2 attacks on monsters during the Battle Phase. If this card points to a "Subterror" monster and declares an attack, your opponent cannot activate Spell/Trap Cards or effects until the end of the Damage Step. Once per turn, if this card destroys an opponent's monster by battle: You can target 1 "Subterror Behemoth" monster in your GY; Special Summon it to your zone a "Subterror" Link Monster points to in face-up Defense Position.
Subterror Behemoth Stalagmatrix
Attribute: EARTH Type: [Fiend/Link/Effect] ATK 2700 LINK-3 ↙↑↘
2+ "Subterror" monsters
If this card is Link Summoned using "Subterror Behemoth Stalagmo" as Link Material: Neither player can Special Summon monsters from the Deck or GY until your next Standby Phase after this card's Link Summon. Once while face-up on the field, if this card is Extra Linked: You can inflict 1000 damage to your opponent for each "Subterror" Link Monster you control. This effect cannot be negated. While this card points to a "Subterror" monster, "Subterror" monsters you control cannot be destroyed by card effects.
Subterror Nemesis Champion
Attribute: EARTH Type: [Warrior/Link/Effect] ATK 2500 LINK-3 ←↑→
2+ "Subterror" monsters
If this Link Summoned card is destroyed by battle and sent to the GY: You can Special Summon 1 "Subterror" monster from your Deck in face-down Defense Position. This Link Summoned card gains these effects, depending on the monsters used as Link Material.
-"Subterror Nemesis Archer": At the start of the Damage Step, if this card points to a Set monster and it attacks an opponent's monster: You can shuffle that opponent's monster into the Deck.
-"Subterror Nemesis Defender": Set monsters this card points to cannot be targeted by, or destroyed by, your opponent's card effects.
-"Subterror Nemesis Warrior": Once per turn: You can send 1 "Subterror" monster from your Deck to the GY; Special Summon 1 "Subterror" monster with a different Level from your GY to a zone this card points to.
Corruption Link Normal Trap Card
If your opponent's monster declares an attack: You can activate this card, then banish it and 1 Link Monster from your GY; reduce the battle damage by the banished monster's ATK + its Link Rating x 100. If your opponent's monster declares a direct attack: You can shuffle this banished card into the Deck, then target 1 of your banished Link Monsters; reduce the battle damage by the targeted monster's ATK + its Link Rating x 100, then Special Summon the targeted monster with its effects negated. You can only use 1 "Corruption Link" effect per turn, and only once that turn.
Discord Link Normal Trap Card
Neither player can Link Summon until the 2nd Standby Phase after this card's activation. While this card is in your GY, "Discord Link" cannot be activated.
Lockdown Draw Continuous Trap Card
Activate when your opponent adds cards to their hand outside of the Draw Phase. Shuffle those cards into the owner's Deck(s). Neither player can add cards to their hand outside of the Draw Phase. During your Standby Phase: You can destroy this card.
Necro Link Normal Trap Card
If a Link Monster is removed from the field because of your opponent's card: Special Summon it to an unoccupied Extra Monster Zone and increase its ATK By 1500, also it cannot be targeted or destroyed by your opponent's card effects for the rest of the turn, and if it leaves the field, both players take damage equal to its original ATK. If the monster Special Summoned by this card's effect is targeted for an attack: You can banish this card from your GY; both players take any battle damage from that battle. You can only use each effect of "Necro Link" once per turn.
Subterror Barrier Normal Trap Card
If you would take battle damage from a battle involving your "Subterror" monster: Reduce the battle damage to 0, then end the Battle Phase. If you would take damage from a card effect: You can banish this card from your GY; negate that activation, and if your "Subterror" monster was destroyed by battle this turn, draw 1 card. If this effect is activated during the Battle Phase, you can end the Battle Phase.
Subterror Subletting Continuous Trap Card
If your opponent Link Summons a monster while you control a "Subterror" Link Monster: Target that monster; negate its effects, also if that monster leaves the field, send this card to the GY and inflict 1000 damage to your opponent. Once per turn: If your "Subterror" Link Monster is targeted for an attack: You can Special Summon 1 "Subterror" monster from your GY to your zone that monster points to in Attack Position, then make that card the attack target.
Subterror Wall Climbing Normal Trap Card
If a "Subterror" Link Monster you control is targeted for an attack: That monster cannot be destroyed by that battle and the battle damage is halved, then at the end of the Damage Step, you can Special Summon 1 "Subterror" monster from your hand with its effects negated. Immediately after this effect resolves, Link Summon 1 "Subterror" Link Monster using monsters you control, then end the Battle Phase. If your "Subterror" Link Monster is destroyed by battle: You can banish this card from your GY; end the Battle Phase.
Cave of Absolute Darkness Continuous Spell Card
Destroy this card if a monster is Special Summoned to your field. While this card is face-up on the field, Special Summoned monsters cannot attack or change their battle positions. While this card is on your field or in your GY, "Cave of Absolute Darkness" cannot be activated.
The Hidden Colony Field Spell Card
When this card is activated: You can add 1 "Subterror" monster from your Deck or GY to your hand. Once per turn, when an opponent's monster declares an attack: You can change 1 face-up "Subterror" monster you control to face-down Defense Position, then negate the attack. You can only use 1 of the following effects per turn, and only once that turn.
-Special Summon 1 "Subterror" monster from your hand or GY in face-up Defense Position with its effects negated.
-Change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position.
You can only activate 1 "The Hidden Colony" per turn.
The Hidden Metropolis Field Spell Card
Activate only by sending 1 face-up "The Hidden City" on your side of the field to the GY. When this card is activated: You can shuffle 1 "Subterror" monster in your Deck into the Deck; draw 2 cards. "Subterror Behemoth" monsters you control gain 500 ATK/DEF. Twice per turn: You can change 1 face-down "Subterror" monster you control to face-up Attack or Defense Position. Any battle damage you take from battles involving "Subterror Behemoth" monsters is halved. You can only activate 1 "The Hidden Metropolis" per turn.
Link Bounty Normal Spell Card
Target 1 Link Monster you control; Special Summon monster(s) from the GY, up to the targeted monster's Link Rating, also until the end of the turn, that monster cannot activate its effects, and it has its ATK reduced by 1000. The turn you activate this card, only Link Monsters can declare an attack. During your End Phase, if you control monster(s) with the same original name(s) as the monster(s) Special Summoned by this card's effect, take 1000 damage for each card. You can only use 1 "Link Bounty" per turn.
Subterror Cave Drawings Normal Spell Card
Send 1 "Subterror" monster from your hand to the GY; apply 1 of the following effects, depending on the Level of the sent monster.
-1-4: Draw 1 card.
-5-8: Draw 2 cards.
-9-12: Draw 3 cards.
You can banish this card from your GY and target 1 "Subterror" monster in your GY; Special Summon it to your field in face-down Defense Position, also it cannot be flipped face-up this turn. You can only use 1 "Subterror Cave Drawings" effect per turn, and only once that turn.
Fatumare:
Abyss-supremacy Normal Trap Card
Target 1 "Mermail" monster you control; it gains 1000 ATK until your opponent's next End Phase. If you control a "Mermail" monster that was Special Summoned from the Extra Deck, you can activate this card the turn it was Set. When an opponent's monster attacks a "Mermail" monster while you control 2 or more monsters: You can banish this card from your GY; change the attack target to an appropriate "Mermail" monster you control. You can only use 1 "Abyss-supremacy" effect per turn, and only once that turn.
Cards of the Abyss Normal Spell Card
Target up to 3 WATER monsters in your GY; shuffle them into the Deck, then draw an equal number of cards. You can only use 1 "Cards of the Abyss" per turn.
Mermail Gift Normal Spell Card
If you control 2 or more "Mermail" monsters: You can conduct a 2nd Normal Summon/Set this turn, and if you Normal Summon a "Mermail" monster, you can draw 1 card. You can only use 1 "Mermail Gift" per turn.
Thaumiel:
Trap for Trap Normal Spell Card
Banish 1 Trap Card from your GY; activate 1 Normal Trap Card from your hand. You can only use 1 "Trap for Trap" per turn.
Apoqlipse of Destruction Continuous Spell Card
Special Summoned monsters lose 500 ATK/DEF. If an "Apoqliphort" monster you control attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. If there is no "Apoqliphort" monster on the field, send this card to the GY.
Hellsworn:
Darklord Apocalypse Normal Trap Card
When your "Darklord" monster is targeted for an attack: That monster cannot be destroyed by that battle, then end the Battle Phase, also if that monster is Level 8 or higher, you can add 1 "Darklord" monster from your Deck to your hand. Once per Duel, you can activate the above effect by banishing this card from your GY.
Hunter:
World Legacy Challenge Normal Trap Card
If your "Mekk-Knight" monster is targeted for an attack: You can make that attack a direct attack, also for the rest of the turn, no other monsters can declare an attack and all battle damage you take is halved. If your "Mekk-Knight" monster destroys an opponent's monster by battle: You can banish this card from your GY; that monster can make a second attack in a row.
Various Users:
Link Treasure Normal Spell Card
Draw 1 card for each Link Monster on the field. You can only activate 1 "Link Treasure" per turn.
Link Treasure Ticket Normal Spell Card
Target 1 Link Monster you control; draw cards equal to its Link Rating, then send an equal number of cards from the top of your Deck to the GY. You can only activate 1 "Link Treasure Ticket" per turn.
Link Unit Equip Spell Card
Cannot be equipped to a Link Monster. If the equipped monster would be used as Link Material, it can be treated as 2 Link Materials.