Yuji Kogami:

Code Encrypter
Attribute: LIGHT Type: [Cyberse/Effect] ATK 800 DEF 300 Level: 2
If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can target up to 3 cards in your opponent's GY; banish them. If this card on the field was used as material, you can target 1 monster on the field instead. You can only use each effect of "Code Encrypter" once per turn.

Cyberse Connector
Attribute: DARK Type: [Cyberse/Link/Effect] ATK 1000 LINK-2
2 Cyberse monsters
If a monster(s) is Normal or Special Summoned to a zone(s) this card points to (except during the Damage Step): You can target 1 Level 4 or lower Cyberse monster in your GY; add it to your hand. If this Link Summoned card is sent from your field to the GY: You can activate this effect; for the rest of the turn, if your Cyberse monster attacks your opponent's Defense Position monster, inflict piercing battle damage. You can only use each effect of "Cyberse Connector" once per turn.

Daybreak Dragon
Attribute: Type: [Dragon/Link/Effect] ATK 1500 LINK-2 ↙↘
2 monsters
If this card would be used as material for the Link Summon of a Dragon monster, it can be treated as a Link-3 monster. If this card is sent to the GY as Link Material: You can Special Summon 1 Level 4 or lower monster from your GY in Defense Position, but for the rest of the turn, it cannot be used as Link Material. You can only use this effect of "Daybreak Dragon" once per turn.

Minidawn Dragon
Attribute: DARK Type: [Dragon/Link/Effect] ATK 1000 LINK-2 ←→
2 monsters
Once per turn: You can discard 1 card; until the end of the turn, all face-up monsters your opponent currently controls are treated as Level 5 monsters. A Dragon monster that was Link Summoned using this card on the field as material gains this effect.
-During each Battle Phase, this card can attack all monsters your opponent controls, once each.

Cyberse Tachyon Dragon
Attribute: DARK Type: [Cyberse/Xyz/Effect] ATK 2500 DEF 2000 Rank: 4
2 Level 4 monsters
While you control a Link Monster(s), your opponent's monsters cannot target other monsters you control for attacks, also your opponent cannot target other monsters you control with card effects. At the start of the Battle Phase: You can detach 1 material from this card; your opponent cannot activate cards or effects during the Battle Phase, and if this card destroys your opponent's monster by battle, you can shuffle that monster into the Deck and inflict damage to your opponent equal to its original ATK. You can only use this effect of "Cyberse Tachyon Dragon" once per turn.

Cynet Legacy Normal Trap Card
Tribute any number of monsters you control; Special Summon 1 Cyberse Link Monster from any player's Extra Deck to your field whose Link Rating is equal to the number of Tributed monsters. (This is treated as a Link Summon.) The turn you activate this card, you cannot Special Summon monsters from the Extra Deck, except Link Monsters.

System Overdrive Normal Trap Card
When an opponent's monster declares an attack on a Cyberse monster you control: Your monster gains ATK equal to your opponent's monster's ATK until the end of the Damage Step. You can banish this card from your GY and target 1 monster on the field; it gains 1000 ATK until the end of the turn. You can only use each effect of "System Overdrive" once per turn.

Viral Enhancement Normal Trap Card
Target 1 Cyberse or Dragon Link Monster you control; equip this card to it. It gains ATK equal to its Link Rating x 500, also it cannot be targeted or destroyed by your opponent's card effects. You can banish this card from your GY; Special Summon 1 Cyberse or Dragon monster from your GY. You can only use each effect of "Viral Enhancement" once per turn.

Viral Processing Error Counter Trap Card
When your opponent activates a Spell/Trap Card or monster effect while you control a Dragon monster: Negate the activation, and if you do, you can destroy 1 face-up Spell/Trap Card your opponent controls. Once per Duel, you can activate this card from your GY by banishing it.

Code Breakdown Normal Spell Card
If you control 2 or more Extra Linked "Code Talker" monsters: Inflict 800 damage to your opponent for each "Code Talker" monster you control, also, for the rest of this turn after this card resolves, your opponent takes no damage. If you control 5 or more "Code Talker" monsters, your opponent cannot activate cards or effects in response to this card's activation. You can only use 1 "Code Breakdown" per turn.

Cyberse Exception Quick-Play Spell Card
Target 1 Cyberse monster you control; until the end of the turn, it is unaffected by your opponent's card effects, also neither player takes effect damage. When your Cyberse monster battles an opponent's monster: You can banish this card from your GY; negate that attack, and if you do, the opponent's monster's ATK becomes 0 until the end of the turn.

Cynet Hard Reboot Normal Spell Card
If you control no monsters: Shuffle all Cyberse monsters in your GY into the Deck, then draw until you have 3 cards in your hand. If you shuffle 3 or more "Code Talker" monsters into the Extra Deck by this effect, you can draw until you have 5 cards in your hand instead. You cannot conduct your Battle Phase the turn you activate this card. You can only use 1 "Cynet Hard Reboot" per turn.

Viral Access Quick-Play Spell Card
Target 1 Dragon monster you control; it gains 1000 ATK and if it attacks a Defense Position monster, inflict piercing battle damage. If your Spell Card's activation is negated: You can banish this card from your GY, then target 1 Dragon monster you control; its ATK becomes equal to double its original ATK until the end of the turn. You can only use 1 "Viral Access" effect per turn, and only once that turn.

Viral Computation Normal Spell Card
If you control no monsters: Draw 1 card, then reveal it; if that card is a Cyberse or Dragon monster, you can Special Summon it, but it will be destroyed during the End Phase. Otherwise, send it to the GY. You can only use 1 "Viral Computation" per turn.

Viral Wings Equip Spell Card
Equip only to a Cyberse or Dragon monster. It cannot be destroyed by your opponent's monster effects and is unaffected by your opponent's Spell/Trap effects. It can attack all monsters your opponent controls, once each. You take no battle damage from battles involving the equipped monster.

Viral World Field Spell Card
Cyberse and Dragon monsters you control cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "Viral World" once per turn.
-You can shuffle 1 Cyberse or Dragon monster from your hand into the Deck; add 1 Cyberse or Dragon monster with a different original name from your Deck to your hand.
-You can target 1 face-up monster on the field; until the end of the turn, it is treated as a Level 5 monster.


Leila Thompson:

Hunger of Prophecy
Attribute: DARK Type: [Spellcaster/Effect] ATK 2300 DEF 2100 Level: 5
Gains 100 ATK/DEF for each "Spellbook" Spell Card in your GY. You can only use each of the following effects of "Hunger of Prophecy" once per turn.
-If your Spellcaster is sent to the GY by a card effect: You can Special Summon this card from your hand.
-If this card is sent to the GY by an opponent's card: You can draw 1 card.

Hope of Prophecy
Attribute: LIGHT Type: [Spellcaster/Xyz/Effect] ATK 1700 DEF 1500 Rank: 4
2 Level 4 Spellcaster monsters
Gains 100 ATK for each face-up Spell Card you control. Once per turn: You can detach 1 material from this card; send 1 "Spellbook" Spell from your Deck to your GY, then until your next Standby Phase, this card gains 600 ATK.

Spellbook of Art Counter Trap Card
When your Spellcaster monster is targeted by a card effect: Negate the activation, also for the rest of this turn, if you would take battle or effect damage, you can banish 1 "Spellbook" Spell Card from your GY instead.

Rank-Up-Magic Spellbook Ascension Normal Spell Card
Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 Spellcaster Xyz Monster that is 1 or 2 Ranks higher than that monster you control, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) The monster Xyz Summoned by this card gains this effect.
-This monster gains 200 ATK for each "Spellbook" Spell Card in your GY.

Spellbook of Adjustment Normal Spell Card
Target 1 Spellcaster monster you control and declare a Level; its Level becomes the declared Level, then you can Special Summon 1 Spellcaster monster from your GY whose Level is equal to or less than the declared Level. You can banish this card from your GY; shuffle up to 5 "Spellbook" Spell Cards in your GY into your Deck, then draw 1 card. You can only use 1 "Spellbook of Adjustment" effect per turn, and only once that turn.

Spellbook of Faith Normal Spell Card
If you control no monsters: Special Summon 2 "Prophecy Tokens" (Spellcaster/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. You cannot Special Summon monsters the turn you activate this card, except Spellcaster monsters.


Shun Kurosaki:

Raider's Revolution Normal Trap Card
(This card is always treated as a "The Phantom Knights" and "Raidraptor" card.)
If you would take battle damage from a battle involving your "The Phantom Knights" or "Raidraptor" monster: Reduce that battle damage to 0. During the End Phase, if this card is in the GY because it was activated this turn: You can banish this card; Special Summon 1 DARK Xyz Monster from your GY, then attach 1 "The Phantom Knights" or "Raidraptor" monster from your GY to it as Xyz Material. You can only use each effect of "Raider's Revolution" once per turn.

Raidraptor – Guidance Normal Trap Card
Target 1 "Raidraptor" monster you control; during each Battle Phase this turn, your opponent's monsters must attack the targeted monster, if able.

Raidraptor – Repeat Strike Normal Trap Card
If you control a "Raidraptor" Xyz Monster: Target 1 "Raidraptor" Spell/Trap Card in your GY; Set it, and if it is a Quick-Play Spell Card or Trap Card, it can be activated this turn. You can only use 1 "Raidraptor – Repeat Strike" per turn.

Overlay Rejuvenation Normal Spell Card
Target 1 Xyz Monster on the field; attach 1 monster from your GY to it as material, then, if that attached monster and the Xyz Monster have the same original Attribute, you can draw 1 card. You can only use 1 "Overlay Rejuvenation" per turn.


Takuma Saio:

Arcana Force II – The Priestess
Attribute: LIGHT Type: [Fairy/Effect] ATK 1200 DEF 1200 Level: 4
When a card or effect is activated that would inflict damage to you, while this card is in the GY (Quick Effect): You can banish this card, and if you do, make that effect damage to you 0. When this card is Summoned, toss a coin:
-Heads: Special Summon 1 "Arcana Force" monster from your Deck in Defense Position.
-Tails: Your opponent Special Summons 1 monster from their Deck in Defense Position.

Arcana Force IX – The Hermit
Attribute: LIGHT Type: [Fairy/Effect] ATK 1900 DEF 1900 Level: 5
When this card is Summoned, toss a coin:
-Heads: Add 1 Spell from your Deck to your hand.
-Trails: Send 1 Spell from your Deck to the GY.

Arcana Force XI – Adjustment
Attribute: LIGHT Type: [Fairy/Fusion/Effect] ATK 2100 DEF 2100 Level: 6
2 "Arcana Force" monsters
You take no battle damage from battles involving this card. When this card is Special Summoned: Toss a coin and gain the appropriate effect.
-Heads: Once per turn: You can banish 1 "Arcana Force" monster from your GY; destroy 1 Spell/Trap Card on the field, and if you do, that card's owner takes damage equal to the difference between the number of cards you control and the number of cards your opponent controls x 200.
-Tails: When this card is destroyed by your opponent's card and sent to the GY: You can banish 1 "Arcana Force" monster from your GY, except "Arcana Force XI – Adjustment"; each player takes damage equal to that monster's ATK.

Arcana Force XX – The Aeon
Attribute: LIGHT Type: [Fairy/Fusion/Effect] ATK 3000 DEF 3000 Level: 8
2 "Arcana Force" monsters
This Fusion Summoned card cannot be destroyed by your opponent's card effects. When this card is Fusion Summoned: Toss a coin and gain the appropriate effect.
-Heads: Once per turn: You can target 1 face-up card on the field; banish it until your next Standby Phase.
-Tails: If this card is sent to the GY by an opponent's card: Banish all monsters on the field.

Arcana Force V – The Apostle
Attribute: LIGHT Type: [Fairy/Link/Effect] ATK 1500 LINK-2
↓↘
2 LIGHT monsters
Cannot be targeted by your opponent's card effects. When this card is Special Summoned: Toss a coin and gain the appropriate effect.
-Heads: When you Summon an "Arcana Force" monster, choose which effect to apply without tossing a coin.
-Tails: When you Summon an "Arcana Force" monster, your opponent chooses which effect to apply without tossing a coin.

Suit of Wand X Normal Trap Card
After the Damage Step, if your "Arcana Force" monster was destroyed by battle, toss a coin:
-Heads: Gain LP equal to the ATK the destroyed monster had on the field, also any battle damage you take for the rest of the turn is halved.
-Tails: Your opponent gains LP equal to the ATK the destroyed monster had on the field, also any battle damage you take for the rest of the turn is doubled.

Arcana Divination Continuous Spell Card
Once per turn, if you control no monsters, or all monsters you control are "Arcana Force" monsters: You can Special Summon 1 "Arcana Force" monster from your hand in Attack Position. When a coin toss is performed by your card's effect, you can choose to redo the coin toss. You can only use this effect of "Arcana Divination" once per turn.

Arcana Fusion Normal Spell Card
Fusion Summon 1 "Arcana Force" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and if you do, you can choose which effect to apply without tossing a coin. You can banish this card from your GY, then target 1 "Arcana Force" monster you control; its effect is now treated as the opposite coin toss result.

Art of the Arcana Normal Spell Card
If you control no monsters, toss a coin:
-Heads: Special Summon 2 "Arcana Force Tokens" (Fairy/LIGHT/Level 1/ATK 0/DEF 0) to your field in Defense Position.
-Tails: Special Summon 2 "Arcana Force Tokens" (Fairy/LIGHT/Level 1/ATK 0/DEF 0) to your opponent's field in Defense Position.
If your "Arcana Force" monster would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use 1 "Art of the Arcana" effect per turn, and only once that turn.

Suit of Sword V Normal Spell Card
Target 1 "Arcana Force" monster you control and toss a coin:
-Heads: Until your next Standby Phase, that monster's ATK becomes double its original ATK, also it can make an additional attack on a monster during each Battle Phase this turn.
-Tails: Until your next Standby Phase, that monster's ATK becomes 0, and if it is destroyed by battle, you take damage equal to its original ATK.

Unbroken Fate Normal Spell Card
Toss a coin and apply the appropriate effect:
-Heads: For the rest of the turn, your opponent cannot activate cards or effects in response to the activation of the effects of your "Arcana Force" monsters.
-Tails: For the rest of the turn, your opponent's monsters are unaffected by the effects of your "Arcana Force" monsters.
You can banish this card from your GY; add 1 "Arcana Force" monster from your Deck to your hand. You can only use 1 "Unbroken Fate" effect per turn, and only once that turn.


Crow Hogan:

Blackwing – Stormcharger Equip Spell Card
Equip only to a "Blackwing" monster. If it battles, your opponent cannot activate cards or effects until the end of the Damage Step. When the equipped monster destroys an opponent's monster by battle: You can activate this effect; it can make a second attack on an opponent's monster in a row. You can only use this effect of "Blackwing – Stormcharger" once per turn.


Kyosuke Kiryu:

Infernity Draugr
Attribute: DARK Type: [Fiend/Effect] ATK 0 DEF 0 Level: 1
When an opponent's monster declares an attack while this card is in your GY and you have no cards in your hand (Quick Effect): You can banish this card from your GY; Set 1 "Infernity" Trap directly from your Deck. It can be activated during this turn. You can only use this effect of "Infernity Draugr" once per turn.

Infernity Shadows Normal Trap Card
When an opponent's monster declares an attack while you have no cards in your hand: Negate that attack, then Set 1 "Infernity" Spell/Trap directly from your Deck. If this Set card is destroyed by an opponent's card effect and sent to the GY: You can target 1 monster your opponent controls; destroy it, then Set 1 "Infernity" Spell/Trap directly from your Deck. You can only use 1 "Infernity Shadows" effect per turn, and only once that turn.

Infernity Soulfire Normal Trap Card
If you have no cards in your hand: Send 1 DARK Dragon Synchro Monster on the field to the GY; Special Summon 1 DARK Dragon Synchro Monster from your Extra Deck that requires 2 Tuner monsters as Synchro Material in Attack Position. (This is treated as a Synchro Summon.) If you activate this card during your opponent's Battle Phase, your opponent must attack the Special Summoned monster with their Attack Position monsters, if able. You can only use 1 "Infernity Soulfire" per turn.

Infernity Charge Normal Spell Card
Send 1 "Infernity" monster from your hand or field to the GY; draw 2 cards, also for the rest of the turn, if your "Infernity" monster battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. You can only use 1 "Infernity Charge" per turn.

Infernity Phantasm Equip Spell Card
Equip only to an "Infernity" monster. You can only use each of the following effects of "Infernity Phantasm" once per turn.
-If the equipped monster would be used as a Synchro Material while you have no cards in your hand, the Summoned Synchro Monster can be in the GY, but if that monster would leave the field, return it to the Extra Deck instead.
-If this card is sent to the GY because the equipped monster was used as Synchro Material and you have no cards in your hand: You can Special Summon 1 Level 4 or lower "Infernity" monster from your GY in Defense Position with its effects negated.


Gregor:

Broken Vision Normal Trap Card
When you take battle or effect damage during your opponent's turn: For the rest of the turn, neither player can Special Summon from the Extra Deck, also your opponent must conduct their Battle Phase this turn, and they must attack the monster you control with the highest ATK (either, if tied).

Obscured Vision Normal Trap Card
Tribute 1 "Vision HERO" monster, then target 1 "Vision HERO" monster you control; it gains ATK/DEF equal to its original ATK/DEF until the end of this turn. You can only use 1 "Obscured Vision" per turn.


Serena:

Lunalight Azure Falcon
Attribute: DARK Type: [Beast-Warrior/Effect] ATK 600 DEF 1100 Level: 4
During your Main Phase: You can Ritual Summon 1 "Lunalight" Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this card is sent to the GY by a card effect: You can target 1 "Lunalight" monster on your field or in your GY; gain LP equal to its Level x 100. You can only use each effect of "Lunalight Azure Falcon" once per turn.

Lunalight Ebon Panther
Attribute: DARK Type: [Beast-Warrior/Effect] ATK 1100 DEF 1900 Level: 4
You can Tribute this card; add 1 "Lunalight" monster and 1 "Lunalight" Spell/Trap from your Deck to your hand. You cannot Summon monsters the turn you activate this effect, except "Lunalight" monsters. If this card is sent to the GY by a card effect: You can add 1 "Lunalight" card in your GY to your hand. You can only use each effect of "Lunalight Ebon Panther" once per turn.

Lunalight Gold Caracal
Attribute: DARK Type: [Beast-Warrior/Effect] ATK 800 DEF 1500 Level: 4
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand, and if you do, negate that attack. If this card is sent to the GY: You can Special Summon 1 "Lunalight" monster from your GY, but if that monster is a Fusion Monster, its effects are negated. You can only use each effect of "Lunalight Gold Caracal" once per turn.

Lunalight Leopard Dancer
Attribute: DARK Type: [Beast-Warrior/Ritual/Effect] ATK 2600 DEF 2200 Level: 8
You can Ritual Summon this card with "Lunalight Ritual Dance". This card can attack all monsters your opponent controls once each. Once per turn, when your opponent activates a card or effect (Quick Effect): You can shuffle 1 "Lunalight" Fusion Monster in your GY into the Extra Deck; negate the activation. If this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to that monster's original ATK.

Lunalight Aegis Dancer
Attribute: DARK Type: [Beast-Warrior/Fusion/Effect] ATK 1800 DEF 2600 Level: 7
2 "Lunalight" monsters
Your opponent cannot target "Lunalight" monsters you control for attacks or with card effects, except this one. The first time this card would be destroyed by battle or card effect each turn, it is not destroyed. If your "Lunalight" monster would be destroyed by battle or card effect, you can banish this card from your GY instead.

Lunalight Puma Dancer
Attribute: DARK Type: [Beast-Warrior/Xyz/Effect] ATK 2200 DEF 1800 Rank: 4
2 Level 4 monsters
You can detach 1 material from this card; add 1 "Polymerization" Spell or "Lunalight" card from your Deck or GY to your hand. If this Xyz Summoned card is used as material for the Fusion Summon of a "Lunalight" monster: You can target 1 monster on the field; send it to the GY. You can only use each effect of "Lunalight Puma Dancer" once per turn.

Lunalight Daybreak Dance Normal Trap Card
If an opponent's monster declares an attack while you control a "Lunalight" monster: Negate that attack, then gain LP equal to that monster's original ATK. If this Set card in its owner's control is destroyed by an opponent's card effect: You can target 1 "Lunalight" monster you control; gain LP equal to its current ATK. You can only use 1 "Lunalight Daybreak Dance" effect per turn, and only once that turn.

Lunalight Destruction Dance Normal Trap Card
If your "Lunalight" monster battles, after damage calculation: You can target 1 face-up monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can only use 1 "Lunalight Destruction Dance" per turn.

Lunalight Halberd Equip Spell Card
Equip only to a "Lunalight" monster. It gains 800 ATK. The first time you would take battle or effect damage each turn, you take no damage. You can only use each of the following effects of "Lunalight Halberd" once per turn.
-If the equipped monster destroys an opponent's monster by battle: You can add 1 "Lunalight" card from your Deck to your hand.
-You can banish this card from your GY; add 1 "Lunalight" card from your GY to your hand.

Lunalight Hunting Dance Continuous Spell Card
"Lunalight" monsters you control cannot be destroyed by your opponent's card effects. You can only use 1 of the following effects of "Lunalight Hunting Dance" per turn, and only once that turn.
-You can target 1 "Lunalight" card that is banished or in your GY; return it to the Deck, then you can add 1 "Lunalight" card with a different original name from your Deck to your hand.
-You can shuffle 1 "Lunalight" card in your hand into the Deck; add 1 "Lunalight" card with a different original name from your Deck to your hand.

Lunalight Hunting Grounds Field Spell Card
Your opponent cannot activate cards or effects during the Battle Phase while a Level 7 or higher "Lunalight" monster is in your Monster Zone. You can only use each of the following effects of "Lunalight Hunting Grounds" once per turn.
-During your Main Phase: You can discard 1 card, and if you do, draw 1 card, then if that card is a "Lunalight" card, you can reveal it and draw 1 more card.
-(Quick Effect): You can target 1 Special Summoned monster you control; until the end of the turn, it gains 200 ATK for each "Lunalight" monster in your GY, also it is unaffected by your opponent's card effects. You must have at least 1 "Lunalight" monster in your GY to activate and resolve this effect.

Lunalight Ritual Dance Ritual Spell Card
This card can be used to Ritual Summon any "Lunalight" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also Tribute 1 "Lunalight" monster from your Deck or Extra Deck as Ritual Material. You can only use 1 "Lunalight Ritual Dance" per turn.


Rufus:

Dark Beginnings Normal Trap Card
When your "Evil HERO" monster is destroyed: Add 1 Level 4 or lower "HERO" monster from your Deck to your hand, and if you do, gain LP equal to that monster's ATK. You can only use 1 "Dark Beginnings" per turn.

HERO's Cowl Normal Trap Card
If your "HERO" monster battles an opponent's monster: You take no damage from that battle. If your "HERO" monster battles an opponent's monster: You can banish this card from your GY; for the rest of the turn, you take no battle damage from battles involving your "HERO" monsters. You can only use 1 "HERO's Cowl" effect per turn, and only once that turn.

Advanced Dark Fusion Normal Spell Card
Fusion Summon 1 "Evil HERO" Fusion Monster from your Extra Deck, using monsters from your hand, field, or Extra Deck as Fusion Material. This is treated as a Fusion Summon with "Dark Fusion".) You cannot Special Summon monsters the turn you activate this card, except by this card's effect. The monster Fusion Summoned by this card's effect gains the following effects.
-This card cannot be destroyed by card effects, also it cannot be targeted by your opponent's card effects.
-This card can attack all monsters your opponent controls, once each. If your opponent controls a face-up monster(s), this card can only target their monster with the highest ATK for attacks (your choice, if tied).

Malicious Claw Equip Spell Card
Equip only to a "Evil HERO" monster. It gains 400 ATK and can make an additional attack during each Battle Phase. If the equipped monster would be destroyed by battle or card effect, send this card to the GY instead. If the equipped monster destroys an opponent's monster by battle: You can Special Summon 1 "Evil HERO" monster from your GY, but it cannot attack your opponent directly this turn.

Rising Evil Normal Spell Card
If you control an "Evil HERO" monster: Special Summon 1 "Evil HERO" monster from your Deck with its effects negated. You can only use 1 "Rising Evil" per turn.


Yuto:

The Phantom Knights of Ashen Scabbard
Attribute: DARK Type: [Warrior/Effect] ATK 800 DEF 1100 Level: 3
During damage calculation, if your DARK Xyz Monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle, then end the Battle Phase. You can banish this card from your GY; Special Summon 1 DARK monster from your GY in Attack Position with its effects negated. You can only use 1 "The Phantom Knights of Ashen Scabbard" effect per turn, and only once that turn.

Phantom Knights' Halberd Normal Trap Card
Target 1 "The Phantom Knights" monster you control; if it destroys an opponent's monster by battle this turn, inflict damage to your opponent equal to that monster's original ATK. If your face-up "The Phantom Knights" card is destroyed while this card is in your GY: You can banish this card from your GY and target 1 face-up monster your opponent controls; negate its effects.


Anna Kozuki:

Construction Train Signal Yellow
Attribute: EARTH Type: [Machine/Effect] ATK 900 DEF 1200 Level: 3
When your opponent activates a card or effect that would inflict effect damage (Quick Effect): You can Special Summon this card from your hand, and if you do, reduce that damage to 0. You can only use this effect of "Construction Train Signal Yellow" once per turn.

Schedule Breakdown Normal Trap Card
Tribute 1 EARTH Machine monster; for the rest of the turn, EARTH Machine monsters you control gain ATK equal to that monster's original ATK. Your opponent takes no battle damage the turn you activate this card.

Train Disassembly Normal Trap Card
If your EARTH Machine monster is destroyed by battle: Gain LP equal to that monster's original ATK, also your opponent takes no damage for the rest of this turn. You can banish this card and 1 other card from your GY; add 1 EARTH Machine monster from your GY to your hand. You can only use 1 "Train Disassembly" effect per turn, and only once that turn.

Changing Lanes Normal Spell Card
Send 1 Level 10 EARTH Machine monster from your hand to the GY; draw 2 cards. You can only use 1 "Changing Lanes" per turn.

Emergency Repairs Quick-Play Spell Card
If you control no monsters: Target 1 EARTH Machine monster in your GY; Special Summon it in Defense Position, but its ATK/DEF are halved. If your EARTH Machine monster would be destroyed by battle or an opponent's card effect, you can banish this card from your GY instead. You can only use each effect of "Emergency Repairs" once per turn.

Rank-Up-Magic Express Force Quick-Play Spell Card
Target 1 Machine Xyz Monster you control; Special Summon from your Extra Deck, 1 Machine Xyz Monster that is 1 Rank higher than that monster you control, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) Then, for the rest of the turn, you take no effect damage.

Xyz Recall Normal Spell Card
Target up to 3 Xyz Monsters in your GY; return them to the Extra Deck, and if you do, draw cards equal to the number of returned monsters, also for the rest of this turn after this card resolves, you cannot add cards from your Deck to your hand.


Noboru Gongenzaka:

Superheavy Samurai Kagemusha
Attribute: EARTH Type: [Machine/Effect] ATK 1800 DEF 2200 Level: 5
If your "Superheavy Samurai" monster is sent to the GY by your opponent's card: You can Special Summon this card from your hand. If this Special Summoned card is sent to the GY by an opponent's card: You take no battle damage for the rest of this turn. You can banish this card from your GY; add 1 "Superheavy Samurai" monster from your Deck to your hand. You can only use each effect of "Superheavy Samurai Kagemusha" once per turn.

Superheavy Samurai Kunoichi
Attribute: EARTH Type: [Machine/Effect] ATK 1300 DEF 1600 Level: 4
You can target 1 face-up Spell/Trap Card your opponent controls; negate its effects until the end of the turn, then Special Summon this card from your hand, but for the rest of this turn, it cannot be used as Synchro Material. You can only Special Summon "Superheavy Samurai Kunoichi" once per turn this way. At the end of the Damage Step, if your "Superheavy Samurai" monster attacked an opponent's monster: You can banish this card from your GY; that monster can make a second attack in a row. You can only use this effect of "Superheavy Samurai Kunoichi" once per turn.

Superheavy Samurai Priest
Attribute: EARTH Type: [Machine/Effect] ATK 300 DEF 800 Level: 2
When your opponent activates a card or effect while you control a "Superheavy Samurai" monster (Quick Effect): You can send this card from your hand to the GY; negate the activation, and if you do, destroy that card. You can banish this card from your GY; add 1 "Superheavy Samurai" card from your GY to your hand. You can only use 1 "Superheavy Samurai Priest" effect per turn, and only once that turn.

Superheavy Samurai Soulburst Robes
Attribute: EARTH Type: [Machine/Effect] ATK 0 DEF 800 Level: 1
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to it. If it battles (Quick Effect): You can activate this effect; negate the effects of all face-up cards your opponent controls until the end of the Damage Step. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulburst Robes" once per turn.

Superheavy Samurai Soulchanger
Attribute: EARTH Type: [Machine/Effect] ATK 500 DEF 900 Level: 3
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to it. While this card is equipped to a monster with a Level: You can declare a Level between 1 and 10; it becomes that Level until the end of the turn. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use each effect of "Superheavy Samurai Soulchanger" once per utrn.

Superheavy Samurai Soulconnector
Attribute: EARTH Type: [Machine/Effect] ATK 0 DEF 800 Level: 2
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to it. It gains 100 DEF for each EARTH monster in your GY. When your "Superheavy Samurai" monster battles an opponent's monster with greater ATK than its DEF while you have no Spell/Trap Cards in your GY (Quick Effect): You can discard this card, then target 1 monster in your GY; equip it to your battling monster. That monster gains DEF equal to the DEF of the monster equipped to it by this effect.

Superheavy Samurai Soulgale Spear
Attribute: EARTH Type: [Machine/Effect] ATK 0 DEF 1000 Level: 2
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to it. If you have no Spell/Trap Cards in your GY while this card is equipped to a monster by its own effect: You can change the battle position of the equipped monster, then target 1 Spell/Trap Card your opponent controls; destroy it. If this card is equipped to a monster by its own effect: You can Special Summon this card. You can only use each effect of "Superheavy Samurai Soulgale Spear" once per turn.

Superheavy Samurai Summoner
Attribute: EARTH Type: [Machine/Effect] ATK 1000 DEF 1500 Level: 3
If this card is Normal Summoned: You can banish 1 card from your GY; add 1 "Superheavy Samurai" card from your Deck to your hand. During your Main Phase, if you have no Spell/Trap Cards in your GY: You can Ritual Summon 1 "Superheavy Samurai" Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. You can only use each effect of "Superheavy Samurai Summoner" once per turn.

Superheavy Samurai Vanguard
Attribute: EARTH Type: [Machine/Effect] ATK 900 DEF 1800 Level: 4
After damage calculation, if your opponent's monster attacked you directly: You can Special Summon this card from your hand. If this card on the field is sent to the GY by an opponent's card: You can activate this effect; for the rest of this turn, you take no damage. You can only use each effect of "Superheavy Samurai Vanguard" once per turn.

Superheavy Samurai Bannerman
Attribute: EARTH Type: [Machine/Tuner/Effect] ATK 0 DEF 500 Level: 1
You can Special Summon this card from your hand by banishing 1 card from your GY. You can only Special Summon "Superheavy Samurai Bannerman" once per turn this way. A Machine monster that was Synchro Summoned using this card as material gains this effect.
-If this monster destroys an opponent's monster by battle: Inflict 1000 damage to your opponent.

Superheavy Samurai Sniper Tametomo
Attribute: EARTH Type: [Machine/Ritual/Effect] ATK 2200 DEF 3600 Level: 10
You can Ritual Summon this card with a "Superheavy Samurai" card. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. At the start of the Damage Step, if this card battles an opponent's monster and you have no Spell/Trap Cards in your GY: You can destroy that opponent's monster, then, if that monster was Special Summoned from the Extra Deck, inflict damage to your opponent equal to that monster's original ATK. You can only use this effect of "Superheavy Samurai Sniper Tametomo" once per turn.

Superheavy Samurai Soulfort Nijo
Attribute: EARTH Type: [Machine/Xyz/Effect] ATK 0 DEF 2000 Rank: 4
2 Level 4 EARTH monsters
You can detach 2 materials from this card; Special Summon 1 "Superheavy Samurai" monster from your GY in Defense Position. You can target 1 "Superheavy Samurai" monster you control; equip this card to it. It gains 2000 DEF and cannot be targeted or destroyed by your opponent's Spell/Trap effects. While this card is equipped to a monster by this card's effect: You can Special Summon this card, You can only use each effect of "Superheavy Samurai Soulfort Nijo" once per turn.


Shingo Sawatari:

Abyss Actor – Influential Conductor
Attribute: DARK Type: [Fiend/Pendulum/Effect] ATK 1600 DEF 1400 Level: 4 Scale: 8
Pendulum effect: Once per turn: You can target 1 "Abyss Actor" monster you control; add 1 "Abyss Actor" monster with an equal or lower Level from your Deck to your hand. You cannot Summon monsters the turn you activate this effect, except "Abyss Actor" monsters.
Monster effect: You can target 1 "Abyss Actor" Pendulum Monster face-up in your Extra Deck; shuffle it into your Deck, then add 1 "Abyss Script" Spell from your Deck to your hand. You can only use this effect of "Abyss Actor – Influential Conductor" once per turn.

Abyss Actor – Operatic Phantom
Attribute: DARK Type: [Fiend/Pendulum/Effect] ATK 2400 DEF 1500 Level: 6 Scale: 3
Pendulum effect: Once per turn, if you control no monsters: You can target up to 2 "Abyss Actor" monsters that are face-up in your Extra Deck or in your GY; add them to your hand. Pendulum Summons of your "Abyss Actor" Pendulum Monsters cannot be negated.
Monster effect: During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Abyss Actor" monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Abyss Actor" monsters. You can only use this effect of "Abyss Actor – Operatic Phantom" once per turn.

Abyss Actor – Underpaid Stagehand
Attribute: DARK Type: [Fiend/Pendulum/Effect] ATK 1200 DEF 800 Level: 4 Scale: 6
Pendulum effect: When an opponent's monster declares a direct attack: You can target that monster; negate the attack, then you can add 1 "Abyss Actor" monster with ATK less than or equal to that monster's original ATK from your Deck to your hand. You can only use this effect of "Abyss Actor – Underpaid Stagehand" once per turn.
Monster effect: This card can be treated as 2 Tributes for the Tribute Summon of an "Abyss Actor" monster. If this card is Tributed: You can place it in your Pendulum Zone. You can only use this effect of "Abyss Actor – Underpaid Stagehand" once per turn.

Abyss Actor – Zealous Manager
Attribute: DARK Type: [Fiend/Ritual/Effect] ATK 2400 DEF 1700 Level: 6
You can Ritual Summon this card with "Abyss Script – Ritual of the Abyss". "Abyss Actor" monsters you control cannot be destroyed by card effects. You can declare 1 Type and/or 1 Attribute; this turn, "Abyss Actor" monsters you control become that declared Type and/or Attribute. You can only use this effect of "Abyss Actor – Zealous Manager" once per turn.

Abyss Actor – Void Jester
Attribute: DARK Type: [Fiend/Xyz/Effect] ATK 2600 DEF 2000 Rank: 4
2 Level 4 Fiend monsters
This Xyz Summoned card cannot be destroyed by your opponent's card effects. You can detach 1 material from this card, then target 1 face-up card on the field; banish it, then you can Special Summon 1 "Abyss Actor" monster from your GY or face-up in your Extra Deck in Defense Position. You can only use this effect of "Abyss Actor – Void Jester" once per turn.

Abyss Costume – Wolf's Guise Equip Spell Card
Equip only to an "Abyss Actor" monster. Your opponent cannot target "Abyss Actor" monsters you control for attacks, except the equipped monster. If this card is sent from the field to the GY: You can add 1 "Abyss Actor" monster or "Abyss Script" Spell from your Deck to your hand. You can only use this effect of "Abyss Costume – Wolf's Guise" once per turn.


Caster:

Fusion Threshold Continuous Trap Card
Activate by targeting 1 Fusion Monster you control. The first time it would be destroyed by battle or card effect each turn, it is not destroyed. Monsters your opponent controls with a Level/Rank lower than the targeted monster cannot attack, also your opponent cannot activate their effects. If the targeted monster leaves the field, destroy this card.

HERO's Edge Equip Spell Card
Equip only to a "HERO" monster. Its first attack on a monster each turn must be on the monster your opponent controls with the highest ATK (either, if tied), but it can attack all monsters your opponent controls, once each. If the equipped monster destroys an opponent's monster by battle, it gains 500 ATK.


Amelia:

HERO Charge Normal Trap Card
Gain 1000 LP for each face-up "HERO" monster you control, also for the rest of the turn, neither player takes battle damage. If you would take effect damage, you can banish this card from your GY instead. You can only use each effect of "HERO Charge" once per turn.

Elemental Changer Equip Spell Card
Equip only to a "HERO" monster. You can declare 1 Attribute; until the end of the turn, the equipped monster becomes the declared Attribute. If this card is sent to the GY because the equipped monster was sent to the GY by a Spell effect: You can draw 1 card. You can only use each effect of "Elemental Changer" once per turn.

HERO's Agency Continuous Spell Card
"HERO" monsters you control cannot be destroyed by your opponent's card effects. Once per turn: You can target 1 "HERO" monster you control; other monsters you control cannot attack, and until your next Standby Phase, that monster gains the following effect.
-This card gains 200 ATK for each "HERO" monster in your GY, also if this card destroys an opponent's monster by battle, it can make a second attack in a row.

Masked Legacy Normal Spell Card
Shuffle 2 "Change" Quick-Play Spell Cards in your GY into the Deck; draw 3 cards. You can only use 1 "Masked Legacy" per turn.


Grace & Gloria Tyler:

Amazoness Champion
Attribute: EARTH Type: [Warrior/Link/Effect] ATK 2000 LINK-2
↙↘
2 EARTH monsters
Gains 200 ATK for each "Amazoness" monster on the field. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Amazoness" monster. You can only use this effect of "Amazoness Champion" once per turn.

Amazoness Mania Counter Trap Card
When your opponent activates a monster effect while you control an "Amazoness" monster: Negate the activation, then for the rest of the turn, "Amazoness" monsters you control cannot be destroyed by battle. You can only use 1 "Amazoness Mania" per turn.

Amazoness Shield Wall Normal Trap Card
Target 1 "Amazoness" monster you control; for the rest of the turn, any battle damage you would take from battles involving that monster becomes 0. You can banish this card from your GY, then target 1 "Amazoness" monster you control; for the rest of the turn, any battle damage you would take from battles involving that monster becomes 0. You can only use 1 "Amazoness Shield Wall" effect per turn, and only once that turn.

Amazoness Tribute Normal Spell Card
Send 1 "Amazoness" monster from your hand or field to the GY; draw 2 cards. You can only use 1 "Amazoness Tribute" per turn.

Amazoness Triumph Quick-Play Spell Card
During your Main Phase, if you control a Level 7 or higher "Amazoness" monster: Send 1 card from your hand to the GY; negate the effects of all face-up cards your opponent controls until the end of the turn. If your "Amazoness" monster destroys an opponent's monster by battle: You can banish this card from your GY; your opponent takes damage equal to the total number of "Amazoness" monsters on the field x 600. You can only use each effect of "Amazoness Triumph" once per turn.

Amazoness Witchcraft Normal Spell Card
If you control an "Amazoness" monster: You can target 1 monster your opponent controls; it loses 1000 ATK/DEF. If you control an "Amazoness" monster: You can banish this card from your GY; add 1 "Amazoness" card from your GY to your hand. You can only use 1 "Amazoness Witchcraft" effect per turn, and only once that turn.


Barrett:

Automated Sentinel
Attribute: DARK Type: [Machine/Effect] ATK 1600 DEF 2000 Level: 5
During damage calculation, if your Machine monster is attacked (Quick Effect): You can discard this card; you take no damage from that battle. You can only use this effect of "Automated Sentinel" once per turn.

Repair Sentinel
Attribute: DARK Type: [Machine/Effect] ATK 1400 DEF 1600 Level: 4
If this card is sent to the GY as material for a Fusion Summon: You can Special Summon 1 Beast-Warrior or Machine monster from your GY in Defense Position. You can only use this effect of "Repair Sentinel" once per turn.

Sentinel Supplier
Attribute: DARK Type: [Machine/Effect] ATK 1200 DEF 1700 Level: 4
If this card is sent to the GY as material for a Fusion Summon: You can add 1 Machine monster from your Deck to your hand. You can only use this effect of "Sentinel Supplier" once per turn.

Beastborg Chimera Gladiator
Attribute: DARK Type: [Machine/Fusion/Effect] ATK 3500 DEF 2000 Level: 10
1 Level 8 or higher Beast-Warrior monster + 1+ "Beastborg" monsters
If this card is Fusion Summoned: All other face-up cards currently on the field, except "Beastborg" cards, have their effects negated until the end of the turn, then you can send monsters your opponent controls to the GY, up to the number of monsters used as Fusion Material, and if you do, this card gains 500 ATK for each monster sent to the GY by this effect. During the Battle Phase, when a monster effect is activated: You can negate the activation. If this card is sent to the GY by an opponent's card: You can banish 1 "Beastborg" monster from your GY OR return 1 banished "Beastborg" monster to your Extra Deck, except "Beastborg Chimera Gladiator"; Special Summon this card. You can only use each effect of "Beastborg Chimera Gladiator" once per turn.

Beastborg Manticore Destroyer
Attribute: DARK Type: [Machine/Fusion/Effect] ATK 2400 DEF 1600 Level: 7
1 Level 6 or lower Beast-Warrior monster + 1 Level 5 or higher Machine monster
Your "Beastborg" monsters gain 200 ATK for each "Beastborg" monster you control. If your "Beastborg" monster destroys an opponent's monster by battle: You can target 1 face-up monster your opponent controls; negate its effects, then you can destroy it. You can only use this effect of "Beastborg Manticore Destroyer" once per turn. If this card is destroyed by battle, and all of the Fusion Materials that were used for its Fusion Summon are in your GY: You can Special Summon all of them.

Beastborg Rhino Berserker
Attribute: DARK Type: [Machine/Fusion/Effect] ATK 2300 DEF 1500 Level: 6
1 Level 4 or lower Beast-Warrior monster + 1 Level 4 or lower Machine monster
This Fusion Summoned card can attack all Special Summoned monsters your opponent controls, once each. If this card is destroyed by battle, and all of the Fusion Materials that were used for its Fusion Summon are in your GY: You can Special Summon all of them.

Beastborg Taurus Jaeger
Attribute: DARK Type: [Machine/Fusion/Effect] ATK 2500 DEF 1200 Level: 6
1 Level 4 or lower Beast-Warrior monster + 1 Level 4 or lower Machine monster
Once per turn: You can target 1 monster your opponent controls; negate its effect, then it loses 800 ATK. If this card is destroyed by battle, and all of the Fusion Monsters that were used for its Fusion Summon are in your GY: You can Special Summon all of them.

Beastborg Panther Defender
Attribute: DARK Type: [Machine/Link/Effect] ATK 1600 LINK-2
↙↘
2 Beast-Warrior and/or Machine monsters
If this card is Link Summoned: You can add 1 "Beastborg" Spell/Trap from your Deck to your hand. Your opponent cannot target "Beastborg" monsters for attacks, except this one. If your "Beastborg" monster battles an opponent's monster, that monster loses ATK equal to the number of "Beastborg" monsters you control x 200 during damage calculation only.

Beastborg Medal of the Iron Shield Continuous Trap Card
Any battle damage you take from battles involving your "Beastborg" monsters is halved. "Beastborg" monsters you control gain 200 ATK for each "Beastborg" monster you control during the Battle Phase only. Your opponent can only attack with 1 monster during each Battle Phase. If you control no "Beastborg" monsters during the End Phase: Destroy this card.

Beastborg Fusioner Mk. 2 Continuous Spell Card
Activate by sending 1 "Beastborg" card from your hand or field to the GY. "Beastborg" monsters you control cannot be destroyed by your opponent's card effects. Once per turn, during your Main Phase: You can Fusion Summon 1 "Beastborg" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this card was activated by sending "Beastborg Fusioner" to the GY, you can also banish monsters from your GY as Fusion Material.

Beastborg Recall Normal Spell Card
Return 2 "Beastborg" Fusion Monsters that are banished and/or in your GY to the Extra Deck; draw 3 cards. You can only use 1 "Beastborg Recall" per turn.

Beastborg Supply Chain Continuous Spell Card
You can target up to 2 Beast-Warrior and/or Machine monsters in your GY; shuffle them into the Deck, then add an equal number of Beast-Warrior and/or Machine monsters with different names from your Deck to your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Beastborg" monsters (even if this card leaves the field). You must control no monsters or only control "Beastborg" monsters to activate and resolve this effect. You can only use this effect of "Beastborg Supply Chain" once per turn.


Ryo Marufuji:

Cyber Alrakis
Attribute: LIGHT Type: [Machine/Effect] ATK 1200 DEF 1800 Level: 3
The first time this card would be destroyed by battle or card effect each turn, it is not destroyed. If this card is sent to the GY by a card effect: You can Special Summon this card in Defense Position. You can banish this card from your GY; add 1 "Cyber" card from your Deck to your hand. You can only use each effect of "Cyber Alrakis" once per turn.

Cyber Dragon Aufwind
Attribute: LIGHT Type: [Machine/Effect] ATK 1600 DEF 1100 Level: 4
This card's name becomes "Cyber Dragon" while on the field or in the GY. If this card is Normal or Special Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated Spell/Trap to your hand, also shuffle the rest into the Deck. If this card is used as Fusion Material for the summon of a Machine Fusion Monster: You can target up to 2 Spell/Trap Cards your opponent controls; destroy them. You can only use each effect of "Cyber Dragon Aufwind" once per turn.

Cybernetic Disposal Normal Trap Card
If your opponent Special Summons a monster: Target that monster; send it to the GY. If you control a Level 8 or higher Machine Fusion Monster, your opponent cannot activate cards or effects in response to this card's activation. You can only use 1 "Cybernetic Disposal" per turn.

Cyber Amplification Quick-Play Spell Card
Target 1 Machine monster you control; its ATK becomes double its original ATK until the end of the next turn. If you would take battle damage from a battle involving your Machine monster, you can banish this card from your GY instead. You can only use each effect of "Cyber Amplification" once per turn.

Cyberload Factory Continuous Spell Card
The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent cannot activate cards or effects when a monster is Fusion Summoned this way. You can only use each of the following effects of "Cyberload Factory" once per turn.
-During your Main Phase: Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
-Target 1 Machine monster you control; until your next Standby Phase, it gains 800 ATK, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.

Cybernetic Conversion Quick-Play Spell Card
Tribute 1 Machine Fusion Monster you control; Special Summon 1 Machine Fusion Monster from your GY with the same Level but a different original name, also it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the Special Summoned monster's original ATK. You can only use 1 "Cybernetic Conversion" per turn.


Kaito Tenjo:

Cipher Refractor
Attribute: LIGHT Type: [Machine/Effect] ATK 800 DEF 1300 Level: 4
When a card or effect is activated that would change the ATK of exactly 1 monster on the field, while you control a "Cipher" monster (Quick Effect): You can discard this card; negate the activation. You can only use this effect of "Cipher Refractor" once per turn. A "Cipher" Xyz Monster that has this card as material gains this effect.
-Your opponent cannot activate cards or effects in response to the activation of this card's effects.

Cipher Code Breaker
Attribute: LIGHT Type: [Warrior/Link/Effect] ATK 1500 LINK-1

1 LIGHT monster
If this card is Special Summoned: You can target 1 "Cipher" monster in your GY, except "Cipher Code Breaker"; Special Summon it in Defense Position. You can target 2 "Cipher" monsters you control with the same name, and declare a Level from 1 to 8; they become that Level until the end of the turn. You can only use each effect of "Cipher Code Breaker" once per turn.

Cipher Gift Normal Trap Card
Tribute 1 "Cipher" monster you control, then target 1 Xyz Monster on the field; until the end of the turn, that monster gains ATK equal to half the Tributed monster's original ATK and can make up to 3 attacks during each Battle Phase. You can only use 1 "Cipher Gift" per turn.

Cipher Prism Armor Normal Trap Card
Target 1 "Cipher" monster you control; equip this card to it. It is unaffected by your opponent's monster effects. Your opponent cannot declare attacks, except to attack the equipped monster. If this card is sent to the GY while equipped to a monster: You can add 1 "Cipher" monster from your Deck to your hand. You can only control 1 "Cipher Prism Armor".

Cipher Send-Off Normal Spell Card
If you control 2 or more "Cipher" monsters with the same name: Tribute 1 "Cipher" monster you control; draw 2 cards. You can banish this card from your GY; add 1 "Cipher" card from your Deck to your hand. You can only use 1 "Cipher Send-Off" effect per turn, and only once that turn.

Cipher Support Unit Equip Spell Card
Activate this card by targeting 1 "Cipher" monster in your GY; Special Summon it in Defense Position and equip it with this card. If this card is sent to the GY because the equipped monster was used as Xyz Material: You can attach 1 "Cipher" monster in your hand or GY to 1 "Cipher" Xyz Monster you control as material. You can only use each effect of "Cipher Support Unit" once per turn.

Cipher Zone Field Spell Card
When this card is activated: You can add 1 "Cipher" monster from your Deck to your hand. Your opponent cannot activate cards or effects in response to the effect activations of your "Cipher" Xyz Monsters. Once per turn, if you control 2 "Cipher" monsters with the same name: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only activate 1 "Cipher Zone" per turn.

Xyz Breakthrough Quick-Play Spell Card
Target 1 Xyz Monster you control; for the rest of this turn, if that monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your Standby Phase, if you control an Xyz Monster while this card is in your GY: You can add this card to your hand. You can only use each effect of "Xyz Breakthrough" once per turn.


Joseph:

Ritual Beast Ulti-Rampengu
Attribute: WIND Type: [Beast/Fusion/Effect] ATK 2400 DEF 600 Level: 6
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Once per turn: You can banish 1 "Ritual Beast" monster from your Deck; add 1 "Ritual Beast" card from your Deck to your hand. (Quick Effect): You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Ritual Beast Onslaught Equip Spell Card
Equip only to a "Ritual Beast" monster. Your opponent cannot target "Ritual Beast" monsters you control for attacks or with card effects, except the equipped monster. It can make up to 2 attacks on your opponent's monsters during each Battle Phase (Quick Effect): You can shuffle 1 of your banished "Ritual Beasts" monsters into the Deck; add 1 of your banished "Ritual Beast" monsters with a different name to your hand. You can only use this effect of "Ritual Beast Onslaught" once per turn.

Ritual Beast's Roar Quick-Play Spell Card
Target 1 "Ritual Beast" monster whose current ATK is different from its original ATK; all monsters your opponent currently controls lose ATK equal to the difference between that monster's current ATK and original ATK until the end of the turn. You can banish this card from your GY; add 1 "Ritual Beast" monster that is banished or in your GY to your hand. You can only use 1 "Ritual Beast's Roar" effect per turn, and only once that turn.


Abelard:

Invoked Perseid
Attribute: FIRE Type: [Pyro/Fusion/Effect] ATK 2900 DEF 2100 Level: 8
"Aleister the Invoker" + 1 EARTH monster + 1 FIRE monster
Cannot be targeted or destroyed by your opponent's card effects. While face-up on the field, this card is also EARTH-Attribute. Can make up to 3 attacks on your opponent's monsters during each Battle Phase. If this card attacks an opponent's Special Summoned monster: You can negate that monster's effects and halve its ATK during the Damage Step only.

Storming Afterlife Reversal Normal Trap Card
Target 1 Spell/Trap Card your opponent controls; destroy it, then you can add 1 monster from your GY to your hand. You can only use 1 "Storming Afterlife Reversal" per turn.


Jim Crocodile Cook:

Fossil Restoration Continuous Spell Card
Rock monsters you control cannot be destroyed by your opponent's card effects. You can shuffle 1 of your banished Rock monsters into the Deck; add 1 Rock monster with a different original name from your Deck to your hand. You can only use this effect of "Fossil Restoration" once per turn.


Austin O'Brien:

Volcanic Condottiere
Attribute: FIRE Type: [Pyro/Fusion/Effect] ATK 2600 DEF 2300 Level: 7
2 Level 4 or lower FIRE monsters
Cannot be targeted by your opponent's card effects. Once per turn: You can target 1 FIRE monster that is banished or in the GY; shuffle it into the Deck, then inflict 500 damage to your opponent. If you control a "Blaze Accelerator" card, this damage is doubled. This card cannot declare an attack the turn you activate this effect. If your opponent's monster declares an attack: You can banish 1 FIRE monster from your GY; negate the attack.

Volcanic Bluing Continuous Trap Card
While you control a face-up FIRE monster, you take no effect damage. If a FIRE monster is banished from your field or GY: Inflict 500 damage to your opponent. If this card is sent to the GY by your opponent's card effect: You can target 1 FIRE monster you control; gain LP equal to its original ATK, then for the rest of the turn, you take no effect damage, and each time the targeted monster's effect activates, your opponent takes 500 damage.

Blaze Accelerator Charge Normal Spell Card
Banish 1 "Blaze Accelerator" from your field or GY; activate 1 "Tri-Blaze Accelerator" from your Deck, then add 1 Level 2 or lower FIRE monster from your Deck to your hand. You can only use 1 "Blaze Accelerator Charge" per turn.

Volcanic Whirlwind Quick-Play Spell Card
Banish 1 FIRE monster from your GY, then target 1 Spell/Trap Card your opponent controls; destroy it. You can banish this card from your GY; add 1 FIRE monster from your Deck to your hand. You can only use 1 "Volcanic Whirlwind" effect per turn, and only once that turn.


Amon Garam:

Cloudian – Boreas of the North
Attribute: WATER Type: [Fairy/Fusion/Effect] ATK 2500 DEF 0 Level: 7
2 "Cloudian" monsters
If this card is Fusion Summoned: You can place Fog Counters on it equal to the total Levels of its Fusion Materials. Cannot be targeted by your opponent's card effects. If this card is sent from the field to the GY while it has Fog Counters on it: You can target 1 card on the field; destroy it, also you can Special Summon this card in Attack Position. You can only use each effect of "Cloudian – Boreas of the North" once per turn.

Cloudian Front Normal Trap Card
If your "Cloudian" monster battles an opponent's monster: Target 1 "Cloudian" monster you control; place Fog Counters on it equal to its Level, and for the rest of this turn, any battle damage you take from battles involving "Cloudian" monsters you control is halved.

Fog Dispersal Normal Spell Card
Target 1 "Cloudian" monster you control with Fog Counters; remove all Fog Counters from that monster, and for each Fog Counter you removed, all monsters your opponent currently controls lose 1000 ATK. For the rest of this turn after this card resolves, you cannot declare attacks, except with the targeted monster. You can only use 1 "Fog Dispersal" per turn.


Edo Phoenix:

D-Decoy Normal Trap Card
When your opponent targets exactly 1 "Destiny HERO" monster you control (and no other cards) with a Spell/Trap effect: Target another monster you control that would be an appropriate target; that Spell/Trap now targets the new target. If you control a Level 6 or higher "Destiny HERO" monster: You can banish this card from your GY; draw 2 cards. You can only use 1 "D-Decoy" effect per turn, and only once that turn.

D-Hurricane Quick-Play Spell Card
If you control a "Destiny HERO" monster: Target 1 Spell/Trap Card your opponent controls; destroy it. If you control a "Destiny HERO" Fusion Monster, the activation of this effect cannot be negated. If your "Destiny HERO" monster attacks an opponent's monster, after damage calculation: You can banish this card from your GY; your monster can make a second attack on your opponent's monster in a row, and if it does, it gains ATK equal to your opponent's monster's current ATK during the Damage Step only. You can only use each effect of "D-Hurricane" once per turn.

D-Impact Equip Spell Card
Equip only to a "Destiny HERO" monster. It can make 2 attacks during each Battle Phase. The first time the equipped monster would be destroyed by battle or card effect each turn, it is not destroyed. Once per turn (Quick Effect): You can activate this effect; the equipped monster gains 500 ATK until the end of this turn. If you would take battle damage from a battle involving your "Destiny HERO" monster, you can banish this card from your GY instead.


Johan Andersen:

Crystal Renewal Normal Trap Card
When your "Crystal Beast" monster is destroyed by battle or card effect: Add 2 "Crystal" monsters with different names from your Deck to your hand. If your "Crystal Beast" monster or "Ultimate Crystal" monster would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Crystal Renewal" once per turn.

Rainbow Awakening Normal Spell Card
If you have 7 "Crystal Beast" cards with different names on your field and/or in your GY: Tribute 1 "Crystal Beast" monster you control; Special Summon 1 "Ultimate Crystal" monster from your Deck or GY, ignoring its summoning conditions, and if you do, that monster's effects can be activated as Quick Effects. You can only use 1 "Rainbow Awakening" per turn.


Professor Cobra:

Vennomiraja the Emperor of Poisonous Snakes
Attribute: EARTH Type: [Reptile/Fusion/Effect] ATK ? DEF ? Level: 10
"Vennominon the King of Poisonous Snakes" + 2 Reptile monsters
(This card is always treated as a "Venom" monster.)
Must be Fusion Summoned. Unaffected by your opponent's card effects. This card's ATK/DEF becomes the combined original Levels of its Fusion Materials x 200. Gains 500 ATK for each Reptile monster in your GY. If this card would be destroyed by battle, you can banish 1 Reptile monster from your GY instead, also you take no damage from that battle. If this card destroys an opponent's monster by battle: You can halve your opponent's LP.

Venom Doom Adder
Attribute: EARTH Type: [Reptile/Fusion/Effect] ATK 2000 DEF 1600 Level: 6
"Venom Serpent" + 1 Reptile monster
(Quick Effect): You can place 2 Venom Counters on 1 monster your opponent controls. You can only use this effect of "Venom Doom Adder" once per turn. This card can be treated as 2 Tributes for the Tribute Summon of a Reptile monster.

Venom King Constrictor
Attribute: EARTH Type: [Reptile/Fusion/Effect] ATK 2400 DEF 1800 Level: 7
"Venom Boa" + 1 Reptile monster
If this card is Special Summoned: You can target up to 3 of your Reptile monsters that are banished or in your GY, then target an equal number of your opponent's face-up cards; shuffle your cards into the Deck, then destroy your opponent's cards. (Quick Effect): You can place 1 Venom Counter on each face-up monster your opponent controls. You can only use each effect of "Venom King Constrictor" once per turn.

Venom Shadow Mamba
Attribute: EARTH Type: [Reptile/Fusion/Effect] ATK 1800 DEF 1400 Level: 5
"Venom Snake" + 1 Reptile monster
If this card is Special Summoned: You can add 1 "Venom Swamp" from your Deck to your hand. (Quick Effect): You can place 1 Venom Counter on 1 monster your opponent controls. You can only use each effect of "Venom Shadow Mamba" once per turn.

Snake Deity's Deception Counter Trap Card
When your opponent activates a card or effect while you control "Venom Swamp": Banish 1 Reptile monster from your GY; negate the activation, and if you do, you can place 1 Venom Counter on 1 face-up monster your opponent controls. You can only use 1 "Snake Deity's Deception" per turn.

Snake King's Ascension Normal Trap Card
When your Reptile monster is destroyed by battle and sent to the GY: Gain LP equal to that monster's original ATK, then you can add Reptile monster(s) whose total Level(s) equal 8 from your Deck to your hand. You can only use 1 "Snake King's Ascension" per turn.

Venom Meltdown Normal Trap Card
Place Venom Counters on all face-up monsters your opponent controls equal to the number of Reptile monsters you control. You can banish this card from your GY; for the rest of the turn, you take no battle damage from battles involving monsters with a Venom Counter. You can only use each effect of "Venom Meltdown" once per turn.

Venom Paralysis Continuous Trap Card
Reptile monsters you control cannot be destroyed by your opponent's card effects. Monsters your opponent controls with Venom Counters cannot attack, change their battle positions, or activate their effects.

Hyper-Venom Fusion Normal Spell Card
Fusion Summon 1 Reptile Fusion Monster from your Extra Deck, by banishing the Fusion Materials listed on it from your hand, field, and/or GY. If you control "Venom Swamp", you can also use up to 2 "Venom" monsters with different original names in your Deck as Fusion Material. The Summoned monster can make up to 3 attacks during each Battle Phase, but it can only attack directly once per turn.

Snake Deity's Blessing Normal Spell Card
If you control "Venom Swamp": Draw cards equal to the number of Reptile monsters you control, also for the rest of the turn, you cannot Normal Summon/Set or Special Summon Reptile monsters. You can banish this card from your GY; return 1 Spell/Trap from your field or GY to your hand. You can only use 1 "Snake Deity's Blessing" effect per turn, and only once that turn.

Temple of the Snake Deity Field Spell Card
(This card's name is always treated as "Venom Swamp".)
Your opponent's monsters lose 100 ATK for each Venom Counter on this card. If a monster with Venom Counters leaves the field: You can place Venom Counters on this card equal to the number of Venom Counters that were on that monster. Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK becomes 0 by this card's effects. During the End Phase: Place 1 Venom Counter on each face-up monster, except Reptile monsters.

Venom Burst Equip Spell Card
Equip only to a Reptile monster. It is treated as a "Venom" monster. It gains 100 ATK for each Venom Counter on the field. It can attack all monsters your opponent controls with a Venom Counter, once each. If this card is sent to the GY because the equipped monster is destroyed: You can add this card to your hand. You can only use this effect of "Venom Burst" once per turn.

Venom Mixer Continuous Spell Card
Halve any battle damage you take from battles involving your Reptile monsters. Once per turn: You can Fusion Summon 1 "Venom" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If you control "Venom Swamp", you can also use "Venom" monsters from your Deck as Fusion Material. You cannot Special Summon monsters from the Extra Deck, except "Venom" monsters.


Yuya Sakaki:

Odd-Eyes Dawn Dragon
Attribute: DARK Type: [Dragon/Link/Pendulum/Effect] ATK 3000 LINK-5 Scale: 12 ←↙↑↘→
2+ Dragon Effect Monsters
Pendulum effect: If your Pendulum Monster battles, your opponent cannot activate cards or effects until the end of the Damage Step.
Monster effect: If you can Pendulum Summon Level 8, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Link Summoned using a "Link Dragon" monster: You can negate the effects of all face-up cards your opponent controls. Your opponent cannot activate cards or effects in response to the activation of this effect. Unaffected by the effects of your opponent's Special Summoned monsters. Gains 700 ATK for each Pendulum Monster face-up in your Extra Deck during the Battle Phase only. After damage calculation, if this card attacked an opponent's monster: You can shuffle 1 Pendulum Monster that is face-up in your Extra Deck into the Deck; this card can make another attack in a row. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.

Pendulum Shield Normal Trap Card
If you have a card(s) in your Pendulum Zones: Destroy all cards in your Pendulum Zones, and if you do, for the rest of the turn, monsters you control cannot be destroyed by your opponent's card effects, also you take no battle damage from battles involving monsters you control. You can only use 1 "Pendulum Shield" per turn.

Miraculous Pendulum Normal Spell Card
If you control no monsters and have 2 cards in the Pendulum Zones: Pay half your LP; excavate the top 5 cards of your Deck, then Special Summon any Pendulum Monsters among the excavated cards, each with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones, also shuffle the rest into the Deck. Monsters Special Summoned by this effect cannot attack, their effects are negated, and they are destroyed during the End Phase. You can only use 1 "Miraculous Pendulum" per turn.

Smile Reflection Quick-Play Spell Card
If your monster battles an opponent's monster whose current ATK is different from its original ATK: Target your monster; until the end of the turn, it is unaffected by your opponent's card effects, also it gains 1000 ATK. During damage calculation, if your monster whose current ATK is different from its original ATK battles an opponent's monster: You can banish this card from your GY; your monster's ATK becomes double its current ATK, during that damage calculation only. You can only use 1 "Smile Reflection" effect per turn, and only once that turn.


Action Cards:

Hyper Nutrition Action Spell Card
Target 1 face-up monster; 1 player gains LP equal to that monster's current ATK, also for the rest of this turn after this card resolves, no player takes effect damage.

Miracle Attacks Action Spell Card
Tribute 1 monster you control, then target 1 monster you control; its maximum number of attacks per Battle Phase this turn becomes equal to its current maximum number of attacks +1.

Miracle Life Action Spell Card
After the Damage Step, if your monster is destroyed by battle: Gain LP Equal to half that monster's original ATK.

Whirlwind Action Spell Card
Target 1 Spell Card on the field; destroy it.