Note: This is only the made up cards. This doesn't not include cards with anime effects.
Made Up Cards (Year 1)
Christine
Monsters
Doom Virus Magician
Atk/Def: 1000/1000
Lv: 4
Type Spellcaster
Attr: Dark
Effect: If this card is in attack mode, you can activate any 'Virus' trap card directly from your hand. Once per turn, you can add this card's defense points to its attack points, but you must skip your next battle phase. When this card is sent to the graveyard as a cost for a 'Virus' trap card, after the effect resolves, you can remove a dark attribute monster from your graveyard to summon it to the field.
Image: A short man with sickly pale skin, yellow eyes, wearing robes that are a mesh of red and green, with a dull gray cloak with a kanji for 'death' on the back. He has a wooden staff in one hand with a pitch black orb at the end.
Midnight Warrior
Atk/Def: 1450/1700
Type: Warrior
Attr: Dark
Effect: If this card is in face-up attack mode during your opponent's standby phase, inflict 200 points of damage to your opponent for each dark attribute monster on the field.
Image: A man covered head to toe in full plate armour, black as night. His breastplate is marked with twelve notches arranged in a circle.
Traps
Dark Shining Wall
Continuous Trap
Effect: Activate only when your opponent declares a direct attack against you. Twice per turn, you can negate an opponent's direct attack by removing a dark monster from your graveyard.
Image: A dark purple Mirror Wall stopping a Flame Swordsman and Jack's Knight from attacking.
Erik
Spells
Batteryman Copycat
Normal Spell
Effect: You can only activate this card when you control one or more 'Batteryman' monster(s). Special summon one Batteryman token (atk/def: 0/0, lv: 1, type: thunder, attr: light) to your field. When summoned, select a 'Batteryman' monster you control. The token's name and effect become the same as the monster selected.
Image: Batteryman AA, C, and D standing over a plain gray and black battery.
Land of Magic
Field Spell
Effect: When either player has no monster on their field, they may set or activate spell/trap cards in their monster card zones.
Image: A gray stone tablet with runes all over it with a dark background.
Mechanical Surgery
Normal Spell
Effect: Increase your life-points by 400 for every machine type monster you control.
Image: Four short robots about to perform surgery on a patient lying on an operating table.
Traps
Battery Recycling
Normal Trap
Effect: When one of your 'Batteryman' monsters is destroyed in battle, you can end your opponent's turn.
Image: A Batteryman AA picking up the broken pieces of another Batteryman AA and putting them in a cart.
Jaden
Spells
Elemental Recovery
Normal Spell
Effect: Activate only when you control at least one monster with 'Elemental Hero' in its name. Remove from play one 'Polymerization' from your graveyard, and add a spell card from your graveyard to your hand.
Image: Elemental Hero Necroshade holding a 'Polymerization' card in its hand.
Jeremy
Monsters
Bushido's Apprentice - Firestorm
Atk/Def: 2200/1300
Lv: 6
Type: Warrior
Attr: Fire
Fusion/Effect: 1 'six samurai' monster + 1 fire attribute monster
This card is treated as a 'Six Samurai' monster. When this card is fusion summoned, destroy all trap cards on the field. If you have no trap cards on the field, you can activate trap cards directly from your hand.
Image: A woman wearing fiery colored armor, but no helmet. She has red hair tied in a ponytail and a katana on her left.
Bushido's Apprentice - Radiant
Atk/Def: 800/800
Lv: 8
Type: Warrior
Attr: Light
Fusion/Effect: 1 'six samurai' monster + 1 light attribute monster
This card is treated as a 'Six Samurai' monster. When this card battles an opponent's monster, increase its attack and defense points by 400 for every 'six samurai' monster in your graveyard. Negate the effects of any monster destroyed in battle by this card.
Image: A woman wearing white armour, a helmet with a sun ornament on the forehead, and wielding a naginata with a gleaming blade.
Bushido's Apprentice – Shadowblade
Atk/Def: 2000/2000
Lv: 5
Type: Warrior
Attribute: Dark
Fusion/Effect: 1 'Six Samurai' monster + 1 dark attribute monster
This card is treated as a 'Six Samurai' monster. Once per turn, you can target one monster your opponent controls and change it to face-up attack mode, or face-down defense mode. When this card attacks an opponent's monster, you can change its battle mode. When this card is destroyed by an opponent's card (battle or effect), you can summon one of its material monsters from your graveyard in face-up defense mode.
Image: A short woman wearing black robes, dark purple armor and a visor, and is holding a black shadowy blade in each hand.
Bushido's Apprentice – Tremor
Lv: 6
Atk/Def: 2100/1200
Type: Warrior
Attribute: Earth
Fusion/Effect: 1 'Six Samurai' monster + 1 earth attribute monster
This card is treated as a 'Six Samurai' monster. When this card attacks a monster in defence mode with less defense points than this card's attack points, inflict the difference as battle damage to your opponent's life-points. When this card destroys a monster by battle and sends it to the graveyard, inflict damage to your opponent equal to half the destroyed monster's attack and defense-points.
Image: A huge, hulking man, decked out in earthen brown armor, a helmet with horns, and holding a massive war hammer.
Bushido's Apprentice - Typhoon
Atk/Def: 2300/2300
Lv: 6
Type: Warrior
Attr: Wind
Fusion/Effect: 1 'six samurai' monster + 1 wind attribute monster
This card is treated as a 'Six Samurai' monster. Once per turn, you can tribute one 'six samurai' monster that you control to increase the attack points of this card by half those of the monster you sacrificed. If your opponent attacks a warrior monster while this card is in defense mode, you can make this card the target of the attack instead.
Image: A man covered in dark green samurai armor. He wears a helmet and his face is covered by a mask of the same color. He has a short bow in one hand with a quiver on his back.
Izura - Shien's Guard
Atk/Def: 0/3000
Lv: 5
Type: Warrior
Attr: Water
Effect: Once per turn, you can discard one 'Six Samurai' monster to add a 'Shien' effect monster from your deck or graveyard to your hand. You can special summon 'Great Shogun Shien' from your hand if this card is on your field in face-up defense mode.
Image: A woman with blond hair tied in a braid. She wears brown robes, bright red samurai armor, a silvery headband, and holds a crossbow in her hands.
Shadow of the Six Samurai
Atk/Def: 200/100
Lv: 1
Type: Warrior
Attr: Dark
Effect: If you have another 'Six Samurai' monster in your hand, you can send this card from your hand to the graveyard to activate one of the following effects:
Reduce all battle and effect damage inflicted to you to 0 until the end of the turn.
Special summon one 'Six Samurai' monster from your hand.
Image: A dark corridor with a single torch, and a shadow shaped like a samurai warrior emerging from the wall.
Shien's Pet
Atk/Def: 2200/1800
Lv: 6
Type: Beast
Attr: Earth
Effect: This card gains the following effect(s) when tribute summoned using one of the following monsters:
- Six Samurai: When summoned, halve the ATK of all monsters on your opponent's field.
- Shien: If this card would be destroyed by battle, you can discard one card from your hand instead.
Image: A majestic dog with thick dark fur, wearing a helmet fitted for its head and armour over its back that displays the symbol of the Six Samurai
Shien's Tactician
Atk/Def: 1700/1000
Type: Warrior
Attribute: Earth
Lv: 4
Effect: You can send this card from your hand to the graveyard to add one 'Gateway of the Six' from your deck or graveyard to your hand. When this card is summoned, you can place two bushido counters on a compatible card. This card is also treated as a 'Six Samurai' monster.
Image: A man with dark blue robes and a black belt around his waist. He has black hair tied in a top knot, and carries a simple short katana at his left hip.
Six Samurai Apprentice
Atk/Def: 900/1400
Lv: 3
Type: Warrior
Attr: Earth
Effect: This card cannot be normal summoned or set. You can only special summon this card by playing it in face-up defense mode on your opponent's field. The controller of this card loses 300 life-points during their opponent's end phase for each 'Six Samurai' monster their opponent controls and 400 for every 'Shien' effect monster. If you special summon this card, you cannot normal summon or set the same turn.
Image: A teenage boy with green robes, black hair tied in a top know and wearing brown leather armour on his arms, legs, and chest. He wields a long hunting knife.
Six Samurai Summoner
Atk/Def: 500/600
Lv: 2
Type: Spellcaster
Attribute: Water
Gemini/Effect: This card is treated as a normal monster while face-up on the field on in the graveyard. While this card is face-up on the field, you can normal summon it again to have it treated as an effect monster with this effect:
- Once per turn, if this card would be destroyed, it is not destroyed. Once per turn, during your turn, you can special summon a level four or lower warrior type monster from your hand.
Image: A short old man with long white hair, wearing dark blue robes and a white cloak with the symbol of the six samurai on it.
Specter of the Six Samurai
Atk/Def: 1200/400
Lv: 3
Type: Warrior
Attr: light
Effect: When this card is normal summoned, draw one card for every 'Six Samurai' monster in your graveyard. If this card is face-up on your field during your end phase, you lose 100 life-points for each card drawn by this effect.
Image: The spectral white ghost of a samurai.
The Great Six Samurai Dragon
Atk/Def: 4500/1500
Attr: Light
Type: Dragon
Lv: 10
Fusion/Effect: 'Great Shogun Shien' + 'Izura, Shien's Guard' + Shien's Pet + 2 other 'Shien' monsters
Can only be summoned by the effect of "Six Samurai Summoning". While this card is face-up on the field, its attribute is also treated as Wind, Fire, Earth and Water. Once, if a monster(s) would be destroyed (by battle or effect) or removed from play, you can select this card and/or any monster that shares an attribute with it. The monster(s) selected are not destroyed/removed from play.
Image: A long, majestic, serpentine dragon with shimmering blue/green scales, a white underbelly and an orange mane and tail.
Spells
Bushido's Mirror
Quick-Play Spell
Effect: Activate only during your battle phase when one of your opponent's monsters is destroyed by battle. Remove from play a monster in your graveyard with more attack points than the one destroyed, then summon a bushido token (Atk/Def: ?/?, Lv: 4, Type: Warrior, Attr: Light). The original Atk/Def of the token become those of your opponent's monster destroyed. The token is destroyed at the end of your turn.
Image: A man dressed in a brown long sleeved shirt and pants, beige vest, and his face completely covered by a red headband. He's holding a small, simple handheld mirror with a red wooden frame.
Call of the Six Samurai
Type: Normal Spell
Effect: Special summon, one at a time, as many 'Six Samurai' monsters from your hand as possible. All monsters summoned by this card's effect are returned to the owner's deck during the end phase.
Image: The Six Samurai Irou standing on a hill, blowing a conch shell horn.
Repeated Strike
Normal Spell
Effect: None of your monsters may attack except for the one with the lowest attack points. That monster can attack once for every monster you control (including itself).
Image: A large louder on top of a mount that isn't moving, and a bunch of smaller ones rolling down.
Sacred Cleansing Blade
Type: Equip Spell
Effect: Equip only to a 'Six Samurai' or 'Shien' effect monster you control. When the equipped monster battles a monster your opponent controls, the effects of the monster it battles are negated until the end of the battle phase. Once per turn, during your main phase, you can select one card on your opponent's field, and apply one of the following effects, depending on its position.
Face-up: Negate the effect(s) of the card selected until the end phase.
Face-down: The selected card's effect(s) cannot be activated until the end phase. The targeted card cannot be activated in response to this card's effect.
Image: A sword with a long, sleek silver blade, elegant white hilt and a golden guard.
Shien's Blessing
Type: Normal Spell
Effect: Select two 'Six Samurai' monsters in your graveyard and summon them in defense mode. They must stay in defense mode as long as they remain on the field, and you cannot attack your opponent's life-points directly for the rest of the turn.
Image: A samurai warrior kneeling before Great Shogun Shien, who has his hand on his shoulder and is nodding to him with respect.
Six Samurai Battlefield
Type: Normal Spell
Effect: Any 'Six Samurai' monsters summoned by an effect that would remove them from the field in any way, may remain instead.
Image: The Six Samurai Zanji, Irou and Nisashi standing amidst a bunch of fallen warrior monsters.
Six Samurai Summoning
Type: Normal Spell
Effect: Fusion summon 1 'Six Samurai' fusion monster from your extra deck, using monsters from your hand or your side of the field as fusion materials. When a monster summoned by this card is destroyed, you can draw two cards from your deck.
Image: Great Shogun Shien, Izura – Shien's Guard, Shien's Pet, Shien's Footsoldier and Shien's Tactician, all looking up at the clouds, where they can see the shadow of a great serpentine dragon.
The Samurai Standing Alone
Equip Spell
Effect: Equip only to a 'Six Samurai' monster you control. The monster equipped with this card can use its effect even when there are no other 'Six Samurai' monsters on the same side of the field. If the monster equipped with this card is about to be destroyed, you can send this card to the graveyard instead.
Image: A samurai facing a bunch of warrior monsters, standing by himself.
Traps
By the Order of the Shogun
Type: Normal Trap
Effect: Select one monster on your opponent's field with original ATK less than the ATK of a 'Great Shogun Shien' that you control. Return it to its owner's hand, then place one bushido counter for every level it had on any compatible card.
Image: Shien's Tactician holding a scroll in his hands, reading it to a crowd of armored samurais gathered before him.
'Dark Magic'
*Appears in chapter # 33.*
**The 'Dark Magic' emblem is a blue circle, with three wavy lines that form a triangle and red dots at each point of the triangle.**
Monsters
Dark Magic Diviner
Atk/Def: 1600/1100
Lv: 4
Type: Spellcaster
Attr: Dark
Effect: When this monster is summoned in any way, you can destroy up to one magic or trap card for every 'Dark Magic' monster you control. This effect cannot be negated.
Image: A woman with ruffled brown hair that falls to her shoulders. She has a red bandana, wide round glasses and holds a crystal ball in her left hand. She wears dark green robes and has the 'Dark Magic' emblem on the right side of her chest.
Dark Magic Enchanter
Atk/Def: 1200/800
Lv: 3
Type: Spellcaster
Attr: DarK
Effect: When this card is destroyed in battle, you can pay 500 life-points to special summon 'Dark Magic Sage' from your deck.
Image: A young boy with blue eyes, pale skin, and short red hair. He wears dark green robes with the 'Dark Magic' emblem sewn on the left shoulder.
Dark Magic Healer
Atk/Def: 1800/1300
Lv: 4
Type: Spellcaster
Attr: Dark
Effect: You can increase your life-points by 500 for every spellcaster type monster you control once per turn. This card cannot declare an attack on the turn its effect is used.
Image: A woman with long, smooth black hair. The 'Dark Magic' emblem is on the right side of her chest of her long blue/white dress. She has green eyes, is elegant and beautiful.
Dark Magic Sage
Atk/Def: 2400/1600
Lv: 6
Type: Warrior
Attr: Dark
Effect: If this card is summoned by the effect of 'Dark Magic Enchanter', you can destroy any two cards on your opponent's field. When this monster is attacked, by removing a spell card in your graveyard, this card takes no battle damage.
Image: A blue eyed, wise old man with pale skin, long white hair and a beard that falls down loosely. He wears long dark green robes divided at the lower half, with silver treads and the 'Dark Magic' emblem sewn into the left shoulder. He holds a long ebony staff with elegant engraving and an emerald at the tip.
Dark Magic Soldier
Atk/Def: 1300/800
Lv: 3
Type: Spellcaster
Attr: Dark
Effect: As long as this card remains face-up on the field, all warrior monsters you control are also treated as spellcasters and vice-versa. This monster cannot be attacked if you have another face-up warrior or spell caster on the field.
Image: A brown eyes man wearing an open faced gray helmet, light breastplate with the 'Dark Magic' emblem engraved on it, gauntlets, leggings and boots. He holds a silvery metal spear as tall as himself in one hand with magic sparks floating around the tip.
Dark Magic Trumpeter
Atk/Def: 1000/1000
Lv: 3
Type: Spellcaster
Attr: Dark
Effect: When you control three 'Dark Magic Trumpeter', you can send them to the graveyard and return every monster, magic, or trap cards in your graveyard and removed from play to your deck. Draw one card for every two cards returned to your deck.
Image: A man with short, dark brown hair. He wears a beige long sleeve shirt with the 'Dark Magic' emblem on the right side, pants on the same color, a light orange vest and a brown belt. He carries a simple silver trumpet in one hand.
Spells
Castle of the Dark Prince
Field Spell
Effect: When you have no monsters on the field, you can special summon one level four or lower 'Dark Magic' monster from your hand. When this card goes from the field to the graveyard, you can special summon two 'Dark Magic' monsters from your graveyard.
Image: A tall, majestic and imposing stone castle with the 'Dark Magic' emblem on its walls. The stones are all half white and half black.
Dark Magical Grave
Quick Play Spell
Effect: Remove one magic or trap card in your graveyard. This card gains the effect of the card removed.
Image: A plain stone tomb embedded in the ground with the 'Dark Magic' emblem on it.
Dark Magical Reunion
Normal Spell
Effect: Select one face-up card you control. If you have one or more cards with the same name in your deck and/or graveyard, you can activate/summon or set them by removing two cards from your deck of the same type as the one selected.
Image: Three Dark Magic Trumpeters walking into a stone chamber from three different doorways.
Ninjas
Monsters
Infernal Ninja General
Atk/Def: 2800/2300
Lv: 8
Type: Warrior
Attr: Fire
Effect: When this monster is summoned by the effect of 'Rage of the Fallen Ninjas', destroy all cards on your opponent's field, and you cannot declare an attack during your next turn. You can sacrifice one other 'Ninja' monster you control to deal 500 damage to your opponent.
Image: A tall man wearing a fiery red ninja outfit and light armour. His face has a harsh expression and he has an angry look in his red eyes. He holds a sword in one hand that's on fire.
Ninja Haguro
Atk/Def: 500/500
Lv: 3
Type: Warrior
Attr: Dark
Effect: If this card is in face-up defense mode during your main phase, you can summon another 'Ninja Haguro' from your deck. You can only activate the effect of 'Ninja Haguro' once per turn.
Image: A short man wearing a dark blue ninja outfit showing only his hands and face. His face is painted white and he carried two short daggers on each side of his belt.
Ninja Kisari
Atk/Def: 1900/1500
Lv: 4
Type: Warrior
Attr: Dark
Normal Monster
Image: A teenage girl wearing a dark brown outfit, black hair tied in a ponytail, face painted white, and a katana at her hip.
Ninja Ugashi
Atk/Def: 1600/700
Lv: 4
Type: Warrior
Attr: Dark
Effect: Once, when a 'ninja' monster you control is destroyed in battle, increase this card's attack by 100 for every level of the destroyed monster. When this card inflicts damage to your opponent's life-points, draw one card from your deck.
Image: A teenage boy wearing a light green tunic and pants. He has a dark mask tied around his head to cover his eyes, short brown hair, and he holds a short spear with both hands.
Spells
Ninja's Secret Ambush
Field Spell
Effect: If you play this card while your opponent has a field spell in play, you can destroy another spell or trap card they control. When a 'ninja' monster is attacked, the attacking monster loses 500 attack points during damage calculation.
Image: The middle of a forest when it's really dark. The outlines of several people can be seen around the trees.
Traps
Rage of the Fallen Ninjas
Normal Trap
Effect: Activate only during your opponent's battle phase when at least two 'ninja' monsters with the same attribute you control are destroyed in battle. Summon one 'Infernal Ninja General' from your deck. Discard your entire hand afterwards.
Image: Infernal Ninja General standing in the middle of a raging fire.
Others
Monsters
D.D. Annihilator
Atk/Def: 1000/1000
Lv: 4
Type: Warrior
Attr: Earth
Effect: When this card on the field is removed from play, you can select 1 face-down card your opponent controls and destroy it.
Image: A muscular red skinned beast with yellow fur.
(Counterpart to to D.D. Destroyer)
Kye, Thief of Dark World
Atk/Def: 500/1000
Lv: 3
Type: Fiend
Attr: Dark
Effect: When this card is sent from your hand to the graveyard, you can look at the top five cards of your opponent's deck, and if there are any normal spell cards you may select one and add it to your hand (your opponent shuffles the remaining cards into their deck). If this card is sent to the graveyard by the effect of a card controlled by your opponent, you may select any one card revealed and add it to your hand.
Image: A small cloaked figure with a gray arm sticking out and long nails on the hand.
Glowing Embers
Atk/Def: 0/2000
Lv: 4
Type: Pyro
Attr: Fire
Effect: Whenever a fire attribute monster(s) is summoned (other than 'Glowing Embers), you can draw one card from your deck.
Image: A large ball made up of glowing embers.
Horus' Priestess
Atk/Def: 1000/1000
Lv: 4
Type: Spellcaster
Attr: Fire
Effect: You take no battle damage when this card battles a monster with 2000 attack points or less. When this card is destroyed in battle, you can summon one 'Horus the Black Flame Dragon' monster from your grayeyard. After this effect has been resolved, you must send all cards in your hand to the graveyard.
Image: A small woman dressed in Egyptian garb, with a helmet around her head made to look like Horus' head. She wears a white cloak with a golden sun on the back.
Vanity's Judge
Atk/Def: 1000-1200
Lv: 3
Type: Spellcaster
Attr: Dark
Effect: By sacrificing this face-up card, one 'Vanity' card you control cannot be destroyed this turn (this effect can be used during either player's turn).
Image: A short man wearing a long dark blue robe. Wearing a pair of dark red boots and black scarf around his head that show a pair of dark green eyes. He has pale skin and holds a black wand in his hand.
Spells
Aphrodite's Blessing
Equip Spell
Effect: Equip only to a 'Maiden in Love' you control. Take control of an opponent's monster with a maiden counter once per turn, and increase the attack points of 'Maiden in Love' by half those of your opponent's monster you now control.
Image: A beautiful woman with elegant blond hair and flowing pink dress floating above a young brunette maiden.
Defection
Quick-Play Spell
Effect: When one of your normal spells or traps activates, you may treat it as if it were you opponent's.
Image: A blade knight walking away from a bunch of other white knights and towards a group of black knights.
Draconic Healing
Normal Spell
Effect: Select one level four or lower dragon type monster you control. Increase your life-points by an amount equal to its attack points.
Image: Spear Dragon lying down as a young girl is taking care of a wound in its side.
Dark World Banner
Continuous Spell
Effect: When a 'Dark World' monster you controls attacks one of your opponent's monsters, increase its ATK by 600 during damage calculation only. If one or more of your 'Dark World' monsters is destroyed by an effect during your turn, you can send a card from your hand to the graveyard to summon it back to your field (if the card you discard has an effect that activates under these conditions, it's negated).
Image: A banner with a dark aura and the face of Reign-Beaux, Overlord of Dark World on it.
Goblins Replacement
Normal Spell
Effect: Tribute one 'Goblin' monster you control and summon another one from your hand with equal or less attack points.
Image: A Second Goblin chasing away a Goblin Attack Force.
Harpie's Wingspan
Normal Spell
Effect: Activate only when you control one or more monsters with 'Harpie Lady' in their name. Decrease the level of a wind attribute monster in your hand by one for each of them until the end of your turn.
Image: Three Harpie Ladies with their wings extended, hovering above a Harpie's Pet Dragon.
Magician/Warrior Rivalry
Continuous Spell
Effect: If you control a level 7 or higher spellcaster and have another with the same name in your graveyard, along with Warrior Elimination, destroy all face-up warrior type monster on the field. If you control a level 7 or higher warrior and have another with the same name in your graveyard, along with The Last Day o Witch, destroy all face-up spellcaster type monsters on the field. If one or more of these conditions are not met, destroy this card.
Image: Buster Blader and Dark Magician facing each other with sword and staff crossed.
Nature's Call
Normal Spell
Effect: Activate when you control a level four or lower beast type monster. Select one with the same level in your hand and set it on the field.
Image: Silverfang howling to the moon with a bunch of other beast monsters nearby.
Soul Absorbing Chain
Equip Spell
Effect: Equip only to a level 4 or below monster. Negate the effect of the equipped monster, as well as any monster of the field with the same name.
Image: A pitch black chain bursting out from the ground in a graveyard, wrapping itself around Unhappy Maiden.
Vanity's Blast
Normal Spell
Effect: Activate only when you control a monster with 'Vanity' in its name. Destroy all special summoned monster on your opponent's side of the field.
Image A band of warriors being blown apart by a blast of purple energy exploding in the middle of them.
Vanity's Submission
Normal Spell
Effect: Select one monster you control that has 'Vanity' in its name. That monster can attack twice. You opponent then draws one card.
Image: Vanity's Fiend looking down at a pair of Celtic Guardians kneeling before him.
Trap
Amazoness Spirit
Normal Trap
Effect: Activate only when you would take more than 1000 damage, during a turn in which one or more 'Amazoness' monsters you control have been destroyed and sent to the graveyard. Remove from play all your 'Amazoness' monsters that have been destroyed this turn, then for each one, increase your life-points by 100 and inflict 500 damage to your opponent's life-points. After this effect resolves, you take no damage for the rest of the turn.
Image: The ghost of Amazoness Swords Woman protecting Amazoness Blowpiper.
Defensive Herding
Counter Trap
Effect: Activate only when your opponent declares an attack against a beast type monster you control. Negate the attack and end the battle phase. Your opponent then loses 100 life-points for every beast type monster on the field.
Image: A band of rabbits huddling together as an eagle is diving towards them.
Magnet Force Redirection
Normal Trap
Effect: Activate only when you have a monster on your field with 'Magnet' in its name. You can negate an attack from one of your opponent's monsters.
Image: Alpha the Magnet Warrior, kneeling with his shield out and electricity crackling around him.
Primal Rage
Normal Trap
Effect: Activate only when a warrior or beast-warrior type monster you control is sent to the graveyard by means other than battle. Add one beast type monster in your graveyard to your hand.
Image: A warrior monster with an angry look, with its sword and armour on the ground and turning into an animal.
Vanity's Punishment
Normal Trap
Effect: Activate only during your opponent's standby phase when you control a monster with 'Vanity' in its name. Equip this card to one of your 'Vanity' monsters. Your opponent loses life-points equal to half the attack points of the monster equipped with this card at the end of the turn. After damage is dealt by this effect, destroy this card.
Image: Silverfang at the edge of a cliff with a dark mist below and Vanity's Judge standing behind with his wand pointed at it.
Zombie Resurrection
Normal Trap
Effect: Activate only when a zombie type monster you control is destroyed in battle. Summon another one from your graveyard with less attack points than the one destroyed.
Image: An undead hand reaching out from the ground, from among the scattered remains of Ryu Kokki.
MADE UP BY OTHERS
Snibbity Dibbity
Spells
Repayment of Losses
Normal Spell
Effect: When this card is sent from your hand to the graveyard, draw one card.
The Duelist of Dawn
Spells
Chaos Healing
Normal Spell
Effect: Activate only when you control 1 "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", and Raviel, Lord of Phantasms". Gain 2000 life-points for each of those monsters on the field, and draw 1 card.
Image: The three Sacred Beasts creating a massive orb that's rejuvenating them.
Hung on Death
Normal Spell
Effect: When this card is in the graveyard, once, if your life-points would be reduced to zero, you can keep your life-points at 1.
Image: A person wandering in a graveyard, with their lower half a skeleton.
Traps
Magic Spirit Barrier
Normal Trap
Effect: Remove 1 Spellcaster monster from your deck. Negate one attack on your monster.
Image: Illusion Magician blocking a shot for Dark Magician Girl.
Mrs. Zacky Vengeance
Monsters
Chris Angel - The Illusionist
Atk/Def: 1400/700
Lv: 4
Type: Spellcaster
Attr: Dark
Effect: When this card is attacked or made the target of an effect, you can choose another monster you control to be the target of the attack/effect.
Image A well built man, not overly muscular, wearing a black vest, pants, sneakers and a wristband on each arm. Black hair with red streaks, bangs hiding part of his face, wears bits of jewelry and looks gothic.
The Great Houdini - Escape Artist
Atk/DEf: 2800/1900
Lv: 9
Type: Spellcaster
Attr: Light
Effect: This card is immune to all card effects.
Image: A man with short messy brown hair, dressed in a white shirt and formal black suit.
White Magician
Atk/Def: 2500/2100
Lv: 7
Type: Spellcaster
Attr: Light
Normal Monster
Text: The ultimate wizard excelling in the art of white magic.
Image: Dark Magician in white instead of purple.
White Magician of Life
Atk/Def: 2800/2500
Lv: 8
Type: Spellcaster
Attr: Light
Effect: This card can only be ritual summoned with the card, Ritual of Forgiving Life. When this card destroys a monster in battle, increase your life-points by half the destroyed monster's Atk.
Image: A woman with a Kindly remeanor, pale brown hair, dressed in long white robes. Has a spell book in one hand and a simple wooden staff with a round tip in the other.
Spells
Call of the Magicians
Normal Spell
Effect: Pay 1000 life-points and summon 1 'White Magician' and 1 'White Magician Girl from your hand.
Image: White light pillar rising from the ground in a desert.
White Magic Curtain
Normal Spell
Effect: Pay half your life-points to special summon 'White Magician' from your deck. You cannot normal summon, special summon or flip summon the same turn you activate this card.
Image: Same picture as Dark Magic Curtain except white.
Ritual of Forgiving Life
Ritual Spell
Effect: This card is used to ritual summon 'White Magician of Life'. You must also tribute monsters from your hand or field whose total levels equal 8 or more.
Image: A large chalice on top an altar in a church.
Made by me, but goes with cards made up by Mrs. Zacky Vengeance
Holy Magic Tome
Equip Spell
Effect: Equip only to a 'White Magician' or 'White Magician Girl' that you control. The equipped monster gains 500 attack points. When this card is destroyed and sent to the graveyard, increase your life-points by 1500.
Image: Same thing as Magic Formula, except lighter, without lock or key. Looks simpler, whitish, and with a cross on the cover.
Holy Magic From Beyond the Grave
Normal Trap
Effect: Activate when you take more than 1000 points of damage and you have 'White Magician', 'White Magician Girl' and 'White Magician of Life' in your graveyard. Remove them from play and summon one spellcaster type monster from your hand, deck or graveyard, regardless of summoning conditions.
Image: A clean slated tombstone with a cross in the middle and a white mist swirling about it.
RoyalShowstopperXIII
Monsters
Magma Fighter - Dragoon
Atk/Def: 3000/2500
Lv: 8
Type: Machine
Attr: Fire
Effect: This card can only be summoned by 'Volcanic Summoning'. During the battle phase, increase this card's attack points by 500 times the number of monsters on your opponent's side of the field.
Image: Magma Dragoon from Megaman X4
Maverick Axel
Atk/Def: 1700/1300
Lv: 4
Type: Machine
Attr: Earth
Effect: When this card is summoned, randomly add one card from your opponent's hand to your own.
Image: Spike Rosered from Megaman X5
Maverick Beetle
Atk/Def: 1400/1600
Lv: 4
Type: Machine
Attr: Wind
Effect: Once per turn you can select a monster on the field and change its battle position.
Image: Gravity Beetle from Megaman X3
Maverick Eagle
Atk/Def: 1600/800
Lv: 4
Type: Machine
Attr: Wind
Effect: You can pay 300 life-points. This card can attack twice during this turn. Any monster destroyed in battle with this card is returned to the bottom of it's owner's deck.
Image: Storm Eagle from Megaman X
Maverick Mammoth
Atk/Def: 2650/1900
Lv: 7
Type: Machine
Attr: Fire
Effect: When this card is summoned, you can select one of your opponent's monster card zones for each 'Maverick' monster you control. If one or more monsters are summoned to one of those zones, inflict 300 damage to your opponent for each one. During your end phase, inflict 200 points of damage for every 'Maverick' monster you control.
Image: Flame Mammoth from Megaman X
Maverick Metal Shark
Atk/Def: 1700/1400
Lv: 4
Type: Machine
Attr: Dark
Effect: By sending one card from your hand to the graveyard, you can summon one monster from your opponent's graveyard and treat it as a machine type. When this card is destroyed, send any monster summoned by this effect to the graveyard.
Image: Metal Shark Player from Megaman X6
Maverick Mushroom
Atk/Def: 1000/500
Lv: 3
Type: Machine
Attr: Wind
Effect: This card can be treated as two tributes for the tribute summon of a 'Maverick' monster.
Image: Split Mushroom from Megaman X4
Maverick Walrus
Atk/Def: 2600/1900
Lv: 7
Type: Machine
Attr: Water
Effect: When this card is summoned, your opponent cannot activate spell or trap cards for two turns.
Image: Frost Walrus from Megaman X4
Maverick Peacock
Atk/Def: 1900/1000
Lv: 4
Type: Machine
Attr: Wind
Effect: If this card is destroyed in battle, your opponent must skip their next two battle phases.
Image: Cyber Peacock from Megaman X4
Maverick Penguin
Atk/Def: 1600/1000
Lv: 4
Type: Machine
Attr: Water
Effect: When summoned, you can select one card in your opponent's hand and banish it for three turns. That card cannot be removed from your banished cards by any effect until the three turns are finished.
Image: Chill Penguin from Megaman X
Maverick Phoenix
Atk/Def: 2450/1850
Lv: 7
Type: Machine
Attr: Fire
Effect: Increase this card's attack points by 200 for each 'Maverick' monster on the field. This card can attack twice.
Image: Blaze Heatnix from Megaman X6
Maverick Spider
Atk/Def: 2000/2500
Lv: 5
Type: Machine
Attr: Light
Effect: When summoned, select one monster on your opponent's side of the field and decrease its ATK by 100 times its own level.
Image: Web Spider from Megaman X4
Maverick Stag
Atk/Def: 1500/400
Lv: 4
Type: Machine
Attr: Fire
Effect: This card can attack twice each turn.
Image: Flame Stag from Megaman X2
Maverick Storm Owl
Atk/Def: 1800/1300
Lv: 4
Type: Machine
Attr: Wind
Effect: When this card is summoned, send one monster on your opponent's side of the field to their hand.
Image: Storm Owl from Megaman X4
Maverick Wolffang
Atk/Def: 1900/1200
Lv: 4
Type: Machine
Attr: Water
Effect: Once per turn, you can target one monster your opponent controls and prevent it from switching positions or attack until the end of your opponent's next turn.
Image: Blizzard Wolfang from Megaman X6
Spells
Volcanic Summoning
Ritual Spell Card
Effect: This card is used to ritual summon 'Magma Fighter - Dragoon'. You must also tribute monsters from your hand or field whose total levels equal 8 or more.
Image: A pillar of flame shooting up from a volcano.
Made by me, but goes with cards made up by RoyalShowstopperXIII
Monsters
Maverick Vile
Atk/Def: 2500/2000
Lv: 7
Type: Machine
Attr: Dark
Effect: When this card is summoned, you can remove any number of 'Maverick' monsters from your graveyard (Max. 6), to destroy an equal number of spell/trap cards (negate the effect of any card destroyed by this effect). Whenever a spell/trap card is destroyed, decrease this card's DEF by 200 for each once, and increase its ATK by the same amount.
Image: Vile from Megaman X
Maverick Virus Sigma
Atk/Def: 2700/2200
Lv: 10
Type: Machine
Attr: Dark
Effect: This card cannot be normal summoned or set. This card can only be special summoned by its own effect, or by tributing three 'Maverick' monsters you control. When this card is destroyed by a card effect and sent to the graveyard, it is immediately summoned to your side of the field. This card gains ATK equal to the number of times it was special summoned x 300.
Image: Sigma's first form in Megaman X5
Spells
Maverick Rampage
Normal Spell
Select one 'Maverick' monster, or one 'Magma Fighter - Dragoon' that you control. This turn, only that monster may attack, but it can attack all the monsters on your opponent's field.
Image: A horde of Mavericks tearing through a skyscraper.
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Probably missed a few, but that should be most of them. Once I (eventually) get around to the year 2 arc, I'll do another list like this for chapter 1 and update as I add more cards.