

LIGHT
3Batteryman AA
ATK:
0
DEF:
0
If all "Batteryman AA"(s) you control are in Attack Position, this card gains 1000 ATK for each. If all "Batteryman AA"(s) you control are in Defense Position, this card gains 1000 DEF for each.


LIGHT
4Batteryman AAA
ATK:
0
DEF:
0
When this card is Normal Summoned or flipped face-up, you can Special Summon 1 "Batteryman AAA" from your hand or Graveyard.


LIGHT
2Batteryman C
ATK:
0
DEF:
0
If all "Batteryman C"(s) you control are in Attack Position, all Machine-Type monsters you control gain 500 ATK for each "Batteryman C" you control. If all "Batteryman C"(s) you control are in Defense Position, all Machine-Type monsters you control gain 500 DEF for each "Batteryman C" you control.


LIGHT
5Batteryman Charger
ATK:
1800
DEF:
1200
When this card is Normal Summoned, you can Special Summon 1 "Batteryman" monster, except "Batteryman Charger", from your hand or Deck. This card gains 300 ATK and DEF for each Thunder-Type monster you control.


LIGHT
1Batteryman D
ATK:
0
DEF:
1900
Your opponent cannot select a Thunder-Type monster you control as an attack target (except "Batteryman D").


LIGHT
8Batteryman Industrial Strength
ATK:
2600
DEF:
0
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Batteryman" monsters from your Graveyard. Once per turn, you can remove from play 1 Thunder-Type monster from your Graveyard to destroy 1 monster and 1 Spell or Trap Card on the field.


LIGHT
4Batteryman Solar
ATK:
1500
DEF:
1500
If this card is Normal or Special Summoned: You can send 1 Thunder monster from your Deck to the GY. If a Thunder monster(s) is Normal or Special Summoned while this monster is on the field: Special Summon 1 "Batteryman Token" (Thunder/LIGHT/Level 1/ATK 0/DEF 0). You can target 1 "Batteryman" Effect Monster you control or in your GY; this card's name becomes that monster's until the End Phase. You can only use each effect of "Batteryman Solar" once per turn.


FIRE
4Brotherhood of the Fire Fist - Dragon
ATK:
1800
DEF:
400
Once per turn, if you activate a "Fire Formation" Spell/Trap Card (except during the Damage Step): You can Set 1 "Fire Formation" Trap directly from your Deck. Once per turn: You can send 2 face-up "Fire Formation" Spells/Traps you control to the GY, then target 1 "Fire Fist" monster in your GY, except "Brotherhood of the Fire Fist - Dragon"; Special Summon that target.


FIRE
3Brotherhood of the Fire Fist - Leopard
ATK:
0
DEF:
200
During your Main Phase, if this card was Normal or Special Summoned this turn: You can Tribute 1 "Fire Fist" monster; Set 1 "Fire Formation" Spell/Trap Card directly from your Deck. You can only use the effect of "Brotherhood of the Fire Fist - Leopard" once per turn.


FIRE
4Brotherhood of the Fire Fist - Rhino
ATK:
1700
DEF:
1400
If a "Fire Fist" monster you control attacks or is attacked, during damage calculation (in either player's turn): You can send 1 face-up "Fire Formation" Spell/Trap Card you control and 1 "Fire Fist" monster from your hand to the Graveyard once per battle; your attacking/attacked monster gains ATK equal to the original ATK of the monster sent to the Graveyard, during damage calculation only.


FIRE
4Brotherhood of the Fire Fist - Snake
ATK:
1800
DEF:
600
Once per turn, if a "Fire Formation" Spell/Trap Card(s) is sent to your Graveyard (except during the Damage Step): You can Set 1 "Fire Formation" Trap Card directly from your Deck. Once per turn, if you control no other monsters: You can send 2 face-up "Fire Formation" Spell/Trap Cards you control to the Graveyard; draw 1 card.


LIGHT
5Celestia, Lightsworn Angel
ATK:
2300
DEF:
200
When you Tribute Summon this card by Tributing a "Lightsworn" monster: You can send the top 4 cards of your Deck to the GY, then target up to 2 cards your opponent controls; destroy those targets.


EARTH
2Chow Chow Chan
ATK:
800
DEF:
800
When your opponent activates a Normal Trap Card in response to your monster's attack declaration targeting an opponent's monster: You can discard this card; negate the activation, and if you do, destroy that card (this is a Quick Effect).


DARK
5Curse of Dragonfire
ATK:
2000
DEF:
1500
If this card is Normal or Special Summoned: You can target 1 Field Spell on the field; destroy it. Once per turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card.


EARTH
4Gem-Knight Alexandrite
ATK:
1800
DEF:
1200
You can Tribute this card; Special Summon 1 "Gem-Knight" Normal Monster from your Deck.


EARTH
3Gem-Knight Obsidian
ATK:
1500
DEF:
1200
If this card is sent from the hand to your Graveyard: You can target 1 Level 4 or lower Normal Monster in your Graveyard; Special Summon that target.


EARTH
3Gem-Merchant
ATK:
1000
DEF:
1000
During the Damage Step, in either player's turn, when a face-up EARTH Normal Monster you control attacks or is attacked: You can send this card from your hand to the Graveyard; that monster gains 1000 ATK and DEF until the End Phase.


EARTH
3Gilasaurus
ATK:
1400
DEF:
400
You can Special Summon this card (from your hand). If Summoned this way: Activate this effect; your opponent can Special Summon 1 monster from their GY.


EARTH
4Goblin Pothole Squad
ATK:
1500
DEF:
400
When this card is Normal Summoned, Trap Cards cannot be activated. Also, "Trap Hole" Trap Cards cannot be activated when a monster is Summoned, except "Dark Trap Hole".


WATER
6Jawsman
ATK:
2600
DEF:
1600
Cannot be Special Summoned. If you Tribute Summon this card, all Tributes must be WATER. This card gains 300 ATK for each face-up WATER monster you control, except this card.


FIRE
3Kayenn, the Master Magma Blacksmith
ATK:
1200
DEF:
200
You can banish this card from your Graveyard; all face-up "Laval" monsters you currently control gain 400 ATK.


DARK
4Kycoo the Ghost Destroyer
ATK:
1800
DEF:
700
When this card inflicts battle damage to your opponent: You can target up to 2 monsters in their Graveyard; banish those targets. Your opponent cannot banish cards from either player's Graveyard.


FIRE
4Laval Blaster
ATK:
1200
DEF:
800
When this card is Normal Summoned, if you have a "Laval" monster in your Graveyard other than "Laval Blaster": You can choose a number from 1 to 5, then send that many cards from the top of your Deck to the Graveyard; this card gains 200 ATK for each "Laval" monster sent to the Graveyard to activate this effect.


FIRE
5Laval Burner
ATK:
2100
DEF:
1000
If you have 3 or more "Laval" monsters with different names in your Graveyard, you can Special Summon this card (from your hand).


FIRE
4Laval Cannon
ATK:
1600
DEF:
900
When this card is Normal or Flip Summoned: You can target 1 of your banished "Laval" monsters; Special Summon that target.


FIRE
3Laval Miller
ATK:
300
DEF:
400
When this card is destroyed by battle and sent to the Graveyard: You can send 2 "Laval" monsters from your Deck to the Graveyard.


FIRE
4Laval Phlogis
ATK:
1700
DEF:
800
When this card is sent to the Graveyard: All "Laval" monsters you currently control gain 300 ATK.


FIRE
4Laval Warrior
ATK:
1800
DEF:
500
When this card destroys an opponent's monster by battle: Inflict damage to your opponent equal to the original ATK of the destroyed monster. You must have 4 or more "Laval" monsters with different names in your Graveyard to activate and to resolve this effect.


EARTH
4Madolche Butlerusk
ATK:
1500
DEF:
800
When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal Summoned: You can add 1 Field Spell Card from your Deck to your hand. There must be another face-up "Madolche" monster on the field to activate and to resolve this effect.


EARTH
4Madolche Messengelato
ATK:
1600
DEF:
1000
When this card in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. When this card is Special Summoned: You can add 1 "Madolche" Spell/Trap Card from your Deck to your hand. You must control a face-up Beast-Type "Madolche" monster to activate and to resolve this effect.


EARTH
3Madolche Mewfeuille
ATK:
500
DEF:
300
When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal Summoned: You can Special Summon 1 "Madolche" monster from your hand.


EARTH
5Madolche Puddingcess
ATK:
1000
DEF:
1000
If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: Shuffle this card into the Deck. While you have no monsters in your Graveyard, this card gains 800 ATK and DEF. After damage calculation, when this card battles an opponent's monster: You can target 1 card your opponent controls; destroy that target.


LIGHT
3Photon Cerberus
ATK:
1300
DEF:
600
During the turn this card was Normal Summoned, neither player can activate Trap Cards while this card is face-up on the field.


FIRE
4Prominence, Molten Swordsman
ATK:
1800
DEF:
600
Once per turn, during either player's turn: You can banish 1 "Laval" monster from your Graveyard; this card gains 300 ATK until the End Phase.


EARTH
2Sea Koala
ATK:
100
DEF:
1600
Once per turn: You can target 1 monster your opponent controls; change its ATK to 0 until the end of this turn. You must control a Beast-Type monster (other than this card) to activate and to resolve this effect.


LIGHT
6Soul of Purity and Light
ATK:
2000
DEF:
1800
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 2 LIGHT monsters in your Graveyard. All monsters your opponent controls lose 300 ATK during their Battle Phase only.


EARTH
1Steel Scorpion
ATK:
250
DEF:
300
A non Machine-Type Monster attacking "Steel Scorpion" will be destroyed at the End Phase of your opponent's 2nd turn after the attack.


LIGHT
5Super-Electromagnetic Voltech Dragon
ATK:
2400
DEF:
1000
If you Tribute Summon this card by Tributing 1 of the following monsters, it gains the appropriate effect: ● Batteryman D: Negate the effect of a Spell or Trap Card that targets this 1 card. ● Batteryman C: During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. ● Batteryman AA: This card gains 1000 ATK.


EARTH
8Three Thousand Needles
ATK:
3000
DEF:
1800
At the end of the Damage Step, if this Defense Position card was attacked by a monster whose ATK is lower than this card's DEF: Destroy the attacking monster.


LIGHT
4Thunder Sea Horse
ATK:
1600
DEF:
1200
You can discard this card; add 2 Level 4 LIGHT Thunder-Type monsters of the same name with 1600 or less ATK from your Deck to your hand. You can only use the effect of "Thunder Sea Horse" once per turn. You cannot Special Summon during the turn you activate this effect.


EARTH
6Tiger Dragon
ATK:
2400
DEF:
1800
When this card is Tribute Summoned by Tributing a Dragon monster: You can target up to 2 Set cards in your opponent's Spell & Trap Zone; destroy those targets.


EARTH
4Treasure Panda
ATK:
1100
DEF:
2000
You can banish up to 3 Spells/Traps from your GY face-down; Special Summon 1 Normal Monster from your Deck, whose Level equals the number of cards banished to activate this effect.


WATER
2Tree Otter
ATK:
1200
DEF:
100
Once per turn: You can target 1 face-up monster you control; it gains 1000 ATK until the end of this turn. You must control a Beast-Type monster (other than this card) to activate and to resolve this effect.


FIRE
6Twinheaded Beast
ATK:
1700
DEF:
1900
This card can attack twice during the same Battle Phase.


LIGHT
4Wulf, Lightsworn Beast
ATK:
2100
DEF:
300
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is sent from your Deck to the GY: Special Summon it.


LIGHT
1Batteryman Micro-Cell
ATK:
100
DEF:
100
FLIP: Special Summon 1 Level 4 or lower "Batteryman" monster from your Deck, except "Batteryman Micro-Cell". After this card has been flipped face-up, when it is destroyed by battle and sent to the Graveyard, draw 1 card.


LIGHT
1Magician of Faith
ATK:
300
DEF:
400
FLIP: Target 1 Spell in your GY; add that target to your hand.


DARK
6Elemental HERO Darkbright
ATK:
2000
DEF:
1000
"Elemental HERO Sparkman" + "Elemental HERO Necroshade" Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. If this card attacks, change it to Defense Position at the end of the Damage Step. If this card is destroyed: Target 1 monster your opponent controls; destroy that target.


FIRE
8Elemental HERO Nova Master
ATK:
2600
DEF:
2100
1 "Elemental HERO" monster + 1 FIRE monster Must be Fusion Summoned. If this card destroys an opponent's monster by battle: Draw 1 card.


EARTH
6Elemental HERO Rampart Blaster
ATK:
2000
DEF:
2500
"Elemental HERO Clayman" + "Elemental HERO Burstinatrix" Must be Fusion Summoned and cannot be Special Summoned by other ways. This card can attack while in face-up Defense Position, but only if your opponent controls no monsters, and if it does, this card's ATK is halved during damage calculation only.


EARTH
8Elemental HERO Wild Wingman
ATK:
1900
DEF:
2300
"Elemental HERO Wildheart" + "Elemental HERO Avian" Must be Fusion Summoned and cannot be Special Summoned by other ways. You can discard 1 card to target 1 Spell/Trap Card on the field; destroy that target.


EARTH
7Gem-Knight Amethyst
ATK:
1950
DEF:
2450
1 "Gem-Knight" monster + 1 Aqua-Type monster Must first be Fusion Summoned. When this card is sent from the field to the Graveyard: Return all Set Spell and Trap Cards on the field to the hand.


EARTH
10Gem-Knight Lady Brilliant Diamond
ATK:
3400
DEF:
2000
3 "Gem-Knight" monsters Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Lady Brilliant Diamond(s)" once per turn. Once per turn: You can send 1 face-up "Gem-Knight" monster you control to the Graveyard, and if you do, Special Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, ignoring its Summoning conditions.


EARTH
5Gem-Knight Lady Lapis Lazuli
ATK:
2400
DEF:
1000
"Gem-Knight Lapis" + 1 "Gem-Knight" monster Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Lady Lapis Lazuli(s)" once per turn. Once per turn: You can send 1 "Gem-Knight" monster from your Main Deck or Extra Deck to the Graveyard, and if you do, inflict 500 damage to your opponent for each Special Summoned monster on the field.


EARTH
8Gem-Knight Zirconia
ATK:
2900
DEF:
2500
1 "Gem-Knight" monster + 1 Rock-Type monster


EARTH
6Koalo-Koala
ATK:
2800
DEF:
200
"Sea Koala" + "Tree Otter" You can send 1 Beast-Type monster from your hand to the Graveyard to target 1 monster your opponent controls; destroy it.


WIND
7Sky Galloping Gaia the Dragon Champion
ATK:
2600
DEF:
2100
1 "Gaia The Fierce Knight" monster + 1 Dragon-Type monster This card's name becomes "Gaia the Dragon Champion" while it is on the field. If this card is Special Summoned: You can add 1 "Spiral Spear Strike" from your Deck or Graveyard to your hand. When this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster.


WATER
4Aquarian Alessa
ATK:
1500
DEF:
500
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: ● When this card destroys an opponent's monster by battle and sends it to the Graveyard, they discard 1 random card.


FIRE
4Evocator Chevalier
ATK:
1900
DEF:
900
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● You can send 1 face-up Equip Card you control to the Graveyard, then target 1 card your opponent controls; destroy that target.


EARTH
4Gem-Knight Iolite
ATK:
1300
DEF:
2000
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● Once per turn: You can banish 1 "Gem-" monster from your Graveyard to target 1 "Gem-Knight" card in your Graveyard; add that target to your hand.


WATER
2Atlantean Pikeman
ATK:
1400
DEF:
0
The Great Ocean Lord, who reigns over the depths, is served by these lancers. Deep-sea creatures exist in fear of facing the stream of attacks their lances are capable of.


EARTH
3Gem-Knight Lapis
ATK:
1200
DEF:
100
The best of friends with Lazuli, this soldier deeply cares about the well-being of her friends.


WATER
4Megalosmasher X
ATK:
2000
DEF:
0
With its sound-baffling armor and gargantuan jaws, this primeval predator's phosphorescence was the only possible pardon for its primitive prey.


FIRE
4Robotic Knight
ATK:
1600
DEF:
1800
The Commander of Machine-Types, he serves the Machine King. He is famous for the way he controls his troops.


Spell
NormalBattery Charger
Pay 500 Life Points. Special Summon 1 "Batteryman" monster from your Graveyard.


Spell
NormalFifth Hope
Target 5 "Elemental HERO" cards in your Graveyard; shuffle them into the Deck, then draw 2 cards (draw 3 cards instead, if you had no other cards on your side of the field and in your hand when you activated this card).


Spell
NormalGem-Knight Fusion
Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is in your Graveyard: You can banish 1 "Gem-Knight" monster from your Graveyard; add this card to your hand.


Spell
NormalHero Heart
Target 1 face-up "Elemental HERO" monster you control; halve its ATK until the end of this turn, but it can attack twice during this turn's Battle Phase.


Spell
EquipLightsworn Sabre
Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is sent from your Deck to the Graveyard: You can target 1 "Lightsworn" monster you control; equip this card to that target.


Spell
ContinuousLightsworn Sanctuary
Once per turn: You can send 1 "Lightsworn" monster from your hand to the Graveyard, then target 1 other "Lightsworn" monster in your Graveyard; add it to your hand. Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. If a "Lightsworn" card(s) you control would be destroyed by a card effect, you can remove 2 Shine Counters from your side of the field for each of those "Lightsworn" card(s) instead.


Spell
FieldMadolche Chateau
When this card is activated: Shuffle all "Madolche" monsters in your Graveyard into the Deck. All "Madolche" monsters on the field gain 500 ATK and DEF. If a monster(s) in your Graveyard would be returned to the Deck by the effect of a "Madolche" monster, you can add it to your hand instead.


Spell
ContinuousMadolche Ticket
When a "Madolche" card(s) is returned from your side of the field or Graveyard to your hand or Main Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a face-up Fairy-Type "Madolche" monster, you can Special Summon the monster from your Deck in face-up Attack Position instead of adding it to your hand. You can only use the effect of "Madolche Ticket" once per turn.


Spell
ContinuousNon-Spellcasting Area
All face-up monsters, except for Effect Monsters, are unaffected by other Spell effects.


Spell
ContinuousOut of the Blue
Destroy this card if your opponent activates a card or effect that targets a card(s) in the Graveyard. When this card is destroyed by this effect and sent to the Graveyard, your opponent shuffles all cards in their Graveyard into the Deck.


Spell
QuickQuick Charger
Add 2 Level 4 or lower "Batteryman" monsters from your Graveyard to your hand.


Spell
NormalRecycling Batteries
Target 2 Thunder-Type monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.


Spell
NormalRevoke Fusion
Discard 1 "Polymerization" to the Graveyard. Send 1 Fusion Monster from your Extra Deck to your Graveyard and Special Summon 1 monster from your hand that is listed as a Fusion Material Monster on that card. The Special Summoned monster is sent to the Graveyard during the End Phase of this turn.


Spell
QuickSearing Fire Wall
Banish any number of "Laval" monsters from your Graveyard; Special Summon an equal number of "Laval Tokens" (Pyro-Type/FIRE/Level 1/ATK 0/DEF 0) in Defense Position.


Spell
EquipWattcube
Equip only to a Thunder-Type monster. It gains 100 ATK for each Thunder-Type monster in your Graveyard. You can send this face-up card from the field to the Graveyard to have 1 face-up Thunder-Type monster you control gain 1000 ATK.


Trap
CounterBurgeoning Whirlflame
When a Trap Card is activated: Send 1 "Laval" monster from your hand to the Graveyard; negate the activation and destroy it. If this card is in the Graveyard: You can banish 2 FIRE monsters from your Graveyard; add this card to your hand.


Trap
NormalDust Tornado
Target 1 Spell/Trap your opponent controls; destroy that target, then you can Set 1 Spell/Trap from your hand.


Trap
ContinuousFire Formation - Kaiyo
During the turn this card is activated, if a Beast-Warrior-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. (This applies even if this card leaves the field.) All Beast-Warrior-Type monsters you control gain 300 ATK.


Trap
ContinuousFire Formation - Tensen
When this card is activated: Target 1 Beast-Warrior-Type monster you control; it gains 700 ATK until the end of this turn. (This ATK gain remains even if this card leaves the field.) All Beast-Warrior-Type monsters you control gain 300 ATK.


Trap
NormalGem-Enhancement
Tribute 1 "Gem-Knight" monster, then target 1 "Gem-Knight" monster in your Graveyard; Special Summon that target from the Graveyard.


Trap
ContinuousGlorious Illusion
Activate this card by targeting 1 "Lightsworn" monster in your Graveyard; Special Summon that target in face-up Attack Position. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. When this card leaves the field, destroy that monster. When that monster leaves the field, destroy this card.


Trap
NormalHero Signal
When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Elemental HERO" monster from your hand or Deck.


Trap
NormalHero Spirit
During the Battle Phase, if an "Elemental HERO" monster you controlled was destroyed by battle this turn: Make the Battle Damage from 1 of your opponent's monsters 0.


Trap
NormalHorn of the Phantom Beast
Target 1 Beast or Beast-Warrior monster you control; equip this card to that target. It gains 800 ATK. If the equipped monster destroys your opponent's monster by battle and sends it to the GY: Draw 1 card.


Trap
NormalKunai with Chain
Activate 1 or both of these effects (simultaneously). ● When an opponent's monster declares an attack: Target the attacking monster; change that target to Defense Position. ● Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK.


Trap
NormalMadolche Lesson
Target 1 "Madolche" monster in your Graveyard; shuffle that target into the Deck, and if you do, all "Madolche" monsters you currently control gain 800 ATK and DEF, then you can shuffle 1 other monster from your Graveyard into the Deck.


Trap
CounterMadolche Nights
When a monster effect is activated, if you have no monsters in your Graveyard: Negate the activation, then if you control "Madolche Puddingcess", shuffle 1 random card from your opponent's hand into the Deck.


Trap
CounterMadolche Tea Break
When a Spell/Trap Card is activated, if you have no monsters in your Graveyard: Negate the activation, and if you do, return it to the hand, then, if you control a face-up "Madolche Puddingcess", you can destroy 1 card your opponent controls.


Trap
ContinuousMadolche Waltz
Each time a "Madolche" monster you control attacks or is attacked, after damage calculation: Inflict 300 damage to your opponent.


Trap
NormalMadolchepalooza
Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase.


Trap
NormalMetal Detector
You can only activate this card when a Continuous Trap Card is activated. Negate all Continuous Trap Cards during the turn this card is activated.


Trap
ContinuousMolten Whirlwind Wall
All face-up "Laval" monsters you control gain 100 ATK for each "Laval" monster in your Graveyard.


Trap
NormalMystic Probe
You can only activate this card when a Continuous Spell Card is activated. Negate all Continuous Spell Cards during the turn this card is activated.


Trap
CounterParadox Fusion
When a monster(s) would be Special Summoned, OR a Spell/Trap Card is activated: Banish 1 face-up Fusion Monster you control; negate the Special Summon or activation, and if you do, destroy that card, also during your 2nd End Phase, return the banished Fusion Monster to your field in face-up Attack Position.


Trap
NormalRemote Revenge
Activate only when a monster you control is targeted by a Spell, Trap, or Effect Monster's effect that destroys 1 monster on the field. Switch the target to an appropriate monster your opponent controls.


Trap
NormalUltimate Fire Formation - Seito
Banish 7 "Fire Formation" Spell/Trap Cards from your Graveyard; Special Summon as many "Fire Fist" monsters as possible from your Graveyard, then you can Set "Fire Formation" Spell/Trap Cards directly from your Deck, except "Ultimate Fire Formation - Seito", up to the number of monsters Special Summoned by this effect.








































































































