

DARK
2Ally Salvo
ATK:
400
DEF:
300
When this card is destroyed by battle with a LIGHT monster and sent to the Graveyard, select 2 cards on the field and destroy them.


LIGHT
4Aurora Paragon
ATK:
1500
DEF:
1000
Neither player can Special Summon monsters. When another monster is Normal Summoned to either player's side of the field, destroy this card.


EARTH
5Backup Warrior
ATK:
2100
DEF:
0
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) while the only monsters you control are 2 Defense Position monsters. You cannot Synchro Summon the turn you Special Summon this card.


DARK
3Crashbug X
ATK:
0
DEF:
2000
When this card is Normal Summoned: You can Special Summon 1 "Crashbug Z" from your Deck. You must control a face-up "Crashbug Y" to activate and to resolve this effect.


DARK
3Crashbug Y
ATK:
1400
DEF:
1600
When this card is Normal Summoned: You can Special Summon 1 "Crashbug X" from your Deck. You must control a face-up "Crashbug Z" to activate and to resolve this effect.


DARK
3Crashbug Z
ATK:
0
DEF:
1500
When this card is Normal Summoned: You can Special Summon 1 "Crashbug Y" from your Deck. You must control a face-up "Crashbug X" to activate and to resolve this effect.


DARK
4Doomcaliber Knight
ATK:
1900
DEF:
1800
Cannot be Special Summoned. If a monster effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that monster.


LIGHT
3Fabled Dyf
ATK:
1400
DEF:
1700
When a "Fabled" monster(s) is sent from the hand to your GY (except during the Damage Step): You can Tribute this card, then target 1 of those monsters; Special Summon it.


LIGHT
4Fabled Grimro
ATK:
1700
DEF:
1000
If you control a "Fabled" monster: You can send this card from your hand to the GY; add 1 "Fabled" monster from your Deck to your hand, except "Fabled Grimro".


LIGHT
2Fabled Krus
ATK:
1000
DEF:
800
If this card is discarded to the GY: Target 1 other Level 4 or lower "Fabled" monster in your GY; Special Summon that target.


LIGHT
4Fabled Urustos
ATK:
1500
DEF:
200
While you have 2 or less cards in your hand, all face-up "Fabled" monsters you control gain 400 ATK.


DARK
6Gaap the Divine Soldier
ATK:
2200
DEF:
2000
All monsters are changed to Attack Position, also their battle positions cannot be changed. (Flip Effects are not activated.) Once per turn: You can reveal any number of Fiend monsters in your hand; this card gains 300 ATK for each, until the end of this turn.


EARTH
4Iron Chain Repairman
ATK:
1600
DEF:
1200
When this card destroys a monster by battle and sends it to the Graveyard, inflict 300 damage to your opponent. Once per turn, you can Special Summon 1 Level 4 or lower "Iron Chain" monster from your Graveyard, except "Iron Chain Repairman". This card cannot attack the turn you activate this effect.


EARTH
3Iron Chain Snake
ATK:
800
DEF:
1200
During your Main Phase, you can equip this card to 1 face-up monster your opponent controls. That monster loses 800 ATK and DEF. When it is destroyed by battle and sent to the Graveyard, its controller sends cards equal to its Level from the top of their Deck to the Graveyard.


EARTH
4Justice Bringer
ATK:
1700
DEF:
1000
Once per turn, when a Special Summoned monster your opponent controls activates its effect, you can negate the activation.


EARTH
2Karakuri Merchant mdl 177 "Inashichi"
ATK:
500
DEF:
1500
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, add 1 "Karakuri" card from your Deck to your hand.


EARTH
5Karakuri Ninja mdl 7749 "Nanashick"
ATK:
2200
DEF:
1800
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When this card is Normal Summoned, you can draw a number of cards equal to the number of face-up Defense Position "Karakuri" monsters you control.


EARTH
4Karakuri Ninja mdl 919 "Kuick"
ATK:
1700
DEF:
1500
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. When this card destroys an opponent's monster by battle and sends it to the Graveyard, select 1 Level 4 or lower "Karakuri" monster in your Graveyard, and Special Summon it in face-up Defense Position.


EARTH
4Karakuri Soldier mdl 236 "Nisamu"
ATK:
1400
DEF:
200
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Karakuri" monster from your Deck in face-up Attack Position.


EARTH
4Koa'ki Meiru Beetle
ATK:
1900
DEF:
1500
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Insect-Type monster in your hand. If a LIGHT or DARK monster is Special Summoned in Attack Position: Change that monster to Defense Position.


EARTH
4Koa'ki Meiru Boulder
ATK:
1200
DEF:
1000
When this card is destroyed by battle and sent to the Graveyard, you can add 1 "Iron Core of Koa'ki Meiru" or 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck to your hand.


FIRE
4Koa'ki Meiru Gravirose
ATK:
1900
DEF:
1300
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Plant-Type monster in you hand. During each of your Standby Phases, you can send 1 Level 3 or lower monster from your Deck to your Graveyard.


WATER
3Koa'ki Meiru Hydro Barrier
ATK:
1000
DEF:
1900
You can return 1 "Iron Core of Koa'ki Meiru" from your hand to the top of the Deck. If you do, the effect(s) of all face-up Effect Monsters are negated until the Standby Phase of your next turn, except "Koa'ki Meiru" monsters.


EARTH
7Koa'ki Meiru Rooklord
ATK:
2800
DEF:
2200
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Warrior-Type monster in your hand. You can Tribute Summon this card by Tributing 1 "Koa'ki Meiru" monster. When this card is Normal Summoned, you can remove from play 1 "Koa'ki Meiru" card in your Graveyard to destroy up to 2 cards your opponent controls.


WIND
3Koa'ki Meiru Speeder
ATK:
1200
DEF:
2200
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Machine-Type monster in your hand. If you draw "Iron Core of Koa'ki Meiru" during your Draw Phase, you can reveal it to your opponent to draw 1 more card.


EARTH
4Koa'ki Meiru Wall
ATK:
1900
DEF:
1200
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the GY or reveal 1 Rock monster in your hand. When your opponent activates a Spell Card (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card.


EARTH
4Koa'ki Meiru War Arms
ATK:
1400
DEF:
1200
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Warrior-Type monster in your hand. Once per turn: You can target 1 Level 3 or lower Warrior-Type monster in your Graveyard; equip that target to this card. This card gains ATK equal to half the combined ATK of the monsters equipped to it by this effect. If this card would be destroyed by battle, destroy all monsters equipped to it by this effect instead.


DARK
6Lucent, Netherlord of Dark World
ATK:
2400
DEF:
0
If this card is discarded to the Graveyard by a card effect: Special Summon it from the Graveyard, then, if this card was discarded from your hand to your Graveyard by an opponent's card effect, you can Special Summon 1 Fiend-Type monster from your Deck to either side of the field.


LIGHT
4Ms. Judge
ATK:
1800
DEF:
600
If an opponent's card effect activates, before resolving that effect, toss a coin twice, and if the result is 2 Heads, negate that effect. You can only use this effect of "Ms. Judge" once per turn.


DARK
2Necro Defender
ATK:
0
DEF:
800
During your Main Phase, you can remove from play this card from your Graveyard to select 1 monster you control. Until your opponent's next End Phase, that monster cannot be destroyed by battle, and you take no Battle Damage from battles involving it.


DARK
2Necro Linker
ATK:
600
DEF:
0
You can Tribute this card to select 1 "Synchron" Tuner monster in your Graveyard. Special Summon that monster. It cannot be used as a Synchro Material Monster during the turn it is Special Summoned by this effect.


DARK
2Nightmare Horse
ATK:
500
DEF:
400
This card can attack your opponent's Life Points directly even if there is a monster on your opponent's side of the field.


WIND
4R-Genex Turbo
ATK:
1500
DEF:
1300
When this card is Normal Summoned, you can add 1 Level 1 "Genex" monster from your Deck to your hand.


EARTH
4Rescue Warrior
ATK:
1600
DEF:
1700
You take no Battle Damage from battles involving this card. If this card is destroyed by battle, select 1 face-up monster your opponent controls that you own, and take control of it.


LIGHT
1Stardust Phantom
ATK:
0
DEF:
0
When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard, you can select 1 "Stardust Dragon" in your Graveyard and Special Summon it in face-up Defense Position. You can remove from play this card in the Graveyard to select 1 face-up Dragon-Type Synchro Monster you control. Once per turn, that Synchro Monster cannot be destroyed by battle, but each time this effect is applied, it loses 800 ATK and DEF at the end of the Damage Step.


DARK
3Swarm of Scarabs
ATK:
500
DEF:
1000
Once per turn: You can change this card to face-down Defense Position. When this card is Flip Summoned: Target 1 monster your opponent controls; destroy that target.


EARTH
2Synchron Explorer
ATK:
0
DEF:
700
When this card is Normal Summoned: You can target 1 "Synchron" monster in your Graveyard; Special Summon that target, but its effects are negated.


LIGHT
2The Fabled Nozoochee
ATK:
1200
DEF:
800
During your Main Phase: You can discard 1 "Fabled" monster, and if you do, Special Summon this card from your hand. When this card is Special Summoned this way: You can Special Summon 1 Level 2 or lower "Fabled" monster from your hand.


FIRE
10Ultimate Obedient Fiend
ATK:
3500
DEF:
3000
This card can only attack if this card is the only card on your side of the field and if you also have no cards in your hand. The effects of Effect Monsters that this card destroys are negated.




DARK
5Ancient Tool
ATK:
1700
DEF:
1400
A destructive machine discovered in the Ruins of the Ancients.


EARTH
4Inpachi
ATK:
1600
DEF:
1900
A log that attacks lost travelers in the forest. Originally a big tree, it was cut down and possessed by a wicked spirit.


LIGHT
7Ancient Sacred Wyvern
ATK:
2100
DEF:
2000
1 LIGHT Tuner + 1 or more non-Tuner monsters While your LP is higher than your opponent's, this card gains ATK equal to the difference. While your LP is lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard: You can pay 1000 LP; Special Summon this card.


LIGHT
5Fabled Ragin
ATK:
2300
DEF:
1800
1 "Fabled" Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can draw until you have 2 cards in your hand.


LIGHT
8Fabled Valkyrus
ATK:
2900
DEF:
1700
1 "Fabled" Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 Fiend monster; draw 1 card.


DARK
8Genex Ally Axel
ATK:
2600
DEF:
2000
1 "Genex" Tuner + 1 or more non-Tuner monsters Once per turn, you can discard 1 card to select 1 Level 4 or lower Machine-Type monster from your Graveyard, and Special Summon it. The ATK of that monster is doubled until the End Phase, but it cannot attack your opponent directly. Remove that monster from play during your End Phase.


EARTH
6Iron Chain Dragon
ATK:
2500
DEF:
1300
1 Tuner + 1 or more non-Tuner monsters You can remove from play all "Iron Chain" monsters from your Graveyard to have this card gain 200 ATK for each card removed, until the End Phase. When this card inflicts Battle Damage to your opponent, send the top 3 cards of your opponent's Deck to the Graveyard.


EARTH
8Junk Destroyer
ATK:
2600
DEF:
2500
"Junk Synchron" + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can target cards on the field, up to the number of non-Tuner monsters used for the Synchro Summon of this card; destroy those targets.


EARTH
7Karakuri Shogun mdl 00 "Burei"
ATK:
2600
DEF:
1900
1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position.


LIGHT
4The Fabled Kudabbi
ATK:
2200
DEF:
1100
1 "Fabled" Tuner + 1+ non-Tuner monsters This card gains the following effect based on the number of cards in your hand. ● 0: Cannot be destroyed by battle or card effects. ● 3+: Once per turn, during the End Phase: Destroy this card.


DARK
4Underworld Fighter Balmung
ATK:
2100
DEF:
800
1 Tuner + 1 or more non-Tuner monsters When this card is destroyed by a card effect and sent to the Graveyard: You can target 1 Level 4 or lower monster in your Graveyard, except this card; Special Summon that target.


LIGHT
3Fabled Kushano
ATK:
1100
DEF:
800
If this card is in your GY: You can discard 1 "Fabled" monster to the GY, except "Fabled Kushano"; add this card to your hand.


LIGHT
2Fabled Miztoji
ATK:
400
DEF:
200
You can send this card from your hand to the GY, then target 1 non-Tuner "Fabled" monster you control; that monster is treated as a Tuner while face-up on the field.


LIGHT
2Fabled Oltro
ATK:
800
DEF:
500
Once per turn: You can send 1 card from your hand to the GY; Special Summon 1 Level 3 "Fabled" monster from your hand.


LIGHT
2Fabled Raven
ATK:
1300
DEF:
1000
Once per turn: You can discard any number of cards, and if you do, this card gains 1 Level and 400 ATK for each discarded card, until the end of this turn.


DARK
1Genex Recycled
ATK:
200
DEF:
400
Once per turn, you can select 1 "Genex" monster in your Graveyard. Until the End Phase, this card's name is treated as the selected monster's name.


EARTH
3Iron Chain Coil
ATK:
1100
DEF:
1600
Once per turn, you can select 1 "Iron Chain" monster you control to have it gain 300 ATK and DEF as long as this card is face-up on the field.


EARTH
2Karakuri Barrel mdl 96 "Shinkuro"
ATK:
400
DEF:
400
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. Once per turn, this card cannot be destroyed by battle.


EARTH
3Karakuri Komachi mdl 224 "Ninishi"
ATK:
0
DEF:
1900
This card must attack if able. When this face-up card is selected as an attack target, change its battle position. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon 1 "Karakuri" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)


EARTH
3Karakuri Strategist mdl 248 "Nishipachi"
ATK:
500
DEF:
1600
This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field, and change its battle position.


LIGHT
2The Fabled Cerburrel
ATK:
1000
DEF:
400
If this card is discarded to the GY: Special Summon it.


LIGHT
1The Fabled Chawa
ATK:
200
DEF:
100
During your Main Phase: You can activate this effect; discard 1 "Fabled" monster, and if you do, Special Summon this card from your hand.


LIGHT
1The Fabled Peggulsus
ATK:
100
DEF:
1600
When this card is discarded to the GY: You can Special Summon it in face-down Defense Position. When this card is flipped face-up: You can reveal 1 "Fabled" monster in your hand; send 1 "Fabled" monster from your Deck to the GY.


Spell
NormalDiamond Core of Koa'ki Meiru
Add 1 "Koa'ki Meiru" card from your Deck to your hand, except "Diamond Core of Koa'ki Meiru". You can banish this card from your Graveyard; for the rest of this turn, "Koa'ki Meiru" monsters you control cannot be destroyed.


Spell
NormalFalling Current
Target 1 face-up monster you control and declare a Level between 1 and 3; it becomes that Level.


Spell
QuickGateway to Dark World
Target 1 "Dark World" monster in your Graveyard; Special Summon that target. You cannot Summon other monsters the turn you activate this card (but you can Set).


Spell
ContinuousKarakuri Anatomy
Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card from the field to the Graveyard to draw 1 card for each Karakuri Counter on this card.


Spell
NormalKarakuri Cash Cache
Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand and change the battle position of the selected monster.


Spell
NormalLevel Tuning
Reduce the Level of all face-up monsters you control by 1, until the End Phase.


Spell
NormalMiracle Fusion
Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or your GY.


Spell
ContinuousPoison Chain
During the End Phase of your turn, if you did not attack, you can make your opponent send cards equal to the number of face-up "Iron Chain" monsters you control from the top of their Deck to the Graveyard.


Spell
NormalResonance Device
Target 2 face-up monsters you control with the same Type and Attribute; change one of their Levels to the current Level of the other, until the End Phase.


Spell
NormalShield Crush
Target 1 Defense Position monster on the field; destroy that target.


Spell
QuickShrink
Target 1 face-up monster on the field; its original ATK becomes halved until the end of this turn.


Spell
EquipWhite Veil
While the equipped monster battles, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When an attack is declared involving the equipped monster: Face-up Spell/Trap Cards your opponent controls have their effects negated until the end of the Damage Step (even if this card leaves the field). When the equipped monster destroys an opponent's monster by battle: You can destroy all Spell and Trap Cards your opponent controls. When this face-up card in a player's Spell & Trap Zone leaves the field, that player takes 3000 damage.


Trap
CounterBarrel Behind the Door
Activate only when a card's effect that would inflict damage to you is activated. Your opponent takes the damage instead.


Trap
ContinuousCore Blast
You can only activate this card's effect while you control a face-up "Koa'ki Meiru" monster. Once per turn, during your Standby Phase, if your opponent controls more monsters than you do, you can destroy a number of cards your opponent controls so that your opponent will control the same number of cards as you control monsters.


Trap
ContinuousCore Reinforcement
Select and Special Summon 1 "Koa'ki Meiru" monster from your Graveyard in Attack Position. When that monster is destroyed during your End Phase, the controller of this card takes damage equal to that monster's ATK. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.


Trap
NormalDark Deal
When your opponent activates a Normal Spell Card: Pay 1000 Life Points; the effect of that Normal Spell Card becomes "Your opponent discards 1 random card".


Trap
ContinuousDark World Brainwashing
When an opponent's monster activates its effect, if you have 3 or more cards in your hand (except during the Damage Step): You can target 1 "Dark World" monster on the field; return it to the hand, and if you do, the activated effect becomes "Discard 1 random card from your opponent's hand".


Trap
CounterKarakuri Cash Shed
Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it.


Trap
NormalKarakuri Trick House
Activate only when the battle position of a face-up "Karakuri" monster you control is changed. Select 1 card on the field, and destroy it.


Trap
ContinuousLucky Chance
Once per Chain, if a monster effect is activated that tosses a coin once: Call heads or tails. If your call matches the coin toss for that monster effect, draw 1 card immediately after that effect resolves.


Trap
ContinuousMiniaturize
Activate this card by targeting 1 face-up monster on the field with more than 1000 original ATK that has a Level; its Level is reduced by 1, also it loses 1000 ATK. When that monster leaves the field, destroy this card.




Trap
NormalParallel Selection
Activate only when a Synchro Monster you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard. Select 1 of your removed from play Spell Cards and add it to your hand.


Trap
NormalReanimation Wave
Activate only when your opponent's monster declares a direct attack. Select 1 Synchro Monster in your Graveyard with a Level less than or equal to the attacking monster's. The Battle Damage you take from that attack is halved. At the end of the Damage Step, Special Summon the selected Synchro Monster from the Graveyard.


Trap
NormalReckoned Power
Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Destroy all face-down Spell and Trap Cards your opponent controls.


Trap
NormalSynchro Material
Target 1 face-up monster your opponent controls; you can use that monster as Synchro Material this turn, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card.


Trap
ContinuousUnending Nightmare
You can pay 1000 LP, then target 1 face-up Spell/Trap on the field; destroy it. You can only activate this effect of "Unending Nightmare" once per Chain.






























































































