Yu-Gi-Oh! TRADING CARD GAME - CARD DATABASE

FISTS OF THE GADGETS

( Release Date : 08/23/2019 )

Total of 60 Card(s)

 
  • Boot-Up Corporal - Command Dynamo Super Rare
    EARTH EARTH Level Level 4 [ Machine / Effect ] ATK 0 DEF 2000  
    You can target up to 2 Machine "Gadget" monsters you control or in your GY with different names; Special Summon this card from your hand, then equip those targets to this card (regardless of their Type). You can only use this effect of "Boot-Up Corporal - Command Dynamo" once per turn. Gains 1000 ATK for each monster equipped to this card by this effect.
    Boot-Up Corporal - Command Dynamo
  • Boot-Up Admiral - Destroyer Dynamo Secret Rare
    EARTH EARTH Level Level 8 [ Machine / Effect ] ATK 2500 DEF 2500  
    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 2 "Gadget" Monster Cards from your hand and/or face-up field to the GY. Cannot be destroyed by battle or card effects while you control a "Gadget" monster or a "Gadget" Monster Card equipped to a monster. Once per turn: You can target 1 other card on the field; destroy it.
    Boot-Up Admiral - Destroyer Dynamo
  • Boot-Up Order - Gear Charge Super Rare
    SPELL SPELL Continuous Continuous  
    When this card is activated: You can target any number of "Gadget" Monster Cards you control that are equipped to a monster; Special Summon them. You can discard 1 card; add 1 "Boot-Up Admiral - Destroyer Dynamo" from your Deck to your hand. You can only use this effect of "Boot-Up Order - Gear Charge" once per turn. You can only activate 1 "Boot-Up Order - Gear Charge" per turn.
    Boot-Up Order - Gear Charge
  • Boot-Up Order - Gear Force Secret Rare
    TRAP TRAP  
    When either player's monster declares an attack and all monsters you control are face-up Machine monsters (min. 1): Destroy Attack Position monsters your opponent controls, up to the number of Machine monsters you control.
    Boot-Up Order - Gear Force
  • Powerhold the Moving Battery Super Rare
    TRAP TRAP Continuous Continuous  
    Special Summon this card as an Effect Monster (Machine/EARTH/Level 4/ATK 0/DEF 2000), then, you can equip 1 Level 4 Machine "Gadget" monster from your hand or Deck to this card. (This card is also still a Trap.) If Summoned this way, this card gains ATK equal to double the ATK of the monster equipped to it by this effect.
    Powerhold the Moving Battery
  • Green Gadget Super Rare
    EARTH EARTH Level Level 4 [ Machine / Effect ] ATK 1400 DEF 600  
    When this card is Normal or Special Summoned: You can add 1 "Red Gadget" from your Deck to your hand.
    Green Gadget
  • Red Gadget Super Rare
    EARTH EARTH Level Level 4 [ Machine / Effect ] ATK 1300 DEF 1500  
    When this card is Normal or Special Summoned: You can add 1 "Yellow Gadget" from your Deck to your hand.
    Red Gadget
  • Yellow Gadget Super Rare
    EARTH EARTH Level Level 4 [ Machine / Effect ] ATK 1200 DEF 1200  
    When this card is Normal or Special Summoned: You can add 1 "Green Gadget" from your Deck to your hand.
    Yellow Gadget
  • Gold Gadget Super Rare
    LIGHT LIGHT Level Level 4 [ Machine / Effect ] ATK 1700 DEF 800  
    When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Gold Gadget". You can only use 1 "Gold Gadget" effect per turn, and only once that turn.
    Gold Gadget
  • Silver Gadget Super Rare
    LIGHT LIGHT Level Level 4 [ Machine / Effect ] ATK 1500 DEF 1000  
    When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Silver Gadget". You can only use 1 "Silver Gadget" effect per turn, and only once that turn.
    Silver Gadget
  • Brotherhood of the Fire Fist - Ram Secret Rare
    FIRE FIRE Level Level 3 [ Beast-Warrior / Effect ] ATK 800 DEF 200  
    When this card is Normal Summoned: You can discard 1 card, then target 1 "Fire Formation" Spell/Trap you control; Set 1 "Fire Formation" Spell/Trap with a different name directly from your Deck. If this card is Special Summoned by the effect of a "Fire Fist" monster: You can Set 1 "Fire Formation" Spell/Trap directly from your Deck, with a different name from the cards in your GY. You can only use each effect of "Brotherhood of the Fire Fist - Ram" once per turn.
    Brotherhood of the Fire Fist - Ram
  • Brotherhood of the Fire Fist - Elephant Secret Rare
    FIRE FIRE Level Level 4 [ Beast-Warrior / Effect ] ATK 1000 DEF 1800  
    If this card is Normal or Special Summoned: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY; Special Summon 1 "Fire Fist" monster from your hand, except "Brotherhood of the Fire Fist - Elephant". You can target 1 "Fire Formation" Spell/Trap in your GY; shuffle it into the Deck, then, you can add 1 Level 5 or higher "Fire Fist" monster from your Deck to your hand. You can only use each effect of "Brotherhood of the Fire Fist - Elephant" once per turn.
    Brotherhood of the Fire Fist - Elephant
  • Brotherhood of the Fire Fist - Panda Secret Rare
    FIRE FIRE Level Level 5 [ Beast-Warrior / Effect ] ATK 2100 DEF 400  
    If you activate a "Fire Formation" Spell/Trap Card (except during the Damage Step): You can Special Summon this card from your hand, then you can Special Summon 1 "Fire Fist" monster from your GY, except "Brotherhood of the Fire Fist - Panda", also you cannot Special Summon monsters for the rest of this turn, except "Fire Fist" monsters. If a "Fire Fist" monster(s) you control would be destroyed by your opponent's card effect, you can send 1 face-up "Fire Formation" Spell/Trap you control to the GY instead. You can only use each effect of "Brotherhood of the Fire Fist - Panda" once per turn.
    Brotherhood of the Fire Fist - Panda
  • Brotherhood of the Fire Fist - Eland Secret Rare
    FIRE FIRE Level Level 6 [ Beast-Warrior / Ritual / Effect ] ATK 2400 DEF 2000  
    You can Ritual Summon this card with "Fire Formation - Domei". You can discard 1 monster; Set 1 "Fire Formation" Spell/Trap directly from your Deck or GY. When your opponent activates a monster effect (Quick Effect): You can send 1 face-up "Fire Fist" or "Fire Formation" card you control to the GY, except "Brotherhood of the Fire Fist - Eland"; negate that effect. You can only use each effect of "Brotherhood of the Fire Fist - Eland" once per turn.
    Brotherhood of the Fire Fist - Eland
  • Brotherhood of the Fire Fist - Swan Secret Rare
    FIRE FIRE Level Level 8 [ Beast-Warrior / Fusion / Effect ] ATK 2600 DEF 2200  
    2 Beast-Warrior monsters
    If this card is Special Summoned: You can inflict 200 damage to your opponent for each "Fire Formation" Spell/Trap you control. During the Battle Phase (Quick Effect): You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 card your opponent controls; destroy it. You can only use each effect of "Brotherhood of the Fire Fist - Swan" once per turn.
    Brotherhood of the Fire Fist - Swan
  • Brotherhood of the Fire Fist - Eagle Secret Rare
    FIRE FIRE Link Link 2 [ Beast-Warrior / Link / Effect ] ATK 1700 DEF -  
    2 Beast-Warrior monsters
    You can only Special Summon "Brotherhood of the Fire Fist - Eagle(s)" once per turn. You can activate "Fire Fist" monsters' effects without sending "Fire Fist" or "Fire Formation" card(s) from your hand or field to the GY. You can target 1 "Fire Formation" Spell/Trap you control or in your GY; return it to the hand, then send 1 "Fire Fist" monster from your Deck to the GY. You can only use this effect of "Brotherhood of the Fire Fist - Eagle" once per turn.
    Brotherhood of the Fire Fist - Eagle
  • Brotherhood of the Fire Fist - Peacock Secret Rare
    FIRE FIRE Link Link 2 [ Beast-Warrior / Link / Effect ] ATK 1000 DEF -  
    2 "Fire Fist" monsters
    While this card points to a "Fire Fist" monster, your opponent's monsters cannot target this card for attacks. When this card declares an attack: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 monster your opponent controls; place that opponent's monster in a zone this card points to and take control of it until the End Phase, but it cannot declare an attack this turn. You can only use this effect of "Brotherhood of the Fire Fist - Peacock" once per turn.
    Brotherhood of the Fire Fist - Peacock
  • Fire Fortress atop Liang Peak Secret Rare
    SPELL SPELL Field Field  
    (This card is always treated as a "Fire Formation" card.)
    Each time a "Fire Fist" monster(s) is Normal or Special Summoned, place 1 Fire Fist Counter on this card. Once per turn: You can remove Fire Fist Counters from your field to activate 1 of these effects;
    ●2: If your Beast-Warrior monster attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step.
    ●6: Add 1 Beast-Warrior monster from your Deck to your hand.
    ●10: Special Summon 1 Beast-Warrior monster from your Deck or Extra Deck, ignoring its Summoning conditions.
    Fire Fortress atop Liang Peak
  • Fire Formation - Domei Secret Rare
    SPELL SPELL Continuous Continuous  
    When this card is activated: You can Ritual Summon 1 Beast-Warrior Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; Special Summon it. You can only use this effect of "Fire Formation - Domei" once per turn. You can only activate 1 "Fire Formation - Domei" per turn.
    Fire Formation - Domei
  • Fire Formation - Ingen Secret Rare
    SPELL SPELL Continuous Continuous  
    When this card is activated: You can Fusion Summon 1 Beast-Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; add it to your hand. You can only use this effect of "Fire Formation - Ingen" once per turn. You can only activate 1 "Fire Formation - Ingen" per turn.
    Fire Formation - Ingen
  • Ultimate Fire Formation - Sinto Secret Rare
    TRAP TRAP Counter Counter  
    When a Spell/Trap Card is activated, while you control a "Fire Fist" monster and a "Fire Formation" Spell/Trap: Negate the activation, and if you do, destroy that card. You can only activate 1 "Ultimate Fire Formation - Sinto" per turn.
    Ultimate Fire Formation - Sinto
  • Brotherhood of the Fire Fist - Gorilla Super Rare
    FIRE FIRE Level Level 4 [ Beast-Warrior / Effect ] ATK 1600 DEF 1000  
    Once per turn, when this card destroys an opponent's monster by battle and sends it to the GY: You can Set 1 "Fire Formation" Spell directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 Spell/Trap on the field; destroy that target.
    Brotherhood of the Fire Fist - Gorilla
  • Brotherhood of the Fire Fist - Bear Super Rare
    FIRE FIRE Level Level 4 [ Beast-Warrior / Effect ] ATK 1600 DEF 1200  
    Once per turn, when this card inflicts battle damage to your opponent: You can Set 1 "Fire Formation" Spell directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY, then target 1 monster on the field; destroy that target.
    Brotherhood of the Fire Fist - Bear
  • Brotherhood of the Fire Fist - Spirit Super Rare
    FIRE FIRE Level Level 3 [ Beast-Warrior / Tuner / Effect ] ATK 500 DEF 200  
    Cannot be used as Synchro Material, except for the Synchro Summon of a Beast-Warrior monster. When this card is Normal Summoned: You can target 1 Level 3 FIRE monster with 200 or less DEF in your GY; Special Summon that target in Defense Position, and if you do, monsters you control cannot attack for the rest of this turn, except Beast-Warrior monsters. You can only use this effect of "Brotherhood of the Fire Fist - Spirit" once per turn.
    Brotherhood of the Fire Fist - Spirit
  • Brotherhood of the Fire Fist - Rooster Super Rare
    FIRE FIRE Level Level 3 [ Beast-Warrior / Effect ] ATK 1500 DEF 100  
    When this card is Special Summoned by the effect of a "Fire Fist" monster: You can add 1 "Fire Fist" monster from your Deck to your hand. You can only use this effect of "Brotherhood of the Fire Fist - Rooster" once per turn. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap you control to the GY; Set 1 "Fire Formation" Spell/Trap directly from your Deck.
    Brotherhood of the Fire Fist - Rooster
  • Brotherhood of the Fire Fist - Cardinal Super Rare
    FIRE FIRE Rank Rank 4 [ Beast-Warrior / Xyz / Effect ] ATK 1800 DEF 2200  
    2 Level 4 "Fire Fist" monsters
    You can detach 2 materials from this card, then target 2 "Fire Fist" / "Fire Formation" cards in your GY and/or face-up field, and 2 cards in your opponent's GY and/or face-up field; shuffle those targets into the Deck. You can only use this effect of "Brotherhood of the Fire Fist - Cardinal" once per turn.
    Brotherhood of the Fire Fist - Cardinal
  • Brotherhood of the Fire Fist - Tiger King Super Rare
    FIRE FIRE Rank Rank 4 [ Beast-Warrior / Xyz / Effect ] ATK 2200 DEF 1800  
    2 Level 4 Beast-Warrior monsters
    When this card is Xyz Summoned: You can Set 1 "Fire Formation" Spell/Trap directly from your Deck. Once per turn: You can detach 1 material from this card; negate the effects of all face-up Effect Monsters currently on the field, except Beast-Warriors, until the end of your opponent's turn. When this card is sent from the field to the GY: You can send 3 "Fire Formation" Spells/Traps you control to the GY; Special Summon 2 Level 4 or lower Beast-Warrior monsters with the same ATK from your Deck, in face-up Defense Position.
    Brotherhood of the Fire Fist - Tiger King
  • Fire Formation - Tenki Secret Rare
    SPELL SPELL Continuous Continuous  
    When this card is activated: You can add 1 Level 4 or lower Beast-Warrior monster from your Deck to your hand. All Beast-Warrior monsters you control gain 100 ATK. You can only activate 1 "Fire Formation - Tenki" per turn.
    Fire Formation - Tenki
  • Fire Formation - Tensu Super Rare
    SPELL SPELL Continuous Continuous  
    During your Main Phase, you can Normal Summon 1 Beast-Warrior monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All Beast-Warrior monsters you control gain 100 ATK.
    Fire Formation - Tensu
  • Fire Formation - Yoko Super Rare
    SPELL SPELL Continuous Continuous  
    When this card is activated: You can target 1 face-up card your opponent controls; discard 1 Beast-Warrior monster, and if you do, destroy that card. All Beast-Warrior monsters you control gain 100 ATK.
    Fire Formation - Yoko
  • Archfiend's Awakening Secret Rare
    DARK DARK Level Level 6 [ Fiend / Ritual / Effect ] ATK 2500 DEF 1200  
    You can Ritual Summon this card with "Contract with the Abyss". This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Cannot be destroyed by battle, except by battle with a Ritual Monster, and cannot be destroyed by monster effects, except those of Ritual Monsters. If this Ritual Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
    Archfiend's Awakening
  • Archfiend's Call Secret Rare
    DARK DARK Level Level 6 [ Fiend / Synchro / Effect ] ATK 2500 DEF 1200  
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Your opponent cannot target any "Summoned Skull" you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
    Archfiend's Call
  • Archfiend's Ascent Secret Rare
    DARK DARK Rank Rank 6 [ Fiend / Xyz / Effect ] ATK 2500 DEF 1200  
    2 Level 6 monsters
    This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. If "Summoned Skull(s)" you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this Xyz Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
    Archfiend's Ascent
  • Archfiend's Manifestation Secret Rare
    DARK DARK Level Level 6 [ Fiend / Fusion / Effect ] ATK 2500 DEF 1200  
    "Summoned Skull" + 1 DARK monster
    This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. All "Summoned Skull" you control gain 500 ATK. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.
    Archfiend's Manifestation
  • Latency Super Rare
    LIGHT LIGHT Level Level 1 [ Cyberse / Effect ] ATK 0 DEF 0  
    If this card is added from your GY to your hand by a card effect: You can Special Summon it from your hand. If this card Summoned this way is sent to the GY as Link Material: You can draw 1 card. You can only use each effect of "Latency" once per turn.
    Latency
  • Swap Cleric Super Rare
    EARTH EARTH Level Level 2 [ Cyberse / Effect ] ATK 500 DEF 1000  
    If this card is sent to the GY as Link Material: You can have that Link Monster lose 500 ATK, then draw 1 card. You can only use this effect of "Swap Cleric" once per turn.
    Swap Cleric
  • Defcon Bird Super Rare
    WIND WIND Level Level 3 [ Cyberse / Effect ] ATK 100 DEF 1700  
    You can discard 1 other Cyberse monster; Special Summon this card from your hand. You can only use this effect of "Defcon Bird" once per turn. Once per turn, when your Cyberse monster is targeted for an attack: You can make its ATK/DEF become double its original ATK, then you can change it to Defense Position. This ATK/DEF change lasts until the end of the Damage Step.
    Defcon Bird
  • Prohibit Snake Super Rare
    LIGHT LIGHT Level Level 2 [ Cyberse / Effect ] ATK 500 DEF 1000  
    At the start of the Damage Step, if your Cyberse Link Monster battles an opponent's monster: You can send this card from your hand to the GY; return that opponent's monster to the hand. When your Cyberse monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can banish 1 card from your GY, then target 1 Level 4 or lower Cyberse monster in your GY; add it to your hand. You can only use each effect of "Prohibit Snake" once per turn.
    Prohibit Snake
  • Code Radiator Secret Rare
    WATER WATER Level Level 4 [ Cyberse / Effect ] ATK 1600 DEF 800  
    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 1 face-up monster your opponent controls; change its ATK 0, also negate its effects. If this card on the field was used as material, you can target 2 monsters, instead. You can only use each effect of "Code Radiator" once per turn.
    Code Radiator
  • Spool Code Super Rare
    SPELL SPELL Quick-Play Quick-Play  
    When an opponent's monster declares a direct attack, while you have 3 or more Cyberse monsters in your GY: Negate the attack, then, you can Special Summon up to 3 "Spool Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon.
    Spool Code
  • Cynet Optimization Super Rare
    SPELL SPELL Continuous Continuous  
    If your "Code Talker" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You can only use this effect of "Cynet Optimization" once per turn.
    Cynet Optimization
  • Cynet Conflict Super Rare
    TRAP TRAP Counter Counter  
    When a Spell/Trap Card, or monster effect, is activated while you control a "Code Talker" monster: Negate the activation, and if you do, banish that card, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was banished, until the end of the next turn. You can only activate 1 "Cynet Conflict" per turn.
    Cynet Conflict
  • Code Talker Super Rare
    DARK DARK Link Link 2 [ Cyberse / Link / Effect ] ATK 1300 DEF -  
    2 Effect Monsters
    Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster.
    Code Talker
  • Shootingcode Talker Super Rare
    WATER WATER Link Link 3 [ Cyberse / Link / Effect ] ATK 2300 DEF -  
    2+ Cyberse monsters
    At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent's monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent's only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn.
    Shootingcode Talker
  • Elphase Super Rare
    WIND WIND Link Link 2 [ Cyberse / Link / Effect ] ATK 2000 DEF -  
    2 Level 3 or higher Cyberse monsters
    Gains 300 ATK for each monster this card points to. If this Link Summoned card leaves the field: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it, but for the rest of this turn, its effects (if any) are negated and it cannot be used as Link Material. You can only use this effect of "Elphase" once per turn.
    Elphase
  • Talkback Lancer Super Rare
    DARK DARK Link Link 1 [ Cyberse / Link / Effect ] ATK 1200 DEF -  
    1 Level 2 or lower Cyberse monster
    You can Tribute 1 other Cyberse monster, then target 1 "Code Talker" monster in your GY with a different original name from that monster; Special Summon it to your zone this card points to. You can only use this effect of "Talkback Lancer" once per turn.
    Talkback Lancer
  • Rasterliger Super Rare
    LIGHT LIGHT Link Link 4 [ Cyberse / Link / Effect ] ATK 2000 DEF -  
    2+ monsters, except Tokens
    You can target 1 Link Monster in either GY; this card gains ATK equal to that target's ATK until the end of this turn. You can Tribute any number of your monsters this card points to; destroy an equal number of cards on the field. You can only use each effect of "Rasterliger" once per turn.
    Rasterliger
  • Subterror Fiendess Super Rare
    EARTH EARTH Level Level 1 [ Spellcaster / Effect ] ATK 800 DEF 500  
    When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or GY, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.
    Subterror Fiendess
  • The Hidden City Super Rare
    SPELL SPELL Field Field  
    When this card is activated: You can add 1 "Subterror" monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 "The Hidden City" per turn.
    The Hidden City
  • Subterror Final Battle Super Rare
    TRAP TRAP  
    Activate 1 of these effects, also, after that, Set this card face-down instead of sending it to the GY.
    ●Change 1 Set "Subterror" monster on the field to face-up Attack or Defense Position.
    ●Change 1 face-up "Subterror" monster on the field to face-down Defense Position.
    ●ATK/DEF of 1 "Subterror" monster on the field become equal to its combined original ATK/DEF until the end of this turn.
    ●This turn, activated effects of "Subterror" cards cannot be negated.
    Subterror Final Battle
  • Scrap Recycler Super Rare
    EARTH EARTH Level Level 3 [ Machine / Effect ] ATK 900 DEF 1200  
    When this card is Normal or Special Summoned: You can send 1 Machine monster from your Deck to the GY. Once per turn: You can shuffle 2 Level 4 EARTH Machine monsters from your GY into the Deck; draw 1 card.
    Scrap Recycler
  • Majesty Maiden, the True Dracocaster Super Rare
    WIND WIND Level Level 5 [ Wyrm / Effect ] ATK 2300 DEF 1500  
    To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap you control, instead of a monster. Once per turn, when your opponent activates a card or effect while you control this Tribute Summoned monster (Quick Effect): You can add 1 "True Draco" or "True King" monster from your Deck to your hand.
    Majesty Maiden, the True Dracocaster
  • Ignis Heat, the True Dracowarrior Secret Rare
    FIRE FIRE Level Level 5 [ Wyrm / Effect ] ATK 2400 DEF 1000  
    To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap you control, instead of a monster. Once per turn, when your opponent activates a card or effect while you control this Tribute Summoned monster (Quick Effect): You can take 1 "True Draco" or "True King" Continuous Spell from your Deck, and either activate it or add it to your hand.
    Ignis Heat, the True Dracowarrior
  • Dinomight Knight, the True Dracofighter Super Rare Limited
    WATER WATER Level Level 6 [ Wyrm / Effect ] ATK 2500 DEF 1200  
    To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap you control, instead of a monster. Once per turn, when your opponent activates a card or effect while you control this Tribute Summoned monster (Quick Effect): You can take 1 "True Draco" or "True King" Continuous Trap from your Deck, and either activate it or add it to your hand.
    Dinomight Knight, the True Dracofighter
  • Amorphage Lechery Super Rare
    EARTH EARTH Level Level 2 [ Dragon / Pendulum / Effect ] ATK 1350 DEF 0  
    Pendulum Scale 5 While you control an "Amorphage" monster, neither player can activate Spell Cards or their effects, except for "Amorphage" cards. Once per turn, during your Standby Phase, Tribute 1 monster or destroy this card.
    If this card is Pendulum Summoned or flipped face-up, neither player can Special Summon monsters from the Extra Deck while this card is face-up on the field, except "Amorphage" monsters.
    Amorphage Lechery
  • Amorphage Sloth Super Rare
    EARTH EARTH Level Level 6 [ Dragon / Pendulum / Effect ] ATK 2250 DEF 0  
    Pendulum Scale 3 While you control an "Amorphage" monster, neither player can add cards from their Deck to their hand except by drawing them. Once per turn, during your Standby Phase, Tribute 1 monster or destroy this card.
    Neither player can Special Summon monsters from the Extra Deck, except "Amorphage" monsters.
    Amorphage Sloth
  • Amorphage Goliath Super Rare
    EARTH EARTH Level Level 8 [ Dragon / Pendulum / Effect ] ATK 2750 DEF 0  
    Pendulum Scale 5 While you control an "Amorphage" monster, any card sent to the GY is banished instead, except "Amorphage" cards. Once per turn, during your Standby Phase, Tribute 1 monster or destroy this card.
    Neither player can Special Summon monsters from the Extra Deck, except "Amorphage" monsters.
    Amorphage Goliath
  • Chronograph Sorcerer Super Rare
    DARK DARK Level Level 6 [ Spellcaster / Pendulum / Effect ] ATK 2000 DEF 1700  
    Pendulum Scale 8 During your Main Phase: You can destroy this card, and if you do, take 1 "Timegazer Magician" from your hand or Deck, and either place it in your Pendulum Zone or Special Summon it. You can only use this effect of "Chronograph Sorcerer" once per turn.
    If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can Special Summon 1 monster from your hand. You can banish this card you control, plus 4 monsters from your hand, field, and/or GY (1 each with "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" in their names); Special Summon 1 "Supreme King Z-ARC" from your Extra Deck. (This is treated as a Fusion Summon.)
    Chronograph Sorcerer
  • Mythical Beast Master Cerberus Super Rare
    LIGHT LIGHT Level Level 8 [ Spellcaster / Pendulum / Effect ] ATK 2800 DEF 2800  
    Pendulum Scale 4 If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, add 1 Level 7 or lower "Mythical Beast" Effect Monster from your Deck to your hand. You can only use this effect of "Mythical Beast Master Cerberus" once per turn.
    Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Cannot be destroyed by card effects while 4 or more Spell Counters are on your field. Once per turn: You can remove 4 Spell Counters from your field, then target 1 monster your opponent controls; banish it face-up, and if you do, this card gains ATK equal to the banished monster's original ATK until the end of the opponent's turn.
    Mythical Beast Master Cerberus
  • Starving Venom Fusion Dragon Super Rare
    DARK DARK Level Level 8 [ Dragon / Fusion / Effect ] ATK 2800 DEF 2000  
    2 DARK monsters on the field, except Tokens
    If this card is Fusion Summoned: You can make this card gain ATK equal to 1 opponent's Special Summoned monster, until the end of this turn. Once per turn: You can target 1 Level 5 or higher monster your opponent controls; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. If this Fusion Summoned card is destroyed: You can destroy all your opponent's Special Summoned monsters.
    Starving Venom Fusion Dragon