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Extreme Force Single Cards

Show First 12 Product(s)

Yoko-Zuna Sumo Spirit (Common)

Pendulum EffectIf a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand.Monster EffectWhen this card is Normal Summoned: You can send to the GY all monsters your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.

Warrior / Pendulum / Spirit / Effect
Common
WIND
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Zombino (Common)

The two are so close
They die and return to life
Inseparable

Zombie / Normal
Common
EARTH
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Lockout Gardna (Common)

When an opponent's monster declares a direct attack: You can Special Summon this card from your hand in Attack Position, and if you do, it cannot be destroyed by battle this turn. When an effect of a monster your opponent controls is activated that targets 1 Cyberse monster you control (and no other cards) (Quick Effect): You can negate the effects of both that Cyberse monster you control and that opponent's monster until the end of this turn.

Cyberse / Effect
Common
EARTH
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Striping Partner (Common)

Cannot be Normal Summoned/Set. Must be Special Summoned by the following effect. If the effect activation of a monster you control is negated (except during the Damage Step): You can Special Summon this card from your hand. When this card is Special Summoned: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use this effect of Striping Partner once per turn.

Cyberse / Effect
Common
LIGHT
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Flick Clown (Common)

If you control at least 2 other Cyberse monsters and you have no cards in your hand: You can pay 1000 LP; draw 1 card. You can only use this effect of Flick Clown once per turn.

Cyberse / Effect
Common
DARK
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Bitrooper (Common)

You can send 1 Level 2 or lower monster from your hand to the GY; Special Summon this card from your hand. You can only use this effect of Bitrooper once per turn.

Cyberse / Effect
Common
EARTH
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Linkbelt Wall Dragon (Common)

Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect. When you Link Summon: You can Special Summon this card from your hand, and if you do, place 2 counters on it. If a monster is Link Summoned: Remove 2 of these counters from this card (or all, if less than 2). Once per turn, during each Standby Phase: Place 1 of these counters on this card. No monster can be Link Summoned unless this card has at least as many of these counters as that monster's Link Rating. Monsters cannot attack, except Link Monsters.

Dragon / Effect
Common
EARTH
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Shelrokket Dragon (Rare)

When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then destroy 1 monster in the column this card was in, and if you do, destroy any monsters in that card's adjacent zones. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 Rokket monster from your Deck, except Shellrokket Dragon. You can only use each effect of Shellrokket Dragon once per turn.

Dragon / Effect
Rare
DARK
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Metalrokket Dragon (Rare)

When a Link Monster's effect is activated that targets this face-up card on the field (Quick Effect): You can destroy this card, then destroy all your opponent's cards in the column this card was in. During the End Phase, if this card is in the GY because it was destroyed on the field by battle or card effect and sent there this turn: You can Special Summon 1 Rokket monster from your Deck, except Metalrokket Dragon. You can only use each effect of Metalrokket Dragon once per turn.

Dragon / Effect
Rare
DARK
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Tindangle Angel (Common)

FLIP: You can Special Summon 1 Flip monster from your hand or GY in face-down Defense Position, except Tindangle Angel, then if it is your opponent's Battle Phase, end the Battle Phase. You can only use this effect of Tindangle Angel once per turn.

Fiend / Flip / Effect
Common
DARK
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Tindangle Base Gardna (Common)

If you control a face-down Defense Position monster, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon Tindangle Base Gardna once per turn this way. If a monster(s) is Normal or Special Summoned, and is now pointed to by an opponent's Link Monster (except during the Damage Step): You can Tribute this card; Special Summon 1 Tindangle monster from your hand or Deck in Attack Position or face-down Defense Position.

Fiend / Effect
Common
DARK
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Tindangle Hound (Common)

FLIP: You can target 1 other face-up monster on the field; this card gains ATK equal to that target's original ATK, then change that target to face-down Defense Position.
Each monster your opponent controls loses 1000 ATK for each monster linked to it. If this card is destroyed by battle or card effect and sent to the GY: You can target 1 face-down monster on the field; change it to face-up Defense Position.

Fiend / Flip / Effect
Common
DARK
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Tindangle Protector (Common)

FLIP: You can change up to 3 face-down Defense Position monsters you control to face-up Defense Position, then if all those monsters are Tindangle monsters, you can add up to that many Tindangle cards from your Deck to your hand. You can only use this effect of Tindangle Protector once per turn.

Fiend / Flip / Effect
Common
DARK
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Tindangle Intruder (Common)

FLIP: You can add 1 Tindangle card from your Deck to your hand.
When this card is Normal Summoned: You can send 1 Tindangle card from your Deck to the GY. If a monster(s) is Special Summoned to your field in face-down Defense Position while this card is in your GY: Special Summon this card in face-down Defense Position (this is not optional). You can only use each effect of Tindangle Intruder once per turn.

Fiend / Flip / Effect
Common
DARK
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Mekk-Knight Blue Sky (Secret Rare)

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column. You can only Special Summon Mekk-Knight Blue Sky once per turn this way. If this card is Normal or Special Summoned from the hand: You can add Mekk-Knight monsters with different names, except Mekk-Knight Blue Sky, from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of Mekk-Knight Blue Sky once per turn.

Psychic / Effect
Secret Rare
LIGHT
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Mekk-Knight Green Horizon (Common)

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon Mekk-Knight Green Horizon once per turn this way. When an attack is declared involved this card and an opponent's monster in this card's column: You can target 1 Mekk-Knight monster in your GY; add it to your hand.

Psychic / Effect
Common
LIGHT
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Mekk-Knight Orange Sunset (Common)

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon Mekk-Knight Orange Sunset once per turn this way. If an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon 1 Mekk-Knight monster from your hand.

Psychic / Effect
Common
LIGHT
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Mekk-Knight Yellow Star (Rare)

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon Mekk-Knight Yellow Star once per turn this way. You can banish 1 Mekk-Knight monster from your GY, then target 1 Spell/Trap in this card's column; destroy it.

Psychic / Effect
Rare
LIGHT
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Mekk-Knight Red Moon (Rare)

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon Mekk-Knight Red Moon once per turn this way. You can banish 1 Mekk-Knight monster from your GY, then target 1 face-up monster in this card's column; destroy it.

Psychic / Effect
Rare
LIGHT
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Mekk-Knight Indigo Eclipse (Super Rare)

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon Mekk-Knight Indigo Eclipse once per turn this way. Once per turn (Quick Effect): You can target 1 Mekk-Knight monster you control; move that target to another of your Main Monster Zones.

Psychic / Effect
Super Rare
LIGHT
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Mekk-Knight Purple Nightfall (Secret Rare)

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon Mekk-Knight Purple Nightfall once per turn this way. (Quick Effect): You can target 1 Mekk-Knight monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 Mekk-Knight monster from your Deck to your hand, except Mekk-Knight Purple Nightfall. You can only use this effect of Mekk-Knight Purple Nightfall once per turn.

Psychic / Effect
Secret Rare
LIGHT
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World Legacy - World Shield (Common)

Unaffected by activated effects from any monster Special Summoned from the Extra Deck. Your opponent cannot target your World Legacy cards in this card's column with card effects, also they cannot be destroyed by your opponent's card effects. During the Standby Phase, if this card is in your GY: You can pay 1000 LP; Special Summon this card, then your opponent can Special Summon 1 monster from their hand or GY. You can only use this effect of World Legacy - World Shield once per turn.

Machine / Effect
Common
DARK
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Mythical Beast Jackal (Rare)

Pendulum EffectIf you have no card in your other Pendulum Zone: You can target 1 card you control that you can place a Spell Counter on; destroy this card, and if you do, place 1 Spell Counter on that card. You can only use this effect of Mythical Beast Jackal once per turn.Monster EffectEach time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from your field and Tribute this card; Special Summon 1 Mythical Beast Effect Monster from your Deck, except Mythical Beast Jackal.

Spellcaster / Pendulum / Effect
Rare
DARK
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Mythical Beast Garuda (Ultra Rare)

Pendulum EffectIf you have no card in your other Pendulum Zone: You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of Mythical Beast Garuda once per turn.Monster EffectEach time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. When your opponent Normal or Special Summons a monster (except during the Damage Step): You can remove 3 Spell Counters from your field; Special Summon this card from your hand, then return that opponent's Summoned monster(s) to the hand. You can only use this effect of Mythical Beast Garuda once per turn.

Spellcaster / Pendulum / Effect
Ultra Rare
LIGHT
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Mythical Beast Medusa (Super Rare)

Pendulum EffectIf you have no card in your other Pendulum Zone: You can target 1 monster in your GY that you can place a Spell Counter on; destroy this card, and if you do, Special Summon that monster, and if you do that, place 1 Spell Counter on it. You can only use this effect of Mythical Beast Medusa once per turn.Monster EffectEach time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn, during the Battle Phase (Quick Effect): You can remove 2 Spell Counters from your field, then target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn.

Spellcaster / Pendulum / Effect
Super Rare
LIGHT
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Mythical Beast Bashilisk (Rare)

Pendulum EffectIf you have no card in your other Pendulum Zone: You can destroy this card, and if you do, shuffle 1 face-up Spellcaster Pendulum Monster from your Extra Deck into your Deck, except Mythical Beast Bashilisk, then draw 1 card. You can only use this effect of Mythical Beast Bashilisk once per turn.Monster EffectEach time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from your field; return 1 Mythical Beast card from your Pendulum Zone or face-up from your Extra Deck to the hand. You can only use this effect of Mythical Beast Bashilisk once per turn.

Spellcaster / Pendulum / Effect
Rare
LIGHT
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Mythical Beast Jackal King (Ultra Rare)

Pendulum EffectIf you have no cards in your other Pendulum Zone: You can destroy this card, and if you do, Special Summon 1 face-up Mythical Beast Pendulum Monster from your Extra Deck, except Mythical Beast Jackal King. You can only use this effect of Mythical Beast Jackal King once per turn.Monster EffectEach time a Spell is activated, place 2 Spell Counters on this card when that Spell resolves. Once per turn, when an opponent activates a monster effect (Quick Effect): You can remove 2 Spell Counters from your field; negate the activation, and if you do, destroy that card.

Spellcaster / Pendulum / Effect
Ultra Rare
DARK
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Mythical Beast Master Cerberus (Secret Rare)

Pendulum EffectIf you have no cards 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.Monster EffectEach 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.

Spellcaster / Pendulum / Effect
Secret Rare
LIGHT
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Artifact Mjollnir (Common)

You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Target 1 Artifact monster in your GY; Special Summon it in Defense Position, also you cannot Special Summon monsters until the end of the next turn, except Artifact monsters. You can only use this effect of Artifact Mjolnir once per turn.

Fairy / Effect
Common
LIGHT
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Grappler Angler (Common)

When this card inflicts battle damage to your opponent by a direct attack: You can target 1 monster in your GY; Special Summon it in Defense Position.

Warrior / Tuner / Effect
Common
WATER
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Mahjong Munia Maidens (Common)

FLIP: You can draw 1 card, then discard 1 card.
Once per turn: You can change this card to face-down Defense Position.

Winged Beast / Flip / Effect
Common
WIND
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D.D. Seeker (Common)

(Quick Effect): You can target 1 face-up monster you control; banish it until the End Phase of the next turn. You can only use this effect of D.D. Seeker once per turn.

Psychic / Effect
Common
DARK
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Ghost Bird of Bewitchment (Rare)

This card gains an effect based on your Main Monster Zone it is in.
● Leftmost: Gains 1000 ATK/DEF.
● Rightmost: Can make up to 2 attacks on monsters during each Battle Phase.
● Center: Your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects.
● Others: Monsters in this column cannot activate their effects.

Winged Beast / Effect
Rare
DARK
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Desmanian Devil (Rare)

When this card destroys an opponent's monster by battle: You can add 1 Level 4 or lower Beast monster from your Deck to your hand.

Beast / Effect
Rare
EARTH
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Wattkinetic Puppeteer (Common)

(Quick Effect): You can send this card from your hand or field to the GY, then target 1 monster your opponent controls; move that target to another of their Main Monster Zones.

Psychic / Effect
Common
LIGHT
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Inspector Boarder (Secret Rare)

Cannot be Normal or Special Summoned if you control a monster. Neither player can activate a monster effect unless the number of monster effects that player has previously activated that turn is less than the number of monster card types currently on the field (Ritual, Fusion, Synchro, Xyz, Pendulum, and Link). (If an effect’s activation was negated, it still counts toward the total for that turn. Only count effects that were activated while this monster was face-up on the field.)

Machine / Effect
Secret Rare
LIGHT
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Overtex Qoatlus (Super Rare)

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by shuffling 5 of your banished Dinosaur monsters into the Main Deck. Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can destroy 1 Dinosaur monster in your hand or face-up on your field, and if you do, negate that activation, and if you do that, destroy that card. If this card is sent to the GY by a card effect: You can add 1 Evolution Pill Spell from your Deck to your hand. You can only use this effect of Overtex Coatlus once per turn.

Dinosaur / Effect
Super Rare
DARK
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Contact C (Common)

When your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can Special Summon this card from your hand to the opponent's field in Defense Position. This card's controller cannot Fusion, Synchro, Xyz, or Link Summon unless they use this card as material.

Insect / Effect
Common
EARTH
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Excode Talker (Ultra Rare)

2+ Cyberse monsters
When this card is Link Summoned: You can choose unused Main Monster Zones equal to the number of monsters currently in the Extra Monster Zones; those zones cannot be used while this monster is face-up on the field. You can only use this effect of Excode Talker once per turn. Monsters this card points to gain 500 ATK, also they cannot be destroyed by card effects.

Cyberse / Link / Effect
Ultra Rare
WIND
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KK Price: £3.95

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Underclock Taker (Common)

2 Effect Monsters
Once per turn: You can target 1 face-up monster this card points to, and 1 face-up monster your opponent controls; the opponent's target loses ATK equal to the ATK of the target this monster points to, until the end of this turn.

Cyberse / Link / Effect
Common
DARK
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KK Price: £0.35

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Vector Scare Archfiend (Rare)

2+ Cyberse monsters
When this card destroys an opponent's monster by battle and sends it to the GY: You can Tribute 1 monster that this card points to; Special Summon that destroyed monster to any zone this card points to. If you Special Summon to your opponent's field to your opponent's field by this effect, this card can make a second attack during this Battle Phase (although your opponent gains control of that Special Summoned monster).

Cyberse / Link / Effect
Rare
DARK
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KK Price: £0.35

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Flame Administrator (Common)

2 Cyberse monsters
All Link Monsters you control gain 800 ATK. You can only control 1 Flame Administrator.

Cyberse / Link / Effect
Common
FIRE
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KK Price: £0.09

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Recovery Sorcerer (Common)

2 Cyberse monsters
(Quick Effect): You can target 1 Cyberse Link Monster in your GY that was destroyed this turn; Special Summon it, but it has its effects negated, also destroy it during the End Phase. You can only use this effect of Recovery Sorcerer once per turn.

Cyberse / Link / Effect
Common
LIGHT
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KK Price: £0.09

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Secure Gardna (Common)

1 Cyberse Link Monster
After this card is Special Summoned, you take no effect damage for the rest of this turn. Once per turn, if you would take battle or effect damage, you take no damage. Cannot be used as Link Material. You can only control 1 Secure Gardna.

Cyberse / Link / Effect
Common
LIGHT
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KK Price: £0.09

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Triple Burst Dragon (Ultra Rare)

2+ monsters, except Tokens
Once per turn, during the Damage Step, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can negate the activation. If this card attacks a Defense Position monster, inflict piercing battle damage. During your Main Phase, except the turn this card was Special Summoned: You can Tribute this card, then target 1 Link-2 or lower monster in your GY; Special Summon it, then you can Special Summon 1 Level 4 or lower Dragon monster from your hand.

Dragon / Link / Effect
Ultra Rare
DARK
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Tindangle Acute Cerberus (Common)

3 Tindangle monsters
Gains 3000 ATK if you have 3 or more Tindangle monsters with different names in your GY, including Tindangle Base Gardna. Gains 500 ATK for each Tindangle monster it points to. At the end of the Battle Phase, if this card declared an attack: You can Special Summon 1 Tindangle Token (Fiend/DARK/Level 1/ATK 0/DEF 0).

Fiend / Link / Effect
Common
DARK
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KK Price: £0.09

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Altergeist Hexstia (Super Rare)

2 Altergeist monsters
Gains ATK equal to the original ATK of all Altergeist monsters it points to. When a Spell/Trap Card is activated (Quick Effect): You can Tribute 1 Altergeist monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 Altegeist card from your Deck to your hand. You can only use this effect of Altergeist Hexstia once per turn.

Spellcaster / Link / Effect
Super Rare
FIRE
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Mekk-Knight Spectrum Supreme (Ultra Rare)

2+ Mekk-Knight monsters
This card can attack directly if it is the only card in its column. If this card in the Extra Monster Zone points to no monsters, it cannot be destroyed by card effects, also your opponent cannot target it with card effects. You can send 1 other card you control in this card's column to the GY; Special Summon 1 Mekk-Knight monster from your Deck in Defense Position. You can only use this effect of Mekk-Knight Spectrum Supreme once per turn.

Cyberse / Link / Effect
Ultra Rare
LIGHT
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KK Price: £3.95

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Saryuja Skull Dread (Secret Rare)

2+ monsters with different names
This card gains effects based on the number of monsters used for its Link Summon.
● 2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF.
● 3+: Once per turn: You can Special Summon 1 monster from your hand.
● 4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of the Deck in any order.

Dragon / Link / Effect
Secret Rare
EARTH
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Clara & Rushka, the Ventriloduo (Ultra Rare)

1 Normal Summoned/Set monster
Cannot be Link Summoned, except during Main Phase 2.

Spellcaster / Link / Effect
Ultra Rare
EARTH
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Duelittle Chimera (Rare)

2 FIRE monsters
All FIRE monsters on the field gain 500 ATK/DEF, also all WATER monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 FIRE monster in your GY; add it to your hand. You can only use this effect of Duelittle Chimera once per turn.

Beast / Link / Effect
Rare
FIRE
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Link Hole (Common)

If you control a Link-4 or higher monster: Destroy monsters your opponent controls, up to the number of Link-3 or higher monsters you control. You can only activate 1 Linkage Hole per turn.

Spell Card
Common
Spell Card
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Fire Prison (Common)

All Dragon monsters on the field gain 300 DEF. If any Link Monster is on the field, neither player can Link Summon a monster with a lower Link Rating than the highest Link Rating on the field. Monsters cannot attack, except Link Monsters. Apply the following effects while 2 or more Cyberse Link Monsters are on the field.
● Negate the activated effects of Cyberse monsters.
● Cyberse monsters cannot attack, cannot be targeted for attacks, and cannot be targeted by card effects.

Spell Card
Common
Spell Card
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Boot Sector Launch (Ultra Rare)

All Rokket monsters on the field gain 300 ATK/DEF. You can activate 1 of these effects;
● Special Summon up to 2 Rokket monsters with different names from your hand in Defense Position.
● If your opponent controls more monsters than you do: Special Summon Rokket monsters with different names from your GY in Defense Position, up to the difference.
You can only use this effect of Boot Sector Launch once per turn.

Spell Card
Ultra Rare
Spell Card
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Nagel's Protection (Common)

Tindangle monsters in your Main Monster Zone cannot be destroyed by battle or your opponent's card effects. Once per turn, if your Tindangle monster inflicts battle damage to your opponent, the damage becomes doubled. You can banish this card from your GY and discard 1 Tindangle card; add 1 Nagel's Protection from your Deck to your hand. You can only use this effect of Nagel's Protection once per turn.

Spell Card
Common
Spell Card
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Euler's Circuit (Common)

Your opponent's monsters cannot attack if you control 3 or more Tindangle monsters. Once per turn, during your Standby Phase: You can target 1 Tindangle monster you control; give control of it to your opponent. You can banish this card from your GY and discard 1 Tindangle card; add 1 Euler's Circuit from your Deck to your hand. You can only use this effect of Euler's Circuit once per turn.

Spell Card
Common
Spell Card
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World Legacy Scars (Rare)

All Mekk-Knight monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 Mekk-Knight monster or 1 World Legacy card; draw 1 card. You can banish 8 Mekk-Knight monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.

Spell Card
Rare
Spell Card
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World Legacy Key (Rare)

When this card is activated: You can target 1 of your banished Mekk-Knight monsters or World Legacy cards; add it to your hand. Negate any opponent's Trap Card effect that activates in the same column as a Mekk-Knight monster you control.

Spell Card
Rare
Spell Card
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Mythical Bestiary (Ultra Rare)

Send the top 2 cards of your Deck to the GY, then target 1 card on the field that you can place a Spell Counter on; place up to 2 Spell Counters on it. If this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 monster from your Deck that you can place a Spell Counter on, and if you do, place up to 2 Spell Counters on it. You can only activate 1 Mythical Bestiary per turn.

Spell Card
Ultra Rare
Spell Card
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Glory of the Noble Knights (Rare)

Target 1 Noble Knight monster you control; equip it with 1 Equip Spell from your Deck that can equip to that target.. You can only activate 1 Glory of the Noble Knights per turn.

Spell Card
Rare
Spell Card
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KK Price: £0.35

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Power of the Guardians (Super Rare)

If an attack is declared involving the equipped monster: Place 1 Spell Counter on this card. The equipped monster gains 500 ATK/DEF for each Spell Counter on this card. If the equipped monster would be destroyed by battle or card effect, you can remove 1 Spell Counter from your field, instead.

Spell Card
Super Rare
Spell Card
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KK Price: £0.45

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Pendulum Paradox (Secret Rare)

Add 2 face-up Pendulum Monsters with the same Pendulum Scale but different names, from your Extra Deck to your hand. You can only activate 1 Pendulum Paradox per turn.

Spell Card
Secret Rare
Spell Card
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KK Price: £6.75

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Hey, Trunade! (Secret Rare)

Return all Set Spells and Traps on the field to the hand.

Spell Card
Secret Rare
Spell Card
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Downbeat (Super Rare)

Tribute 1 face-up monster; Special Summon from your Deck, 1 monster with the same original Type and Attribute, that the Tributed monster had on the field but 1 Level lower. You can only activate 1 Downbeat per turn.

Spell Card
Super Rare
Spell Card
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Column Switch (Common)

Target 1 monster in your Main Monster Zone; move that target to another of your Main Monster Zones.

Spell Card
Common
Spell Card
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KK Price: £0.09

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Trading Places (Common)

If your LP is higher than your opponent's, switch your LP with your opponent.

Spell Card
Common
Spell Card
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KK Price: £0.15

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Parallel Port Armor (Common)

Target 1 Link Monster you control; equip it with this card. Your opponent cannot target the equipped monster with card effects, also it cannot be destroyed by battle. You can banish this card and 2 Link Monsters from your GY, then target 1 Link Monster you control; it can make a second attack during each Battle Phase this turn.

Trap Card
Common
Trap Card
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Cynet Refresh (Common)

When an opponent's Cyberse monster declares an attack: Destroy as many monsters in the Main Monster Zones as possible, and if you do, during the End Phase of this turn, Special Summon as many Cyberse Link Monsters among those destroyed monsters in the GY as possible to their owner's fields. When your opponent activates a monster effect: You can banish this card from your GY; Cyberse Link Monsters you control are unaffected by card effects (except their own) until the end of this turn.

Trap Card
Common
Trap Card
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KK Price: £0.15

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Borrel Cooling (Common)

Tribute 1 Rokket monster, then target 1 Borrel Link Monster you control; equip it with this card. If this card is equipped to a monster by this effect, the equipped monster gains this effect.
● Once per turn (Quick Effect): You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn.

Trap Card
Common
Trap Card
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Tindangle Delaunay (Common)

When you take battle damage from an opponent's attacking monster while you have 3 or more Tindangle monsters with different names in your GY: You can destroy the attacking monster, and if you do, Special Summon 1 Tindangle Acute Cerberus from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 3 Tindangle monsters with different names in your GY; Special Summon them in face-down Defense Position.

Trap Card
Common
Trap Card
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KK Price: £0.09

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Altergeist Manifestation (Super Rare)

Targeting 1 Altergeist monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 Altergeist Trap in your GY; add it to your hand. You can only use this effect of Altergeist Manifestation once per turn.

Trap Card
Super Rare
Trap Card
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KK Price: £0.65

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World Legacy Whispers (Rare)

When this card is activated: You can target 1 Level 5 or higher monster on the field; it gains 1000 ATK/DEF until the end of this turn. Negate any opponent's Spell Card effect that activates in the same column as a Mekk-Knight monster you control.

Trap Card
Rare
Trap Card
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KK Price: £0.35

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World Legacy's Secret (Ultra Rare)

When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a Mekk-Knight monster you control.

Trap Card
Ultra Rare
Trap Card
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KK Price: £4.95

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Mythical Bestiamorph (Rare)

Each time an opponent's monster activates its effect, place 1 Spell Counter on this card when that effect resolves. You can send this card with 6 or more Spell Counters to the GY; add 1 Spell from your Deck to your hand. You can only use this effect of Mythical Bestiamorph once per turn.

Trap Card
Rare
Trap Card
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KK Price: £0.35

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Ghostrick Renovation (Common)

Target 1 Ghostrick Field Spell you control; return it to the hand, then you can activate 1 Field Spell from your hand or Deck. You can banish this card from your GY, then target 1 Ghostrick Xyz Monster you control; Special Summon 1 Ghostrick Xyz Monster from your Extra Deck with a different name, by using that target as material. (This is treated as an Xyz Summon. Transfer that target's materials to the Summoned monster.) You can only use this effect of Ghostrick Renovation once per turn.

Trap Card
Common
Trap Card
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KK Price: £0.09

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Call of the Archfiend (Common)

You can target 1 Level 5 or higher Fiend monster in your GY; discard 1 Fiend monster, and if you do, Special Summon the targeted monster. You can only use this effect of Call of the Archfiend once per turn.

Trap Card
Common
Trap Card
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KK Price: £0.09

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There Can Be Only One (Super Rare)

Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.

Trap Card
Super Rare
Trap Card
Large image
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KK Price: £0.45

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Dai Dance (Common)

Choose 1 opponent's unused Main Monster Zones; if your opponent would Normal Summon/Set or Special Summon a monster to their Main Monster Zone, and the chosen zone can be used, they must use that zone. (They cannot Summon multiple monsters to their Main Monster Zones while this effect is applied.) This effect is applies until the zone is occupied or becomes unusable. You can only apply the effect of Dai Dance once per Duel.

Trap Card
Common
Trap Card
Large image
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KK Price: £0.09

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Showdown of the Secret Sense Scroll Techniques (Common)

When your opponent activates a Spell/Trap Card, or monster effect, with the same name as a card in their GY: Negate the activation, and if you do, destroy that card.

Trap Card
Common
Trap Card
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KK Price: £0.09

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Parthian Shot (Common)

At the end of the Battle Phase: It becomes the End Phase of this turn.

Trap Card
Common
Trap Card
Large image
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KK Price: £0.09

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EXFO-EN080

Oops! (Common)

Oops! (Common)

Target 1 card you control; destroy it.

Trap Card
Common
Trap Card
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KK Price: £0.09

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Kuro-Obi Karate Spirit (Common)

Pendulum EffectIf a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand.Monster EffectWhen this card is Normal Summoned: You can send to the GY all Spells/Traps your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.

Warrior / Pendulum / Spirit / Effect
Common
WIND
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KK Price: £0.09

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Vendread Battlelord (Super Rare)

You can Ritual Summon this card with any Vendread Ritual Spell. You can banish 1 Vendread card from your GY and declare 1 type of card (Monster, Spell, or Trap); for the rest of this turn, your opponent cannot activate cards or effects of that type. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Monster from your Deck to your hand, and if you do, send 1 Vendread monster from your Deck to the GY. You can only use each effect of Vendread Battlelord once per turn.

Zombie / Ritual / Effect
Super Rare
DARK
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Vendread Core (Super Rare)

If this card is in your GY: you can banish 1 other Zombie monster from your GY; Special Summon this card, but banish it when it leaves the field. A Vendread monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceeding effects of Vendread Core once per turn.
● Your opponent cannot target this card with card effects.

Zombie / Effect
Super Rare
DARK
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Vendread Charge (Rare)

Send 1 Zombie monster from your hand or face-up from the field to the GY; Special Summon 1 Vendread monster from your Deck. You can only activate 1 Vendread Charge per turn.

Spell Card
Rare
Spell Card
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Vendread Revolution (Super Rare)

Discard 1 card, then target 1 Vendread monster and 1 Ritual Spell in your GY; Special Summon that monster in Defense Position, and if you do, add that Ritual Spell to your hand. You can banish this card from your GY, then target 5 of your banished Zombie monsters; shuffle them into your Deck, then draw 1 card. You can only use each effect of Vendread Revolution once per turn.

Trap Card
Super Rare
Trap Card
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F.A. Auto Navigator (Common)

If this card is in your hand or GY: You can target 1 F.A. monster you control whose current Level is higher than its original Level; Special Summon this card, and if you do, reduce that target's Level by the difference between its current and original Level, and if you do that, this card's Level become equal to the amount reduced. If this card is Normal or Special Summoned: You can add 1 F.A. Field Spell from your Deck to your hand. You can only use each effect of F.A. Auto Navigator once per turn.

Machine / Tuner / Effect
Common
WIND
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F.A. Motorhome Transport (Common)

1 Tuner + 1+ non-Tuner monsters
Gains ATK equal to its Level x 300. Each time a F.A. Spell/Trap Card or effect is activated: You can increase the Level of this card by 1. This card gains the following effect(s), based on its current Level.
● Level 11 or higher: Cannot be destroyed by battle or card effects.
● Level 13 or higher: Once per turn: You can target 1 F.A. monster in your GY; Special Summon it.

Machine / Synchro / Effect
Common
LIGHT
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F.A. City Grand Prix (Common)

Increase the Levels of all F.A. monsters on the field by 2 during the Main Phase and Battle Phase. Your opponent cannot target F.A. monsters you control with card effects. If this face-up card on the field is destroyed by a card effect: You can add 1 F.A. card from your Deck to your hand, except F.A. City Grand Prix. You can only use this effect of F.A. City Grand Prix once per turn.

Spell Card
Common
Spell Card
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F.A. Test Run (Common)

Target 1 F.A. monster you control; change its battle position, then, destroy 1 card on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 F.A. monster from your Deck. You can only use each effect of F.A. Test Run once per turn.

Spell Card
Common
Spell Card
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Masterking Archfiend (Rare)

2 Fiend monsters
Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Once per Chain, if you pay LP (except during the Damage Step): You can send 1 Fiend monster from your Deck to the GY whose ATK or DEF is equal to the LP you paid. Once per Chain, if a Fiend monster(s) is sent to your GY (except during the Damage Step): You can roll a six-sided die and apply the result to 1 of those monsters.
● 1: Add it to your hand.
● 2-5: Shuffle it into the Deck.
● 6: Special Summon it.

Fiend / Link / Effect
Rare
DARK
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Curious, the Lightsworn Dominion (Super Rare)

3 monsters with the same Attribute but different Types
If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 1 card in your GY; add it to your hand. You can only use each of the following effects of Curious, the Lightsworn Dominion once per turn.
● If this card is Link Summoned: You can send 1 card from your Deck to the GY.
● If a card(s) is sent from your Deck to the GY by an effect: Send the top 3 cards of your Deck to the GY.

Warrior / Link / Effect
Super Rare
LIGHT
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Gem-Knight Phantom Quartz (Super Rare)

2 Gem- monsters
If this card is Link Summoned: You can add 1 Gem-Knight card from your Deck to your hand. You can pay 1000 LP; Fusion Summon 1 Gem-Knight Fusion Monster from your Extra Deck, by shuffling Fusion Materials in your possession listed on it into your Deck, that are banished or in your GY, but it cannot attack directly this turn. You can only use each effect of Gem-Knight Phantom Quartz once per turn.

Rock / Link / Effect
Super Rare
EARTH
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Steelswarm Origin (Rare)

2 lswarm monsters
While this card is in an Extra Monster Zone, if a monster would be Special Summoned from the Extra Deck to the Main Monster Zone, it must be Summoned in the zone this card points to. While this card points to a monster, neither player can target it with card effects, also it cannot be destroyed by battle or card effect. Once per turn, when a monster(s) on the field is destroyed by battle or by card effect: You can Special Summon Level 4 or lower lswarm monsters from your Deck in Defense Position, up the number destroyed.

Fiend / Link / Effect
Rare
LIGHT
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Isolde, Two Tales of the Noble Knights (Ultra Rare)

2 Warrior monsters
If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of Isolde, Two Tales of the Noble Knights once per turn.

Warrior / Link / Effect
Ultra Rare
LIGHT
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Qliphort Genius (Rare)

2 Machine monsters
This Link Summoned card is unaffected by Spell/Trap effects and the activated effects from other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both face-up cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.

Machine / Link / Effect
Rare
EARTH
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Ritual Beast Ulti-Kimunfalcos (Rare)

2 Ritual Beast monsters
Ritual Beast monsters this card points to gain 600 ATK/DEF. You can banish 1 Ritual Beast card from your GY; immediately after this effect resolves, Normal Summon 1 Ritual Beast monster from your hand. You can only use this effect of Ritual Beast Ulti-Kimunfalcos once per turn. (Quick Effect): You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 Ritual Beast Tamer monster and 1 Spiritual Beast monster); Special Summon them in Defense Position.

Psychic / Link / Effect
Rare
WIND
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Zefra Metaltron (Super Rare)

2+ monsters that were Special Summoned from the Extra Deck
If a monster this card points to that was Special Summoned from the Extra Deck is destroyed by battle or an opponent's card effect: You can add to your hand, 1 monster from your GY or 1 face-up Pendulum Monster from your Extra Deck. You can target 1 other monster you control and 1 monster your opponent controls that were Special Summoned from the Extra Deck; banish both monsters until the End Phase. You can only use each effect of Zefra Metaltron once per turn.

Wyrm / Link / Effect
Super Rare
LIGHT
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Heavymetalfoes Electrumite (Secret Rare)

2 Pendulum Monsters
If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of Heavymetalfoes Electrumite once per turn.

Psychic / Link / Effect
Secret Rare
FIRE
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Scramble Egg (Common)

If a monster(s) you control is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 Sonic Chick from your hand, Deck, or GY.

Trap Card
Common
Trap Card
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