Author has written 28 stories for One Piece, Cardfight!! Vanguard/CARDFIGHT!! ヴァンガード, Kingdom Hearts, Yu-Gi-Oh GX, Yu-Gi-Oh! Arc-V, Pokémon, Inuyasha, Yu-Gi-Oh! 5D's, Bakugan Battle Brawlers, RWBY, Yu-Gi-Oh! ZEXAL, How to Train Your Dragon, Shokugeki no Soma/食戟のソーマ, My Hero Academia/僕のヒーローアカデミア, Fairy Tail, Fire Emblem, Restaurant to Another World/異世界食堂, and Persona Series. MY BANISHMENT IS OFFICIALLY LIFTED!!!! After so long of hiding my doing fanfiction behind their backs, they finally approve me doing this!!!! And it is because of YOU READERS! They saw that you all still like my story and approved me doing this! OH HOW I LOVE YOU GUYS~! *gives you all a big hug* But, even though they approve me doing this, due to work and college, updates still won't be that fast. Though I will try and hasten them. This is a tribute to someone important to me. It might not be that good, but it's a story that we kind of wrote together. There once was a strong and brave warrior. This warrior was said to be powerful enough to take over the universe or even destroy it. Because of this, he was feared by many. Unknown to them, this warrior was also very kind and very lonely. One day, he was tasked to slay a monster in a village. He met the monster and was surprised to see that it was a teenage girl. Like the warrior, the girl was also actually kind and alone, yet many saw her as a monster. The warrior thought otherwise and tried to open up to the girl. At first, it did nothing, but as time passed, she gradually open up to the warrior, even to the point where she explains why she was seen as a monster. It turns out, she had actually become one with a dragon years back. The warrior offered her to remove the dragon from her, in which she had accepted. After performing some kind of ritual, the beast withing her was removed as promised, in the form of a young child. The child opened her eyes and instantly called the warrior and the girl her parents. The two, whether out of sympathy or love, took the girl in as one of their own, despite that they do not truly love each other, or so they had thought. Some time passed and the two realized their feelings for each other and wed, leaving the village for a new and better home for a bigger family that is to come. However, not long after they moved, the girl, now known as the wife, was taken captive by someone familiar to the warrior, someone who he despise, someone who is his fatner. He had charged to where his wife was held and rescued her as well as ending the life of his greatest enemy. However, by the time he saved her, his wife had already bore a new child. The wife was sad and scared. Sad because her first child isn't her husband's and scared because she wasn't ready to have a child. Despite this, the warrior had comforted her and assured her that the child will be an additional member to their family. A couple years after the child was born, the wife bore another child, this time one with her husbands own blood. After that child was born, something happened that caused her to quickly grow to become a teenager. It didn't take long for the warrior to realize that his third child was born with the ability to change her age and was born with great intelligence, for the moment she grew, the teen knew who her parents are and the names of her sisters. Some time after, the wife was again pregnant with twins. The day before the two children would be born, however, the wife had gotten seriously ill. The third daughter, after learning some magic from her father, and the dragon child did what they could to help their mother get better, while the warrior went to the village to find a doctor. The doctor told him that unless if he finds one certain flower that will ensure his wife's recovery, neither she nor their unborn children may live to see the next day. With great difficulty, the warrior found the flower and made medicine out of it, managing to save the person dear to him as well as gaining a healthy baby girl and just as healthy baby boy. After everything that had happened, the warrior made a vow that as long as he breathes, he won't let any more harm come to his family. And so the big family lived peacefully and happily ever after. A story to remember a man's best friend. In my case, a girl's best friend. How my family and I met our dog and all the best, fun times we had with her. Ruby the American Eskimo Ruby is an American Eskimo of the age 8 and a half. She’s a loving dog, and the wonderful part of the family. When she left, it left me and my family saddened, as it would for anyone with their dog. I remember when we first met her. It was some time after our trip to China. I was in middle school back then, and that trip was my very first visit to my parent’s home country. After we visited relative there, she with a dog of her own, my sister and I insisted our parents that we get a dog of our own when we get back, especially me to my dad. Some days after our trip back, we went to an adoption center that held Ruby and her dog family. They were all so playful as puppies. My mom and dad petted the pups that approached them. It was from that interaction they decided to get Ruby, as she stayed longer for the pets, compared to her energetic sisters. During the ride back home, we thought of some names for her. Dad insisted on ‘Coco’ at first, but I didn’t think it felt right and suggested the name ‘Ruby’, in which everyone liked and agreed on. Once we were home, we let Ruby roam around the house. Well, I may not have let her be at peace with her own tour, as I wanted to shower her already with some loves. It seemed I was a bit too forceful back then, as Ruby went into hiding under the coffee table. After she got used to her new home with us, Ruby went and did one of the many things any pups would; gnaw at whatever wooden objects they see. She was teething back at the time, and constantly bit down the edges of the coffee table and some of the kitchen chairs. If not those, then her tail or the ropes we bought to play with her. She especially loved the steak-flavored rope to bite on. If not that, then the jump rope we found in our house, specifically when we drag her across the hall with it. Once we reached the end, she dragged us back to the other end to repeat the process. Ruby was such a fun pup at the time. When my sister and I, mostly my sister, were training her to do some tricks, she was quite patient with us. Then again, it may be because of the treats. And also then again, she wasn’t really that patient the first time around. I especially remember when we tried to teach her fetch. Instead of bringing the ball back, she just kept the ball away from us, and thus a game of ‘Keep Away’ was often done, especially for me and Ruby. You know how dogs would remember the tricks they were taught? Whether she had forgotten or she got a little fat for it, Ruby had forgotten what ‘roll over’ was. Instead, she just played dead, thinking we were telling her ‘bang’. Even when we directed her attention to the treat in a way that would make her slowly roll to the other side, she just instantly lied on her front and sometimes stand up to get the treat. And when we tried to get her to roll over right, she just disobeys and only lies down or sat there unmoving, almost as though telling us to just give her the treat. And in the end, we did just that, knowing she has had enough with the constant ‘lesson’. I know I would if I were in her shoes. Most dogs don’t like fruits or vegetables. Either that or they prefer to have meat a whole lot more than veggies. Ruby isn’t like most dog, especially towards broccoli. I remember this one time she especially showed her love for that veggie. I was washing some broccolis for my mom to cook as a vegetable dish for dinner. Ruby sat patiently behind me. At first, I thought she wanted some meat or treat, which I didn’t have. At that time, we were already feeding her a variety of vegetables or fruits dogs can have, but didn’t think she was enthusiastic for either of those like most dogs. Regardless, I set aside some stalks for her and slowly fed her as treats. I only gave her a few of the stalks I saved, and wanted to save the rest for later as snack for the dog and set it at the dining table. Next I knew, though, she stood up, paws on the edge of the table, clawed for the remaining stalks. It was then I realized she love broccoli just as much as she would for meat. After that, it became a thing to always set aside some stalks for Ruby. If there was ever a favorite activity for her do to, it would be taking walks in the parks, especially with two people walking her, or if it was just my sister. For some reason, unless if my sister was talking her, she wouldn’t walk if it was with one person. If I were to make a guess, it’d be because she likes to walk with the whole family. Huh… Wonder if that means my sister isn’t a part of the whole family. Then again, she moved out of the house. As much as Ruby loves to go on adventures in the parks, she sticks to whatever route my parents and I go to. Yes, this means we often let her roam without a leash on her, and if you ask me, it was better this way, as it meant no restrictions on her activity. Besides, she was smart enough to pee or poo in areas in the woods where people normally don’t go even step on. Though sometimes she goes a bit too far away from us to do her bathroom business. Two of the most especially memorable walks in parks or woods moment, though would have to be these two: that one time in St. George park, and another time when we went to a park out of state. This one time in St. George, there was a particular spot on a yard, I believe, where Ruby would rub her body against the grass, like cats would for catnip. It was absolutely adorable, to see her relax like she did in that area. Another time, we went to see the Eternal Flame in the Chestnut Ridge County Park. As we were making our way back to the car, there was this steep step in our dog’s path that would’ve been impossible for her to climb up. My parents tried to take her to the slanted route for an easy climb, but by some miracle, she took steps back, ran and successfully made the jump. How I wish I took a picture of that. Of course, just because she loved walks in parks or woods didn’t mean she loved to do it in all sorts of nature. One time in Maine, we went for a walk around a large lake. Halfway there, we were met with an obstacle we learned Ruby wouldn’t handle; the mountain climb. Well, it was actually just some boulders that were still a passable route for tourists, but for Ruby? It was practically Mission Impossible for her, especially on a hot day. Thankfully, we managed to overcome that part of the walk and finished our journey around the lake. While our dog, like most long-furred dogs, hate the summer heat, she loves it when we go to the beach, or anywhere with a large body of water. I remember this one time in one of the many beaches we went to with her, my mom wanted to take some pictures of, I believe were, clams or mussels. The beach we went to had clumps of them hidden in the sand. Whether she also wanted a memorable picture of the day or wanted to have some mussels for herself, we didn’t know, but Ruby started to dig for a good clump herself. My dad gave a bit of assistance in the digging. Once the hole was made bid enough, next we knew, Ruby took the clump out of the hole and ran off with it. Were we worried at the time? Of course we were. For one thing, we didn’t know if dogs can have seafood. But then, we noticed something; Ruby ran to my mom with the clump. She didn’t give them to her, though. As my dad and mom told her to drop or give the mussels to them, I realized she wanted to take a picture to remember this day and told my mom what Ruby possibly wanted. After taking some pictures, Ruby finally released her hold on the seashells. If that moment didn’t tell us that Rubes wanted to be a dog model of sort, our other trips that included mom with her phone or camera taking pictures surely did, especially when Ruby constantly ran over to her just as mom wanted to take a picture of something. As much as my dog loves her treats, meats, and broccoli, there was one food she loved and couldn’t wait to look forward to the most. Well, it wasn’t really a type of food, as it was more of a meal. Hot pot. Ruby absolutely loves hot pot, as it meant she would be having a meal with us instead of having her ‘late night snacks’ as we ate dinner. We used clear or chicken broth, of course, as we ate hot pot with her, setting aside tofu, radish, and cooked meat for her to enjoy. And if we didn’t feed her fast enough, Ruby would claw one of us to get us to feed her a bite. And believe me, those were painful, especially considering how long, sharp, and/or strong/sturdy those nails were. Even if we weren’t eating hot pot, she would mostly wait for us by the dining table to eat with us, even though there wasn’t much to feed her. We often feed her meals before we ate, but despite that, she always wait for us to give her to good, human stuff. She mostly waits by my seat, which wasn’t really that good, as I sit by the wall, and thus she blocks the only path to my seat, unless we move the chair next to mine, that is. And if I wanted to leave my seat, and she’s sitting or lying right next to me, I had to offer some type of ‘tribute’, to say, to get her to move from her spot. If there was ever a funny moment with Ruby, it’d have to be one certain event from last year. I was at home that time, while my parents were out. My dog was in the backyard, relaxing and enjoying the weather outside. Sometime as I was doing my own stuff in the living room, I heard my dog clawing at the door, which usually meant she wanted to come inside and was lazy to use her doggy door. When I got to the door, I was met with an unbelievable sight. She got one of mom’s hooked plant pots stuck on her. I don’t know what happened for that to ever occur, but it was quite an amusing sight to see, as I couldn’t help but take some pictures of it. Of course, I also told my parents of it and showed them the pics, though they thought the hook part was some kind of dangerous worm until I told them it was mom’s plant pots. Like me, they also found it amusing. To name one best moment with my dog, it’d have to be a trip in New Hampton. It was the last day of August last year. We were on a trip to see the sunflowers at a farm and brought Ruby with us. There were also some baby cows and goats there, and we brought Ruby over to see how she does with farm animals, especially considering where she came from. One thing’s for sure, it was better than she did with dogs, especially when she stuck her nose through the fence to get a good, greeting whiff at the goats and cows on the other side, as they did for her. It was one of the rare moments she interacted with other animals and didn’t go… feral at them, so to say. Ruby was the most precious member of our little family, and always will be. We will remember her and all the good times with her, always. XION'S CURRENT BOUNTY B98,000,000 KEYBLADES (These are the list of Keyblades that Xion weilds. The name and where it is obtained are my Beta Reader's idea): Warrior's Pride Capable of dealing critical blows. Miraculous Blossom Allows the weilder to heal more than usual. Burning Brotherhood Adds additional attack and little chance of burning enemies Desert Nakama Attacks opponents from a long range Fire of Shandora Chance of healing wielder during battle and chance of increase magical damage Dream Eaters and their names: Majik Lapin- Lapin (This is my OC, Fiore Kohaku's, deck from my YuGiOh GX fanfiction) Circus Freak Monster: 1) Circus Freak Juggler: Level 3/Dark/Spellcaster/1600 ATK/1000 DEF/ On the turn this card was summoned, place 1 Circus Counter on this card. This card gains 200 ATK for each Circus Counter on this card. During each of your Standby Phase, place 1 Circus Counter on this card. If this card leaves the field, inflict 200 damage to your opponent for each Circus Counter that was on this card. 2) Circus Freak Unicycler: Level 4/Dark/Spellcaster/1400 ATK/1800 DEF/ Once per turn, during either player's turn, you can negate the effect of any face-up card on the field, then place 1 Circus Counter on that card. 3) Circus Freak Stilt Walker: Level 2/Dark/Spellcaster/800 ATK/1600 DEF/ If this card is targeted for an attack while in Attack Position, change this card to Defense Position and negate that attack, then place 1 Circus Counter on any face-up card on the field. This card is unaffected by card effects as long as it has a Circus Counter. 4) Circus Freak Spinner: Level 3/Dark/Spellcaster/1500 ATK/1400 DEF/ When this card is summoned, place 1 Circus Counter on this card for each "Circus Freak" monster you control. During each of your End Phase, inflict 300 Damage to your opponent for each Circus Counter on this card. 5) Circus Freak Stuntman: Level 4/Dark/Spellcaster/? ATK/? DEF/ If your opponent's monster declares a direct attack, send the top card of your deck to the Graveyard. If the card sent was a "Circus Freak" monster card, Special Summon this card and its ATK and DEF is equal to the sent monster's ATK and DEF and negate the attack. Also, this card gains Circus Counters equal to the sent monster's level. 6) Circus Freak Contact Juggler: Level 4/Dark/Spellcaster/0 ATK/2000 DEF/ This card is also considered as "Circus Freak Juggler" while face-up on the field. Once per turn, if this card was targeted for an attack, send the top card from your deck to your graveyard to negate the attack and put 1 Circus Counter on this card. 7) Circus Freak Beast Tamer: Level 3/Dark/Spellcaster/1700 ATK/1500 DEF/ This card is also considered as a Beast-Type while face-up on the field. When this card is summoned, place 1 Circus Counter on this card for each Beast, Beast Warrior, Winged Beast, Dragon and Dinosaur monster on the field and in either player's Graveyard besides this card. 8) Circus Freak Animal Trainer: Level 4/Dark/Spellcaster/1800 ATK/1400 DEF/ This card is also considered as a Beast-Type while face-up on the field. If "Circus Freak Beast Tamer" is on your field, you can Special Summon this card from your hand. Then place Circus Counters on this card equal to the number of Circus Counters on "Circus Freak Beast Tamer". 9) Circus Freak Trapeze Artist: Level 3/Dark/Spellcaster/1400 ATK/1000 DEF/ If this card is destroyed by battle and sent to the Graveyard, Special Summon 1 "Circus Freak" monster with 1500 or less ATK from your deck. Then place 1 Circus Counter on it. 10) Circus Freak Flame Archer: Level 2/Dark/Spellcaster/ 1000 ATK/800 DEF/ This card is also a FIRE monster. If this card is sent to the Graveyard, inflict 1000 damage to your opponent. 11) Circus Freak Dancer: Level 2/Dark/Spellcaster/600 ATK/1200 DEF/ Once per turn, this card cannot be destroyed by battle. Each time this card was targeted for an attack, place 1 Circus Counter on any face up card on the field. 12) Circus Freak Swinger: Level 3/Dark/Union/Spellcaster/500 ATK/500 DEF/ Once per turn you an equip this card to a "Circus Freak" monster you control or unequip this card and special summon it. While equipped to a "Circus Freak" monster, the equipped monster gains 100 ATK and DEF for each Circus Counter on the field and can attack your opponent directly. 13) Circus Freak Trampoline: Level 2/Dark/Spellcaster/ 400 ATK/ 900 DEF/ when this card is Special summoned, return cards on the field equal to or less than the number of "Circus Freak" cards you control to their owner's hand. 14) Circus Freak Puppeteer: Level 4/Dark/Spellcaster/1900 ATK/0 DEF/ When this card is summoned, target one face-up monster your opponent controls and take control over it. During your End Phase, Return that monster to your opponent. During their end phase, they must give you the monster targeted by this effect. 15) Circus Freak Flame Artist: Level 4/Dark/Spellcaster/ 1600 ATK/ 1400 DEF/ This card is also a FIRE monster. If a card activates that would inflict damage to you, Special Summon this card from your hand. Negate the damage and you take no further effect damage this turn. 16) Circus Freak Assistant: Level 3/DARK/Spellcaster/1000 ATK/1000 DEF/ If you control a "Circus Freak" monster(s), Special Summon this card from your hand. If this card is Special Summoned, draw cards equal to the current amount of empty Monster Zones. This Special Summoned monster can be used as 2 Tributes for Tribute Summoning a DARK Spellcaster-Type monster. 17) Circus Freak Time Space Magician: Level 7/DARK/Spellcaster/2500 ATK/2000 DEF/ When this card is summoned, all Circus Counters from the tributed monsters goes to this card. As long as this card is on the field, Spell and Trap cards your opponent controls that targets or destroys "Circus Freak" monster(s) and no other monsters cannot be activated. Once per turn, You may remove as many Circus Counters as you want from the field; Special Summon 1 "Circus Freak" monster on the field whose level is equal to the number of Circus Counters removed. 18) Circus Freak Ventriloquism- Level 1/DARK/Spellcaster/0 ATK/0 DEF- During either player's turn, you may discard this card from your hand and draw 1 card. If the card you drew is a monster, you may Special Summon it or keep it in your hand. If the card you drew is a Spell or Trap card, you may activate that card's effect. Cards and effects cannot activate in response to this card's activation, or the activation of the Spell or Trap card activated by this effect. 19) Circus Freak Copycat- Level 1/DARK/Spellcaster/0 ATK/0 DEF/ this card can be used as any Fusion material for a "Circus Freak" Fusion monster. The other Fusion Materials must be the rights ones. Once per duel, if this card is destroyed and sent to the Graveyard, you can send 1 "Circus Freak" Fusion monster from your Extra Deck to your Graveyard; Special Summon this card with that monster's name, ATK, DEF and effect. 20) Circus Freak Destiny- Level 2/DARK/Spellcaster/500 ATK/500 DEF/ During either player's Battle Phase, you may remove 1 Circus Counter to draw one card. If the card is a monster, take damage equal to that monster's ATK and Special Summon it. If not, tribute this card and Special Summon 1 "Circus Freak" monster from your Graveyard except "Circus Freak Destiny". Spell: 1) Tightrope Walking- Equip- Equip this card only to a "Circus Freak" monster. That monster can attack your opponent directly. If the equipped monster was targeted for an attack, you may destroy this card; this turn, that monster cannot be destroyed by battle and you take half the damage from battles involving that monster. 2) Acrobalance- Normal- Fusion Summon 1 "Circus Freak" Fusion Monster from your extra deck by sending its Fusion Materials from your hand and/or field to the Graveyard. You may banish this card from the Graveyard to Fusion Summon 1 "Circus Freak" monster by banishing monsters in your graveyard. The Fusion monster summoned this way has its effects negated and gains 1000 ATK points until the End Phase of the turn it was summoned. You can only use one effect of Acrobalance per turn. 3) Taming the Wild!- Quick Play- Activate when a Beast-type "Circus Freak" monster you control battles an opponent's monster. Draw one card from your deck. If the card drawn is a monster, your battling "Circus Freak" monster gains ATK equal to the monster it's battling. 4) Circus Show- Field- When a "Circus Freak" monster(s) is Summoned, place 1 Circus Counter on this card for each monster summoned (Max 5). Monsters your opponent controls lose 200 ATK for each Circus counter on this card. During either player's main phase, if this card has five counters, you may destroy this card to destroy all cards your opponent controls. If an opponent's monster(s) still remained on the field, that monster's ATK becomes half its current ATK, even if that monster is unaffected by card effects. You cannot conduct your battle phase the turn you use this effect. If this card leaves the field, move all its Circus Counters to any face-up card. 5) Early Performance- Quick Play- Special Summon 1 Level 4 or lower "Circus Freak" monster from your hand or deck. If this card is in your Graveyard, you may banish this card and "Circus Freak" monsters from your Graveyard; Special Summon 1 "Circus Freak" monster from your hand or graveyard whose level is equal to the combined level of "Circus Freak" monsters banished this way. 6) Team Performance- Normal- Target 1 "Circus Freak" monster on your field. That monster gains 300 ATK for each Circus Counter on the field and can attack a number of times equal to the number of "Circus Freak" monsters you control during this card's activation. Monsters you control cannot attack except the monster affected by this card's effect. 7) Grand Act- Quick Play- Fusion Summon as many "Circus Freak" Fusion monster(s) from your extra deck by banishing monsters you control and/or in your Graveyard as Fusion Materials. The Fusion Summoned monster(s) gains 400 ATK for each Fusion Material monsters use to summon it. During your end phase, destroy the Special Summoned card(s). 8) Double Performance- Normal- Fusion Summon 1 "Circus Freak" Fusion monster using monsters you control or in your hand. During the End Phase of the turn this card was activated, return the summoned monster to your Extra deck and Special Summon the Fusion Material monsters used to summon that monster in Defense Mode with their Defense cut in half. 9) Fast Preparation- Continuous- Once per turn, if you control no monsters, Special summon 1 level 4 or lower "Circus Freak" monster from your hand. During your Battle Phase, you may pay half your Life Points to Fusion Summon a "Circus Freak" Fusion Monster from your Extra Deck by banishing monsters you control and in your hand as Fusion Materials. During your opponent's Battle Phase, if your Life Points was 1000 or lower, you may reveal the top card of your deck. If that card is a material to summon out a 'Circus Freak' Fusion monster from your Extra Deck, banish the revealed card, this card and other Fusion Material monster(s) you control and in your Graveyard to Fusion Summon a 'Circus Freak' Fusion Monster. 10) Circus Shuffler- Normal- Return "Circus Freak" monsters from your Banished Zone to your Main Deck. Draw cards equal to the number of "Circus Freak" monsters returned to your deck this way plus 1. 11) Great Encore- Normal- activate when this is the only card in your hand and you control no monsters. Reveal the top five cards of your deck. Special Summon as many "Circus Freak" monsters as you can from those five cards. Send the rest to the graveyard and take 1000 damage for each card sent to the Graveyard this way. Place 1 Circus Counter on any face-up card on the field for each "Circus Freak" monster summoned this way. 12) De-Fusion 13) Perform Assistance- Normal- For each 'Circus Freak' monster you control, place 1 Circus Counter on any card on the field. 14) Spectral Performance- Normal- Activate only if you have a face up 'Circus Freak Time Space Magician' on your field. Remove all Circus Counters on that card and destroy one card on the field. Then, inflict 200 points of damage to your opponent times the number of Circus Counters removed this way. 15) Galactic Spacial Show- Normal- Target 1 card on the field with Circus Counters. For each monster on the field without a Circus Counter, move 1 Circus Counter from the targeted card to those monster(s). Monsters with Circus Counter cannot be destroyed and neither player takes Battle Damage from battle involving those monsters this turn. At the end of the Battle Phase, if a monster with Circus Counter battled, banish those monsters and inflict 100 points of damage to your opponent times the total level of monsters banished this way. 16) Memoir Parade- Normal- This card can only be activated during Main Phase 2 if 'Circus Freak Memoir Magician' is the only monster you control, your life Points is 1000 or less, and your opponent controls more monsters than you do, with at least two monsters of the same level as 'Circus Freak Memoir Magician'. Banish all monsters on the field; inflict 100 damage to your opponent times their total level. Trap: 1) Grand Escape- Counter- Activate when a "Circus Freak" monster you control is targeted for an attack or is to be destroyed by card effect. Negate the attack/effect and skip your opponent's Battle Phase. Draw cards for each monster on your opponent's side of the field who didn't attack this turn. 2) Final Act- Normal- Remove all Circus Counters on the field. Inflict 100 x the number of "Circus Freak" monsters on the field for each counters removed. 3) Exploding Show- Normal- Destroy monsters on the field with Circus Counters except "Circus Freak" monsters. Then move those Circus Counters from the destroyed monsters to any face-up cards on the field. 4) Redo- Continuous- Special Summon 1 Level 4 or lower "Circus Freak" monster from your Graveyard. When this card leaves the field, destroy that monster. When the monster leaves the field, destroy this card. 5) Grand Blastoff- Normal- Tribute 1 "Circus Freak" monster you control. Inflict damage to your opponent equal to the tributed monster's original ATK. 6) Miraculous Stunt- Normal- You can activate this card from your hand if you control a "Circus Freak" monster by paying 1000 Life Points or removing 5 Circus Counters on the field. Target 1 "Circus Freak" monster you control. That monster can't be destroyed by battle or card effect and you take half the damage you would've taken from battle involving that monster and from card effects. 7) Another Act- Continuous- Once per turn, Remove 1 Circus counter on the field and banish 1 "Circus Freak" monster from your Graveyard. Activate 1 Spell or Trap Card from either player's Graveyard. If the Spell or Trap activated this way is Continuous or Equip, that card effect lasts until the End Phase of the turn this effect was activated. 8) Great Performance- Normal- Activate when a "Circus Freak" Monster(s) you control would be destroyed by a card effect. Target 1 monster you control. That monster gains 300 ATK for each "Circus Freak" monster sent to the Graveyard this turn and is unaffected by other card effects this turn. 9) Trick-in-a-Box- Continuous- Target one monster your opponent controls and one "Circus Freak" monster you control. Switch control of those targets. If those monsters are destroyed, they are returned to their owner's field instead of being sent to the Graveyard. This effect works even if this card leaves the field. 10) Performaway- Normal- Target cards on the field equal to the number of Circus Counters on the field and return them to the owner's hands. Extra Deck: 1) Circus Freak Ringmaster: Level 10/Dark/Spellcaster/? ATK/? DEF/2 or more "Circus Freak" monsters/ This card gains Circus Counters from monsters used to Fusion Summon this card. This card's original ATK and DEF becomes 200 times the total level of monsters used to Fusion Summon this card and can make multiple attacks for every 2 "Circus Freak" monsters used to summon this card. This card gains the effect of a Fusion Material "Circus Freak" monster with the highest ATK. 2) Circus Freak Grand Juggler: Level 6/Dark/Spellcaster/2200 ATK/1800 DEF/ "Circus Freak Juggler" "Circus Freak Contact Juggler"/ This card gains Circus Counters from its Fusion Material Monsters. This card is also considered as "Circus Freak Juggler" while face-up on the field. Destroy 1 monster on the field whose level is equal to less than the number of Circus Counters on this card. Then inflict damage to your opponent equal to half that monster's ATK or DEF. 3) Circus Freak King of Beast: Level 8/Dark/Spellcaster/2800 ATK/2300 DEF/"Circus Freak Animal Trainer" "Circus Freak Beast Tamer/ This card gains Circus Counters from its Fusion Material monsters. This card is also considered as a Beast-type monster. When this card is Fusion Summoned, take control of as many of you opponent's monsters as you can until the end of the turn it was summoned. Monsters you control by this effect gets their ATK reduced to 100. 4) Circus Freak Aerial Stuntman: Level 7/Dark/Spellcaster/ 2600 ATK/2000 DEF/ "Circus Freak Stuntman" "Circus Freak Trapeze Artist/ This card is also considered as "Circus Freak Stuntman" and can attack your opponent directly. Battle Damage inflicted this way is halved. 5) Circus Freak Rune Magician: Level 8/DARK/Spellcaster/3000 ATK/2200 DEF/ "Circus Freak Time Space Magician" 1-3 Spellcaster monster/ This card gains Circus Counters from its Fusion Material monsters and is also considered as "Circus Freak Time Space Magician". During each of your End Phase, inflict 200 damage to your opponent for each Circus Counters on it. This card can make multiple attacks depending on the total level of Spellcaster monsters used to summon this card, excluding "Circus Freak Time Space Magician". 6) Circus Freak Beast Magician: Level 8/DARK/Spellcaster/3000 ATK/ 2600 DEF/ 1 DARK Level 7 or higher "Circus Freak" monster 1 Beast-type monster/ This card gains Circus Counters from its Fusion material monsters. If this card destroys a monster by battle, inflict damage to your opponent equal to the ATK of its Beast-type Fusion Material monster plus 100 times the number of Circus Counters on this card. 7) Circus Freak Archer Magician: Level 8/DARK/Spellcaster/2000 ATK/2800 DEF/ "Circus Freak Time Space Magician" 1 FIRE monster/ This card gains Circus Counters from its Fusion Material monsters and can attack your opponent directly. Battle Damage inflicted by this card's effect is halved. After the Battle Phase of the turn this card direct attacks, switch it to Defense position. This card cannot change its battle position until the next End Phase of your turn. 8) Circus Freak Fire Dancer: Level 5/ DARK/Spellcaster/1500 ATK/2400 DEF/ "Circus Freak Flame Archer" "Circus Freak Flame Artist"/ This card gains Circus Counters from its Fusion Material monsters and is also a FIRE attribute and considered as "Circus Freak Dancer". During the end phase, if this face-up card is in Defense position, inflict 300 Damage to your opponent for each "Circus Freak" monster you control. 9) Circus Freak Dancing Magician: Level 6/DARK/Spellcaster/2000 ATK/2500 DEF/ "Circus Freak Time Space Magician" "Circus Freak Dancer"/ This card gains Circus Counters from its Fusion Material monsters. Once per turn, during your opponent's turn, you can negate an attack of one of their monsters. Then inflict 200 damage to your opponent equal to the negated monster's level. 10) Circus Freak Stunt Magician: Level 7/DARK/Spellcaster/2500 ATK/3000 DEF/ "Circus Freak Time Space Magician" "Circus Freak Stuntman"/ This card gains Circus Counters from its Fusion Material monsters and can attack while in DEF position. Other monsters you control with 1500 or more ATK cannot attack if this card attacks this way. 11) Circus Freak Juggling Magician: Level 5/DARK/Spellcaster/2300 ATK/1800 DEF/ "Circus Freak Time Space Magician" "Circus Freak Juggler"/ This card gains Circus Counters from its Fusion Material monsters. Once per turn, by skipping your Battle Phase, you can inflict 100 Damage to your opponent for each Circus Counter on this card. 12) Circus Freak Memoir Magician: Level 7/LIGHT/Spellcaster/2700 ATK/1000 DEF/ "Circus Freak Time Space Magician" "Circus Freak Destiny"/ When this card is Special Summoned, draw one card for each card on the field with a Circus Counter. This card gains the following effect(s) based on the number of 'Circus Freak' monsters banished: - 1 or more: This card can inflict piercing damage to your opponent. (This is Generalhyna's OC, Bella's deck from Circus GX, as per her request) Shinobi (Most of the monsters in the main deck are Warrior type. For the monsters that aren't warrior type I will put down the type they are) Monsters: 1) Konohagakure Shinobi Team 7, Naruto: Level 4/WIND/1400 ATK/800 DEF/ If this card is targeted for an attack, you may discard one card from your hand to prevent this monster's destruction and Special Summon one 'Shadow Clone Token' (Level 2/WIND/700 ATK/400 DEF) 2) Konohagakure Shinobi Team 7, Sasuke: Level 4/FIRE/1600 ATK/1000 DEF/ Once per turn, this card can copy an opponent's monster's effect or cancel it. 3) Konohagakure Shinobi Team 7, Sakura: Level 4/EARTH/1200 ATK/1700 DEF/ During your Standby phrase, as long as this card's face up, restore life points by 900. This card cannot be affected by spells 4) Konohagakure Shinobi Team 7, Kakashi: Level 6/LIGHT/2300 ATK/1900 DEF/ Once per turn, this card can copy the effect of one monster. After Damage Calculation, when this card battles an opponent's monster, that monster is automatically destroyed, even if this card leaves the field. 5) Konohagakure Shinobi Team 10, Ino: Level 4/WATER/1000 ATK/800 DEF/ Once per turn, you may discard one card to take control of one of your opponent's monsters. 6) Konohagakure Shinobi Team 10, Shikamaru: Level 4/DARK/500 ATK/1000 DEF/ Once per turn, you may discard one DARK monster from your hand to take control of one of your opponent's monsters. 7) Konohagakure Shinobi Team 10, Choji: Level 4/EARTH/1300 ATK/2100 DEF/ This card can attack while in Defense Mode using its DEF as its ATK. If this card attacks a Defense Position monster while in Defense Mode, whose DEF is lower than this card's DEF, inflict damage to your opponent equal to the difference. 8) Konohagakure Shinobi Team 10, Asuma: Level 6/WIND/2300 ATK/1500 DEF/ When this monster attacks a monster in def mode, apply damage to the opponent. This card can attack directly, however Battle Damage inflicted this way is halved. 9) Konohagakure Shinobi Team 8, Hinata: Level 4/WATER/1000 ATK/1700 DEF/ Once per turn, you can look at one face-down card on your opponent's field. If that face-down is a monster card, that card is destroyed without activating its flip effect. 10) Konohagakure Shinobi Team 8, Shino: Level 4/EARTH/900 ATK/900 DEF/ Once per turn, you can halve an opponent's monster's ATK and increase this card's ATK by that amount until the next End Phase. 11) Konohagakure Shinobi Team 8, Kiba: Level 4/EARTH/1800 ATK/500 DEF/ This card is also treated as a Beast-Warrior type. When this card attacks an opponent's monster, increase this card's ATK by 700 until the end of the Damage Step. 12) Konohagakure Shinobi Team 8, Akamaru: Level 2/EARTH/500 ATK/700 DEF/ If Konohagakure Shinobi Team 8, Kiba is on the field, you may equip this card to that monster from your hand or side of the field. While equipped, the equipped monster gains 1000 ATK. 13) Konohagakure Shinobi Team 8, Kurenai: Level 5/DARK/2000 ATK/1500 DEF/ As long as this card is in Defense Mode, your opponent's monsters cannot attack. This effect can only work if you control a 'Konohagakure Shinobi' monster of the same team as this card. 14) Konohagakure Shinobi Chunin, Kotetsu: Level 4/EARTH/1700 ATK/2000 DEF/ This card gains 300 ATK if Konohagakure Shinobi Chunin, Izumo is on your field. This card cannot be destroyed by battle. 15) Konohagakure Shinobi Chunin, Izumo: Level 4/WATER/1700 ATK/1800 DEF/ This card gains 300 ATK if Konohagakure Shinobi Kotetsu is on the field. This card is unaffected by Spell cards. 16) Otogakure Shinobi, Kagero: Level 4/LIGHT/1700 ATK/2100 DEF/ This card is unaffected by Trap Cards. 17) Takigakure Shinobi, Fu: Level 4/WIND/1700 ATK/1700 DEF/ Once per turn, when your opponent declares an attack, you may discard one card your hand; negate the attack. Once per turn, during either player's turn, by discarding one WIND monster from your hand, you may negate the effects of all monsters your opponent controls. 18) Sunagakure Shinobi Three Sand Siblings, Gaara: Level 4/EARTH/1000 ATK/1900 DEF/ This card cannot be destroyed by battle while in Defense Mode. Once per turn, you may discard one EARTH monster; target one monster on the field and destroy it. 19) Konohagakure Shinobi Team Guy, Rock Lee: Level 4/EARTH/2100 ATK/1600 DEF/ When this card attacks a Defense Position Monster, whose DEF is less than this card's ATK, inflict piercing damage to your opponent. This card is unaffected by card effects, except Equip Cards 20) Konohagakure Shinobi Team Guy, Tenten: Level 4/EARTH/1500 ATK/1000 DEF/ Once per turn, during the Battle Phase, you may equip one Equip Spell card from your hand to this card. If this card is to be destroyed, you can destroy one card that was equipped to this card. Spells: 1) Sensei and Student: Normal: Activate if you control three 'Konohagakure Shinobi' monsters on the same team. Special Summon from your hand or deck one 'Konohagakure Shinobi' monster whose level is higher than their's and on the same team as them. 2) Ino-Shika-Cho: Normal: Activate when you have an 'Ino', 'Shika' and 'Cho' monster on your field and your opponent controls 2 or more monsters on their field. Destroy all Attack Positon monsters and inflict 100 damage to both sides times the combined level of monsters destroyed this way. 3) Tailed-Beast Changer: Quick Play: Target one '-Tailed' Fusion Monster in your Extra Deck that can be summoned by this card. If the monster needed for that monster's summon is on the field or in your Graveyard, banish it and Special Summon that monster. While this card is in your Graveyard, you can target one '-Tailed' Fusion monster in your Graveyard; banish this card and the monster needed for that Fusion Monster's summon and Special Summon that monster. 4) Shinobi Vengence: Normal: Target one 'Konohagakure Shinobi' monster in your Graveyard. Special Summon from your hand or deck a 'Konohagakure Shinobi' monster of the same team of that target. 5) Mist Body 6) Shinobi Enforcer: Normal: During your Standby Phase, if this card is in your Graveyard, you may banish this card and one monster in your Graveyard to Special Summon a monster from your deck whose level is the same as the one banished or one level greater than or less than the banished monster. 7) Cost Down 8) Conch Shell Mace: Equip: This card can only be equipped to Konohagakure Shinobi Chunin, Kotetsu. The equipped monster gains 1100 ATK and, if the equipped monster attacks a Defense position monster whose DEF is less than the attacking monster's ATK, inflict piercing damage to your opponent. 9) Blaze Release: Kagutsuchi: Equip: This card can only be equipped to Konohagakure Shinobi Team 7, Sasuke. During the Battle Phase, you can activated one of these three effects: If the equipped monster attacks a Defense Position Monster, it gains 400 ATK and can deal piercing damage to your opponent. The equipped monster can attack directly. Battle Damage inflicted this way is halved. Once per turn, if the equipped monster is to be destroyed by battle, it is not destroyed. Also, Battle Damage inflicted from that battle goes to your opponent instead. 10) Magical Stone Excavation 11) Assault Armor 12) Magnum Shield 13) Kohaku no Johei: Equip: During the Battle Phase, when the equipped monster battles an opponent's monster, target one other monster your opponent controls; tribute that monster and the equipped monster gains ATK equal to half that monster's ATK. Monsters tributed this way cannot be Special Summoned as long as this card is face-up on the field. 14) Battle Fusion 15) Card of Sanctity 16) Pot of Greed Traps: 1) Call of the Haunted 2) Substitute: Continuous: When a 'Shinobi' monster you control is targetted for an attack, Special Summon this card as a monster (Level 1/EARTH/Warrior/0 ATK/2000 DEF) and redirect the attack to this card. While this card is face-up, it is the only monster that can be targeted for an attack. 3) Miracle's Wake 4) Skill Drain 5) Skill Successor 6) Damage Gate 7) Draining Shield 8) Ninja Support: Normal: When a 'Shinobi' monster you control is targeted for an attack, discard one 'Shinobi' monster from your hand. That monster gains the ATK of the monster discarded by this effect. 9) Breakthrough Skill 10) Spiritual Swords of Revealing Light 11) Rise to Full Height Fusion Monsters: 1) Nine-Tailed Beast, Kurama: Level 9/FIRE/Beast/3000 ATK/3000 DEF/ This card can only be Special Summoned by 'Tailed-Beast Changer' and banishing a 'Naruto' monster. When this card attacks a Defense Position monster, whose DEF is lower than this card's ATK, inflict piercing damage to your opponent. 2) One-Tailed Beast, Shukaku: Level 7/EARTH/Beast/2400 ATK/3000 DEF/ This card can only be Special Summoned by 'Tailed-Beast Changer' and banishing a 'Gaara' monster. Once per turn, you may discard one card from your hand; destroy one monster your opponent controls. 3) Seven-Tailed Beetle, Chomei: Level 7/WIND/Insect/2700 ATK/2000 DEF/ This card can only be Special Summoned by 'Tailed-Beast Changer' and banishing a 'Fu' monster. Once per turn, you can discard cards from your hand equal to or less than the amount of monsters your opponent controls; place a Dust counter on each monster on your opponent's field. Monsters with Dust Counters have their ATK cut in half and can't activate their effects. Once per turn, you can discard one card from your hand; destroy one Spell or Trap card your opponent controls. (This is DanielJensen OC, Seth's deck, as per his request) Darkus (By name, one can easily know they are all DARK monsters) Monsters: 1) Fear Ripper: Level 4/Fiend/1900 ATK/1300 DEF/ Once per turn, you may change this card's Attribute. 2) Reaper: Level 5/Fiend/2400 ATK/2000 DEF/ When this card destroys a monster by battle, you may banish one DARK monster from your Graveyard; this card gains 200 ATK for each of that monster's level and make a second attack. 3) Seige: Level 3/Warrior/1800 ATK/1000 DEF/ Once per turn, this Defense Position Monster cannot be destroyed by battle. 4) Mantris: Level 3/Insect/1700 ATK/800 DEF/ Once per turn, during either player's Main Phase, you may change the Battle Position of one monster your opponent controls. 5) Centipoid: Level 4/Insect/2000 ATK/100 DEF/ When this card is Normal Summoned, you may Special Summon one DARK monster from your Graveyard. Inflict 200 damage to yourself times the summoned monster's level and switch this card to Defense Position. 6) Garganoid: Level 3/Fiend/1300 ATK/700 DEF/ If you control a 'Darkus' monster, you may Special Summon this card from your hand. 7) Saurus: Level 4/Dinosaur/1800 ATK/1200 DEF/ When this card attacks an opponent's monster, this card gains 300 ATK until the end of the Damage step. When this card is attacked by an opponent's monster, this card loses 500 ATK until the end of the Damage Step. 8) Robotallion: Level 3/Warrior/1100 ATK/800 DEF/ When this card is used to summon a 'Darkus' monster, that monster cannot be destroyed by battle and is unaffected by card effects that turn. 9) Falconeer: Level 3/Winged Beast/1600 ATK/500 DEF/ This card can attack your opponent directly. Battle Damage inflicted this way is halved. While this card is in your graveyard, you may discard one card from your hand to Special Summon this card. This effect can be used once per turn. 10) Warius: Level 5/Warrior/2200 ATK/1200 DEF/ If you control no monsters, you may Special Summon this card from your hand. It's ATK and DEF is halved when summoned this way. 11) Juggernoid: Level 3/Reptile/700 ATK/1700 DEF/ This Defense Position card cannot be destroyed by battle. This card can attack while in Defense Position using its DEF as its ATK. 12) Griffon: Level 4/Winged Beast/1900 ATK/900 DEF/ When this card attacks an opponent's monster, this card gains half that monster's ATK. 13) Laserman: Level 6/Machine/2700 ATK/2000 DEF/ This card can attack all monsters your opponent controls once each. After the Battle Phase, change this card's Battle Position. 14) Hydranoid: Level 4/Dragon/2100 ATK/0 DEF/ When this card attacks an opponent's monster, halve the attack of one monster they control and add that power to Hydranoid. 15) Stinglash: Level 4/Insect/1500 ATK/1000 DEF/ If this card was used to summon a 'Darkus' monster, that monster can attack all Special Summoned monsters your opponent controls. 16) Wormquake: Level 4/Insect/1850 ATK/1400 DEF/ Once per duel, while this card is in your Graveyard, if your opponent activates a card effect that destroys a card(s) or inflicts damage, negate that effect and Special Summon this card from your Graveyard. While this Special Summoned card is face-up, all spell and trap cards cannot activate and their effects are negated. 17) Serpenoid: Level 3/Reptile/1400 ATK/1300 DEF/ If this card was used to summon a 'Darkus' monster, that monster can inflict piercing damage to your opponent. 18) Anchorsaur: Level 5/Dinosaur/1500 ATK/2300 DEF/ Once per turn, if your opponent declares an attack while you control a face-up "Darkus Hammersaur", Special summon this card from the Graveyard to negate the attack and gain Life Points equal to the damage you would've taken. 19) Hammersaur: Level 5/Dinosaur/2300 ATK/1500 DEF/ When a "Darkus" monster you control inflicts battle Damage to your opponent, you may Special Summon this card from your hand. 20) Atchibee: Level 4/Insect/1400 ATK/1400 DEF/ when this card is destroyed by battle, you may Special Summon one "Darkus" monster with 1500 or less ATK from your deck. 21) El Condor: Level 3/Spellcaster/1000 ATK/1000 DEF/ This card can be used as any Fusion Material to Fusion Summon a "Darkus" Fusion Monster without a Fusion Card. 22) Vladitor: Level 7/Warrior/2600 ATK/2300 DEF/ If a 'Darkus' monster was used to summon this card, increase this card's ATK by 100 times that monster(s) Level. When this card battles a monster, inflict twice the Battle Damage to your opponent. 23) Moskeeto: Level 2/Insect/500 ATK/1200 DEF/ If your Life Points were reduced because of a card effect, you may Special Summon this card from your hand. If this card was tributed for a Tribute Summon of a 'Darkus' monster, you may equip this card to that monster from your Graveyard. The monster equipped with this card gains 500 ATK. Spell: 1) Far Strike: Normal: Select one monster you control with 1500 or less ATK. This turn, that monster can attack your opponent directly and is the only monster that attacks. 2) Antimatter Burst: Continuous Magic: Each time a DARK monster you control inflicts battle damage to your opponent, monsters your opponent currently controls loses ATK equal to the damage. 3) Solemn Night: Continuous magic: DARK monsters you control gains 300 ATK. If this is the only face-up magic/trap card on your field, Battle damage inflicted onto your opponent by DARK monsters are doubled. 4) Rapid Shadow: Quick Play: Special Summon 1 Level 4 or lower DARK monster from your hand or deck. 5) Darkus Reactor: Field: DARK monsters on the field gains 500 ATK and DEF. 6) Growing Darkness: Normal: Inflict 300 Damage to your opponent for each DARK monster in either player's Graveyard. 7) Approaching Darkness: Continuous: Your monster(s) gain one of these effects depending on the situation when they attack. Attacking an opponent's monster: That monster can make a second attack. Attacking a Defense Position Monster: Inflict piercing damage to your opponent. Attacking directly: That monster is unaffected by card effects. 8) Darkus Gravity: Quick play: When a monster you control destroys an opponent's monster, Special Summon one DARK monster from your hand. 9) Double Dimension: Quick play: All Magic card effects are negated this turn. 10) Haos and Darkus Correlation: Normal: Activate when there's a LIGHT and a DARK monster on the field. Target one of each. Increase the LIGHT monster's ATK by 1000 and decrease the DARK monster's ATK by 1000 until the End Phase. 11) Darkflare: Normal: Activate wen there's a FIRE and a DARK monster on the field. Increase their ATK by 1000 until the End Phase. 12) Dark Triple Node: Normal: Activate when there's an EARTH, WIND, and DARK monster on the field. Increase their ATK by 2000 until the End Phase. 13) Ghost Strike: Quick Play: Banish 1 Spell or Trap card from your Graveyard to activate its effect. 14) Darkus and Aquos Correlation: Normal: Activate when there's a DARK and a WATER monster on the field. Target one of each. Increase the DARK monster's ATK by 1000 and decrease the WATER monster's ATK by 1000 until the End Phase. 15) Aquos and Ventus Correlation: Normal: Activate when there's a WATER and a WIND monster on the field. Target one of each. Increase the WATER monster's ATK by 1000 and decrease the WIND monster's ATK by 1000 until the End Phase. 16) Ventus and Pyrus Correlation: Normal: Activate when there's a WIND and a FIRE monster on the field. Target one of each. Increase the WIND monster's ATK by 1000 and decrease the FIRE monster's ATK by 1000 until the End Phase. 17) Pyrus and Subterra Correlation: Normal: Activate when there's a FIRE and an EARTH monster on the field. Target one of each. Increase the FIRE monster's ATK by 1000 and decrease the EARTH monster's ATK by 1000 until the End Phase. 18) Subterra and Haos Correlation: Normal: Activate when there's an EARTH and a LIGHT monster on the field. Target one of each. Increase the EARTH monster's ATK by 1000 and decrease the LIGHT monster's ATK by 1000 until the End Phase. 19) Polymerization 20) Fusion Recovery 21) Branch! 22) Fusion Substitute Trap: 1) Blackout: Normal: Activate during the Battle Phase while you control a DARK monster. This turn, your opponent cannot declare an attack or activate card effects. Also, if you have two or less cards in your hand, draw one card for each DARK monster on the field. 2) Dark Menace: Continuous: DARK Monsters attacks cannot be negated. 3) Devitalize: Normal: Activate after your Battle Phase. Your opponent loses Life Points equal to the Battle Damage they took this turn. 4) Hungering Shadows: Normal: For each DARK Monster you control, your opponent's monsters loses 500 ATK and DEF until the End Phase. 5) Sneak Attack: Normal: Tribute one DARK monster. Destroy one monster your opponent controls and inflict damage to them equal to that monster's ATK. 6) Dimension 4: Normal: All Trap card effects are negated. 7) Grand Down: Normal: Card effects are negated and cannot be activated this turn. 8) Negative Delta: Normal: Equip this card to a monster you control. The following effects activate depending on the monster your opponent controls. FIRE, WATER, LIGHT: Half the monster's ATK the equipped monster battles goes to the equipped monster's. EARTH, WIND, DARK: The equipped monster's ATK is halved and given to the monster it battles. 9) Level Changer: Normal: Target one monster on the field. Roll a six-sided dice. Increase or decrease the target's level by the landed number 10) Shadow Fusion: Normal: Discard one card. Target one DARK Fusion Monster from your Extra Deck; banish one 'Polymerization' and that card's Fusion Materials from your field or Graveyard to Special Summon that card. (This summon can be considered as a Fusion Summon) 11) Fusion Reserve Fusion: 1) Centorrior: Level 6/Beast Warrior/2600 ATK/2000 DEF/ 1 DARK 1 FIRE monster/ This card is also a FIRE monster. When this card attacks an opponent's monster, all ATK and DEF boosts to that monster are negated and this card gains ATK and DEF equal to that amount. 2) Druman: Level 6/Dragon/2600 ATK/2000 DEF/ 1 FIRE 1 DARK monster/ This card is also a DARK monster. When this card attacks, all card effects are negated until the end of the Damage Step. 3) Dual Hydranoid: Level 6/Dragon/2600 ATK/1300 DEF/ "Hydranoid" 1 DARK monster/ This card can attack twice per Battle Phase. Once per turn, if your opponent activates a card effect, you can negate that effect; this card then gains 500 ATK this turn. 4) Alpha Hydranoid: Level 8/Dragon/3000 ATK/2000 DEF/ "Hydranoid" 2 or more DARK monster or "Dual Hydranoid" 1 DARK monster/ When this card attacks an opponent's monster, you may discard one monster card from your hand with level equal to or higher than that monster; that target's ATK and DEF is reduced by the discarded card's ATK until the End Phase. If this card attacks a Defense Position monster, inflict piercing damage to your opponent. 5) Exedra: Level 7/Dragon/2900 ATK/2000 DEF/ 2 or more DARK monsters/ This card can attack all monsters your opponent controls, once each. At the start of the Battle Phase, when this card attacks, you may tribute one other DARK monster you control. This card gains that monster's ATK until the end of the Battle Phase. (Alejandro Nagase's deck) Monsters: 1) Black Dragon Collapserpent x1 19) Freakstar Dragon: Level 4/DARK/Dragon/1500 ATK/2000 DEF/ This card is also treated as a LIGHT monster while on the field, Graveyard, or Banished Zone. When your opponent declares a direct attack that would inflict 2000 or more damage to you, you may Special Summon this card in Defense Mode and negate the attack. This card's Monster-type cannot be changed. If this card is used as a Fusion Material to Fusion Summon a Dragon-type Fusion monster, banish one card from your deck face-up and one card from your Graveyard. Spells: Traps: Fusion: 1) Twilight Dragon: Level 10/LIGHT/Dragon/? ATK/? DEF/ 1 LIGHT Dragon-type monster 1 DARK Dragon-type monster/ This card can be Special Summoned from your Extra Deck by banishing the above cards. You do not use Polymerization. This card's ATK and DEF becomes 200 times the total level of all banished LIGHT monsters in either player's Banished Zone. When this card is summoned, banish card(s) on the field equal to or less than the number of banished DARK monsters in either player's Banished Zone. When this card is destroyed and sent to the Graveyard, you may banish this card and Special Summon monsters used to summon this card. Increase those monsters' ATK by 100 times their total Level. This is the Pokemon Team for Team RWBY and JNPR in Huntsmen in Kalos and the set of moves they have. Parentheses is what kind of Pokemon they are: Ruby: Crescythe/Distaria (Absol/Super Luck/Magic Bounce)- Double Team, Aerial Ace, Psycho Cut, Dark Pulse Weiss: Aqua (Masquerain/Intimidate)- Water Sport, Bubblebeam, Silver Wind, Ice Beam Blake: Screecher (Noivern/Infiltrator)- Boomburst, Air Cutter, Dragon Claw, Screech Yang: Leona (Pyroar/Rivalry)- Flame Charge, Flamethrower, Nobel Roar, Hyper Beam Jaune: Excalibur (Aegislash/Stance Change)- King's Shield, Iron Head, Aerial Ace, Night Slash Pyrrha: Eve (Sylveon/Cute Charm)- Swift, Dig, Draining Kiss, Light Screen Nora: Pitfall (Flygon/Levitate)- Dragon Claw, Dragon Breath, Rock Slide, Sand Tomb Ren: Sirius (Hawlucha/Limber)- Roost, Focus Blast, Flying Press, Aerial Ace This is the Pokemon List for the Shepherds in Pokemon Emblem: Awaken the Ninja: Chrom- Gallade (Gladiknight/Steadfast/Inner Focus): Wide Guard, Close Combat, Swords Dance, Leaf Blade Robin- Pikachu (Sparky/Lightning Rod): Shock Wave, Thunderbolt, Iron Tail, Volt Tackle Sumia- Braviary (Avian/Sheer Force): Superpower, Slash, Aerial Ace, Brave Bird Donnel- Emboar (Wilbert/Blaze): Heat Crash, Flamethrower, Rollout, Odor Sleuth Anna- Meowth (Bullion/Pickup): Pay Day, Fury Swipes, Screech, Dig Lon’qu- Charizard (Salamander/Blaze): Flamethrower, Dragon Claw, Slash, Fire Spin Sully- Pyroar (Nala/Rivalry): Echoed Voice, Hyper Beam, Flamethrower, Crunch Stahl- Snorlax (Munch/Thick Fat): Body Slam, Rollout, Giga Impact, Metronome Lissa- Comfey (Lei/Triage): Grassy Terrain, Sweet Kiss, Floral Healing, Petal Blizzard Maribelle- Floette (Flora/Flower Veil): Moonblast, Razor Leaf, Wish, Misty Terrain Frederick- Stoutland (Bismark/Intimidate): Last Resort, Retaliate, Reversal, Roar Vaike- Primeape (Prime/Vital Spirit): Punishment, Assurance, Close Combat, Thrash Miriel- Golurk (Stone/Iron Fist): Shadow Punch, Dynamic Punch, Night Shade, Heavy Slam Ricken- Yanmega (Sonic/Speed Boost): Air Slash, Screech, Quick Attack, Ancient Power Kellam- Sawsbuck (Bambi/Sap Sipper): Energy Ball, Horn Leech, Jump Kick, Nature Power Virion- Bellossom (Blossom/Healer): Magical Leaf, Mega Drain, Sleep Powder, Quiver Dance Panne- Lopunny (Jayne/Cute Charm): Jump Kick, Quick Attack, Agility, Dizzy Punch Lucina- Rockruff (Roxy/Keen Eye): Rock Throw, Bite, Howl, Odor Sleuth Gaius- Klefki (Lock/Magician): Fairy Lock, Draining Kiss, Fairy Wind, Spikes Nowi- Dragonite (Levia/Inner Focus): Dragon Rush, Safeguard, Dragon Dance, Aqua Tail Libra- Slaking (Slothrilla/Truant): Counter, Smack Down, Punishment, Work Up Tharja- Misdreavous (Muma/Levitate): Trick, Psychic, Power Gem, Shadow Ball Gregor- Rhydon (Drill/Rock Head): Hammer Arm, Stone Edge, Drill Run, Take Down Phila- Tranquil (): ?, ?, ?, ? Cordelia- Skarmory (Scar/Sturdy): Aerial Ace, Steel Wing, Air Slash, Agility Olivia- Oricorio (Cori/Dancer): Mirror Move, Steel Wing, Revelation Dance, Helping Hand Also Awakening, for the ninjas of the Shepherd group. Coral: Zoroark (Seth/Illusion): Substitute, Agility, Foul Play, Night Slash Kazuto: Alola Sandshrew (Frostbite/Snow Cloak): Ice Ball, Slash, Iron Defense, Metal Burst Yuuki: Liepard (Violet/Limber): Sucker Punch, Night Slash, Iron Tail, Taunt Kai: Crobat (Crow/Inner Focus): Air Slash, ?, ?, ? Kazuki: Eevee (Yasu/Adaptability): Covet, Helping Hand, Tackle, Tail Whip Varrick Volus (not a ninja): Ursaring (Razor/Guts): Hammer Arm, Slash, Take Down, Payback This is for Pokemon Emblem: A Trainer's Fates list: Riana: Midday Lycanroc (Keen Eye): Accelerock, Stone Edge, Rock Climb, Crunch Adrian Zangoose (Scar/Immunity): Night Slash, Revenge, Crush Claws, Throat Chop Alicia (Ali) Venusaur (Sage/Overgrow): Sludge Bomb, Solar Beam, Synthesis, Frenzy Plant Misaki Lucario (Lucian/Inner Focus): Aura Sphere, Bone Rush, Psychic, Flash Cannon Brian Malamar (Contrary): Hypnosis, Night Slash, Psycho Cut, Flamethrower Naomi Froslass (Shirayuki/Snow Cloak: Ice Beam, Shadow Ball, Hail, Water Pulse Corrin Rockruff (Rocky): Fire Fang, Rock Throw, Tackle, Howl Azura Popplio (Blue/Torrent): Baby-Doll Eyes, Water Gun, Aqua Jet, Disarming Voice Mozu Mudbray (Muddy/Stamina): Rototiller, Bulldoze, Double Kick, Stomp Kaze Ninjask (Speed Boost): Double Team, Screech, Fury Cutter, Slash Rinkah Darmanitan (Blazerilla/Zen Mode): Hammer Arm, Flare Blitz, Belly Drum, Extrasensory Saizo Shedinja (Wonder Guard): Shadow Sneak, ?, ?, ? Befriended Pokemon: Tauros (Anger Point): Zen Headbutt, Work Up, Payback, Take Down Astral Plane Pokemon: Fearow |