EN TH MS
Concept

DM26-EX1 MasuMasu Tsuyoi Packs: 25 of Reinforcements is a special expansion pack designed to reinforce and boost the existing DM26-SD1 decks.

25 new cards arrive, one tailored to each of the 25 Royal Road decks. Add the reinforcement card for your deck and experience an upgraded version of your strategy.

1 Pack: 2 cards (1 new + 1 reprint) · 1 Box: 25 packs · Release: May 16, 2026 · ¥275/pack · 1 foil guaranteed per pack
Quick Index
SR — Super Rare
Bazagaberg Flash Dragon Jogimeragon & Merabeat Kaiser "Katsu" Javeil, Wicked Quiet Gorgeous Earth
VR — Very Rare
Gachanko Gadgerobo Yobinion Kooni Hachiko Si Signcyclica Koyuki Invincible Apocalypse Jaouga Zetrush Brand Weromanov Violetzone
R — Rare
Justice Will Be Passed Down Clean Rabi Colonel Jopanda Gridelier Galematch Beetle Akane, Cheer Sweet Mantramaru Bolshack Dangerous Dragon Oxchecker Disaster Tune
New Cards — All 25

Player Reviews & Analysis

Reviews based on Japanese player commentary. Personal opinions included — please read as reference. Card names link to full card details.

■ Super Rare (SR) — 5 cards

A Cost 4, Power 6000 Armored Dragon / Samurai (Light). It has Blocker, W-Breaker, and Samurai-Style Generate; on entry it cross-equips all your Cross Gears at once, and gains indestructibility once 4 or more Cross Gears are crossed onto it.

Rated as a fresh option for Light Fire Samurai. It chains easily when you've drawn Dragon Fang - Ryujin Dosfang, and connects well into Rafululu Love, Acoustic Dragon Elemental. The strong line is being put out by Dosfang on the attack, then moving Cross Gears onto a creature that hasn't attacked yet.

The design tries to solve the inherent weaknesses of Light Fire Samurai in a single card — being unable to equip Zangeki Mach Armor during the attack phase, later creatures not gaining SA, having no 4-cost other than Bolmeteus Musha Dragon "V", and losing damage when the Zangeki holder is removed. In exchange for being Cross-Gear-deck-only, it enables a uniquely flexible free re-equip. The catch: it ultimately leans on Dosfang, and reaching 4 crosses is considered difficult in the current pool.

→ View card details

A Cost 7, Power 10000 Jokers Dragon (Fire). Cost -3 when you have 4 or more Jokers cards total across your Jokers and mana; it has SA and W-Breaker, and on entry searches one Jokers card from the top 4. Its attack target can't be changed.

Rated as a card that brings a new strategic axis to Jokers decks. The line of reducing its cost, playing it, and searching to chain into follow-ups is strong. Existing Jokers were split across multiple axes, but this card strengthens builds focused purely on Jokers.

In Red Jokers it functions as a creature satisfying the change condition into Jogiragon and Johnny ~J's Journey~, doubling as both search and damage. Since it connects from Joragon Overload or Yattareman on turn 3, it may be strong outside "barbarian" tactics too. Note that the Change ability itself is not on this card — it serves as a bridge that meets the Change condition.

→ View card details

A Water/Nature Twinpact. The creature side is a Cost 4, Power 4000 Blue/Green Command Dragon / Hunter with Blocker, a 2-card tap-in mana boost + 1 mana return on entry, and Last Burst. The spell side is Cost 8, S-Trigger, Hunter Mechraid 10.

Rated as a card that doubles resource generation and defense. Meeting the change condition into Rafululu Love while digging for Onimaru-type cards, and having little downside when hard-cast, are the praised points. Even if destroyed, Last Burst fires the spell side's Mechraid 10, so nothing is wasted.

It leans fairly heavily into the Umakin tribe, and the spell side being somewhat dedicated is a concern. It may have a shot even in decks without as many Hunters as Gaiash Kaiser, the Meteor or Stegoro Kaiser, and could be usable in Dorago-style decks especially. Since large Hunters that are strong to play on the opponent's turn are basically limited to Gaiash, the build needs thought.

→ View card details

A Darkness/Nature Twinpact. The creature side is a Cost 5, Power 8000 Abyss Dragon with Abyss Rush, Mach Fighter, W-Breaker, Smash Burst, and hand disruption when an Abyss leaves. The spell side is a 1-boost that puts the top card into mana, and if all mana is Abyss, gives -2000 to one opposing creature.

The written text quality is high and it's well rated overall. The spell side accelerates mana while removing the opponent's disruption creature to bridge forward — a versatile effect. In the mid-game, Abyss Rush the creature side from the graveyard; on attack, Revolution Change into Abyssbell = Death = Road to use both Smash Burst and the leave-play hand disruption.

It's seen as a Dommy = Zaw-like card that serves as an early play and later as graveyard damage. The decisive difference is being a Dragon — in Advance, varied Revolution Changes like Dogiragon X, Dogiragon Buster, Blue Leader, and Dogiragon Reverse, Fierce Trump Card are possible. Mach Fighter lets you choose to attack player or creature. In Black-Green Abyss, it's said to possibly exceed the deck power level after Jagaist, Wicked Quiet was restricted to 4.

→ View card details

A 5-Color, Cost 25, Power 25000 World Dragon. Gorgeous Sympathy reduces cost by 5 per Dragon (min 4). It has SA, Mach Fighter, Just Diver, and Slayer itself, and Dragon World Breaker breaks all opposing shields on attack while adding that many shields from your deck.

There's a view that it takes effort to play and is "just big" afterward — but also a view that thanks to Dragon World Breaker, hitting the field basically means you're close to winning. It has multiple dedicated keyword abilities, generates 5-color mana, and being a Dragon means cheat-out methods are abundant.

If 4 Dragons are lined up and 5 colors are present, it has real potential; some say if you're cheating it out, Genmu Emperor, Infinite Dragon works too. Some find it exciting that the Saavaak-exclusive Dragon Breaker line of abilities was extended to other Dragons. Operation as "a mana base demanding 5-color-and-Dragon" looks central, but deck potential beyond that is being explored. Note: since shields are replenished after the full break, it's a board re-set rather than an instant win.

→ View card details
↑ Back to Top
■ Very Rare (VR) — 10 cards

A Water Twinpact. The creature side is a Cost 8, Power 9000 Greatmechaoh / Invader with G-Strike, W-Breaker, and — when an opposing creature enters and you have 3+ creatures — locking the opponent's creatures from attacking or blocking. The spell side is a Cost 3 Charger that searches one Cost-6+ card from the top 3.

Very highly rated overall. Within the limits of footwork enhancement it's quite strong, valued as a card that brings Light Water Heavens to 8 starters. Searching while boosting is strong; it's deck-selective but quite powerful. Future Gachirobo support factors into the rating, and the creature side is usable in spots too.

It's a new starter rather than a reinforcement, and the Charger strength plus G-Strike are valued. It can play not just in 8-axis Gachirobo but also in Giant Blueprint systems, and Heaven's Gate can pick something up. Being a stopper, G-Strike, Charger, and mono-colored are all valuable, with mentions of unexpected lines tossing it from Mechraid 8 or Helegrigory-Zeroshiki. As a Water G-Strike 3-cost Charger with a bonus body, it's exceptional, and in the right deck the creature side functions as a lock under the 3-creature condition.

→ View card details

A Cost 4, Power 3000 Demonio (Darkness). Yobinion deploys a Cost-3-or-less from the deck on summon, whose landing satisfies the "2nd creature" condition to mill the top 3. When it leaves, it returns a Cost-5+ creature from graveyard to hand.

Rated as a card with both mill and graveyard recursion. Its mill is impressive — Yobinion deployment satisfies the 2nd-creature condition in a single card. Being able to recur from graveyard when 5000VT, Flying V is played against you is also strong.

Deck-selective but quite valuable, and the best reinforcement from the Abaku-graveyard angle. In graveyard-source builds it can self-retire via 5000GT, Wild Dragon, easily building GT+DOOM or GT+GT boards. Some say since the rivals are so strong, for mill-vs-discard they'd rather have discard. It pairs with all "graveyard-utilizing 3-cost creatures," and gets stronger with active removal. The recursion target is limited to Cost 5+, but being able to even recover key parts is described as almost too convenient.

→ View card details

A Cost 9, Power 8000 Flame Command / Flame Monster / Hunter (Fire). It has G-Strike, SA, W-Breaker, untaps all other creatures when attacking with 4+ Hunters, and a once-per-turn Hunter substitution resistance.

Rated as added firepower for Hunters, though scores vary. Cost 9 feels hard to play, but since the name contains Hachiko, Loyal Sword of Bukkomi, the original's ability can call it out. The big cost is also a merit — Gachinko Judge wins more easily.

On attack, untap other creatures and chain continuous attacks with the original Hachiko; play a second copy of this card and mutual untapping enables infinite attacks. The substitution resistance means ordinary triggers won't stop it. Being a Hunter whose ability condition is also Hunter, it pairs well with Kaiser "Baki", Zenith of "Victory" — untap the large Hunters lined up via Mechraid and swing all at once with resistance. That said, it does little outside Hachiko decks, and concerns about the Hunter tribe's future temper some ratings.

→ View card details

A Light/Darkness Twinpact. The creature side is a Cost 6, Power 6500 Crystal Command Dragon with Blocker, Slayer, W-Breaker, and a destroy-trigger that plays a Cost-5-or-less creature from graveyard. The spell side is Cost 5, S-Trigger, playing a Cost-7-or-less multicolored Command from hand.

Expected as a deployment tool. The spell side's S-Trigger is strong, and since plenty of 7-or-less multicolored Commands exist, options increase in 5C decks. In Advance it combines with Glenmalt, Final Dragon Ruler and Linkwood and Hibiki, Synchro Dragon Ruler, and looks likely to become a common sight.

The spell side's "play 7 from 5" is the heart of 5C, with a wide cheat-out range full of "if you got it out early, you win" targets. Note the deploy target must be in hand. The creature side can play Cost-5-or-less from graveyard on destruction, so it's expected to pair with Geminius, Demonic Elemental for reuse. The creature side is quietly strong, valued for near-self-contained graveyard deployment.

→ View card details

A Light/Fire Twinpact. The creature side is a Cost 6, Power 8000 Dreammate / Samurai with G-Strike, Blocker, W-Breaker, and Variety 3 (gives all your creatures SA if you have 3+ elements of differing cost). The spell side is Cost 1, destroying an opposing Power-3000-or-less creature (5000 or less if you have a Twinpact in mana).

Praised for its replacement removal and tribal strength, though seen as somewhat tricky. The replacement removal is interesting, and the way damage suddenly extends in decks like Red-White Sen is fun. As a reinforcement for Kiyonaga and Gospel, the team-wide SA means more copies is better, and one side being 1-cost is more than welcome.

When the spell side's destruction connects, removing cards like Crown Lucky is nice. The creature side's 6-cost is a touch high, with calls to cheat it out via Mechraid. Outside Kiyonaga it can run as early meta-removal, aiming for the pattern of mass revival + Variety 3 SA for the win. Being a Light Blocker, it can lean into Heaven's Gate styles — high value when all elements are leveraged. Note Variety 3 and the spell's power-cap extension are conditional.

→ View card details

A Light/Fire, Cost 13 spell. It has G-Strike, makes your elements indestructible until the start of your next turn, then destroys all elements.

Quite low rated overall. Harsh voices stand out — "can't think how to use it," "no excitement at all." Art is highly rated, but card performance is rated low. There's a point that a hand-castable, easy-to-handle reinforcement was what was wanted.

The long-lasting resistance is reassuring if you couldn't close, but the honest take is that nobody wants to care that much just to cheat out a 13-mana spell. Mass removal is strong, but whether there's a slot to run it purely for that is doubtful. Note: the "your elements don't leave" effect lasts until the start of your next turn, restricting battle-zone-movement plays (like Revolution Change) during that window.

→ View card details

A Darkness/Fire, Cost 6, Power 6000 Demonio. Oni End lets you summon it free from hand if a player has no shields and your mana has Darkness and Fire. It has SA, Slayer, W-Breaker, and on entry returns one player's graveyard to deck bottom, then destroys an opposing creature of cost equal to or less than that count.

Text-heavy and highly rated as a card doing offense, defense, removal, graveyard meta, and LO care. An impressive card far more praiseworthy than Rasetsu (Codefight Misdirection). A card that can be summoned and also remove can't be weak; beyond Fire-Darkness, it may serve as defense-and-deck-recovery in 5-Color Control.

The strong text is there, but the challenge is whether a deck can play it. Differentiation from Musha Lupia is discussed, as is using it as a hidden spice in Baiken, Blue Dragon of the Hidden Blade rather than Abyss Gate. The design of returning the opponent's graveyard to deck while destroying a creature of cost up to that count is clean and easy to play proactively. The removal target depends on the opponent's graveyard count, so it won't reach high costs if it's small. It looks active in 4C or Red-Black Abyss-Gate systems.

→ View card details

A Fire/Nature, Cost 2, Power 3000 (Hyper Mode 5000) Beat Jockey / Hyper Beast. On entry you may put one hand card into mana, and during the turn it entered you may summon a creature from mana. Z-Rush unlocks Hyper Mode (SA + draw when handless) once a shield leaves.

High contribution to damage generation, and quite highly rated. All the text is strong, with voices wanting to use it in Advance Fire-Nature Zetrush. There's no minus besides being multicolored, and it even enables the dream double Zetrush Brand play.

In modern Duel Masters the Vaiker archetype is rough, but the rating is "are they allowed to load this much?" It wants more mono-colored cards, leverages Nature 1-cost attackers, and the Polligon-buries-then-plays-Polligon line looks fun. It's welcome in both Zetrush and Millionbrave Kaiser, and in matching colors a beatdown deck can run it casually for value. The same-turn mana summon broadens deployment, and tossing G-Zero holders from mana is also valued.

→ View card details

A Light/Darkness/Nature, Cost 12, Power 19500 Dispector / Angel Command / Dragon Zombie / Knight. It has EX Life, Blocker, Q-Breaker, and — when it taps or its EX Life shield leaves — recovers a card from mana or graveyard and makes the opponent discard one.

Quite low rated overall. The recovery is nice but the condition is harsh. The text being so long is itself impressive; Power 19500 is in the ultra-rare tier with basically only Saint Chan-Merrie nearby.

There's a voice that better designs exist for a 12-cost 3-color card. Landing fastest to discard while attacking and blocking is annoying, but if you're aiming for the fastest landing, there are surely better options. The problem is being hard to hard-cast and functioning late; the answer to "isn't Neromanov fine?" tends to go missing. What you should aim for is the graveyard recovery — and recovery works from both mana and graveyard. The rating closes with: is there a Heaven's-Gate deck that leverages this for graveyard use?

→ View card details

A Water/Darkness/Fire, Cost 7, Power 12000 evolution creature. It evolves onto a Water/Darkness/Fire creature, and S-Rank Invasion [Super Lightning Sonic] lets it stack from hand, graveyard, or hyperspatial zone when a Water/Darkness/Fire command attacks. It has T-Breaker, and on entry random-discards one opposing card; if a spell, it casts it free from graveyard.

Highly rated as an invasion card, with some saying it's the main force rather than a reinforcement. Stronger than it looks, and the multi-invasion is good. A card that does amazing things in lieu of removal, looking good in control-ish Bike.

Advance Bike adoption comes to mind first, and the 3-damage T-Breaker stacking multiple times without overlap is hugely valuable. Bike often holds cards thin expecting hand growth, fighting with counter spells held up, so this discard is very promising. Not touching the board and heavy competition are concerns, but the skeleton is strong. The core point: "just sitting somewhere, a Water or Darkness command suddenly becomes 3 damage." The invasion source is limited to Water/Darkness/Fire commands — and in Advance, where sources and stealable spells skyrocket, it's even stronger.

→ View card details
↑ Back to Top
■ Rare (R) — 10 cards

A Light Metallica / Angel Command / Rexstars Tamaseed. It has S-Trigger and Shinkalize, and if there are 6+ elements in the battle zone, destroys all other non-evolution elements.

Described as "Apocalypse Day with one fewer card needed via element-counting, but now missing evolutions." The "6+" condition counts itself, but since it destroys "other non-evolution elements," it survives.

Being a Tamaseed lets it slip past various one-shot supports like Kaiser "Baki", Zenith of "Victory", Spell Del Fin, Light Divine Dragon, Dorago the Great, Dragon World, and Magnum, Shortshot. Since it destroys elements, it also clears non-creatures like DG-Parthenon ~Where Dragon's are Created~ and Manhattan's Memory. Its few weaknesses: it can't wipe an opponent's evolution creatures like Alcadeias Momoking. Keeping your own deck evolution-based means, unlike Apocalypse Day, you don't run out of gas after stalling. Being an Angel Command, it can also be cheated out by Still Justice Till The End (Lionel Star) or Alphadios, Royal Guide Spirit Lord.

→ View card details

A Water/Darkness, Cost 3, Power 2000 Death Puppet. It has Just Diver, draws once per turn when your Death Puppet enters, and limits the opponent to playing 2 creatures per turn.

A super-important card for Blue-Black Death Puppet, packing strong deployment-limit meta, a draw source, and unselectable resistance into one 3-cost. Just Diver means it's unselectable and unattackable the turn it lands, so it stays safely while imposing the lock. Even if processed immediately, it has already drawn once on landing, so loss is minimal.

Limiting the opponent to 2 creatures per turn stops mass-deployment combos, Revolution Change chains, and loop deck lines. Deployment-count meta was handled by Light/Fire/colorless DG-Parthenon; this is said to be the first in Blue. Being mono-Water despite being a Death Puppet makes it excellent as mana base, and it meshes with revival targets of Mary Jenny's Tea Party and peeping discard via Jenny, the Dismantling Puppet. Continuous draw makes holding multicolored power cards easy, solving a structural issue in one card. It has put up results across many archetypes since release.

→ View card details

A Darkness, Cost 3, Power 4000 Demon Command / Dreammate / Rexstars Star evolution creature. It has S-Trigger, and on entry mills the top 3, then gives -1000 per graveyard card to one opposing creature.

Unlike Moroha Yasha (Olzeki Ogre), a same-cost Star evolution with removal, this stays on board while doing power-down removal, and even has a built-in S-Trigger. Note that since it's graveyard-count-dependent, it won't reach destruction if the graveyard is short.

It digs for the graveyard-summonable Kenji Kingdom, the Enlightened while serving as an evolution base, and clears the way before cost-cheating. To function as an S-Trigger creature it needs an evolution base, so line up light Shinkalize Tamaseeds to prepare. In Black-Green Kenji Kingdom it's adopted as a top-tier support card doubling as meta-removal and evolution base.

→ View card details

A Darkness Mafi-Gang / Magic Tool creature and a Water Magic-Tool spell Twinpact. The creature side, on cip, mills 3 then gives -2000 per milled Magic Tool to one opposing creature.

Given you run Grand Zero and Dolszak, reliably hitting -6000 is hard, but 3 mills brings mid-weights into range. Even 2 gives -4000, enough to melt many meta cards. The spell side is an S-Trigger bouncing up to 2 opposing elements — the first Magic-Tool spell with unconditional, cost-free element handling. It covers Cost-8+ elements that Airvo, Daspell can't.

Weak to resistance holders, but Bocdu, Daspell and Nkavai, Daspell (which stop attacking and blocking) cover that somewhat. It packs abilities that filled gaps in Blue Magic-Tool / Blue-Black Magic-Tool / Blue-Black Grand-Zero-Night — just watch the tap-in on mana charge and it performs greatly.

→ View card details

A Nature, Cost 3, Power 12000 Giant Insect. It can't attack, but on entry effect-battles a Cost-3-or-less creature, and can put itself into mana instead when another of your Power-12000+ creatures would be destroyed.

The long-awaited "light removal that leaves a Power 12000 body afterward" for Gale Vesper decks. Conventional meta-processing relied on high-nominal-cost cards like 5000VT, Flying V and couldn't beat landing-replacement mana-overflow meta — but this card, being low-cost, doesn't fold to it.

Removal range is limited to Cost 3 or less, and since it's an effect battle, it can't beat opponents above Power 12000 — but Cost-3-or-less creatures with Power 12000+ are extremely rare, usually a non-issue. It has decent fit in Cabbage Sessions too, though the 2→3→6 curve is awkward to fit. Beyond Gale Vesper of Heavenly Winds, it pairs well with Memento Guardian Shrine, Prison Court of D blocker-granting and Perfect Battle Growth effect battles. Using its high power as an evolution base is also worth considering.

→ View card details

A Nature Giant Snow Faerie creature and a Nature Giant-Skill spell Twinpact. The creature side is Cost 2, a Guardman with G-Strike that goes to mana via destruction-replacement.

Leveraging its tribe, it can aim Revolution Change into Akane, Cheer Space, and even destroyed it becomes a mana boost, so nothing is wasted. Low power and near-disposable when guarding, so use it as a substitute body for system creatures like Tokoshie, the Eternal. The spell side is mass removal sending all non-Giant creatures to mana — like a minor-change Hamelin Harmony. It can't remove Giants, making friendly-fire controllable, though whether it's true mass removal depends on the opponent.

It pairs well with Akane, Cheer Scarlet — send the creature side to mana to use Giant Mechraid 8 and cheat out high-cost cards like the spell side. Cost-2 Giants have strong meta-card rivals aplenty, but since both sides have uniqueness, adopt it in a deck that can leverage that.

→ View card details

A Light/Darkness, Cost 4 G-Castle. When an opposing creature attacks, put this G-Castle into the graveyard to play a Cost-5-or-less Mecha creature from hand and grant it Blocker and Slayer. Draw once at the end of the opponent's turn.

The design hands the opponent a dilemma: attacking creatures get picked off by Slayer so they can't attack carelessly, yet leaving the G-Castle alone lets it function as a draw engine. It fits Black-White Mecha and Black-White Shinobi well, but despite being passive, Cost 4 is a huge drawback — at modern game speed, a turn-4 setup is too slow.

Being a non-creature, the G-Castle can't share existing Mecha/Shinobi support, and its cheat-out source is hand-only. Current performance is tough, but the effect itself is excellent; if a low-cost card that easily supplies Mecha/Shinobi from hand appears, it could spike. It connects on the mana curve with Ganma, Ninja Chain Holy Chaos, and triggers every opponent turn — strong in Duel Party. A card to watch.

→ View card details

A Light/Fire, Cost 5, Power 5000 Armored Dragon. D.D.D lets you play it from hand for Light/Fire 3 mana when your creature attacks. It has SA, and on entry/attack taps or untaps one other creature.

D.D.D lets you play it from hand for Light/Fire 3 mana on a friendly attack, so you can prep a Cost-5 Command or Dragon for effectively 3 cost — excellent as a starting point for evolutions and Revolution Changes. Like GENJI Hyper Double Cross, it can aim for a turn-3 Armored/Dragon-designated Revolution Change.

It can tap/untap one other creature on either entry or attack. Since the target isn't limited to your side, you can re-attack a finished attacker or pre-tap an opposing blocker. Untap an SA Revolution-Change target to immediately swing twice and chain into Bolshack Bakuterasu, Dragon Emperor God in a 2-stage change. The drawback is being multicolored — if the early cost-reduction bird is processed immediately, the mana tap-in hurts.

→ View card details

A Water/Fire, Cost 5 Magic Monster / Game Command. It has SA with cost reduction each time you draw that turn, and an attack trigger of draw-2-discard-1 hand exchange.

Like Tigavock, Sea General, it reacts to the draw step too, so it effectively starts from Cost 4 with stacking reductions. Unlike Tigavock, it's multicolored with a low base cost and no cip, so the merit of warping your play to chase the floor is thin. Treat it as "stick it with cards like Perfect Coldflame when the game drags."

It pairs well with heavy Revolution Changes like Kakumeijin, Geima King Dragon. For the role of running a Cost-5 SA Magic on turn 3, there's a strong rival in Napoleon Vibes, but this guarantees 1 reduction from the draw step alone, so even unmet it connects into Kakumeijin by turn 4 — fewer accidents against repeated choose-removal. Being an SA Fire Command, it fits Red-Blue Bike well, usable as a minimum-2-mana invasion source with resource recovery attached.

→ View card details

A Water/Darkness/Nature 3-cost spell. Look at the top 4 and distribute to hand, mana, graveyard, and deck bottom. Call it the spell version of Deddam, Disaster.

The original's strength is that a Command creature remains, but in the meta, a creature remaining isn't always a merit — it's used as a starting point for Mach Fighter Revolution Changes and Dagrajapanican, Rampage R. To deny that, the spell version becomes an option to prefer.

The biggest differentiation is not muddying Yobinion. For Cost-5 Yobinions like Yobinion Hulcus that want the 3→5 curve but were muddied by Deddam, it's a long-awaited high-spec non-creature starter. It meshes with abilities that cast graveyard spells like wD Cyclepedia, Dragment Symbol, serving as its own minimum guarantee. While doing a turn-3 mana boost and hand refill, it can mill and bottom-stack to set up Ballom Nightmare, Lord of Nightmares or Balad Vi Na Shura, fitting Ballom Nightmare and Blue-Black-Red-Green Abyss-Gate decks. Note added multicolor muddies things.

→ View card details
New Keywords in This Set

Gorgeous Sympathy

Gorgeous Sympathy: Your Dragon creatures (This creature costs 5 less to play for each of your Dragon creatures. It can't cost 4 or less.)

Dragon World Breaker

Dragon World Breaker: This creature breaks all your opponent's shields. Before each break, shieldify the top card of your deck or put it on top of one of your shields face up.

S-Rank Invasion "Super Lightning Sonic"

S-Rank Invasion "Super Lightning Sonic": Water, Darkness, or Fire command (Whenever the specified creature attacks, you may put this creature from your hand, graveyard or hyperspatial zone onto it.)

Reprints and the full card list (109 cards total) are available in the Card List.

🃏 View All 109 Cards
↑ Back to Top