Archetype Log (Draconus)

This is a log of Draconus's stuff in written form if you find it easier.

> EARTH - Level 4 - Reptile/Effect - 1400/1500
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> If your opponent controls a monster with 2000 or more original ATK, you can Special Summon this monster from your hand. During your Main Phase, you can change this monster's Battle Position to place 1 Spore Counter on all face-up monsters your opponent controls. Monsters lose 200 ATK and DEF for each Spore Counter on them.
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> Viper of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 1700/1200
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> If this monster battles, place 1 Spore Counter on the opposing monster before conducting damage calculation. If this monster destroys your opponent's monster by battle, you can place all Spore Counters that were on that monster on other monsters your opponent controls. Monsters lose 100 ATK and DEF for each Spore Counter on them.
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> Constrictor of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 900/2000
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> During each of your Standby Phases, place 1 Spore Counter on all face-up monsters your opponent controls. When this monster battles, neither monster is destroyed (damage calculation is applied normally). Monsters lose 200 ATK and DEF for each Spore Counter on them.
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> Mamba of the Fungal Serpents
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> EARTH - Level 5 - Reptile/Effect - 2100/800
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> If you control 2 or more "Fungal Serpents" monsters, you can Special Summon this monster from your hand: if you activate this effect, this monster becomes Level 4. When your opponent Special Summons a monster(s), place 2 Spore Counters on that monster(s). Monsters lose 300 ATK and DEF for each Spore Counter on them.
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> Asp of the Fungal Serpents
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> EARTH - Level 8 - Reptile/Effect - 2900/0
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> If there are 10 or more Spore Counters on the field: you can Special Summon this monster from your hand, and if you do, place 3 Spore Counters on the monster your opponent controls with the highest ATK (your choice, if tied). Twice per turn, during either player's turn, you can declare a Level between 1 and 8 and target a Reptile-Type monster on the field: That target becomes the declared Level. Monsters lose 200 ATK and DEF for each Spore Counter on them.
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> Cobra of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 1300/1600
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> Once per turn, during your Main Phase, you can discard 1 Reptile-Type monster from your hand to place a number of Spore Counters equal to that monster's Level on a random monster your opponent controls. Monsters lose 100 ATK and DEF for each Spore Counter on them.
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> Copperhead of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 1600/1300
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> When this monster is Summoned successfully, place 1 Spore Counter on the monster your opponent controls with the highest ATK (if tied, you decide). This monster inflicts piercing Battle Damage. Monsters lose 100 ATK and DEF for each Spore Counter on them.
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> Rattlesnake of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 500/2400
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> Once per turn, when your opponent's monster declares an attack; negate the attack, and place 1 Spore Counter on the attacking monster. If your opponent's monster with 2 or more Spore Counters activates an effect: place 2 Spore Counters on that monster when the effect resolves. Monsters lose 100 ATK and DEF for each Spore Counter on them.
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> Garter of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 1200/1700
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> During the turn this monster is Normal or Special Summoned, during your Main Phase: You can Special Summon 1 Level 4 "Fungal Serpents" monster from your hand. Monsters lose 200 ATK and DEF for each Spore Counter on them. If this card is sent to the Graveyard: Place 1 Spore Counter on each face-up monster your opponent controls.
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> Boomslang of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 1800/1100
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> When this monster is Normal or Special Summoned, you can Special Summon 1 "Fungal Serpents" monster from your Graveyard, and if you do, place 1 Spore Counter on a face-up monster your opponent controls. Monsters lose 100 ATK and DEF for each Spore Counter on them. If this card is sent to the Graveyard: You can add 1 "Fungal Serpents" monster from your Deck to your hand.
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> Threadsnake of the Fungal Serpents
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> EARTH - Level 4 - Reptile/Effect - 1100/1800
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> If this card is Normal or Special Summoned, place 1 Spore Counter on all face-up monsters your opponent controls. Monsters your opponent controls lose 100 ATK and DEF for each Spore Counter on them. If this card is sent from the field to the Graveyard, or detached from a Reptile-Type Xyz monster: You can Special Summon 1 Level 4 or lower "Fungal Serpents" monster from your Deck, except "Threadsnake of the Fungal Serpents". A Reptile-Type Xyz monster with this card as Xyz Material gains the following effect:
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> ●Your opponent's non-Reptile-Type monsters with less ATK than this card cannot activate their effects.
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> Ergot, Lady of the Fungal Serpents
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> EARTH - Rank 4 - Reptile/Xyz/Effect - 700/2200
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> 3 Level 4 monsters
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> Increase this monster's ATK by the combined ATK of its Reptile-Type Xyz Materials. This monster cannot be destroyed during the Battle Phase. If this monster battles a monster with 3 or more Spore Counters on it, you can negate the attack: attach the opposing monster to this card as Xyz Material, and place 1 Spore Counter on another face-up monster your opponent controls. During each of your End Phases, detach 2 Xyz Materials from this card or destroy it. If this card would be destroyed, except by its own effect: You can Xyz Summon 1 Rank 5 or lower Reptile-Type Xyz monster from your Extra Deck, using this card as Xyz Material (any Xyz Materials that were on this monster when this effect was activated are attached to the new monster).
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> Bertillon, Lord of the Fungal Serpents
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> EARTH - Rank 4 - Reptile/Xyz/Effect - 100/2800
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> 3 Level 4 Reptile-Type monsters
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> Increase this monster's ATK by half the combined ATK of its Xyz Materials. Once per turn, during your first Main Phase, you can target 1 monster on the field with at least 1 Spore Counter on it: Attach it to this monster as Xyz Material. If this monster would be destroyed: you can detach 2 Xyz Materials from this card to negate the destruction, and place 1 Spore Counter on all monsters your opponent controls. Monsters lose 500 ATK and DEF for each Spore Counter on them. If this monster is destroyed by your opponent's card effect, you can Special Summon 1 "Imai, Deity of the Fungal Serpents" from your Extra Deck, using this card as Xyz Material.
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> Exitialis, Royal Heir to the Fungal Serpents
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> EARTH - Rank 5 - Reptile/Xyz/Effect - 2000/900
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> 3 Level 5 EARTH monsters
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> You can Xyz Summon this monster from your Extra Deck using 1 "Fungal Serpents" Xyz monster as Material (Xyz Materials attached to that monster also become Xyz Materials on this card. You can only Summon 1 "Exitialis, Royal Heir to the Fungal Serpents" this way per turn). This monster gains ATK equal to the DEF of its Xyz Materials, and vice versa. If your opponent Special Summons a monster(s), place 1 Spore Counter on all face-up monsters your opponent controls. Monsters with Spore Counters on them cannot activate their effects, also they lose 400 ATK per Spore Counter. You can detach 1 Xyz Material from this card: Add 1 "Fungal Serpents" monster from your Deck to your hand, and if you do, place 1 Spore Counter on each monster your opponent controls whose current ATK is less than the added monster's original ATK. If this monster with no Xyz Materials is sent to the Graveyard, you can shuffle 1 "Fungal Serpents" card from your Graveyard into the Deck: The next card or effect your opponent activates is negated, and when you do, place 3 Spore Counters on a random monster your opponent controls.
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> Imai, Deity of the Fungal Serpents
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> EARTH - Rank 8 - Reptile/Xyz/Effect - 0/2900
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> 3 Level 8 Reptile-Type monsters
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> This monster with a "Fungal Serpents" monster attached as Xyz Material cannot be destroyed or targeted by your opponent's card effects. This monster gains ATK equal to the combined ATK of its attached Xyz Materials. This monster gains 300 ATK and DEF for each Spore Counter on the field. If a monster with Spore Counters would leave the field, attach it to this card as Xyz Material. Once per turn, during either player's turn, you can detach 1 Xyz Material from this card: Your opponent must banish 1 card from their hand, and if they do, place 2 Spore Counters on all face-up monsters your opponent controls. Monsters lose 800 ATK for each Spore Counter on them.
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### Spells

> Damp Den of the Fungal Serpents
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> Field Spell
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> Once per turn, you can add 1 EARTH monster with 2900 combined ATK and DEF from your Deck to your hand. Once per turn: If your opponent controls the monster on the field with the lowest ATK, you can Special Summon 1 Reptile-Type monster with 2900 combined ATK and DEF from your hand or Deck. During each of your End Phases, place 1 Spore Counter on all face-up monsters your opponent controls. Your opponent cannot Set monsters, or flip face-up cards they control face-down. If this card is destroyed, you can Special Summon 1 "Fungal Serpents" monster from your Graveyard.
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> Lure of the Fungal Serpents
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> Normal Spell
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> Add 1 "Fungal Serpents" monster from your Deck to your hand. If you control a face-up "Fungal Serpents" Xyz monster when this card is activated, you can add 1 additional "Fungal Serpents" card from your Deck to your hand. You can banish this card from your Graveyard: Add 1 EARTH Reptile-Type monster from your Deck to your hand. You can only activate each effect of "Lure of the Fungal Serpents" once per turn.
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> Call of the Fungal Serpents
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> Normal Spell
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> Add 1 "Fungal Serpent" Spell/Trap Card from your Deck to your hand, except "Call of the Fungal Serpents". You can banish this card from your Graveyard: Special Summon 1 Reptile-Type monster from your Graveyard whose combined ATK and DEF equal 2900.
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> Fungal Serpents' Reinfestation
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> Quick-Play Spell
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> Pay 500 Life Points: Special Summon a number of "Fungal Serpents" monsters from your Graveyard up to the number of monsters your opponent controls with Spore Counters on them. You cannot activate this card if you control a "Fungal Serpents" monster.
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> Fungal Serpents' Hunting Grounds
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> Continuous Spell
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> Once per turn, when a "Fungal Serpents" monster is Summoned: draw 1 card. If this card is destroyed, place 1 Spore Counter on all face-up monsters your opponent controls.
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> Fungal Serpents' Prey Snare
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> Continuous Spell
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> If a "Fungal Serpents" monster is Summoned: place 1 Spore Counter on a random monster your opponent controls. If this card is destroyed: add 1 "Fungal Serpents" monster from your Graveyard to your hand.
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> Infestation of the Fungal Serpents
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> Continuous Spell
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> If you activate the effect of a "Fungal Serpents" monster, you can Special Summon 1 "Fungal Serpents" monster from your hand. If you control a "Fungal Serpents" monster, you can Special Summon 1 Reptile-Type monster from your Graveyard with 2900 combined ATK and DEF. You can only activate each effect of "Infestation of the Fungal Serpents" per turn.
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> Unstoppable Infestation
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> Continuous Spell
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> If a monster's ATK is reduced to 0 by the effect of a "Fungal Serpents" monster you control: Destroy it. If your opponent does not control a face-up monster with 1 or more Spore Counters on it: Destroy this card.
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### Traps

> Rising Humidity
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> Normal Trap
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> Until the End Phase of this turn, all "Fungal Serpents" monsters gain 100 ATK and DEF for every Spore Counter on the field. If this Set card is destroyed: place 1 Spore Counter on all face-up monsters your opponent controls.
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> Dangerous Decomposition
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> Normal Trap
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> Activate this card only when a monster with 2 or more Spore Counters on it is destroyed. Destroy 1 Set card your opponent controls: Cards and effects cannot be activated in response to this effect.
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> Rot Damage
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> Continuous Trap
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> Pay 1000 Life Points. All monsters with 3 or more Spore Counters on them cannot be Tributed, or used as Material for the Special Summon of a monster from your Extra Deck. If, during your Standby Phase, you control no face-up "Fungal Serpents" monsters, destroy this card.
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> Spore Burst
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> Counter Trap
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> When a monster with 2 or Spore Counters on it is destroyed and sent to the Graveyard: You can place Spore Counters on face-up monsters your opponent controls equal to the number of Spore Counters that were on the destroyed monster.
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## Space Cruiser

### Monsters

> Space Cruiser Alpha Hyperion
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> WIND - Level 10 - Machine/Effect - 3000/3000
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> Cannot be Summoned unless you control at least 1 other "Space Cruiser" monster. You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Alpha Hyperion" once per turn this way). When this monster battles, you can banish 1 monster from your Graveyard: this monster's ATK is increased by the ATK of the banished monster until the End Phase. If this monster is sent to the Graveyard by a card effect, you can Special Summon 1 "Space Cruiser" monster from your Graveyard, except "Space Cruiser Alpha Hyperion". If this monster's effect would be negated by a monster's effect, the other monster is banished instead. You can only activate each effect of "Space Cruiser Alpha Hyperion" once per turn.
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> Space Cruiser Beta Executor
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> WIND - Level 9 - Machine/Effect - 2900/2500
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Beta Executor" once per turn this way). This monster inflicts piercing Battle Damage. If this card is sent to the Graveyard by a card effect, you can Special Summon 1 "Space Cruiser" monster from your Graveyard, except "Space Cruiser Beta Executor": You can only activate this effect of "Space Cruiser Beta Executor" once per turn. Once per turn, you can target 1 Machine-Type monster on either side of the field with a Level and activate 1 of the following effects:
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> ●The target monster becomes Level 9.
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> ●Change this monster's Level to the target monster's Level.
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> Space Cruiser Gamma Arthra
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> WIND - Level 8 - Machine/Effect - 2700/2100
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Gamma Arthra" once per turn this way). Once per Battle Phase, if this monster destroys your opponent's monster by battle, it can attack once again in a row. If this monster is destroyed, you can Special Summon 1 Level 8 or lower "Space Cruiser" monster from your hand. Once per turn, you can target 1 "Space Cruiser" monster you control: All face-up "Space Cruiser" monsters on the field become the same Level as that monster.
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> Space Cruiser Delta Pequod
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> WIND - Level 7 - Machine/Effect - 2500/1700
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Delta Pequod" once per turn this way). If this monster battles, inflict damage to your opponent's Life Points equal to half the ATK of the opposing monster at the end of the Damage Step (this effect resolves even if this card is no longer face-up on the field). If this monster you control is destroyed, you can Special Summon 1 "Space Cruiser" monster from your Graveyard, except this card. Once per turn, you can reveal 1 card in your Extra Deck to your opponent: this monster's Level becomes the same as that monster's Level/Rank, but you cannot Summon the revealed monster this turn.
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> Space Cruiser Epsilon Nautilus
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> WIND - Level 6 - Machine/Effect - 2300/1300
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Epsilon Nautilus" once per turn this way). If this monster declares an attack, your opponent cannot activate cards or effects until the end of the Damage Step. If this monster is destroyed, you can Special Summon 1 "Space Cruiser" monster from your Graveyard in Defense Position, except "Space Cruiser Epsilon Nautilus". Once per turn, you can raise or lower the Level of any monster on the field by 1.
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> Space Cruiser Zeta Argo
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> WIND - Level 5 - Machine/Effect - 2000/1000
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> If you control no monsters, you can Special Summon this monster from your hand. You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Zeta Argo" once per turn this way). If this monster battles, you can target 1 "Space Cruiser" monster in your Deck or Graveyard: add it to your hand. If this monster enters the Graveyard, you can Special Summon 1 "Space Cruiser" monster from your hand.
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> Space Cruiser Eta Daigun
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> WIND - Level 10 - Machine/Effect - 3500/2500
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> Cannot be Normal Summoned/Set. You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Eta Daigun" once per turn this way). Unaffected by your opponent's card effects. If this monster destroys your opponent's monster by battle: You can Special Summon 1 "Space Cruiser" monster from your hand or Graveyard during your next Main Phase. If this monster is sent to the Graveyard: You can Special Summon 1 "Space Cruiser" monster from your Graveyard or Banished Zone, except "Space Cruiser Eta Daigun". You can only activate each effect of "Space Cruiser Eta Daigun" once per turn.
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> Space Cruiser Theta Enterprise
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> WIND - Level 9 - Machine/Effect - 2800/2600
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Theta Enterprise" once per turn this way). If a "Space Cruiser" monster you control would be targeted for an attack or card effect, you can negate that attack or effect, and if you do: You can destroy 1 card on the field. If you control another face-up "Space Cruiser" monster, you can make the Level of all monsters you control equal to the Level of that monster. You can only activate each effect of "Space Cruiser Theta Enterprise" once per turn.
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> Space Cruiser Iota Serenity
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> WIND - Level 8 - Machine/Effect - 2500/2300
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Iota Serenity" once per turn this way). If this monster battles your opponent's Defense Position monster, this monster gains ATK equal to the opposing monster's original ATK. If this monster is sent from the field to the Graveyard, you can Special Summon 1 "Space Cruiser" monster from your Graveyard of a different Level than this monster had on the field. Once per turn, you can target 1 "Space Cruiser" monster you control: This monster's Level becomes that monster's current Level.
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> Space Cruiser Lambda Ulysses
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> WIND - Level 7 - Machine/Effect - 2400/1800
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Lambda Ulysses" once per turn this way). If this monster battles, inflict damage to your opponent equal to the ATK of the monster this monster battled to your opponent at the end of the Damage Step (This effect resolves even if this monster is no longer face-up on the field. This effect resolves after all other effects, and your opponent cannot activate effects in response to this effect). If this monster is destroyed, you can Special Summon 1 Level 8 or higher "Space Cruiser" monster from your Graveyard. You can only activate each effect of "Space Cruiser Lambda Ulysses" once per turn.
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> Space Cruiser Kappa Pharoah
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> WIND - Level 6 - Machine/Effect - 2400/1200
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> You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Kappa Pharoah" once per turn this way). If this monster destroys your opponent's monster by battle and inflicts Battle Damage: double the amount of damage inflicted. Once per turn, you can banish 1 Quick-Play Spell Card from either player's Graveyard to declare a Level between 5 and 10: All "Space Cruiser" monsters you control become that Level until the End Phase of your opponent's next turn.
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> Space Cruiser Mu Naglfar
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> WIND - Level 5 - Machine/Effect - 2300/700
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> You can Special Summon this monster from your hand by discarding 1 card in your hand to the Graveyard: If Special Summoned this way, this monster cannot attack this turn. You can Special Summon this monster from your hand by returning 1 "Space Cruiser" monster you control to your hand (You can only Summon "Space Cruiser Mu Naglfar" once per turn this way). If this monster is destroyed by your opponent's card effect, you can draw 1 card: If that card is a "Space Cruiser" monster, you can Special Summon it. If that card is not a "Space Cruiser" monster, discard that card.
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### Spells

> Turbo Warp Drive
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> Quick-Play Spell
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> Pay 800 Life Points. Roll a six-sided die, and Special Summon 1 "Space Cruiser" monster from your Deck whose Level is equal to the result plus 4. A monster Special Summoned by this card cannot attack this turn.
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> Improbable Warp Drive
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> Quick-Play Spell
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> Target 1 Spell/Trap Card your opponent controls: Destroy that target, and if you do, Special Summon 1 "Space Cruiser monster from your Graveyard; a monster Summoned by this card cannot declare an attack.
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> Dynamic Warp Drive
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> Quick-Play Spell
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> Special Summon 1 "Space Cruiser" monster from your hand or Graveyard with a Level less than or equal to the Level of a face-up monster you control. You can only activate 1 "Dynamic Warp Drive" per turn.
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> Ludicrous Warp Drive
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> Quick-Play Spell
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> If a monster with 2500 or more ATK is Special Summoned to your opponent's field, select 3 "Space Cruiser" monsters with different names from your hand, Deck, or Graveyard: Your opponent selects one at random and Special Summons it to your side of the field. You can only activate 1 "Ludicrous Warp Drive" per turn.
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> Mass Warp Drive
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> Quick-Play Spell
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> Special Summon as many "Space Cruiser" monsters from your hand as possible whose Level is less than or equal to the Level of the highest-Level "Space Cruiser" monster you control. Skip your Battle Phase the turn you activate this effect.
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> Spiral Fiber Warp Drive
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> Quick-Play Spell
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> Select and apply 1 of the following effects:
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> ●For the rest of the turn, the effects of "Space Cruiser" monsters in your hand that Special Summon themselves are Quick Effects.
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> ●For the rest of this turn, each time a "Space Cruiser" monster is returned to your hand or Deck, you can Special Summon 1 "Space Cruiser" monster from your hand or Graveyard whose Level is less than or equal to the Level of the returned monster.
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> You can banish this card from your Graveyard, except during the turn it was sent there: Declare 3 Levels. Your opponent selects 1 of the declared Levels, then you Special Summon 1 "Space Cruiser" monster of each of the Levels your opponent did not select from your hand, Deck, or Graveyard, but you cannot Summon 2 monsters from the same place. You can only activate each effect of this card's name once per turn.
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> Damaged Warp Drive
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> Quick-Play Spell
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> Activate only if your opponent destroyed a "Space Cruiser" monster this turn. Pay 500 Life Points. Until the End Phase of this turn, you can draw 1 card every time a monster is Summoned. If this card's activation or effect is negated, add 1 "Space Cruiser" monster from your Deck to your hand (this effect and its activation cannot be negated).
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> Subspace Warp Lane
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> Field Spell
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> When a "Space Cruiser" monster battles, you can Special Summon 1 "Space Cruiser" monster from your Graveyard. Once per turn, you can pay 400 Life Points to send 1 "Space Cruiser" monster from your Deck to the Graveyard. If this card is destroyed, you can select and activate one of the following effects:
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> ●Special Summon as many "Space Cruiser" monsters as possible from your Graveyard OR Banished Zone.
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> ●Activate 1 Field Spell Card from your Graveyard.
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> Supralight Warp Lane
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> Field Spell
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> When this card is activated, you can add 1 "Space Cruiser" monster from your Deck to your hand. Once per turn, you can banish 1 "Warp Drive" Quick-Play Spell Card from your Graveyard: Special Summon 1 "Space Cruiser" monster from your hand or Graveyard. If this card is sent to the Graveyard, draw 1 card.
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> Warp Lane Network
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> Continuous Spell
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> When this card is activated: You can add 1 "Warp Drive" Spell Card from your Deck to your hand. You can only activate this effect of "Warp Lane Network" once per turn. Once per turn, you can shuffle 1 "Warp Drive" Quick-Play Spell from your Graveyard or Banished Zone into your Deck: Draw 1 card, then, if the drawn card was a "Space Cruiser" or "Warp Lane" card, you can reveal the drawn card: Inflict 800 damage to your opponent, then, if your LP are higher than your opponent's, draw 1 additional card.
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## Sorcery Hydra

### Monsters

> Sorcery Hydra Emnov
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> DARK - Level 4 - Reptile/Effect - 1000/0
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> When this card is added to your hand, except by drawing, you can Special Summon it. Once per turn, during your turn, if the effect of your opponent's Monster Card activates, you can discard 1 card: Negate that effect.
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> Sorcery Hydra Mwor
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> DARK - Level 4 - Reptile/Effect - 1000/0
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> When this card is added to your hand, except by drawing, you can Special Summon it. If this card is detached from an Xyz monster: Both players add the top card of their Decks to their respective hands.
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> Sorcery Hydra Lenia
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> DARK - Level 4 - Reptile/Effect - 1000/0
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> When this card is added to your hand, except by drawing, you can Special Summon it. When this card is sent from the field to the Graveyard, you can target and destroy 1 face-up monster or Set Spell/Trap Card on the field.
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> Sorcery Hydra Ralef Pim
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> DARK - Level 4 - Reptile/Effect - 1000/0
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> When this card is added to your hand, except by drawing, you can Special Summon it. If this card is detached from an Xyz monster and sent to the Graveyard, you can Special Summon 1 Level 4 or lower monster from your Graveyard, except "Sorcery Hydra Ralef Pim".
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> Sorcery Hydra Tanaa
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> DARK - Level 4 - Reptile/Effect - 1000/0
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> When this card is added to your hand, except by drawing, you can Special Summon it. If this card is in your Graveyard, and you control no face-up monsters with a Level: You can Special Summon this monster. You can only Special Summon 1 "Sorcery Hydra Tanaa" with this effect per turn.
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> Sorcery Hydra Throsar
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> DARK - Level 4 - Reptile/Effect - 1000/0
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> When this card is added to your hand, except by drawing, you can Special Summon it. If this card is Special Summoned, you can Special Summon 1 Level 4 or lower monster from your Graveyard in Defense Position.
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> Sorcery Hydra - Twin Head
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> DARK - Rank 4 - Reptile/Xyz/Effect - 2000/1000
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> 2 Level 4 monsters
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> This monster can attack twice per turn. Once per turn, you can detach 1 Xyz Material from this card to add the top card of your Deck to your hand: If that card is a Monster Card, this monster gains 800 ATK.
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> Sorcery Hydra - Spiked Tail
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> DARK - Rank 4 - Reptile/Xyz/Effect - 1400/2100
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> 2 Level 4 monsters
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> If a face-up monster you control is targeted for an attack or card effect: You can detach 1 Xyz Material from this card; negate that attack or effect, then inflict damage to your opponent's Life Points equal to half the targeted monster's ATK. You can only activate this effect of "Sorcery Hydra - Spiked Tail" once per turn.
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> Sorcery Hydra - Triple Head
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> DARK - Rank 5 - Reptile/Xyz/Effect - 3000/1500
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> 3 Level 5 Reptile-Type monsters
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> You can also Xyz Summon this card using 1 Rank 4 Reptile-Type Xyz monster you control as Material (Xyz Material attached to that monster also become Xyz Materials on this card). If, during the turn this monster is Summoned, it has 6 or more Xyz Materials, you can skip your opponent's next turn. This monster inflicts piercing Battle Damage. When this monster battles, you can detach 1 Xyz Material from this card: Add the top card of your Deck to your hand, and if that card is a Monster Card; increase this monster's ATK by that monster's Level x300.
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### Spells

> Hydra Head Slash
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> Quick-Play Spell
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> Send 1 "Sorcery Hydra" monster from your hand or side of the field to the Graveyard: Add the top 2 cards from your Deck to your hand. If this adds any Monster Cards to your hand that aren't "Sorcery Hydra" monsters, discard those monsters. You can only activate 1 "Hydra Head Slash" per turn.
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> Hydra Head Generation
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> Continuous Spell
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> Once per turn, during either player's turn, if a Reptile-Type monster is sent to the Graveyard, add 1 monster with equal or lesser ATK than that monster from your Deck to your hand.
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> Hydra Preparation
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> Continuous Spell
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> If, during either player's Standby Phase, your opponent controls a number of monsters equal or greater to the number of monsters you control: You can add 1 Level 4 or higher Reptile-Type monster from your Deck to your hand. You can only activate this effect of "Hydra Preparation" once per turn.
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> Hydra Bite
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> Normal Trap
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> If your opponent declares an attack while you control a face-up "Sorcery Hydra" monster, negate that attack, and if you do: You can send as many Reptile-Type monsters with different names from your Deck to the Graveyard as possible, and destroy a number of cards equal to the number of monsters sent minus 1.
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> Hydra Sorcery
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> Normal Spell
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> If you control a face-up "Sorcery Hydra" monster: Add up to 3 Level 4 or lower monsters from your Graveyard to your hand, and pay 600 Life Points for each monster added this way.
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> Hydra Duplication
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> Counter Trap
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> When your opponent activates a Trap Card in response to the Normal or Special Summon of a Reptile-Type monster: Send 1 card of your choice from your Deck to the Graveyard, and negate that Trap Card. If this card or its effect is negated, add the card sent for this card's cost from your Graveyard to your hand.
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> The Hydra is Slain Improperly
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> Normal Spell
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> You can only activate this card if you control no "Sorcery Hydra" monsters. Both players select and add a number of cards from their Graveyards to their hands equal to the number of Reptile-Type monsters with different names in the Graveyard.
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> Hydra's Egg
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> Normal Spell
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> Add 1 card with "Hydra" in its name from your Deck or Graveyard to your hand. You cannot Summon monsters for the rest of this turn, except Reptile-Type monsters.
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> Hydra Regeneration
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> Quick-Play Spell
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> Return 1 face-up monster from your side of the field to your Deck, and Special Summon 1 monster with the same Level and Type as that monster, but with a different name, from your hand or Deck.
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> Birth of the Hydra
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> Quick-Play Spell
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> Add 2 monsters with 1000 ATK and 0 DEF from your Deck or Graveyard to your hand. If you control a face-up "Sorcery Hydra" monster when this effect resolves, you can also add 1 Reptile-Type monster from your Deck to your hand. You can only activate 1 "Birth of the Hydra" per turn.
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