Tindangle Acute Cerberus
Link 3 DARK Fiend Link Effect Monster
ATK 0
LINK-3
3 “Tindangle” monsters
(1) if there’s 3 or more different “Tindangle” monsters in your Graveyard, including “Tindangle Base Gardna”, this card gains 3000 ATK.
(2) This card gains 600 ATK for each “Tindangle” monster it points to.
(3) When a Battle Phase in which this card declared an attack ends: Special Summon 1 “Tindangle Token” (Fiend/DARK/Level 1/ATK 0/DEF 0).
Tindangle Angel
Level 4 DARK Fiend Flip Effect Monster
ATK 500
DEF 1800
You can only use the effect of this card’s name once per turn.
(1) FLIP: Special Summon 1 Flip Monster, except “Tindangle Angel” from your hand or Graveyard in face-down Defense Position. If this effect was activated during a Battle Phase on your opponent’s turn, also end that Battle Phase.
Tindangle Base Gardna
Level 5 DARK Fiend Effect Monster
ATK 0
DEF 2300
This card’s name can only be Special Summoned by its (1)st effect once per turn
(1) If you control a face-down Defense Position monster, you can Special Summon this card (from your hand).
(2) If a monster is Normal or Special Summoned to a Monster Zone your opponent’s Link Monster points to: You can Tribute this card; Special Summon 1 “Tindangle” monster from your hand or Deck in face-up Attack Position.
Tindangle Hound
Level 7 DARK Fiend Flip Effect Monster
ATK 2500
DEF 0
(1) FLIP: Target 1 face-up monster on the field, except this card; this card gains ATK equal to the original ATK of the target. Afterwards, change the target monster to face-down Defense Position.
(2) Your monsters on your opponent’s side of the field lose 1000 ATK for every monster that monster is Linked to.
(3) If this card is destroyed (by battle or by card effect): You can target 1 face-down monster on the field; that monster is changed to face-up Defense Position.
Tindangle Apostle
Level 3 DARK Fiend Flip Effect Monster
ATK 800
DEF 1600
You can only use the effect of this card’s name once per turn.
(1) FLIP: Change up to 3 face-down monsters on your field to face-up Defense Position. If all the monsters changed to face-up Defense Position by this effect are “Tindangle” monsters, you can add “Tindangle” cards from your Deck to your hand up to the number of those monsters.
Tindangle Intruder
Level 6 DARK Fiend Flip Effect Monster
ATK 2200
DEF 0
You can only use each effect of this card’s name once per turn.
(1) FLIP: Add 1 “Tindangle” card from your Deck to your hand.
(2) If this card is Normal Summoned: Send 1 “Tindangle” card from your Deck to the Graveyard.
(3) While this card is in the Graveyard, if a monster is Special Summoned to your side of the field in face-down Defense Position: You can Special Summon this card in face-down Defense Position from the Graveyard.
Protected Sky of Nagel
Continuous Spell Card
You can only use this card’s name’s (3)rd effect once per turn:
(1) “Tindangle” monsters you control cannot be destroyed by battle or by your opponent’s card effects.
(2) If a “Tindangle” monster you control inflicts battle damage to your opponent, once per turn, you can double that damage.
(3) You can banish this card from the Graveyard, then discard 1 “Tindangle” card. Add 1 “Protected Sky of Nagel” from your Deck to your hand.
Euler Circuit
Field Spell Card
You can only use the (3)rd effect of this card’s name once per turn.
(1) If you control 3 or more “Tindangle” monsters, monsters your opponent controls cannot attack.
(2) During your Standby Phase: You can target 1 “Tindangle” monster you control; Give control of that monster to your opponent.
(3) You can banish this card from your GY, then discard 1 “Tindangle” card; add 1 “Euler Circuit” from your Deck to your hand.
Tindangle Delaunay
Normal Trap Card
(1) When you take battle damage due to the attack of your opponent’s monster, while there’s 3 or more “Tindangle” monsters in your Graveyard: Destroy the monster that attacked, then Special Summon 1 “Tindangle Acute Cerberus” from your Extra Deck.
(2) If you control no monsters in an Extra Monster Zone: You can banish this card from the GY, then target 3 “Tindangle” monsters in your GY that have different names; Special Summon those monsters in face-down defense position
Jack Knights of the World Remains
Link 3 LIGHT Cyberse Effect Monster
ATK 3000
Links: Bottom Left, Bottom, Bottom Right
Materials: 2+ Jack Knights monsters
You can only use the 3) effect of this card’s name once per turn.
1) While there are no cards in the same column as this card, it can attack directly.
2) While this card in the extra monster zone is not pointing to a card, it cannot be destroyed by effects or targeted by opponent’s card effects.
3) You can send 1 card you control in the same column as this card to the graveyard; special summon 1 “Jack Knights” card from your deck in face-up defense position.
Jack Knight of the Blue Sky
Level 5 LIGHT Psychic Effect Monster
ATK/2000
DEF/2500
This card’s name can only be summoned by its (1)st effect once per turn, and this card’s name’s (2)nd effect can only be used once per turn.
(1) If a column has 2 or more cards in it, you can special summon this card (from your hand) to that column’s Main Monster Zone you control.
(2) If this card is Normal or Special Summoned from the hand: You can add from your Deck to your hand “Jack Knight” cards with different names, except “Jack Knight of the Blue Sky” equal to the number of your opponent’s cards in the same column as this card.
Jack Knight of the Green Heights
Level 6 LIGHT Psychic Effect Monster
ATK 2100
DEF 1600
This card can only be Special Summoned by its (1)st effect once per turn.
(1) If a column has 2 or more cards in it, you can special summon this card (from your hand) to that column.
(2) When this card declares an attack on an opponent’s monster in the same column as it: You can target 1 “Jackknight” monster in your Graveyard; add that monster to your hand.
Jack Knight of the Flickering Flame
Level 6 LIGHT Psychic Effect Monster
ATK 800
DEF 3000
This card can only be Special Summoned by its (1)st effect once per turn.
(1) If a column has 2 or more cards in it, you can special summon this card (from your hand) to that column.
(2) If an opponent’s card that’s in the same column as this card leaves the field or is destroyed by battle: You can Special Summon 1 “Jack Knight” monster from your hand.
Jack Knight of the Yellow Bloom
Level 7 LIGHT Psychic Effect Monster
ATK 2200
DEF 2800
This card’s name can only be Special Summoned by its (1)st effect once per turn.
(1) If a column has 2 or more cards in it, you can special summon this card (from your hand) to that column.
(2) Banish 1 “Jack Knight” monster from your Graveyard, then target 1 Spell/Trap Card in the same column as this card; destroy that card.
Jack Knight of the Crimson Lotus
Level 7 LIGHT Psychic Effect Monster
ATK 2300
DEF 2600
This card’s name can only be Special Summoned by its (1)st effect once per turn.
(1) If a column has 2 or more cards in it, you can special summon this card (from your hand) to that column.
(2) You can banish 1 “Jack Knight” monster from your Graveyard, then target 1 face-up monster in the same column as this card; destroy that monster.
Jack Knight of the Purple Dusk
Level 8 LIGHT Psychic Effect Monster
ATK 2500
DEF 2000
This card’s name can only be Special Summoned by its (1)st effect once per turn, and this card’s (2)nd effect can only be used once per turn.
(1) If a column has 2 or more cards in it, you can special summon this card (from your hand) to that column.
(2) (Quick Effect): You can target 1 “Jack Knight” monster you control; banish that monster until your next Standby Phase, then add 1 “Jack Knight” monster from your Deck to your hand, except “Jack Knight of the Purple Dusk”.
Scars Caused by the World Legacy
Field Spell Card
(1) “Jack Knight” monsters gain 300 ATK and DEF
(2) Once per turn: You can discard 1 “Jack Knight” monster or “World Legacy” card; draw 1 card.
(3) You can banish 6 different “Jack Knight” monsters from your Graveyard or face-up on your side of the field; send all cards in your opponent’s hand and in their Extra Deck to the Graveyard.
Key to the World Legacy
Continuous Spell Card
(1) When this card is activated: You can target 1 of your banished “Jack Knight” monsters or “World Legacy” cards; add that card to the hand.
(2) If you control a “Jack Knight”, the activated effects of your opponent’s Trap Card in the same column as that monster are negated.
Whispers of the World Legacy
Continuous Trap Card
(1) When this card is activated: You can target 1 Level 6 or higher monster on the field; that monster gains 1000 ATK and DEF until the end of the turn.
(2) If you control a “Jack Knight” monster, the activated effects of your opponent’s Spell Cards in the same column as that monster are negated.
The True Depths Sleeping Inside The World Legacy
Continuous Trap Card
(1) When this card is activated: You can target 1 Level 5 or higher monster in your Graveyard; Special Summon that monster. When this card leave the field, destroy that monster.
(2) If you control a “Jack Knight” monster, the activated effects of monsters your opponent controls in the same column as that monster are negated.