DM26-SD1_Doki_Doki_Tsuyoi_Decks:_25_of_Royal_Roads
40 cards total

Fire· Creature· Armored Dragon / Armored Samurai
4 · #1 · Power 6000
■ Samurai Generation (When you put this creature, you may generate a cross gear from your hand for no cost.)
■ Double breaker
■ When you put this creature or whenever it attacks, you may break one of your shields. If you do, choose one of your opponent's creatures that has power 6000 or less and destroy it.

Light/ Fire· Creature· Armored Dragon / Armored Samurai
5 · #1 · Power 6000
Guard Strike
■ Double breaker
■ When you put this creature, choose one of your opponent's elements that costs the same as or less than the number of your fire elements and destroy it. Then you may draw a card for each of your light elements.
■ Whenever this creature attacks, you may use a non-evolution Samurai or Armored card that costs the same as or less than the number of cards in your hand for no cost.

Fire· Cross Gear
4 · #1
■ Cross Gear (Put this card into the battle zone. To cross this card with a creature, pay this card's cost again. When that creature leaves the battle zone, this card remains in the battle zone.)
■ While this card isn't crossed with a creature, your Dragon and Samurai creatures may each cost 1 less to summon. They can't cost less than 1.
■ While this card is crossed with a Dragon or Samurai creature, each of your Dragon and Samurai creatures in the battle zone gets +2000 power and "speed attacker".
■ This card may be crossed with "Bolmeteus Musha Dragon" for no cost.

Light/ Water· Creature· Angel Command Dragon / Revolutionary / Team Doremi
8 · #1 · Power 12000
■ Revolution Change: Light or Water Dragon that costs 5 or more
■ Triple breaker
■ When you put this creature, you may cast a light spell that costs 5 or less from your hand for no cost. If you don't, draw a card.
■ Final Revolution: When you put this creature with "Revolution Change" and you haven't used another "Final Revolution" during this turn, your opponent can't summon creatures that cost 7 or less until the end of your opponent's next turn.

Light/ Water· Creature· Angel Command Dragon / Team Doremi / Revolutionary
7 · #1 · Power 7000
■ Revolution Change: Light or Water Dragon (When one of your Light or Water dragons attacks, you may switch that creature with this creature from your hand.)
■ Double breaker (This creature breaks 2 shields.)
■ When you put this creature, your opponent can't cast spells until the end of your opponent's next turn.

Light/ Fire· Cross Gear
5 · #1
■ Cross Gear
■ When you put this cross gear or whenever the crossed creature attacks, Samurai Mechraid 5. (Samurai Mechraid 5: Look at the top 3 cards of your deck. From among them, you may play a Samurai that costs 5 or less for no cost. Put the rest on the bottom of your deck in any order.)
■ You may cross this cross gear to a Samurai creature for no cost.

Light· Creature· Armored Mecha Celes
4 · #1 · Power 6500
■ Revolution Change: Armored that costs 3 or more or Mecha that costs 3 or more. (When one of your Armoreds that costs 3 or more or Mecha that costs 3 or more attacks, you may switch that creature with this creature from your hand.) Blocker
■ Double breaker
■ When you put this creature with "Revolution Change", your opponent can't cast spells that cost 5 or less until the start of your next turn.
■ At the end of the turn, untap this creature.

Light· Creature· Starnoid / Machine Eater / Armored Samurai
2 · #1 · Power 2500
■ At the start of your turn, if this creature is crossed, Samurai Mechraid 5. If you put a cross gear in this way, you may cross it to one of your creatures for no cost. (Samurai Mechraid 5: Look at the top 3 cards of your deck. From among them, you may play a Samurai that costs 5 or less for no cost. Put the rest on the bottom of your deck in any order.)
■ Escape (When this creature would be destroyed, you may add one of your shields to your hand instead. You can't use the "shield trigger" ability of that shield.)

Light· Spell
6 · #1
Shield trigger
■ Yobinion (You may reveal cards from the top of your deck until you reveal a creature that costs less than this spell. Put that creature. Shuffle the rest and put them on the bottom of your deck.)
■ Untap all your creatures. Each of your creatures gets "blocker" until the start of your next turn.

Fire· Cross Gear
2 · #1
■ Cross Gear (During your turn, you may pay this cross gear's cost to cross it to one of your creatures. Even if that creature leaves, the cross gear remains.)
■ Your cross gear cost 1 less to generate and cross. They can't cost 0 or less.
■ Your samurai creatures cost 1 less to summon. They can't cost 0 or less.
■ The crossed creature gets +1000 power.

Fire· Creature· Flame Monster / Samurai
5 · #1 · Power 5000
■ Each of your Samurai creatures get "speed attacker". (A creature that has "speed attacker" doesn't get summoning sickness".)
