Cycle

A Cycle is a series of cards that share one or more qualities with each other, usually featured in the same set.

Each booster pack of cards in Duel Masters features at least one or more cycles, usually cards with a similar cost or effect that differs by Civilization. Some cycles are between sets released at the same time, or between sets in the same block.

DM-01 Base Set and DM-01 Base Set (OCG)
A cycle of spells that cost 6, as well as featuring the Shield Trigger ability and an effect that involves one or more creatures. A cycle of vanilla creatures that cost 2 and have 2000 power (except Aqua Vehicle.)
 * — Holy Awe (Light, Taps all of your opponents creatures.)
 * — Burst Shot (Fire, Destroys all creatures that have 2000 power or less.)
 * — Natural Snare (Nature, Puts one of your opponents creatures in their mana zone.)
 * — Terror Pit (Darkness, Destroys one of your opponents creatures.)
 * — Reusol, the Oracle
 * — Aqua Vehicle
 * — Writhing Bone Ghoul
 * — Immortal Baron, Vorg
 * — Burning Mane

DM-02 Evo-Crushinators of Doom and DM-02 Master of Evolution
A cycle of 10 Evolution Creatures, 2 from each civilization. Each of these civilizations in this set feature an Uncommon and Super Rare card of a certain race.
 * / Guardian - Larba Geer, the Immaculate and Ladia Bale, the Inspirational
 * / Liquid People - Crystal Lancer and Crystal Paladin
 * / Parasite Worm - Chaos Worm and Ultracide Worm
 * / Human - Armored Cannon Balbaro and Armored Blaster Valdios
 * / Beast Folk - Barkwhip, the Smasher and Fighter Dual Fang

DM-03 Rampage of the Super Warriors and DM-03 Master of Destruction
A cycle of 5 evolution creatures from each civilization that give an effect to your other creatures from the same civilization in the battle zone.
 * — Sieg Balicula, the Intense ([[file:blockericon.jpg]] Blocker)
 * — Legendary Bynor (Creatures can't be blocked)
 * — Jack Viper, Shadow of Doom (When destroyed, return to your hand)
 * — Überdragon Jabaha (Power attacker +2000)
 * — Gigamantis (When destroyed, they are sent to the mana zone)

DM-04 Shadowclash of Blinding Night and DM-04 Challenge of Black Shadow
Many Light and Darkness cards are in a cycle of cards that have an card in the opposing civilization. A cycle of Water cards that help Light and Darkness. A cycle of creatures that increase summoning cost of creatures for an enemy civilization. A cycle of creatures that have the "Shield Trigger" ability.
 * Alcadeias, Lord of Spirits / Ballom, Master of Death
 * Aeris, Flight Elemental / Photocide, Lord of the Wastes
 * Gulan Rias, Speed Guardian / Purple Piercer
 * Amber Grass / Gregorian Worm
 * Mist Rias, Sonic Guardian / Mongrel Man
 * Screaming Sunburst / Soul Gulp
 * Re Bil, Seeker of Archery / Shadow Moon, Cursed Shade
 * Fu Reil, Seeker of Storms / Gigabolver
 * Milieus, the Daystretcher / Volcano Smog, Deceptive Shade
 * Kolon, the Oracle / Locomotiver
 * Keeper of the Sunlit Abyss
 * Marinomancer / Aquan
 * Hydro Hurricane
 * Milieus, the Daystretcher (+2 Darkness)
 * Volcano Smog, Deceptive Shade (+2 Light)
 * Missile Boy (+1 Light)
 * Dew Mushroom (+1 Darkness)
 * — Kolon, the Oracle and Amber Grass
 * — Hunter Cluster and Aqua Jolter
 * — Locomotiver and Gregorian Worm
 * — Kamikaze, Chainsaw Warrior and Magmarex
 * — Torcon and Cannon Shell

DM-05 Survivors of the Megapocalypse and DM-05 Return of the Survivor
A cycle of creatures that get additional abilities while battling with a creature of an enemy civilization. A cycle of 2 creatures that triggers when they are destroyed, putting another copy of the same card from their mana zone into the battle zone.
 * Ruthless Skyterror (Can attacked untapped Water creatures.)
 * Le Quist, the Oracle (Can tap a Darkness or Fire creature when it attacks.)
 * Lurking Eel (Fire and Nature blocker.)
 * Steel-Turret Cluster (Can't be attacked by Fire and Nature creatures.)
 * Gigakail (Light and Nature Slayer.)
 * Moon Horn (Gets +1000 power for each of your opponents Water and Darkness creatures in the battle zone.)
 * Crow Winger (Gets +1000 power for each of your opponents Water and Darkness creatures in the battle zone.)
 * Wisp Howler, Shadow of Tears (Nature and Light Slayer.)
 * Ambush Scorpion and Obsidian Scarab

DM-06 Stomp-A-Trons of Invincible Wrath and DM-06 Invincible Soul
Each of these spells have a mana cost of 13 and feature "Invincible" in their names. A cycle of Water creatures that get " Blocker" when your opponent summons a creature or spell during that turn.
 * — Invincible Aura
 * — Invincible Technology
 * — Invincible Abyss
 * — Invincible Cataclysm
 * — Invincible Unity
 * Aqua Rider / Overload Cluster / King Triumphant

DM-07 Thundercharge of Ultra Destruction and DM-07 Invincible Charge
A cycle of 3 evolution creatures, each with a Stealth ability for their respective enemy civilizations. A cycle of creatures that have a ability that gives an effect to other creatures in that cards civilization.
 * — Kizar Basiku, the Outrageous (Nature stealth.)
 * — Valkrowzer, Ultra Rock Beast (Water stealth.)
 * — World Tree, Root of Life (Darkness stealth.)
 * — Gandar, Seeker of Explosions (At the end of the turn, untap all your Light creatures.)
 * — King Benthos (Each of your Water creatures gets "This creature can't be blocked" until the end of the turn.)
 * — Battleship Mutant (Until the end of the turn, each of your darkness creatures in the battle zone gets +4000 power and "double breaker".)
 * — Armored Transport Galiacruse (Each of your fire creatures gets "This creature can attack untapped creatures" until the end of the turn.)
 * — Spinning Totem (This turn, whenever any of your nature creatures is attacking your opponent and becomes blocked, it breaks one of his shields.)

DM-08 Epic Dragons of Hyperchaos and DM-08 Invincible Legend
A cycle of Dragon creatures that feature both a Super Rare and Common rarity.
 * — Super Necrodragon Abzo Dolba (Super Rare) and Necrodragon Giland (Common)
 * — Überdragon Bajula (Super Rare) and Magmadragon Melgars (Common)
 * — Super Terradragon Bailas Gale (Super Rare) and Terradragon Regarion (Common)

DM-09 Fatal Brood of Infinite Ruin and DM-09 Invincible Blood
A cycle of spells from each civilization that allow you to choose a race for the spell to affect. A cycle of creatures that have a ability that allow you to choose a race for them to affect. A cycle of Common rarity creatures that trigger an effect when they attack and aren't blocked. A cycle of Dragon creatures that feature +0000 power. They each get power in different ways, as well as featuring "rist" and "Vhal" in their name.
 * — Unified Resistance (Until the start of your next turn, each of your creatures in the battle zone of that race gets "Blocker.)
 * — Impossible Tunnel (Creatures of that race can't be blocked this turn.)
 * — Zombie Carnival (Return up to 3 creatures of that race from your graveyard to your hand.)
 * — Relentless Blitz (This turn, each creature of that race can attack untapped creatures and can't be blocked while attacking a creature.)
 * — Dance of the Sproutlings (You may put any number of creatures of that race from your hand into your mana zone.)
 * — Tra Rion, Penumbra Guardian (At the end of this turn, untap all creatures of that race in the battle zone.)
 * — Hokira (Whenever one of your creatures of that race would be destroyed this turn, return it to your hand instead.)
 * — Venom Worm (Each creature of that race gets "slayer" until the end of the turn.)
 * — Gigio's Hammer (Each creature of that race attacks this turn if able and gets "power attacker +4000" until the end of the turn.)
 * — Silvermoon Trailblazer (Creatures of that race can't be blocked by creatures that have power 3000 or less this turn.)
 * — Cyclolink, Spectral Knight (You may take a spell from your deck, show that spell to your opponent and put it into your hand.)
 * — Tentacle Cluster (You may choose a creature in the battle zone and return it to its owner's hand.)
 * —Trixo, Wicked Doll (Your opponent chooses one of his creatures and destroys it.)
 * — Quakesaur (Your opponent chooses a card in his mana zone and puts it into his graveyard.)
 * — Cavern Raider (You may take a creature from your deck, show that creature to your opponent and put it into your hand. Then shuffle your deck.)
 * — Necrodragon Izorist Vhal (+2000 power for each darkness creature in your graveyard.
 * — Magmadragon Ogrist Vhal (+3000 power for each card in your hand.)
 * — Terradragon Anrist Vhal (+2000 power for each of your other nature creatures in the battle zone.)

DM-10 Shockwaves of the Shattered Rainbow and DM-10 Shockwaves of the Shattered Rainbow
A cycle of allied-civilization multicolored creatures that cost 5 and have 2000 power. They have an ability belonging to each of their respective civilizations. A cycle of mana cost 3 spells with Shield trigger that each deal with creatures.
 * — Estol, Vizier of Aqua
 * — Skysword, the Savage Vizier
 * — Pointa, the Aqua Shadow
 * — Galek, the Shadow Warrior
 * — Wind Axe, the Warrior Savage
 * — Rapid Reincarnation
 * — Transmogrify
 * — Forced Frenzy
 * — Phantom Dragon's Flame
 * — Soulswap

DM-11 Blast-O-Splosion of Gigantic Rage and DM-11 Eternal Wave
A cycle of allied-civilization multicolored spells that each feature ""Miraculous" in their name. A cycle of Wave Striker creature that cost 3 and have 2000 power.
 * — Miraculous Snare
 * — Miraculous Truce
 * — Miraculous Plague
 * — Miraculous Meltdown
 * — Miraculous Rebirth
 * — Asra, Vizier of Safety
 * — Revival Soldier
 * — Saliva Worm
 * — Eviscerating Warrior Lumez / Sapian Tark, Flame Dervish
 * — Ninja Pumpkin

DM-12 Thrash of the Hybrid Megacreatures and DM-12 Eternal Vortex
A cycle of "Cloned" cards that each get a stronger ability for additional copies of the same card in your graveyard. A cycle of allied-civilization multicolored Vortex Evolution creatures that are evolved on a race from each of those 2 civilizations. A cycle of allied-civilization multicolored Evolution Creatures that can evolve on 2 races and offer effects to those 2 races in the battle zone. A cycle of allied-civilization multicolored creatures that cost 3 and have 4000 power.
 * — Cloned Deflector
 * — Cloned Spiral
 * — Cloned Nightmare
 * — Cloned Blade
 * — Cloned Spike-Horn
 * — Wise Starnoid, Avatar of Hope
 * — Aura Pegasus, Avatar of Life
 * — Cruel Naga, Avatar of Fate
 * — Death Phoenix, Avatar of Doom
 * — Soul Phoenix, Avatar of Unity
 * — Agira, the Warlord Crawler (Gladiator or Earth Eater.)
 * — Comet Eye, the Spectral Spud (Wild Veggies or Rainbow Phantom.)
 * — Hydrooze, the Mutant Emperor (Cyber Lords or Hedrian.)
 * — Phantomach, the Gigatrooper (Chimeras or Armorloid.)
 * — Nemonex, Bajula's Robomantis (Xenoparts or Giant Insect.)
 * — Electro Explorer Syrion
 * — Spectral Horn Glitalis
 * — Sea Mutant Dormel
 * — Gigappi Ponto
 * — Buzz Betocchi

DM-13 Eternal Phoenix
A cycle of creatures that get an ability when attacked.
 * — Rieille, the Oracle (You may tap one of the opponent's creatures.)
 * — Bye Bye Amoeba (After the battle, return the attacking creature to its owner's hand.)
 * — Niyaari, Exploding Doll (It gets "slayer" until the end of the turn.)
 * — Joe's Toolkit (You may destroy one of your opponent's creatures with 2000 power or less.)
 * — Pocopen, the Counterattacking Fairy (Your opponent chooses a card in his mana zone and puts it into his graveyard.)

DM-14 Generate Gear
A cycle of creatures that get an effect when you only have 1 civilization in your mana zone. A cycle of creatures that increase the mana cost of enemy civilization cards.
 * Parshia, the Explorer (Gets +2500 power and "Blocker".)
 * — Deep Juggler (Gets +1000 power and draws a card whenever it attacks.)
 * — Zamaru, Treasure of Darkness (Gets +2000 power and discards a card at random whenever it attacks.)
 * — Zyler's Lighter (Gets +1000 power and "Speed Attacker".)
 * — Cloud Mayfly (Gets 4000 power, Double Breaker and unblock-able by creatures that have 5000 power or less.)
 * — Cabalt, the Patroller (When put into battle zone, discard all Darkness and Fire spells from your opponent hand.)
 * — Trident Tower Lunatron (When opponent casts a Fire or Nature spell, return up to 2 cards in your opponent's mana zone to their hand.)
 * — Wrangle, the Hidden Heretic (Your opponent can't cast a Light or Nature spell with the same name as a spell in their graveyard.)
 * — Screwhead Lizard (When your opponent casts a Light or Water spell, destroy one of your opponent's Light or Water creatures with power 5000 or less.)
 * — Broken Horn, the Barricading (Water and Darkness spells cost 2 more to cast.)

DM-15 Secret of Hidden Gear
A cycle of creatures with the Accelerator ability that gets +3000 power and an additional race when crossed. A cycle of creatures that when put into the battle zone get an ability when you have the same creature in your graveyard.
 * — Arissa, Apostle of the Holy Strike: Angel Command
 * — Aqua Moon Edge: Cyber Moon
 * — Deathblood, Mysterious Demon: Demon Command
 * — Mysterious, Armed Soldier: Volcano Dragon
 * — Fifi, the Awakened Dragon Fairy: Earth Dragon
 * — Beinz Sayla, Guardian of Cleansing Light (Tap one of your opponent's creatures.)
 * — Bubble Lamp (Draw a card.)
 * — Dark Mare, the Debilitating Shadow (Until the end of the turn, one of your opponents creatures gets -2000 power.)
 * — Red Ridaz', Explosive Daredevils (Put a card in your opponent's mana zone into their graveyard.)
 * — Hustle Ball Tribe (Put the top card of your deck into your mana zone.)

DM-16 Origin of Perfect Gear
A cycle of Cross Gears that have a second effect that occurs when they are not crossed. A cycle of Common rarity creatures with the Gravity Zero ability for a certain race.)
 * — Impact Absorber (Creatures can only break 1 shield per attack.)
 * — Noble Enforcer (Creatures with 2000 power or less can't attack or block.)
 * — Immortal Blade (Creatures in the battle zone get "Slayer".)
 * — Sky Jet (Creatures in the battle zone get "Speed attacker".)
 * — Mobile Forest (Your creatures each cost 1 less to summon.)
 * — Webius, the Patroller (Angel Command.)
 * — Paradise Aroma (Cyber Lord.)
 * — Mad Guitar (Demon Command.)
 * — Fokker, Rider of the North Wind (Armored Wyvern.)
 * — Buu, the Invoked (Horned Beast.)

DM-17 The Over-Technocross
A cycle of allied-civilization multicolored Evolution Cross Gears, each featuring "Catastrophe" in their name.
 * — Neo Wave Catastrophe
 * — Grand Cross Catastrophe
 * — Tsunami Catastrophe
 * — Explode Catastrophe
 * — Prominence Catastrophe

DM-19 Spectacle Nova
A cycle of spells that each feature "Commune" in their name. A cycle of Evolution Creatures with the Phoenix race that are named after an astronomical object in the planetary system. They each evolve from 3 of those respective civilizations' races. A cycle of Nature creatures that when put into the battle zone with the other 2 in the battle zone, can search out Supernova Jupiter King Empire from your deck. Each card also features 1 race that Supernova Jupiter can evolve on.
 * — Solar Commune
 * — Hydro Commune
 * — Trap Commune
 * — Crimson Commune
 * — Tribal Commune
 * — Supernova Venus la Saint Mother: Venus
 * — Supernova Mercury Gigablizzard: Mercury
 * — Supernova Pluto Deathbringer: Pluto
 * — Supernova Mars Disaster: Mars
 * — Supernova Jupiter King Empire: Jupiter
 * Karate Carrot
 * Boltas, Forest of Knowledge
 * Cruz Taspol, Spirit Knight

DM-20 The Ultimate Nova
A cycle of spells with the Launcher Energy ability, that features abilities when you tap extra certain races in your mana zone when you cast them. A cycle of creatures that get an ability whenever you win a battle with a certain race of creature from the same civilization.
 * — Arclogic Energy: Arc Seraphim
 * — Greatmarch Energy: Great Mecha King
 * — Devilcast Energy: Grand Devil
 * — Tyranno-Drive Energy: Tyranno Drake
 * — Draghurricane Energy: Dragon / Dreamfest Energy: Dreammate
 * — Captain Gyro: Great Mecha King
 * — Waving Argors: Grand Devil
 * — Kemprar of Poisoned Fog: Tyranno Drake
 * — Manitus, Protection Spirit: Dreammate
 * — Skychief Hatin: Arc Seraphim

These two cycles both feature different races that their civilization is allied too (Eg. Water supports both Great Mecha King and Grand Devil, Fire supports both Tyranno Drake and Dreammate).

DM-21 History of Devil Nova
A cycle of creatures with "Admiral" in their name that can be put into the battle zone when discarded during your opponents turn. They also feature effects that reveal the top 3 cards of your deck when put into the battle zone and put creatures of their respective race into your hand. A cycle of spells with the Sympathy ability for races that civilization shares. A cycle of creatures from each civilization that cost 3 and have 2000+ power. Each of these creatures also get +2000 power when you have an shared race in the battle zone.
 * —Sephia Parthenon, Spirit Admiral (Arc Seraphim and Saint Head)
 * — Mecha Admiral Sound Shooter (Great Mecha King and Machine Hero)
 * — Algo Bardiol, Devil Admiral (Grand Devil and Deep Marine)
 * — Gauss Blazer, Flame Dragon Admiral (Tyranno Drake and Brave Spirit)
 * — Yu Wandafor, Phantom Beast Admiral (Dreammate and Vehicle Bee)
 * — Arc Link Spark (Arc Seraphim and Saint Head)
 * — Great Link Technology (Great Mecha King and Machine Hero)
 * — Devil Link Taboo (Grand Devil and Deep Marine)
 * — Tyranno Link Nova (Tyranno Drake and Brave Spirit)
 * — Dream Link Farm (Dreammate and Vehicle Bee)
 * — Captain Hustle (Great Mecha King)
 * — Radiak Galks (Grand Devil)
 * — Gorbaudon the Blast Flame (Tyranno Drake)
 * — Step Step Antikon (Dreammate)
 * — Unifolk, Protection Spirit (Arc Seraphim)

DM-22 The Dragonic Nova
A cycle of Vortex Evolution Phoenix race creatures, from each civilization. They each cost 6 (with the exception of Gauss) and have 11000 power (with the exception of Gellum) as well as the Double Breaker ability. They each evolve from two allied races from the Phoenix Saga as well as a race of Dragon.
 * — Asteroid Mine, Optic Comet (Arc Seraphim, Saint Head and Apollonia Dragon)
 * — Asteroid Raiser, Ice Comet (Great Mecha King, Machine Hero and Poseidia Dragon)
 * — Asteroid Gellum, Dark Comet (Grand Devil, Deep Marine and Zombie Dragon)
 * — Asteroid Gauss, Flame Comet (Tyranno Drake, Brave Spirit and Armored Dragon)
 * — Asteroid Gaia, Ground Comet (Dreammates, Vehicle Bee and Earth Dragons)

DM-23 The End of the Universe
A cycle of creatures that can trigger their ability when your opponent uses a Shield trigger ability. A cycle of creatures that cost 5, have 3000 power and an effect that triggers when they are put into the battle zone relating to cards in their respective civilizations zone that cost 3. A cycle of creatures that trigger an ability when they are put into play, based on the number of your creatures that have a certain race in the battle zone)
 * — Fuuma Gariev Eirsole (Draw a card)
 * Dual Carion, Spirit Knight (Put the top card of your deck into your mana zone)
 * — Mobile Stronghold Plamilion (Look at 3 of your shields. You may choose a Machine Hero that costs 3 or less and put it into the battle zone. If you do, put the top card of your deck into your shields face down)
 * — Fuuma Algors Vaison (Look at the top 3 cards of your deck. From there, you may put a Deep Marine that costs 3 or less into the battle zone and return the rest to the top of your deck in any order)
 * — Boneblade Dragoon (You may return a Brave Spirit that costs 3 or less from your graveyard into the battle zone)
 * — Sniped Shadow's Don Bat (You may destroy a Saint Head, Deep Marine, Brave Spirit, or Machine Hero that costs 3 or less)
 * — Rabbirionix, Spirit Knight (You may put a Saint Head that costs 3 or less from your mana zone into the battle zone.
 * — Sald, Protection Spirit (Arc Seraphim)
 * — Commander Bubbleguy (Great Mecha King)
 * — Mystic Gastol (Grand Devil)
 * — Bilifen the Explosion (Tyranno Drake)
 * — Out-of-the-Blue Snail (Dreammate)

DM-24 Violence Heaven
A cycle of creatures that reduce the cost of their allied civilizations costs by 1. A cycle of multicolored allied-civilization creatures that trigger their ability when destroyed. A cycle of creatures that give their civilization to allied-civilization creatures in the battle zone. A cycle of multicolored Vortex Evolution Phoenix creatures that evolve from 2 allied-civilizations. A cycle of creatures with a tap ability of "Instead of attacking, you may tap this creature and 8 cards in your mana zone". A cycle of creatures that trigger an ability when they attack and you tap 2 cards of an allied-civilization.
 * — Mamocannon, Saint Mecha (Water and Darkness)
 * — Deepsea Mecha Ganistar (Light and Darkness)
 * — Romunas, Deepsea Firespirit (Water and Fire)
 * — Jangaljan, Firespirit Beetle (Darkness and Nature)
 * — Metalbug, Saint Beetle (Light and Fire)
 * — Wheel, Viral Knight
 * — Born Killer, Masked Mecha
 * — Fuuma Bajir, Soul Weapon
 * — Tylnia, Battle Dragonic Fairy
 * — Elephaust, Phantom Beast Sage
 * — Erus Elixion, Dyed Sky Guardian (Water and Nature)
 * — Paint Frappe (Light and Darkness)
 * — Princess Zenobia, the Blackened (Fire and Water)
 * — Karz, Priest of the Colored Wind (Darkness and Nature)
 * — Lilian, Dream Painter (Light and Fire)
 * — Steel Meteor Pengkaiser
 * — Amon Bells, Devil Meteor
 * — Night Screamer, the Battle Meteor
 * — Mr. Aesop, Mystical Meteor
 * — Balphalt, Spirit Meteor
 * — Soldias, the Patroller
 * — Depth Noble / Fuuma Octonarics
 * — Jamool, Master of Four Winds
 * — Asuran, Spirit Knight
 * — Rajasta, the Patroller (Nature: This creature gets power +3000.)
 * — Seaspin Crawler (Light: Untap this creature at the end of the turn.)
 * — Fuuma Deathgator (Water: Unblockable until the end of turn.
 * — Mimizuke, Darkwind Sharpshooter (Darkness: Discard a card in your opponents hand.)
 * — Triple Hammer Tribe (Fire: Destroys one of your opponents creature that has "blocker".)

DM-25 Violence Creator
A cycle of multicolored God creatures that has a God Link to another god allied to both of its civilizations. A cycle of creatures with 2x Metamorph abilities, 1 for each of their allied-civilizations.
 * — Orphe, Punishment God links with Izana, Crime God
 * — Dokkoi, Fantasy God links with Otto, Worldly God
 * — Riki, Thunder God links with Gou, Spirit God
 * — Tauros, Battle God links with Gort, God of Sealing
 * — Paloro, God of the Cycle links with Aloro, War God
 * — Gastin, the Patroller: Water and Nature)
 * — Mirror Egg: Light and Darkness)
 * — Aquaheat Dragoon: Water and Fire)
 * — Metal Claw, Mobile Battle Dragon: Darkness and Nature)
 * — Colonel Koala, Forest Commander: Light and Fire)

DM-26 Dragonic Wars
A cycle of multicolored enemy civilization creatures that get an ability when put into the battle zone. They each cost 5 and have 2000 power. A cycle of multicolored enemy civilization creatures that get their ability when destroyed and sent to the graveyard.
 * — Bega, Vizier of Shadow
 * — Jet R.E, Brave Vizier
 * — Magnas, Electro-Knight
 * — Splash Axe, the Aqua Savage
 * — Triple Mouth, Decaying Savage
 * — Eagle Cargo, Guardian Treasure
 * — Beetleda, Armored Insect Mecha King
 * — Antionette, Beautiful Battle Dragon Princess
 * — Fuuma Bariel, Armored Insect
 * — Angler Grape, Brave of the Deep Currant

DM-27 Perfect Heaven
A cycle of God creatures from each of the 5 civilizations that link with each other. A cycle of multicolored allied 2-civilization creatures with an Overdrive ability for +1/+1/+1 overdrive for the other 3 civilizations. A cycle of multicolored enemy-civilization creatures sharing civilization, races and abilities with 2 previously released creatures.
 * — Shine Valkyrie, Heavenly God
 * — Blue Poseidon, Sea God
 * — Dark Indora, God of Darkness
 * — Flame Agon, God of Flames
 * — Emerald Pharaoh, Earth God
 * — Dellinder, Machine Admiral
 * — Valcha, the Guardian Spirit Knight
 * — Gelneus, Fuuma of the Depths
 * — Pyron, the Battle Dragonic Firespirit
 * — Kabuto 1, Armored Insectobeast
 * Bolpheus Heaven, Holy Super Dragon
 * Bolmeteus Samurai Dragon and Ulpheus, Dragonic Spirit
 * Walmiel, Electro-Sage
 * Miele, Vizier of Lightning and Hypersquid Walter
 * Skell Eye, Savage Mecha King
 * Cavern Raider and Osmosis Bullet Soul Skull Hunter
 * Drag Innocent, Savage Swordsman
 * Innocent Hunter, Blade of All and Kyrstron, Lair Delver

DM-28 Battle Galaxy
A cycle of creatures that involve the game of Rock-Paper-Scissors. A cycle of Cross Gears that cost 1 and the name "Accela".
 * — Bokko Rock, JK Doll
 * — Scissors, JK Guy
 * — JK Paper Nature
 * — Saving Sword - Memory Accela
 * — Flame Sword - Pierce Accela
 * — Ascendant Wing - Faerie Accela

DM-29 Lock-on Heroes
A cycle of creatures that involve the game of Rock-Paper-Scissors.
 * — JK Darkness Rockderian
 * — Scissorspan, JK Sergeant
 * — Paper Para Benkei, JK Helmet

DM-30 Ultra Duel
A cycle of Fortresses with the Uncommon rarity.
 * — Saint Castle
 * — Submarine Fortress Lair
 * — Rose Castle
 * — Super Shachihoko Castle
 * — Dalmandy, Snow Fortress

DM-32 Evolution Saga
A cycle of Ultimate Evolution evolution creatures with the Super Rare rarity. A cycle of spells with the Evolution Burst ability. A cycle of creatures that reduce the cost of evolution creatures of their respective civilizations. A cycle of creatures that trigger an ability when you summon an evolution creature. A cycle of creatures that trigger an ability when put into the battle zone or when destroyed.
 * — Thunder Moon, the Enlightened
 * — Blizzard Moon, the Enlightened
 * — Skull Moon, the Enlightened
 * — Drag Moon, the Enlightened
 * — Tornado Moon, the Enlightened
 * — Evolution Burst - Laser Net
 * — Evolution Burst - Energy Spiral
 * — Evolution Burst - Gabra Hand
 * — Evolution Burst - Mega Burst
 * — Evolution Burst - Into the Wild
 * — La Jeanne, White Knight
 * — Aqua Evoluter
 * — Fuuma Ravaal, the Reaper
 * — B-Boy, the Explosive
 * — Duel Tulip
 * — Latius, Vizier of Mystery
 * — King Bullfang
 * — Fuuma Trinomancer
 * — Parabola Bolappi
 * — Inaba Summoner
 * — Caladorius, Apocalyptic Beast
 * — Cyber X Xanadu and Tsukumo Spark
 * — Gylus, Larval Lord
 * — Izanomi Heat, Piercing Light Soldier
 * — Rose Sorcerer and Cemetarian, the Invoked

DM-33 Rising Dragon
A series of spells that have "The Strong" in their name that get an extra effect if you have a creature in the battle zone that has 6000 power or more.
 * — The Strong Guard
 * — The Strong Spiral
 * — The Strong Breath
 * — The Strong Crush
 * — The Strong Trap

DM-34 Cross Generation
A cycle of Evolution Creatures with the 2 races, one of them being Origin. They evolve on that respective race as well as Origin. A cycle of creatures that feature 3 races, one of them Origin, with at least 1 or more the other 2 race being an allied-civilization shared race. They each have an ability that triggers when they are put into the graveyard. If just before it was put in the graveyard it was under an evolution creature, you may draw a card. A cycle of creatures that can be put into the graveyard when you put them into the battle zone to use their ability. They each have Shield Trigger. A cycle of Origin creatures that feature the ability "When you tap mana to summon this creature, the mana number of Origins in your mana zone becomes 2 instead of 1". A cycle of creatures with an ability that triggers when one of your other creatures are destroyed or cards under an evolution creature you control are sent to the graveyard.
 * — Mephister, the Wise: Light Bringer
 * — Emperor Maribel: Cyber Lord
 * — Ordion, the Parasite: Parasite Worm
 * — Kagekiri, Bird of Fire: Fire Bird
 * — Gou Daigo, Amazing Artiste: Dreammate
 * — Effex, Mecha Monk
 * — Luciano, Electro-Fuuma
 * — Samohan, Parasitic Battle Dragon
 * — Raven, Flying Mythical Beast
 * — Lion-kid, Spirit Beast
 * — Celeste, Explosive Enforcer
 * — Aqua Burster
 * — Death Circle, the Explosive Shadow
 * — Burst Totem
 * — Pure Original
 * — Original Darkness
 * — Original Crimson Lord
 * — Original Nature
 * — Alto Coronis, Holy Nova Guardian
 * — Waya, Cursing Puppet
 * — Drilly, Planetary Hero

DM-35 Neverending Saga
A cycle of spells that feature the "Evo Charger" ability, as well as featuring it in their card name. A cycle of cards that get an additional ability if you control an evolution creature or a linked God in the battle zone. A cycle of cards that have an ability that differs in strength based on the number of cards the targeted creature consists of.
 * — Bind EVO Charger
 * — Invincible EVO Charger
 * — Reborn EVO Charger
 * — Critical EVO Charger
 * — Crest EVO Charger
 * — Solar Grace
 * — Killer Noise Maracas
 * — Peacock Breath / Yashichi, Crimson Lord
 * — Saga - Leo Shelter / Pedona Nature / Zetsu Gowan, Savage Fairy
 * — White Knight - Atomic Gainer
 * — Reaper - Atomic Destroyer
 * — Hard Core, the Heat Absorbing Gunmech
 * — Manaan, Priest of Harvests

DM-36 Psychic Shock
A cycle of Psychic Creatures with a Super Rare and Uncommon Rarity. A cycle of evolution creatures that evolve on their respective civilizations "Soul" ability. A cycle of spells that cost 1. A cycle of Hyperspatial Spells that cost 5. A cycle of creatures with the Chain ability, each costing 1 less mana than the next card, as well as being feature in its artwork. They were all illustrated by Katora.
 * — Chakra, Temporal Thunder Dragon and Diana, Temporal Brave
 * — Luna Allegre, Temporal Tower and Aqua Cutlass, Temporal Swordsman
 * — Rumble, Temporal Sage and April, Temporal Gunprincess
 * — Bolshack Dragon, the Temporal Blaze and O'Flame, Temporal Djinn
 * — Japan, Temporal Enforcer and Kaiman, Temporal Flower
 * [[file:holysoul.gif]] Holy Soul — Shinran, the Awakener
 * [[file:magicsoul.gif]] Magic Soul — Legendary Amphibious
 * [[file:evilsoul.gif]] Evil Soul — Jack Liger, the Endless Abyss
 * [[file:kungfusoul.gif]] Kung Fu Soul — Valtyson, Fierce Armor
 * [[file:wildsoul.gif]] Wild Soul — Super Terradragon Jayanagi
 * — Tulk’s Spirit Reel
 * — Guard Grip
 * — Bloody Cross
 * — Tailspin Slash
 * — Rolling Snowman
 * — Hyperspatial Shiny Hole
 * — Hyperspatial Energy Hole
 * — Hyperspatial Revive Hole
 * — Hyperspatial Bolshack Hole
 * — Hyperspatial Faerie Hole
 * Pelori Hat
 * Aqua Jester Loupe
 * Tararira Crawler
 * Fuuma Belarita

DM-37 Dark Emperor
A cycle of low mana cost Psychic Creatures with the Uncommon Rarity that each feature an allied civilization on their awakened side. A cycle of Hyperspatial Spells that cost 3.
 * — Untouchable, Temporal Hero / Untouchable Powered, the Awakened Protean
 * — Martini, Temporal Dancer / Julia Matina, the Awakened Diva
 * — Kutt, Temporal Brawler / Severance, the Awakened Giant
 * — Jon, Temporal Explorer / Jonjo Jon, the Awakened Adventurer
 * — Hyperspatial Surprise Hole
 * — Hyperspatial Extra Hole
 * — Hyperspatial Kutt Hole
 * — Hyperspatial Powered Hole

DM-38 Angelic Wars
A cycle of creatures that feature "Temporal Foundation" in their name that put a psychic creature of certain civilizations from the hyperspatial zone into the battle zone when they are destroyed. A cycle of creatures with Magic Soul and  Kung Fu Soul that trigger their abilities when entering and leaving the battle zone.
 * — Asphal, Spirit Knight of the Temporal Foundation: Light and Darkness
 * — Yanus Crawler, of the Temporal Foundation: Water and Fire
 * — Cheval Flute, of the Temporal Foundation: Light and Darkness
 * — Rikabu Yanus, Researcher of the Temporal Foundation: Water and Fire
 * — Dimension Horn, of the Temporal Foundation: Nature
 * — Doskoi Firststar
 * — Red Scorpion, Electro-mech
 * — Ribbity Frog
 * — Wine Red Dragoon

DM-39 Psychic Splash
A cycle of creatures that were the final battle in the Cross Shock season of the Duel Masters Anime. A cycle of creatures that joined together to defeat Diabolos in the Duel Masters Cross Shock season of the Duel Masters Anime. They were each used by one of the protagonists of the series. A cycle of creatures that can tap themselves and 4 or 5 other cards in the mana zone instead of attacking in order to put various Psychic Creatures from the hyperspatial zone into the battle zone. A cycle of spells that feature "Blaster" in their name, each named after a Psychic Creature.
 * Last Storm Double Cross, the Super Awakened
 * Devil Diabolos Zeta, Evil Awakened
 * — Five Star, Temporal Luck: Hakuoh
 * — G Hogan, Temporal Star: Mimi Tasogare
 * — Black Ganveet, Temporal Soldier: Kyoshiro Kokujo
 * — Genji Double Cross, Temporal Swordsman: Shobu Kirifuda
 * — Kankuro, Temporal Actor: George Kamamoto
 * — Tulk SP,
 * — Ribbity SP
 * — Dark Strike SP
 * — Reppi SP Aini
 * — Princess Cub SP
 * — Five Star Blaster
 * — Hogan Blaster
 * — Ganveet Blaster
 * — GENJI Blaster
 * — Kankuro Blaster

DMR-01 Episode 1: First Contact
A cycle of creatures that have a Command race, as well as evolving from one of its 2 allied civilizations. A cycle of creatures that can destroy themselves when put into the battle in order to trigger an effect. Each of these creatures cost 2 mana and have 2000 power (except Phal Pierro, Apocalyptic Guardian). A cycle of Hyperspatial Spells that cost 6. A cycle of creatures that give abilities of their civilization to their allied civilizations.
 * — Riquet, Lord of Spirits (Angel Command: Water or Nature)
 * — Patriot Ace, the Super-Electric (Cyber Command: Light or Darkness)
 * — Zabi Epsilon, Lord of Demons (Demon Command: Water or Fire)
 * — Great Plume, the Erupting (Flame Command: Darkness or Nature)
 * — Gulliver Verdure, the Earth Breaker (Gaia Command: Light or Fire)
 * — Phal Pierro, Apocalyptic Guardian (Return a spell from your graveyard to your hand.)
 * — Murian (Draw a card.)
 * — Jenny, the Suicide Doll (Randomly discard a card from your opponent's hand.)
 * — Jasmine, Mist Faerie (Put the top card of your deck into the mana zone.)
 * — Hyperspatial Mother Hole
 * — Hyperspatial Gallows Hole
 * — Hyperspatial Gaial Hole
 * — Lawall, Lightshield Enforcer
 * — Deimos
 * — Thunder Katyusha
 * — Heavy Tank, the Incendiary
 * — Pes, Daring Spirit Knight

DMR-02 Episode 1: Dark Side
A cycle of allied-civilization multicolored creatures with the Alien race and a shared civilization race from the Phoenix Saga. A cycle of allied-civilization multicolored creatures with the Alien race and a "support" race for from the Phoenix Saga. A cycle of Hunter creatures that trigger their ability when they attack. A cycle of spells that have an ability with higher potency when you have an allied-civilization creature in the battle zone. A cycle of allied-civilization multicolored Hyperspatial Spells that cost 4.
 * — Deis Optimus, the Invincible: Great Mecha King
 * — Fuuma Zaulak Deis: Grand Devil
 * — Deis Fuld Dragoon: Tyranno Drake
 * — Tsukkomi Panda Deis: Dreammate
 * — Deis Heratrix, Spirit Knight: Arc Seraphim
 * — Deis Bulldozer
 * — Deis Alunilam, Protection Spirit
 * — Deis Chicken Racer, Evil Battler
 * — Deis Kamakiras
 * — Amanes, Avenging Spirit
 * — Sinutchi
 * — Rose Worm, Avenging Insect
 * — Splitting Ryoudan, Avenging Soldier
 * — Snowma Elder, Avenging Faerie
 * — Formation in the Springs
 * — Shadowflash Revival Spiral
 * — Flowing Lava Hand
 * — Fire Pillar of the Spiritual Forest
 * — Torch Buster Trap
 * — Hyperspatial White Blue Hole
 * — Hyperspatial Green White Hole
 * — Hyperspatial Blue Black Hole
 * — Hyperspatial Black Red Hole
 * — Hyperspatial Red Green Hole

DMR-03 Episode 1: Gaial Victory
A cycle of spells with "Intense" and "Twist" in their name as well as the Shield Trigger ability. A cycle of Lost Crusader and Alien creatures with "Ranger of Gaia" in their name each with 2 Space Charge abilities for their respective civilizations. A cycle of multicolored enemy civilization Hyperspatial Spells that cost 4.
 * — Intense Safeguarding Twist
 * — Intense Vacuuming Twist
 * — Intense Digging Twist
 * — Intense Striking Twist
 * — Intense Hitting Twist
 * — Deis Cupid, Ranger of Gaia
 * — Deis Music, Ranger of Gaia
 * — Deis Boxer, Ranger of Gaia
 * — Deis Clown, Ranger of Gaia
 * — Deis Magician, Ranger of Gaia
 * — Hyperspatial Grip White Black Hole
 * — Hyperspatial Grip White Red Hole
 * — Hyperspatial Grip Blue Red Hole
 * — Hyperspatial Grip Blue Green Hole
 * — Hyperspatial Grip Black Green Hole

DMR-04 Episode 1: Rising Hope
A cycle of 5 civilization Psychic Super Creature cards used in the final duel of the Duel Masters Victory season of the Duel Masters Anime. A cycle of 3-civilization creatures with 2 of the races being Alien and Hunter. A cycle of multicolored creatures with at least 2 civilizations that have a "Space Charge — Multicolored" ability. A cycle of allied-civilization multicolored spells that feature "Explosive Burst" in their name and can use both of their effects when you have a multicolored creature in the battle zone.
 * Gaial Ore Dragon, the Vainglory
 * Gallows Hellish Dragon, Brink of Despair
 * — Clap, Defender of Hope
 * — Rhapsody, Defender of Hope
 * — Funk, Defender of Hope
 * — Silva, Defender of Hope
 * — Pepper, Defender of Hope
 * — Ribbideis Saburo
 * — Perfect Fragrance! Top Mushroom
 * — Intense Dimension! Crimson Juu
 * — Deis Gajira, Champion of Chaos
 * — Necromancer Inferno Kaiser
 * — BAGOOON Missile, Explosive Burst
 * — Melnia Emergency, Explosive Burst
 * — Killer Drive, Explosive Burst
 * — Taiga Bam, Explosive Burst
 * — Conflict Skysword, Explosive Burst

DMR-05 Episode 2: Golden Age
A cycle of Unknown race creatures from each of the 5 civilizations. A cycle of creatures with the Unnoise race that reduce the cost of your Unknown and Zenith creatures. A cycle of creatures that cost 1 less mana to summon for each other creature in your mana zone. A cycle of single-civilization creatures that have "Guard of" in their name, who were previously tri-colored "Defenders of Hope" creatures in DMR-04. A cycle of creatures that have an anti-psychic creature ability or is stronger when an Psychic Creature is in the battle zone.
 * — Codename Oreore Lionel and Codename Oraora Leone
 * — Codename Aegis
 * — Codename Yabasgil Skill
 * — Codename Bazagaze Ragon
 * — Codename Hungry Elegance
 * — Yosakoi, Leader of Spirits
 * — King Acer
 * — Necrodragon Onbashi Raon
 * — Messa Danjiri Dragon
 * — Dontaku Giant
 * — Samenbi, Superiority Guardian
 * — Aqua Librarian
 * — Melkomi Tamatama, Shadow of Restraint
 * — Explodemaru, Careless Ogre
 * — Eight Totem
 * — Rhapsody, Guard of Hope
 * — Pepper, Guard of Betrayal
 * — Funk, Guard of Hope
 * — Clap, Guard of Hope
 * — Silva, Guard of Betrayal
 * — Buinbe, Airspace Guardian
 * — Irony Spiral, Blue Divine Dragon
 * — Funk, Defender of Hope
 * — Moel, Ogre Princess
 * — Anti Psychic Totem

DMR-06 Episode 2: Victory Rush
A cycle of spells with the Attack Chance ability. A cycle of creatures that cost 5 or 6 and have the Shield Trigger ability. A cycle of spells with the Charger ability. A cycle of creatures with the Unnoise race and an ability when an creature with the Unknown race enters the battle zone.
 * — Zenith Symphony, Secret Zenith
 * — Saint Flash, Secret Ore Flow
 * — Mecha Machine, Secret Fusion
 * — Dragon Bone, Secret Wicked Dragon
 * — Kaiser Flame, Secret Flame Dragon
 * — Wild Vegetable, Secret Thousand Cut
 * — Evinbee, Intercept Guardian
 * — Escape Fiat, Shock Machine Equipment
 * — Onizou Ambush
 * — Moel, Lovely Ogre Sniper
 * — Shirauo Giant
 * — Heaven's Charger
 * — Surfer Charger
 * — Guillotine Charger
 * — Dash Charger
 * — Lifeplan Charger
 * — Mouse Sittrain, Express Machine
 * — Thumbtack Man
 * — Shibake Lupia
 * — Katchikachi Itchikatchizu

DMR-07 Episode 2: Golden Dragon
A cycle of spells that have an attack chance ability allowing them to be cast for free with certain creatures with the Unknown race. A cycle of spells with the Gachinko Judge ability. A cycle of creatures with the common rarity that cost 7 and can be summoned for 2 less mana if you reveal a card that costs 7 or more from your hand.
 * Golden Victory, Secret Ogre can be cast for free by Onimaru "Ogre", Golden Dragon.
 * Fate can be cast for free by Beethoven, Zenith of "Horror".
 * Wing Spark, Secret Safeguard can be cast for free by Truename Wakuwaku Chappurun.
 * — Gachinko Darts
 * — Gachinko Slot
 * — Gachinko Joker
 * — Gachinko Dice
 * — Gachinko Roulette
 * — Aines Gazelle, Spirit of Dashing Wind
 * — King Mackensen
 * — Furubokko Glove, Shadow of Flash Hit
 * — Parabellum Dragon
 * — Tamatottaryi

DMR-08 Episode 2: Great Miracle
A cycle of creatures that have an Gachinko Judge ability that is stopped when you lose or stop yourself. Each of these creatures are "Golden Fighters", a group of creatures dedicated to protecting Onimaru and Shuramaru in the background story.
 * — Truename Tiger Legend
 * — Aqua PTA
 * — Truename Viva La Revolution
 * — Royal Straight Flush Kaiser
 * — Curry Giant
 * — Rhapsody, Golden Fighter
 * — Pepper, Golden Fighter
 * — Funk, Golden Fighter
 * — Clap, Golden Fighter
 * — Silva, Golden Fighter

DMR-09 Episode 3: Rage vs God
Each of these Outrage creatures cost 2 mana, have 1000 power and can reduce the summoning cost of their respective civilizations creature by 1 once a turn. Each of these creatures have the Exile Creature card type as well as the "Doron Go" ability. Each of these creatures have the "Shield Go" ability and cost 2 or 3. Each of these creatures have the "Shield Go" ability and have an ability while they are face-up in your shield zone. Each of these creatures have the "Kourin" ability that searches out their respective race, matching the races of the God Nova creatures.
 * — Acroite, Start Dash
 * — Mypad, Start Dash
 * — BloodRayne, Start Dash
 * — Topgear, Start Dash
 * — Kerasas, Start Dash
 * — Nike, Cosmo Cosmos / Michaelangelo, Cosmo Beauty
 * — Robby, Cho Alchemy / Robin Hood, Mutcha Alchemy
 * — Bhutan, Piggy Blues / British, Hell Blues
 * — Katsudon, Kung Fu Dragon / Katsuking, Kung Fu Shogun
 * — Global, Matter Horn / Goromaru, Horn Horn
 * — Vernelight, Hard Guard
 * — Nebula, Finalist Chain
 * — Leatherface, Texas Chainsaw
 * — Moped, Positiro Cannon
 * — Loxodonta, Primitive Elephant
 * — Jetstone, Over Size Dome
 * — Ikari, Hustle Commander
 * — Phantom, Rose Blossom
 * — Cromwell, Iron Cannon
 * — Canis, Wonderful One
 * — Pile, Izanai's Spirit Knight
 * — Akadashi, Izanai's Battle Attack
 * — Garam Masala, Izanai's Fuuma
 * — Daidara, Izanai's Explosion
 * — Aurora, Izanai's Invitation
 * — Nichiren, Izanai's Invitation

DMR-10 Episode 3: Dead & Beat
Each of these spells has the "Gravity Zero" keyword. Each of these creatures with a "Shield Go" ability have a secondary ability that occurs while they are face-up in your shields. Each of these creatures feature an Exile Creature in their artwork. Each of these allied multicolored spells feature 2 abilities belong to their respective civilizations.
 * — Diva Live, Light Weapon Trick
 * — Niyare Get, Zero Trick
 * — Pet Puppet, Puppet Trick
 * — Dodonga Don, Outrage Trick
 * — Lalala Life, Faerie Trick
 * — God Wall, God Trick
 * — Steel, Ultra Defense
 * — Akashic, Knowledge Keeper
 * — Paranormal, Task Produce
 * — Zeroyon, the Chicken Race
 * — Salix, Coleman
 * — Nike Optic
 * — Robby Spiral Moonsault
 * — Bhutan Judgment
 * — Katsudon 「I'll do it!」
 * — Global Navigation
 * — Assist of Compassion and Mercy
 * — Assist of Knowledge and Weakness
 * — Assist of Chaos and Fist Attack
 * — Assist of Advance and Onslaught

DMR-11 Episode 3: Ultra Victory Master
Each of these spells are enemy-civilizations and have the "Shield Trigger" ability. Each of these creatures have Shield Go and allow you to destroy them immediately after summoning them. If you do at that time, they will have a spell like effect in addition to going to your shield zone.
 * — Faerie Shower
 * — Curse of Resurrection and Clash
 * — Conflict of Defense and Slashing
 * — Carol's Flying Live
 * — Duralumin, Eccentric Wall
 * — Stephen Jones, Eccentric Wall
 * — Wickerman, Eccentric Wall
 * — Bombardier 4000, Eccentric Wall
 * — Trafalgar, Eccentric Wall

DMR-12 Episode 3: Omega Climax
Each of these spells have "Double Chance" in their name and allow you to use both abilities if you have an Exile creature in the battle zone. Each of these creatures have the Shield Go ability and have "Go Straight" in their name.
 * — Nagool and Kabool, Double Chance
 * — Kakky and Kesshy, Double Chance
 * — Bokkan and Dokkun, Double Chance
 * — Dondon and Panpan, Double Chance
 * — Makunoka and Nukunoka, Double Chance
 * — Kohaku, Go Straight
 * — Elysium, Go Straight
 * — Elm Street, Go Straight
 * — Choinori, Go Straight
 * — Rhino, Go Straight

DMR-13 Dragon Solution Gaiginga
Each of these Dragheart cards has the Victory Rare rarity. They each cost 4 on the Dragheart Weapon side, and flip to a Dragheart Creature side that costs 7. Each of these cards has the Uncommon rarity. They each cost 2 on the Dragheart Weapon side, and flip to a Dragheart Creature side that costs 5. Each of these Draguner creatures put Draghearts that cost 4 or 2 from your hyperspatial zone into the battle zone. Each of these Draguner creatures put Draghearts that cost 2 from your hyperspatial zone into the battle zone. Each of these Command Dragon creatures has the Mana Arms ability that triggers on having 7 cards of the respective civilization in your mana zone. Each of these spells has the Mana Arms ability that triggers on having 5 cards of the respective civilization in your mana zone. Each of these creatures has the Mana Arms ability that triggers on having 3 cards of the respective civilization in your mana zone. Each of these creatures has an ability that triggers when your opponent casts a spell during his turn. Each of these creatures reduce the cost of your Command Dragons. Each of these creatures have no abilities and have the Common rarity.
 * — Perfect, Immortal Lance / Everlast, Destiny King
 * — Evidence, Truth Gun / Q.E.D., Dragon Elemental King
 * — Go To Hell, Annihilator Blade / Deathshiraz, Demonic Corrupt King
 * — Gaiheart, Galaxy Sword / Gaiginga, Passionate Star Dragon
 * — Judaina, Jurassic Hammer / Saurpio, Ancient King
 * — Urovelia, Divine Dragon Spear / Ultimaria, Divine Dragon Elemental
 * — Multiply, Double Dragon Gun / Nb Leibniz, Dragment Symbol
 * — Discald, Misfortune Demon Sickle / Doclald, Misfortune Demon Dragon
 * — Glee Gee Horn, Passion Sword / Little Big Horn, Passion Dragon
 * — Togetops, Tricera Impact / Butssubu Tops, Multilateral Impact
 * — Everrose, Dragon Edge
 * — Metal Avenger, Dragon Edge
 * — Ulvorof, Dragon Edge
 * — Glenmolt, Dragon Edge
 * — Sasoris, Dragon Edge
 * — Aries, Dragon Edge
 * — Gambalander, Dragon Edge
 * — Docloscal, Dragon Edge
 * — Storas Ira, Dragon Edge
 * — Kerosuke, Dragon Edge
 * — Seal Do Leiy, Protection Hero
 * — Descartes Q, Logic Hero
 * — Tsumitobatsu, Misfortune Hero
 * — Gaigensui, Striking Hero
 * — Otoma=Kutto, Fang Hero
 * — Zodiac, Chanting Cathedral
 * — Pythagoras, Geometry Squadron
 * — Demon Wolf, Howling Moonlight Castle
 * — Take-jin, Dragon King Keep
 * — Euru=Nambucca, Antique Dragon Ruins
 * — Andorom, Chanting Wings
 * — Newton, Aqua Ace
 * — Tigermite, Bomb Devil
 * — Macallan, Explosive Flame Shooter
 * — Nam=Daeddo, Bronze Style
 * — Ribulamira, Mirror Wings
 * — Powered Mirror, Aqua Teacher
 * — Doterabara, Phantom Mirror
 * — Hibiki, Explosive Mirror
 * — Miralles, Mirror Style
 * — Coccolua, Holy Dragon Wings
 * — Rococo, Aqua Birdman
 * — Cocco Docco
 * — Cocotchi, Quick Explosion
 * — Pia, Cocco Style
 * — Vuanie, Guarding Wings
 * — Isorock, Aqua Captain
 * — Merimeri Chainsaw
 * — Dalmoa, Explosive Heat Blade
 * — Bongora, Kraft Style

DMR-14 Wild Dragon Gaiglen
Each of these Dragheart Fortress cards flip over to a Dragheart Creature side. Each of these Draguner creatures bring out a Dragheart into the battle zone that costs 3, each cost 5 mana, and have 5000 power. Each of these creatures has a "Mana Arms: 5" ability for their respective civilizations.
 * — Zodiac, Floating Hymn / Hallelujah Zodia, Adoration Dragon Elemental
 * — Evidegoras, Dragon Sonic Aircraft Carrier / Q.E.D. Plus, Final Dragon Logic
 * — Demon Wolf, Soul Eating Moonlight Castle / Minagorosseo, Wolf Demon Dragon
 * — Take-jin, Dragon King Keep ~Fighting Spirit Mode~ / Gaishukaku, Passion Dragon
 * — Euru=Bucca, Mystery Gathering Ruins / Rejiru=Euru=Bucca, Mystery Ruinskind
 * — Regulusfear, Dragon Edge
 * — Ninjariban, Dragon Edge
 * — Scotch Fiddich, Dragon Edge
 * — Marignan, Dragon Edge
 * — Medaro Andorom, Concert Wings
 * — Galileo Galilei, Aqua Captain
 * — Tigernitro, Explosive Devil
 * — Macallan Fine, Explosive Roar
 * — Evan=Nam=Daeddo, Enhancement Class

DMR-15 Double Swords Ohginga
Each of these creatures are Command Dragons who were created by The=Deadman and provide various abilities to your Command Dragons. They also have "Paras" in their name. Each of these spells have increased effects for each of your dragons in your mana zone. Each of these creatures have 2 different Mana Arms abilities. With the exception of Gensetoraise, they each cost 2 mana.
 * — Paras Rusowa, Parasitic Dragon Elemental
 * — Ps Chankanparas, Dragment Symbol
 * — Parasmaru, Parasitic Demon Dragon
 * — Paraslugger, Passion Dragon
 * — Tonosamaparas, Parasitic Kind
 * — Heaven Anthem, Dragon Secret Formation
 * — Dragon Knowledge Technique, Dragon Secret Formation
 * — Roar of Destruction, Dragon Secret Formation
 * — Jackpot Entry, Dragon Secret Formation
 * — Jurassic Panic, Dragon Secret Formation
 * — Medaros, Purity Wings
 * — Gensetoraise, Burial Hero
 * — Isaac, Aqua Newcomer Soldier
 * — Gett Junior, Courageous Tradition
 * — Nam=Aueiki, Growth Style