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Official Names and Text for Fists of the Gadgets Cards

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Boot-Up Corporal – Command Dynamo
Level 4 EARTH Machine Effect Monster
ATK 0
DEF 2000
You can target up to 2 Machine “Gadget” monsters you control or in your GY with different names; Special Summon this card from your hand, then equip those targets to this card (regardless of their Type). You can only use this effect of “Boot-Up Corporal – Command Dynamo” once per turn. Gains 1000 ATK for each monster equipped to this card by this effect.

Boot-Up Admiral – Destroyer Dynamo
Level 8 EARTH Machine Effect Monster
ATK 2500
DEF 2500
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 2 “Gadget” Monster Cards from your hand and/or face-up field to the GY. Cannot be destroyed by battle or card effects while you control a “Gadget” monster or a “Gadget” Monster Card equipped to a monster. Once per turn: You can target 1 other card on the field; destroy it.

Boot-Up Order – Gear Charge
Continuous Spell Card
When this card is activated: You can target any number of “Gadget” Monster Cards you control that are equipped to a monster; Special Summon them. You can discard 1 card; add 1 “Boot-Up Admiral – Destroyer Dynamo” from your Deck to your hand. You can only use this effect of “Boot-Up Order – Gear Charge” once per turn. You can only activate 1 “Boot-Up Order – Gear Charge” per turn.

Boot-Up Order – Gear Force
Normal Trap Card
When either player’s monster declares an attack and all monsters you control are face-up Machine monsters (min. 1): Destroy Attack Position monsters your opponent controls, up to the number of Machine monsters you control.

Powerhold the Moving Battery
Continuous Trap Card
Special Summon this card as an Effect Monster (Machine/EARTH/Level 4/ATK 0/DEF 2000), then, you can equip 1 Level 4 Machine “Gadget” monster from your hand or Deck to this card. (This card is also still a Trap.) If Summoned this way, this card gains ATK equal to double the ATK of the monster equipped to it by this effect.

Brotherhood of the Fire Fist – Ram
Level 3 FIRE Beast-Warrior Effect Monster
ATK 800
DEF 200
When this card is Normal Summoned: You can discard 1 card, then target 1 “Fire Formation” Spell/Trap you control; Set 1 “Fire Formation” Spell/Trap with a different name directly from your Deck. If this card is Special Summoned by the effect of a “Fire Fist” monster: You can Set 1 “Fire Formation” Spell/Trap directly from your Deck, with a different name from the cards in your GY. You can only use each effect of “Brotherhood of the Fire Fist – Ram” once per turn.

Brotherhood of the Fire Fist – Elephant
Level 4 FIRE Beast-Warrior Effect Monster
ATK 1000
DEF 1800
If this card is Normal or Special Summoned: You can send 1 face-up “Fire Formation” Spell/Trap you control to the GY; Special Summon 1 “Fire Fist” monster from your hand, except “Brotherhood of the Fire Fist – Elephant”. You can target 1 “Fire Formation” Spell/Trap in your GY; shuffle it into the Deck, then, you can add 1 Level 5 or higher “Fire Fist” monster from your Deck to your hand. You can only use each effect of “Brotherhood of the Fire Fist – Elephant” once per turn.

Brotherhood of the Fire Fist – Panda
Level 5 FIRE Beast-Warrior Effect Monster
ATK 2100
DEF 400
If you activate a “Fire Formation” Spell/Trap Card (except during the Damage Step): You can Special Summon this card from your hand, then you can Special Summon 1 “Fire Fist” monster from your GY, except “Brotherhood of the Fire Fist – Panda”, also you cannot Special Summon monsters for the rest of this turn, except “Fire Fist” monsters. If a “Fire Fist” monster(s) you control would be destroyed by your opponent’s card effect, you can send 1 face-up “Fire Formation” Spell/Trap you control to the GY instead. You can only use each effect of “Brotherhood of the Fire Fist – Panda” once per turn.

Brotherhood of the Fire Fist – Eland
Level 6 FIRE Beast-Warrior Ritual Effect Monster
ATK 2400
DEF 2000
You can Ritual Summon this card with “Fire Formation – Domei”. You can discard 1 monster; Set 1 “Fire Formation” Spell/Trap directly from your Deck or GY. When your opponent activates a monster effect (Quick Effect): You can send 1 face-up “Fire Fist” or “Fire Formation” card you control to the GY, except “Brotherhood of the Fire Fist – Eland”; negate that effect. You can only use each effect of “Brotherhood of the Fire Fist – Eland” once per turn.

Brotherhood of the Fire Fist – Swan
Level 8 FIRE Beast-Warrior Fusion Effect Monster
ATK 2600
DEF 2200
2 Beast-Warrior monsters
If this card is Special Summoned: You can inflict 200 damage to your opponent for each “Fire Formation” Spell/Trap you control. During the Battle Phase (Quick Effect): You can send 1 face-up “Fire Formation” Spell/Trap you control to the GY, then target 1 card your opponent controls; destroy it. You can only use each effect of “Brotherhood of the Fire Fist – Swan” once per turn.

Brotherhood of the Fire Fist – Eagle
Level 2 FIRE Beast-Warrior Link Effect Monster
ATK 1700
Links: Bottom Left, Bottom Right
2 Beast-Warrior monsters
You can only Special Summon “Brotherhood of the Fire Fist – Eagle(s)” once per turn. You can activate “Fire Fist” monsters’ effects without sending “Fire Fist” or “Fire Formation” card(s) from your hand or field to the GY. You can target 1 “Fire Formation” Spell/Trap you control or in your GY; return it to the hand, then send 1 “Fire Fist” monster from your Deck to the GY. You can only use this effect of “Brotherhood of the Fire Fist – Eagle” once per turn.

Brotherhood of the Fire Fist – Peacock
Link 2 FIRE Beast-Warrior Link Effect Monster
ATK 1000
Links: Left, Bottom
2 “Fire Fist” monsters
While this card points to a “Fire Fist” monster, your opponent’s monsters cannot target this card for attacks. When this card declares an attack: You can send 1 face-up “Fire Formation” Spell/Trap you control to the GY, then target 1 monster your opponent controls; place that opponent’s monster in a zone this card points to and take control of it until the End Phase, but it cannot declare an attack this turn. You can only use this effect of “Brotherhood of the Fire Fist – Peacock” once per turn.

Fire Fortress atop Liang Peak
Field Spell Card
(This card is always treated as a “Fire Formation” card.)
Each time a “Fire Fist” monster(s) is Normal or Special Summoned, place 1 Fire Fist Counter on this card. Once per turn: You can remove Fire Fist Counters from your field to activate 1 of these effects;
●2: If your Beast-Warrior monster attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step.
●6: Add 1 Beast-Warrior monster from your Deck to your hand.
●10: Special Summon 1 Beast-Warrior monster from your Deck or Extra Deck, ignoring its Summoning conditions.

Fire Formation – Domei
Continuous Spell Card
When this card is activated: You can Ritual Summon 1 Beast-Warrior Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 “Fire Fist” monster in your GY; Special Summon it. You can only use this effect of “Fire Formation – Domei” once per turn. You can only activate 1 “Fire Formation – Domei” per turn.

Fire Formation – Ingen
Continuous Spell Card
When this card is activated: You can Fusion Summon 1 Beast-Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 “Fire Fist” monster in your GY; add it to your hand. You can only use this effect of “Fire Formation – Ingen” once per turn. You can only activate 1 “Fire Formation – Ingen” per turn.

Ultimate Fire Formation – Sinto
Counter Trap Card
When a Spell/Trap Card is activated, while you control a “Fire Fist” monster and a “Fire Formation” Spell/Trap: Negate the activation, and if you do, destroy that card. You can only activate 1 “Ultimate Fire Formation – Sinto” per turn.

Archfiend’s Awakening
Level 6 DARK Fiend Ritual Effect Monster
ATK 2500
DEF 1200
You can Ritual Summon this card with “Contract with the Abyss”. This card’s name becomes “Summoned Skull” on the field, but is still treated as an “Archfiend” card. Cannot be destroyed by battle, except by battle with a Ritual Monster, and cannot be destroyed by monster effects, except those of Ritual Monsters. If this Ritual Summoned card you control is sent to your GY by an opponent’s card: You can Special Summon 1 “Summoned Skull” from your hand, Deck, or GY.

Archfiend’s Call
Level 6 DARK Fiend Synchro Effect Monster
ATK 2500
DEF 1200
1 Tuner + 1+ non-Tuner monsters
This card’s name becomes “Summoned Skull” on the field, but is still treated as an “Archfiend” card. Your opponent cannot target any “Summoned Skull” you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent’s card: You can Special Summon 1 “Summoned Skull” from your hand, Deck, or GY.

Archfiend’s Ascent
Rank 6 DARK Fiend Xyz Effect Monster
ATK 2500
DEF 1200
2 Level 6 monsters
This card’s name becomes “Summoned Skull” on the field, but is still treated as an “Archfiend” card. If “Summoned Skull(s)” you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this Xyz Summoned card you control is sent to your GY by an opponent’s card: You can Special Summon 1 “Summoned Skull” from your hand, Deck, or GY.

Archfiend’s Manifestation
Level 6 DARK Fiend Fusion Effect Monster
ATK 2500
DEF 1200
“Summoned Skull” + 1 DARK monster
This card’s name becomes “Summoned Skull” on the field, but is still treated as an “Archfiend” card. All “Summoned Skull” you control gain 500 ATK. If this Fusion Summoned card you control is sent to your GY by an opponent’s card: You can Special Summon 1 “Summoned Skull” from your hand, Deck, or GY.

Latency
Level 1 LIGHT Cyberse Effect Monster
ATK 0
DEF 0
If this card is added from your GY to your hand by a card effect: You can Special Summon it from your hand. If this card Summoned this way is sent to the GY as Link Material: You can draw 1 card. You can only use each effect of “Latency” once per turn.

Swap Cleric
Level 2 EARTH Cyberse Effect Monster
ATK 500
DEF 1000
If this card is sent to the GY as Link Material: You can have that Link Monster lose 500 ATK, then draw 1 card. You can only use this effect of “Swap Cleric” once per turn.

Defcon Bird
Level 3 WIND Cyberse Effect Monster
ATK 100
DEF 1700
You can discard 1 other Cyberse monster; Special Summon this card from your hand. You can only use this effect of “Defcon Bird” once per turn. Once per turn, when your Cyberse monster is targeted for an attack: You can make its ATK/DEF become double its original ATK, then you can change it to Defense Position. This ATK/DEF change lasts until the end of the Damage Step.

Prohibit Snake
Level 2 LIGHT Cyberse Effect Monster
ATK 500
DEF 1000
At the start of the Damage Step, if your Cyberse Link Monster battles an opponent’s monster: You can send this card from your hand to the GY; return that opponent’s monster to the hand. When your Cyberse monster destroys an opponent’s monster by battle and sends it to the GY, while this card is in your GY: You can banish 1 card from your GY, then target 1 Level 4 or lower Cyberse monster in your GY; add it to your hand. You can only use each effect of “Prohibit Snake” once per turn.

Code Radiator
Level 4 WATER Cyberse Effect Monster
ATK 1600
DEF 800
If a Cyberse monster you control would be used as Link Material for a “Code Talker” monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a “Code Talker” monster: You can target 1 face-up monster your opponent controls; change its ATK 0, also negate its effects. If this card on the field was used as material, you can target 2 monsters, instead. You can only use each effect of “Code Radiator” once per turn.

Spool Code
Quick-Play Spell Card
When an opponent’s monster declares a direct attack, while you have 3 or more Cyberse monsters in your GY: Negate the attack, then, you can Special Summon up to 3 “Spool Tokens” (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon.

Cynet Optimization
Continuous Spell Card
If your “Code Talker” monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You can only use this effect of “Cynet Optimization” once per turn.

Cynet Conflict
Counter Trap Card
When a Spell/Trap Card, or monster effect, is activated while you control a “Code Talker” monster: Negate the activation, and if you do, banish that card, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was banished, until the end of the next turn. You can only activate 1 “Cynet Conflict” per turn.

Code Talker
Link 2 DARK Cyberse Effect Monster
ATK 1300
Linls: Top, Bottom
2 Effect Monsters
Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent’s card effects, while this card points to a monster.

Shootingcode Talker
Link 3 WATER Cyberse Link Effect Monster
ATK 2300
Links: Top, Left, Bottom
2+ Cyberse monsters
At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent’s monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent’s only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn.

Elphase
Link 2 WIND Cyberse Link Effect Monster
ATK 2000
Links: Top, Right
2 Level 3 or higher Cyberse monsters
Gains 300 ATK for each monster this card points to. If this Link Summoned card leaves the field: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it, but for the rest of this turn, its effects (if any) are negated and it cannot be used as Link Material. You can only use this effect of “Elphase” once per turn.

Talkback Lancer
Link 1 DARK Cyberse Link Effect Monster
ATK 1200
Link: Bottom
1 Level 2 or lower Cyberse monster
You can Tribute 1 other Cyberse monster, then target 1 “Code Talker” monster in your GY with a different original name from that monster; Special Summon it to your zone this card points to. You can only use this effect of “Talkback Lancer” once per turn.

Rasterliger
Link 4 LIGHT Cyberse Link Effect Monster
ATK 2000
2+ monsters, except Tokens
You can target 1 Link Monster in either GY; this card gains ATK equal to that target’s ATK until the end of this turn. You can Tribute any number of your monsters this card points to; destroy an equal number of cards on the field. You can only use each effect of “Rasterliger” once per turn.

Source

NeoArkadia

NeoArkadia is the 2nd number of "The Organization" and a primary article writer. He is also an administrator for the forum Neo Ark Cradle. You can also follow him at @neoarkadia24 on Twitter.