A Cycle is a series of cards that share one or more qualities with each other, usually featured in the same set. Some cycles are between sets released at the same time, or between sets in the same block.
Each booster pack of cards in Kaijudo usually features at least one or more cycles, usually cards with a similar level or effect that differs by civilization.
Tatsurion vs. Razorkinder Battle Decks
This set has no cycles.
The Dojo Edition
This set has no cycles.
Rise of the Duel Masters
Level 2 Shield Blast spells
(Each of these spells are Level 2 and have the Shield Blast ability.)
- Light — Sunshock
- Water — Ice Blade
- Darkness — Specter Claw
- Fire — Comet Missile
- Nature — Sprout
Level 4 Shield Blast spells
(Each of these spells are Level 4 and have the Shield Blast ability.)
Level 4 "ETB" Creatures
(Each of these creatures are Level 4 and have abilities that trigger when they enter the battle zone.)
Level 3, 2000 Power "on-attack" ability Creatures
(Each of these creatures are Level 3, have 2000 power and an ability that triggers when they attack.)
- Light — Shaw K'Naw
- Water — Aqua Seneschal
- Darkness — Gigastand
- Fire — Little Hissy
- Nature — Razorhide
Level 2 Blockers
(Each of these creatures are Level 2 with the Blocker and the Guard or Skirmisher ability)
Level 3 "Vanilla" Creatures
(Each of these creatures are Level 3 with no abilities.)
Level 2 "Vanilla" Creatures
(Each of these creatures are Level 2 with no abilities.)
- Light — Stalker Sphere
- Water — Aqua Soldier
- Darkness — Brain Squirmer
- Fire — Vorg
- Nature — Ambush Scorpion
+2000 Power Lords
(Each of these creatures give +2000 power to your other creatures in the battle zone with the same race.)
- Light — Paladio, Patrol Leader
- Water — Finbarr, Council of Logos
- Darkness — Horrid Stinger
- Fire — Blastforge Slaver
- Nature — Raging Goliant
Race Support
(Each of these creatures feature support for a race of creature.)
- Light — Starlight Strategist
- Water — King Coral
- Darkness — Diabrost, Shadow Marshal
- Fire — Hyperspeed Dragon
- Nature — Launcher Locust
Deck Reveal Cards
(Each of these cards let you look at the top few cards of your deck.)
Evo Fury
Super Rare Evolution Creatures
(Each of these Evolution Creatures have the Super Rare rarity.)
- Water — Emperor Neuron
- Darkness — Tekamora the Wretched
- Fire — Evo Fury Tatsurion
- Nature — Flamespike Tatsurion
Uncommon Evolution Creatures
(Each of these Evolution Creatures have the Uncommon rarity.)
- Light — Halon, Paragon of Light
- Water — Emperor Axon
- Darkness — Hydra Medusa
- Fire — Laser-Arm Drakon
- Nature — Bronze-Arm Sabertooth
Level 1 Creatures.
(Each of these creatures are Level 1, perfect for evolving into the Evolution Creatures from this set.)
- Light — Chasm Entangler
- Water — Cyber Sprite
- Darkness — Gigabolver
- Fire — Jetflame Bodyguard
- Nature — Prickleback
Mono-civilization Support Creatures
(Each of these creatures gain additional abilities or power when each of the cards in your mana zone are from the corresponding civilization.)
- Light — Prism-Blade Enforcer
- Water — Reef Gladiator
- Darkness — Scavenging Chimera
- Fire — Drakon Warchief
- Nature — Silver Fist
Evolution Creature Support Creatures
(Each of these creatures has an ability that affects or is affected by Evolution Creatures.)
DragonStrike Infernus
Dragons with the Super Rare Rarity
(Each of these Dragons also have a Fire Bird creature with an "Envoy" ability named after them.)
- Light — Andromeda of the Citadel
- Water — Issyl of the Frozen Wastes
- Darkness — Dracothane of the Abyss
- Fire — Infernus the Awakened
- Nature — Kurragar of the Hordes
Fire Birds with an "Envoy" and Dragonsong ability.
(Each of these Fire Bird creatures have an "Envoy" ability named after the Dragons with the Super Rare rarity.)
"When Banished" creatures
(Each of these creatures have an ability that happens when they are banished.)
- Light — Reflector Cannon
- Water — Man o' Warden
- Darkness — Grudge Weaver
- Fire — Explosive Infantry
- Nature — Manapod Beetle
Clash of the Duel Masters (block)
Monarch
(Each of these creatures have the Monarch race, are level 10 or higher, feature across the Clash of the Duel Masters block and give +4000 power to creatures of their respective civilizations.)
- Light — Eternal Haven
- Water — King Tritonus
- Darkness — Queen Kalima
- Fire — Infernus the Immolator
- Nature — Almighty Colossus
Mark of Monarch
(Each of these spells are named after a Monarch creature that they can put into the battle zone for free.)
- Light — Mark of Eternal Haven
- Water — Mark of Tritonus
- Darkness — Mark of Kalima
- Fire — Mark of Infernus
- Nature — Mark of Almighty Colossus
Clash of the Duel Masters
Multicivilization "Battlemages" creatures
(Each multi-civilization "battlemage" creature has two civilizations, two races and two abilities; one for each civilization, and which is shared across all 5 cards.)
- Light + Water — Elevan the Seeker
- Light + Nature — Humonculon the Blaster
- Water + Darkness — Skarvos the Assassin
- Darkness + Fire — Kronax the Brutal
- Fire + Nature — Gorim the Striker
Multicivilization spells
(Each multi-civilization spell has two allied civilizations.)
- Light + Water — Piercing Judgment
- Light + Nature — Oathsworn Call
- Water + Darkness — Grip of Despair
- Darkness + Fire — Soul Vortex
- Fire + Nature — Fight!
Multicivilization Spirit Quartz civilization power increase creatures
(Each multi-civilization Spirit Quartz creature has two allied civilizations, the Spirit Quartz race, boosts its respective civilizations by +1000 power, and is of the Uncommon ★★ rarity.)
- Light + Water — Sunspout Quartz
- Light + Nature — Dawnflower Quartz
- Water + Darkness — Seacurse Quartz
- Darkness + Fire — Chasmblaze Quartz
- Fire + Nature — Cindermoss Quartz
Multicivilization "Vanilla" Common creatures
(Each multi-civilization vanilla creature has two allied civilizations, two races, no abilities, and is of the Common ★ rarity.)
- Light + Water — Memory Keeper
- Light + Nature — Sword Horned
- Water + Darkness — Cryptic Worm
- Darkness + Fire — Haunted Mech
- Fire + Nature — Weaponized Razorcat
Shattered Alliances
Multi-civilization "Battlemages"
(Each multi-civilization "battlemage" has two enemy civilizations, two races and two abilities, one for each civilization, and which is shared across all 5 cards.)
- Light + Darkness — Zoltara the Mercenary
- Light + Fire — Axos the Avenger
- Water + Fire — Mar-Blurpa the Weaponsmith
- Water + Nature — Oktuska the Infused
- Darkness + Nature — Skaak the Stinger
Multi-civilization spells
(Each multi-civilization spell has two enemy civilizations.)
- Light + Darkness — Calamity Bell
- Light + Fire — Sunstrike
- Water + Fire — Scalding Surge
- Water + Nature — Crystalize
- Darkness + Nature — Foul Mana
Multi-civilization Spirit Quartz civilization power increase creatures
(Each multi-civilization Spirit Quartz creature has two enemy civilizations, the Spirit Quartz race, and boosts its respective civilizations by 1000 power.)
- Light + Darkness — Glimmergloom Quartz
- Light + Fire — Starforge Quartz
- Water + Fire — Frostburn Quartz
- Water + Nature — Mistvine Quartz
- Darkness + Nature — Cavernmold Quartz
Multi-civilization "Vanilla" Common creatures
(Each multi-civilization vanilla creature has two enemy civilizations, two races, no abilities, and is of the Common ★ rarity.)
- Light + Darkness — Lost Patrol
- Light + Fire — Metal Max
- Water + Fire — Flame-Vent Diver
- Water + Nature — Wavebreaker Tribe
- Darkness + Nature — Terror Hound
Invasion Earth
Common Vanilla Creatures
(Each of these creatures are of the Common ★ rarity and feature no abilities.)
- Light — Ion Cruiser
- Water — Aqua Trickster
- Darkness — Chimera Predator
- Fire — Drakon Upstart
- Nature — Broadsword Butterfly
Mono-civilization Very Rare creatures
(Each of these creatures has one civilization, one race (with the exception of Seneschal), and the Very Rare ★★★★ rarity.)
- Light — Haven's Elite
- Water — Seneschal, Choten's Lieutenant
- Darkness — Vile Malvictus
- Fire — Galsaur
- Nature — Tricky Turnip
Multi-civilization Very Rare creatures
(Each of these creatures has two civilizations, two races, and the Very Rare ★★★★ rarity.)
- Light + Water — Luminar Unleashed
- Water + Darkness — The Reviled
- Water + Nature — Bad Apple
- Darkness + Fire — Flamespine Ravager
- Darkness + Nature — Fearfeather the Scavenger
The 5 Mystics
Very Rare Absolute spells
(Each of these monocolored spells are based on the Spells of Absolutes from the TV series and have the Very Rare ★★★★ rarity. They also feature artwork that connects to that civilization's Mystic. They all have their respective incantations as their flavor text.)
- Light — Radiant Purification
- Water — Liquid Compulsion
- Darkness — Absolute Darkness
- Fire — Absolute Incineration
- Nature — Swift Regeneration
Mystics
(Each of these creatures are based on the Mystic from the TV series. When each of the 5 Mystics are in your battle zone, you win the game. They also feature artwork that connects to that civilization's Absolute spell.)
- Light — The Mystic of Light
- Water — The Mystic of Water
- Darkness — The Mystic of Darkness
- Fire — The Mystic of Fire
- Nature — The Mystic of Nature
Helix spells
(Each of these spells have "Helix" in their name, as well as combined flavor text from the civilization's respective Mystic.)
- Light — Solar Helix
- Water — Neural Helix
- Darkness — Nightmare Helix
- Fire — Blaze Helix
- Nature — Verdant Helix
Mono-civilization "Vanilla" Common creatures
(Each of these creatures has one civilization, one race (with the exception of Captive Squill), have no abilities, and are of the Common ★ rarity.)
- Light — Lightning Sniper
- Water — Captive Squill
- Darkness — Eager Cleaver
- Fire — Lavanator 3000
- Nature — Blademane
Quest for the Gauntlet
Super Rare "Unleash" Evolution Creatures
(Each of these evolution creatures have the Super Rare ★★★★★ rarity and the "Unleash" ability.)
- Light — Regent Sasha
- Water — Change-o-bot Glu-urrgle
- Darkness — Trox the Merciless
- Fire — Warmaster Tatsurion
- Nature — Boulderfist the Pulverizer
Very Rare Evolution Creatures
(Each of these evolution creatures have the Very Rare ★★★★ rarity.)
- Light — General Dorzim
- Water — Kalorth, Lord of Tides
- Darkness — Shanok, the Soul Harvester
- Fire — Restless Conflagration
- Nature — Anjak, the All-Kin
Uncommon Evolution Creatures
(Each of these evolution creatures have the Uncommon ★★ rarity, 6000 power, and the Double Breaker ability.)
- Light — Sunstorm Dreadnought
- Water — Aqua Inquisitor
- Darkness — Ravenous Whiptongue
- Fire — Dropship Commando
- Nature — Bronze-Arm Gladiator
Common Evolution Creatures
(Each of these evolution creatures have the Uncommon ★★ rarity.)
- Light — Nova Cruiser
- Water — Icebelly Blowfish
- Darkness — Attic Reaper
- Fire — Megacannon Renegade
- Nature — Barbed Crusher
Supported by Evolution Creatures
(Each of these creatures are supported by evolution creatures in the battle zone.)
- Light — Skybound Keeper
- Water — Whirlpool Warden
- Darkness — Horrific Tick
- Fire — Rally Bot
- Nature — Woolly Tusker
Allied Multi-civilization Rare Creatures
(Each of these creatures have two allied civilizations, two races, and the Rare ★★★ rarity.)
- Light + Water — Sky Shark
- Light + Nature — Battlebred Defender
- Water + Darkness — Mind Censor
- Darkness + Fire — Zombie Backhoe
- Fire + Nature — Thunderaxe Shaman
Enemy Multi-civilization Rare Creatures
(Each of these creatures have two enemy civilizations, two races, and the Rare ★★★ rarity.)
- Light + Darkness — Eye of Inquisition
- Light + Fire — Solstar Commander
- Water + Fire — Flame Serpent
- Water + Nature — Hydrobot Scarab
- Darkness + Nature — Johnny Darkseed
"Advocate of Civilization"
(Each of these creatures has one civilization, one race, and feature an ability that is named "Advocate of" and is named after their civilization.)
- Light — Commissar Soris
- Water — Citizen Tokori
- Darkness — Gloomlurker Drask
- Fire — Sergeant Maddox
- Nature — Huntmaster Taegrin
Uncommon Shield Blast Creatures
(Each of these creatures has the Shield Blast ability, and the Uncommon ★★ rarity.)
- Light — Flux Drone
- Water — Cryo-Nucleus
- Darkness — Den Gorger
- Fire — Scrapheap Hunter
- Nature — Predatory Snapdragon
Common Shield Blast Creatures
(Each of these creatures has the Shield Blast ability, and the Common ★ rarity.)
- Light — Hover-Talon
- Water — Pincer-Fin
- Darkness — Creeping Heap
- Fire — Technoraptor
- Nature — Pouncing Crickant
Vortex
Enemy multi-civilization Vortex Evolution creatures
(Each multi-civilization vortex evolution creature has two civilizations, two races, and the Super Rare ★★★★★ rarity. Its civilizations are enemies with each other.)
- Light + Darkness — Ulphonas, Fiendish Overlord
- Light + Fire — Drakomech Commander
- Water + Fire — Krotork the Mirror
- Water + Nature — Worldwaker Omgoth
- Darkness + Nature — Scaradorable the Behemoth
Eye of the Storm
Clash Revealers
(Each of these creatures can have their level be 10 while revealed during a clash.)
- Light — Nimbus, Regent's Envoy
- Water — Ambassador Corile
- Darkness — Spiteful Razorkinder
- Fire — Leaping Hissy
- Nature — Chief Headstrong Wanderer
4 Fewer to Summon
(Each of these creatures have abilities that can reduce the number of cards required to summon them by 4 if conditions are met.)
- Light — Haven's Counsel
- Water — Octolith
- Darkness — Master of the Graves
- Fire — Ragestrike Dragon
- Nature — Warlord Titan
Modal Creatures
(Each of these creatures have a choice of 2 abilities when they enter the battle zone.)
- Light + Darkness — Cloudworm
- Light + Fire — Lightning Legionnaire
- Water + Fire — Cybermech
- Water + Nature — Cybear
- Darkness + Nature — Darkwood Tribe
Enemy Check Unleashers
(Each of these Vortex Evolution Creatures are enemy civilizations which check the card they used to Unleash for different abilities.)
- Light + Darkness — Alcadeus, Vengeance Archon
- Light + Fire — Glorious Inferno Dragon
- Water + Fire — Nivarex the Unquenchable
- Water + Nature — King Arboreus
- Darkness + Nature — Apocalypse Knight
Allied Check Unleashers
(Each of these Vortex Evolution Creatures are allied civilizations which check the card they used to Unleash for different abilities.)
- Light + Water — Spellsworn Paladin
- Light + Nature — General Marnik
- Water + Darkness — Ramis the Duskwalker
- Darkness + Fire — Furnace Crawler
- Fire + Nature — Magmablast Mammoth
Your Turn Instead Spell
(Each of these creatures have stronger abilities when they are cast during your turn.)
- Light — Photon Snare
- Water — Tripwire Teleport
- Darkness — Void Trap
- Fire — Rocket Mine
- Nature — Briar Pit
Civilization ● Flavor Text ● Level ● Power ● Race
Mono-civilization ● Multi-civilization
Pronunciation Guide ● Retired ● Vanilla