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- Crisis Cracker Nick
- Level 6/LIGHT/Illusion/Effect
- 2500ATK/1200DEF
- When this card battles an opponent's monster, neither can be destroyed in that battle. When you activate a "Crisis in" Spell while your LP is 3000 or less, gain 1000 LP. If you were to take damage by battle, you can pay 1000 LP, the damage becomes 0.
- Crisis Companion, Rookie
- Level 4/LIGHT/Illusion/Effect
- 1200ATK/1400DEF
- When this card battles an opponent's monster, neither can be destroyed in that battle. When this card is Summoned: You can Special Summon 1 "Crisis Companion Machine, Reindash" from your hand or Deck. You can banish 1 "Crisis in" Spell from your hand (Quick Effect): Activate its effect that requires it to be banished from the GY (you still must follow the other requirements). You can only use each effect of "Crisis Companion, Rookie" once per turn.
- Crisis Companion Machine, Reindash
- Level 5/LIGHT/Illusion/Effect
- 2500ATK/0DEF
- When this card battles an opponent's monster, neither can be destroyed in that battle. When this card is Summoned: You can place 1 "Tower in Crisis" from your Deck or GY into your Field Zone and activate it. You can send 1 "Crisis in" Spell from your hand to the GY; Special Summon 1 "Crisis Cracker Nick" from your hand or Deck. You can only use each effect of "Crisis Companion Machine, Reindash" once per turn.
- Crisis Mistress
- Level 6/DARK/Illusion/Effect
- 2200ATK/1500DEF
- You can Special Summon this monster to your opponent's field in Attack Position. When this card battles an opponent's monster, neither can be destroyed in that battle. When your opponent would pay 1000 LP for their effects, they pay 500 instead. When your opponent activates a "Crisis in" Spell, if you have more LP than them, lose 1000 LP.
- Tower in Crisis
- Field Spell
- Once per turn: You can pay 1000 LP; add 1 "Crisis Cracker Nick", "Crisis Mistress", "Crisis Companion" monster or "Crisis in" Spell from your Deck to your hand. At the start of each player's Battle Phase, change all player's monsters into Attack Position (flip effects do not activate). Both player's monsters must attack if able.
- Crisis in Crimson
- Quick-Play Spell
- Activate only if you control "Crisis Cracker Nick". The player with the higher LP takes 2000 damage (in the case of a tie, this card's owner takes the damage). You can banish this card from your GY while you do not control "Crisis Cracker Nick": Special Summon 1 "Crisis Cracker Nick" from your hand or GY. You can only use each effect of "Crisis in Crimson" once per turn.
- Crisis in Verdant
- Quick-Play Spell
- Activate only if you control "Crisis Cracker Nick". The player with the higher LP destroys a Spell/Trap in their control for each 1000 LP difference between them and their opponent's (in the case of a tie, neither player does this). If your opponent activates a card or effect while you control "Crisis Cracker Nick": You can banish this card from your GY; negate the effect. You can only use each effect of "Crisis in Verdant" once per turn.
- Crisis in Violet
- Quick-Play Spell
- Activate only if you control "Crisis Cracker Nick". The player with the higher LP negates their monsters' effects on the field for the rest of this turn (in the case of a tie, this card's owner does this), and both players take half damage for the rest of this turn. You can banish this card from your GY; add 1 "Crisis Cracker Nick" from your Deck or face-up Banishment to your hand. You can only use each effect of "Crisis in Violet" once per turn.
- Crisis in Snow
- Quick-Play Spell
- Activate only if you control "Crisis Cracker Nick". For the rest of this turn, the player with the higher LP takes damage their opponent would take in battles involving either player's monster (in the case of a tie, this applies to this card's owner). You can banish this card from your GY while you control "Crisis Cracker Nick": Target 1 monster you opponent controls; destroy it. You can only use each effect of "Crisis in Snow" once per turn.
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