One of the main themes in Duelist Revolution is support for the various beast Types (Beast, Beast-Warrior and Winged-Beast). Most of it comes from the Different Dimension Beast Decks of Team Unicorn from the anime, but there's also some support for regular Beasts too.
Let's start with Playful Possum:
During your Main Phase, if your opponent controls a face-up monster with a higher ATK than the ATK of this card, you can destroy this card on the field. During your Standby Phase, if this card is destroyed by this effect, you can Special Summon this card from the Graveyard.
Possum's first effect is an Ignition Effect. This effect doesn't target: The opponent only needs to control a monster with higher ATK by the time the effect resolves, but you never have to choose any monsters. Both monsters must be face-up when the effect resolves in order to compare the ATK of both monsters. The second effect is an Optional Trigger Effect that you can activate during the Standby Phase. The only requirement is that Possum has been destroyed by its own effect, not necessarily the previous turn. It does need to remain in the Graveyard until the time you wish to activate it, though.
Next, we have Egotistical Ape:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 Beast-Type monster from your hand to the Graveyard. When this card is Special Summoned this way, you can activate 1 of these effects: ● Increase the Level of this card by the Level of the Beast-Type monster. ● Decrease the Level of this card by the Level of the Beast-Type monster.
Ape has a Summoning Condition that provides an Inherent Special Summon. It cannot be initiated if Macro Cosmos is on the Field. It also has an Optional Trigger Effect that you can activate upon its Special Summon, which can be negated by Swallow Flip. The Beast monster you sent to the Graveyard must still be a Beast-type monster in order to activate the effect.
Moving on, we have Uni-Horned Familliar:
When this face-up Defense Position card is selected as an attack target, you can remove from play 1 monster you control other than this card to remove this card from play. The attacking monster must attack. During your next Standby Phase, If this card was removed from play by this effect, this card returns to the field.
Familiar has an Optional Trigger Effect that you activate upon Attack Declaration. It Removes from Play a monster you control as a cost, in order to Remove itself from Play. It also forces the attacking monster to attack. Hey, we have seen a lot of this "forced to attack" effects lately Q_Q Returning to the Field does not use the chain.
We also have Monoceros:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 Spell Card from your hand. When you Synchro Summon using this card and a Beast-Type Tuner monster as the Synchro Material Monsters, you can select 1 Beast-Type Tuner monster used for the Synchro Summon and Special Summon it from the Graveyard.
Monoceros also has a Summoning Condition that provides it with an Inherent Special Summon. You must Remove from Play a Spell Card, which means you cannot Special Summon Monoceros if Imperial Iron Wall is active. The other effect is an Optional Trigger Effect. It targets the Tuner monster. Note that the Tuner must be a Beast-type monster in the Field and Graveyard, but it doesn't need to be owned by you.
While not exactly a Beast, we also have D.D. Unicorn Knight:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned if your opponent controls a monster(s) and you control a face-up Tuner monster(s). When this card is Special Summoned this way, you can select 1 of your removed from play Level 3 or lower non-Tuner monsters and Special Summon it. Its effect(s) are negated. You cannot Normal Summon or Set the turn you Special Summon this card.
Once again, we have a Summoning Condition that lists an Inherent Special Summon. It has an Optional Trigger Effect activated upon its Special Summon (Swallow Flip warning) that targets a Removed from Play monster. Its negation is similar to Junk Synchron. Unicorn Knight also prevents you from Normal Summoning or Setting, and as usual, you cannot cheat around it and perform this actions before Summoning it.
Reaching the domain of Winged-Beasts, we have Unibird:
You can remove from play this face-up card, and 1 face-up monster you control, to select 1 Synchro Monster in your Graveyard with a Level less than or equal to the combined original Levels of the other 2 monsters. Special Summon that Synchro Monster.
Unibird has an Ignition Effect. It Removes both monsters as a cost, and it targets the Synchro Monster. Note that Unibird's effect has nothing to do with the requirements for the Synchro Summon of the Synchro Monster, so you can target a monster like Mist Wurm (that requires 3 monsters as minimum for its Synchro Summon), or a monster like Naturia Beast (which requires EARTH Monsters as Synchro Materials).
Back to Beast-type monsters, we have Bicorn Re'em:
If this card is sent to the Graveyard as a Synchro Material Monster for a Synchro Summon, send the top 2 cards from your opponent's Deck to the Graveyard.
A simple Mandatory Trigger Effect activated upon the successful Synchro Summon of the Synchro Monster. If Macro Cosmos is active, the Cards are simply Removed from Play.
Next, we have Mine Mole:
Once per turn, this card cannot be destroyed by battle. If this card is sent to the Graveyard as a Synchro Material Monster of a Beast-Type monster, draw 1 card. If this card is removed from the field by your opponent's card effect, remove this card from play.
Mine Mole has three effects. The first effect is a Continuous Effect of not being destroyed in battle. Not much to say. The second effect is a Mandatory Trigger Effect similar to many of the effects above, activated when used in a Synchro Summon. The third effect is a Continuous Effect, similar to that of Dark Magician of Chaos or Archlord Krystia. If Skill Drain is active, Mine Mole won't be Removed from Play. Note that this effect is applied on the Field, so if your opponent takes your Mine Mole, your effects ARE considered to be the opponent's effects (unlike, for example, Vampire Lord, which activates in the Graveyard).
We also have Rhinotaurus:
If 2 or more of your opponent's monsters are destroyed by battle with your monsters during the same Battle Phase, this card can attack twice during that Battle Phase.
Rhinotaurus has a Continuous Effect that allows it to attack twice. The two monsters must be destroyed at some point of the Battle Phase, but Rhinotaurus' presence, or the presence of any of the other involved monsters isn't important.
And finally, we have the mighty Hypnocorn. OBEY THE HYPNOCORN:
When this card is Normal Summoned, if your opponent controls a monster(s) and you control no other monsters, you can select 1 Set Spell or Trap Card and destroy it.
Hypnocorn has an Optional Trigger Effect activated upon its Summon. It can be negated by Pulling the Rug, and it targets the face-down S/T Card. If the opponent no longer controls a monster, the Card will still be destroyed, but if the Card is chained, it won't be destroyed (as it will be face-up).
As for non-anime Cards, we have Lock Cat:
When this card is Normal Summoned, you can select 1 Level 1 Beast-Type monster in your Graveyard and Special Summon it in face-up Defense Position. Its effects are negated.
Lock Cat has an Optional Trigger Effect that activates upon its successful Normal Summon, so it can be negated by Pulling the Rug. It targets a Beast-type monster. The effect negation is also similar to Junk Synchron.
We also have Elephun:
When this card is destroyed by battle and sent to the Graveyard, you can select 1 of your Level 3 or lower Beast-Type, Beast-Warrior-Type or Winged Beast-Type monsters that is removed from play, and add it to your hand.
Elephun has an Optional Trigger Effect, much like a recruiter. It targets a Removed from Play monster.
Beasts have an exclusive monster: Dark Desertapir:
When this card is removed from play, you can select 1 Level 4 or lower Beast-Type monster in your Graveyard and Special Summon it.
Desertapir has an Optional Trigger Effect that activates upon being Removed from Play, but note that Desertapir doesn't need to be Removed from Play while on the Field. It will activate if you Remove it from Play with a Card like Gold Sarcophagus or Soul Release. It targets the Beast-type monster int he Graveyard.
As for Spell Cards, we have Unicorn Beacon:
Select 1 removed from play Level 5 or lower Beast-Type or Winged Beast-Type monster. Remove from play 1 card in your hand and Special Summon the selected monster in Attack Position.
Beacon targets a Removed from Play monster. Removing from Play a Card in your Hand is part of the effect too. You are required to Remove this Card from Play, so if you cannot do it (because you run out of Cards, or because Imperial Iron Wall is chained), then you cannot Special Summon the monster. However, if you can't Special Summon the monster, you must still Remove a Card from Play.
And we also have Beast Rage:
All monsters you control gain 200 ATK for each of your removed from play Beast-Type and Winged Beast-Type monsters.
Beast Rage doesn't target. When it resolves, count the amount of appropriate monsters Removed from Play. Only the monsters you control at the time will gain ATK, and they must be face-up. The ATK boost remains as long as these monsters remain on the Field.
As for Trap Cards, we have Battle Instinct:
Activate only when your opponent declares a direct attack and you control no monsters. Special Summon 1 Level 4 or lower Beast-Type monster from your hand, in face-up Attack Position.
Battle Instinct is activated upon Attack Declaration, and it doesn't target. Controlling no monsters is only an activation requirement, so if you chain Call of the Haunted to it, or even multiple copies of Battle Instinct, they would resolve properly.
Next, we have Howl of the Wild:
When a monster you control destroys an opponent's monster by battle and sends it to the Graveyard, inflict 300 damage to your opponent for each face-up Beast-Type monster you control.
Howl has a Trigger-like effect that activates at the End of the Damage Step. You count the Beast-type monsters when it resolves. Remember that Howl itself can't be activated during the Damage Step.
Moving on, we have Beast Rising:
Once per turn, you can remove from play 1 face-up Beast-Type or Beast-Warrior-Type monster you control to select 1 other face-up Beast-Type or Beast-Warrior-Type monster you control. The selected monster gains the original ATK of the monster removed from play for this effect.
Beast Rising Removes from Play a monster as a cost, then targets another one. The ATK gain is permanent, and it's not related to Beast Rising. The Card and its effect can be activated during the Damage Step, before Damage Calculation. If you Remove from Play a monster that is battling, the battle stops.
The last Trap Card is Horn of the Phantom Beast:
Equip this card to a Beast-Type or Beast-Warrior-Type monster you control. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard, draw 1 card.
Horn becomes an Equip Card (not an Equip Spell Card, though), meaning it targets the equipped monster. Drawing a Card is a Mandatory Trigger-like effect that you activate at the End of the Damage Step, only if both the equipped monster and this Card still remain on the Field. The Card itself can be activated during the Damage Step, before Damage Calculation.
The last Beast Cards are the Synchro Monsters, starting with Thunder Unicorn:
1 Beast-Type Tuner + 1 or more non-Tuner Monsters
Once per turn, during your Main Phase, you can select 1 face-up monster your opponent controls. It loses 500 ATK for each monster you control, until the End Phase. During the turn this effect is activated, no other monsters can attack, except this card.
Unicorn has an Ignition Effect that targets a face-up monster. As long as Thunder Unicorn doesn't return to the Extra Deck, it is still considered to be "this Card", so if it is destroyed and then returns to the Field, it can still attack.
Next, we have Voltic Bicorn:
1 Beast-Type Tuner + 1 or more non-Tuner monsters
If this card is destroyed by your opponent's card (either by battle or by card effect), both players send the top 7 cards of their Deck to the Graveyard.
Bicorn has a Mandatory Trigger Effect activated when it is destroyed. Even if it has its Summon negated by Solemn Warning or Royal Oppression, it would still activate its effect (if it is your opponent's Royal Oppression). If Macro Cosmos is active, the Cards are Removed from Play.
And the very last of them all is Lightning Tricorn:
1 Tuner + 1 or more non-Tuner Beast-Type monsters
If this card is destroyed by your opponent's card (either by battle or by card effect), you can select 1 "Thunder Unicorn" or "Voltic Bicorn" in your Graveyard and Special Summon it.
Tricorn has the same trigger as Voltic Bicorn, only that it's optional (even though it can't miss the timing). It targets a monster in the Graveyard.
Again, long articles Q_Q