First, we have Boost Warrior:
If you control a face-up Tuner monster, you can Special Summon this card from your hand in face-up Defense Position. All Warrior-Type monsters you control gain 300 ATK.
Boost Warrior has a Summoning Condition that allows you to Summon it through an Inherent Special Summon if you control a face-up Tuner Monster. Other than that, it has a Continuous Effect that provides an ATK boost to Warriors on your side of the Field.
Next, we have Justice Bringer:
Once per turn, when a Special Summoned monster your opponent controls activates its effect, you can negate the activation.
Justice Bringer has an Optional Quick Effect. It negates the activation of a Monster Effect. The effect must have originated from a monster your opponent controlled, and that monster must have been Special Summoned to the Field. This effect doesn't target and it can be activated during the Damage Step. It can only negate effects activated on the Field, so even if your opponent Special Summoned Sangan, its effect activates in the Graveyard, so Justice Bringer can't negate it. However, Justice Bringer can negate effects that activate on the Field even if the opponent's monster is no longer on the Field by the time the effect is activated, for example, if your opponent controls a Special Summoned Exiled Force and activates its effect.
Then, we have Bri Synchron:
If this card is sent to the Graveyard as a Synchro Material Monster, until the End Phase of this turn, the Synchro Monster that used this card as a Synchro Material Monster gains 600 ATK but its effects are negated.
Bri Synchron has a Continuous Effect. You simply apply it as soon as the Synchro Monster is face-up. Using multiple copies of Bri Synchron gives more ATK to the monster. The effect negation lasts until the End Phase, and it negates any effects activated on the Field. Flipping the monster face-down gets rid of the ATK bonus but also gets rid of the negation.
And then, the last monster is Big One Warrior:
During your Main Phase, you can send 1 Level 1 monster, except this card, from your hand to the Graveyard to Special Summon this card from your hand.
Big One Warrior has an Ignition Effect. Sending a monster to the Graveyard is a cost, so it can't be activated if Macro Cosmos is face-up on the Field.
As for Spell Cards, we have Battle Waltz:
Select 1 face-up Synchro Monster you control. Special Summon 1 "Waltz Token" with the same Type, Attribute, Level, ATK and DEF as that monster. Players take no Battle Damage from battles involving this Token.
Battle Waltz targets a Synchro Monster on your side of the Field to Special Summon a Token with the same Type, Attribute, Level, ATK and DEF. If the target is missing at the time of this Card's effect's resolution, you don't Special Summon the Waltz token. The ATK and DEF are considered to be the token's Original ATK and DEF.
The other Spell Card is Synchro Gift:
Select 2 face-up monsters you control (1 Synchro Monster and 1 non-Synchro monster). Until the End Phase of this turn, reduce the ATK of the Synchro Monster to 0, and the other monster gains ATK equal to the Synchro Monster's original ATK.
Synchro Gift targets two monsters you control. It sets the ATK of the Synchro Monster to zero, and the non-Synchro Monster gains ATK equal to the Original ATK of the Synchro. Notice the terminology used in the ATK variations. Furthermore, if the non-Synchro monster is no longer face-up by the time Synchro Gift resolves, your Synchro Monster still has its ATK reduced to zero.
And then, we have two Trap Cards, one is Card of Sacrifice:
Draw 2 cards, if the combined ATK of all your face-up Attack Position monsters (minimum 2) is less than the ATK of your opponent's face-up monster with the lowest ATK. You cannot Summon or change Battle Position the turn you activate this card.
Card of Sacrifice basically has a ton of requirements for you to draw Cards. If you already performed a Summon or if you changed the Battle Position of a monster manually during this turn, you cannot activate it. If you have less than 2 monsters, their total ATK is higher than the opponent's monster, or the opponent no longer has monsters, you don't draw 2 Cards. This Card doesn't target.
The last Card for today is Synchro Material:
Select 1 face-up monster your opponent controls. If you Synchro Summon this turn, you can use the selected monster as a Synchro Material Monster. You cannot conduct your Battle Phase during the turn you activate this card.
Synchro Material targets an opponent's monster. It doesn't perform a Synchro Summon by itself, so if you are outside of your Main Phases, you'll need another Card's effect to perform the Synchro Summon. If you target your opponent's Formula Synchron, you cannot activate its effect to perform a Synchro Summon, but if you control Formula Synchron during your opponent's Main Phase, and you activate Synchro Material, you can later use Formula's Quick Effect to perform a Synchro Summon with that monster. If the targeted monster is flipped face-down, you can no longer use it as a Synchro Material. If you target your opponent's Tuningware, you can treat it as a Level 2 monster, but it will be your opponent who draws a Card.
That's all for this Duelist Pack. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.