If you want to take guesses at how they will localise this, keywords are 魔(magical/ demonic) 鍵 (key).

Enchanted Keyrifleman - Cravis
Level 4 DARK
Warrior / Normal
For humans, everyone is full of potential. It depends on oneself whether they go forward, they stop, they close, they unlock. So many doors to dazzling worlds. The enchanted key will unlock them. 2 keys to 1 door. 2 purposes to 1 form. If a door is unlocked, the enormous power connected to that world will release.

Enchanted Keyrifle - Batoss Buster
Level 4 / Dark
Machine / Ritual / Tuner / Effect
You can Ritual Summon this card with "Enchanted Key Maftia".
You can only use the effect of this card once per turn.
If this card is Ritual Summoned: You can add 1 "Enchanted Key" Card from your deck to your hand.
Once per turn, when your opponent's monster with the same Attribute as a Normal or "Enchanted Key" Monster in your GY, declares an attack on this card: You can return any number of cards in your hand to the bottom of your deck, and if you do, negate that opponent's monster's effects until the end of the turn, then draw cards equal to the number of returned cards.

Enchanted Keyordnance - Garesveeto
Level 8 / Earth
Machine / Ritual / Effect
You can Ritual Summon this card with "Enchanted Key Maftia".
You can only use each of the effects of this card once per turn.
Gains ATK equal to the number of different Attributes in your GY x300.
If your opponent's monster with the same Attribute as a monster in your GY, activates its effect while you control this Monster that was Ritual Summoned with 2 or more Attributes: You can negate that activation, and if you do, destroy it.
If this Ritual Summoned card is sent to the GY: You can add 1 "Enchanted Key" Monster from your deck to your hand.

Enchanted Keybeast - Anshaboras
Level 4 DARK
Beast / Fusion / Tuner / Effect
1 "Enchanted Key" Monster + 1 Normal Monster, except a token.
You can only use the effect of this card once per turn.
If this card is Fusion Summoned: You can add 1 "Enchanted Key Maftia" from your GY to your hand.
Once per turn: You can target 1 Attack Position monster your opponent controls with the same Attribute as a Normal or "Enchanted Key" Monster in your GY; Change it to Defense Position, and if you do, reduce its DEF by 1000.
If this card destroys a monster by battle, banish that monster.

Enchanted Keydragon - Andrabems
Level 8 / Wind
Dragon / Fusion / Effect
1 "Enchanted Key" Effect Monster + 1 Normal Monster, except a token
Your opponent cannot activate effects in response to this card's Fusion Summon.
Once per turn: You can target 1 Normal or "Enchanted Key" Monster in your GY; Destroy all monsters your opponent controls with the same Attribute as that target.
Once per turn, if an opponent's monster(s) with the same Attribute as a monster in your GY is destroyed by battle or card effect, while you control this card Fusion Summoned with 2 or more Attributes: You can draw 1 card.

Enchanted Key - Maftia
Normal Spell
Fusion Summon 1 "Enchanted Key" Monster using materials from your hand or field, or Ritual Summon 1 "Enchanted Key" Monster by Tributing Monsters from your hand or field whose total levels equal or exceed that Ritual Monster. If you control a Normal Monster, you can also send 1 Normal monster from deck to the GY, as Fusion Material or for the Tribute.

Enchanted Key Facility
Field Spell
You can only activate this card once per turn.
You can only use the effect of this card once per turn.
When this card resolves, you can add 1 "Enchanted Key" Monster from your deck to your hand.
Once per turn, if a Normal Monster, except a token, that you control would be destroyed by battle or card effect, it is not destroyed.
During your Main Phase: You can add 1 "Enchanted Key - Maftia" from your deck to your hand, then return 1 card from your hand to the bottom of your deck.

The Connected Enchanted Key
Normal Trap
Target 1 Normal or "Enchanted Key" Monster in your GY; Add it to your hand, then apply 1 of the following effects.
● Fusion Summon 1 "Enchanted Key" Monster in Defense Position, using materials from your hand or field.
● Ritual Summon 1 "Enchanted Key" Monster in Defense Position, by Tributing Monsters from your hand or field whose total levels equal or exceed that Ritual Monster.

Enchanted Key Lock - Unlock
Counter Trap
You can only activate this card once per turn.
When your opponent activates a Spell/Trap, while you control an "Enchanted Key" Ritual Monster or an "Enchanted Key" Monster that was Special Summoned from the Extra Deck: Negate that activation, and if you do, destroy it, then you can declare 1 Attribute, until the end of the turn, all face-up monsters your opponent controls become that Attribute.