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Yu-Gi-Oh! Normal Spell Cards

This is a list of all the Yu-Gi-Oh! Normal Spell cards in our database.

Card Name Card Text Buy It
Card Name Card Text Buy It
A Feather of the Phoenix Discard 1 card, then target 1 card in your Graveyard; return that target to the top of your Deck.
A Hero Lives When you control no face-up monsters: Pay half your Life Points; Special Summon 1 Level 4 or lower "Elemental HERO" monster from your Deck.
A Wingbeat of Giant Dragon Return 1 Level 5 or higher Dragon-Type monster you control to the hand, and if you do, destroy all Spell and Trap Cards on the field.
Abyssal Designator Pay 1000 Life Points. Declare a Type and an Attribute. Your opponent must send 1 monster with both the Type and Attribute declared from his/her hand or Deck to the Graveyard.
Accellight If you control no monsters: Special Summon 1 Level 4 or lower "Photon" or "Galaxy" monster from your Deck. You can only activate 1 "Accellight" per turn. You cannot Normal Summon/Set during the turn you activate this card.
Advance Draw Tribute 1 face-up Level 8 or higher monster you control. Draw 2 cards.
Advanced Heraldry Art Target 2 "Heraldic Beast" monsters in your Graveyard; Special Summon both those targets. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only.
After the Storm If there are no other cards on the field: Target 1 WATER or WIND monster in your Graveyard; add that target to your hand.
After the Struggle (F.K.A. After Genocide) This card can only be activated during Main Phase 1. All monsters on both sides of the field that have been involved in damage calculation are destroyed during the End Step of the turn.
Against the Wind Select 1 "Blackwing" monster in your Graveyard. Take damage equal to the ATK of the selected monster and add it to your hand.
Allure of Darkness Draw 2 cards, then banish 1 DARK monster from your hand, or, if you don't have any in your hand, send all cards in your hand to the Graveyard.
Amazoness Spellcaster Target 1 "Amazoness" monster you control and 1 face-up monster your opponent controls; switch the original ATK of those targets until the end of this turn.
Ancient Gear Drill Activate only while you control a face-up "Ancient Gear" monster. Discard 1 card from your hand. Select 1 Spell Card from your Deck and Set it. You cannot use that Spell Card this turn.
Ancient Gear Explosive Target 1 face-up "Ancient Gear" monster on your side of the field when you activate this card. Destroy the targeted monster and inflict damage equal to half its original ATK to your opponent.
Ancient Gear Factory Select 1 "Ancient Gear" monster in your hand and show it to your opponent. Remove from play "Ancient Gear" cards in your Graveyard whose total Levels are equal to double the selected card's. You can Normal Summon the selected card without Tributes this turn.
Ancient Gear Workshop Return 1 "Ancient Gear" monster from your Graveyard to your hand.
Ancient Leaf If you have 9000 or more Life Points, you can pay 2000 Life Points to draw 2 cards.
Ancient Rules Special Summon 1 Level 5 or higher Normal Monster from your hand.
Ancient Telescope See the top 5 cards of your opponent's Deck. Return the cards to the Deck in the same order.
Ante Each Player reveals 1 card from their hand. If one card is higher Level than the other, the card with the lower Level is sent to the Graveyard and the player who revealed it takes 1000 damage. (Non-Monster Cards are treated as Level 0.)
Aqua Jet Target 1 face-up Fish, Sea Serpent, or Aqua-Type monster you control; it gains 1000 ATK.
Armor Blast Target 1 face-up "Inzektor" card you control and 2 face-up cards your opponent controls; destroy them.
Armor Ninjitsu Art of Alchemy If you control a face-up "Ninjitsu Art" card: Destroy all face-up "Ninjitsu Art" cards you control, then draw 2 cards.
Array of Revealing Light Declare 1 Type of monster. Any monster of the declared Type cannot declare an attack during the turn it is Normal Summoned, Flip Summoned or Special Summoned.
Assault of the Fire Kings If your opponent controls a monster and you control no monsters: Special Summon 1 FIRE Beast, Beast-Warrior, or Winged Beast-Type monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 "Assault of the Fire Kings" per turn.
Assault Teleport Return 1 "/Assault Mode" monster from your hand to the Deck. Draw 2 cards.
Ayers Rock Sunrise Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all face-up monsters your opponent currentlycontrols lose 200 ATK for each Beast, Plant and Winged-Beast-Type monster currently in your Graveyard, until the end of this turn. You can only activate 1 "Ayers Rock Sunrise" per turn.
Back to Square One Discard 1 card from your hand. Return 1 monster on the field to the top of the owner's Deck.
Bait Doll Force the activation of 1 face-down Trap Card. If the timing of the activation of the Trap Card is incorrect, negate the effect and destroy it. If it is not a Trap Card, it is returned to its original position. After this card is activated, it is placed into the Deck (not the Graveyard). Then shuffle the Deck.
Barkion's Bark Activate only if you control a face-up "Naturia" monster. Your opponent cannot activate Trap Cards this turn.
Battery Charger Pay 500 Life Points. Special Summon 1 monster from your Graveyard that includes "Batteryman" in its card name.
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.
Battlin' Boxing Spirits Send the top card of your Deck to the Graveyard, then target 1 "Battlin' Boxer" monster in your Graveyard; Special Summon that target in face-up Defense Position. You can only activate 1 "Battlin' Boxing Spirits" per turn.
Beast Rage All monsters you control gain 200 ATK for each of your removed from play Beast-Type and Winged Beast-Type monsters.
Big Evolution Pill Tribute 1 Dinosaur-Type monster; this card remains on the field for 3 of your opponent's turns, and while it remains on the field, you can Normal Summon Level 5 or higher Dinosaur-Type monsters without Tributing.
Big Wave Small Wave Destroy all face-up WATER monsters on your side of the field. Then you can Special Summon WATER monsters from your hand, up to the same number of monsters destroyed by this effect.
Black-Winged Strafe Send 1 "Blackwing" monster from your hand to the Graveyard to select 1 Defense Position monster your opponent controls. Send that monster to the Graveyard.
Block Attack Select 1 face-up Attack Position monster on your opponent's side of the field and change it to Defense Position.
Blue Medicine Increase your Life Points by 400 points.
Blustering Winds Target 1 face-up monster you control; it gains 1000 ATK and DEF until your next Standby Phase.
Bonding - H2O Tribute 2 "Hydrogeddon"s and 1 "Oxygeddon" on your side of the field. Special Summon 1 "Water Dragon" from your hand, Deck or Graveya
Book of Life Target 1 Zombie-Type monster in your Graveyard and 1 monster in your opponent's Graveyard; Special Summon the first target, also banish the second target.
Book of Taiyou Flip 1 face-down monster on the field into face-up Attack Position.
Boon of the Meklord Emperor Activate only if the only face-up monsters on the field are 2 "Meklord" monsters. Draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card.
Brain Control Pay 800 Life Points. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.
Breath of Light Destroy all face-up Rock-Type monsters on the field.
Bujin Regalia - The Mirror At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated.
Bujincarnation If your opponent controls a monster and you control no monsters: Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; Special Summon both targets. They cannot be used as Xyz Materials for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Beast-Type monster.
Bujintervention Target 1 "Bujin" monster on the field; apply this effect to it for the rest of this turn. Each time it destroys a monster by battle whose current ATK is greater than or equal to the targeted monster's original ATK, andsends it to the Graveyard: Banish the destroyed monster, and if you do, banish all monsters from your opponent's hand, Main Deck, Extra Deck, and Graveyard with the same name that the destroyed monster had in the Graveyard.
Bujinunity If you control no other cards and have at least 1 other card in your hand: Shuffle all Beast-Warrior-Type "Bujin" monsters from your Graveyard into the Deck (min. 1), and if you do, send your entire hand to the Graveyard (min. 1), then you can add up to 3 Beast-Warrior-Type "Bujin" monsters with different names from your Deck to your hand. You can only activate 1 "Bujinunity" per turn.
Burst Return If you control a face-up "Elemental HERO Burstinatrix": Return all face-up "Elemental HERO" monsters on the field to the hand, except "Elemental HERO Burstinatrix".
Burst Stream of Destruction If you control a face-up "Blue-Eyes White Dragon": Destroy all monsters your opponent controls. "Blue-Eyes White Dragons" cannot attack the turn you activate this card.
Calming Magic This card can only be activated at the start of Main Phase 1. During the Main Phases and Battle Phase of this turn, neither player can Summon monsters.
Card Advance Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)
Card Destruction Each player discards their entire hand, then draws the same number of cards they discarded.
Card of Sanctity Banish all other cards you control and in your hand (min. 1 from each); draw until you have 2 cards in your hand.
Card Rotator Send 1 card from your hand to the Graveyard. Change the battle positions of all monsters your opponent controls. (Face-down Defense Position monsters are flipped to face-up Attack Position.)
Cards for Black Feathers Remove from play 1 "Blackwing" monster in your hand to draw 2 cards. You cannot Special Summon during the same turn you activate this card. You can only activate 1 "Cards for Black Feathers" per turn.
Cards from the Sky Remove from play 1 LIGHT Fairy-Type monster in your hand and draw 2 cards. You cannot Special Summon or conduct your Battle Phase during the same turn you activate this card.
Cards of Consonance Discard 1 Dragon-Type Tuner monster with 1000 or less ATK; draw 2 cards.
Chain Strike Activate only as Chain Link 2 or higher; inflict 400 damage to your opponent times the Chain Link number of this card. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
Change of Heart Target 1 monster your opponent controls; take control of it until the End Phase.
Chaos End You can only activate this card if 7 or more of your cards are currently removed from play. Destroy all Monster Cards on the field.
Chaos Greed You can only activate this card if 4 or more of your cards are currently removed from play and there are no cards in your Graveyard. Draw 2 cards from your Deck.
Chaos Seed If you control both LIGHT and DARK monster(s): You can target 1 of your banished LIGHT or DARK Warrior-Type monsters; add it to your hand. You can only activate 1 "Chaos Seed" per turn.
Charge of the Light Brigade Send the top 3 cards of your Deck to the Graveyard; add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.
Checkmate Tribute 1 Archfiend monster on your side of the field. During this turn, 1 "Terrorking Archfiend" on your side of the field can attack your opponent's Life Points directly.
Chosen One Select 1 Monster Card and 2 non-Monster Cards from your hand. Your opponent randomly selects 1 of the 3 cards. If it is the Monster Card, it is immediately Special Summoned in face-up Attack or Defense Position and the remaining 2 cards are sent to the Graveyard. If it is not a Monster Card, all 3 cards are sent to the Graveyard.
Chronomaly Technology Target 1 "Chronomaly" monster in your Graveyard; banish it, then look at the top 2 cards of your Deck, add 1 of them to your hand, and send the other to the Graveyard. You can only activate 1 "Chronomaly Technology" per turn. You cannot Special Summon any monsters the turn you activate this card, except "Chronomaly" monsters.
Cocoon Party Special Summon 1 "Chrysalis" monster from your Deck for each "Neo-Spacian" monster with a different name in your Graveyard.
Cold Wave This card can only be activated at the start of your Main Phase 1. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards.
Confiscation Pay 1000 Life Points. Look at your opponent's hand, select 1 card in it, and discard that card.
Constellar Star Cradle Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activate this card.
Contact Send all "Chrysalis" monsters from your side of the field to the Graveyard, and Special Summon 1 monster from your hand or Deck that is written in the card text of those cards.
Contact with Gusto Target 2 "Gusto" monsters in your Graveyard and 1 card your opponent controls; shuffle both targets in your Graveyard into the Deck, then destroy the opponent's target.
Contact with the Aquamirror If you control a face-up WATER monster, activate 1 of these effects. If you control a face-up WATER Ritual Monster, you can activate both of these effects:
  • Look at all Set cards in your opponent's Spell & Trap Card Zones.
  • Look at the 2 top cards of either player's Deck and return them to the top of the Deck in any order.
  • Contract with Exodia You can only activate this card when you have Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One", and "Left Leg of the Forbidden One" in your Graveyard. Special Summon 1 "Exodia Necross" from your hand."
    Convert Contact Activate only while you control no monsters. Send 1 "Neo-Spacian" monster from your hand and 1 from your Deck to the Graveyard. Then draw 2 cards.
    Core Compression Reveal 1 "Iron Core of Koa'ki Meiru" in your hand and discard 1 "Koa'ki Meiru" monster to activate this card. Draw 2 cards.
    Corruption Cell "A" Place 1 A-Counter on 1 face-up monster on your opponent's side of the field.
    Cost Down Discard 1 card from your hand. Downgrade all Monster Cards in your hand by 2 Levels until the End Phase of the turn this card is activated.
    Counter Cleaner Pay 500 Life Points. Remove all counters from the field.
    Creature Seizure Each player gives their opponent control of 1 of their monsters (controller's choice). You must choose a face-up Normal Monster.
    Creature Swap Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
    Creeping Darkness Banish 2 DARK monsters from your Graveyard; add 1 Level 4 DARK monster from your Deck to your hand.
    Cross Attack Target 2 face-up Attack Position monsters you control with the same ATK; this turn, one of the them can attack your opponent directly and the other cannot attack.
    Crystal Abundance Send 4 "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; send all cards on the field to the Graveyard, then Special Summon as many "Crystal Beast" monsters as possible from your Graveyard, up to the number of cards your opponent controlled that were sent to the Graveyard by this card's effect.
    Crystal Beacon Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect.
    Crystal Blessing Target up to 2 "Crystal Beast" monsters in your Graveyard; place those targets face-up in your Spell & Trap Card Zone as Continuous Spell Cards.
    Crystal Promise Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
    Cup of Ace Toss a coin: * Heads: Draw 2 cards. * Tails: Your opponent draws 2 cards.
    Curse of Fiend Changes the battle positions of all Attack Position monsters on the field to Defense Position and vice-versa. These positions cannot be changed during the turn this card is activated except by the effects of a Magic, Trap, or Effect Monster Card. You can activate this card only during your Standby Phase.
    Cyber Repair Plant f "Cyber Dragon" is in your Graveyard: You can activate 1 of these effects. If you have 3 or more "Cyber Dragons" in your Graveyard at activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn.
  • Add 1 LIGHT Machine-Type monster from your Deck to your hand.
  • Target 1 LIGHT Machine-TYpe monster in your graveyard; shuffle that target into your Deck.
  • Cyberdark Impact! Return 1 "Cyberdark Edge", "Cyberdark Keel" and "Cyberdark Horn" from your side of the field, hand or Graveyard to your Deck. Special Summon 1 "Cyberdark Dragon" from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).
    D - Spirit Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand. You must not control any face-up "Destiny HERO" monsters to activate and to resolve this effect.
    D.D. Designator Declare 1 card name. Look at your opponent's hand, and if he/she has the declared card in his/her hand, remove that 1 card from play. If he/she doesn't have the declared card in his/her hand, remove 1 random card in your hand from play.
    Dark Calling Banish, from your hand or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that can only be Special Summoned with "Dark Fusion", then Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon with "Dark Fusion".)
    Dark Core Discard 1 card. Remove from play 1 face-up monster.
    Dark Designator Declare 1 Monster Card name. If the declared card is in your opponent's Deck, add 1 of that card to your opponent's hand.
    Dark Eruption Target 1 DARK monster with 1500 or less ATK in your Graveyard; add that target to your hand.
    Dark Factory of Mass Production Select 2 Normal Monsters from your Graveyard and add them to your hand.
    Dark Fusion Send, from your hand or your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a Fiend-Type Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon). The Special Summoned monster cannot be targeted by the opponent's Spells, Traps, or card effects this turn.
    Dark Hole Destroy all monsters on the field.
    Dark Magic Attack Activate only while you control a face-up "Dark Magician". Destroy all Spell and Trap Cards your opponent controls.
    Dark Magic Curtain If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon this turn. Pay half your Life Points to Special Summon 1 "Dark Magician" from your Deck.
    Dark Mambele If you control 3 or more DARK monsters: Target 1 face-up card on the field; banish that target.
    Dark World Dealings Each player draws 1 card, then each player discards 1 card.
    Dark World Lightning Target 1 face-down card on the field; destroy that target, then discard 1 card.
    Dark-Piercing Light Flip all face-down monsters on your opponent's side of the field face-up.
    Darkness Approaches Discard 2 cards from your hand. Select 1 face-up monster and flip it face-down, but do not change its battle position.
    De-Spell Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Spell Card, it is destroyed. If it is a Trap Card, return it to its original position.
    De-Synchro Select 1 face-up Synchro Monster. Return it to its owner's Extra Deck. Then, if all the monsters that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them.
    Degenerate Circuit The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Monster Cards that would be returned from the field to the hand are removed from play instead.
    Delinquent Duo Pay 1000 Life Points. Your opponent randomly selects and discards 1 card from his/her hand and then selects and discards another card from his/her hand.
    Delta Attacker You can only activate this card while there are 3 Normal Monsters of the same name (except Tokens) on your side of the field. The 3 Normal Monsters of the same name can attack your opponent's Life Points directly during the turn this card is activated.
    Des Croaking You can only activate this card when there are 3 face-up "Des Frog" on your side of the field. Destroy all cards on your opponent's side of the field.
    Destiny Draw Discard 1 "Destiny HERO" card; draw 2 cards.
    Diamond Core of Koa'ki Meiru Add 1 "Koa'ki Meiru" card from your Deck to your hand, except "Diamond Core of Koa'ki Meiru". You can banish this card from your Graveyard; for the rest of this turn, "Koa'ki Meiru" monsters you control cannot be destroyed.
    Dian Keto the Cure Master Increase your Life Points by 1000 points.
    Different Dimension Capsule Select 1 card from your Deck and remove it from play face-down. During your 2nd Standby Phase after activation, destroy this card and add the removed card to your hand.
    Diffusion Wave-Motion Pay 1000 Life Points. Select 1 Level 7 or higher Spellcaster-Type monster on your side of the field. During this turn, only the selected monster can attack and it attacks all monsters on your opponent's side of the field once each. The effects of Effect Monsters destroyed by this attack(s) are not activated.
    Dimension Distortion You can only activate this card if there are no cards in your Graveyard. Select 1 removed from play monster and Special Summon it on your side of the field.
    Dimension Fusion Pay 2000 Life Points. Both players Special Summon as many of their removed from play monsters as possible.
    Dimensionhole Remove 1 monster on your side of the field from play until your next Standby Phase. The card still counts towards the 5-card Monster Zone limit.
    Double Attack Discard 1 Monster Card from your hand to the Graveyard. Select 1 monster on your side of the field with a lower Level than the discarded monster. The selected monster can attack twice this turn.
    Double Defender Once per turn, when an opponent's monster declares an attack while you control 2 or more face-up Defense Position monsters: You can target the attacking monster; negate that attack.
    Double Snare Destroy 1 face-up card on the field that has an effect that negates Trap Cards' effects.
    Double Spell Discard 1 Spell Card from your hand. Select 1 Spell Card from your opponent's Graveyard and use it from the Graveyard as your Spell Card.
    Double Summon You can Normal Summon 1 additional time this turn. You can only gain this effect once per turn.
    Draconnection Reveal 1 Dragon-Type monster in your hand, add 1 Dragon-Type monster with the same Level from your Deck to your hand, then shuffle the revealed monster into the Deck.
    Dragged Down into the Grave You and your opponent look at each other's hands, select 1 card from each other's hands and discard them to the Graveyard, and each draw 1 card.
    Dragon Shrine Send 1 Dragon-Type monster from your Deck to the Graveyard, then if the monster in your Graveyard is a Dragon-Type Normal Monster, you can send 1 more Dragon-Type monster from your Deck to the Graveyard. You can only activate 1 "Dragon Shrine" per turn.
    Dragon's Gunfire You can activate this card only when you have a face-up Dragon-Type monster on your side of the field. Select and activate 1 of the following effects:
  • Inflict 800 points of Direct Damage to your opponent's Life Points.
  • Destroy 1 face-up monster with DEF of 800 or less.
  • Dragon's Mirror Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).
    Dragonic Tactics Tribute 2 Dragon-Type monsters; Special Summon 1 Level 8 Dragon-Type monster from your Deck.
    E - Emergency Call Add 1 "Elemental HERO" monster from your Deck to your hand.
    Earthbound Revival Discard 1 card. Select 1 "Earthbound Immortal" monster and 1 Field Spell Card in your Graveyard, and add them to your hand.
    Earthbound Whirlwind Activate only while you control a face-up "Earthbound Immortal" monsters. Destroy all Spell and Trap Cards your opponent controls.
    Earthquake Change all face-up monsters to Defense Position.
    Elegant Egotist If "Harpie Lady" is on the field: Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or Deck.
    Emblem of Dragon Destroyer Add 1 Buster Blader" from your Deck or your Graveyard to your hand."
    Emergency Assistance Activate during your Main Phase 2, to Special Summon 1 Level 4 monster from your Graveyard that was destroyed by a card effect and sent to the Graveyard this turn.
    Enchanting Fitting Room Pay 800 Life Points. Pick up 4 cards from the top of your Deck and Special Summon to your side of the field all Level 3 or lower Normal Monsters among the picked-up cards. Return all the other picked-up cards to your Deck and the Deck is then shuffled.
    Eradicating Aerosol Destroy all face-up Insect-Type monsters on the field.
    Eternal Drought Destroy all face-up Fish-Type monsters on the field.
    Eternal Rest Destroy all monsters equipped with Equip Cards.
    Evo-Diversity Add 1 "Evoltile" or "Evolsaur" monster from your Deck to your hand. You can only activate 1 "Evo-Diversity" per turn.
    Evo-Force Tribute 1 "Evoltile" monster; Special Summon 1 "Evolsaur" monster from your Deck. It is treated as if it was Special Summoned by the effect of an "Evoltile" monster.
    Evolution Burst Activate only while you control a face-up "Cyber Dragon"(s). Destroy 1 card your opponent controls. "Cyber Dragon" cannot attack the turn you activate this card.
    Exchange Each player looks at their opponent's hand, chooses 1 card in it and adds it to their own hand.
    Exile of the Wicked Destroy all face-up Fiend-Type monsters on the field.
    Fairy of the Spring Add 1 Equip Spell Card from your Graveyard to your hand. You cannot activate that Equip Spell Card this turn.
    Fake Hero Special Summon 1 "Elemental HERO" monster from your hand. That monster cannot attack, and returns to the hand during the End Phase.
    Falling Current Target 1 face-up monster you control and declare a Level from 1 to 3; it becomes that Level.
    Faustian Bargain Send 1 Special Summoned monster on either side of the field to the Graveyard and Special Summon 1 Level 4 or lower Normal Monster from your hand.
    Feast of the Wild - LV5 Special Summon up to 2 Level 5 Warrior-Type monsters from your hand and/or Graveyard, but their effects are negated, also they cannot attack.
    Feather Shot Target 1 face-up "Elemental HERO Avian" you control; during this turn, that target can attack a number of times equal to the number of monsters you control when this card resolves, but cannot attack directly, and other monsters you control cannot attack this turn.
    Fengsheng Mirror Look at your opponent's hand. Select and discard 1 Spirit monster to the Graveyard if Spirit monsters exist in his/her hand.
    Fiend's Sanctuary Special Summon 1 "Metal Fiend Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0). It cannot attack. Your opponent takes any Battle Damage you would have taken from battles involving it. During each of your Standby Phases, pay 1000 Life Points or destroy the "Metal Fiend Token".
    Fifth Hope Target 5 "Elemental HERO" cards in your Graveyard; shuffle them into the Deck, then draw 2 cards (draw 3 cards instead, if you had no other cards on your side of the field and in your hand when you activated this card).
    Final Countdown Pay 2000 Life Points. After 20 turns have passed (counting the turn you activate this card as the 1st turn), you win the Duel.
    Final Destiny Discard 5 cards from your hand. Destroy all cards on the field.
    Final Flame Inflicts 600 points of Direct Damage to your opponent's Life Points.
    Final Gesture Target 1 face-up Level 3 monster you control; Special Summon 1 monster with the same name as that monster from your hand or Graveyard. Its effects are negated. During the End Phase of this turn, destroy the face-up monster that was targeted by this card.
    Final Inzektion Send 5 face-up "Inzektor" cards you control to the Graveyard; destroy all cards your opponent controls, also, during the Battle Phase of this turn, your opponent cannot activate monster effects that activate in the hand or Graveyard.
    Fish and Kicks If you have 3 or more banished Fish, Sea Serpent, or Aqua-Type monsters: Target 1 card on the field; banish it.
    Fish and Swaps Discard 1 card to target 2 of your banished Fish, Sea Serpent, or Aqua-Type monsters; add them to your hand.
    Fissure Destroy the 1 face-up monster your opponent controls that has the lowest ATK. (If it's a tie, you get to choose.)
    Flash of the Forbidden Spell Activate only when all of your opponent's Monster Card Zones are occupied by monsters. Destroy all monsters on your opponent's side of the field.
    Foolish Burial Send 1 Monster Card from your Deck to the Graveyard.
    Fortune's Future Select 1 of your removed from play "Fortune Lady" monsters and return it to the Graveyard. Then draw 2 cards.
    Fossil Dig Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand.
    Fragrance Storm Destroy 1 face-up Plant-Type monster on the field and draw 1 card. If that card is a Plant-Type monster, you can reveal it to your opponent and draw 1 more card.
    Full-Force Strike Target 1 face-up monster you control; this turn, it cannot be destroyed by battle, players take no battle damage from its attacks, and if it attacks an opponent's monster, destroy the opponent's monster after damage calculation.
    Fusion Recovery Target 1 "Polymerization", and 1 Fusion Material Monster that was used for a Fusion Summon, in your Graveyard; add them to your hand.
    Fusion Sage Add 1 "Polymerization" card from your Deck to your hand. Then shuffle your Deck.
    Gagagabolt If you control a face-up "Gagaga" monster: Target 1 card your opponent controls; destroy that target.
    Gagagadraw Banish 3 "Gagaga" monsters from your Graveyard; draw 2 cards.
    Gagagatag All "Gagaga" monsters you currently control gains 500 ATK for each "Gagaga" monster you currently control, until your next Standby Phase. You can only activate 1 "Gagagatag" per turn.
    Gagagawind Special Summon 1 "Gagaga" monster from your hand as a Level 4 monster.
    Galactic Charity If you control a "Galaxy" Xyz Monster: Discard 1 card; draw 2 cards, also if you activated this card, any damage your opponent takes for the rest of this turn is halved. You can only activate 1 "Galactic Charity" per turn.
    Galaxy Expedition If you control a Level 5 or higher "Photon" or "Galaxy" monster: Special Summon 1 Level 5 or higher "Photon" or "Galaxy" monster from your Deck in face-up Defense Position. You can only activate 1 "Galaxy Expedition" per turn.
    Galaxy Queen's Light Target 1 face-up Level 7 or higher monster you control; the Levels of all other face-up monsters you currently control become the current Level of that monster, until the End Phase.
    Gather Your Mind Add 1 Gather Your Mind" card from your Deck to your hand. Your Deck is then shuffled. You can only use 1 "Gather Your Mind" per turn."
    Gem-Knight Fusion Send, from your hand or your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a "Gem-Knight" Fusion Monster Card, then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this card is in the Graveyard: You can banish 1 "Gem-Knight" monster from your Graveyard; add this card to your hand.
    Generation Force If you control an Xyz Monster: Add 1 "Xyz" card from your Deck to your hand.
    Giant Trunade Return all Spell and Trap Cards on the field to the hand.
    Gift of the Martyr Send 1 monster on your side of the field to the Graveyard. Select 1 monster on your side of the field. Increase the ATK of the selected monster by an amount equal to the ATK of the sent monster until the End Phase of the turn this card is activated.
    Gimmick Puppet Ritual If your opponent's Life Points are at least 2000 higher than yours: You can target 2 Level 8 "Gimmick Puppet" monsters in your Graveyard; Special Summon those targets. You can only activate 1 "Puppet Ritual" per turn. You cannot conduct your Battle Phase the turn you activate this card.
    Gladiator Beast's Respite Shuffle 2 "Gladiator Beast" cards from your hand into the Deck, then draw 3 cards.
    Gladiator Proving Ground Add 1 Level 4 or lower "Gladiator Beast" monster from your Deck to your hand.
    Gladiator's Return Target 3 "Gladiator Beast" cards in your Graveyard; shuffle all 3 targets into the Deck, then draw 1 card.
    Goblin Thief Inflict 500 points of damage to your opponent's Life Points and increase your Life Points by 500 points.
    Goblin's Secret Remedy Increases a selected player's Life Points by 600 points.
    Gold Sarcophagus Select and remove from play 1 card in your Deck. During your second Standby Phase after this card's activation, add the removed card to your hand.
    Golden Bamboo Sword Activate only if you control a "Bamboo Sword" Equip Spell Card. Draw 2 cards.
    Gotterdammerung Select 1 face-up "Aesir" monster you control. Give control of that monster to your opponent. During your opponent's next End Phase, destroy the selected monster. Then, remove from play all cards your opponent controls.
    Graceful Charity Draw 3 cards, then discard 2 cards.
    Gravedigger Ghoul Select 2 Monster Cards from your opponent's Graveyard. These Monster Cards are removed from play for the remainder of the Duel.
    Gravekeeper's Stele Select 2 "Gravekeeper's" monsters in your Graveyard and add them to your hand. This effect cannot be negated by the effect of "Necrovalley".
    Gryphon's Feather Duster Destroy all Spell and Trap Cards on your side of the field. Increase your Life Points by the number of destroyed cards x 500 points.
    Guts of Steel Select 3 "Scrap" monsters in your Graveyard. Your opponent picks 1 of them, you Special Summon it to either player's side of the field, and remove the others from play.
    H - Heated Heart Target 1 face-up monster you control; until the End Phase, it gains 500 ATK, and if it attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
    Hammer Shot Destroy the 1 face-up Attack Position monster that has the highest ATK. (If it's a tie, you get to choose.)
    Harmonic Waves Target 1 face-up monster on the field; it becomes Level 4, until the End Phase.
    Harpie Lady Phoenix Formation If you control 3 or more "Harpie Lady"and/or "Harpie Lady Sisters": Target as many monsters your opponent controls as possible, but not more than the total number of "Harpie Lady"and "Harpie Lady Sisters"you control; destroy those targets, and if you do, inflict damage to your opponent equal to the highest original ATK among those destroyed monsters (your choice, if tied). You cannot Special Summon monsters from the Main Deck or Extra Deck, nor conduct your Battle Phase, the turn you activate this card.
    Harpie's Feather Duster Destroy all Spell and Trap Cards your opponent controls.
    Heart of the Underdog During your Draw Phase, when you draw a Normal Monster Card(s), you can draw 1 more card by showing it to your opponent.
    Heat Wave This card can only be activated at the start of Main Phase 1. Neither player can Normal or Special Summon an Effect Monsters, until your next Draw Phase.
    Heavy Storm Destroy all Spell and Trap Cards on the field.
    Heraldry Reborn Target 1 "Heraldic Beast" monster in your Graveyard; Special Summon it.
    Hero Flash!! Banish "H - Heated Heart", "E - Emergency Call", "R - Righteous Justice" and "O - Oversoul" from your Graveyard; Special Summon 1 "Elemental HERO" Normal Monster from your Deck. All "Elemental HERO" Normal Monsters you currently control can attack your opponent directly this turn.
    Hero Heart Target 1 face-up "Elemental HERO" monster you control; halve its ATK until the end of this turn, but it can attack twice during this turn's Battle Phase.
    Hero Mask Target 1 face-up monster you control; send 1 "Elemental HERO" monster from your Deck to the Graveyard, then that target's name becomes the sent monster's name, until the End Phase.
    HERO's Bond If there is a face-up "HERO" monster on the field: Special Summon 2 Level 4 or lower "Elemental HERO" monsters from your hand.
    Heroic Chance Target 1 face-up "Heroic" monster you control; this turn, double its ATK, but it cannot attack your opponent directly. You can only activate 1 "Heroic Chance" per turn.
    Hidden Armory Send the top card of your Deck to the Graveyard; add 1 Equip Spell Card from your Deck or Graveyard to your hand. You cannot Normal Summon/Set during the turn you activate this card.
    Hieratic Seal of Convocation Add 1 "Hieratic" monster from your Deck to your hand.
    Hieratic Seal of Supremacy Special Summon 1 "Hieratic" monster from your hand.
    Hieroglyph Lithograph Pay 1000 Life Points. During the current Duel, your hand size limit becomes 7.
    Hinotama Inflict 500 damage to your opponent.
    Inferno Fire Blast Target 1 face-up "Red-Eyes B. Dragon" you control; inflict damage to your opponent equal to its original ATK. "Red-Eyes B. Dragon" cannot attack the turn you activate this card.
    Insect Imitation Offer 1 monster on your side of the field as a Tribute. Select 1 Insect-Type monster from your Deck that is 1 Level higher than the Tribute monster and Special Summon it on the field in face-up Attack Position or face-down Defense Position. The Deck is then shuffled
    Instant Fusion Pay 1000 Life Points; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) The Fusion Monster Special Summoned by this effect cannot attack, and is destroyed during the End Phase. Only 1 "Instant Fusion" can be activated per turn.
    Into the Void Activate only if you have 3 or more cards in your hand. Draw 1 card. During the End Phase of this turn, discard all the cards in your hand.
    Iron Call If you control a Machine-Type monster: Target 1 Level 4 or lower Machine-Type monster in your Graveyard; Special Summon that target. Its effects are negated. Destroy it during the End Phase.
    Iron Core Immediate Disposal Select and send 1 "Iron Core of Koa'ki Meiru" from your Deck to your Graveyard.
    Iron Core of Koa'ki Meiru During your Draw Phase, if this card is in your Graveyard, you can add this card to your hand instead of drawing, and/or send 1 "Koa'ki Meiru" monster from your hand to your Graveyard to add this card to your hand.
    Jackpot 7 When this card is activated: Shuffle this card from the field into the Deck. When this card in your possession is sent to the Graveyard by an opponent's card effect: Banish this card. If 3 of your "Jackpot 7" are currently banished, and were all banished by this effect, you win the Duel.
    Jade Insect Whistle Your opponent selects 1 Insect-Type Monster from their Deck. After shuffling the Deck, place the card on top of the Deck.
    Junk Box Select and Special Summon 1 Level 4 or lower "Morphtronic" monster from your Graveyard. Destroy it during the End Phase.
    Kaminote Blow You can only activate this card if there is at least 1 face-up "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk" on your side of the field. Destroy the monster(s) that battle with these monsters on your side of the field this turn, at the end of each Damage Step.
    Karakuri Cash Cache Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand, and change the battle position of the selected monster.
    Knight's Title Activate this card by offering 1 face-up "Dark Magician" on your side of the field as a Tribute. Special Summon 1 "Dark Magician Knight" from your hand, Deck or Graveyard.
    Koa'ki Ring Reveal 1 "Iron Core of Koa'ki Meiru" in your hand to select 1 face-up monster on the field. Destroy that monster, and both players take 1000 damage.
    Landoise's Luminous Moss Activate only if you control a face-up "Naturia" monster. The opponent's Effect Monsters cannot activate their effects this turn.
    Last Day of Witch Destroy all face-up Spellcaster-Type monsters on the field.
    Last Will If a monster on your side of the field was sent to your Graveyard this turn, you can Special Summon 1 monster with an ATK of 1500 points or less from your Deck once during this turn. Then shuffle your Deck.
    Leeching the Light Select 1 face-up LIGHT monster your opponent controls. All face-up Attack Position monsters you control gain ATK equal to the ATK of the selected monster, until the End Phase.
    Legend of Heart Pay 2000 Life Points and Tribute 1 Warrior-Type monster; banish up to 3 "Legendary Dragon" Spell Cards with different names from yourhand and/or Graveyard, and if you do, Special Summon that many "Legendary Knight" monsters with different names from your hand,Deck, and/or Graveyard. You can only activate 1 "Legend of Heart" perturn.
    Leodrake's Mane Select 1 face-up "Naturia" monster you control. Its ATK becomes 3000, and its effects are negated, until the End Phase.
    Level Down!? Select 1 face-up "LV" monster on the field to activate this card. Return the selected card to its owner's Deck and Special Summon 1 monster from the owner's Graveyard to their side of the field with the same name but lower "LV" (ignoring the Summoning conditions).
    Level Modulation Your opponent draws 2 cards. Special Summon 1 monster from your Graveyard that includes "LV" in its card name, ignoring the Summoning conditions. The monster that was Special Summoned by this effect cannot attack, nor activate or apply its effect this turn.
    Level Tuning Reduce the Level of all face-up monsters you control by 1, until the End Phase.
    Level Up! Send 1 face-up "LV" monster on your side of the field to the Graveyard. Special Summon a monster from your hand or Deck that is written in the card text of the sent monster, ignoring any and all Summoning conditions.
    Light of Redemption Pay 800 Life Points to target 1 of your banished LIGHT monsters; add that target to your hand.
    Lightning Vortex Discard 1 card. Destroy all face-up monsters your opponent controls.
    Lightwave Tuning Select 1 Level 4 LIGHT monster you control. It is treated as a Tuner monster while it is face-up on the field.
    Linear Accelerator Cannon Tribute 1 monster and inflict damage to your opponent equal to half that monster's original ATK. If you activate this card, you cannot activate any other Spell Cards this turn.
    Lucky Cloud During the End Phase, if you Summoned 2 or more "Cloudian" monsters with the same name this turn, draw 2 cards.
    Machine Duplication Select 1 face-up Machine-Type monster you control with 500 or less ATK. You can Special Summon up to 2 cards with the same name from your Deck.
    Magic Planter Send 1 face-up Continuous Trap Card you control to the Graveyard. Draw 2 cards.
    Magic Reflector Select 1 Spell Card that remains face-up on your side of the field and put 1 counter on it. If the selected card is destroyed, the counter is removed instead of the card being destroyed.
    Magic Triangle of the Ice Barrier Reveal 3 "Ice Barrier" monsters with different names in your hand to select 1 card your opponent controls. Destroy the opponent's card and Special Summon 1 "Ice Barrier" monster from your hand.
    Magical Blast Activate only while you control a Spellcaster-Type monster. Inflict 200 damage to your opponent for each Spellcaster-Type monster you control. If this card is in your Graveyard, you can add it to your hand instead of conducting your normal draw during your Draw Phase.
    Magical Mallet Shuffle any number of cards from your hand into the Deck, then draw that same number of cards.
    Magical Stone Excavation Discard 2 cards, then target 1 Spell Card in your Graveyard; add it to your hand.
    Magicians Unite If you control 2 or more face-up Attack Position Spellcaster-Type monsters: Target 1 of them; its ATK becomes 3000 until the End Phase, but other Spellcaster-Type monsters you control cannot attack this turn.
    Magnet Circle LV2 Special Summon 1 Level 2 or lower Machine-Type monster from your hand.
    Makiu, the Magical Mist Select 1 "Summoned Skull" or Thunder-Type monster you control. Destroy all monsters your opponent controls whose DEF is lower than the ATK of the selected monster. You cannot conduct your Battle Phase the turn you activate this card.
    Medallion of the Ice Barrier Add 1 "Ice Barrier" monster from your Deck to your hand.
    Mega Ton Magical Cannon Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field.
    Mesmeric Control During your opponent's next turn after you activate this card, your opponent cannot change the battle positions of monster, except with a card effect.
    Message in a Bottle Target 3 monsters with different Levels in your Graveyard; Special Summon all 3 of them. Their ATK's become 0, also their effects are negated. If you do not Xyz Summon this turn after Summoning those 3 monsters, you lose 4000 Life Points during the End Phase. You cannot Special Summon any other monsters, except by Xyz Summon, during the turn you activate this card.
    Metamorphosis Tribute 1 monster. Special Summon 1 Fusion Monster from your Fusion Deck with the same Level as the Tributed monster.
    Meteor of Destruction If your opponent's Life Points are higer than 300: Inflict 1000 damage to your opponent.
    Mind Control Target 1 monster your opponent controls; until the End Phase, take control of that target, but it cannot declare an attack or be Tributed.
    Mind Pollutant Discard 1 monster to target 1 monster of that Level your opponent controls; take control of that target until the End Phase.
    Mind Trust Tribute 1 Level 2 or higher monster. Add 1 Tuner Monster from your Graveyard to your hand whose Level is less than or equal to half of the Tributed monster's.
    Mini-Guts Tribute 1 monster to target 1 face-up monster your opponent controls; its ATK becomes 0 until the End Phase. This turn, when it is destroyed by battle and sent to their Graveyard: Inflict damage to your opponent equal to its original ATK in the Graveyard.
    Miracle Contact Shuffle into the Deck, from your hand, field, or Graveyard, the Fusion Material Monsters that are listed on an "Elemental HERO" Fusion Monster that lists "Elemental HERO Neos" as a Fusion Material, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions.
    Miracle Dig If 5 or more of your monsters are currently removed from play, return 3 of them to the Graveyard.
    Miracle Fusion Banish, from your side of the field or your Graveyard, the Fusion Material Monsters that are listed on an "Elemental HERO" Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)
    Miracle Synchro Fusion Remove from play, from your side of the field or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that lists a Synchro Monster as a Fusion Material Monster, and Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this Set card is destroyed by an opponent's card effect and sent to the Graveyard, draw 1 card.
    Misfortune Select 1 face-up monster on your opponent's side of the field to activate this card. Inflict damage to your opponent's Life Points equal to half the original ATK of the selected monster. Your monsters cannot attack this turn.
    Molten Conduction Field Send 2 "Laval" monsters from your Deck to the Graveyard.
    Monster Gate Tribute 1 monster; reveal cards from the top of your Deck until you reveal a monster that can be Normal Summoned. Special Summon it, also send the remaining cards to the Graveyard.
    Monster Reborn Target 1 monster in either player's Graveyard; Special Summon it.
    Monster Reincarnation Discard 1 card to select 1 Monster Card in your Graveyard, and add it to your hand.
    Monster Slots Target 1 face-up monster you control and 1 monster in your Graveyard with the same Level; banish the target from the Graveyard, then draw 1 card and reveal it, then if the card you drew is a monster with the same Level as the monster on the field, Special Summon it.
    Moray of Greed Shuffle 2 WATER monsters from your hand into the Deck, then draw 3 cards.
    Morphtronic Accelerator Return 1 "Morphtronic" card from your hand to the Deck. Destroy 1 card on the field, and draw 1 card.
    Multiplication of Ants Tribute 1 Insect-Type Monster on your side of the field. Special Summon 2 "Army Ant Tokens" (Insect-Type/EARTH/Level 4/ATK 500/DEF 1200) on your side of the field. The tokens cannot be used as a Tribute for a Tribute Summon.
    Murmur of the Forest Target 1 face-up monster your opponent controls; change that target to face-down Defense Position, then you can return a Field Spell Card(s) on the field to the hand.
    Mustering of the Dark Scorpions If you control a face-up "Don Zaloog": You can Special Summon any number of "Dark Scorpion" monsters from your hand, but only 1 copy of each.
    Mystic Box Select 1 monster on each side of the field. Destroy the selected opponent's monster and give control of your selected monster to your opponent.
    Mystical Wind Typhoon Activate only as Chain Link 3 or higher. Destroy 1 Spell or Trap Card on the field. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
    Natural Tune Select 1 face-up Level 4 or lower Normal Monster you control. It is treated as a Tuner monster while it is face-up on the field.
    NEX Send 1 face-up "Neo-Spacian" monster you control to the Graveyard. Special Summon 1 Level 4 monster with the same name from your Fusion Deck.
    Night Beam Target 1 Set Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation.
    Nightmare's Steelcage This card remains face-up on the field for 2 of your opponent's turns. No monsters can attack. Destroy this card during your opponent's 2nd End Phase after this card was activated.
    Nobleman of Crossout Destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players must remove from play all monsters from their Decks with the same name as the destroyed monster.
    Nobleman of Extermination Destroy 1 face-down Magic or Trap Card and remove it from play. If the card is a Trap Card, both players must remove all Trap Cards of the same name from their respective Decks and remove them from play. The Decks are then shuffled.
    O - Oversoul Target 1 "Elemental HERO" Normal Monster in your Graveyard; Special Summon that target.
    Obedience Schooled If you control no monsters: Special Summon 3 Level 2 or lower Beast-Type Effect Monsters with different names from your Deck. Their effects are negated, and they are destroyed during the End Phase. If you activate this card, you cannot Special Summon for the rest of this turn, except Beast-Type monsters.
    Ojama Delta Hurricane!! You can only activate this card while "Ojama Green", "Ojama Yellow" and "Ojama Black" are face-up on your side of the field. Destroy all cards on your opponent's side of the field.
    Ojamagic When this card is sent from the hand or the field to the Graveyard, add 1 each of "Ojama Green", "Ojama Yellow" and "Ojama Black" from your Deck to your hand.
    Ojamuscle Select 1 face-up "Ojama King" on the field. Destroy all monster(s) on the field that include "Ojama" in their card name, except the selected "Ojama King". Increase the ATK of the selected "Ojama King" by 1000 points for each destroyed monster.
    One Day of Peace Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.
    One for One Send 1 monster from your hand to the Graveyard; Special Summon 1 Level 1 monster from your hand or Deck.
    Oni-Gami Combo Target 1 face-up Xyz Monster you control and detach all of its Xyz Material; this turn, that target can attack twice during the same Battle Phase.
    Onomatopaira You can only activate 1 "Onomatopaira" per turn. Send 1 card from your hand to the Graveyard; add up to 2 of these monsters from your Deck to your hand (you cannot add 2 from the same category).
  • 1 "Zubaba" monster
  • 1 "Gagaga" monster
  • 1 "Gogogo" monster
  • 1 "Dododo" monster
  • Ookazi Inflict 800 damage to your opponent.
    Over Destiny Target 1 "Destiny HERO" monster in your Graveyard; Special Summon 1 "Destiny HERO" monster from your Deck whose Level is less than or equal to half of that target's Level. The Special Summoned monster is destroyed during the End Phase of this turn.
    Overlay Capture Target 1 face-up Xyz Monster your opponent controls that has Xyz Material and 1 face-up Xyz Monster you control; detach all Xyz Material from that opponent's monster, and if you do, attach this card to your monsters as an Xyz Material.
    Overlay Regen Target 1 face-up Xyz Monster on the field; attach this card to it as an Xyz Material.
    Overload Fusion Banish, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a DARK Machine-Type Fusion Monster Card, then Special Summon that 1 Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)
    Overpowering Eye Select 1 face-up Zombie-Type monster you control with 2000 or less ATK. It can attack your opponent directly this turn.
    Owner's Seal Return control of all monsters on the field to their orginal owners.
    Painful Choice Select 5 cards from your Deck and show them to your opponent. Your opponent selects 1 card among them. Add that card to your hand and discard the remaining cards to the Graveyard.
    Painful Return Your opponent chooses 1 monster in your Graveyard. During the End Phase, add that monster to your hand.
    Parallel World Fusion Choose an "Elemental HERO" Fusion Monster in your Extra Deck whose listed Fusion Material Monsters are banished, shuffle the banished Fusion Material Monsters into the Deck, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) You cannot Special Summon another monster(s) during the turn you activate this card.
    Particle Fusion Send, from your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a "Gem-Knight" Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) When you do: Banish this card from the Graveyard to target 1 "Gem-Knight" Fusion Material Monster used for the Fusion Summon; the Fusion Summoned monster gains that monster's ATK until the End Phase.
    Peeking Goblin Your opponent reveals the top 3 cards of their Deck. Choose one to place on the bottom of the Deck and place the other two on top of the Deck in any order.
    Phantasmal Martyrs You can only activate this card while you have 2 or more cards in your hand, and have either "Uria, Lord of Searing Flames" or "Hamon, Lord of Striking Thunder" face-up on your side of the field. By sending your entire hand to the Graveyard, Special Summon 3 "Phantasmal Martyr Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Attack Position on your side of the field.
    Photon Booster Target 1 face-up Level 4 or lower LIGHT monster on the field, except a Token; all face-up monsters on the field with its name become 2000 ATK until the End Phase.
    Photon Sanctuary Special Summon 2 "Photon Tokens" (Thunder-Type/LIGHT/Level 4/ATK 2000/DEF 0) in Defense Position. These Tokens cannot attack or be used as Synchro Material Monsters. You cannot Summon other monsters the turn you activate this card, except for LIGHT monsters.
    Photon Veil Shuffle 3 LIGHT monsters from your hand into the Deck, then add 1 to 3 Level 4 or lower LIGHT monsters from your Deck to the hand. If you add 2 or more monsters, they must have the same name.
    Polymerization Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
    Pot of Avarice Select 5 Monster Cards in your Graveyard. Shuffle those cards into the Deck, then draw 2 cards.
    Pot of Benevolence Select 2 cards from the Graveyard(s), and shuffle them into their owner's Deck(s). After activation, remove this card from play instead of sending it to the Graveyard. You can only activate 1 "Pot of Benevolence" per turn.
    Pot of Dichotomy At the start of your Main Phase 1: Target 3 monsters with different Types in your Graveyard; Shuffle all 3 into the Deck, then draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card.
    Pot of Duality Reveal the top 3 cards of your Deck, add 1 of them to your hand, then shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.
    Pot of Generosity Return 2 cards from your hand to your Deck. Then shuffle your Deck.
    Pot of Greed Draw 2 cards.
    Power Bond Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck, and it gains ATK equal to its original ATK. (This Special Summon is treated as a Fusion Summon.) During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the monster (at the time it was Summoned).
    Power Capsule Select 1 face-up "Victory Viper XX03" on your side of the field to activate this card. Select 1 effect of "Victory Viper XX03", and apply the effect as this card's effect.
    Preparation of Rites Add to your hand 1 Level 7 or lower Ritual Monster Card from your Deck. Then you can add to your hand 1 Ritual Spell Card from your Graveyard.
    Primal Seed If "Black Luster Soldier - Envoy of the Beginning" or "Chaos Emperor Dragon - Envoy of the End" is on the field: Target 2 of your banished cards; add both those targets to your hand.
    Psi-Impulse Tribute 1 Psychic-Type monster. Return all cards in your opponent's hand to the Deck. The, they draw 3 cards.
    Psychic Feel Zone Select 1 of your removed from play Psychic-Type Tuner monsters and 1 of your removed from play Psychic-Type non-Tuner monsters. Return them to the Graveyard to Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck, whose Level is equal to the combined Levels of the returned monsters, in face-up Defense Position.
    Psychic Path Pay 800 Life Points and select up to 2 of your removed from play Psychic-Type monsters. Add them to your hand.
    Psychokinesis Activate only while you control a face-up Psychic-Type monster. Destroy 1 card on the field and take 1000 damage.
    Question When activating this card, your opponent cannot check cards in the Graveyard. Your opponent calls the name of the first monster found at the bottom of your Graveyard. If he/she calls it right, the monster is removed from play. If he/she calls it wrong, the monster is Special Summoned to your side of the field.
    Quill Pen of Gulldos Target 2 WIND monsters in your Graveyard and 1 card on the field; shuffle both of those first 2 targets into your Deck and return the other to the hand.
    R - Righteous Justice Destroy Spell/Trap Cards equal to the number of face-up "Elemental HERO" cards you control.
    Raigeki Destroy all monsters your opponent controls.
    Raimei Decrease your opponent's Life Points by 300 points.
    Rain of Mercy Increase the Life Points of both players by 1000 points.
    Rank-Down-Magic Numeron Fall Target 1 "Utopia" monster you control; Special Summon from your Extra Deck, 1 "Utopia" monster with a lower Rank than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) The monster Xyz Summoned by this effect gains this effect.
  • If this card attacks, or is attacked by an opponent's monster, the opponent's monster's effects are negated during the Battle Phase only.
  • Rank-Up-Magic - The Seventh One To activate this card, you must draw it for your normal draw in yourDraw Phase, reveal it, and keep it revealed until the start of Main Phase 1. At the start of your Main Phase 1 that same turn, you canSpecial Summon, from your Extra Deck or Graveyard, 1 monster that has a number between "Number 101" and "Number 107" in its name, except "Number C" monsters. Then Xyz Summon, from your Extra Deck, 1 "Number C" monster with the same number in its name as the first monster, by using it as the Xyz Material. You can only apply theeffect of "Rank-Up-Magic - The Seventh One" once per Duel.
    Rank-Up-Magic Admiration of the Thousands Target 1 or more Xyz Monsters in each Graveyard, all of the sameRank; Special Summon from your Extra Deck, 1 "Number C" or "CXyz"monster that is 1 Rank higher than those monsters, and attach those monsters to it as Xyz Materials. You cannot Special Summon other monsters during the turn you activate this card. You can only activate 1 "Rank-Up-Magic Admiration of the Thousands" per turn.
    Rank-Up-Magic Astral Force Target the 1 Xyz Monster you control with the highest Rank (your choice, if tied); Special Summon from your Extra Deck, 1 monster with the same Type and Attribute as that monster you control but 2 Ranks higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand. You cannot Special Summon during the turn you activate this effect, except by the effect of "Rank-Up-Magic Astral Force".
    Rank-Up-Magic Barian's Force Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) Then, if possible, detach 1 Xyz Material from a monster your opponent controls and attach it to the Summoned monster as an Xyz Material.
    Rank-Up-Magic Limited Barian's Force Target 1 Rank 4 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.)
    Rank-Up-Magic Numeron Force Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" monster with the same Type as that monster you control, but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, if any face-up cards are on the field other than this card and the monster Summoned by it, negate the effects of those other cards.
    Raptor Wing Strike Return 1 face-up "Blackwing" monster you control to the Deck. Add 1 "Blackwing" monster from your Deck to your hand.
    Rare Value If there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Card Zone and sends it to the Graveyard, then you draw 2 cards.
    Reasoning Your opponent declares a monster Level. Reveal cards from the top of your Deck until you reveal a monster that can be Normal Summoned. If that monster is the same Level as the one declared by your opponent, send all revealed cards to the Graveyard. If not, Special Summon the revealed monster, also send the remaining cards to the Graveyard.
    Reboot Shuffle 1 "Meklord" monster from your hand into the Deck to select 1 "Meklord" card in your Graveyard, and add it to your hand.
    Recurring Nightmare Select 2 DARK monsters with 0 DEF in your Graveyard and return them to your hand.
    Recycling Batteries Add 2 Thunder-Type monsters with 1500 or less ATK from your Graveyard to your hand.
    Red Dragon Vase Activate only if you control a face-up "Red Dragon Archfiend". Draw 2 cards. You cannot Normal or Special Summon another monster until the end of your opponent's turn if you activate this card.
    Red Medicine Increase your Life Points by 500 points.
    Reinforcement of the Army Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
    Rekindling Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, banish all monsters that were Special Summoned by this effect.
    Release Restraint Tribute 1 "Gearfried the Iron Knight"; Special Summon 1 "Gearfried the Swordmaster" from your hand or Deck.
    Release Restraint Wave Select one face-up Equip Spell Card you control. Destroy the selected card and every face-down Spell and Trap your opponent controls.
    Remove Trap Destroys 1 face-up Trap Card on the field.
    Reptilianne Poison Activate only if you control a face-up "Reptilianne" monster. Change 1 Defense Position monster your opponent controls to face-up Attack Position and reduce its ATK to 0.
    Reptilianne Spawn Remove from play 1 "Reptilianne" monster from your Graveyard. Special Summon 2 "Reptilianne Tokens" (Reptile-Type/EARTH/Level 1/ATK 0/DEF 0) to your side of the field.
    Resonance Device Target 2 face-up monsters you control with the same Type and Attribute; change one of their Levels to the current Level of the other, until the End Phase.
    Resonator Call Add 1 "Resonator" monster from your Deck to your hand.
    Resonator Engine Select 2 "Resonator" monsters in your Graveyard. Add 1 Level 4 monster from your Deck to your hand and return the selected monsters in your Graveyard to the Deck.
    Restructer Revolution Inflict 200 points of damage to your opponent's Life Points for each card in your opponent's hand.
    Return of the Doomed Discard 1 Monster Card from your hand to the Graveyard. Return 1 of your monsters that is destroyed as a result of battle and sent to your Graveyard during this turn to your hand at the end of this turn.
    Reversal Quiz Send all cards in your hand and on your side of the field to the Graveyard. Call the type of card (Spell, Trap, or Monster) on top of your Deck. If you call it right, exchange your current Life Points with your opponent's current ones.
    Reverse Trap All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated.
    Revoke Fusion Discard 1 "Polymerization" to the Graveyard. Send 1 Fusion Monster from your Fusion Deck to your Graveyard and Special Summon 1 monster from your hand that is listed as a Fusion Material Monster on that card. The Special Summoned monster is sent to the Graveyard during the End Phase of this turn.
    Riryoku Select 2 face-up monsters on the field. Halve the ATK of 1 monster, and add that amount to the ATK of the other monster, until the End Phase.
    Ritual Foregone Pay 1000 Life Points. Special Summon 1 Ritual Monster from your hand. The Ritual Monster Special Summoned by this effect cannot attack, and is destroyed during the End Phase. Only 1 "Ritual Foregone" can be activated per turn.
    Rose Bud Tribute 1 "Elemental HERO Knospe"; Special Summon 1 "Elemental HERO Poison Rose" from your hand or Deck.
    Royal Tribute Activate only while you control "Necrovalley". Both players discard all Monster Cards in their hands.
    Ruthless Denial Select 1 monster you control and send it to the Graveyard, and send 1 random card in your opponent's hand to the Graveyard.
    Sabatiel - The Philosopher's Stone If you have a "Winged Kuriboh" monster in your Graveyard: Pay half your Life Points; add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand, except "Diffusion Wave-Motion". If this card is in your Graveyard: You can banish 3 copies of "Sabatiel - The Philosopher's Stone" from your Graveyard, then target 1 monster on the field; it gains ATK equal to the ATK of the monster on the field with the highest ATK (your choice, if tied), until the end of this turn.
    Saber Slash Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control.
    Sacred Sword of Seven Stars Banish 1 Level 7 monster from your hand or face-up from your side of the field; draw 2 cards. You can only activate 1 "Sacred Sword of Seven Stars" per turn.
    Sage's Stone Activate only if you control a face-up "Dark Magician Girl". Special Summon 1 "Dark Magician" from your hand or Deck.
    Salvage Select 2 WATER monsters with 1500 or less ATK in your Graveyard, and add them to your hand.
    Scarlet Security Activate only if you control a face-up "Red Dragon Archfiend". Destroy all Spell/Trap Cards your opponent controls.
    Scrapyard Add 1 "Scrap" Tuner monster from your Deck to your hand.
    Scroll of Bewitchment Select 1 Attribute when you activate this card. Change the Attribute of the equipped monster to the one you select.
    Seal of the Ancients Pay 1000 Life Points. Pick up and see all face-down cards on your opponent's side of the field, then return them to their original positions. (The effects of the face-down cards are not activated).
    Secret Pass to the Treasures Select 1 face-up monster with an ATK equal to 1000 points or less on your side of the field. During the turn this card is activated, the selected monster can attack your opponent's Life Points directly.
    Senet Switch Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent unoccupied Monster Card Zone.
    Shaddoll Fusion Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponentcontrols a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.
    Share the Pain Tribute 1 monster on your side of the field. Your opponent must Tribute 1 monster on their side of the field.
    Shield & Sword Switch the original ATK and DEF of all face-up monsters on the field until the end of this turn. Any additions and subtractions to ATK and DEF due to card effects are applied to the new ATK and DEF. Monsters Summoned after this card's activation are excluded.
    Shield Crush Select 1 Defense Position monster on the field and destroy it.
    Shien's Smoke Signal Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand.
    Shien's Spy Select 1 face-up monster on your side of the field to activate this card. Until the End Phase of this turn, shift control of the selected monster to your opponent.
    Short Circuit Activate only if you control 3 or more "Batteryman" monsters. Destroy all cards your opponent controls.
    Silent Doom Target 1 Normal Monster in your Graveyard; Special Summon it in face-up Defense Position. It cannot attack.
    Single Purchase If you have 3 or more cards in your hand (other than this card), and none of them are monsters: Banish your entire hand face-up; add 1 monster from your Deck to your hand. If you do, you cannot Normal or Special Summon any monsters for the rest of this turn, except monsters with that name.
    Six Strike - Triple Impact If you control 3 or more face-up "Six Samurai" monsters, you can activate 1 of these effects:
  • Destroy all face-up monsters your opponent controls.
  • Destroy all face-up Spell/Trap Cards your opponent controls.
  • Destroy all Set Spell/Trap Cards your opponent controls.
  • Smashing Ground Destroy the 1 face-up monster your opponent controls that has the highest DEF. (If it's a tie, you get to choose.)
    Snake Rain Discard 1 card. Select 4 Reptile-Type monsters from your Deck and send them to the Graveyard.
    Solar Recharge Discard 1 "Lightsworn" monster. Draw 2 cards, then send the top 2 cards of your Deck to the Graveyard.
    Soul Charge Target any number of monsters in your Graveyard; Special Summonthem, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn.
    Soul Exchange Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that monster, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card.
    Soul of Fire Your opponent draws 1 card. Select 1 Pyro-Type monster from your Deck and remove it from play. Inflict damage to your opponent equal to half the ATK of the removed monster. If you activate this card, you cannot declare an attack this turn.
    Soul of the Pure Increases your Life Points by 800 points.
    Soul Release Select up to 5 cards from the Graveyard(s) and remove them from play.
    Soul Taker Destroy 1 face-up monster your opponent controls. Then, your opponent gains 1000 Life Points.
    Soundproofed This card can only be activated at the start of Main Phase 1, and only if you control no face-up Synchro Monsters. Neither player can Special Summon a Synchro Monster until your opponent's next End Phase.
    Space Gift Draw 1 card for each different "Neo-Spacian" name on the monsters you control.
    Sparks Inflicts 200 points of Direct Damage to your opponent's Life Points.
    Special Hurricane Discard 1 card from your hand. Destroy all Special Summoned monsters on the field.
    Spell Calling When this face-down card is destroyed and sent to the Graveyard by the effect of a Spell or Trap Card controlled by your opponent, select 1 Quick-Play Spell Card from your Deck and Set it after showing it to your opponent.
    Spell Gear Send 3 "Ancient Gear" cards you control to the Graveyard. You can Special Summon up to 1 "Ancient Gear Golem" from your hand and 1 from your Deck, ignoring the Summoning conditions. Then, destroy all monsters you control except "Ancient Gear Golems". You cannot Normal Summon or Set until the end of your next turn.
    Spell Power Grasp Place 1 Spell Counter on a face-up card that you can place a Spell Counter on. Then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn.
    Spell Reproduction Send 2 Spell Cards from your hand to the Graveyard, then target 1 Spell Card in your Graveyard; add that target to your hand.
    Spell Wall Activate 1 of these effects. Your opponent takes no further damage this turn.
  • During this turn, no Summon of a Spellcaster-Type monster can be negated, and when a Spellcaster-Type monster is Summoned, your opponent cannot activate cards or effects.
  • Target 1 Spellcaster-Type monster you control; if it attacks this turn, your opponent cannot activate cards or effects until the end of the Damage Step.
  • Spellbook Library of the Crescent If you have no "Spellbook" Spell Cards in your Graveyard: Reveal 3 "Spellbook" Spell Cards with different names from your Deck, your opponent randomly adds 1 of them to your hand, and shuffle the rest back into your Deck. You can only activate 1 "Spellbook Library of the Crescent" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.
    Spellbook Library of the Heliosphere If you have 5 or more "Spellbook" Spell Cards in your Graveyard: Reveal the top 2 cards of your Deck; add any revealed "Spellbook" Spell Cards to your hand, and shuffle any remaining cards into the Deck. You can only activate 1 "Spellbook Library of the Heliosphere" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.
    Spellbook of Eternity Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Eternity"; add that target to your hand. You can only activate 1 "Spellbook of Eternity" per turn.
    Spellbook of Miracles Target 1 Spellcaster-Type Xyz Monster in your Graveyard and up to 2 of your banished "Spellbook" Spell Cards; Special Summon that monster, and if you do, attach the targeted "Spellbook" Spell Card(s) to it as Xyz Material. You can only activate 1 "Spellbook of Miracles" per turn.
    Spellbook of Power Target 1 Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn.
    Spellbook of Secrets Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
    Spellbook of the Master If you control a Spellcaster-Type monster: You can reveal 1 other "Spellbook" card in your hand to target 1 "Spellbook" Normal Spell Card in your Graveyard, except "Spellbook of the Master"; this card's effect becomes that target's effect. You can only activate 1 "Spellbook of the Master" per turn.
    Spirit Elimination When monsters in the Graveyard are removed from play, remove monsters on your side of the field from play as substitutes. This card remains active until the end of the turn that it is activated. The substitutes remain removed from play.
    Spiritualism Return 1 Spell or Trap Card on your opponent's side of the field to his/her hand. This card's activation and effect cannot be negated by any other card.
    Stamping Destruction Activate only if you control a face-up Dragon-Type monster. Select 1 Spell or Trap Card on the field, destroy it and inflict 500 damage to its controller.
    Stand-Off Target 1 face-up Attack Position Effect Monster on each side of the field; if both monsters are still face-up on the field, negate their effects, then if both their effects were negated by this effect, as long as those monsters are in face-up Attack Position, they cannot be destroyed by battle, are unaffected by other card effects, also they cannot attack or change their battle positions.
    Star Blast Pay any number of Life Points in multiples of 500. Reduce the Level of 1 monster you control or that is in your hand by 1 for each 500 Life Points you paid, until the End Phase.
    Star Light, Star Bright Target 1 face-up monster you control; all face-up monsters you currently control with an ATK or DEF equal to that monster's become the same Level as that monster, until the End Phase.
    Stardust Shimmer Select 1 Dragon-Type Synchro Monster in your Graveyard. Remove from play other monster(s) in your Graveyard whose total Levels equal the Level of the selected monster, and Special Summon it from the Graveyard.
    Stop Defense Select 1 of your opponent's monsters and switch it to Attack Position. If the card is face-down, flip it face-up. If the card has a flip effect, it is activated immediately.
    Storm Destroy all Spell and Trap Cards you control, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of your own cards you destroyed.
    Stray Lambs If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 2 "Lamb Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position.
    Summoner's Art Add 1 Level 5 or higher Normal Monster from your Deck to your hand.
    Supremacy Berry If your Life Points were lower than your opponent's when this card was activated, gain 2000 Life Points. If your Life Points were higher than your opponent's, you take 1000 damage.
    Surface Target 1 Level 3 or lower Fish, Sea Serpent, or Aqua-Type monster in your Graveyard; Special Summon it in face-up Defense Position.
    Swing of Memories Special Summon 1 Normal Monster from your Graveyard. It is destroyed during the End Phase of this turn.
    Sword of Dark Destruction A Dark monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points.
    Swords of Revealing Light Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack.
    Sylvan Charity Draw 3 cards, then, if you have a "Sylvan" card in your hand, reveal 2 cards from your hand including at least 1 "Sylvan" card, then place them on the top of the Deck in any order. Otherwise, reveal your entire hand, then place it on the top of the Deck in any order. You can only activate 1 "Sylvan Charity" per turn.
    Synchro Blast Wave Activate only while you control a face-up Synchro monster. Destroy 1 monster your opponent controls.
    Synchro Change Remove from play 1 face-up Synchro Monster you control. Special Summon 1 Synchro Monster from your Extra Deck whose Level is the same as the removed monster's. Its effect(s) is negated.
    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.
    System Down Pay 1000 Life Points; banish all face-up Machine-Type monsters your opponent controls and in their Graveyard.
    Tail Swipe Target 1 face-up Level 5 or higher Dinosaur-Type monster you control; choose up to 2 monsters your opponent controls that are either face-down or have a lower Level than that Dinosaur-Type monster, and return them to the hand.
    Tannhäuser Gate Target 2 face-up monsters you control; the Level of each target becomes equal to their combined original Levels.
    Terraforming Add 1 Field Spell Card from your Deck to your hand.
    That Wacky Magic! Banish all Spell Cards in your Graveyard; destroy all face-up monsters your opponent controls with DEF less than or equal to the number of Spell Cards you banished × 300.
    The Beginning of the End Activate only if there are 7 or more DARK monsters in your Graveyard. Remove from play 5 DARK monsters from your Graveyard to draw 3 cards.
    The Big Cattle Drive If you control a Beast, Beast-Warrior, or Winged Beast-Type monster: Draw 1 card for each of those Monster Types you control. You cannot activate other Spell/Trap Cards or effects during the turn you activate this card.
    The Big March of Animals Until the End Phase, increase the ATK of all face-up Beast-Type monsters on your side of the field by 200 points for each Beast-Type monster on your side of the field.
    The Cheerful Coffin You can discard up to 3 Monster Cards from your hand to the Graveyard.
    The Eye of Timaeus (This card is also always treated as "Legendary Dragon Timaeus".)
    Target 1 "Dark Magician" monster you control; Fusion Summon 1Fusion Monster from your Extra Deck that lists that monster on thefield as a Fusion Material Monster, using it as the Fusion Material. You can only activate 1 "The Eye of Timaeus" per turn.
    The Flute of Summoning Dragon Special Summon up to 2 Dragon-Type monsters from your hand. There must be a face-up "Lord of D." on the field to activate and to resolve this effect.
    The Forceful Sentry Look at your opponent's hand. Select 1 card among them and return it to his/her Deck. The Deck is then shuffled.
    The Graveyard in the Fourth Dimension Add 2 monsters in your Graveyard that have "LV" in their card name to your Deck and shuffle it.
    The Humble Sentry Reveal your hand, choose 1 card from it, and shuffle it into the Deck.
    The Inexperienced Spy Select and see 1 card in your opponent's hand.
    The Law of the Normal You can only activate this card while there are 5 face-up Level 2 or lower Normal Monsters on your side of the field. Both players discard all cards in their hands, and destroy all cards on the field except Level 2 or lower Normal Monsters.
    The Puppet Magic of Dark Ruler Select 1 Fiend-Type monster from your Graveyard. Remove from play monsters on your side of the field whose total Levels exactly equal the Level of the selected Fiend-Type monster. Then Special Summon the selected monster from your Graveyard.
    The Secret of the Bandit This card can only be activated during Main Phase 1. Select 1 face-up monster on the field. Each time the selected monster inflicts Battle Damage to your opponent's Life Points this turn, your opponent discards 1 random card.
    The Shallow Grave Each player selects a monster in their Graveyard and Special Summon it in face-down Defence Position.
    The Warrior Returning Alive Target 1 Warrior-Type monster in your Graveyard; add that target to your hand.
    Thousand Energy Increase the original ATK and DEF of all face-up Level 2 Normal Monsters (except Tokens) on your side of the field by 1000 points until the End Phase. Destroy all Level 2 Normal Monsters on your side of the field during the End Phase.
    Thousand Knives Activate only while you control a face-up "Dark Magician". Destroy 1 monster your opponent controls.
    Thunder Crash Destroy all monsters on your side of the field. Inflict damage to your opponent's Life Points equal to the number of monsters destroyed x 300 points.
    Thunder Short Inflict 400 damage to your opponent for each monster they control.
    Timidity Neither player can destroy Set Spell and Trap Cards on the field until your opponent's next End Phase.
    Token Sundae Destroy all Tokens you control, then destroy cards on the field, up to the number of Tokens destroyed by this effect.
    Token Thanksgiving Destroy all tokens on the field. Increase your Life Points by the number of tokens destroyed x 800 points.
    Toon Table of Contents Add 1 "Toon" card or "Manga Ryu-Ran" from your Deck to your hand.
    Trade-In Discard 1 Level 8 monster to draw 2 cards.
    Transmodify Send 1 face-up monster you control to the Graveyard; Special Summon from your Deck, 1 monster with the same Type and Attribute as that monster in the Graveyard, but 1 Level higher. You can only activate 1 "Transmodify" per turn.
    Tremendous Fire Inflict 1000 points of damage to your opponent's Life Points and 500 points of damage to your Life Points.
    Tri-Wight Target 3 Level 2 or lower Normal Monsters in your Graveyard; Special Summon them from the Graveyard.
    Trial and Tribulation You can only activate 1 "Trial and Tribulation" per turn. During the End Phase of the turn this card was activated, apply this effect, depending on the number of the monsters you Tributed from the field and from your hand this turn, except Tokens.
  • 1: Draw 1 card.
  • 2: Add 2 monsters from your Graveyard to your hand.
  • 3+: Destroy up to 3 face-up cards on the field.
  • Triangle Ecstasy Spark Until the End Phase, the ATK of all "Harpie Lady Sisters" currently on the field becomes 2700 your opponent cannot activate any Trap Cards, also negate all your opponent's Trap Card effects on the field.
    Triangle Power Increase the original ATK and DEF of all face-up Level 1 Normal Monsters (except Tokens) on your side of the field by 2000 points until the End Phase. Destroy all Level 1 Normal Monsters on your side of the field during the End Phase.
    Tribute Doll Tribute 1 monster on your side of the field to activate this card. Special Summon 1 Level 7 monster that can be Normal Summoned from your hand. That monster cannot attack this turn.
    Tribute to the Doomed Discard 1 card. Destroy 1 monster on the field.
    Tuning Add 1 "Synchron" Tuner monster from your Deck to your hand. Then send the top card of your Deck to the Graveyard.
    Ultra Evolution Pill Tribute 1 Reptile-Type monster on your side of the field. Special Summon 1 Dinosaur-Type Monster from your hand.
    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.
    Union Attack Target 1 face-up monster you control; add up the total ATK of all other face-up Attack Position monsters you currently control, then during the Battle Phase of this turn only, the monster gains that much ATK, but cannot inflict Battle Damage to your opponent, also other face-up Attack Position monsters cannot attack.
    Upstart Goblin Draw 1 card, then your opponent gains 1000 Life Points.
    Urgent Synthesis Return 1 "Iron Core of Koa'ki Meiru" from your Graveyard to the Deck. Special Summon 1 Level 4 or lower "Koa'ki Meiru" monster from your hand or your Graveyard.
    Variety Comes Out Return 1 face-up Synchro Monster you control to the Extra Deck to select and Special Summon a Tuner monster(s) from your Graveyard, whose total Levels equal the Level of that Synchro Monster. You cannot Synchro Summon the turn you activate this card.
    Vehicroid Connection Zone Send to the Graveyard, from your side of the field or your hand, Fusion Material Monsters that are listed on a "Vehicroid" Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon.) The Fusion Monster Special Summoned by this card cannot be destroyed by the effects of Spells, Traps, and Effect Monsters, and its effects cannot be negated.
    Venom Shot Activate only while you control a face-up "Venom" monster, "Vennominaga the Deity of Poisonous Snakes", or "Vennominon the King of Poisonous Snakes". Send 1 Reptile-Type monster from your Deck to the Graveyard and place 2 Venom Counters on 1 face-up monster your opponent controls.
    Viper's Rebirth Activate only if all monsters in your Graveyard are Reptile-Type. Select 1 non-Tuner monster in your Graveyard. Special Summon it. Destroy it during the End Phase.
    Vylon Matter Select 3 Equip Spell Cards in your Graveyard. Return those cards to your Deck, and apply one of these effects:
  • Draw 1 card.
  • Destroy 1 card your opponent controls.
  • Warrior Elimination Destroy all face-up Warrior-Type monsters on the field
    Wattkey Face-up "Watt" monsters you control can attack your opponent directly this turn.
    Weights & Zenmaisures Target 2 face-up “Wind-Up” monsters you control with different Levels; your opponent chooses 1 of them, and the Level of the other monster becomes the same as the chosen monster's, until the End Phase. Then, if your opponent chose the monster with a lower Level, you can draw 1 card.
    Where Arf Thou? If you control a face-up Level 1 monster: Add 1 Level 1 monster from your Deck to your hand. During the End Phase of this turn, take 2000 damage if you did not Normal Summon the added monster, or a card with the same name, after activating this card.
    White Elephant's Gift Send 1 face-up non-Effect Monster you control to the Graveyard; draw 2 cards.
    Wild Nature's Release Select 1 Beast-Type or Beast-Warrior-Type monster; it gains ATK equal to its DEF until the end of this turn. Destroy the monster during the End Phase.
    Wiseman's Chalice If you control no monsters, Select 1 monster in your opponent's Graveyard. Special Summon it. During the End Phase of this turn, give control of that Special Summoned monster to your opponent. The monster cannot be Tributed, or used as a Synchro Material Monster, while it is face-up on the field.
    Wonder Clover Select 1 face-up monster you control and send 1 Level 4 Plant-Type monster from your hand to the Graveyard. During this turn, the selected monster can attack twice, but other monsters you control cannot declare an attack.
    Wrath of Neos Select 1 face-up "Elemental Hero Neos" you control. Return it to the Deck and destroy all cards on the field.
    Xyz Burst If you control a Rank 6 or higher Xyz Monster: Destroy all Set cards your opponent controls.
    Xyz Energy Detach 1 Xyz Material you control to target 1 face-up monster your opponent controls; destroy that target.
    Xyz Gift If you control 2 or more face-up Xyz Monsters: Detach 2 Xyz Materials from a monster you control and draw 2 cards.
    Xyz Reception Target 1 face-up monster you control that has a Level; Special Summon 1 monster with the same Level as that monster from your hand. Its effects are negated, also its ATK and DEF become 0.
    Xyz Revenge If your opponent controls a face-up Xyz Monster that has Xyz Material: Target 1 Xyz monster in your Graveyard; Special Summon it, then detach 1 Xyz Material from a monster your opponent controls and attach it to that monster as an Xyz Material. You can only activate 1 "Xyz Revenge" per turn.
    Xyz Shift Tribute 1 Xyz Monster; Special Summon from your Extra Deck, 1 monster with the same Type, Attribute, and Rank as that Tributed monster had on the field, but with a different name, and if you do, attach this card to it as an Xyz Material. During the End Phase, send it to the Graveyard. You can only activate 1 "Xyz Shift" per turn.
    Yang Zing Path Target 3 "Yang Zing" monsters in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards. You can only activate 1 "Yang Zing Path" per turn.
    Yu-Jo Friendship Offer your opponent a handshake. If they accept your handshake, each player's Life Points become half the combined Life Points of both players. If you have "Unity" in your hand and show it to your opponent, they must accept the handshake.
    Zenmailfunction Target 1 "Wind-Up" monster in your Graveyard; Special Summon it in face-up Defense Position. Its effect(s) is negated, and it cannot be Tributed or used as a Synchro Material Monster.
    ZERO-MAX If there are no cards in your hand, select 1 "Infernity" monster in your Graveyard. Special Summon it, and destroy all face-up monsters on the field with lower ATK than it. You cannot conduct your Battle Phase this turn.
       This set contains 507 cards.
     
     

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