Yu-Gi-Oh! Level Monsters

This is a list of all the Yu-Gi-Oh! level monsters in our database.

Card Name Type Attribute    Sub Type     ATK     DEF     Card Text Buy It
"A" Cell Breeding Device Spell Continuous During each of your Standby Phases, put 1 A-Counter on 1 face-up monster your opponent controls.
"A" Cell Incubator Spell Continuous Each time a A-Counter(s) is removed from play by a card effect, place 1 A-Counter on this card. When this card is destroyed, distribute the A-Counters on this card among face-up monsters.
"A" Cell Recombination Device Spell Quick-Play Target 1 face-up monster on the field; send 1 "Alien" monster from your Deck to the Graveyard, and if you do, place A-Counters on that monster equal to the Level of the sent monster. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Alien" monster from your Deck to your hand.
"A" Cell Scatter Burst Spell Quick-Play Select 1 face-up "Alien" monster you control. Destroy it and distribute new A-Counters equal to its Level among your opponent's face-up monsters.
1st Movement Solo Spell Normal If you control no monsters: Special Summon 1 Level 4 or lower "Melodious" monster from your hand or Deck. You can only activate 1 "1st Movement Solo" per turn. You cannot Special Summon monsters during the turn you activate this card, except "Melodious" monsters.
7 Spell Continuous When there are 3 face-up 7" cards on your side of the field, draw 3 cards from your Deck. Then destroy all "7" cards. When this card is sent directly from the field to your Graveyard, increase your Life Points by 700 points."
7 Completed Spell Equip A Machine-Type monster equipped with this card increases either its Attack or Defense by 700 points. You cannot change your choice as long as this card remains face-up on the Field.
A Deal with Dark Ruler Spell Quick-Play (This card is always treated as an "Archfiend" card.)
If a Level 8 or higher monster under your control was sent to the Graveyard this turn; Special Summon 1 "Berserk Dragon" from your hand or Deck.
A Feather of the Phoenix Spell Normal Discard 1 card, then target 1 card in your Graveyard; return that target to the top of your Deck.
A Feint Plan Trap Normal A player cannot attack face-down monsters during this turn.
A Hero Emerges Trap Normal When an opponent's monster declares an attack: Your opponent chooses 1 random card from your hand, then if it is a monster that can be Special Summoned, Special Summon it. Otherwise, send it to the Graveyard.
A Hero Lives Spell Normal 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 Legendary Ocean Spell Field This card's name is treated as "Umi". Downgrade all WATER monsters in both player's hands and on the field by 1 Level. Increases the ATK and DEF of all WATER monsters by 200 points.
A Major Upset Trap Normal Tribute 1 face-up Attack Position Level 2 or lower monster you control. Return all face-up level 7 or higher monsters on the field that were Special Summoned to their owners' hands.
A Rival Appears! Trap Normal Select 1 face-up monster on your opponent's side of the field. Special Summon from your hand 1 monster that has the same Level as the selected monster.
A Wild Monster Appears! Spell Normal If your opponent controls a monster and you control no monsters: Special Summon from your hand, 1 monster with an original Level of 10 or lower that cannot be Normal Summoned/Set, ignoring its Summoning conditions. It is unaffected by the effects of your cards, except for its own effects and this card's, also shuffle it into the Deck during your opponent's next End Phase. For the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters, and your opponent takes no damage.
A Wingbeat of Giant Dragon Spell Normal 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.
Absolute End Trap Normal Activate only during your opponent's turn. This turn, the attacks from your opponent's monsters become direct attacks.
Absorb Fusion Spell Normal Add 1 "Gem-Knight" card from your Deck to your hand, then you can apply this effect.
  • Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or your side of the field.
    You can only activate 1 "Absorb Fusion" per turn. You cannot Special Summon monsters the turn you activate this card, except "Gem-Knight" monsters.
  • Abyss Actors Back Stage Trap Normal If you have 2 "Abyss Actor" cards in your Pendulum Zones: Add 2 "Abyss Actor" Pendulum Monsters with different names from your Deck to your Extra Deck face-up. You can only activate 1 "Abyss Actors Back Stage" per turn.
    Abyss Actors' Curtain Call Trap Normal If an "Abyss Script" Spell Card or effect was activated this turn: Add face-up "Abyss Actor" Pendulum Monsters from your Extra Deck to your hand, up to the number of "Abyss Script" Spells in your GY, then you can Special Summon "Abyss Actor" Pendulum Monsters with different names from your hand, up to the number of monsters added to the hand by this effect.You cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters. You can only activate 1 "Abyss Actors' Curtain Call" per turn.
    Abyss Playhouse - Fantastic Theater Spell Field You can reveal 1 "Abyss Actor" Pendulum Monster and 1 "Abyss Script" Spell in your hand; add 1 "Abyss Script" Spell from your Deck to your hand with a different name than that revealed Spell. While you control a Pendulum Summoned "Abyss Actor" Pendulum Monster, any monster effect activated by your opponent becomes "Destroy 1 Set Spell/Trap your opponent controls". You can only use each effect of "Abyss Playhouse - Fantastic Theater" once per turn.
    Abyss Prop - Wild Wagon Spell Continuous The first time each "Abyss Actor" monster you control would be destroyed by battle each turn, it is not destroyed. Once per turn: You can target 1 "Abyss Actor" monster you control; your opponent cannot target it with card effects until the end of their turn (even if this card leaves the field). If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monsterin your Extra Deck: You can return all cards your opponent controls to the hand.
    Abyss Script - Abysstainment Spell Continuous You can Tribute 1 "Abyss Actor" monster, then target 1 "Abyss Script" Spell in your GY; Set it to your field. You can use this effect of "Abyss Script - Abysstainment" up to twice per turn. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Special Summon any number of "Abyss Actor" Pendulum Monsters from your Deck.
    Abyss Script - Fantasy Magic Spell Normal Target 1 "Abyss Actor" monster you control; this turn, every monster that battles it, but is not destroyed, returns to the hand at the end of the Damage Step. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can target 1 card your opponent controls; place it on top of the Deck.
    Abyss Script - Fire Dragon's Lair Spell Normal Target 1 "Abyss Actor" monster you control; if it destroys your opponent's monster by battle this turn, your opponent banishes 3 monsters from their Extra Deck (their choice). If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can look at your opponent's Extra Deck, also banish 1 monster from their Extra Deck. You can only use this effect of "Abyss Script - Fire Dragon's Lair" once per turn.
    Abyss Script - Opening Ceremony Spell Normal Gain 500 LP for each "Abyss Actor" monster you control. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can draw until you have 5 cards in your hand. You can only use each effect of "Abyss Script - Opening Ceremony" once per turn.
    Abyss Script - Rise of the Abyss King Spell Normal Target face-up cards on the field, up to the number of Attack Position "Abyss Actor" monsters with different names you control; destroy them. If you control a Level 7 or higher "Abyss Actor" monster, your opponent cannot activate cards or effects in response to this card's activation. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monsterin your Extra Deck: You can add up to 2 "Abyss Actor" cards and/or "Abyss Script" Spell Cards with different names from your Deck to your hand.
    Abyss Script - Romantic Terror Spell Quick-Play Return 1 "Abyss Actor" Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up "Abyss Actor" Pendulum Monster with a different original name from that monster. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Set any number of "Abyss Script" Spells directly from your Deck to your Spell & Trap Zones. You can only activate 1 "Abyss Script - Romantic Terror" per turn.
    Abyss Stungray Trap Continuous Special Summon this card as an Effect Monster (Thunder-Type/LIGHT/Level 5/ATK 1900/DEF 0). (This card is also still a Trap Card). If summoned this way, this card cannot be destroyed by battle.
    Abyss-scale of Cetus Spell Equip Equip only to a "Mermail" monster. It gains 800 ATK. When a Trap effect that was activated on your opponent's side of the field resolves, negate that effect, then send this card to the Graveyard.
    Abyss-scale of the Kraken Spell Equip Equip only to a "Mermail" monster. It gains 400 ATK. Negate any monster effect that activates on your opponent's side of the field, and if you do, send this card to the Graveyard.
    Abyss-scale of the Mizuchi Spell Equip Equip only to a "Mermail" monster. It gains 800 ATK. When a Spell effect that was activated on your opponent's side of the field resolves, negate that effect, then send this card to the Graveyard.
    Abyss-scorn Trap Normal Target 1 "Mermail" monster you control; it gains 1000 ATK until the End Phase. When this Set card is sent to the Graveyard: Target 1 monster your opponent controls; send that target to the Graveyard.
    Abyss-sphere Trap Continuous Special Summon 1 "Mermail" monster from your Deck. Its effects are negated. You cannot activate any Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.
    Abyss-squall Trap Normal Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase.
    Abyss-strom Trap Normal Send 1 face-up "Umi" you control to the Graveyard; send all Spell and Trap cards on the field to the Graveyard.
    Abyssal Designator Spell Normal 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 Spell Normal 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.
    Accumulated Fortune Trap Normal Activate only as Chain Link 4 or higher. Draw 2 cards. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
    Acid Rain Trap Normal Destroy all face-up Machine-Type monsters on the field.
    Acid Trap Hole Trap Normal Target 1 face-down Defense Position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000.
    Acidic Downpour Spell Field All EARTH monsters lose 500 ATK and gain 400 DEF.
    Adhesion Trap Hole Trap Normal When your opponent Summons a monster(s): Halve that monster(s)'s original ATK.
    Advance Draw Spell Normal Tribute 1 face-up Level 8 or higher monster you control. Draw 2 cards.
    Advance Force Spell Continuous You can Tribute 1 Level 5 or higher monster to Tribute Summon a Level 7 or higher monster.
    Advance Zone Spell Continuous Once per turn, during the End Phase of any turn in which you Tribute Summoned a monster(s): You can apply these effects, depending on the number of monsters you Tributed for Tribute Summons this turn.
  • 1 or more: Destroy 1 Set card your opponent controls.
  • 2 or more: Draw 1 card.
  • 3 or more: Add 1 monster from your Graveyard to your hand.
  • Advanced Dark Spell Field All "Crystal Beast" monsters on the field and in the Graveyard become DARK. If "Rainbow Dragon" or "Rainbow Dark Dragon" attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the Graveyard; you take no Battle Damage from that battle.
    Advanced Heraldry Art Spell Normal 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.
    Advanced Ritual Art Spell Ritual Select 1 Ritual Monster in your hand. Send Normal Monsters from your Deck to the Graveyard whose total Levels are equal to that Ritual Monster's. Ritual Summon a card with the name of the selected Ritual Monster from your hand.
    Aegis of Gaia Trap Continuous Gain 3000 Life Points. If this face-up card is removed from the field, take 3000 damage.
    Aegis of the Ocean Dragon Lord Trap Normal Until the End Phase of this turn, all face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects.
    Aerial Recharge Trap Continuous Once per turn: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). During each player's End Phase, Tribute 1 Token or "Mecha Phantom Beast" monster, or send this card to the Graveyard.
    After the Storm Spell Normal 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) Spell Normal 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 Spell Normal Select 1 "Blackwing" monster in your Graveyard. Take damage equal to the ATK of the selected monster and add it to your hand.
    Agave Dragon Link/Effect Monster EARTH Wyrm 3000 LINK-4 2+ monsters, except Tokens
    if this card is Link Summoned: You can apply these effects in sequence, depending on the Types of monsters in the GYs (skip over any that do not apply). You can only use this effect of "Agave Dragon" once per turn.
  • Inflict 100 damage to your opponent for each Dragon.
  • This card gains 200 ATK for each Dinosaur.
  • All monsters your opponent currently controls lose 300 ATK for each Sea Serpent.
  • You gain 400 LP for each Wyrm.
  • Air Cracking Storm Spell Equip Equip only to a Machine monster. When that attacking monster destroys your opponent's monster by battle: You can activate this effect; it can make a second attack during this Battle Phase. Your other monsters cannot attack the turn you activate this effect.
    Akashic Magician Link/Effect Monster DARK Spellcaster 1700 LINK-2 2 monsters with the same Type, except Tokens
    You can only Link Summon "Akashic Magician(s)" once per turn. If this card is Link Summoned: Return all monsters this card points to to the hand. Once per turn: You can declare 1 card name; excavate cards from the top of your Deck, equal to the total Link Rating of the Link Monsters co-linked to this card, then if you excavated any copies of the declared card, add them to your hand, also send the remaining cards to the GY.
    Alchemy Cycle Trap Normal The original ATK of all face-up monsters you control becomes 0, until the End Phase. Each time a monster that had its original ATK reduced to 0 by this effect is destroyed by battle and sent to the Graveyard, draw 1 card.
    Aleister the Invoker of Madness Link/Effect Monster DARK Spellcaster 1800 LINK-2 2 monsters with different Types and different Attributes
    This card's name becomes "Aleister the Invoker" while on the field or in the GY. If a monster is Fusion Summoned while you control this monster (except during the Damage Step): You can discard 1 card, and if you do, add 1 "Invocation" or "The Book of the Law" from your Deck to your hand. If this face-up card you control leaves the field because of an opponent's card effect: You can add 1 "Omega Summon" from your Deck to your hand.
    Alien Brain Trap Normal Activate only when a Reptile-Type monster you control is destroyed by battle with an opponent's attacking monster and sent to the Graveyard. Take control of the attacking monster, and treat it as a Reptile-Type monster.
    All-Out Attacks Trap Continuous All monsters that are Special Summoned are changed to face-up Attack Position and must attack, if able, during the turn they are Special Summoned.
    Allure of Darkness Spell Normal 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.
    Alluring Mirror Spirit Spell Continuous When a "Harpie Lady" or "Harpie Lady Sisters" you control is destroyed by battle: You can Special Summon 1 "Harpie" monster from your Deck with a different original name than the destroyed monster. If this card you control is destroyed by a "Harpie" card's effect or your opponent's card effect: Target 1 "Harpie" monster in your GY: Special Summon it. You can only use each effect of "Alluring Mirror Split" once per turn.
    Altar for Tribute Trap Normal Select 1 monster on your side of the field and send it to the Graveyard. Increase your Life Points by an amount equal to the original ATK of the monster.
    Altergeist Camouflage Trap Normal Target 1 "Altergeist" monster you control; equip this card to it. Your opponent cannot target it for attacks, but it does not prevent your opponent from attacking you directly. Negate an opponent's monster effect that activates by targeting the equipped monster. If an "Altergeist" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
    Altergeist Emulatelf Trap Continuous Special Summon this card as an Effect Monster (Spellcaster/LIGHT/Level 4/ATK 1400/DEF 1800). (This card is also still a Trap.) If Summoned this way, while it is in the Monster Zone, other "Altergeist" Traps you control cannot be destroyed by card effects, also neither player can target them with card effects.
    Altergeist Haunted Rock Trap Continuous If this card was Set by the effect of an "Altergeist" card, you can activate it the turn it was Set. When this card is activated: Send 1 "Altergeist" monster from your hand to the GY. When your opponent activates a Trap Card (except during the Damage Step): You can send 1 "Altergeist" monster from your hand to the GY; negate that effect, and if you do, destroy that card. You can only use each effect of "Altergeist Haunted Rock" once per turn.
    Altergeist Hexstia Link/Effect Monster FIRE Spellcaster 1500 LINK-2 2 "Altergeist" monsters
    Gains ATK equal to the original ATK of all "Altergeist" monsters it points to. When a Spell/Trap Card is activated (Quick Effect): You can Tribute 1 "Altergeist" monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 "Altegeist" card from your Deck to your hand. You can only use this effect of "Altergeist Hexstia" once per turn.
    Altergeist Kidolga Link/Effect Monster DARK Spellcaster 1000 LINK-2 2 "Altergeist" monsters
    When another "Altergeist" monster inflicts battle damage to your opponent: You can target 1 monster in their GY; Special Summon it to your zone this card points to, but each turn, it cannot attack unless this card has already declared an attack that turn. If this card is destroyed by battle: You can target 1 "Altergeist" card in your GY; add it to your hand.
    Altergeist Manifestation Trap Normal Targeting 1 "Altergeist" monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn.
    Altergeist Primebanshee Link/Effect Monster DARK Spellcaster 2100 LINK-3 2+ "Altergeist" monsters
    During the Main Phase (Quick Effect): You can Tribute 1 other "Altergeist" monster; Special Summon 1 "Altergeist" monster from your Deck to your zone this card points to. If this card is sent from the field to the GY: You can target 1 "Altergeist" card in your GY; add it to your hand. You can only use each effect of "Altergeist Primebanshee" once per turn.
    Altergeist Protocol Trap Continuous The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; Negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn.
    Amazing Pendulum Spell Normal If you have no cards in your Pendulum Zones: Add 2 face-up "Magician" Pendulum Monsters with different names from your Extra Deck to your hand. You can only activate 1 "Amazing Pendulum" per turn.
    Amazoness Archers Trap Normal Activate only when your opponent declares an attack while you control an "Amazoness" monster. All monsters your opponent controls are changed to face-up Attack Position (Flip Effects are not activated), and lose 500 ATK as long as they remain face-up on the field. Your opponent must attack with all of their monsters.
    Amazoness Call Spell Quick-Play Take 1 "Amazoness" card from your Deck, except "Amazoness Call", and either add it to your hand or send it to the GY. During your Main Phase: You can banish this card from your GY, then target 1 "Amazoness" monster you control; this turn, that monster can attack all monsters your opponent controls, once each, also other monsters you control cannot attack. You can only activate 1 "Amazoness Call" per turn.
    Amazoness Fighting Spirit Spell Continuous If an "Amazoness" monster attacks a monster with higher ATK, the attacking monster gains 1000 ATK during damage calculation only.
    Amazoness Heirloom Spell Equip Equip only to an "Amazoness" monster. Once per turn, that monster cannot be destroyed by battle. When the equipped monster attacks, after damage calculation, destroy the attack target.
    Amazoness Onslaught Trap Continuous Once per turn, during the Battle Phase: You can Special Summon 1 "Amazoness" monster from your hand, and if you do, it gains 500 ATK until the end of this turn (even if this card leaves the field). After damage calculation, if your "Amazoness" monster battled an opponent's monster while this card is already face-up in your Spell & Trap Zone: You can banish that opponent's monster. If this card on the field is destroyed and sent to the GY: You can target 1 "Amazoness" monster in your GY; Special Summon it.
    Amazoness Shamanism Trap Normal Destroy all face-up "Amazoness" monsters you control. Then, you can Special Summon any number of Level 4 or lower "Amazoness" monsters from your Graveyard in face-up Defense Position, up to the number of monsters destroyed by this effect.
    Amazoness Spellcaster Spell Normal 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.
    Amazoness Village Spell Field All "Amazoness" monsters gain 200 ATK. Once per turn, when an "Amazoness" monster is destroyed by battle or by a card effect and sent to the Graveyard: You can Special Summon 1 "Amazoness" monster from your Deck with a Level less than or equal to that "Amazoness" monster in the Graveyard.
    Amazoness Willpower Trap Continuous Select 1 "Amazoness" monster in your Graveyard and Special Summon it in Attack Position. It cannot change its battle position and must attack if able. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
    Ambush Fangs Trap Normal Activate only when a face-up "Venom" monster you control is declared as an attack target. Negate the attack and end the Battle Phase. Then place 1 Venom Counter on the monster that attacked.
    Amorphage Infection Spell Continuous All "Amorphage" monsters on the field gain 100 ATK and DEF for each "Amorphage" card on the field. If a monster(s) in your hand or you control is Tributed, or destroyed by battle or card effect: You can add 1 "Amorphage" card from your Deck to your hand. You can only use this effect of "Amorphage Infection" once per turn.
    Amorphage Lysis Trap Continuous All monsters on the field, except "Amorphage" monsters, lose 100 ATK and DEF for each "Amorphage" card on the field. If a card(s) in your Pendulum Zone is destroyed (except during the Damage Step): You can place 1 "Amorphage" Pendulum Monsterfrom your Deck in your Pendulum Zone. You can only use this effect of "Amorphage Lysis" once per turn.
    Amorphous Persona Spell Field All "Amorphage" monsters on the field gain 300 ATK and DEF. Up to twice per turn, if an "Amorphage" monster(s) you control is Tributed, draw 1 card. You can banish this card from your Graveyard; Tribute Pendulum Monsters from your hand or field whose total Levels exactly equal 8, then Ritual Summon 1 "Amorphactor Pain, the Imagination Dracoverlord" from your hand.
    Amphibious Swarmship Amblowhale Link/Effect Monster FIRE Machine 2600 LINK-4 2+ Effect Monsters
    Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn.
  • If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it.
  • If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.
  • Amplifier Spell Equip Equip only to "Jinzo". While this card is equipped, the equipped monster's effect does not negate the effects of its controller's Trap Cards. When this card is removed from the field, destroy the equipped monster. This card's activation and effect cannot be negated.
    Amulet of Ambition Spell Equip Equip only to a Normal Monster. If it battles a monster with a higher Level, the equipped monster gains 500 ATK x the difference in Levels (during that battle only). When this card is sent to the Graveyard, you can return it to the top of the Deck.
    An Unfortunate Report Trap Normal Your opponent conducts their next Battle Phase twice.
    Ancient City - Rainbow Ruins Spell Field You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects:
  • 1+: This card cannot be destroyed by card effects.
  • 2+: Once per turn, you can halve the Battle Damage you take.
  • 3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; negate the activation and destroy it.
  • 4+: Once per turn, during your Main Phase: You can draw 1 card.
  • 5+: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
  • Ancient Forest Spell Field When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's Battle Phase.
    Ancient Gear Castle Spell Continuous Face-up "Ancient Gear" monsters gain 300 ATK. Each time a monster(s) is Normal Summoned or Set, put 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster, you can substitute this card for a Tribute(s), if the number of counters is equal to or greater than the number of required Tribute(s).
    Ancient Gear Catapult Spell Normal While you control no monsters: Target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions. You can banish this card from your Graveyard, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear Token" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0). You can only use 1 "Ancient Gear Catapult" effect per turn, and only once that turn.
    Ancient Gear Drill Spell Normal 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 Spell Normal 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 Spell Normal 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 Fist Spell Equip Equip only to an "Ancient Gear" monster. Destroy any monster that battles with it, at the end of the Damage Step.
    Ancient Gear Fortress Spell Continuous During the turn they were Normal or Special Summoned, your opponent cannot target "Ancient Gear" monsters you control with card effects, and they cannot be destroyed by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of "Ancient Gear" cards and effects. If this card is destroyed in the Spell & Trap Zone: You can Special Summon 1 "Ancient Gear" monster from your hand or Graveyard, also you cannot Special Summon monsters for the rest of this turn, except "Ancient Gear" monsters.
    Ancient Gear Fusion Spell Normal Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If you use an "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control as Fusion Material, you can also use monsters from your Deck as material.
    Ancient Gear Reborn Trap Continuous Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn".
    Ancient Gear Tank Spell Equip Equip only to an "Ancient Gear" monster. It gains 600 ATK. When this card is destroyed and sent to the Graveyard, inflict 600 damage to your opponent.
    Ancient Gear Workshop Spell Normal Return 1 "Ancient Gear" monster from your Graveyard to your hand.
    Ancient Leaf Spell Normal If you have 9000 or more Life Points, you can pay 2000 Life Points to draw 2 cards.
    Ancient Rules Spell Normal Special Summon 1 Level 5 or higher Normal Monster from your hand.
    Ancient Telescope Spell Normal See the top 5 cards of your opponent's Deck. Return the cards to the Deck in the same order.
    And the Band Played On Trap Continuous Neither player can Special Summon monsters with the same Level as those they control. Neither player can Special Summon monsters with the same Rank as those they control.
    Ante Spell Normal 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.)
    Anti Raigeki Trap Normal When your opponent activates Raigeki", all of your opponent's monsters are destroyed in place of your own."
    Anti-Fusion Device Trap Normal Destroy 1 face-up Fusion Monster on the field.
    Anti-Magic Arrows Spell Quick-Play At the start of the Battle Phase: For the rest of this turn after this card resolves,Spell/Trap Cards, and their effects, cannot be activated. Cards and effects cannot be activated in response to this card's activation.
    Anti-Magic Prism Trap Normal Activate only when your opponent activates a Quick-Play Spell Card. Select 1 card on the field and destroy it.
    Anti-Spell Trap Counter Remove 2 Spell Counters on your side of the field. Negate the activation of a Spell Card and destroy it.
    Anti-Spell Fragrance Trap Continuous Both players must Set Spell Cards before activating them, and cannot activate them until their next turn.
    Apple of Enlightenment Trap Normal Target cards in your opponent's GY, up to the number of "Valkyrie" monsters you control; banish them. If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can draw cards equal to the number of "Valkyrie" monsters you control +1.
    Appointer of the Red Lotus Trap Normal Pay 2000 Life Points and reveal all cards in your hand. Look at your opponent's hand and select 1 card. Remove that card from play until the End Phase of your opponent's next turn.
    Appropriate Trap Continuous Activate only when your opponent draws a card(s), except during their Draw Phase. Draw 2 cards.
    Aqua Chorus Trap Continuous If there are monsters with the same name on the field, increase the ATK and DEF of all of those monsters with the same name by 500 points.
    Aqua Jet Spell Normal Target 1 face-up Fish, Sea Serpent, or Aqua-Type monster you control; it gains 1000 ATK.
    Aqua Story - Urashima Trap Normal If you have an "Aquaactress" monster in your Graveyard: Target 1 monster on the field; until the end of this turn, its effects are negated, its ATK and DEF become 100, also it is unaffected by your opponent's card effects.
    Aquamirror Cycle Trap Normal Target 1 face-up WATER monster you control and 2 WATER monsters in your Graveyard; shuffle the first target into the Deck, and if you do, add the second targets to your hand.
    Aquamirror Illusion Trap Normal Special Summon 1 "Gishki" Ritual Monster from your hand. It cannot attack, and is returned to the hand during the End Phase.
    Aquamirror Meditation Trap Normal Reveal 1 Ritual Spell Card in your hand to target 2 "Gishki" monsters in your Graveyard; add those targets to your hand.
    Aquarium Lighting Spell Continuous If an "Aquaactress" monster you control battles an opponent's monster, during damage calculation: Your battling monster's ATK and DEF each become double its current ATK and DEF during that damage calculation only. If this card is sent from the field to the Graveyard: You can target 1 Aqua-Type monster in your Graveyard; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Aqua-Type monsters. You can only control 1 "Aquarium Lighting".
    Aquarium Set Spell Continuous All WATER monsters you control gain 300 ATK and DEF. All "Aquaactress" monsters you control gain 300 ATK and DEF. If this card is sent from the field to the Graveyard: You can target 1 Aqua-Type monster in your Graveyard; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Aqua-Type monsters.
    Aquarium Stage Spell Continuous WATER monsters you control cannot be destroyed by battle with a non-WATER monster. "Aquaactress" monsters you control are unaffected by your opponent's monster effects. If this card is sent from the field to the Graveyard: You can target 1 Aqua-Type monster in your Graveyard; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Aqua-Type monsters.
    Arcana Call Trap Normal Select 1 "Arcana Force" monster you control. Remove from play 1 "Arcana Force" monster from either player's Graveyard. Until the End Phase, the selected monster's effect becomes the removed monster's effect for the same coin toss result.
    Arcana Extra Joker Link/Effect Monster LIGHT Warrior 2800 LINK-3 3 Warrior monsters with different names
    Once per turn, when a Spell/Trap Card, or monster effect, is activated that targets this face-up card on the field and/or a monster(s) it points to (Quick Effect): You can discard the same type of card (Monster, Spell, or Trap); negate the activation. When this Link Summoned card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 4 Warrior Normal Monster from your Deck, and if you do, add 1 Level 4 Warrior monster from your Deck to your hand.
    Arcane Barrier Spell Continuous Each time a Spellcaster-Type monster(s) on the field is destroyed, place 1 Spell Counter on this card (max. 4). You can send this card and 1 face-up Spellcaster-Type monster you control to the Graveyard to draw 1 card for each Spell Counter on this card.
    Archfiend Palabyrinth Spell Field All Fiend-Type monsters you control gain 500 ATK. You can target 1 "Archfiend" monster you control; banish 1 other Fiend-Type monster you control, and if you do, Special Summon from your hand, Deck, or Graveyard 1 "Archfiend" monster with the same Level as the targeted monster. You can only use this effect of "Archfiend Palabyrinth" once per turn.
    Archfiend's Oath Spell Continuous Once per turn you can pay 500 Life Points to declare 1 card name. Pick up the top card from your Deck and if the card name is the one you declared, add it to your hand. If not, send the card you picked up to the Graveard.
    Archfiend's Roar Trap Normal Pay 500 Life Points to activate this card. Special Summon 1 Archfiend Monster Card from your Graveyard. This monster cannot be Tributed under any conditions and is destroyed during the End Phase of this turn.
    Armageddon Designator Trap Normal Banish 1 card from your hand; neither player can activate cards, or the effects of cards, with that name from the rest of the Duel.
    Armed Changer Spell Equip Send 1 Equip Spell Card from your hand to the Graveyard to activate this card. If the equipped monster destroys a monster as a result of battle, the controller of this Equip Card can add 1 monster with ATK equal to or less than the equipped monster from their Graveyard to their hand.
    Armor Blast Spell Normal Target 1 face-up "Inzektor" card you control and 2 face-up cards your opponent controls; destroy them.
    Armor Break Trap Counter Negate the activation of an Equip Spell card and destroy it.
    Armor Ninjitsu Art of Alchemy Spell Normal If you control a face-up "Ninjitsu Art" card: Destroy all face-up "Ninjitsu Art" cards you control, then draw 2 cards.
    Armor Ninjitsu Art of Freezing Trap Continuous When an opponent's monster declares an attack, if you control a face-up "Ninja" monster: You can flip this card face-up; negate that attack and end the Battle Phase. Once this card is face-up on the field, monsters your opponent controls cannot change their Battle Positions while you control a face-up "Ninja" monster(s).
    Armor Ninjitsu Art of Rust Mist Trap Continuous When a monster(s) is Special Summoned to your opponent's side of the field, if you control a face-up "Ninja" monster: Halve the ATK of that Special Summoned monster(s).
    Armored Glass Trap Normal You can activate this card when a monster is equpped with an Equip Magic Card. Negate the effects of all Equip Magic Cards on the field during the turn this card is activated.
    Aroma Garden Spell Field Once per turn, if you control an "Aroma" monster: You can gain 500 LP, also all monsters you control gain 500 ATK and DEF until the end of your opponent's next turn (even if this card leaves the field). If a face-up "Aroma" monster you control is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP.
    Aromaseraphy Jasmine Link/Effect Monster LIGHT Plant 1800 LINK-2 2 Plant monsters
    If your LP are higher than your opponent's, this card and any Plant monsters it points to cannot be destroyed by battle. You can Tribute 1 monster this card points to; Special Summon 1 Plant monster from your Deck in Defense Position. You can only use this effect of "Aromaseraphy Jasmine" once per turn. Once per turn, if you gain LP: Add 1 Plant monster from your Deck to your hand.
    Array of Revealing Light Spell Normal 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.
    Arrivalrivals Spell Quick-Play During the Battle Phase: Immediately after this effect resolves, Normal Summon 1 monster. You can only activate 1 "Arrivalrivals" per turn.
    Arsenal Robber Trap Normal Your opponent selects 1 Equip Spell Card from his/her Deck and sends it to the Graveyard.
    Artifact Ignition Spell Quick-Play Target 1 Spell/Trap Card on the field; destroy that target, and if you do,Set 1 "Artifact" monster directly from your Deck to your Spell & Trap Card Zone as a Spell Card. If this card in its owner's possession is destroyed by an opponent's card: Your opponent skips their next Battle Phase. (You must have an "Artifact" monster in your Main Deck toactivate this card.)
    Artifact Sanctum Trap Normal Special Summon 1 "Artifact" monster from your Deck. You can only activate 1 "Artifact Sanctum" per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target.
    Artifacts Unleashed Spell Quick-Play Target 2 "Artifact" monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only, but if you activated this card, monsters you control cannot attack for the rest of this turn, except "Artifact" monsters. If this card in its owners possession is destroyed by an opponent's card: You can reveal 1Level 5 LIGHT monster in your hand; draw 1 card.
    Ascending Soul Spell Continuous Once per turn, when a Ritual Monster is Ritual Summoned, you can select and add to your hand 1 monster in your Graveyard that was Tributed for the Ritual Summon.
    Asceticism of the Six Samurai Spell Quick-Play Select 1 face-up "Six Samurai" monster you control. Special Summon 1 "Six Samurai" monster from your Deck with a different name but equal ATK to the selected monster. During the End Phase of this turn, destroy the selected monster.
    Asleep at the Switch Trap Normal When your opponent gains Life Points: Target 1 monster your opponent controls; destroy that target.
    Assault Armor Spell Equip Equip only to a Warrior-Type monster that is the only monster you control. It gains 300 ATK. During your Main Phase, you can send this equipped card to the Graveyard. If you do, the equipped monster can attack twice during the Battle Phase this turn.
    Assault Counter Trap Counter Activate only while you control an "/Assault Mode" monster. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect and destroy it.
    Assault Mode Activate Trap Normal Tribute 1 Synchro Monster. Special Summon 1 "/Assault Mode" monster whose name includes the Tributed monster's name from your Deck in Attack Position.
    Assault Mode Zero Spell Quick-Play Tribute 1 Synchro Monster; Special Summon 1 "/Assault Mode" monster from your hand whose name includes the Tributed monster's name. (This is treated as a Special Summon with "Assault Mode Activate".) During your Main Phase: You can banish this card from your GY; Set 1 "Assault Mode Activate" directly from your hand or Deck. It can be activated this turn. You can only use each effect of "Assault Mode Zero" once per turn.
    Assault of the Fire Kings Spell Normal 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 on GHQ Trap Normal Select 1 monster on your side of the field to activate this card. Destroy the selected card and send 2 cards from the top of your opponent's Deck to the Graveyard.
    Assault Overload Spell Quick-Play Tribute 1 "/Assault Mode" monster. Inflict damage to both players equal to its Level x 200.
    Assault Reboot Trap Normal Tribute 1 "/Assault Mode" monster; Special Summon 1 "/Assault Mode" monster from your Deck with a different name in Defense Position, ignoring its Summoning conditions. You can banish this card from your GY, then target any number of cards in your GY, with different names, that are "Assault Mode Activate" and/or specifically list "Assault Mode Activate" in their text, except "Assault Reboot"; shuffle them into the Deck. You can only use each effect of "Assault Reboot" once per turn.
    Assault Revival Spell Quick-Play Remove from play 1 "Assault Mode Activate" from your Graveyard. Destroy all monsters you control and Special Summon 1 "/Assault Mode" monster from your Graveyard, ignoring its Summoning conditions. Its effect(s) is negated, and it cannot be Tributed. If it is removed from the field, remove it from play.
    Assault Slash Trap Normal Activate only while you control an "/Assault Mode" monster. Destroy all face-up monsters on the field.
    Assault Spirits Trap Normal After activation, this card becomes an Equip Card and is equipped to 1 monster you control. Once per turn, if the equipped monster attacks, during the Damage Step you can send 1 monster with 1000 or less ATK from your hand to the Graveyard to increase the equipped monster's ATK by the sent monster's ATK until the End Phase.
    Assault Teleport Spell Normal Return 1 "/Assault Mode" monster from your hand to the Deck. Draw 2 cards.
    Astral Barrier Trap Continuous If your opponent's monster attacks a monster you control: You can make the attack a direct attack instead.
    Asymmetaphys Spell Continuous Once per turn: You can banish 1 "Metaphys" card from your hand, and if you do, draw 1 card. Once per turn, if your "Metaphys" card in its owner's possession is banished: Apply this effect depending on whose turn it is.
  • Your turn: All monsters on the field lose 500 ATK/DEF, except "Metaphys" monsters.
  • Opponent's turn: Change the battle positions of all monsters on the field, except "Metaphys" monsters.
  • At One With the Sword Trap Normal Activate while the only monster you control is 1 face-up "X-Saber" monster. Equip this card to that monster. It gains 800 ATK. If it destroys your opponent's monster by battle, draw 1 card.
    Attack and Receive Trap Normal You can only activate this card when you take damage to your Life Points. Inflict 700 points of damage to your opponent's Life Points. Also, inflict 300 points of damage to your opponent's Life Points for each Attack and Receive" card in your Graveyard."
    Attack of the Cornered Rat Trap Continuous If a Level 3 or lower Normal Monster you control battles, during the Damage Step you can pay Life Points in multiples of 100. The ATK of the opponent's monster is reduced by the amount of Life Points you paid, until the End Phase. (You cannot pay more Life Points than the ATK of the opponent's monster.)
    Attack Pheromones Spell Continuous If a monster you control attacks a Defense Position monster, change that monster to face-up Attack Position at the end of the Damage Step if your attacking monster is Reptile-Type.
    Attack Reflector Unit Trap Normal Tribute 1 "Cyber Dragon". Special Summon 1 "Cyber Barrier Dragon" from your hand or Deck.
    Attack the Moon! Spell Continuous Once per turn, when the battle position of a Rock-Type monster you control is changed: You can target 1 Spell/Trap Card your opponent controls; destroy that target.
    Attention! Trap Normal Target 1 face-up Level 5 or lower monster your opponent controls; destroy all face-up monsters on the field with a different level than it.
    Attraffic Control Spell Continuous If your opponent controls 3 or more monsters, they cannot declare an attack.
    Augmented Heraldry Spell Field Psychic-Type Xyz Monsters on the field cannot be targeted by Spell/Trap effects. Once per turn: You can discard 1 "Heraldic Beast" monster; add 1 "Heraldry" Spell/Trap Card from your Deck to your hand, except "Augmented Heraldry". You cannot Normal or Special Summon monsters during the turn you activate this effect, except Psychic-Type Xyz Monsters and "Heraldic Beast" monsters (even if this card leaves the field).
    Auram the World Chalice Blademaster Link/Effect Monster FIRE Cyberse 2000 LINK-2 2 "World Chalice" monsters
    Gains 300 ATK for each "World Legacy" monster in your GY with a different name. You can Tribute 1 "World Chalice" monster this card points to, then target 1 other monster in your GY; Special Summon it to your zone this card points to. You can only use this effect of "Auram the World Chalice Blademaster" once per turn. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
    Automatic Laser Trap Normal When your opponent Normal or Special Summons a monster(s) with 1000 or more ATK, reveal 1 "Iron Core of Koa'ki Meiru" in your hand to activate this card. Destroy that Summoned monster(s).
    Autonomous Action Unit Spell Equip Pay 1500 Life Points to target 1 monster in your opponent's Graveyard; Special Summon that target to your side of the field in face-up Attack Position, and equip it with this card. When this card leaves the field, destroy the equipped monster.
    Avalon Trap Normal Target 5 "Noble Knight" monsters in your Graveyard, including at least 1 "Artorigus" monster and 1 "Laundsallyn" monster; banish those targets, and if you do, destroy all cards on the field.
    Awakening of Nephthys Trap Continuous All "Nephthys" monsters yo control gain 300 ATK. If this face-up card in the Spell & Trap Zone is destroyed by card effect and sent to the GY: You can Special Summon 1 "Nephthys" monster from your hand, Deck, or GY, but destroy it during the End Phase. You can only use this effect of "Awakening of Nephthys" once per turn.
    Axe of Despair Spell Equip (This card is always treated as an "Archfiend" card.)The equipped monster gains 1000 ATK. When this card is sent from the field to the Graveyard: You can Tribute 1 monster; return this card to the top of the Deck.
    Axe of Fools Spell Equip The equipped monster gains 1000 ATK, but its effects are negated. During each of your Standby Phases: Inflict 500 damage to the controller of the equipped monster.
    Ayers Rock Sunrise Spell Normal 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.
    B.E.F. Zelos Spell Field When this card is activated: You can add 1 "Boss Rush" from your Deck to your hand. All "B.E.S." monsters you control gain 500 ATK and DEF, your opponent cannot target them with card effects, and they cannot be destroyed by your opponent's card effects. Once per turn: You can Special Summon 1 "B.E.S." monster from your hand. If a "B.E.S." monster(s) is Normal or Special Summoned to your field: Place 1 counter on it.
    Back to Square One Spell Normal Discard 1 card from your hand. Return 1 monster on the field to the top of the owner's Deck.
    Back to the Front Trap Normal Target 1 monster in your GY; Special Summon it in Defense Position.
    Back-Up Rider Spell Normal Target 1 face-up monster on the field; it gains 1500 ATK until the end of this turn.
    Backfire Trap Continuous When a FIRE monster(s) on your side of the field is destroyed and sent to the Graveyard, inflict 500 points of damage to your opponent's Life Points.
    Backs to the Wall Trap Normal Pay Life Points so that you only have 100 left. Special Summon as many "Six Samurai" monsters from your Graveyard as possible. You cannot Special Summon more than 1 monster with the same name, or a monster that has the same name as a monster you already control.
    Backup Soldier Trap Normal You can activate this card when there are 5 or more Monster Cards in your Graveyard. Select up to 3 Monster Cards with an ATK of 1500 points or less (except Effect Monster Cards) from your Graveyard and add them to your hand.
    Backup Squad Spell Continuous Each time you take 1000 or more damage by your opponent's card effect or their monster's attack: Draw 1 card for every 1000 damage you took.
    Backup Supervisor Link/Effect Monster LIGHT Cyberse 1200 LINK-2 2 monsters
    If this card was Link Summoned using "Backup Secretary" as material, and your monster this card points to battled an opponent's monster, at the end of the Damage Step: You can Special Summon 1 Cyberse monster from your hand. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 "Backup Secretary" from your hand, Deck, or GY. You can only use each effect of "Backup Supervisor" once per turn.
    Bad Aim Trap Normal When your opponent's card or effect is activated: Target 1 card on the field (other than that card); destroy it.
    Bad Luck Blast Trap Normal Target 1 face-up monster your opponent controls; take damage equal to half its ATK, then inflict damage to your opponent, equal to the damage you took. If this card youcontrol is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent. You can only activate 1 "Bad Luck Blast" per turn.
    Bad Reaction to Simochi Trap Continuous As long as this card remains face-up on the field, any effect of increasing your opponent's Life Points is changed to inflict the same amount of points in damage to your opponent's Life Points.
    Bait Doll Spell Normal 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.
    Balance of Judgment Trap Normal If your opponent controls more cards than the combined number of cards in your hand and that you control: Draw cards equal to their surplus. You can only activate 1 "Balance of Judgment" per turn.
    Ballista of Rampart Smashing Spell Equip If the equipped monster attacks a face-down Defense Position monster, it gains 1500 ATK during damage calculation only.
    Ballista Squad Trap Normal Tribute 1 monster, then target 1 card your opponent controls; destroy it.
    Bamboo Scrap Trap Normal Tribute 1 Plant-Type monster. Special Summon 2 "Plant Tokens" (Plant-Type/EARTH/Level 1/ATK 800/DEF 500) to your opponent's side of the field in Defense Position.
    Banishment of the Darklords Spell Normal Add 1 "Darklord" card from your Deck to your hand, except "Banishment of the Darklords". You can only activate 1 "Banishment of the Darklords" per turn.
    Banner of Courage Spell Continuous During your Battle Phase only, all face-up monsters you control gain 200 ATK.
    Bark of Dark Ruler Trap Normal You can only activate this card during the Damage Step of a Battle Phase if a Fiend-Type monster on your side of the field battles. Pay Life Points (in multiples of 100 points) to decrease 1 of your opponent's monster's ATK and DEF by the same amount of points until the End Phase of that turn.
    Barkion's Bark Spell Normal Activate only if you control a face-up "Naturia" monster. Your opponent cannot activate Trap Cards this turn.
    Barrage Blast Trap Continuous Once per turn, you can detach any number of materials from Machine Xyz Monsters you control, then target that many cards on the field; destroy them. If a Machine Xyz Monster(s) you control is destroyed by battle or an opponent's card effect while this card is in your GY: You can banish this card and 1 Machine Xyz Monster from your GY; inflict damage to your opponent equal to the banished monster's Rank x 200.
    Barrel Behind the Door Trap Counter You can only activate this card when an effect that inflicts damage to your Life Points is activated (except Battle Damage). Switch the Effect Damage you receive to your opponent's Life Points.
    Barrier Wave Trap Normal Activate by Tributing 1 Synchro Monster you control when your opponent declares an attack with a monster. Change all Attack Position monsters your opponent controls to Defense Position. Afterwards, inflict damage to your opponent's Life Points equal to the DEF of the monster the attack was declared with.
    Bashing Shield Spell Equip Equip only to a Normal Summoned/Set monster. It gains 1000 ATK. You take no battle damage from attacks involving it.
    Battery Charger Spell Normal Pay 500 Life Points. Special Summon 1 monster from your Graveyard that includes "Batteryman" in its card name.
    Battle Break Trap Normal When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase.
    Battle Fusion Spell Quick-Play When an attack is declared involving a Fusion Monster you control and an opponent's monster: That monster you control gains ATK equal to the ATK of the opponent's monster, until the end of the Damage Step. You can only activate 1 "Battle Fusion" per turn.
    Battle Instinct Trap Normal Activate only when your opponent declares a direct attack and you control no monsters. Special Summon 1 Level 4 or lower Beast-Type monster from your hand in face-up Attack Position.
    Battle Mania Trap Normal Activate only during your opponent's Standby Phase. All face-up monsters your opponent controls are changed to Attack Position, and cannot change their battle positions this turn. All monsters your opponent currently controls must attack this turn, if able.
    Battle of the Elements Trap Normal Activate only while all monsters on the field are face-up. Both players send monsters they control to the Graveyard so that they each control only 1 Attribute.
    Battle Teleportation Trap Normal Activate if you control only 1 face-up Psychic-Type monster, and select that monster. It can attack your opponent directly this turn. At the end of the Battle Phase, give control of that monster to your opponent.
    Battle Tuned Spell Quick-Play Remove from play 1 Tuner monster from your Graveyard. Target face-up monster you control gains ATK equal to the removed monster's ATK.
    Battle Waltz Spell Normal Select 1 face-up Synchro Monster you control. Special Summon 1 "Waltz Token" with the same Type, Attribute, Level, ATK and DEF as that monster. Players take no Battle Damage from battles involving this Token.
    Battle-Scarred Trap Continuous Select 1 Archfiend monster on your side of the field to activate this card. Your opponent also pays the same Life Points that you pay for the selected monster during the Standby Phase. If this card is removed from the field, destroy the selected monster. When the selected monster is removed from the field, destroy this card.
    Battleguard Howling Trap Normal When a Warrior-Type monster you control is targeted for an attack, or by an opponent's monster effect: Target 1 face-up monster your opponent controls; inflict damageto your opponent equal to the original ATK of the face-up monster you targeted with this card, and if you do, return it to the hand.
    Battleguard Rage Trap Continuous Activate this card by targeting 1 Warrior-Type monster you control. It gains 1000 ATK. Monsters destroyed by battle with it are returned to the hand instead of going to theGraveyard. When that monster leaves the field, destroy this card.
    Battlin' Boxing Spirits Spell Normal 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.
    Beacon of White Spell Equip If you do not control another "Beacon of White", and you have 3 or more "Blue-Eyes"monsters in your Graveyard: Target 1 of them; Special Summon it, but its effects are negated, also equip it with this card. When this card leaves the field, banish the equipped monster. Other monsters you control cannot attack, also if you have any number of "Blue-Eyes" monster(s) in your Graveyard, the equipped monster can attack up to that number of times during each Battle Phase.
    Beast Fangs Spell Equip A Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Beast Magic Attack Spell Quick-Play Remove Spell Counters from your field to activate 1 of these effects;
  • 2: Return 1 "Mythical Beast" Pendulum Monster you control to the hand.
  • 4: Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, then you can place 2 Spell Counters on it.
  • 6 : Special Summon 1 face-up Pendulum Monster from your Extra Deck.
    You can only activate 1 "Beast Magic Attack" per turn.
  • Beast Rage Spell Normal All monsters you control gain 200 ATK for each of your removed from play Beast-Type and Winged Beast-Type monsters.
    Beast Rising Trap Continuous Once per turn, you can remove from play 1 face-up Beast-Type or Beast-Warrior-Type monster you control to select 1 other face-up Beast-Type or Beast-Warrior-Type monster you control. The selected monster gains the original ATK of the monster removed from play for this effect.
    Beast Soul Swap Trap Normal Target 1 Beast-Type monster you control; return it to the hand, and if you do, Special Summon 1 Beast-Type monster from your hand with the same Level as the monster that was returned to the hand.
    Beastly Mirror Ritual Spell Ritual This card is used to Ritual Summon "Fiend's Mirror". You must also Tribute monsters from the field or your hand whose total Levels equal 6 or more.
    Beat Cop from the Underworld Link/Effect Monster DARK Fiend 1000 LINK-2 2 monsters
    If this card is Link Summoned using 2 DARK monsters with different names as material, it gains this effect.
  • You can Tribute 1 monster, then target 1 face-up card on the field; place 1 Patrol Counter on it. You can only use this effect of "Beat Cop from the Underworld" once per turn. (If a card with a Patrol Counter would be destroyed by battle or card effect, remove 1 Patrol Counter from it instead.)
  • Beckoning Light Trap Normal Discard your entire hand, then for each card you discarded to the Graveyard by this effect, add 1 LIGHT monster from your Graveyard to your hand.
    Beginning of Heaven and Earth Trap Normal Reveal 3 Warrior-Type monsters from your Deck, including at least 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and have your opponent randomly pick 1. If they picked a "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, add it to your hand and send the rest to the Graveyard. Otherwise, send them all to the Graveyard. You can only activate 1 "Beginning of Heaven and Earth" per turn.
    Begone, Knave! Trap Continuous If a monster inflicts Battle Damage to a player, return the monster to it's owner's hand.
    Bending Destiny Trap Counter Activate only if all face-up monsters you control are "Fortune Lady" monsters. Negate the activation of a Spell or Trap Card, or the Normal Summon of a monster, and remove that card from play. The card removed from play by this effect is returned to its owner's hand during the End Phase.
    Berserk Scales Spell Quick-Play Target 1 face-up monster you control (except a monster that is attacking directly); it gains 1000 ATK but cannot attack your opponent directly for the rest of this turn, and in the End Phase of this turn, it loses 2000 ATK.
    Berserker Crush Spell Quick-Play Remove from play 1 monster from your Graveyard. The ATK and DEF of 1 face-up "Winged Kuriboh" you control become equal to the ATK and DEF of that monster, until the End Phase of this turn.
    Berserker Soul Spell Quick-Play When a monster you control inflicts 1500 or less damage to your opponent by a direct attack: Discard your entire hand (min.1); excavatethe top card of your Deck, and if it is a Monster Card, send it to theGraveyard, and if you do that, inflict 500 damage to your opponent, then repeat this effect up to 7 more times or until you excavate a non-Monster Card. If a non-Monster Card is excavated, place it on the top of your Deck. You can only activate 1 "Berserker Soul" per turn.
    Berserking Trap Continuous Once per turn, during your Main Phase or opponent's Battle Phase, you can select 2 face-up Beast-Type monsters on the field. Until the end of the turn, 1 of the selected monsters loses half its ATK, and the other monster gains an equal amount of ATK.
    Big Bang Shot Spell Equip The equipped monster gains 400 ATK. If the equipped monster attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. When this card leaves the field, banish the equipped monster.
    Big Burn Trap Normal You can only activate this card when your opponent activates a card that targets a monster in the Graveyard. Remove from play all monsters in both players' Graveyards.
    Big Evolution Pill Spell Normal 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 Spell Normal 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.
    BIG Win!? Trap Normal Declare a Level between 1 and 12; each player tosses a coin, and if both are Heads, the Levels of all face-up monsters you currently control become the declared Level. If both are tails, you lose Life Points equal to the declared Level x 500.
    Binary Sorceress Link/Effect Monster EARTH Cyberse 1600 LINK-2 2 monsters, expect Tokens
    This card gains these effects based on the number of monsters co-linked to this card.
  • 1+: When a monster co-linked to this card battles your opponent's monster and inflicts battle damage to them: You can gain that much LP.
  • 2: Once per turn (Quick Effect): You can target 2 face-up monsters you control; until the end of this turn, halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster.
  • Bingo Machine, Go!!! Spell Normal Reveal 3 cards from your Deck that each meets at least 1 of the criteria listed below, your opponent randomly picks 1 for you to add to your hand, and you shuffle the rest into your Deck. You can only activate 1 "Bingo Machine, Go!!!" per turn.
  • "Blue-Eyes" monster.
  • Spell/Trap that specifically lists the card "Blue-Eyes White Dragon" or "Blue-Eyes Ultimate Dragon", except "Bingo Machine, Go!!!".
  • Birthright Trap Continuous Select 1 Normal Monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
    Black and White Wave Spell Quick-Play If there is a face-up Xyz Monster on the field with a Synchro Monster as Xyz Material: Target 1 card on the field; banish that target, and if you do, draw 1 card.
    Black Cat-astrophe Trap Normal During your opponent's Battle Phase, if you control 2 or more face-down Defense Position monsters: End the Battle Phase. You can banish this card from your Graveyard, then target 2 face-up monsters on the field, including at least 1 "Prediction Princess" monster; change them to face-down Defense Position.
    Black Feather Beacon Trap Normal Activate only when you take damage from a card effect. Special Summon 1 Level 4 or lower "Blackwing" monster from your hand.
    Black Garden Spell Field When a monster(s) is Normal or Special Summoned, except by the effect of "Black Garden": Halve its ATK, also you Special Summon 1 "Rose Token" (Plant-Type/DARK/Level 2/ATK 800/DEF 800) to its controller's opponent's side of the field, in Attack Position. You can target 1 monster in your Graveyard with ATK equal to the total ATK of all face-up Plant-Type monsters on the field: destroy this card and all face-up Plant-Type monsters, then Special Summon that target.
    Black Horn of Heaven Trap Counter Negate the Special Summon of 1 of your opponent's monsters and destroy it.
    Black Illusion Trap Normal Until the end of this turn, all DARK Spellcaster-Type monsters with 2000 or more ATK you currently control cannot be destroyed by battle, their effects are negated, also they are unaffected by your opponent's card effects.
    Black Illusion Ritual Spell Ritual This card is used to Ritual Summon "Relinquished". You must also Tribute monsters from the field or your hand whose total Levels equal 1 or more.
    Black Luster Ritual Spell Ritual This card is used to Ritual Summon "Black Luster Soldier". You must also Tribute monsters from the field or your hand whose total Levels equal 8 or more.
    Black Magic Ritual Spell Ritual This card is used to Ritual Summon "Magician of Black Chaos". You must also Tribute monsters from the field or your hand whose total Levels equal 8 or more.
    Black Pendant Spell Equip The equipped monster gains 500 ATK. When this card is sent from the field to the Graveyard, inflict 500 damage to your opponent.
    Black Return Trap Normal Activate only when 1 "Blackwing" monster is Special Summoned. Select 1 face-up monster your opponent controls. Gain Life Points equal to its ATK, then return it to its owner's hand.
    Black Sonic Trap Normal When an opponent's monster declares an attack on a "Blackwing" monster you control: Banish all face-up Attack Position monsters your opponent controls. If you control exactly 3 "Blackwing" monsters (and no other monsters), you can activate this card from your hand.
    Black Thunder Trap Normal Activate only when a "Blackwing" monster you control is destroyed by battle and sent to the Graveyard. Inflict 400 damage to your opponent for each card your opponent controls.
    Black Whirlwind Spell Continuous When a "Blackwing" monster is Normal Summoned to your side of the Field, you can add 1 "Blackwing" monster from your Deck to your hand that has less ATK than that monster.
    Black Wing Revenge Trap Normal When a Winged Beast-Type monster you control is destroyed by battleand sent to the Graveyard: Special Summon 2 "Blackwing - Black Crest Tokens" (Winged Beast-Type/DARK/Level 2/ATK 0/DEF 800).
    Black-Winged Strafe Spell Normal 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.
    Blackback Trap Normal Activate only during your turn. Select 1 "Blackwing" monster with 2000 or less ATK in your Graveyard, and Special Summon it. You cannot Normal Summon or Set the turn you activate this card.
    Blackbird Close Trap Counter When a monster your opponent controls activates its effect: You can send 1 face-up "Blackwing" monster you control to the GY; negate the activation, and if you do, destroy it, then, you can Special Summon 1 "Black-Winged Dragon" from your Extra Deck. If you control a "Blackwing" Synchro Monster or "Black-Winged Dragon", you can activate this card from your hand.
    Blackboost Trap Normal Remove from play 2 face-up "Blackwing" Tuner monsters you control. Draw 2 cards.
    Blackwing - Backlash Trap Normal Activate only when your opponent declares a direct attack while there are 5 or more "Blackwing" monsters in your Graveyard. Destroy all monsters your opponent controls.
    Blackwing - Bombardment Trap Normal Tribute 1 "Blackwing" monster to select 1 face-up Synchro Monster you control. That Synchro Monster gains ATK equal to the Tributed monster's ATK, until the End Phase.
    Blackwing - Boobytrap Trap Normal When this Set card is destroyed by your opponent's card effect while you control a face-up "Blackwing" monster, inflict 1000 damage to your opponent and draw 1 card.
    Blast Held by a Tribute Trap Normal You can only activate this card when your opponent declares an attack with a monster on his/her side of the field that has been Tribute Summoned or Set. Destroy all face-up Attack Position monsters on your opponent's side of the field and inflict 1000 points of damage to your opponent's Life Points.
    Blast with Chain Trap Normal Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK. When this card is destroyed by a card effect while equipped: Target 1 card on the field; destroy that target.
    Blasting Fuse Trap Normal Activate only when all (4) zones of this card's column are occupied. Destroy all cards in this column.
    Blasting the Ruins Trap Normal You can only activate this card if there are 30 or more cards in your Graveyard. Inflict 3000 points of damage to your opponent's Life Points.
    Blaze Accelerator Spell Continuous You can send 1 Pyro-Type monster with 500 or less ATK from your hand to the Graveyard to destroy 1 monster your opponent controls, but you cannot declare an attack during this turn if you do.
    Blaze Accelerator Reload Trap Continuous This card's name becomes "Tri-Blaze Accelerator" while in the Spell & Trap Zone. During either player's Main Phase: You can send 1 "Volcanic" card from your hand to the Graveyard, and if you do, draw 1 card. You can only use this effect of "Blaze Accelerator Reload" once per turn. During either player's Main Phase: You can banish this card from your Graveyard; send 1 "Volcanic" card from your Deck to the Graveyard.
    Blazing Mirror Force Trap Normal When an opponent's monster declares an attack: Destroy as many Attack Position monsters your opponent controls as possible, and if you do, take damage equal to half the combined original ATK of those destroyed monsters, then inflict damage to your opponent equal to the damage you took.
    Blessings for Gusto Trap Normal Target 2 "Gusto" monsters in your Graveyard, plus a third "Gusto" monster in your Graveyard; shuffle both of the first 2 targets into your Deck, then Special Summon the third target.
    Blessings of the Nile Spell Continuous Each time card(s) are discarded from your hand to the Graveyard by the effect of a card controlled by your opponent, increase your Life Points by 1000 points.
    Blind Destruction Trap Continuous During your Standby Phase, roll 1 six-sided die once. Destroy any monsters whose Level is equal to the number rolled. (If the number is 6", destroy all face-up Level 6 or higher monsters on the field.)"
    Blind Obliteration Trap Normal Roll a six-sided die twice and destroy all face-up monsters with Levels/Ranks lower than the total roll.
    Blind Spot Strike Spell Quick-Play Select 1 face-up Defense Position monster your opponent controls and 1 face-up Attack Position monster you control. The monster you control gains ATK equal to the opponent's monster's DEF, until the End Phase.
    Block Attack Spell Normal Select 1 face-up Attack Position monster on your opponent's side of the field and change it to Defense Position.
    Blooming of the Darkest Rose Trap Normal Special Summon "Rose Tokens" (Plant/DARK/Level 2/ATK 800/DEF 800) in Defense Position to either field, up to the combined number of cards in the Field Zones and Field Spells in the GYs. If this card is in your GY: You can target 1 "Black Rose Dragon", or 1 Plant monster, in your Monster Zone: banish it, and if you do, place this card on the bottom of the Deck. During the next Standby Phase, return that banished monster to the field. You can only use this effect of "Blooming of the Darkest Rose" once per turn.
    Blossom Bombardment Trap Normal Activate only when a Plant-Type monster you control destroys an opponent's monster by battle and sends it to the Graveyard. Inflict damage to your opponent equal to the destroyed monster's original ATK.
    Blue Medicine Spell Normal Increase your Life Points by 400 points.
    Blustering Winds Spell Normal Target 1 face-up monster you control; it gains 1000 ATK and DEF until your next Standby Phase.
    Bond Between Teacher and Student Spell Normal If you control "Dark Magician": Special Summon 1 "Dark Magician Girl" from your hand, Deck, or GY, then, you can Set 1 "Dark Magic Attack", "Dark Burning Attack", "Dark Burning Magic", or "Dark Magic Twin Burst" directly from your Deck. You can only activate 1 "Bond Between Teacher and Student" per turn.
    Bonding - D2O Spell Normal Tribute 2 "Duoterion" and 1 "Oxygeddon" in your hand and/or field; Special Summon 1 "Water Dragon" or "Water Dragon Cluster" from your hand, Deck, or GY. (This is treated as a Special Summon with the effect of "Bonding - H2O".) If "Water Dragon" or "Water Dragon Cluster" is sent from the field to your GY while this card is in your GY: Add this card to your hand. You can only use this effect of "Bonding - D2O" once per turn.
    Bonding - DHO Trap Normal Shuffle 1 "Duoterion", 1 "Hydrogeddon", and 1 "Oxygeddon" from your hand and/or GY into the Deck; Special Summon 1 "Water Dragon Cluster" from your hand or GY. You can banish this card from your GY; add 1 "Water Dragon" or "Water Dragon Cluster" from your Deck or GY to your hand.
    Bonding - H2O Spell Normal Tribute 2 "Hydrogeddon"s and 1 "Oxygeddon" on your side of the field. Special Summon 1 "Water Dragon" from your hand, Deck or Graveya
    Bone Temple Block Trap Normal Discard 1 card. Special Summon 1 Level 4 or lower monster from your opponent's Graveyard to your side of the field, and your opponent Special Summons 1 Level 4 or lower monster from your Graveyard to your opponent's side of the field. Those monsters are destroyed during the End Phase of the next turn.
    Booby Trap E Trap Normal Discard 1 card; Set 1 Continuous Trap Card from your hand or Graveyard to your field. That Set card can be activated during this turn.
    Boogie Trap Spell Normal Discard 2 cards, then target 1 Trap in your GY; Set that target. It can be activated this turn. You can only activate 1 "Boogie Trap" per turn.
    Book of Eclipse Spell Quick-Play Change all face-up monsters on the field to face-down Defense Position. During the End Phase, flip all face-down Defense Position monsters your opponent controls face-up, and your opponent draws 1 card for each.
    Book of Life Spell Normal 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 Moon Spell Quick-Play Target 1 face-up monster on the field; change that target to face-down Defense Position.
    Book of Secret Arts Spell Equip A Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Book of Taiyou Spell Normal Flip 1 face-down monster on the field into face-up Attack Position.
    Boon of the Meklord Emperor Spell Normal 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.
    Booster Dragon LInk/Effect Monster DARK Dragon 1900 LINK-2 2 "Rokket" monsters
    Once per turn: You can target 1 other face-up monster on the field; it gains 500 ATK/DEF. Your opponent cannot activate cards or effects in response to this effect's activation. If this Link Summoned card is destroyed by battle or card effect and sent to the GY: You can target 1 other Dragon monster in your GY; Special Summon it. You can only use this effect of "Booster Dragon" once per turn.
    Boot Sector Launch Spell Field All "Rokket" monsters on the field gain 300 ATK/DEF. You can activate 1 of these effects;
  • Special Summon up to 2 "Rokket" monsters with different names from your hand in Defense Position.
  • If your opponent controls more monsters than you do: Special Summon "Rokket" monsters with different names from your GY in Defense Position, up to the difference.
    You can only use this effect of "Boot Sector Launch" once per turn.
  • Born from Draconis Trap Normal Banish all LIGHT Machine monsters from your GY and face-up from your field; Special Summon 1 Level 6 or higher LIGHT Machine monster from your hand, ignoring its Summoning conditions, and if you do, its ATK/DEF become equal to the number of monsters banished to activate this card x 500, also it is unaffected by card effects, except for its own and this card's. You cannot Special Summon other monsters the turn you activate this card.
    Borrel Cooling Trap Normal Tribute 1 "Rokket" monster, then target 1 "Borrel" Link Monster you control; equip it with this card. If this card is equipped to a monster by this effect, the equipped monster gains this effect.
  • Once per turn (Quick Effect): You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn.
  • Borrel Regenerator Spell Equip Activate this card by targeting 1 "Rokket" monster in your GY; Special Summon it and equip it with this card, but banish it when this card leaves the field. If this card is sent to the GY because the equipped monster is destroyed: You can draw 1 card. You can only use each effect of "Borrel Regenerator" once per turn.
    Borrelguard Dragon Link/Effect Monster DARK Dragon 3000 LINK-4 3+ Effect Monsters
    Cannot be destroyed by card effects. Once per turn: You can send 1 card from your Spell & Trap Zone to the GY; Special Summon from either GY to your field, 1 monster that was destroyed and sent there this turn, but negate its effects. Once per turn (Quick Effect): You can target 1 monster on the field; change it to face-up Defense Position. Your opponent cannot activate cards or effects in response to this effect's activation.
    Borreload Dragon Link/Effect Monster DARK Dragon 3000 LINK-4 3+ Effect Monsters
    Neither player can target this card with monster effects. Once per turn (Quick Effect): You can target 1 face-up monster on the field; it loses 500 ATK/DEF. Your opponent cannot activate cards or effects in response to this effect's activation. At the start of the Damage Step, if this card attacks an opponent's monster: You can place that opponent's monster in a zone this card points to and take control of it, but send it to the GY during the End Phase of the next turn.
    Borrelsword Dragon Link/Effect Monster DARK Dragon 3000 LINK-4 3+ Effect Monsters
    Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.
    Boss Rush Spell Continuous The controller of this card cannot Normal Summon or Set. During the End Phase of the turn that a monster on your side of the field that includes "B.E.S." in its card name, or is named "Big Core", is destroyed and sent to the Graveyard, you can Special Summon from your Deck 1 monster that includes "B.E.S." in its card name, or is named "Big Core".
    Bottomless Shifting Sand Trap Continuous At the end of your opponent's turn, destroy the face-up monster(s) with the highest ATK on the field. During your own Standby Phase, if you have 4 or less cards in your hand, this card is destroyed.
    Bottomless Trap Hole Trap Normal When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it instead of sending it to the Graveyard.
    Bound Wand Spell Equip Equip only to a Spellcaster-Type monster that has a Level. It gains ATK equal to its Level × 100. If the equipped monster is destroyed by your opponent's card (either by battle or card effect) and sent to the Graveyard, and this card is sent to the Graveyard as a result: You can Special Summon that monster from the Graveyard.
    Bounzer Guard Trap Normal Target 1 face-up "Bounzer" monster you control; this turn, it cannot be targeted by other card effects, or be destroyed by battle. This turn, if an opponent's monster attacks, it must target that monster for an attack if it is still on the field.
    Brain Control Spell Normal Pay 800 Life Points. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.
    Brain Hazard Trap Continuous Select 1 of your removed from play Psychic-Type monsters, and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
    Brain Research Lab Spell Field Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it.
    Brainwashing Beam Trap Continuous Select 1 monster with at least 1 A-Counter on your opponent's side of the field and take control of that monster. During each of your End Phases, remove 1 A-Counter from that controlled monster. If all A-Counters are removed from that monster, or that monster is destroyed, destroy this card.
    Branch! Spell Continuous When a Fusion Monster on the field is destroyed and sent to the Graveyard, you can Special Summon from your Graveyard 1 of the Fusion Material Monsters that you used for the Fusion Summon of that Fusion Monster.
    Break Away Trap Normal During your opponent's Battle Phase: Send 1 Spell Card from your hand to the Graveyard; end the Battle Phase, then face-up monsters currently on the field have their effects negated until the end of this turn.
    Break Off Trap Hole Trap Normal When a Link Monster is Link Summoned: Destroy all monsters on the field that are not linked.
    Break! Draw! Spell Equip Equip only to a Machine-Type monster. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard, draw 1 card. Destroy this card during your 3rd End Phase after activation.
    Breaking of the World Spell Field Once per turn: You can target 1 Ritual Monster you control; show 1 Ritual Monster in your hand, until the end of this turn. The Level of the shown Ritual Monster becomes the targeted monster's Level, until the end of this turn (even if this card leaves the field). Once per turn, if "Ruin, Queen of Oblivion" or "Demise, King of Armageddon" is Ritual Summoned to your field (except during the Damage Step): You can activate 1 of these effects.
  • Draw 1 card.
  • Destroy 1 card on the field.
  • Breakthrough Skill Trap Normal Target 1 face-up Effect Monster your opponent controls; negate the effects of that opponent's face-up monster, until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard to target 1 face-up Effect Monster your opponent controls; negate that target's effects until the end of this turn.
    Breakthrough! Trap Normal Select 1 "Six Samurai" monster you control. If the selected monster destroys an opponent's monster by battle, "Great Shogun Shien" and all "Six Samurai" monsters you control can attack your opponent directly during the Battle Phase of this turn.
    Breath of Light Spell Normal Destroy all face-up Rock-Type monsters on the field.
    Bright Future Trap Normal Target 2 of your banished Psychic-Type monsters; return both those targets to the Graveyard and draw 1 card.
    Brilliant Fusion Spell Continuous When this card is activated: Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Materials, but change its ATK and DEF to 0. If this card leaves the field, destroy that monster. Once per turn; You can discard 1 Spell Card; the monster Special Summoned by this card's effect gains ATK and DEF equal to its original ATK and DEF, until the end of your opponent's turn. You can only activate 1 "Brilliant Fusion" per turn.
    Brilliant Spark Trap Normal If a face-up "Gem-Knight" monster(s) you control is destroyed by your opponent's attack or card effect: Target 1 of those destroyed monsters; inflict damage to your opponent equal to its original ATK. If this card is in your Graveyard: You can send 1 "Gem-Knight" card from your hand to the Graveyard; add this card to your hand. You can only activate 1 "Brilliant Spark" per turn.
    Broken Bamboo Sword Spell Equip The equipped monster gains 0 ATK.
    Broken Blocker Trap Normal Activate only when a Defense Position monster you control, whose DEF is higher than its ATK, is destroyed by battle. Special Summon up to 2 monsters with the same name as that monster from your Deck in face-up Defense Position.
    Broken Line Trap Counter When a Spell/Trap Card, or monster effect, is activated in this card's column, while this card is Set: Negate the activation, and if you do, destroy that card.
    Brutal Potion Trap Normal This card becomes an Equip Card, and equips to 1 monster you control. Once per turn, when you inflict damage to your opponent with a card effect, the equipped monster gains 1000 ATK until the End Phase.
    Bubble Barrier Spell Continuous Each "Performapal" and "Performage" monster you control cannot be destroyed by battle or card effect once per turn. You take no battle damage from attacks involving "Performapal" and "Performage" monsters you control.
    Bubble Blaster Spell Equip You can only equip this card to Elemental Hero Bubbleman". Increase the ATK of the equipped monster by 800 points. If the equipped monster would be destroyed as a result of battle, destroy this card instead, and make the Battle Damage to the controller of the equipped monster 0."
    Bubble Bringer Trap Continuous Level 4 or higher monsters cannot attack directly. During your turn: You can send this face-up card from the field to the Graveyard to target 2 Level 3 or lower WATER monsters with the same name in your Graveyard; Special Summon those targets. Their effects are negated.
    Bubble Crash Trap Normal This card can only be activated when any player has more than 6 cards on the field and/or in their hand. The player(s) must then select and send cards to their respective Graveyards until the amount remaining on the field and their hand is 5.
    Bubble Illusion Spell Quick-Play You can only activate this card while there is a face-up "Elemental Hero Bubbleman" on your side of the field. During this turn, you can activate 1 Trap Card from your hand.
    Bubble Shuffle Spell Quick-Play Target 1 face-up Attack Position "Elemental HERO Bubbleman" you control and 1 face-up Attack Position monster your opponent controls; change both those targets to Defense Position, then Tribute that 1 "Elemental HERO Bubbleman", then Special Summon 1 "Elemental HERO" monster from your hand.
    Bug Emergency Trap Normal Target 2 Level 3 Insect-Type monsters in your Graveyard; Special Summon them, but their effects are negated. You can banish this card and 1 Xyz Monster from your Graveyard; the Levels of all Level 3 Insect-Type monsters you currently control become equal to the banished monster's Rank until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except Insect-Type monsters. You can only activate 1 "Bug Emergency" per turn.
    Bug Matrix Spell Field All Insect-Type monsters you control gain 300 ATK and DEF. You can target 1 Insect-Type Xyz Monster you control; attach 1 Insect-Type monster from your hand to that monster as Xyz Material. You can only use this effect of "Bug Matrix" once per turn.
    Bug Signal Spell Quick-Play Target 1 Insect-Type Xyz Monster you control; Special Summon from your Extra Deck, 1 Insect-Type monster that is 2 Ranks higher or lower 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.) You can only activate 1 "Bug Signal" per turn.
    Bujin Regalia - The Jewel Trap Normal Target 1 Rank 4 Xyz Monster you control; equip this card to that target. It gains 300 ATK for each Xyz Material attached to it. Once per turn, while this card is equipped to a monster by this effect: You can attach 1 "Bujin" monster from your hand to the equipped monster as an Xyz Material.
    Bujin Regalia - The Mirror Spell Normal 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.
    Bujin Regalia - The Sword Trap Normal Activate 1 of these effects.
  • Target 1 "Bujin" monster in your Graveyard; add that target to your hand.
  • Target 1 of your banished "Bujin" monsters; send that target to the Graveyard.
  • Bujincarnation Spell Normal 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.
    Bujincident Trap Normal Target 1 "Bujin" Xyz Monster you control; banish it, and if you do, return all monsters on the field to the hand. Until your 2nd End Phase afteractivation, neither player can Summon monsters nor take damage(but can Normal Set). During your 2nd End Phase after activation: Target 1 "Bujin" monster in your Graveyard; Special Summon the monster banished by this effect, and if you do, attach that target to it as an Xyz Material.
    Bujinfidel Trap Normal Tribute 1 Beast-Warrior-Type "Bujin" monster, then target 1 "Bujin" monster with a different name in your Graveyard; Special Summon that target.
    Bujintervention Spell Normal 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 Spell Normal 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.
    Burden of the Mighty Spell Continuous Each face-up monster your opponent controls loses 100 ATK × its own Level.
    Burgeoning Whirlflame Trap Counter When a Trap Card is activated: Send 1 "Laval" monster from your hand to the Graveyard; negate the activation and destroy it. If this card is in the Graveyard: You can banish 2 FIRE monsters from your Graveyard; add this card to your hand.
    Burial from a Different Dimension Spell Quick-Play Select up to 3 Monster Cards that are removed from play, and return them to their owners' Graveyard.
    Burning Bamboo Sword Spell Continuous If you activate a "Bamboo Sword" card while this card is already face-up in your Spell & Trap Zone: You can skip your opponent's next Main Phase 1.
    Burning Land Spell Continuous Destroy all Field Spell Cards on the field. Inflict 500 points of damage to each player's Life Points during his/her Standby Phase.
    Burning Spear Spell Equip A Fire monster equipped with this card increases its ATK by 400 and decreases its DEF by 200.
    Burnout Trap Normal Banish 1 face-up "Chemicritter" monster you control; Special Summon 2 "Chemicritter" monsters from your Deck, with different names from each other. When your opponent declares a direct attack, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished Gemini monsters; Special Summon it, and if you do, it becomes an Effect Monster and gains its effects. You can only activate 1 "Burnout" per turn.
    Burst Breath Trap Normal Tribute 1 Dragon-Type monster; destroy all face-up monsters on the field whose DEF is less than or equal to the Tributed monster's ATK.
    Burst Rebirth Trap Normal Pay 2000 Life Points, then target 1 monster in your Graveyard; Special Summon that target in face-down Defense Position.
    Burst Return Spell Normal 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 Spell Normal 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.
    Buster Rancher Spell Equip Only a monster with an ATK of 1000 points or less can be equipped with this card. During damage calculation, increase the ATK of the monster equipped with this card by 2500 points if the opponent's monster that battles it is in Attack Position and its ATK is 2500 or more, OR if the opponent's monster that battles it is in Defense Position and its DEF is 2500 or more.
    Butterfly Dagger - Elma Spell Equip Increase the ATK of a monster equipped with this card by 300 points. When this card is equipped to a monster, and is destroyed and sent to the Graveyard, this card can be returned to the owner's hand.
    Butterflyoke Trap Normal When an opponent's monster declares an attack: Target the attacking monster; change that target to Defense Position, and if you do, equip this card to that monster. Once per turn, during either player's Main Phase or Battle Phase: You can change the equipped monster's Battle Position.
    Butterspy Protection Trap Normal Target 1 face-up Attack Position monster on the field; change it to face-up Defense Position. Any damage you take for the rest of this turn is halved.
    By Order of the Emperor Trap Continuous You can choose to negate the activation of an Effect Monster's effect that activates when a monster is Normal Summoned (including itself). If you do, that Effect Monster's controller draws 1 card.
    Byroad Sacrifice Trap Normal Activate only if a monster on your side of the field is destroyed by battle. Special Summon 1 "Cyber Ogre" from your hand.
    Call of Darkness Trap Continuous Send any monster that was Special Summoned by "Monster Reborn" to the Graveyard. While this card is on on the field, "Monster Reborn" cannot be activated.
    Call of the Archfiend Trap Continuous You can target 1 Level 5 or higher Fiend monster in your GY; discard 1 Fiend monster, and if you do, Special Summon the targeted monster. You can only use this effect of "Call of the Archfiend" once per turn.
    Call of the Atlanteans Spell Quick-Play Target 3 Level 3 or lower Sea Serpent-Type monsters in your Graveyard; Special Summon all 3 of them. You cannot Special Summon other monster(s) during the turn you activate this card.
    Call of the Earthbound Trap Normal Activate only when an opponent's monster declares an attack. You select the target of the attack.
    Call of the Grave Trap Normal You can activate this card when your opponent activates Monster Reborn". Negate the effect of "Monster Reborn"."
    Call of the Haunted Trap Continuous Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in face-up Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
    Call of the Mummy Spell Continuous Once per turn: You can Special Summon 1 Zombie-Type monster from your hand. You must control no monsters to activate and to resolve this effect.
    Call of the Reaper Trap Normal Activate only when a monster(s) is Special Summoned from your Graveyard. Select and Special Summon 1 "Supay" or 1 "Fire Ant Ascator" from your Graveyard.
    Called by the Grave Spell Quick-Play Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.
    Calming Magic Spell Normal 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.
    Canyon Spell Field If a Rock-Type monster in Defense Position is attacked, double any Battle Damage to the controller of the attacking monster.
    Card Advance Spell Normal 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 Spell Normal Each player discards their entire hand, then draws the same number of cards they discarded.
    Card of Demise Spell Normal Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the Graveyard. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.
    Card of Last Will Trap Normal If the ATK of a monster(s) you control becomes 0 by a card effect: Draw until you have 5 cards in your hand.
    Card of Sacrifice Trap Normal Draw 2 cards, if the combined ATK of all your face-up Attack Position monsters (minimum 2) is less than the ATK of your opponent's face-up monster with the lowest ATK. You cannot Summon or change Battle Position the turn you activate this card.
    Card of Safe Return Spell Continuous When a monster is Special Summoned to the field from your Graveyard, you can draw 1 card from your Deck.
    Card of Sanctity Spell Normal Banish all other cards you control and in your hand (min. 1 from each); draw until you have 2 cards in your hand.
    Card of the Soul Spell Normal Look at your Deck, and if you do, you can add 1 monster from your Deck to your hand, whose sum of ATK and DEF equals your LP. You can only activate 1 "Card of the Soul" per turn.
    Card Rotator Spell Normal 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.)
    Card Shuffle Spell Continuous Pay 300 Life Points to use this card's effect. Shuffle either your or your opponent's Deck. You can only use this effect during your turn, once per turn.
    Card Trader Spell Continuous Once per turn, during your Standby Phase: You can shuffle 1 card from your hand into the Deck; draw 1 card.
    Cards for Black Feathers Spell Normal 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 Spell Normal 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 Spell Normal Discard 1 Dragon-Type Tuner monster with 1000 or less ATK; draw 2 cards.
    Cards of the Red Stone Spell Normal Send 1 Level 7 "Red-Eyes" monster from your hand to the Graveyard; draw 2 cards, then you can send 1 Level 7 "Red-Eyes" monster from your Deck to the Graveyard. You can only activate 1 "Cards of the Red Stone" per turn.
    Cash Back Trap Normal When your opponent activates a Spell/Trap Card, or monster effect, by paying their Life Points: Negate the activation, and if you do, return it to the Deck.
    Castle Link Spell Field Once per turn: You can target 1 Link Monster on the field; move it to a Main Monster Zone it points to on its controller's field. Once per turn: You can switch the locations of 2 Link Monsters in your Main Monster Zones or 2 Link Monsters in your opponent's Main Monster Zones.
    Castle of Dragon Souls Trap Continuous Once per turn: You can banish 1 Dragon-Type monster from your Graveyard, then target 1 monster you control; it gains 700 ATK, until the End Phase (even after this card leaves the field or the monster becomes unaffected by card effects). When this face-up card on the field is sent to the Graveyard: You can target 1 of your banished Dragon-Type monsters; Special Summon that target. You can only control 1 face-up "Castle of Dragon Souls".
    Castle Walls Trap Normal Increase the DEF of 1 face-up monster on the field by 500 points until the end of this turn.
    Catalyst Field Spell Field Each turn, 1 Level 5 or higher Gemini monster you Normal Summon can be Summoned without Tributing. During your Main Phase, you can Normal Summon 1 Gemini monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 card your opponent controls; banish 1 Gemini monster you control that is treated as an Effect Monster and has gained its effects, until your opponent's End Phase, and if you do, destroy that card.
    Catapult Zone Spell Field Once per turn, if a monster you control would be destroyed by battle, you can send 1 Rock-Type monster from your Deck to the Graveyard instead.
    Cattle Call Spell Quick-Play Send 1 face-up monster you control to the Graveyard, whose original Type is Beast,Beast-Warrior, or Winged Beast; Special Summon 1 monster from your Extra Deck with the same original Type, but it cannot attack, its effects are negated, also it isdestroyed during the End Phase. You can only activate 1 "Cattle Call" per turn.
    Ceasefire Trap Normal Flip all face-down Defense Position monsters on the field face-up. Flip effects are not activated at this time. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field.
    Celestia Spell Field All Wyrm-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 3 Wyrm-Type monsters from your Graveyard, then target 1 card on the field; destroy it.
    Celestial Observatory Spell Normal Place 1 Level 6 monster from your hand or face-up field on the bottom of the Deck; draw 2 cards. You can only activate 1 "Celestial Observatory" per turn.
    Celestial Sword - Eatos Spell Equip (This card is always treated as a "Noble Arms" card.)
    The equipped monster gains 500 ATK. When this card is sent from the field to the Graveyard: You can target 1 "Guardian Eatos" you control; it gains 500 ATK for each banished monster.
    Celestial Transformation Spell Quick-Play Special Summon 1 Fairy-Type monster from your hand. That monster's ATK is halved, and it is destroyed during the End Phase.
    Cell Explosion Virus Trap Normal Activate only when an opponent's monster with an A-Counter(s) declares an attack. Destroy all Attack Position monsters your opponent controls.
    Cemetery Bomb Trap Normal Inflict 100 points of damage to your opponent's Life Points for each card in their Graveyard.
    Centrifugal Field Spell Continuous When a Fusion Monster is destroyed and sent to the Graveyard by a card effect, select 1 of the Fusion Material Monsters written in the card text of that Fusion Monster from your Graveyard and Special Summon it to your side of the field.
    Cestus of Dagla Spell Equip You can only equip this card to a Fairy-Type monster. Increase the ATK of a monster equipped with this card by 500 points. When the monster equipped with this card inflicts Battle Damage to your opponent's Life Points, increase your Life Points by an equal amount.
    Chain Burst Trap Continuous Inflict 1000 points of damage to each player who activates a Trap Card.
    Chain Destruction Trap Normal Activate only when a monster with 2000 ATK or less is Summoned. Destroy all monsters with the same name in its controller's hand and Deck.
    Chain Detonation Trap Normal Inflict 500 damage to your opponent. If this card was activated as Chain Link 2 or 3, add this card to the Deck and shuffle it. If this card was activated as Chain Link 4 or higher, return this card to the hand.
    Chain Disappearance Trap Normal When a monster(s) with 1000 or less ATK is Summoned: Banish that monster(s), then your opponent banishes all cards with the same name as that card(s) from their hand and Deck.
    Chain Dispel Trap Normal When a Spell/Trap Card is activated: Destroy all cards in the controller's Deck with the same name as the activated card.
    Chain Energy Spell Continuous Each player must pay 500 Life Points per card to Normal Summon, Special Summon, Set or activate cards from his/her respective hand.
    Chain Healing Trap Normal Gain 500 Life Points. If this card was activated as Chain Link 2 or 3, add this card to the Deck and shuffle it. If this card was activated as Chain Link 4 or higher, return this card to the hand.
    Chain Hole Trap Normal When your opponent activates a monster effect in response to a card or effect activation: Negate that opponent's effect, then, your opponent can banish 1 card from their hand or Deck with the same original name as that negated card. If they did not, you can banish 1 random card from their hand.
    Chain Ignition Trap Continuous Once per turn, if a monster(s) your opponent controls is destroyed by your opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy that target.
    Chain Material Trap Normal Any time you Fusion Summon a monster this turn, you can remove from play, from your side of the field, Deck, hand or Graveyard, Fusion Material Monsters that are listed on the Fusion Monster Card, and use them as Fusion Material Monsters. You cannot attack during the turn this card is activated. If you used this effect for a Fusion Summon, the Summoned Fusion Monster(s) is destroyed during the End Phase.
    Chain Strike Spell Normal 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.
    Chain Summon Spell Normal If you control 2 or more face-up Xyz Monsters: Target the one with the lowest Rank (your choice, if tied); Special Summon 1 Xyz Monster from your Extra Deck, whose Rank is lower than that Xyz Monster, but the Special Summoned monster cannot attack directly, also return it to the Extra Deck during the End Phase.
    Chain Summoning Spell Quick-Play Activate only as Chain Link 3 or higher. You can Normal Summon or Set up to 3 times this turn. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
    Chain Whirlwind Trap Normal Activate only when a card on the field is destroyed by a card effect. Select 2 Spell/Trap Cards on the field and destroy them.
    Champion's Vigilance Trap Counter If you control a face-up Level 7 or higher Normal Monster, when a monster would be Summoned OR a Spell/Trap Card is activated: Negate the Summon or activation, and if you do destroy that card.
    Change of Heart Spell Normal Target 1 monster your opponent controls; take control of it until the End Phase.
    Change of Hero - Reflector Ray Trap Normal When an "Elemental HERO" Fusion Monster you control is destroyed by battle and sent to the Graveyard: Inflict damage to your opponent equal to its original Level x 300.
    Changing Destiny Trap Normal Activate only when an opponent's monster declares an attack. Negate the attack and change it to Defense Position. It cannot change its battle position while it is face-up on the field. Then, your opponent selects and applies 1 of these effects:
  • Gain Life Points equal to half the ATK of the monster whose attack was negated.
  • Inflict damage to your opponent equal to half the ATK of the monster whose attack was negated.
  • Chaos Burst Trap Normal Activate only by Tributing 1 monster when your opponent's monster declares an attack. Destroy the attacking monster. Then inflict 1000 damage to your opponent.
    Chaos End Spell Normal 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 Form Spell Ritual This card can be used to Ritual Summon any "Chaos" or "Black Luster Soldier" Ritual Monster. You must also Tribute monsters from your hand or field and/or banish "Blue-Eyes White Dragon" or "Dark Magician" from your Graveyard, whose total Levels exactly equal the Level of the "Chaos" or "Black Luster Soldier" Ritual Monster you Ritual Summon.
    Chaos Greed Spell Normal 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 Infinity Trap Normal Change all Defense Position monsters on the field to face-up Attack Position. Then, Special Summon 1 "Meklord" monster from your Deck or your Graveyard. Its effect is negated, and it is destroyed during this turn's End Phase.
    Chaos Scepter Blast Spell Quick-Play If you control a Level 8 or higher Spellcaster-Type monster: Banish 1 card on the field face-down. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Special Summon 1 "Magician of Black Chaos" or "Dark Magician of Chaos" from your Deck, ignoring its Summoning conditions.
    Chaos Seed Spell Normal 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.
    Chaos Trap Hole Trap Counter Pay 2000 Life Points. Negate the Summon of a LIGHT or DARK monster, and remove it from play.
    Chaos Zone Spell Field Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your side of the field to target 1 banished monster with a Level equal to the number of Chaos Counters removed; Special Summon that target. When this card on the field is sent to the Graveyard by your opponent's card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand, whose Level is less than or equal to the number of Chaos Counters that were on this card.
    Charge of the Light Brigade Spell Normal 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 Spell Normal 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.
    Cherubini, Ebon Angel of the Burning Abyss Link/Effect Monster DARK Fairy 500 LINK-2 2 Level 3 monsters
    Monsters this card points to cannot be destroyed by card effects. If this card on the field would be destroyed by battle or an opponent's card effect, you can send 1 other card you control to the GY instead. You can send 1 Level 3 monster from your Deck to the GY, then target 1 "Burning Abyss" monster on the field; it gains ATK/DEF equal to the ATK/DEF of the monster sent to the GY, until the end of this turn. You can only use this effect of "Cherubini, Black Angel of the Burning Abyss" once per turn.
    Chicken Game Spell Field The player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects;
  • Draw 1 card.
  • Destroy this card.
  • Your opponent gains 1000 LP.
    Neither player can activate cards or effects in response to this effect's activation.
  • Child's Play Spell Continuous Each time your opponent Summons a monster(s), gain 300 LP. Your monsters cannot be destroyed by battle while you have 10.000 or more LP.
    Chivalry Trap Counter Activate only during the Battle Phase, when the effect of an opponent's Effect Monster is activated. Negate the activation and destroy that card.
    Chorus of Sanctuary Spell Field Increase the DEF of all Defense Position monsters by 500 points.
    Chosen of Zefra Trap Continuous This card gains these effects depending on the number of face-up "Zefra" monsters with different names in your Extra Deck.
  • 3 or more: Monsters you control gain 100 ATK for each face-up card in any Extra Deck.
  • 5 or more: Monsters you control cannot be destroyed by an opponent's card effects.
  • 8 or more: Monsters you control cannot be targeted by an opponent's card effects.
  • 10: You can send this card to the Graveyard; shuffle all cards from your opponent's hand, field, and Graveyard into the Deck.
  • Chosen One Spell Normal 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 City Babylon Spell Field Once per turn: You can banish 1 "Chronomaly" monster from your Graveyard, then target 1 "Chronomaly" monster in your Graveyard with the same Level as the banished monster; Special Summon it.
    Chronomaly Pyramid Eye Tablet Spell Continuous All "Chronomaly" monsters you control gain 800 ATK.
    Chronomaly Technology Spell Normal 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.
    Chthonian Alliance Spell Equip Increase the ATK of the equipped monster by 800 points for each other face-up monster on the field with the same name as the equipped monster.
    Chthonian Blast Trap Normal You can only activate this card when a face-up monster on your side of the field is destroyed and sent to the Graveyard. Destroy 1 face-up monster with the lowest ATK on the field, and both players take damage equal to half of its ATK.
    Chthonian Polymer Trap Normal You can only activate this card when your opponent Fusion Summons a Fusion Monster. Tribute 1 monster on your side of the field to take control of that Fusion Monster.
    Cipher Bit Trap Normal Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control; attach this card to it as an Xyz Material, and if you do, the next time it would be destroyed by battle or card effect this turn, it is not destroyed.
    Cipher Spectrum Trap Normal If a "Cipher" Xyz Monster(s) you control that has Xyz Material is destroyed by battle or an opponent's card effect and sent to your Graveyard: Target 1 of those monsters; Special Summon it, and if you do, Special Summon 1 Xyz Monster from your Extra Deck with the same name as that Xyz monster.
    Clara & Rushka, the Ventriloduo Link/Effect Monster EARTH Spellcaster 0 LINK-1 1 Normal Summoned/Set monster
    Cannot be Link Summoned, except during Main Phase 2.
    Clashing Souls Spell Quick-Play During damage calculation, if your Attack Position monster battles an opponent's Attack Position monster with higher ATK: The controller of the battling monster with lower ATK can pay 500 LP for that monster to gain 500 ATK during damage calculation only, then keep repeating this effect until a player chooses not to pay LP. Neither player takes any battle damage from that battle, also, after damage calculation, if any player's monster would be destroyed by that battle, send all cards that player controls to the Graveyard instead.
    Clay Charge Trap Normal When an "Elemental HERO Clayman" you control is targeted for an attack (even if it is face-down, but reveal it to your opponent in that case): Destroy the attacking monster and that "Elemental HERO Clayman", and inflict 800 damage to your opponent.
    Clear World Spell Field During each of your End Phases, pay 500 Life Points or destroy this card. Each player receives certain effects, depending on the monster Attributes they control.
  • LIGHT: Play with your hand revealed at all times.
  • DARK: If you control 2 or more monsters, you cannot declare an attack.
  • EARTH: During your Standby Phase: Target 1 face-up Defense Position monster you control; destroy it.
  • WATER: During your End Phase: Discard 1 card.
  • FIRE: During your End Phase: Take 1000 damage.
  • WIND: You must pay 500 Life Points to activate a Spell Card.
  • Cloak and Dagger Trap Continuous Declare 1 Monster Card name. If your opponent Normal Summons, Special Summons, or flips that monster(s) face-up, remove that monster(s) and this card from play.
    Clock Lizard Link/Effect Monster DARK Cyberse 1200 LINK-2 2 Cyberse monsters
    You can Tribute this card; return 1 Fusion Monster from your GY to the Extra Deck, then Fusion Summon that Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY. If this card is banished from your GY: You can make Special Summoned monsters your opponent currently controls lose 400 ATK for each Cyberse monster currently in your GY, until the end of this turn.
    Clock Spartoi Link/Effect Monster DARK Cyberse 800 LINK-2 2 Cyberse monsters
    If this card is Link Summoned: You can add 1 "Cynet Fusion" from your Deck to your hand. If a monster(s) is Special Summoned to a zone(s) this card points to (except during the Damage Step): You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it, but negate its effects, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only use each effect of "Clock Spartoi" once per turn.
    Clock Tower Prison Spell Field During each of your opponent's Standby Phases: Place 1 Clock Counter on this card. While there are 4 or more Clock Counters on this card, you do not take any Battle Damage. When this card with 4 or more Clock Counters is destroyed and sent to the Graveyard: Special Summon 1 "Destiny HERO - Dreadmaster" from your hand or Deck.
    Cloning Trap Normal Activate only when your opponent Normal Summons or Flip Summons a monster. Special Summon 1 "Clone Token", with the same original Level, Type, Attribute, ATK, and DEF as the Summoned monster. When that monster is destroyed and sent to the Graveyard, destroy this Token.
    Closed Forest Spell Field All Beast-Type monsters you control gain 100 ATK for each monster in your Graveyard. Field Spell Cards cannot be activated while this card is face-up on the field. Field Spell Cards cannot be activated the turn this card is destroyed.
    Cloudian Aerosol Spell Normal Discard 1 "Cloudian" monster, then target 1 face-up monster on the field; place Fog Counters on that target equal to its Level. You can banish this card and 1 "Cloudian" monster from your GY; Special Summon 1 "Cloudian" monster from your Deck. You can only use 1 "Cloudian Aerosol" effect per turn, and only once that turn.
    Cloudian Squall Spell Continuous During each of your Standby Phases, place 1 Fog Counter on every face-up monster.
    Cocoon of Ultra Evolution Spell Quick-Play Tribute 1 Insect monster from either field equipped with an Equip Card, and if you do, Special Summon 1 Insect monster from your Deck, ignoring its Summoning conditions. During your Main Phase: You can banish this card from your GY, then target 1 Insect monster in your GY: shuffle it into the Deck, then draw 1 card. You can only use this effect of "Cocoon of Ultra Evolution" once per turn.
    Cocoon Party Spell Normal Special Summon 1 "Chrysalis" monster from your Deck for each "Neo-Spacian" monster with a different name in your Graveyard.
    Cocoon Rebirth Spell Continuous You can Tribute 1 face-up "Chrysalis" monster you control to Special Summon 1 "Neo-Spacian" monster written in the card text of that card from either player's Graveyard.
    Cocoon Veil Trap Normal Activate by Tributing 1 face-up "Chrysalis" monster. This turn, any damage to a player caused by an effect becomes 0. Special Summon 1 "Neo-Spacian" monster written on the "Chrysalis" monster you Tributed from your hand, Deck or from either player's Graveyard.
    Code A Ancient Ruins Spell Continuous Each time a face-up "Alien" monster(s) is destroyed, place 1 A-Counter on this card. Once per turn, you can remove 2 A-Counters from anywhere on the field to Special Summon 1 "Alien" monster from your Graveyard.
    Coffin Seller Trap Continuous Each time Monster Card(s) are sent to your opponent's Graveyard, inflict 300 points of damage to your opponent's Life Points.
    Cold Feet Spell Quick-Play You cannot activate, Set, or use the effects of any Spell/Trap Cards this turn.
    Cold Wave Spell Normal 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.
    Collected Power Trap Normal Target 1 face-up monster on the field, equip it with all Equip Magic Cards on the field. If any of those Equip Cards is now equipped to an incorrect target, destroy that Equip Card.
    Colosseum - Cage of the Gladiator Beasts Spell Field Place 1 Counter on this card each time a monster is Special Summoned from either player's Deck. All "Gladiator Beast" monsters gain 100 ATK and DEF for each of these counters on this card. If this card would be destroyed by a card effect, you can discard 1 "Colosseum - Cage of the Gladiator Beasts" to prevent this card from being destroyed.
    Column Switch Spell Quick-Play Target 1 monster in your Main Monster Zone; move that target to another of your Main Monster Zones.
    Combination Attack Spell Quick-Play During a Battle Phase, you can use this effect on 1 monster that has attacked this turn and is equipped with a Union Monster. Change the Union Monster back to a monster in face-up Attack or Defense Position. Also, the monster that was equipped with the Union Monster may attack again this turn.
    Comic Hand Spell Equip If you control "Toon World", equip to an opponent's monster. Take control of it. It is treated as a Toon monster. If your opponent controls no Toon monsters, it can attack your opponent directly. If "Toon World" is not on the field, destroy this card.
    Command Performance Trap Normal If you control a "Performapal" monster: Change all face-up Attack Position monsters your opponent controls to Defense Position. Monsters changed to Defense Position by this effect cannot change their battle positions until the end of the next turn.
    Commander of Swords Trap Normal When your opponent draws for their normal draw in their Draw Phase: They reveal the card(s) they drew, then if any is a Spell/Trap Card, you apply 1 of these effects.
  • Discard all cards they drew.
  • Destroy 1 Spell/Trap Card they control.
  • Commencement Dance Spell Ritual This card is used to Ritual Summoned "Performance of Sword". You must also offer monsters whose total Level Stars equal 6 or more from the Field or your hand as a Tribute.
    Common Charity Trap Normal Draw 2 cards, then remove from play 1 Normal Monster Card from your hand. If you don't have any Normal Monster Cards in your hand to remove, send all cards in your hand to the Graveyard.
    Common Soul Spell Continuous Select 1 face-up monster on the field to activate this card. Special Summon 1 "Neo-Spacian" monster from your hand to the same side of the field as the selected monster. The selected monster gains ATK equal to the ATK of the monster that was Special Summoned by this effect. When this card is removed from the field, return the monster that was Special Summoned by this card's effect to the hand.
    Compulsory Escape Device Trap Normal Each player chooses 1 monster they control, then shuffles it into the Deck.
    Compulsory Evacuation Device Trap Normal Target 1 monster on the field; return that target to the hand.
    Concentrating Current Spell Quick-Play Target 1 face-up monster you control; it gains ATK equal to its current DEF until the end of this turn. Other monsters cannot attack the turn you activate this card.
    Confiscation Spell Normal Pay 1000 Life Points. Look at your opponent's hand, select 1 card in it, and discard that card.
    Confusion Chaff Trap Normal Activate only when your opponent declares a second direct attack during the same Battle Phase. Conduct battle between the attacking monster and the first monster that attacked directly (other effects cannot be activated during this battle).
    Conscription Trap Normal Pick up the top card of your opponent's Deck. If the picked-up card can be Normal Summoned, Special Summon it to your side of the field. If not, add that card to your opponent's hand.
    Consolation Prize Trap Normal If a monster(s) is sent from the hand to the GY: Target 1 of them; Special Summon it to your field. You can only activate 1 "Consolation Prize" per turn.
    Constellar Belt Spell Continuous The activation of LIGHT monsters' effects cannot be negated.
    Constellar Meteor Trap Normal During the turn this card is activated, if an opponent's monster battles a "Constellar" monster, and the opponent's monster is not destroyed, shuffle it into the Deck at the end of the Damage Step.
    Constellar Star Chart Spell Continuous Once per turn, when a "Constellar" Xyz Monster(s) is Special Summoned face-up to your side of the field: You can draw 1 card.
    Constellar Star Cradle Spell Normal 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.
    Constellar Tempest Spell Continuous During your End Phase: You can target 2 "Constellar" Xyz Monsters you control that have Xyz Material; detach all Xyz Materials from both Xyz Monsters, and if you do, halve your opponent's LP. You can only use this effect of "Constellar Tempest" once per Duel. Once per turn, during your Standby Phase: You can target 1 "Constellar" Xyz Monster you control and 1 "Constellar" monster in your Graveyard; attach that monster from the Graveyard to that Xyz Monster as an Xyz Material.
    Constellar Twinkle Spell Normal Target 1 "Constellar" monster you control; increase its Level by 1 or 2. If this card is in the Graveyard: You can banish 1 "Constellar" monster from your Graveyard; add this card from the Graveyard to your hand. You can only use this effect of "Constellar Twinkle" once per turn.
    Contact Spell Normal 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 Gate Spell Normal Banish 2 "Neo-Spacian" monsters with different names from your GY; Special Summon 2 "Neo-Spacian" monsters with different names from your hand, Deck, and/or GY, also, for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. If a face-up Fusion Monster that lists "Elemental HERO Neos" as material returns from your field to the Extra Deck: You can banish this card from your GY; Special Summon 1 of your banished "Neo-Spacian" monsters. You can only activate 1 "Contact Gate" per turn.
    Contact Out Spell Quick-Play Return 1 "Neos" Fusion Monster you control to the Fusion Deck. If all the Fusion Material Monsters listed on the Fusion Monsters are in your Deck, you can Special Summon them.
    Contact with Gusto Spell Normal 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 Spell Normal 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.
  • Continuous Destruction Punch Spell Continuous If the DEF of the attacked Defense Position monster on your side of the field is higher than the ATK of the attacking monster on your opponent's side of the field, destroy the attacking monster. Damage calculation is applied normally.
    Contract Laundering Trap Normal Destroy as many "Dark Contract" cards in your Spell & Trap Zone as possible, and if you do, draw the same number of cards you destroyed, then gain 1000 LP for each card you drew with this effect.
    Contract with Don Thousand Spell Continuous When this card is activated: Both players lose 1000 LP, and if they do, each draws 1 card. All cards that are drawn while this card's effect is applied must remain revealed. While a player's Spell Card in their hand is revealed by this effect, that player cannot Normal Summon/Set monsters. You can only activate 1 "Contract with Don Thousand" per turn.
    Contract with Exodia Spell Normal 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."
    Contract with the Abyss Spell Ritual This card is used to Ritual Summon any DARK Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are Ritual Summoning.
    Contract with the Dark Master Spell Ritual This card is used to Ritual Summon "Dark Master - Zorc". You must also Tribute monsters whose total Levels equal 8 or more from the field or your hand.
    Converging Wishes Trap Normal If you have 5 or more Dragon-Type Synchro Monsters with different names in your Graveyard: Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), but banish it during the End Phase. Equip it with this card. While equipped, it gains ATK equal to the combined ATK of all Dragon-Type Synchro Monsters in your Graveyard. Also while equipped, when it destroys an opponent's monster by battle: You can banish 1 Dragon-Type Synchro Monster from your Graveyard; it can attack an opponent's monster again in a row.
    Convert Contact Spell Normal 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.
    Convulsion of Nature Spell Continuous As long as this card remains face-up on the field, both players must turn their respective Decks upside down and proceed with the current Duel.
    Copy Knight Trap Continuous When a Level 4 or lower Warrior-Type monster is Normal Summoned to your side of the field: Special Summon this card as a Normal Monster with the same name and Level as the Normal Summoned monster (Warrior-Type/LIGHT/ATK 0/DEF 0). (This card is also still a Trap Card.)
    Core Blast Trap Continuous You can only activate this card's effect while you control a face-up "Koa'ki Meiru" monster. Once per turn, during your Standby Phase, if your opponent controls more monsters than you do, you can destroy a number of cards your opponent controls so that your opponent will control the same number of cards as you control monsters.
    Core Blaster Spell Equip Equip only to a "Koa'ki Meiru" monster. If it battles a LIGHT or DARK monster, destroy that monster without applying damage calculation. When the equipped monster is removed from the field and this card is sent to the Graveyard, you can return this card to your hand.
    Core Compression Spell Normal 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.
    Core Overclock Spell Continuous All face-up "Koa'ki Meiru" monsters you control gain 500 ATK. Once per turn, during your Main Phase, you can discard 1 "Iron Core of Koa'ki Meiru" to have all face-up "Koa'ki Meiru" monsters you control gain 1000 ATK until the End Phase.
    Core Reinforcment Trap Continuous Select and Special Summon 1 "Koa'ki Meiru" monster from your Graveyard in Attack Position. When that monster is destroyed during your End Phase, the controller of this card takes damage equal to that monster's ATK. When this card is removed from the field, destroy that monster. When that monster is destroyed, destroy this card.
    Core Transport Unit Spell Continuous Once per turn, you can discard 1 card to add 1 "Iron Core of Koa'ki Meiru" from your Deck to your hand.
    Corridor of Agony Spell Continuous Monsters that were Special Summoned from the Main Deck cannot activate their effects, their effects are negated, and they cannot declare an attack, as long as they remain face-up on the field.
    Corrosive Scales Trap Normal Target 1 Insect monster you control; equip this card to it. While you control the equipped monster, your opponent's monsters cannot attack Insect monsters, except the equipped monster. While this card is equipped to a monster, each time your opponent Normal or Special Summons a monster(s), OR activates a card or effect, place 1 Scale Counter on each face-up monster they control. Each monster your opponent controls loses 100 ATK/DEF for each Scale Counter it has.
    Corrupted Keys Trap Normal Target 1 face-up Xyz Monster you control; Special Summon 3 "Umbral Horror Mirage Tokens" (Fiend-Type/DARK/Level 1/ATK ?/DEF 0). (When Summoned, each Token's ATK becomes equal to that Xyz Monster's current ATK. They cannot attack your opponent directly or be Tributed, except for a Tribute Summon.) When that face-up Xyz Monster leaves the field, destroy these Tokens.
    Corruption Cell "A" Spell Normal Place 1 A-Counter on 1 face-up monster on your opponent's side of the field.
    Cosmic Cyclone Spell Quick-Play Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.
    Cosmic Flare Spell Quick-Play Target 1 "Stardust" Synchro Monster you control; this turn, if that Synchro Monster you control battles an opponent's monster, shuffle that opponent's monster into the Deck at the start of the Damage Step. If a "Stardust" Synchro Monster you control would Tribute itself to activate its effect, you can banish this card from your Graveyard instead.
    Cost Down Spell Normal 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 Spell Normal Pay 500 Life Points. Remove all counters from the field.
    Counter Counter Trap Counter Negate the activation of a Counter Trap Card, and destroy it.
    Counter Gate Trap Normal When an opponent's monster declares a direct attack: Negate the attack, and if you do, draw 1 card, then if it is a monster, immediately after this effect resolves, you can Normal Summon it in face-up Attack Position.
    Counterforce Trap Normal When a monster's attack is negated that targeted a face-up Attack Position monster: Inflict damage to your opponent equal to the difference in ATK between the 2 monsters.
    Court of Justice Spell Continuous Once per turn: You can Special Summon 1 Fairy-Type monster from your hand. You must control a face-up Level 1 Fairy-Type monster to activate and to resolve this effect. You can only activate the effect of one "Court of Justice" per turn.
    Covering Fire Trap Normal If your opponent's monster attacks a monster on your side of the field, you can activate this card during the Damage Step. Increase the ATK of your attacked monster by the ATK of 1 other face-up monster on your side of the field during the Damage Step.
    Crackdown Trap Continuous Activate this card by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.
    Cracking Spell Continuous Once per turn, when a monster(s) is sent from the field to the Graveyard by a card effect: Inflict 800 damage to the owner of the monster(s).
    Crashbug Road Spell Quick-Play Each player can Special Summon 1 monster from their hand with the same Level as 1 face-up Level 4 or lower monster they control.
    Creature Seizure Spell Normal Each player gives their opponent control of 1 of their monsters (controller's choice). You must choose a face-up Normal Monster.
    Creature Swap Spell Normal 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 Spell Normal Banish 2 DARK monsters from your Graveyard; add 1 Level 4 DARK monster from your Deck to your hand.
    Crevice Into the Different Dimension Trap Normal Declare 1 Attribute and select up to 2 monsters with that Attribute from both Graveyards. Remove those monsters from play.
    Crimson Fire Trap Counter Activate only when your opponent activates a Spell or Trap Card that inflicts damage while you control a face-up "Red Dragon Archfiend". You take no damage, and your opponent takes twice the effect damage you would have taken, instead.
    Crop Circles Trap Normal Send any number of monsters from your side of the field to the Graveyard to activate this card. Select from your Deck 1 "Alien" monster whose Level is equal to the total Levels of the sent monsters, and Special Summon it. If you fail to find a monster to Special Summon, you take 2000 damage.
    Cross Attack Spell Normal 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.
    Cross Breed Spell Normal Banish 2 monsters from your hand and/or face-up field with the same original Type and Attribute, but different names; add 1 monster with the same original Type and Attribute as those monsters, but a different name, from your Deck to your hand. You can only activate 1 "Cross Breed" per turn.
    Cross Counter Trap Normal If the DEF of an attacked Defense Position monster is higher than the ATK of your opponent's attacking monster, the Battle Damage inflicted to your opponent is doubled. Destroy the attacking monster after damage calculation.
    Cross-Dimensional Duel Trap Normal Target 1 "Ancient Gear" monster you control; banish it. During the next Standby Phase, return that banished monster to the field, and if you do, its ATK becomes double its original ATK until the end of that turn. If 1 or more "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
    Crowley, the First Propheseer Link/Effect Monster DARK Spellcaster 1000 LINK-2 2 Spellcaster monsters
    If this card is Link Summoned: You can reveal 3 "Spellbook" cards with different names from your Deck, and your opponent randomly picks 1 for you to add to your hand, also shuffle the rest into your Deck. You can only use this effect of "Crowley, the First Propheseer" once per turn. Each turn, 1 Level 5 or higher Spellcaster monster you Normal Summon can be Summoned without Tributing.
    Crusadia Equimax Link/Effect Monster LIGHT Cyberse 2000 LINK-3 2+ Effect Monsters, including a Link Monster
    Gains ATK equal to the combined original ATK of all monsters this card points to. Monsters this card points to cannot attack. Once per turn (Quick Effect): You can Tribute 1 "Crusadia" or "World Legacy" monster this card points to, then target 1 face-up card your opponent controls; negate its effects until the end of this turn.
    Crusadia Krawler Trap Continuous Special Summon this card as an Effect Monster (Insect/EARTH/Level 2/ATK 300/DEF 2100). (This card is also still a Trap.) If this card is Special Summoned by this effect to a zone a Link Monster points to: You can add 1 "World Legacy" card from your Deck to your hand.
    Crusadia Magius Link/Effect Monster LIGHT Spellcaster 100 LINK-1 1 "Cursadia" monster, except "Crusadia Magius"
    Gains ATK equal to the original ATK of the monster this card points to. The monster this card points to cannot attack. If an Effect Monster is Special Summoned to the zone this card points to (except during the Damage Step): You can add 1 "Crusadia" monster from your Deck to your hand. You can only use this effect of "Crusadia Magius" once per turn.
    Crusadia Power Spell Quick-Play Target 1 "Crusadia" monster you control; that "Crusadia" monster is unaffected by card effects this turn, except its own. You can only activate 1 "Crusadia Power" per turn.
    Crusadia Regulex Link/Effect Monster LIGHT Beast 1000 LINK-2 2 Effect Monsters, including a "Crusadia" monster
    Gains ATK equal to the combined original ATK of all monsters this card points to. Monsters this card points to cannot attack. If an Effect Monster(s) is Special Summoned to a zone(s) this card points to (except during the Damage Step): You can add 1 "Crusadia" Spell/Trap from your Deck to your hand. You can only use this effect of "Crusadia Regulex" once per turn.
    Crusadia Revival Spell Field All "Crusadia" Link Monsters on the field gain 500 ATK. Once per turn: You can target 1 "Crusadia" Link Monster you control; this turn (even if this card leaves the field), it can attack all monsters your opponent controls, once each, also other monsters you control cannot attack.
    Crusadia Spatha Link/Effect Monster LIGHT Warrior 500 LINK-2 2 Effect Monsters, including at least 1 "Crusadia" monster
    Gains ATK equal to the original ATK of any monster this card points to. A monster this card points to cannot attack. Once per turn, if an Effect Monster is Special Summoned to a zone this card points to (except during the Damage Step): You can target 1 monster in either player's Main Monster Zone, except this card; move it to another Main Monster Zone on it's controller's field.
    Crusadia Testament Spell Quick-Play Activate 1 of these effects.
  • Your opponent cannot activate cards or effects in response to the activation of your "Crusadia" monster effects this turn.
  • After damage calculation, if your "Crusadia" Link Monster destroys an opponent's monster by battle: Draw cards equal to your monster's Link Rating.
    You can only activate 1 "Crusadia Testament" per turn.
  • Crusadia Vanguard Trap Continuous When you activate this card: You can also Tribute 1 "Crusadia" or "World Legacy" monster, if you did, Special Summon 1 "Crusadia" or "World Legacy" monster, with a different original name, from your Deck or GY. While you control a "Crusadia" Link Monster, your opponent's monsters can only target Link Monsters for attacks. You can only activate 1 "Crusadia Vanguard" per turn.
    Crush Card Virus Trap Normal Tribute 1 DARK monster with 1000 or less ATK. Check all monsters your opponent controls, your opponent's hand, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters with 1500 or more ATK.
    Cry Havoc! Trap Continuous You can remove from play 1 monster from your Graveyard to Normal Summon or Set 1 Normal Monster from your hand. You can only activate this effect during your Main Phase.
    Crystal Abundance Spell Normal 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 Spell Normal 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 Spell Normal 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 Bond Spell Normal Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn.
    Crystal Conclave Trap Continuous Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the GY, then target 1 "Crystal Beast" card you control and 1 card on the field; return them to the hand. You cannot activate these effects in the same Chain.
    Crystal Counter Trap Normal Send all cards in your Spell & Trap Card Zone to the Graveyard. Place as many "Crystal Beast" monsters as possible from your Graveyard in your Spell & Trap Card Zone, face-up, as Continuous Spell Cards. During the End Phase, destroy all face-up "Crystal Beast" cards you control.
    Crystal Pair Trap Normal When a "Crystal Beast" monster you control is destroyed by battle and sent to the Graveyard: Place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card, then you take no Battle Damage for the rest of this turn.
    Crystal Promise Spell Normal Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
    Crystal Raigeki Trap Normal Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target 1 card your opponent controls; destroy that target.
    Crystal Release Spell Equip Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card.
    Crystal Tree Spell Continuous Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone: Place 1 Crystal Counter on this card. You can send this card to the Graveyard; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, then place those monsters face-up in your Spell & Trap Card Zone as Continuous Spell Cards.
    Crystolic Potential Spell Field All "Crystron" monsters you control gain 300 ATK and DEF. Once per turn, during the End Phase: You can draw cards equal to the number of "Crystron" Synchro Monsters you Synchro Summoned this turn.
    Crystron Entry Trap Normal Special Summon 2 "Crystron" Tuners (1 from your hand and 1 from your Graveyard). During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Crystron" monster you control; send 1 "Crystron" monster from your Deck to the Graveyard whose Level is different from that monster, and if you do, that monster becomes the Level of that monster sent to the Graveyard. You can only use this effect of "Crystron Entry" once per turn.
    Crystron Impact Trap Normal Target 1 of your banished "Crystron" monsters; Special Summon it, and if you do, if your opponent controls any face-up monsters, change their DEF to 0. During either player's turn, except the turn this card was sent to the Graveyard, when a card or effect is activated that targets a "Crystron" monster you control: You can banish this card from your Graveyard; negate that effect.
    Cubic Karma Spell Continuous When this card is activated: You can target 1 "Cubic" monster you control, except "Vijam the Cubic Seed"; send any number of "Vijam the Cubic Seed" from your hand and/or Deck to the Graveyard, then that monster gains 800 ATK for each (even if this card leaves the field). During your opponent's turn, if "Vijam the Cubic Seed" is Special Summoned by the effect of a "Cubic" monster: Send this card to the Graveyard, and if you do, halve your opponent's LP. You can banish this card from your Graveyard; add 1 "Cubic" monster from your Deck to your hand.
    Cubic Mandala Trap Continuous If you control a "Cubic" monster: Activate this card by targeting any number of monsters that are in your opponent's Graveyard because they were destroyed and sent there this turn; Special Summon them to your opponent's field, but each becomes ATK 0 and has 1 Cubic Counter placed on it. (Monsters with a Cubic Counter cannot attack, also negate their effects.) While your opponent controls any of the monsters Summoned by this effect, negate any monster effects your opponent activates. When the last of these monsters leaves the field, destroy this card.
    Cubic Rebirth Trap Normal When an opponent's monster declares a direct attack: Target the attacking monster; your opponent Special Summons, in Attack Position, as many monsters as possible from their hand, Deck, and/or Graveyard with the same name as that monster, also, the ATK of the targeted monster and those Special Summoned monster(s) become 0 and place 1 Cubic Counter on each. (Monsters with a Cubic Counter cannot attack, also negate their effects.) Also, after that, if any Cubic Counters were placed by this effect, Special Summon 1 Level 4 or lower "Cubic" monster from your hand, ignoring its Summoning conditions.
    Cubic Wave Spell Normal Target 1 "Cubic" monster you control and 1 face-up monster your opponent controls; the ATK of that monster you control becomes double its current ATK, and if it does, the ATK of that monster your opponent controls become half its current ATK. You can banish this card and any number of "Cubic" monsters from your Graveyard, then target face-up monsters your opponent controls equal to the number of those banished "Cubic" monsters; place 1 Cubic Counter on each of them. (Monsters with a Cubic Counter cannot attack, also negate their effects.)
    Cunning of the Six Samurai Spell Quick-Play Send 1 face-up "Six Samurai" monster you control to the Graveyard, then target 1 "Six Samurai" monster in either player's Graveyard; Special Summon that target.
    Cup of Ace Spell Normal Toss a coin: * Heads: Draw 2 cards. * Tails: Your opponent draws 2 cards.
    Curious, the Lightsworn Dominion Link/Effect Monster LIGHT Warrior 2400 LINK-3 3 monsters with the same Attribute but different Types
    If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 1 card in your GY; add it to your hand. You can only use each of the following effects of "Curious, the Lightsworn Dominion" once per turn.
  • If this card is Link Summoned: You can send 1 card from your Deck to the GY.
  • If a card(s) is sent from your Deck to the GY by an effect: Send the top 3 cards of your Deck to the GY.
  • Curse of Aging Trap Normal Discard 1 card from your hand. Decrease the ATK and DEF of all monsters on your opponent's side of the field by 500 points until the end of the turn this card is activated.
    Curse of Anubis Trap Normal All face-up Effect Monsters on the field are changed to Defense Position. During the turn this card is activated, the original DEF of those Effect Monsters become 0 and their battle positions cannot be changed, except with a card effect.
    Curse of Darkness Trap Continuous Each time a Spell Card is activated, the controller of that Spell Card takes 1000 points of damage.
    Curse of Fiend Spell Normal 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.
    Curse of Royal Trap Counter Negate the activation of a Spell or Trap Card that includes the effect of destroying 1 Spell or Trap Card and destroy it.
    Curse of the Circle Trap Normal Target 1 monster your opponent controls; your opponent cannot Tribute it, or use it as a Synchro Material Monster.
    Curse of the Masked Beast Spell Ritual This card is used to Ritual Summon "The Masked Beast". You must also Tribute monsters whose total Level Stars equal 8 or more from the field or your hand.
    Curse of the Shadow Prison Spell Field Each time a "Shaddoll" monster(s) is sent to the Graveyard by a card effect, place 1 Spellstone Counter on this card for each sent monster. All monsters your opponentcontrols lose 100 ATK for each Spellstone Counter on this card during your opponent's turn only. Each time you Fusion Summon a "Shaddoll" Fusion Monster, you can remove 3 Spellstone Counters from this card to use 1 appropriate face-up monster your opponent controls as 1 of the Fusion Materials.
    Cursed Armaments Spell Equip The equipped monster loses 600 ATK for each monster you control. When this card is sent from the field to the Graveyard, you can select 1 face-up monster your opponent controls and equip it with this card.
    Cursed Bamboo Sword Spell Equip The equipped monster gains 0 ATK. You can target 1 other "Bamboo Sword" card you control; return it to the hand, and if you do, the equipped monster can attack your opponent directly this turn. You can only use this effect of "Cursed Bamboo Sword" once per turn. If this card is sent to the Graveyard: You can add 1 "Bamboo Sword" card from your Deck to your hand, except "Cursed Bamboo Sword".
    Cursed Bill Spell Equip When the equipped monster is destroyed and this card is sent to the Graveyard, inflict damage to the player who controlled the equipped monster, equal to the monster's original DEF.
    Cursed Seal of the Forbidden Spell Trap Counter Discard 1 Spell Card. Negate the activation and the effect of a Spell Card and destroy it. Your opponent cannot activate Spell Cards with that name during the rest of this Duel.
    Cyber Dragon Sieger Link/Effect Monster LIGHT Machine 2100 LINK-2 2 Machine monsters, including "Cyber Dragon"
    This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes battle damage from battles involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.
    Cyber Emergency Spell Normal Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owners possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyberse Emergency" per turn.
    Cyber Network Trap Continuous Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine-Type monster from your Deck. When this card is sent from the field to the Graveyard: Special Summon as many of your banished LIGHT Machine-Type monsters as possible, and if you do, destroy all Spell and Trap Cards you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.
    Cyber Repair Plant Spell Normal 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.
  • Cyber Revsystem Spell Normal Special Summon 1 "Cyber Dragon" from your hand or GY. It cannot be destroyed by card effects.
    Cyber Shadow Gardna Trap Normal Activate only during your opponent's Main Phase. After activation, Special Summon this card; it is treated as an Effect Monster Card (Machine-Type/EARTH/Level 4/ATK ?/DEF ?). (This card is still treated as a Trap Card.) If this card is selected as an attack target, the ATK and DEF of this card become the ATK and DEF of the attacking monster. This card is Set in its Spell & Trap Card Zone during your opponent's End Phase.
    Cyber Shield Spell Equip Equip only to "Harpie Lady" or "Harpie Lady Sisters". It gains 500 ATK.
    Cyber Summon Blaster Trap Continuous Each time a Machine-Type monster(s) is Special Summoned, inflict 300 damage to your opponent.
    Cyberdark Impact! Spell Normal 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).
    Cyberdark Inferno Spell Field "Cyberdark" Effect Monsters you control that are equipped with an Equip Card cannot be destroyed by your opponent's card effects, also your opponent cannot target them with card effects. You can target 1 "Cyberdark" monster you control; return it to the hand, then, immediately after this effect resolves, you can Normal Summon 1 "Cyberdark" monster. You can only use this effect of "Cyberdark Inferno" once per turn. If this card in its owner's control is destroyed by an opponent's card effect: You can add 1 "Polymerization" Spell or "Fusion" Spell from your Deck to your hand.
    Cyberload Fusion Spell Quick-Play Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn, except that Fusion Summoned monster. You can only activate 1 "Cyberload Fusion" per turn.
    Cybernetic Fusion Support Spell Quick-Play Pay half your LP; once, if you Fusion Summon a Machine-Type Fusion Monster this turn, you can banish monsters from your hand, Graveyard, and/or your side of the field as the Fusion Materials. You can only activate 1 "Cybernetic Fusion Support" per turn.
    Cybernetic Hidden Technology Trap Continuous When an opponent's monster declares an attack, you can send 1 "Cyber Dragon" you control or a Fusion Monster you control that lists "Cyber Dragon" as a Fusion Material Monster to the Graveyard. Destroy the attacking monster.
    Cybernetic Overflow Trap Normal Banish "Cyber Dragon(s)" with different Levels from your hand, face-up field, and/or GY, then destroy an equal number of cards your opponent controls. If this card on the field is destroyed by a card effect: Add 1 "Cyber" Spell/Trap from your Deck to your hand. You can only use each effect of "Cybernetic Overflow" once per turn.
    Cybernetic Revolution Trap Normal Tribute 1 "Cyber Dragon"; Special Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, but it cannot attack directly, and it is destroyed during the End Phase of the next turn. You can only activate 1 "Cybernetic Revolution" per turn.
    Cybernetic Zone Spell Quick-Play Select 1 face-up Machine-Type Fusion Monster you control and remove it from play until the End Phase of this turn. When that monster is returned to the field, double its ATK. During your next Standby Phase, destroy it.
    Cybersal Cyclone Spell Quick-Play Target 1 Link Monster your opponent controls; banish 1 monster from your GY with the same Link Rating as that monster, and if you do, destroy that monster, then, if the original Type of the monster you banished is Cyberse, you can destroy 1 face-up card in your opponent's Spell & Trap Zone.
    Cyberse Beacon Trap Normal If you took damage by battle or an opponent's card effect this turn: Add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cyberse Beacon" per turn.
    Cyberse Enchanter Link/Effect Monster LIGHT Cyberse 2400 LINK-3 2+ monsters
    If you control this card that was Link Summoned using "Cyberse Wizard" as material (Quick Effect): You can target 1 monster your opponent controls; change its battle position, and if you do, negate its effects until the end of this turn. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 "Cyberse Wizard" from your hand, Deck, or GY. You can only use each effect of "Cyberse Enchanter" once per turn.
    Cyberse Wicckid Link/Effect Monster DARK Cyberse 800 LINK-2 2 Cyberse monsters
    This Link Summoned card cannot be destroyed by battle or card effects. Cyberse monsters this card points to cannot be destroyed by card effects. If a monster(s) is Special Summoned to a zone(s) this card points to while you control this monster (except during the Damage Step): You can banish 1 Cyberse monster from your GY; add 1 Cyberse Tuner from your Deck to your hand. You can only use this effect of "Cyberse Wicckid" once per turn.
    Cyberse Witch Link/Effect Monster DARK Cyberse 800 LINK-2 2 Cyberse monsters
    If a monster is Special Summoned to a zone this card points to (except during the Damage Step): You can banish 1 Spell from your GY; add 1 Cyberse Ritual Monster and 1 "Cynet Ritual" from your Deck to your hand. During your Main Phase, if this effect was activated this turn: You can target 1 Level 4 or lower Cyberse monster in your GY; Special Summon it. You can only use each effect of "Cyberse Witch" once per turn.
    Cycle of the World Spell Ritual This card is used to Ritual Summon "Ruin, Queen of Oblivion" or "Demise, King of Armageddon". You must also Tribute monsters from your field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: You can shuffle this card into the Deck; add 1 "End of the World" from your Deck to your hand, then, you can add 1 "Ruin, Queen of Oblivion" or "Demise, King of Armageddon" from your GY to your hand.
    Cyclon Laser Spell Equip You can only equip this card to Gradius". Increase the ATK of "Gradius" by 300 points. When the equipped "Gradius" attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points."
    Cyclone Blade Spell Equip Equip only to a "Destiny HERO" monster. At the end of the Damage Step, if the equipped monster attacked: Target 1 Spell/Trap Card on the field; destroy that target.
    Cyclone Boomerang Spell Equip Equip only to "Elemental HERO Wildheart". It gains 500 ATK. When the equipped monster is destroyed by a card effect and sent to the Graveyard: Destroy all Spell and Trap Cards on the field, then inflict 100 damage to your opponent for each Spell/Trap Card destroyed by this effect.
    Cynet Backdoor Spell Quick-Play Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.
    Cynet Fusion Spell Normal Fusion Summon 1 Cyberse Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control no monsters in the Extra Monster Zone, you can also banish up to 1 Cyberse Link Monster from your GY as Fusion Material.
    Cynet Mining Spell Normal Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.
    Cynet Recovery Spell Continuous If a Link Monster(s) you control is destroyed by battle or an opponent's card effect: You can target 1 monster in your GY, except a Link Monster; Special Summon it in Defense Position. You can only use this effect of "Cynet Recovery" once per turn.
    Cynet Refresh Trap Normal When an opponent's Cyberse monster declares an attack: Destroy as many monsters in the Main Monster Zones as possible, and if you do, during the End Phase of this turn, Special Summon as many Cyberse Link Monsters among those destroyed monsters in the GY as possible to their owner's fields. When your opponent activates a monster effect: You can banish this card from your GY; Cyberse Link Monsters you control are unaffected by card effects (except their own) until the end of this turn.
    Cynet Regression Trap Normal If you Special Summon a Link Monster(s): Target 1 card on the field; destroy it, then draw 1 card. You can only activate 1 "Cynet Regression" per turn.
    Cynet Ritual Spell Ritual This card can be used to Ritual Summon any Cyberse Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control no monsters: You can banish this card and 1 Ritual Monster from the GY; Special Summon 2 "Cynet Tokens" (Cyberse/LIGHT/Level 4/ATK 0/DEF 0). You cannot activate this effect the turn this card is sent to the GY.
    Cynet Storm Spell Field All linked monsters on the field gain 500 ATK/DEF. Link Summons of Link Monsters cannot be negated. Once per Chain, if you take 2000 or more battle or effect damage: You can shuffle the face-down cards in your Extra Deck, excavate the top card, and if it is a Cyberse Link Monster, Special Summon it. Otherwise, return it to the Extra Deck.
    Cynet Universe Spell Field All Link Monsters you control gain 300 ATK. Once per turn: You can target 1 monsterin the GY; shuffle it into the Deck. If this card on the field is destroyed by a card effect: Send all monsters in the Extra Monster Zones to the GY.
    D - Chain Trap Normal Target a "Destiny HERO" monster you control; equip this card to that target. It gains 500 ATK. When it destroys a monster your opponent controls by battle and sends it to the Graveyard: Inflict 500 damage to your opponent.
    D - Counter Trap Normal When a "Destiny HERO" monster you control is targeted for an attack: Destroy the attacking monster.
    D - Formation Spell Continuous Each time a face-up "Destiny HERO" monster(s) you control is destroyed, place 1 D Counter on this card for each of those monsters. When you Normal or Special Summon a monster during your Main Phase: You can send this card with 2 or more D Counters to the Graveyard; add up to 2 cards from your Deck and/or Graveyard to your hand, with the same name as that monster.
    D - Fortune Trap Normal When your opponent declares a direct attack: Banish 1 "Destiny HERO" monster from your Graveyard; end the Battle Phase.
    D - Shield Trap Normal When an Attack Position "Destiny HERO" monster you control is targeted for an attack: Target it; change it to Defense Position and equip it with this card. The equipped monster cannot be destroyed by battle.
    D - Spirit Spell Normal 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 - Tactics Trap Continuous During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn.
    D - Time Trap Normal When an "Elemental HERO" monster you control leaves the field: Add 1 "Destiny HERO" monster from your Deck to your hand whose Level is less than or equal to that "Elemental HERO" monster's Level.
    D-Fusion Trap Normal Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you controlas Fusion Materials, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Materials for a Fusion Summon using this card's effect.
    D. Tribe Trap Normal All monsters on your side of the field are treated as Dragon-Types until the End Phase of this turn.
    D.D. Borderline Spell Continuous While there are no Spell Cards in your Graveyard, neither player can conduct their Battle Phase.
    D.D. Designator Spell Normal 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.
    D.D. Dynamite Trap Normal Inflict 300 damage to your opponent for each of their removed from play cards.
    D.D. Trap Hole Trap Normal You can only activate this card when your opponent Sets 1 monster in Defense Position. Destroy and remove from play the Set monster and 1 monster on your side of the field.
    D.D.R. - Different Dimension Reincarnation Spell Equip Discard 1 card, then target 1 of your banished monsters: Special Summon it in face-up Attack Position, and equip it with this card. When this card leaves the field, destroy the equipped monster.
    D/D Recruits Trap Normal If your opponent controls more monsters than you do: Target any number of "D/D" monsters and/or "Dark Contract" cards in your Graveyard up to the difference; add those cards to your hand. You can only activate 1 "D/D Recruits" per turn.
    D/D Reroll Trap Continuous "Dark Contract" cards you control cannot be destroyed by your opponent's card effects. You can banish this card from your Graveyard, then target up to 3 of your other banished "D/D" cards; shuffle them into the Deck.
    D/D/D Contract Change Trap Normal When an opponent's monster declares an attack: Activate 1 of these effects;
  • Banish 1 "D/D/D" monster from your Graveyard, and if you do, the attacking monster loses ATK equal to the banished monster's ATK.
  • Add 1 Level 4 or lower "D/D" Pendulum Monster from your Deck to your hand.
  • D/D/D Human Resources Trap Normal Shuffle 3 cards into the Deck (any combination of "D/D" monsters in your hand, field, or Graveyard and/or "D/D" cards in your Pendulum Zone), then you can add 2 "D/D" monsters from your Deck to your hand.
    D2 Shield Trap Normal Select 1 face-up Defense Position monster you control. Its DEF becomes double its original DEF.
    Dai Dance Trap Normal Choose 1 opponent's unused Main Monster Zones; if your opponent would Normal Summon/Set or Special Summon a monster to their Main Monster Zone, and the chosen zone can be used, they must use that zone. (They cannot Summon multiple monsters to their Main Monster Zones while this effect is applied.) This effect is applies until the zone is occupied or becomes unusable. You can only apply the effect of "Dai Dance" once per Duel.
    Damage = Reptile Trap Continuous Once per turn, when you take Battle Damage from a battle involving a Reptile-Type monster, you can Special Summon 1 Reptile-Type monster from your Deck with ATK less than or equal to the Battle Damage you took.
    Damage Condenser Trap Normal When you take battle damage: Discard 1 card; Special Summon 1 monster from your Deck with ATK less than or equal to the battle damage you took, in face-up Attack Position.
    Damage Diet Trap Normal Halve all damage you take this turn. You can banish this card from your Graveyard; halve all effect damage you take this turn. (You cannot halve the same damage twice with this effect.)
    Damage Gate Trap Normal When you take Battle Damage: Target 1 monster in your Graveyard with ATK less than or equal to the amount of damage you took; Special Summon that target.
    Damage Polarizer Trap Counter Activate only when an effect that inflicts damage is activated. Negate its activation and effect, and each player draws 1 card.
    Damage Translation Trap Normal Halve all effect damage you take this turn. During the End Phase this turn, Special Summon 1 "Ghost Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position for each time you took effect damage this turn.
    Damage Vaccine O MAX Trap Normal When you take damage by battle or by a card effect: Gain Life Points equal to the damage you took.
    Danger! Excitement! Mystery! Spell Normal Discard 1 Level 5 or higher "Danger!" monster; add 1 Level 4 or lower "Danger!" monster from your Deck to your hand. You cannot Special Summon monsters for the rest of this turn after this card resolves, except "Danger!" monsters. You can only activate 1 "Danger! Excitement! Mystery!" per turn.
    Danger! Feets of Strength! Spell Equip Equip only to a "Danger!" monster. It gains 800 ATK/DEF. It cannot be destroyed by card effects. It can make up to 2 attacks on monsters during each Battle Phase.
    Danger! Response Team Spell Normal Target 1 "Danger!" monster you control and 1 monster on the field; return them to the hand. If this card is in the GY: You can discard 1 "Danger!" monster; place this card on the bottom of the Deck, then draw 1 card. You can only use each effect of "Danger! Response Team" once per turn.
    Danger! Zone Trap Normal Draw 3 cards, then discard 2 cards, including at least 1 "Danger!" card, or if you have no "Danger!" cards in your hand, show your entire hand and shuffle it into the Deck. You can only activate 1 "Danger! Zone" per turn.
    Dangerous Machine Type-6 Spell Continuous During each of your Standby Phases, roll a six-sided die and apply the result.
  • 1: Discard 1 card.
  • 2: Your opponent discards 1 card.
  • 3: Draw 1 card.
  • 4: Your opponent draws 1 card.
  • 5: Destroy 1 monster your opponent controls.
  • 6: Destroy this card.
  • Dark Advance Trap Normal During either player's Main Phase or Battle Phase: Target 1 monster in yourGraveyard with 2400 or more ATK and 1000 DEF; add it to your hand, then immediately after this effect resolves, you can Tribute Summon 1 monster with 2400 or more ATK and 1000 DEF in face-up Attack Position. You can only activate 1 "Dark Advance" per turn.
    Dark Bribe Trap Counter When an opponent's Spell/Trap Card is activated: Your opponent draws 1 card, also negate the Spell/Trap activation, and if you do, destroy it.
    Dark Burning Attack Spell Normal If you control a "Dark Magician Girl" monster: Destroy all face-up monsters your opponent controls.
    Dark Burning Magic Spell Quick-Play If you control monsters whose original names are "Dark Magician" and "Dark Magician Girl": Destroy all cards your opponent controls.
    Dark Calling Spell Normal 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 City Spell Field When a "Destiny HERO" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only.
    Dark Coffin Trap Normal When this face-down card is destroyed and sent to the Graveyard, your opponent selects and executes 1 of the following effects:
  • Discard 1 random card in their hand.
  • Select 1 monster on their side of the field and destroy it.
  • Dark Contract with Errors Trap Continuous Once per turn, if you control a "D/D" monster: You can negate all Trap Card effectson the field (other than this card's) for the rest of this turn (even if this card leaves the field). Once per turn, during your Standby Phase: Take 1000 damage.
    Dark Contract with the Entities Spell Continuous When a "D/D/D" monster of the below card type is Special Summoned from the Extra Deck to your field: You can activate the appropriate effect once per turn;
  • Fusion: Gain 1000 LP.
  • Synchro: Your opponent cannot target that Special Summoned monster with card effects.
  • Xyz: Banish 1 card from the field or the Graveyard.
  • Pendulum: Draw 1 card, then discard 1 card.
    Once per turn, during your Standby Phase: Take 2000 damage.
  • Dark Contract with the Eternal Darkness Trap Continuous While you have 2 "D/D" cards in your Pendulum Zones, your opponent cannot target monsters on the field with Spell/Trap effects, Tribute them for a Tribute Summon, nor use them as Materials for a Fusion, Synchro, or Xyz Summon. Once per turn, during your Standby Phase: Take 1000 damage.
    Dark Contract with the Gate Spell Continuous During your Main Phase: You can add 1 "D/D" monster from your Deck to your hand. You can only use this effect of "Dark Contract with the Gate" once per turn. Once per turn, during your Standby Phase: Take 1000 damage.
    Dark Contract with the Swamp King Spell Continuous During your Main Phase: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. You can only use this effect of "Dark Contract with the Swamp King" once per turn. If Summoning "D/D" Fusion Monster this way, you can also banish monsters from your Graveyard as Fusion Materials. Once per turn, during your Standby Phase: Take 1000 damage.
    Dark Contract with the Witch Trap Continuous You can send 1 "D/D" or "Dark Contract" card from your hand to the Graveyard, thentarget 1 card on the field; destroy it. You can only use this effect of "Dark Contract with the Valkyrie" once per turn. All Fiend-Type monsters you control gain 1000 ATK during your opponent's turn only. Once per turn, during your Standby Phase: Take 1000 damage.
    Dark Contract with the Yamimakai Spell Continuous Once per turn, during your Standby Phase: Take 1000 damage. You can only use 1 of the following effects of "Dark Contract with the Yamimakai" per turn, and only once that turn.
  • During your Main Phase: You can target 1 "D/D" Pendulum Monster in your Graveyard; place it in your Pendulum Zone.
  • During your Main Phase: You can place 1 face-up "D/D" Pendulum Monster from your Extra Deck in your Pendulum Zone.
  • Dark Core Spell Normal Discard 1 card. Remove from play 1 face-up monster.
    Dark Cure Trap Continuous When your opponent Summons a monster(s), they gain Life Points equal to half the ATK of 1 of the Summoned monsters of your choice.
    Dark Deal Trap Normal When your opponent activates a Normal Spell Card: Pay 1000 Life Points; the effect of that Normal Spell Card becomes "Your opponent discards 1 random card".
    Dark Designator Spell Normal 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 Dragon Ritual Spell Ritual This card is used to Ritual Summon "Paladin of Dark Dragon". You must also Tribute monsters from your hand or field whose total Levels equal 4 or more. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Red-Eyes" Spell/Trap Card from your Deck to your hand.
    Dark Energy Spell Equip A Fiend-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Dark Eruption Spell Normal Target 1 DARK monster with 1500 or less ATK in your Graveyard; add that target to your hand.
    Dark Factory of Mass Production Spell Normal Select 2 Normal Monsters from your Graveyard and add them to your hand.
    Dark Factory of More Production Trap Continuous You can send 1 monster from your hand or field to the GY; draw 1 card. You can only use this effect of "Dark Factory of More Production" once per turn.
    Dark Fusion Spell Normal 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 Spell Normal Destroy all monsters on the field.
    Dark Horizon Trap Normal When you take battle or effect damage: Special Summon 1 DARK Spellcaster-Typemonster from your Deck with ATK less than or equal to the damage you took.
    Dark Illusion Trap Counter Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that targets a face-up DARK monster, and destroy that card.
    Dark Magic Attack Spell Normal Activate only while you control a face-up "Dark Magician". Destroy all Spell and Trap Cards your opponent controls.
    Dark Magic Curtain Spell Normal 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 Magic Expanded Spell Quick-Play Apply these effects in sequence, based on the number of "Dark Magician" and/or "Dark Magician Girl" on the field and in the Graveyards.
  • 1+: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of this turn.
  • 2+: This turn, your opponent cannot activate cards and effects in response to your Spell/Trap Card or effect activation, also Spell/Trap Cards you control cannot be destroyed by your opponent's card effects.
  • 3+: DARK Spellcaster-Type monsters you currently control are unaffected by your opponent's card effects, until the end of this turn.
  • Dark Magic Inheritance Spell Quick-Play Banish 2 Spell Cards from your Graveyard; add 1 Spell/Trap Card from your Deck to your hand, that specifically lists the card "Dark Magician" or "Dark Magician Girl" in its text, except "Dark Magic Inheritance". You can only activate 1 "Dark Magic Inheritance" per turn.
    Dark Magic Twin Burst Spell Normal Target 1 "Dark Magician" you control; it gains ATK equal to the combined ATK of all "Dark Magician Girl" currently on the field and in the GYs, until the end of this turn. You can only activate 1 "Dark Magic Twin Burst" per turn.
    Dark Magic Veil Spell Normal Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard.
    Dark Magical Circle Spell Continuous When this card is activated: Look at the top 3 cards of your Deck, then you can reveal1 "Dark Magician" or 1 Spell/Trap Card that specifically lists the card "Dark Magician", among them, and add it to your hand, also place the remaining cards on top of your Deck in any order. If "Dark Magician" is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 card your opponent controls;banish it. You can only use each effect of "Dark Magical Circle" once per turn.
    Dark Mambele Spell Normal If you control 3 or more DARK monsters: Target 1 face-up card on the field; banish that target.
    Dark Mirror Force Trap Normal You can only activate this card when your opponent's monster declares an attack. Remove all monsters in Defense Position on your opponent's side of the field from play.
    Dark Renewal Trap Normal When your opponent Normal or Special Summons a monster(s): Target 1 of those monsters and 1 Spellcaster-Type monster you control; send both monsters to the Graveyard, then you can Special Summon 1 DARK Spellcaster-Type monster from your Deck or Graveyard.
    Dark Room of Nightmare Spell Continuous Each time damage, except Battle Damage, is inflicted to your opponent's Life Points, inflict 300 points of damage to your opponent's Life Points. This card's effect is not applied to the effect of "Dark Room of Nightmare".
    Dark Sanctuary Spell Field If a "Spirit Message" card would be placed on your field with "Destiny Board", you can Special Summon it as a Normal Monster (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except "Destiny Board", and cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. When an opponent's monster declares an attack: Toss a coin and if the result is heads, negate the attack, and if you do, inflict damage to your opponent equal to half the current ATK of that monster your opponent controls.
    Dark Scheme Trap Normal Your opponent can discard 1 card to negate this card's effect, otherwise both players discard 2 cards, then draw 2 cards.
    Dark Scorpion Combination Trap Normal You can only activate this card when there are Don Zaloog", "Cliff the Trap Remover", "Dark Scorpion - Chick the Yellow", "Dark Scorpion - Gorg the Strong", and "Dark Scorpion - Meanae the Thorn" face-up on your side of the field. During this turn, any of these 5 cards can attack your opponent's Life Points directly. In that case, the Battle Damage inflicted to your opponent by each of those cards becomes 400 points."
    Dark Smog Trap Continuous Once per turn: You can target 1 monster in your opponent's Graveyard; discard 1 Fiend-Type monster and banish that target.
    Dark Snake Syndrome Spell Continuous Inflict damage to both players' Life Points during each of your Standby Phases. The first damage begins at 200 points and is doubled during each of your following Standby Phases.
    Dark Spirit Art - Greed Trap Normal Tribute 1 DARK monster. Draw 2 cards. Your opponent can negate this effect by revealing 1 Spell Card in their hnd.
    Dark Spirit of the Silent Trap Normal This card can only be activated during your opponent's Battle Step. Negate the attack of 1 monster and select another 1 of your opponent's face-up monsters and have it attack. If the new targeted attacking monster is in face-up Defense Position change it to Attack Position.
    Dark World Brainwashing Trap Continuous When an opponent's monster activates its effect, if you have 3 or more cards in your hand (except during the Damage Step): You can target 1 "Dark World" monster on the field; return it to the hand, and if you do, the activated effect becomes "Discard 1 random card from your opponent's hand".
    Dark World Dealings Spell Normal Each player draws 1 card, then each player discards 1 card.
    Dark World Grimoire Spell Continuous During your End Phase, if you discard a Monster Card(s) to the Graveyard because you had more than 6 cards in your hand, you can Special Summon 1 of those monsters.
    Dark World Lightning Spell Normal Target 1 face-down card on the field; destroy that target, then discard 1 card.
    Dark-Piercing Light Spell Normal Flip all face-down monsters on your opponent's side of the field face-up.
    Darkfall (F.K.A Dark Trap Hole) Trap Normal When your opponent Special Summons 2 or more face-up monsters at the same time: Send those monsters to the Graveyard, then send all monsters in the opponent's hand and Deck to the Graveyard that have the same name as the monsters sent to the Graveyard by this effect.
    Darklight Trap Normal Tribute 1 DARK monster with 1500 or more ATK; destroy all monsters that were Special Summoned this turn.
    Darklord Contact Spell Normal Special Summon 1 "Darklord" monster from your Graveyard in Defense Position. You can only activate 1 "Darklord Contact" per turn.
    Darklord Descent Trap Normal Pay half your LP; Special Summon up to 2 "Darklord" monsters from your Graveyard in Defense Position, with the same Level as 1 face-up monster your opponent controls.
    Darklord Enchantment Trap Normal Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; take control of 1 face-up monster your opponent controls until the End Phase. You can only activate 1 "Darklord Enchantment" per turn.
    Darklord Rebellion Trap Normal Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; destroy 1 card on the field. You can only activate 1 "Darklord Rebellion" per turn.
    Darkness Approaches Spell Normal Discard 2 cards from your hand. Select 1 face-up monster and flip it face-down, but do not change its battle position.
    Darkworld Shackles Spell Equip The equipped monster cannot attack, and its ATK and DEF become 100. During each of your Standby Phases, inflict 500 damage to the controller of the equipped monster.
    Dawn of the Herald Spell Ritual This card is used to Ritual Summon "Herald of Perfection". You must also Tribute monsters from your hand or field whose total Levels equal exactly 6. When "Herald of Perfection" is Ritual Summoned by this card's effect: You can banish this card from your Graveyard to target 1 of the monsters in your Graveyard that was Tributed for that Ritual Summon; return that target to your hand.
    Day-Breaker the Shining Magical Warrior Link/Effect Monster LIGHT Spellcaster 1600 LINK-2 2 Spellcaster monsters
    If this card is Link Summoned: Place 1 Spell Counter on it. Gains 300 ATK for each Spell Counter on it. You can only activate each of the following effects of "Day-Breaker the Shining Magical Warrior" once per turn.
  • If a Spellcaster monster(s) is Special Summoned to a zone(s) this card points to: Place 1 Spell Counter on this card.
  • You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy it.
  • De-Fusion Spell Quick-Play Select 1 face-up Fusion Monster on the field and return it to the Extra Deck. If all the Fusion Material Monsters that were used for the Fusion Summon of that Fusion Monster are in your Graveyard, you can Special Summon them.
    De-Spell Spell Normal 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 Spell Normal 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.
    Deal of Phantom Trap Normal Select 1 monster face-up on the field. Increase the selected monster's ATK by 100 points for each monster in your Graveyard during the turn this card is activated. The number of monster is applied when this card is activated.
    Dealer's Choice Trap Normal Each player shuffles their Deck, then each player draws 1 card, then each player discards 1 card.
    Debunk Trap Counter Negate the activation of the effect of an Effect Monster that activates in the hand or Graveyard, and remove it from play.
    Deck Devastation Virus Trap Normal Tribute 1 DARK monster with 2000 or more ATK; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less ATK.
    Deck Lockdown Spell Continuous Neither player can add cards to their hand except by drawing them, and cannot Special Summon monsters from the Deck. Destroy this card during your 2nd Standby Phase after activation.
    Decode Destruction Spell Normal Target 1 "Decode Talker" you control; apply the following effects this turn, depending on the number of monsters it currently points to.
  • 1+: That monsters gains 500 ATK for each monster it currently points to.
  • 2+: Monsters destroyed by battle with that monster are banished after damage calculation.
  • 3: After damage calculation, if that monster destroys your opponent's monster by battle: Destroy all cards your opponent controls.
    You can only activate 1 "Decode Destruction" per turn.
  • Decode Talker Link/Effect Monster DARK Cyberse 2300 LINK-3 2+ Effect Monsters
    Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.
    Dedication through Light and Darkness Spell Quick-Play You can only activate this card by Tributing 1 "Dark Magician" on your side of the field. Select 1 "Dark Magician of Chaos" from your hand, your Graveyard or your Deck and Special Summon it.
    Deep Dark Trap Hole Trap Normal When a Level 5 or higher Effect Monster(s) is Special Summoned: Banish that Level 5 or higher Effect Monster(s).
    Defenders Intersect Trap Normal Activate only during the Battle Phase. Defense Position monsters your opponent controls are changed to face-up Attack Position, and their effects are negated.
    Defense Draw Trap Normal Activate only during damage calculation during your opponent's turn. The Battle Damage you would receive becomes 0. Draw 1 card.
    Defense Zone Spell Field For each monster a player controls in their Main Monster Zone, their Spells/Traps in the same column as that monster cannot be destroyed by their opponent's card effects, and their opponent cannot target them with card effects.
    Defensive Tactics Trap Normal If you control a face-up "Gladiator Beast" monster: For the rest of this turn, monsters you control cannot be destroyed by battle, and any Battle Damage you take is reduced to 0. After this card resolves, put it on the bottom of your Deck.
    Degen-Force Trap Normal Tribute 1 Level 4 or higher Dinosaur-Type monster; Special Summon 2 Level 3 or lower Reptile-Type monsters from your hand and/or Graveyard.
    Degenerate Circuit Spell Normal 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 Spell Normal 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 Spell Normal 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.
    Delta Crow - Anti Reverse Trap Normal Activate only while you control a face-up "Blackwing" monster. If you control exactly 3 "Blackwing" monsters, this card can be activated from your hand. Destroy all face-down Spell and Trap Cards your opponent controls.
    Demise of the Land Spell Quick-Play Activate only when your opponent Special Summons a monster. Select 1 Field Spell Card from your Deck and activate it.
    Demotion Spell Equip Downgrade the monster equipped with this card by 2 Levels.
    Depth Amulet Trap Continuous When your opponent's monster declares an attack, you can discard 1 card to negate the attack. Destroy this card during your opponent's 3rd End Phase after activation.
    Des Counterblow Trap Continuous Destroy any monster that inflicts Battle Damage to a player's Life Points by attacking directly.
    Des Croaking Spell Normal 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.
    Descending Lost Star Trap Normal Select 1 Synchro Monster in your Graveyard and Special Summon it in face-up Defense Position. Its effect is negated, its Level is reduced by 1 and its DEF becomes 0. Its battle position cannot be changed.
    Desert Sunlight Trap Normal All monsters on your side of the field are changed to face-up Defense Position.
    Designer Frightfur Trap Normal Target 1 "Edge Imp" or "Fluffal" monster in your Graveyard; Special Summon itm and if you do, it can be treated as a "Frightfur" monster for a Fusion Summon.
    Deskbot Base Spell Field All "Deskbot" monsters on the field gain 500 ATK and DEF. Once per turn: You can reveal any number of "Deskbot" cards in your hand and shuffle them into the Deck, then draw the same number of cards. You can banish 9 "Deskbot" cards with different names from your field and/or Graveyard, except "Deskbot Base"; shuffle all cards from your opponent's hand, field and Graveyard into the Deck.
    Desperate Tag Trap Continuous If a face-up Attack Position monster you control is destroyed by battle, during damage calculation, you can reduce the Battle Damage from this battle to 0 and Special Summon 1 Level 4 or lower Warrior-Type monster from your hand at the end of the Damage Step.
    Destiny Board Trap Continuous At the end of each of your opponent's turns, place 1 "Spirit Message" card from your hand or your Deck face-up on the field. If it is from your Deck, then shuffle your Deck. When "Spirit Message" cards "I", "N", "A" and "L" are all on your side of the field in their proper order, you are declared the winner. If any of your "Spirit Message" cards or "Destiny Board" are removed from the field, all your "Spirit Message" cards and "Destiny Board" on the field are sent to the Graveyard immediately
    Destiny Draw Spell Normal Discard 1 "Destiny HERO" card; draw 2 cards.
    Destiny Mirage Trap Normal When a "Destiny HERO" monster you control is destroyed and sent to the Graveyard by an opponent's card effect: Special Summon, to your side of the field, all "Destiny HERO" monsters that were destroyed and sent to either Graveyard this turn.
    Destiny Signal Trap Normal When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand or Deck.
    Destruct Potion Trap Normal Select 1 monster you control. Destroy it, and gain Life Points equal to its ATK.
    Destruction Jammer Trap Counter Discard 1 card. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a monster(s) on the field, and destroy that card.
    Destruction of Destiny Trap Normal Send 3 cards from the top of your Deck to the Graveyard, and take 1000 points of damage for each Spell or Trap Card you sent to the Graveyard by this effect.
    Destruction Punch Trap Normal When the ATK of an attacking monster on your opponent's side of the field is lower than the DEF of the attacked Defense Position monster on your side of the field, destroy the attacking monster. Damage calculation is applied normally.
    Destruction Ring Trap Normal Destroy 1 face-up monster on your side of the field to inflict 1000 points of damage to both players' Life Points.
    Destruction Sword Flash Trap Normal If you control a Fusion Monster that lists "Buster Blader" as Material: Banish all monsters your opponent controls. When a card or effect is activated that targets a "Buster Blader" monster(s) you control (except during the Damage Step): You can banish this card from your Graveyard; negate that effect, and if you do, destroy that card.
    Destruction Sword Memories Trap Normal Discard 1 "Destruction Sword" card; Special Summon 1 "Buster Blader" monster from your Deck. You can banish this card from your Graveyard; Fusion Summon 1 "Buster Blader, the Dragon Destroyer Swordsman" from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard.
    Destruction Swordsman Fusion Spell Quick-Play Fusion Summon 1 Fusion Monster that lists "Buster Blader" as Material from your Extra Deck, using monsters from your hand or either side of the field as Fusion Materials. If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; add this card to your hand. You can only use each effect of "Destruction Swordsman Fusion" once per turn.
    Destructive Draw Trap Continuous If either player has no cards in their hand at the start of their Draw Phase, they can draw 1 more card in addition to their normal draw. This card's controller loses 700 Life Points during their End Phase. (If less than 700, they become 0 instead.) When this face-up card is removed from the field, inflict 3000 damage to the player who controlled it.
    Detonate Spell Quick-Play Destroy all face-up "Kuriboh" and "Kuriboh Tokens" you control, along with a number of cards your opponent controls, up to the number of "Kuriboh" and "Kuriboh Tokens" destroyed by this effect.
    Detonate Deleter Link/Effect Monster DARK Cyberse 2100 LINK-3 2+ Cyberse monsters
    Once per turn, at the start of the Damage Step, when this card battles a face-up monster that is not a Link-3 or higher Link Monster: You can destroy that monster. Once per turn: You can Tribute 1 monster this card points to, then target 1 monster your opponent controls; destroy it.
    Detonator Circle "A" Trap Normal Destroy 1 face-up monster with an A-Counter(s) and then inflict 1000 damage to each player.
    Diamond Core of Koa'ki Meiru Spell Normal 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.
    Diamond Dust Trap Normal Destroy as many WATER monsters on the field as possible, then inflict 500 damage to your opponent for each WATER monster destroyed and sent to the Graveyard by this effect.
    Diamond Duston Trap Normal When a card(s) on the field is destroyed by battle or card effect: Special Summon "Duston" monsters from your Deck to anywhere on the field, equal to the number of those destroyed cards. If this card is in your Graveyard: You can banish 1 "Duston" monster from your Graveyard; Special Summon this card in Defense Position as a Normal Monster (Fiend-Type/DARK/Level 1/ATK 0/DEF 1000) to your opponent's field. (This card is NOT treated as a Trap Card.) This effect can only be used once while this card is in the Graveyard. If Summoned this way, it cannot be Tributed, or be used as Material for a Fusion, Synchro, or Xyz Summon.
    Diamond-Dust Cyclone Spell Quick-Play Select 1 monster with 4 or more Fog Counters. Destroy it and then draw 1 card for every 4 Fog Counters that were on it.
    Dian Keto the Cure Master Spell Normal Increase your Life Points by 1000 points.
    Dice It Trap Normal Roll a six-sided die. Apply this effect, depending on whose turn it is.
  • During your turn: Banish cards from your GY equal to the result. Then, if the result was 1, send 6 cards from the top of your Deck to the GY.
  • During your opponent's turn: Send cards from the top of your Deck to the GY equal to the result. Then, if the result was 6, banish 1 card from your GY.
  • Dice Re-Roll Trap Normal Once this turn, negate 1 six-sided die roll and re-roll it.
    Dice Try! Trap Counter Negate the activation of an opponent's Spell Card, Trap Card or Effect Monster's effect that requires a die roll, and destroy that card.
    Dice-nied Trap Continuous Each time your opponent Special Summons a monster(s): Roll a six-sided die, and return all of those Summoned monster(s) to the hand with a current Level that's the same as the result.
    Dice-Roll Battle Trap Normal When an opponent's monster declares an attack: Target 1 "Speedroid" monster in your Graveyard; banish both it and 1 "Speedroid" Tuner monster in your hand, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total original Levels of those 2 monsters. During your opponent's Battle Step: You can banish this card from your Graveyard, then target 1 face-up Attack Position Synchro Monster on each side of the field; make that face-up Attack Position monster your opponent controls attack that monster you control, and perform damage calculation.
    Dicephoon Spell Quick-Play Roll a six-sided die. If the result is 2, 3, or 4, destroy 1 Spell/Trap Card on the field. If it is 5, destroy 2 Spell/Trap Cards on the field. If it is 1 or 6, you take 1000 damage.
    Diceversity Trap Continuous Once per turn: You can target 1 monster on the field whose current Level is different from its original Level; roll a six-sided die and that monster's Level becomes the same as the result.
    Different Dimension Capsule Spell Normal 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.
    Different Dimension Deepsea Trench Spell Continuous When this card is activated: Banish 1 WATER monster from your hand, Graveyard, or side of the field. When this face-up card is destroyed: Special Summon the monster banished by this effect.
    Different Dimension Encounter Trap Normal If both players have at least 1 banished monster that can be Special Summoned: Each player Special Summons 1 of their banished monsters in face-down Defense Position.
    Different Dimension Gate Spell Continuous Target 2 monsters (1 on each side of the field); banish those targets. When this card is destroyed and sent to the Graveyard: Return those banished monsters to the field in the same battle positions they were in.
    Different Dimension Ground Trap Normal This turn, any monster sent to the Graveyard is removed from play instead.
    Diffusion Wave-Motion Spell Normal 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.
    Dig of Destiny Trap Normal When you take battle damage: Draw 1 card. If this card in its owner's control is destroyed by an opponent's card effect: You can draw cards, equal to the number of "Dig of Destiny" in your Graveyard.
    Dillingerous Dragon Link/Effect Monster DARK Dragon 1600 LINK-2 2 DARK Dragon monsters
    Once per turn, during your opponent's End Phase: You can target 1 Attack Position monster your opponent controls that did not declare an attack this turn; destroy it, and if you do, inflict damage to your opponent equal to that monster's original ATK. If a "Rokket" monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Dillingerous Dragon" once per turn.
    Dimension Distortion Spell Normal 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 Explosion Spell Quick-Play Return 1 face-up Fusion Monster you control to the Fusion Deck. Both players select up to 2 of their monsters that are removed from play, and Special Summon them.
    Dimension Fusion Spell Normal Pay 2000 Life Points. Both players Special Summon as many of their removed from play monsters as possible.
    Dimension Gate Trap Continuous When this card is activated: Target 1 monster you control; banish that target face-up. When an opponent's monster declares a direct attack: You can send this face-up card on the field to the Graveyard. If this card is sent to the Graveyard: You can Special Summon the monster banished by this card's effect.
    Dimension Guardian Trap Continuous Activate this card by targeting 1 face-up Attack Position monster you control. It cannot be destroyed by battle or card effects. If the targeted monster leaves the field, destroy this card.
    Dimension Mirage Trap Continuous Activate this card by targeting 1 face-up Attack Position monster your opponent controls. At the end of the Damage Step, when it attacks a monster, but the attack target was not destroyed by the battle: You can banish 1 monster from your Graveyard; it must attack again in a row. If the targeted monster leaves the field, destroy this card.
    Dimension Reflector Trap Continuous Activate this card by banishing 2 monsters you control, then target 1 face-up monster your opponent controls; Special Summon this card in Attack Position as an Effect Monster (Spellcaster-Type/DARK/Level 4/ATK ?/DEF ?) with ATK and DEF equal to that face-up monster's ATK. (This card is also still a Trap Card.) If this monster is Summoned this way: Inflict damage to your opponent equal to this card's ATK.
    Dimension Slice Trap Normal When a monster(s) is Special Summoned to your side of the field: Target 1 face-up monster your opponent controls; banish that target. If the Summon is an Xyz Summon, you can activate this card the turn it was Set.
    Dimension Sphinx Trap Continuous Activate this card by targeting 1 face-up Attack Position monster you control. Once per battle, during the Battle Step, if it is attacked by an opponent's monster with higher ATK: You can inflict damage to your opponent equal to the difference between the attacking monster's ATK and the targeted monster's. If the targeted monster leaves the field, destroy this card.
    Dimension Wall Trap Normal Activate only when an opponent's monster declares an attack. Instead of you, your opponent takes the Battle Damage you would have taken from this battle.
    Dimensional Barrier Trap Normal Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
    Dimensional Fissure Spell Continuous Any monster sent to the Graveyard is banished instead.
    Dimensional Inversion Trap Normal Activate only when a monster(s) you own is removed from play by an opponent's effect. Special Summon 1 of those monsters.
    Dimensional Prison Trap Normal When an opponent's monster declares an attack: Target that monster; banish that target.
    Dimensionhole Spell Normal 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.
    Dinomic Powerload Spell Field All "Dinomist" monsters on the field gain 300 ATK and DEF. If a "Dinomist" monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
    Dinomist Charge Spell Continuous When this card is activated: Add 1 "Dinomist" monster from your Deck to your hand.Once per turn, if a "Dinomist" card(s) is added from the field to your Extra Deck face-up: Add 1 of those cards to your hand. You can only activate 1 "Dinomist Charge" perturn.
    Dinomist Eruption Trap Normal If a "Dinomist" monster(s) you control is destroyed by battle or card effect: Target 1 card your opponent controls; destroy it.
    Dinomist Rush Trap Normal Special Summon 1 "Dinomist" monster from your Deck, and if you do, it is unaffected by other cards' effects, also destroy it during the End Phase. You can only activate 1 "Dinomist Rush" per turn.
    Dinomists Howling Trap Continuous When this card is activated: You can place 1 or 2 "Dinomist" Pendulum Monster(s) from your Deck in your Pendulum Zone, but you cannot Pendulum Summon monsters until the end of the next turn, except "Dinomist" monsters (even if this card leaves the field). Once per turn, if this card is already face-up in your Spell & Trap Zone: You can Tribute 1 "Dinomist" monster, then target 1 card your opponent controls; return it to the hand.
    Dinowrestler King T Wrextle Link/Effect Monster EARTH Dinosaur 3000 LINK-3 2+ "Dinowrestler" monsters
    If this card battles, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. Your opponent's monsters cannot target monsters for attack, except this one. At the start of your opponent's Battle Phase: You can target 1 Attack Position monster your opponent controls; this Battle Phase, your opponent cannot attack with other monsters until that one has, and if it does not declare an attack, destroy it at the end of the Battle Phase.
    Dinowrestler Terra Parkourio Link/Effect Monster EARTH Dinosaur 1000 LINK-2 2 "Dinowrestler" monsters
    If you activate "World Dino Wrestling": You can target 1 "Dinowrestler" monster in your GY; add it to your hand. If this card is sent to the GY as Link Material: You can target 1 "Dinowrestler" monster in your GY; Special Summon it in Defense Position, but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except "Dinowrestler" monsters. You can only use each effect of "Dinowrestler Terra Parkourio" once per turn.
    Dirge of the Lost Dragon Spell Continuous Activate this card by declaring 1 card name. Each time the declared card, or its effect, is activated, halve its owner's LP immediately after it resolves. During the End Phase, if this card halved a player's LP this turn, send this card to the GY. While your opponent controls a monster, this card cannot be destroyed by card effects.
    Disappear Trap Normal Remove from play 1 card from your opponent's Graveyard.
    Disarm Trap Counter Return 1 "Gladiator Beast" monster from your hand to the Deck, and negate the activation and effect of a Spell Card, and destroy it.
    Disarmament Trap Normal Destroy all Equip Cards on the field.
    Disciples of the True Dracophoenix Spell Continuous You can target 3 "True Draco" and/or "True King" cards in your Graveyard; shuffle them into the Deck, then draw 1 card. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monsterface-up. If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy it. You can only use each effect of "Disciples of the True Dracophoenix" once per turn.
    Discord Trap Continuous Neither player can Synchro Summon. Send this card to the Graveyard during your 3rd End Phase after activation.
    Disturbance Strategy Trap Normal Your opponent adds all cards in his/her hand to the Deck and shuffles the Deck. Your opponent then draws the same number of cards that he/she added to the Deck.
    Divine Punishment Trap Counter Activate only if "The Sanctuary in the Sky" is face-up on the field. Negate the activation of an opponent's Spell, Trap, or Effect Monster's effect, and destroy it.
    Divine Relic Mjollnir Trap Normal Select 1 face-up "Aesir" monster you control. It can attack twice during each Battle Phase this turn.
    Divine Sword - Phoenix Blade Spell Equip Equip only to a Warrior-Type monster. It gains 300 ATK. During your Main Phase, if this card is in your Graveyard you can remove from play 2 Warrior-Type monsters in your Graveyard to add this card to your hand.
    Divine Wind of Mist Valley Spell Field Once per turn, if a face-up WIND monster you control returns to the hand, you can Special Summon 1 Level 4 or lower WIND monster from your Deck.
    Divine Wrath Trap Counter When a monster effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster.
    Dizzying Winds of Yosen Village Trap Continuous Activate only if you control a Level 6 or higher "Yosenju" monster. While you have a "Yosenju" card in your Pendulum Zone, if a monster would be returned from the field to the hand by a card effect, shuffle it into the Deck instead, unless it is a "Yosenju" monster.
    DNA Checkup Trap Normal Select 1 face-down monster you control. Your opponent declares 2 Attributes. Reveal the selected monster. If its Attribute is one of the declared Attributes, your opponent draws 2 cards. If not, you draw 2 cards.
    DNA Surgery Trap Continuous When you activate this card, declare 1 Type of monster. As long as this card remains face-up on the field, all face-up monsters become the Type you declared.
    DNA Transplant Trap Continuous Declare 1 Attribute when you activate this card. As long as this card remains face-up on the field, the Attribute of all face-up monsters on the field becomes the one you declared.
    Do a Barrel Roll Trap Counter When a Spell Card, Trap Card, or monster effect is activated: Tribute all "Mecha Phantom Beast Tokens" you control; negate the activation, and if you do, destroy it.
    Doble Passe Trap Normal When an opponent's monster declares an attack on a face-up Attack Position monster you control: Make your opponent's attack a direct attack instead and inflict damage to your opponent equal to the ATK of the attack target you control. Also, that monster you control can attack your opponent directly during your next turn.
    Dodododraw Spell Normal Send 1 "Dododo" monster from your hand or face-up from your side of the field to the Graveyard; draw 2 cards. You can only activate 1 "Dodododraw" per turn.
    Domain of the True Monarchs Spell Field While you have no cards in your Extra Deck and you are the only player that controls a Tribute Summoned monster, your opponent cannot Special Summon monsters from the Extra Deck. If a Tribute Summoned monster you control attacks an opponent's monster, it gains 800 ATK during damage calculation only. Once per turn: You can reduce the Level of 1 monster with 2800 ATK and 1000 DEF in your hand by 2 until the end of this turn (even after they are Summoned/Set, and even if this card leaves the field).
    Domino Effect Spell Continuous When a monster your opponent controls is destroyed by battle and sent to the Graveyard, you can send 1 monster you control to the Graveyard to destroy 1 monster your opponent controls.
    Don Thousand's Throne Spell Continuous During each of your opponent's End Phases: Gain Life Points equal to the number of times you took battle damage this turn x 500. When a "Number" monster you control is targeted for an attack, except "Number C" monsters: You can send this card to the Graveyard;negate the attack, then Special Summon from your Extra Deck, 1 "Number C" monster with the same number in its name as that "Number" monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attachedto it also become Xyz Materials on the Summoned monster.) You can only control 1 "Don Thousand's Throne".
    Doppelganger Trap TRAP Continuous When you take damage from the effect of a monster your opponent controls, inflict the same amount of damage to your opponent.
    Dora of Fate Trap Normal You can only activate this card during your opponent's turn. Select 1 face-up monster on your opponent's side of the field. When you Normal Summon a monster that is 1 Level lower than the selected monster during your next turn, inflict damage to your opponent's Life Points equal to the Level of the selected monster x 500 points.
    Doriado's Blessing Spell Ritual This card is used to Ritual Summon "Elemental Mistress Doriado". You must also Tribute monsters whose total Levels equal 3 or more from the field or your hand.
    Double Attack Spell Normal 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 Cipher Trap Normal If your opponent controls a monster with the highest ATK on the field (even if tied): Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control that has Xyz Material; detach all Xyz Materials from that Xyz Monster, and if you do, Special Summon 1 monster from your Extra Deck with the same name as that Xyz Monster.
    Double Cyclone Spell Quick-Play Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s).
    Double Defender Spell Normal 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 Dragon Descent Trap Normal When an opponent's Xyz Monster declares a direct attack: Special Summon 1 LIGHT Dragon-Type Xyz Monster from your Extra Deck in face-up Attack Position, then the attacking monster attacks it instead, and you proceed to damage calculation. Its ATK becomes equal to the attacking monster's ATK, also its effects are negated. You can onlyactivate 1 "Double Dragon Descent" per turn.
    Double Evolution Pill Spell Normal Banish 1 Dinosaur monster and 1 non-Dinosaur monster from your hand and/or GY; Special Summon 1 Level 7 or higher Dinosaur monster from your hand or Deck, ignoring its Summoning conditions. You can only activate 1 "Double Evolution Pill" per turn.
    Double Hero Attack Spell Quick-Play If you control a Fusion Monster that lists "Elemental HERO Neos" as material: Target 1 "HERO" Fusion Monster in your GY; Special Summon it, ignoring its Summoning conditions. You can only activate 1 "Double Hero Attack" per turn.
    Double Magical Arm Bind Trap Normal Tribute 2 monsters, then target 2 face-up monsters your opponent controls; take control of both targets until your End Phase.
    Double or Nothing! Spell Quick-Play When a monster's attack is negated: Target that monster; during this Battle Phase, it can attack again, and if it does, its ATK is doubled during the Damage Step only.
    Double Payback Trap Continuous Activate only when you take 1000 or more damage from your opponent's card effect: Place 1 Payback Counter on this card for every 1000 damage you took. During the End Phase of your opponent's next turn: Destroy this card, and if you do, inflict 2000 damage to your opponent for each Payback Counter on this card.
    Double Snare Spell Normal Destroy 1 face-up card on the field that has an effect that negates Trap Cards' effects.
    Double Spell Spell Normal 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 Spell Normal You can Normal Summon 1 additional time this turn. You can only gain this effect once per turn.
    Double Tag Team Trap Normal Activate only when you Special Summon a "Gladiator Beast" monster. Special Summon 1 Level 4 or lower "Gladiator Beast" monster from your hand or Deck.
    Double Tool C&D Spell Equip Equip only to "Power Tool Dragon" or a Level 4 or higher Machine-Type "Morphtronic" monster. While equipped:
  • During your turn: It gains 1000 ATK. If it attacks, the effect(s) of the attack target is negated during the Battle Phase.
  • During your opponent's turn: Your opponent cannot select a monster other than the equipped monster as an attack target. An opponent's monster that battles the equipped monster is destroyed at the end of the Damage Step.
  • Double Trap Hole Trap Normal If your opponent Special Summons a monster(s) in Defense Position: Banish those monster(s) that were Summoned in (and currently in) Defense Position.
    Double-Edged Sword Technique Trap Normal Target 2 "Six Samurai" monsters in your Graveyard; Special Summon those targets in face-up Attack Position. During the End Phase of this turn, destroy them, and if you do, take damage equal to those destroyed monsters' ATK.
    Doublebyte Dragon LInk/Effect Monster DARK Cyberse 1500 LINK-2 2 Link monsters
    Gains ATK equal to the combined Link Ratings of the monsters used for its Link Summon x 300. Unaffected by monster effects, except Link Monsters' effects, and cannot be destroyed by battle, except by battle with a Link Monster.
    Downbeat Spell Normal Tribute 1 face-up monster; Special Summon from your Deck, 1 monster with the same original Type and Attribute, that the Tributed monster had on the field but 1 Level lower. You can only activate 1 "Downbeat" per turn.
    Draco Face-Off Spell Quick-Play Reveal 1 "Dracoslayer" Pendulum Monster and 1 "Dracoverlord" Pendulum Monster from your Deck, your opponent randomly picks 1 of them for you to place in your Pendulum Zone or Special Summon (your choice), and you add the other card to your Extra Deck face-up. You can only activate 1 "Draco Face-Off" per turn.
    Dracocension Spell Continuous Once per turn: You can Tribute 1 Dragon-Type monster that has a Level; Special Summon, from your Deck, 1 Wyrm-Type monster with the same Level as the Tributed monster's original Level, and if you do, any monster destroyed by battle with that monster is shuffled into the Deck instead of going to the Graveyard.
    Draconnection Spell Normal 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 Spell Normal 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 Capture Jar Trap Continuous Change all face-up Dragon-Type monsters on the field to Defense Position, also they cannot change their battle positions.
    Dragon Laser Spell Quick-Play Send 1 "Trigon" equipped to a face-up "Delta Tri" you control to the Graveyard, and destroy all monsters your opponent controls.
    Dragon Lord Token Token 0 0 This card can be used as a "Dragon Lord Token".
    *If used for another Token, apply that Token's Type/Attribute/Level/ATK/DEF.
    Dragon Mastery Spell Continuous Each monster you control that is equipped with 1 or more "Dragunity" monster(s) gain 500 ATK. Once per turn, you can select 1 face-up monster you control, and equip it with 1 Dragon-Type "Dragunity" monster from your hand.
    Dragon Ravine Spell Field Once per turn, during your Main Phase, you can discard 1 card to activate 1 of these effects:
  • Add 1 Level 4 or lower "Dragunity" monster from your Deck to your hand.
  • Send 1 Dragon-Type monster from your Deck to the Graveyard.
  • Dragon Revival Rhapsody Spell Normal If you control a Spellcaster monster: You can target up to 2 Dragon monsters in your GY, including at least 1 Normal Monster; Special Summon them. Your opponent takes no damage this turn. You can only activate 1 "Dragon Revival Rhapsody" per turn.
    Dragon Shield Spell Equip Equip only to a Dragon-Type monster. It cannot be destroyed by battle or by card effects. Neither player takes any battle damage from attacks involving it.
    Dragon Shrine Spell Normal 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 Treasure Spell Equip A Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Dragon's Bind Trap Continuous Activate this card by targeting 1 Dragon-Type monster you control with 2500 or less ATK and DEF; neither player can Special Summon monsters with ATK less than or equal to the original ATK of that monster. When that monster leaves the field, destroy this card.
    Dragon's Fighting Spirit Spell Quick-Play Target 1 Dragon-Type monster you control that was Special Summoned this turn; for each monster your opponent currently controls that was Special Summoned this turn, it gains 1 additional attack during each Battle Phase this turn.
    Dragon's Gunfire Spell Normal 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 Spell Normal 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).
    Dragon's Rage Trap Continuous When a Dragon-Type monster on your side of the field attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as battle damage to your opponent's Life Points.
    Dragon's Rebirth Trap Normal Target 1 face-up Dragon-Type monster you control; banish that target and Special Summon 1 Dragon-Type monster from your hand or Graveyard.
    Dragoncarnation Trap Normal Target 1 of your banished Dragon-Type monsters; add that target to your hand.
    Dragonic Attack Spell Equip This card can only be used to equip Warrior-Type monsters. The equipped monster is treated as Dragon-Type and increases the ATK and DEF of the equipped monster by 500 points.
    Dragonic Diagram Spell Field All "True Draco" and "True King" monsters on the field gain 300 ATK and DEF. The first time each Tribute Summoned "True Draco" or "True King" monster would be destroyed by battle each turn, it is not destroyed. Once per turn: You can destroy 1 other card you control or in your hand, and if you do, add 1 "True Draco" or "True King" card from your Deck to your hand.
    Dragonic Tactics Spell Normal Tribute 2 Dragon-Type monsters; Special Summon 1 Level 8 Dragon-Type monster from your Deck.
    Dragonoid Generator Spell Continuous Activate this card by paying 1000 LP. During your Main Phase: You can Special Summon 1 "Dragonoid Token" (Machine/EARTH/Level 1/ATK 300/DEF 300) in Attack Position, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, also during the End Phase your opponent Special Summons 1 "Dragonoid Token" to their field in Attack Position (even if this card leaves the field). You can use this effect of "Dragonoid Generator" up to twice per turn.
    Dragoroar Spell Quick-Play Banish 1 EARTH, 1 WATER, 1 FIRE, and 1 WIND monster from your Graveyard; shuffle 1 card on the field into the Deck.
    Dragunity Divine Lance Spell Equip Equip only to a "Dragunity" monster. It gains ATK equal to its Level x 100, also it is unaffected by Trap effects. During your Main Phase: You can equip 1 Dragon-Type" Dragunity" Tuner monster from your Deck to the monster equipped with this card. You can only use this effect of "Dragunity Divine Lance" once per turn.
    Dragunity Legion Trap Continuous You can activate 1 of these effects, but you cannot Special Summon monsters for the rest of this turnm except "Dragunity" monsters.
  • Target 1 "Dragunity" Monster Card in your Spell & Trap Zone; Special Summon it in Defense Position.
  • Target 1 "Dragunity" monster you control; equip that target with 1 "Dragunity" monster from your GY.
    You can only use this effect of "Dragunity Legion" once per turn.
  • Draining Shield Trap Normal When an opponent's monster declares an attack: Target the attacking monster; negate that attack, and if you do, gain Life Points equal to that target's ATK.
    Dramatic Rescue Trap Normal You can only activate this card when a card is activated that targets a monster on the field that includes "Amazoness" in this card name, or is named "Amazon Archer". Return the targeted monster to its owner's hand and Special Summon 1 other monster from your hand.
    Drastic Drop Off Trap Counter Activate only when your opponent adds a card(s) from their Deck to their hand, including drawing a card(s). Your opponent discards 1 of those cards.
    Draw Muscle Spell Quick-Play Target 1 Defense Position monster you control with 1000 or less DEF; draw 1 card, also that monster cannot be destroyed by battle this turn. You can only activate 1 "Draw Muscle" per turn.
    Draw of Fate Spell Normal If your LP are lower than your opponent's and your opponent controls a monster with the highest ATK on the field (even if it's tied): Reveal 3 cards with different names from your Deck, place them on top of your Deck in random order, then draw 1 card. For the rest of this turn after this card resolves, you cannot Set Spells/Traps, also you can only activate one more card or effect. You can only activate 1 "Draw of Fate" per turn.
    Dreamland Spell Field This card can activate these effects depending on the monster card types on the field.
  • Fusion: Once per turn, if a monster(s) is sent from your hand or field to the GY by a card effect (except during the Damage Step): You can draw 1 card.
  • Synchro: When a monster(s) is Normal or Special Summoned (except during the Damage Step): You can increase their Levels by 1.
  • Xyz: Once per turn, during your End Phase: Destroy the monster(s) on the field with the highest Level.
    You can only activate 1 "Dreamland" per turn.
  • Dried Winds Trap Continuous If you gain LP: Target 1 face-up monster your opponent controls; destroy it. If you control an "Aroma" monster and your LP is at least 3000 higher than your opponent's: You can pay LP equal to the difference; destroy face-up monsters your opponent controls whose combined ATK is less than or equal to the LP you paid to activate this effect. You can only use each effect of "Dried Winds" once per turn.
    Driving Snow Trap Normal You can activate this card when 1 or more of your Trap Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Magic or Trap Card on the field.
    Drop Off Trap Normal When your opponent draws for their normal draw in their Draw Phase: Your opponent discards 1 card they just drew.
    Drowning Mirror Force Trap Normal When an opponent's monster declares a direct attack: Shuffle all Attack Position monsters your opponent controls into the Deck.
    Duelist Alliance Spell Normal If there is a card in the Pendulum Zone: Add 1 "Pendulum" Pendulum Monster or "Pendulum" Spell/Trap Card from your Deck to your hand. You can only activate 1 "Duelist Alliance" per turn.
    Duelittle Chimera Link/Effect Monster FIRE Beast 1400 LINK-2 2 FIRE monsters
    All FIRE monsters on the field gain 500 ATK/DEF, also all WATER monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 FIRE monster in your GY; add it to your hand. You can only use this effect of "Duelittle Chimera" once per turn.
    Dueltaining Spell Field For each player, the first time they do each of the following per turn, they draw 2 cards.
  • Special Summon 5 monsters with different Levels at the same time.
  • 1 monster they control battles 5 times.
  • Activate a card or effect as Chain Link 5 or higher.
  • Roll 1 six-sided die, or toss a coin, 5 times.
  • Take damage that made their LP 500 or less.
  • Dust Barrier Spell Continuous Face-up Normal Monsters on the field are unaffected by your opponent's Spell Cards. This card is destroyed during your second Standby Phase after activation.
    Dust Storm of Gusto Trap Normal Your opponent cannot activate cards or effects when a "Gusto" monster(s) you control declares an attack this turn.
    Dust Tornado Trap Normal Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card from your hand.
    Dustflame Blast Trap Normal Banish all "Laval" monsters from your Graveyard; destroy any number of cards on the field, up to the number of monsters banished for this card's activation.
    Duston Roller Trap Normal Target 1 monster on the field; this turn, it cannot be Tributed, or be used as a Fusion, Synchro, or Xyz Material for a Summon. If this Set card you control is destroyed by your opponent's card effect and sent to your Graveyard: You can add 1 "Duston" monster from your Deck to your hand.
    Dwimmered Path Spell Normal Target 1 Spellcaster Effect Monster in your GY; add it to your hand. You can only activate 1 "Dwimmered Path" per turn.
    E - Emergency Call Spell Normal Add 1 "Elemental HERO" monster from your Deck to your hand.
    Earth Chant Spell Ritual This card is used to Ritual Summon any EARTH Ritual Monster. You must also Tribute monsters from the field or your hand whose total Level equal the Level of the Ritual Monster you are attempting to Ritual Summon.
    Earthbound Revival Spell Normal Discard 1 card. Select 1 "Earthbound Immortal" monster and 1 Field Spell Card in your Graveyard, and add them to your hand.
    Earthbound Wave Trap Counter Activate only while you control a face-up "Earthbound Immortal" monster. Negate the activation of a Spell or Trap Card your opponent controls, and destroy it.
    Earthbound Whirlwind Spell Normal Activate only while you control a face-up "Earthbound Immortal" monsters. Destroy all Spell and Trap Cards your opponent controls.
    Earthquake Spell Normal Change all face-up monsters to Defense Position.
    Earthshaker Trap Normal Select 2 Monster Card Attributes. Your opponent then selects 1 of the 2 Attributes and destroys all face-up monsters with that Attribute on the field.
    Earthshattering Event Spell Continuous If a card(s) is sent from the Deck to the Graveyard: Target 1 card in either player's Graveyard; shuffle it into the Deck, also neither player can send cards from the Deck to the Graveyard for the rest of this turn.
    Eatgaboon Trap Normal If the ATK of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, the monster is destroyed.
    Ebon Arrow Trap Normal Select 1 face-up monster you control. Until the End Phase, it loses 500 ATK and during battle between that attacking monster and a Defense Position monster whose DEF is lower than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. When the selected monster destroys a monster by battle and sends it to the Graveyard this turn, inflict damage to your opponent equal to the destroyed monster's original DEF.
    Echo Oscillation Trap Continuous You can target 1 card in your Pendulum Zone; destroy it, then draw 1 card. You can only use this effect of "Echo Oscillation" once per turn.
    Ectoplasmer Spell Continuous Once during each player's End Phase, the turn player Tributes 1 face-up monster on their side of the field and inflicts damage to the opponent equal to half of the original ATK of the Tributed monster.
    Edge Hammer Trap Normal Tribute 1 "Elemental HERO Bladedge" to target 1 monster your opponent controls; destroy that target and inflict damage to your opponent equal to that target's original ATK.
    Edge of the Ring Spell Quick-Play If your LP is lower than your opponent's: Target 1 face-up monster your opponent controls; inflict damage to your opponent equal to half of the original ATK of that monster, also, for the rest of this turn after this card resolves, your opponent takes no damage.
    Ego Boost Spell Quick-Play When a monster declares an attack: Target 1 face-up monster on the field; it gains 1000 ATK until the end of the Battle Phase.
    Eisbahn Trap Continuous When a monster with an Attribute other than WATER is Normal or Special Summoned (including face-down Summons), and you control a face-up WATER monster: That Summoned monster is changed to Defense Position.
    Ekibyo Drakmord Spell Equip A monster equipped with this card cannot attack. At the end of the equipped monster's controller's 2nd turn after this card is activated, destroy the equipped monster. At that time, this card is returned to the owner's hand.
    El Shaddoll Fusion Spell Quick-Play Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. You can only activate 1 "El Shaddoll Fusion" per turn.
    Electro-Whip Spell Equip A Thunder-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Electromagnetic Shield Spell Continuous Level 3 or lower face-up Defense Position Thunder-Type monsters you control cannot be destroyed by battle. Destroy this card if you control a face-up Attack Position monster.
    Elegant Egotist Spell Normal If "Harpie Lady" is on the field: Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or Deck.
    Elemental Absorber Trap Continuous Remove from play 1 Monster Card in your hand. While this card is on the field, your opponent's monsters that have the same Attribute as the monster removed by this effect cannot declare an attack.
    Elemental Burst Trap Normal Tribute 1 each of WIND, WATER, FIRE, and EARTH monsters on your side of the field to activate this card. Destroy all cards on your opponent's side of the field.
    Elemental Recharge Trap Normal Gain 1000 Life Points for each "Elemental HERO" monster you control.
    Elemental Training Trap Continuous Your opponent cannot target "Palace of the Elemental Lords" you control with card effects, also it cannot be destroyed by card effects. Once per turn: You can Tribute 1 monster; Special Summon 1 "Elementsaber" monster from your Deck with a different original Attribute from that monster's. You can send this face-up card from the field to the GY; discard your entire hand, then add "Elemental Lord" monsters from your GY to your hand, equal to the number of cards discarded.
    Elf's Light Spell Equip A Light monster equipped with this card increases its ATK by 400 and decreases its DEF by 200.
    Eliminating the League Trap Normal Discard 1 Spell Card. Destroy 1 face-up monster your opponent controls. Check your opponent's hand, and all cards in their hand with the same name as the destroyed card are sent to the Graveyard.
    Emblem of Dragon Destroyer Spell Normal Add 1 Buster Blader" from your Deck or your Graveyard to your hand."
    Emblem of the Awakening Spell Ritual This card is used to Ritual Summon "Cu Chulainn the Awakened". You must also Tribute monsters whose total Levels equal 4 or more from the field or your hand.
    Embodiment of Apophis Trap Continuous During either player's Main Phase: Special Summon this card as a Normal Monster (Reptile-Type/EARTH/Level 4/ATK 1600/DEF 1800). (This card is also still a Trap Card.)
    Emergency Assistance Spell Normal 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.
    Emergency Provisions Spell Quick-Play Send any number of other Spell and Trap Cards you control to the Graveyard. Gain 1000 Life Points for each card sent.
    Emergency Teleport Spell Quick-Play Special Summon 1 level 3 or lower Psychic-Type monster from your hand or deck. During the End Phase this turn remove from play that monster.
    Emergeroid Call Trap Counter When a Spell/Trap Card, or monster effect, is activated while you control a "roid" Fusion Monster: Negate the activation, then send all cards with the same name as that card from the activating player's Deck and Extra Deck to the GY. You can banish this card from the GY, then target 1 "roid" monster in your GY; add it to your hand. You can only use this effect of "Emergeroid Call" once per turn.
    Emerging Emergency Rescute Rescue Spell Normal If your LP is lower than your opponent's: Reveal 3 Beast monsters with 300 ATK and 100 DEF from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. You can only activate 1 "Emerging Emergency Rescute Rescue" per turn.
    Emissary of Darkness Token Token This card can be used as any token.
    Emperor of Darkness Token Token This card can be used as any token.
    Empowerment Spell Field All Dragon, Warrior, and Spellcaster-Type monsters you control gain 300 ATK andDEF. Once per turn: You can discard 1 card; Special Summon 1 "Empowered Warrior" monster from your Deck. Once per turn: You can banish a total of 4 Warrior and/or Spellcaster-Type monsters from your Graveyard; add 1 "Aether" monster from your Deck to your hand.
    Empty Machine Trap Continuous The first time this face-up card on the field would be destroyed by an opponent's card effects, it is not destroyed. Once per turn, you can activate 1 of these effects.
  • Discard 1 Level 10 monster; draw 1 card.
  • If this is the only card in your Spell & Trap Zone: Target 1 "Timelord" monster in your GY; shuffle it into the Deck, then, you can Set 1 "Infinite Machine" directly from your hand or Deck.
  • Enchanted Javelin Trap Normal Increase your Life Points by the ATK of 1 attacking monster.
    Enchanting Fitting Room Spell Normal 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.
    Encode Talker Link/Effect Monster LIGHT Cyberse 2300 LINK-3 2+ Cyberse monsters
    Once per turn, before damage calculation, if your monster this card points to battles an opponent's monster with higher ATK than it: You can make that monster unable to be destroyed by that battle, also you take no battle damage from that battle. After that damage calculation, have this card or 1 monster it points to gain ATK equal to the ATK of that battled opponent's monster, until the end of this turn.
    End of the World Spell Ritual This card can be used to Ritual Summon "Ruin, Queen of Oblivion" or "Demise, King of Armageddon". You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are attempting to Ritual Summon.
    Endymion's Lab Spell Continuous This card's name becomes "Magical Citadel of Endymion" while in the Spell & Trap Zone. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn, after damage calculation, if your Spellcaster monster is destroyed by battle: You can remove 6 Spell Counters from your field; Special Summon 1 Level 7 or higher Spellcaster monster from your hand or Deck. You can only activate 1 "Endymion's Lab" per turn.
    Enemy Controller Spell Quick-Play Active 1 of these effects.
  • Target 1 face-up monster your opponent controls; change that target's battle position.
  • Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.
  • Energy Drain Trap Normal Select 1 face-up monster on your side of the field. Increase the ATK and DEF of the monster by an amount equal to the number of cards in your opponent's hand x 200 points, until the End Phase.
    Energy-Absorbing Monolith Trap Normal Chain this card to an opponent's card effect that would inflict damage to you. That damage is negated, and you gain Life Points equal to the amount you would have taken.
    Enervating Mist Trap Continuous Your opponent's hand size limit becomes 5.
    Enlightenment Trap Normal You cannot Summon the turn you activate this card. Activate at the end of the Damage Step, if a Spellcaster-Type monster you control attacked and destroyed an opponent's monster by battle. That monster can attack again (immediately).
    Equip Shot Trap Normal Activate only during the Battle Phase. Select 1 Equip Card equipped to a face-up Attack Position monster you control, and select 1 face-up Attack Position monster your opponent controls. Equip that monster with the selected Equip Card. Then, conduct battle between your previously equipped monster and the selected monster (Other effects cannot be activated during this battle).
    Eradicating Aerosol Spell Normal Destroy all face-up Insect-Type monsters on the field.
    Eradicator Epidemic Virus Trap Normal Tribute 1 DARK monster with 2500 or more ATK, and choose Spell Cards or Trap Cards; check your opponent's hand, all Spell/Trap Cards they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all cards of the chosen type.
    Escalation of the Monarchs Trap Continuous Once per turn, during your opponent's Main Phase or your opponent'sBattle Phase, you can: Immediately after this effect resolves, Tribute Summon 1 monster.
    Escape from the Dark Dimension Trap Continuous Target 1 of your banished DARK monsters; Special Summon that target. When this card leaves the field, destroy and banish that target. When that target is destroyed, destroy this card.
    ESP Amplifier Spell Quick-Play All face-up Psychic-Type monsters you control gain 300 ATK for each of your removed from play Psychic-Type monsters. During the End Phase, remove from play all monsters that were affected by this effect.
    Eternal Dread Trap Normal Put 2 Time Counters on a "Clock Tower Prison"
    Eternal Drought Spell Normal Destroy all face-up Fish-Type monsters on the field.
    Eternal Galaxy Trap Normal If you control a "Photon" or "Galaxy" monster: Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Photon" or "Galaxy" Xyz Monster that is 4 Ranks higher than that target, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Eternal Galaxy" per turn.
    Eternal Rest Spell Normal Destroy all monsters equipped with Equip Cards.
    Eternal Soul Trap Continuous Every "Dark Magician" in your Monster Zone is unaffected by your opponent's card effects. If this face-up card leaves the field: Destroy all monsters you control. You can only use the following effect of "Eternal Soul" once per turn. You can activate 1 of these effects;
  • Special Summon 1 "Dark Magician" from your hand or GY.
  • Add 1 "Dark Magic Attack" or "Thousand Knives" from your Deck to your hand.
  • Euler's Circuit Spell Field Your opponent's monsters cannot attack if you control 3 or more "Tindangle" monsters. Once per turn, during your Standby Phase: You can target 1 "Tindangle" monster you control; give control of it to your opponent. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Euler's Circuit" from your Deck to your hand. You can only use this effect of "Euler's Circuit" once per turn.
    Evenly Matched Trap Normal At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.
    Everliving Underworld Cannon Spell Continuous Once during each player's turn, when a Zombie-Type monster is Special Summoned to your side of the field inflict 800 damage to your opponent.
    Evil Blast Trap Normal Activate only when a monster is Special Summoned to your opponent's side of the field. Equip this card to that monster. It gains 500 ATK. During each of your opponent's Standby Phases, inflict 500 damage to your opponent.
    Evil Eye Awakening Spell Normal Special Summon 1 "Evil Eye" monster from your hand or GY, or, if "Evil Eye of Selene" is in your Spell & Trap Zone, you can Special Summon 1 "Evil Eye" monster from your Deck instead. You can only activate 1 "Evil Eye Awakening" per turn.
    Evil Eye Confrontation Spell Quick-Play If you control an "Evil Eye" monster: Target 1 Spell/Trap your opponent controls; destroy it, and if you do, and "Evil Eye of Selene" is in your Spell & Trap Zone, banish that destroyed card. You can only activate 1 "Evil Eye Confrontation" per turn.
    Evil Eye Defeat Trap Normal If you control an "Evil Eye" monster: Target 1 monster on the field, or up to 2 instead if "Evil Eye of Selene" is in your Spell & Trap Zone; return them to the hand. You can only activate 1 "Evil Eye Defeat" per turn.
    Evil Eye Domain - Pareidolia Spell Field When this card is activated: You can add 1 "Evil Eye" monster from your Deck to your hand. Once per turn, during damage calculation, if your "Evil Eye" monster is attacked, while "Evil Eye of Selene" is in your Spell & Trap Zone: You can make the battle damage you take from this battle also inflicted to your opponent. If this card in the Field Zone is destroyed by card effect: You can target 1 "Evil Eye" monster in your GY; add it to your hand. You can only activate 1 "Evil Eye Domain - Pareidolia" per turn.
    Evil Eye Mesmerism Trap Continuous When your opponent Special Summons a monster(s): Activate this card by targeting 1 of those Summoned monsters in Attack Position, with less ATK than an "Evil Eye" monster you control; take control of that monster. When that monster leaves the field, destroy this card. While "Evil Eye of Selene" is in your Spell & Trap Zone, that targeted monster is also treated as an "Evil Eye" monster. You can only activate 1 "Evil Eye Mesmerism" per turn.
    Evil Eye of Selene Spell Equip Equip only to an "Evil Eye" monster. It cannot be destroyed by battle or your opponent's card effects, also your opponent cannot target it with card effects. Each time you activate the equipped monster's effect, or you activate another "Evil Eye" Spell/Trap Card: The equipped monster gains 500 ATK, and if it does, you lose 500 LP. (This ATK gain remains even if this card leaves the field.) If this card is in your GY: You can pay 1000 LP, then banish 1 "Evil Eye" Spell/Trap from your GY, except "Evil Eye of Selene"; Set this card. You can only use this effect of "Evil Eye of Selene" once per turn.
    Evil Eye Repose Spell Continuous When you activate this card: You can banish 1 "Evil Eye" card from your GY; draw 1 card. Once per turn, after damage calculation, if your "Evil Eye" monster equipped with "Evil Eye of Selene" attacked an opponent's monster: You can banish that opponent's monster. If this card in the Spell & Trap Zone is destroyed by card effect: You can target up to 3 of your banished "Evil Eye" cards; return them to the GY. You can only activate 1 "Evil Eye Repose" per turn.
    Evil Eye Retribution Trap Counter When a Spell/Trap Card is activated, while you control an "Evil Eye" monster: Negate the activation, and if you do, destroy it. If "Evil Eye of Selene" is in your Spell & Trap Zone, this card's activation and effect cannot be negated. You can only activate 1 "Evil Eye Retribution" per turn.
    Evo-Branch Trap Normal Target 1 face-up Reptile-Type monster you control; destroy it and Special Summon 1 "Evoltile" monster in face-down Defense Position from your Deck.
    Evo-Diversity Spell Normal Add 1 "Evoltile" or "Evolsaur" monster from your Deck to your hand. You can only activate 1 "Evo-Diversity" per turn.
    Evo-Force Spell Normal 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.
    Evo-Instant Trap Normal Tribute 1 Reptile-Type monster; Special Summon 1 "Evolsaur" monster from your Deck.
    Evo-Karma Spell Continuous When a monster(s) is Special Summoned by the effect of an "Evoltile" monster you control, your opponent cannot activate cards or effects.
    Evo-Miracle Spell Quick-Play Target 1 monster that was Special Summoned by the effect of an "Evoltile" monster; this turn, it cannot be destroyed by battle or by card effects.
    Evo-Price Spell Continuous Once per turn, if a monster is Special Summoned by an "Evoltile" monster (except during the damage step): You can target 1 card on the field; destroy that target.
    Evo-Singularity Trap Normal Target 1 "Evoltile" monster and 1 "Evolsaur" monster in your Graveyard; Special Summon 1 "Evolzar" Xyz Monster from your Extra Deck, and if you do, attach those monsters to it as Xyz Materials.
    Evolution Burst Spell Normal 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.
    Evolutionary Bridge Trap Normal When a monster you control is targeted for an attack: Target 1 "Evoltile" monster in your Graveyard; Special Summon that target, then switch the attack target to that monster and conduct damage calculation.
    Exchange Spell Normal Each player looks at their opponent's hand, chooses 1 card in it and adds it to their own hand.
    Exchange of Night and Day Trap Continuous You can only use 1 "Exchange of Night and Day" effect per turn, and only once that turn. You can activate 1 of these effects.
  • Send 1 LIGHT Warrior-Type monster from your hand to the Graveyard, then add 1 DARK Warrior-Type monster from your Deck to your hand, with the same Level the sent monster had in your hand
  • Send 1 DARK Warrior-Type monster from your hand to the Graveyard, then add 1 LIGHT Warrior-Type monster from your Deck to your hand, with the same Level the sent monster had in your hand
  • Exchange of the Spirit Trap Normal Activate only by paying 1000 Life Points while there are 15 or more cards in your Graveyard. Both players swap the card(s) in their Graveyard with the card(s) in their Deck. Then, shuffle the card(s) in each new Deck and put it on the Deck Zone.
    Excode Talker Link/Effect Monster WIND Cyberse 2300 LINK-3 2+ Cyberse monsters
    When this card is Link Summoned: You can choose unused Main Monster Zones equal to the number of monsters currently in the Extra Monster Zones; those zones cannot be used while this monster is face-up on the field. You can only use this effect of "Excode Talker" once per turn. Monsters this card points to gain 500 ATK, also they cannot be destroyed by card effects.
    Exhausting Spell Trap Normal Remove all Spell Counters on both sides of the field.
    Exile of the Wicked Spell Normal Destroy all face-up Fiend-Type monsters on the field.
    Explosive Urchin Trap Continuous Activate only when your opponent activates a Trap Card. During your Standby Phase: Inflict 1000 damage to your opponent. Your opponent must control a face-up Trap Card for you to activate and resolve this effect. During your 3rd End Phase after activation, send this card to the Graveyard.
    Exterio's Fang Trap Counter Activate only if you control a face-up "Naturia" monster and have at least 1 card in your hand. Negate the activation of an opponent's Spell/Trap Card and destroy it. Then, send 1 card from your hand to the Graveyard.
    Extinction on Schedule Trap Normal During the Main Phase: Pay 2000 LP; both players send all cards they control to the Graveyard at the end of the 3rd Battle Phase after this card's activation.
    Extra Buck Trap Continuous Each time a card(s) is added to your Extra Deck, place 1 Spell Counter on this card (max. 3). You can send this card with 3 Spell Counters to the Graveyard; draw 2 cards.
    Extra Gate Spell Quick-Play Declare a Level between 1 and 12; your opponent banishes 1 monster of that Level from their Extra Deck. If your opponent does not have a monster of that Level in their Extra Deck, you discard 1 card.
    Extra Net Spell Field If a monster(s) is Special Summoned from the Extra Deck: The opponent of the player that conducted the Special Summon can apply this effect;
  • Draw 1 card.
  • Extra-Foolish Burial Spell Normal Pay half your LP; send 1 monster from your Extra Deck to the GY. You can only activate 1 "Extra-Foolish Burial" per turn. You cannot Set Spells/Traps during the turn you activate this card.
    Eye of the Void Trap Normal Special Summon 1 "Infernoid" monster from your hand, ignoring its Summoning conditions, but its effects are negated until the end of this turn.
    F.A. Circuit Grand Prix Spell Field Increase the Levels of all "F.A." monsters on the field by 2 during the Battle Phase only. Once per turn, when your "F.A." monster destroys an opponent's monster by battle: You can draw 1 card. If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. Circuit Grand Prix". You can only use this effect of "F.A. Circuit Grand Prix" once per turn.
    F.A. City Grand Prix Spell Field Increase the Levels of all "F.A." monsters on the field by 2 during the Main Phase and Battle Phase. Your opponent cannot target "F.A." monsters you control with card effects. If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. City Grand Prix". You can only use this effect of "F.A. City Grand Prix" once per turn.
    F.A. Dead Heat Trap Continuous When an opponent's monster declares a direct attack: You can Special Summon 1 "F.A." monster from your Deck. You can only use this effect of "F.A. Dead Heat" once per turn. Once per battle, if your "F.A." monster battles an opponent's monster, before damage calculation: You can have both players roll a six-sided die. If your result is higher, increase the Level of your battling monster by 4, until the end of this turn (even if this card leaves the field). If your result is lower, destroy your battling monster. If it's a tie, both players roll again.
    F.A. Downforce Spell Quick-Play Target 1 "F.A." monster you control; increase its Level by 2 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "F.A." monster you control; increase its Level by 2 until the end of this turn. You can only use each effect of "F.A. Downforce" once per turn.
    F.A. Off-Road Grand Prix Spell Field Increase the Levels of all "F.A." monsters on the field by 2 during the Main Phase only. You can only use each of the following effects of "F.A. Off-Road Grand Prix" once per turn.
  • When a "F.A." monster you control is destroyed by battle: You can discard 1 random card from your opponent's hand.
  • If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. Off-Road Grand Prix".
  • F.A. Overheat Trap Normal If only your opponent controls a monster: Special Summon 1 "F.A." monster from your hand, and if you do, increase it’s Level by 3 until the end of this turn. If this card is in the GY and you control no cards in your Field Zone: You can banish this card from the GY; activate 1 "F.A." Field Spell directly from your hand or GY. You can only use this effect of “F.A. Overheat” once per turn.
    F.A. Pit Stop Spell Quick-Play Target 1 "F.A." monster you control; reduce its Level by 2, and if you do, draw cards equal to the number of "F.A. Pit Stop" in your GY +1. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "F.A." monster in your GY; Special Summon it. You can only use each effect of "F.A. Pit Stop" once per turn.
    F.A. Test Run Spell Quick-Play Target 1 "F.A." monster you control; change its battle position, then, destroy 1 card on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "F.A." monster from your Deck. You can only use each effect of "F.A. Test Run" once per turn.
    F.A. Winners Spell Continuous If you control a “F.A.” monster, this card cannot be destroyed by your opponent’s card effects. When your “F.A.” monster whose Level is at least 5 higher than it’s original Level battles an opponent’s monster and inflicts battle damage to them: banish 1 card from your hand, field or GY. You can only activate this effect of “F.A. Winners” once per turn. If 3 of your “F.A” Field Spells with different names are currently banished, and were all banished by the effect of “F.A. Winners”, you win the Duel.
    Face-Off Trap Counter When a Spell/Trap Card, or monster effect, is activated during the Damage Step: Negate the activation, and if you do, destroy it.
    Factory of 100 Machines Spell Quick-Play Remove from play all "Morphtronic" monsters from your Graveyard. Target face-up Machine-Type monster you control gains 200 ATK for each card removed, until the End Phase.
    Fairy Box Trap Normal When your opponent's monster declares an attack: Toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 until the end of the Battle Phase. During each of your Standby Phases, pay 500 Life Points or destroy this card.
    Fairy Meteor Crush Spell Equip When a monster equipped with this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.
    Fairy of the Spring Spell Normal Add 1 Equip Spell Card from your Graveyard to your hand. You cannot activate that Equip Spell Card this turn.
    Fairy Wind Trap Normal Destroy all other face-up Spell and Trap Cards on the field. Both players take damage equal to the total number of cards destroyed by this effect x 300.
    Fairy's Hand Mirror Trap Normal When your opponent activates a Spell Card that targets exactly 1 monster (and no other cards) on the field: Target another card that would be an appropriate target; that Spell now targets the new target.
    Fake Explosion Trap Normal Activate only when an opponent's monster declares an attack. Monsters cannot be destroyed by this battle. After damage calculation, Special Summon 1 "Summon Reactor · SK" from your hand or Graveyard.
    Fake Feather Trap Normal Send 1 "Blackwing" monster from your hand to the Graveyard and select 1 Normal Trap Card in your opponent's Graveyard. The effect of this card will be the same as the selected Normal Trap Card.
    Fake Hero Spell Normal Special Summon 1 "Elemental HERO" monster from your hand. That monster cannot attack, and returns to the hand during the End Phase.
    Fake Trap Trap Normal You can only activate this card when your opponent uses an effect of a Spell, Trap, or Effect Monster to destroy Trap Card(s) on your side of the field. Destroy this card as a substitute of those Trap Card(s) and the other Trap Card(s) are not destroyed. If a Set card(s) would have been destroyed, pick up and see the Set card(s).
    Fallen Paradise Spell Field Your opponent cannot target "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", "Raviel, Lord of Phantasms", or "Armityle the Chaos Phantom" in your Monster Zones with card effects, also those monsters cannot be destroyed by your opponent's card effects while you control them. If you control "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", "Raviel, Lord of Phantasms" or "Armityle the Chaos Phantom" in your Monster Zone: You can draw 2 cards. You can only use this effect of "Fallen Paradise" once per turn.
    Falling Current Spell Normal Target 1 face-up monster you control and declare a Level from 1 to 3; it becomes that Level.
    Falling Down Spell Equip Destroy this card if there is no Archfiend card on your side of the field. Take control of 1 of your opponent's monsters that is equipped with this card. You take 800 points of damage during each of your opponent's Standby Phases.
    Fandora, the Flying Furtress Spell Field During your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 monster "Fur Hire" from your Deck to your hand. If you control 5 or more monsters "Fur Hire" with different names: You can send this card from the Field Zone to the GY; destroy all cards your opponent controls, also, for the rest of this turn, your opponent takes no damage.
    Fatal Abacus Trap Continuous Each time 1 monster is sent from the field to the Graveyard, inflict 500 points of damage per card to the respective card owner's Life Points.
    Fateful Hour Trap Normal Target 1 monster that cannot be Normal Summoned/Set in either GY; Special Summon it.
    Faustian Bargain Spell Normal 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 Spell Normal 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 Spell Normal 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.
    Feather Wind Trap Counter When a Spell/Trap Card is activated while you control a face-up "Elemental HERO Avian": Negate the activation and destroy it.
    Fengsheng Mirror Spell Normal Look at your opponent's hand. Select and discard 1 Spirit monster to the Graveyard if Spirit monsters exist in his/her hand.
    Ferret Flames Trap Normal If the combined ATK of all face-up monsters your opponent controls is higher than your LP: Make your opponent shuffle monsters they control into the Deck (their choice), so that the combined ATK of the remaining monsters they control becomes less than or equal to your LP.
    Field Barrier Spell Continuous Field Spell Cards cannot be destroyed. Also, a new Field Spell Card cannot be activated. You can only control 1 face-up "Field Barrier".
    Fiend Comedian Trap Normal Toss a coin and call it. If you call it right, all your opponent's cards in the Graveyard are removed from play immediately. If you call it wrong, send a number of cards equal to the cards in your opponent's Graveyard from your Deck to your Graveyard.
    Fiend Griefing Trap Normal Target 1 monster in your opponent's Graveyard; shuffle it into the Deck, then you can send 1 Fiend-Type monster from your Deck to the Graveyard.
    Fiend's Hand Mirror Trap Normal Switch the opponent's Spell Card effect that targets 1 Spell or Trap Card to another correct target.
    Fiend's Sanctuary Spell Normal 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".
    Fiendish Chain Trap Continuous Activate this card by targeting 1 Effect Monster on the field; its effects are negated, also it cannot attack. When it is destroyed, destroy this card.
    Fiery Fervor Trap Normal Target 1 face-up monster you control; equip this card to that target. If your opponent controls a monster with ATK higher than that same monster's original ATK, the ATK of the equipped monster becomes double the equipped monster's original ATK, during the Damage Step only.
    Fifth Hope Spell Normal 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).
    Fighting Spirit Spell Equip The equipped monster gains 300 ATK for each monster your opponent controls. If it would be destroyed by battle, you can destroy this card instead.
    Final Attack Orders Trap Continuous As long as this card remains face-up on the field, all face-up monsters on the field are changed to Attack Position and cannot change their Battle Position.
    Final Countdown Spell Normal 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 Spell Normal Discard 5 cards from your hand. Destroy all cards on the field.
    Final Flame Spell Normal Inflicts 600 points of Direct Damage to your opponent's Life Points.
    Final Fusion Trap Normal During either player's Battle Step, when a Fusion Monster you controlbattles an opponent's Fusion Monster: Target both those Fusion Monsters; negate the attack, and if you do, each player takes damageequal to the combined ATK of both those Fusion Monsters.
    Final Geas Trap Normal If a monster(s) with an original Level of 7 or higher is sent from each player's field to the Graveyard this turn: Banish as many monsters from the Graveyards as possible, then you can Special Summon the 1 highest-Level Spellcaster-Type monster among those banished monsters to your field (your choice, if tied).
    Final Gesture Spell Normal 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 Spell Normal 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.
    Final Light Spell Normal Pay LP in multiples of 1000, then target 1 "Valkyrie" monster in your GY with a different name for every 1000 LP paid; Special Summon them, then your opponent can Special Summon monsters with 2000 or less ATK from their GY, up to the number of monsters you Special Summoned by this effect. You can only activate 1 "Final Light" per turn.
    Final Ritual of the Ancients Spell Ritual This card is used to Ritual Summon "Reshef the Dark Being". You must also Tribute monsters whose total Levels equal 8 or more from the field or your hand.
    Fine Trap Normal Discard 2 cards.
    Finite Cards Spell Continuous The hand size limit of each player becomes 3.
    Fire Darts Trap Normal You can only activate this card when you have no cards in your hand. Roll a six-sided die 3 times, and inflict damage to your opponent's Life Points equal to the total result of the die rolls x 100 points.
    Fire Fighting Daruma Doll Link/Effect Monster FIRE Beast-Warrior 1500 LINK-2 2 Beast, Beast-Warrior, and/or Winged Beast monsters
    This card gains 100 ATK for each Beast, Beast-Warrior, and Winged Beast monster on the field. Once per turn: You can target 1 Spell/Trap on each field; destroy them. When this card destroys an opponent's monster by battle: You can target 1 of your Beast, Beast-Warrior, or Winged Beast monsters, that is banished or is in your GY; add it to your hand.
    Fire Formation - Gyokkou Spell Continuous Activate this card by targeting 1 Set Spell/Trap Card your opponent controls. Your opponent cannot activate the targeted card in response to this card's activation. While this card is face-up on the field, that Set card cannot be activated. All Beast-Warrior-Type monsters you control gain 100 ATK.
    Fire Formation - Kaiyo Trap Continuous During the turn this card is activated, if a Beast-Warrior-Type monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. (This applies even if this card leaves the field.) All Beast-Warrior-Type monsters you control gain 300 ATK.
    Fire Formation - Tenken Trap Continuous Activate only during Main Phase 1. When this card is activated: Target 1 Beast-Warrior-Type monster you control; during this phase, its effects are negated, also it is unaffected by the effects of cards other than this card. (This applies even if this card leaves the field.) All Beast-Warrior-Type monsters you control gain 300 ATK.
    Fire Formation - Tenki Spell Continuous When this card is activated: You can add 1 Level 4 or lower Beast-Warrior-Type monster from your Deck to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 "Fire Formation - Tenki" per turn.
    Fire Formation - Tensen Trap Continuous When this card is activated: Target 1 Beast-Warrior-Type monster you control; it gains 700 ATK until the End Phase. (This ATK gain remains even if this card leaves the field.) All Beast-Warrior-Type monsters you control gain 300 ATK.
    Fire Formation - Tensu Spell Continuous During your Main Phase, you can Normal Summon 1 Beast-Warrior-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All Beast-Warrior-Type monsters you control gain 100 ATK.
    Fire Formation - Yoko Spell Continuous When this card is activated: You can target 1 face-up card your opponent controls; discard 1 Beast-Warrior-Type monster, then destroy that target. All Beast-Warrior-Type monsters you control gain 100 ATK.
    Fire King Fire Cycle Spell Quick-Play Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first target on the field, and if you do, Special Summon the second target. You can only activate 1 "Fire King Fire Cycle" per turn.
    Fire King Island Spell Field If this face-up card in the Field Zone is sent to the Graveyard or banished: Destroy all monsters you control. You can only use 1 of the following effects of "Fire King Island" per turn, and only once that turn.
  • During your Main Phase: You can destroy 1 monster in your hand or you control, and if you do, add 1 "Fire King" monster from your Deck to your hand.
  • If you control no monsters: You can Special Summon 1 FIRE Winged Beast-Type monster from your hand.
  • Fire Lake of the Burning Abyss Trap Normal Send 2 face-up "Burning Abyss" monsters you control to the Graveyard, then target up to 3 cards on the field; destroy those targets.
    Fire Prison Spell Field All Dragon monsters on the field gain 300 DEF. If any Link Monster is on the field, neither player can Link Summon a monster with a lower Link Rating than the highest Link Rating on the field. Monsters cannot attack, except Link Monsters. Apply the following effects while 2 or more Cyberse Link Monsters are on the field.
  • Negate the activated effects of Cyberse monsters.
  • Cyberse monsters cannot attack, cannot be targeted for attacks, and cannot be targeted by card effects.
  • Fires of Doomsday Spell Quick-Play If you activate this card, you cannot Summon other monsters this turn. Special Summon 2 "Doomsday Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position. These tokens cannot be Tributed for a Tribute Summon, unless it is for a DARK monster.
    Firewall Trap Continuous When your opponent declares a direct attack, you can negate that monster's attack by removing from play 1 Pyro-Type monster in your Graveyard. Pay 500 Life Points during each of your Standby Phases. If you do not, destroy this card.
    Firewall Dragon Link/Effect Monster LIGHT Cyberse 2500 LINK-4 2+ monsters
    Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 monster from your hand.
    First Step Towards Infestation Spell Quick-Play Return 1 face-up Tribute Summoned "Steelswarm" monster to the hand; draw 1 card.
    First-Aid Squad Trap Normal Target 1 Normal Monster in your Graveyard; add it to your hand. When a Normal Monster is destroyed by battle: You can Special Summon this card from your Graveyard in Defense Position as a Normal Monster (Warrior-Type/EARTH/Level3/ATK 1200/DEF 400). (This card is NOT treated as a Trap Card.) You can only use this effect of "First-Aid Squad" once per turn. If Summoned this way, banish this card when it leaves the field.
    Fish and Kicks Spell Normal 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 Spell Normal Discard 1 card to target 2 of your banished Fish, Sea Serpent, or Aqua-Type monsters; add them to your hand.
    Fish Depth Charge Trap Normal Tribute 1 Fish-Type monster. Destroy 1 card on the field, and draw 1 card.
    Fish Rain Trap Normal When a face-up Fish, Sea Serpent, or Aqua-Type monster on the field is banished: Special Summon 1 Level 3 or lower Fish, Sea Serpent, or Aqua-Type monster from your hand. (The banished monster(s) must be Fish, Sea Serpent, or Aqua-Type even after being banished.)
    Fissure Spell Normal Destroy the 1 face-up monster your opponent controls that has the lowest ATK. (If it's a tie, you get to choose.)
    Five Brothers Explosion Trap Continuous When this card is activated: Gain 500 Life Points for each Continuous Spell/Trap Card you control. If this face-up card you control is sent to your Graveyard by your opponent's card effect: Inflict 500 damage to your opponent for each Continuous Spell/Trap Card in your Graveyard
    Flame Administrator Link/Effect Monster FIRE Cyberse 1200 LINK-2 2 Cyberse monsters
    All Link Monsters you control gain 800 ATK. You can only control 1 "Flame Administrator".
    Flamvell Counter Trap Counter Remove from play 1 FIRE monster in your Graveyard with 200 DEF. Negate the activation of a Spell or Trap Card, and destroy it.
    Flash Charge Dragon Link/Effect Monster DARK Dragon 2300 LINK-3 2+ Dragon monsters
    You cannot Summon/Set monsters to a zone this card points to. Once per turn, if a monster(s) is Normal Summoned, to a zone(s) this card points to (except during the Damage step): You can destroy 1 monster this card points to, and if you do, inflict 500 damage to your opponent. When a card or effect is activated that targets this face-up card (Quick Effect): You can Tribute 1 monsterl negate the activation.
    Flash Fusion Spell Quick-Play Fusion Summon 1 Fusion Monster from your Extra Deck, usingmonsters you control as Fusion Materials. Destroy it during the End Phase.
    Flash of the Forbidden Spell Spell Normal 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.
    Flashbang Trap Normal Activate only after damage calculation when a monster your opponent controls made a direct attack, it is now the End Phase of this turn.
    Flint Spell Equip A monster equipped with this card cannot change its Battle Position or attack, and has its ATK decreased by 300 points. If the equipped monster is destroyed, select 1 monster on the field and equip this card to that monster.
    Flint Missile Spell Quick-Play Destroy 1 monster equipped with "Flint". You can return this card to your Deck instead of sending it to the Graveyard after it resolves.
    Floodgate Trap Hole Trap Normal When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
    Flower Gathering Spell Normal Special Summon 4 "Flower Cardian" monsters with 100 ATK and different names from your Deck in Attack Position, but they have their effects negated, also they cannot be Tributed for a Tribute Summon. You can only activate 1 "Flower Gathering" per turn. You cannot Normal or Special Summon other monsters during the turn you activate this card, except "Flower Cardian" monsters.
    Flower Stacking Spell Normal Choose 3 "Flower Cardian" monsters with different names from your Deck, and place them on top of your Deck in any order. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Flower Cardian" monster in your Graveyard; add it to your hand. You can only use this effect of "Flower Stacking" once per turn.
    Fluffal Crane Trap Normal When a face-up "Fluffal" monster(s) you control is destroyed by battle by your opponent's attack or card effect and sent to your Graveyard:Target 1 of those destroyed monsters; add it to your hand, and if you do, draw 1 card.
    Fog Control Spell Quick-Play Tribute 1 face-up "Cloudian" monster you control. Place 3 Fog Counters on 1 face-up monster.
    Folgo, Justice Fur Hire Link/Effect Monster DARK Beast 2400 LINK-3 3 monsters with different Types
    Cannot be used as Link Material. If this card is Link Summoned: You can Special Summon 1 monster "Fur Hire" with a different Type from the 3 monsters used for the Link Summon, from your Deck in Defense Position. If a card(s) your opponent controls is destroyed by battle or card effect: You can draw 1 card, then, if you control 3 or more monsters "Fur Hire" with different names, draw 2 additional cards. You can only use each effect of "Folgo, Justice Fur Hire" once per turn.
    Follow Wind Spell Equip A Winged Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Follow Wing Trap Continuous Activate this card by targeting 1 Synchro Monster you control; it cannot be destroyed by battle or your opponent's card effects. At the start of the Damage Step, if it battles an opponent's Level 5 or higher monster: You can destroy that opponent's monster, and if you do, the targeted Synchro Monster gains ATK equal to the original ATK of the destroyed monster, until the end of this turn. When that monster leaves the field, destroy this card.
    Foolish Burial Spell Normal Send 1 Monster Card from your Deck to the Graveyard.
    Foolish Burial Goods Spell Normal Send 1 Spell/Trap Card from your Deck to the Graveyard. You can only activate 1 "Foolish Burial Goods" per turn.
    Foolish Return Spell Quick-Play Select 1 card in your opponent's Graveyard. Return it to the Deck.
    Foolish Revival Trap Normal Select 1 monster from your opponent's Graveyard, and Special Summon it in face-up Defense Position on your opponent's side of the field.
    Forbidden Apocrypha Trap Normal Declare 1 Extra Deck monster card type (Fusion, Synchro, or Xyz); if 2 or more monsters of the declared type are on the field, make each player send all monsters of that type from their field to the Graveyard.
    Forbidden Arts of the Gishki Spell Ritual This card can be used to Ritual Summon any "Gishki" Ritual Monster. You must also Tribute face-up monsters from anywhere on the field, whose total Levels equal the Level of the Ritual Monster you Ritual Summon. Halve the ATK of the monster Ritual Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card.
    Forbidden Chalice Spell Quick-Play Target 1 face-up monster on the field; until the End Phase, it gains 400 ATK, but its effects are negated .
    Forbidden Dark Contract with the Swamp King Spell Continuous Once per turn: You can Special Summon 1 "D/D/D" monster from your hand in Defense Position, but its effects are negated. Once per turn: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including a monster Special Summoned by this card with the above effect. Once per turn, during your Standby Phase: Take 2000 damage.
    Forbidden Dress Spell Quick-Play Target 1 face-up monster on the field; until the End Phase, that target loses 600 ATK, but it cannot be targeted or destroyed by other card effects.
    Forbidden Graveyard Spell Quick-Play Activate by discarding 1 card. Effects that activate in the Graveyard this turn are negated.
    Forbidden Lance Spell Quick-Play Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards.
    Forbidden Scripture Spell Quick-Play If a monster battles an opponent's monster, during damage calculation: Negate all other card effects on the field until the end of the Damage Step, also damage calculation for this battle uses each monster's original ATK and DEF.
    Forbidden Trapezohedron Spell Normal If you control exactly 2 monster card types (among Fusion, Synchro, and/or Xyz): Apply the following effect based on those types.
  • Fusion and Synchro: Special Summon 1 "Outer Entity" Xyz Monster from your Extra Deck, and if you do, attach this card to it as material.
  • Synchro and Xyz: Special Summon 1 "Elder Entity" Fusion Monster from your Extra Deck.
  • Xyz and Fusion: Special Summon 1 "Old Entity" Synchro Monster from your Extra Deck.
    You can only activate 1 "Forbidden Trapezohedron" per turn.
  • Forced Back Trap Counter Negate the Normal Summon or Flip Summon of a monster and return the monster to its owner's hand.
    Forced Ceasefire Trap Normal Discard 1 card from your hand. No Trap Cards can be activated until the End Phase of this turn.
    Forced Requisition Trap Continuous You can activate this card when you discard from your hand. After that, each time you discard from your hand, your opponent must also discard the same number of cards from his/her hand.
    Forest Spell Field Increases the ATK and DEF of all Insect, Beast, Plant, and Beast-Warrior-Type monsters by 200 points.
    Forge of the True Dracos Spell Normal If a "Dracoslayer" monster, that is not a Pendulum Monster, and a "Dracoverlord" monster are on the field: Shuffle as many cards on the field as possible into the Deck, then you can Special Summon 1 "Dracoslayer" or "Dracoverlord" monster from your Deck, ignoring its Summoning conditions.
    Forgotten Temple of the Deep Trap Continuous While this card is on the field, this card's name is treated as "Umi". Once per turn, you can select and remove from play 1 face-up Level 4 or lower Fish-Type, Sea Serpent-Type or Aqua-Type monster you control. (This effect can be activated during either player's turn.) Special Summon it during your End Phase.
    Form Change Spell Quick-Play Target 1 "HERO" Fusion Monster you control; return it to the Extra Deck, then Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Level as that monster's original Level, but with a different name. (This Special Summon is treated as a Special Summon with "Mask Change".)
    Formation Union Trap Normal Select and activate 1 of the following effects:
  • Equip 1 Union Monster on your side of the field to an appropriate monster on your side of the field as an Equip Spell Card.
  • Unequip 1 of your equipped Union Monsters and Special Summon it to your side of the field in face-up Attack Position.
  • Fortissimo Spell Continuous Once per turn: You can target 1 "Melodious" monster you control; it gains 800 ATK until your next Standby Phase (even if this card leaves the field). You can send this card to the Graveyard; Fusion Summon 1 "Melodious" Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials.
    Fortissimo the Mobile Fortress Spell Field Once per turn, you can Special Summon 1 "Meklord Army" monster from your hand.
    Fortress Whale's Oath Spell Ritual This card is used to Ritual Summon "Fortress Whale". You must also Tribute monsters whose total Levels equal 7 or more from the field or your hand.
    Fortune's Future Spell Normal Select 1 of your removed from play "Fortune Lady" monsters and return it to the Graveyard. Then draw 2 cards.
    Fossil Dig Spell Normal Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand.
    Fossil Excavation Trap Continuous Discard 1 card from your hand. Select 1 Dinosaur-Type monster in your Graveyard and Special Summon it. An Effect Monster Special Summoned this way has its effect negated. When this card is removed from the field, destroy that monster. When the monster is destroyed, destroy this card.
    Fragment Fusion Trap Normal Banish from your 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.) Destroy it during the End Phase.
    Fragrance Storm Spell Normal 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.
    Fraud Freeze Trap Continuous Once per turn, when your opponent Special Summons a monster(s) from the hand (except during the Damage Step): You can return to the hand all monsters your opponent controls that were Special Summoned from the hand. If neither player controls a "Flower Cardian" Synchro Monster, send this card to the Graveyard.
    Frightfur Factory Spell Continuous You can banish 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Graveyard, except "Diffusion Wave-Motion"; Fusion Summon 1 "Frightfur" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is sent to the Graveyard: You can target 1 of your banished "Frightfur Fusion"; add it to your hand. You can only use each effect of "Frightfur Factory" once per turn.
    Frightfur Fusion Spell Normal Fusion Summon 1 "Frightfur" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your side of the field or your Graveyard. You can only activate 1 "Frightfur Fusion" per turn.
    Frightfur March Trap Counter When an opponent's Spell/Trap Card, or monster effect, is activated that targets a "Frightfur" monster(s) you control: Negate the activation, and if you do, destroy that card, then you can send 1 of the targeted "Frightfur" monsters to the Graveyard, and if you do, Special Summon 1 Level 8 or higher "Frightfur" Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) During your nextEnd Phase, banish the monster Special Summoned by this effect.
    Frightfur Patchwork Spell Normal Add 1 "Edge Imp" monster and 1 "Polymerization" from your Deck to your hand. You can only activate 1 "Frightfur Patchwork" per turn.
    Frightfur Reborn Spell Normal Target 1 "Frightfur" monster in your Graveyard; Special Summon it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished "Fluffal" or "Frightfur" monsters; return it to the Graveyard.
    Frightfur Sanctuary Spell Continuous Activate this card by discarding 1 card and sending 2 "Frightfur" monsters from your Extra Deck to the Graveyard. All Fusion Monsters you control are also treated as "Frightfur" monsters. If this card is sent to the Graveyard: You can target 1 "Frightfur" Fusion Monster in your Graveyard; return it to the Extra Deck.
    Froggy Forcefield Trap Normal Activate only when a face-up "Frog" monster you control, except "Frog the Jam", is selected as an attack target. Destroy all Attack Position monsters your opponent controls.
    Frontline Base Spell Continuous Once per turn, during your Main Phase, you can Special Summon 1 Union Monster of Level 4 or lower from your hand.
    Frost Blast of the Monarchs Spell Normal If you control a monster with 2400 or more ATK and 1000 DEF: Target 1 Set card on the field; destroy it. You can banish this card and 1 "Monarch" Spell/Trap Card from your Graveyard, then target 1 Set card on the field; destroy it.
    Frozen Rose Spell Quick-Play Send 1 face-up monster you control to the GY; apply this effect, depending on the Type it had on the field.
  • Plant: During the End Phase of this turn, draw 2 cards, then discard 1 card.
  • Non-Plant: Add 1 Level 4 or lower Plant monster from your Deck to your hand.
    You can only activate 1 "Frozen Rose" per turn.
  • Frozen Soul Trap Normal You can only activate this card when your Life Points are at least 2000 lower than your opponent's. Skip your opponent's next Battle Phase.
    Fruits of Kozaky's Studies Trap Normal Look at the top 3 cards of your Deck and return those cards to the top of the Deck in any order.
    Fuh-Rin-Ka-Zan Trap Normal When there are face-up WIND, WATER, FIRE and EARTH monster(s) on the field: Apply 1 of these effects.
  • Destroy all monsters your opponent controls.
  • Destroy all Spell and Trap Cards your opponent controls.
  • Discard 2 random cards from your opponent's hand.
  • Draw 2 cards.
  • Fuhma Shuriken Spell Equip You can only equip this card to a monster that includes Ninja" in its card name. Increase the ATK of the equipped monster by 700 points. When this card is sent from the field to the Graveyard, inflict 700 points of damage to your opponent's Life Points."
    Fulfillment of the Contract Spell Equip Pay 800 Life Points. Select 1 Ritual Monster from your Graveyard, Special Summon it to your side of the field and equip it with this card. When this card is destroyed, remove the equipped monster from play.
    Full Force Virus Trap Normal Tribute 1 DARK monster with 2000 or more DEF; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less DEF.
    Full House Trap Normal Select 2 face-up Spell/Trap Cards (except this card) and 3 Set Spell/Trap Cards. Destroy the selected cards.
    Full Salvo Trap Normal After the activation of this card, send your entire hand to the Graveyard. Inflict 200 points of damage to your opponent's Life Points for each card you sent to the Graveyard by this effect.
    Full-Force Strike Spell Normal 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.
    Fullmetalfoes Fusion Spell Quick-Play Fusion Summon 1 "Metalfoes" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.
    Fuse Line Trap Normal While this card is Set: Target 1 card on the field in this card's column; destroy it.
    Fusion Conscription Spell Normal Reveal 1 Fusion Monster from your Extra Deck and add 1 of the Fusion Materials listed on that card from your Deck or Graveyard to your hand, and if you do, for the rest of this turn after this card is activated, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name, nor activate the effects. You can only activate 1 "Fusion Conscription" per turn.
    Fusion Destiny Spell Normal Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.
    Fusion Fright Waltz Trap Normal Target 1 "Frightfur" Fusion Monster you control and 1 Fusion Monster your opponent controls; destroy as many other Special Summoned monsters on the field as possible, then each player that had a monster(s) destroyed by this effect takes damage equal to the combined current ATK of the targeted monster(s) on the field.
    Fusion Gate Spell Field While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.
    Fusion Guard Trap Counter Activate only when an effect that inflicts damage is activated. Negate its activation and effect, and randomly send 1 Fusion Monster from your Fusion Deck to the Graveyard.
    Fusion of Fire Spell Normal (This card is always treated as a "Salamangreat" card.)
    Fusion Summon 1 "Salamangreat" Fusion Monster from your Extra Deck, using monsters from your hand and/or either field as Fusion Material. You can only activate 1 "Fusion of Fire" per turn.
    Fusion Recovery Spell Normal Target 1 "Polymerization", and 1 Fusion Material Monster that was used for a Fusion Summon, in your Graveyard; add them to your hand.
    Fusion Recycling Plant Spell Field Once per turn: You can discard 1 card; add 1 "Polymerization" from your Deck or Graveyard to your hand. Once per turn, during the End Phase: You can target 1 monster in your Graveyard that was used as a Fusion Material for a Fusion Summon this turn; add it to your hand.
    Fusion Reserve Trap Normal Reveal 1 Fusion Monster from your Extra Deck, add 1 of the Fusion Materials listed on that card from your Deck to your hand, then you can add 1 "Polymerization" from your Graveyard to your hand.
    Fusion Sage Spell Normal Add 1 "Polymerization" card from your Deck to your hand. Then shuffle your Deck.
    Fusion Substitute Spell Normal (This card's name is always treated as "Polymerization".) Fusion Summon 1 monster from your Extra Deck, using monsters you control as Fusion Materials. You can banish this card from your Graveyard, then target 1 Fusion Monster in your Graveyard; return it to the Extra Deck, then draw 1 card.
    Fusion Sword Murasame Blade Spell Equip You can only equip this card to a Warrior-Type monster. Increase the ATK of the equipped monster by 800 points. This card cannot be destroyed by effects that destroy Spell Cards.
    Fusion Tag Spell Normal Target 1 monster you control; reveal 1 Fusion Monster in your Extra Deck, and if you do, the targeted monster's name can be treated as the revealed Fusion Monster's, if used for a Fusion Summon this turn.
    Fusion Weapon Spell Equip This card can only be equipped to a Fusion Monster of Level 6 or less. Increase the ATK and DEF of the equipped monster by 1500 points.
    Future Fusion Spell Continuous Reveal 1 Fusion Monster in your Extra Deck and send, from your Main Deck to the Graveyard, the Fusion Material Monsters that are listed on that Fusion Monster Card. During your 2nd Standby Phase after this card's activation, Special Summon 1 of that Fusion Monster from your Extra Deck and target it with this card. (This Special Summon is treated as a Fusion Summon.) When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
    Future Glow Spell Continuous Banish 1 Psychic-Type monster from your Graveyard, and note its Level. All face-up Psychic-Type monsters you control gain ATK equal to that Level x 200.
    Future Visions Spell Field When a monster is Normal Summoned, remove from play that monster. During the next Standby Phase of the controller who Summoned that monster, return it to the field in face-up Attack Position.
    Gagaga Academy Emergency Network Spell Normal If your opponent controls a monster and you control no monsters: Special Summon 1 "Gagaga" monster from your Deck. You cannot Special Summon any other monsters, except by Xyz Summon, during the turn you activate this card. You can only activate 1 "Gagaga Academy Emergency Network" per turn.
    Gagagaback Spell Quick-Play During the turn a "Gagaga" monster you control was destroyed by battle and sent to the Graveyard: Special Summon as many monsters from your Graveyard as possible that were destroyed by battle this turn, in face-up Defense Position, then take 600 damage for each monster Special Summoned by this effect. You can only activate 1 "Gagagaback" per turn.
    Gagagabolt Spell Normal If you control a face-up "Gagaga" monster: Target 1 card your opponent controls; destroy that target.
    Gagagadraw Spell Normal Banish 3 "Gagaga" monsters from your Graveyard; draw 2 cards.
    Gagagaguard Trap Normal If you control 2 or more face-up "Gagaga" monsters: This turn, monsters you control cannot be destroyed by battle or by card effects.
    Gagagarevenge Spell Equip Target 1 "Gagaga" monster in your Graveyard; Special Summon it and equip it with this card. When this card leaves the field, destroy the equipped monster. When this card is sent to the Graveyard because the equipped monster was used as an Xyz Material: All Xyz Monsters you currently control gain 300 ATK.
    Gagagarush Trap Normal When a face-up "Gagaga" monster(s) you control is targeted by the effect of your opponent's monster: Negate the effect of that opponent's monster, and if you do, destroy it, then inflict damage to your opponent equal to the destroyed monster's ATK or DEF in the Graveyard (whichever is higher).
    Gagagashield Trap Normal Target 1 face-up Spellcaster-Type monster you control; equip this card to that target. Twice per turn, it cannot be destroyed by battle or card effects.
    Gagagatag Spell Normal 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 Spell Normal Special Summon 1 "Gagaga" monster from your hand as a Level 4 monster.
    Gaia Power Spell Field Increase the ATK of all EARTH monsters by 500 points and decreases their DEF by 400 points.
    Gaia Saber, the Lightning Shadow Link Monster EARTH Machine 2600 LINK-3 2+ monsters
    Galactic Charity Spell Normal 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.
    Galatea, the Orcust Automaton Link/Effect Monster DARK Machine 1800 LINK-2 2 Effect monsters, inclduing an "Orcust" monster
    This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 "Orcust" Spell/Trap directly from your Deck. You can only use this effect of "Galatea, the Orcust Automaton" once per turn.
    Galaxy Cyclone Spell Normal Target 1 Set Spell/Trap Card on the field; destroy it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn.
    Galaxy Expedition Spell Normal 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 Spell Normal 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.
    Galaxy Storm Spell Quick-Play Target 1 face-up Xyz Monster on the field that has no Xyz Material; destroy that target.
    Galaxy Trance Spell Normal Pay 2000 LP, then target 1 "Photon" monster in your GY; Special Summon both it and 1 "Galaxy" monster from your Deck, with the same Level, both in Defense Position, and if you do, each monster's ATK become 2000, also their effects are negated. You can only activate 1 "Galaxy Trance" per turn. You cannot Normal or Special Summon mosnters during the turn you activate this card, except "Photon" and "Galaxy" monsters.
    Galaxy Wave Spell Continuous Each time you Xyz Summon: Inflict 500 damage to your opponent.
    Galaxy Zero Spell Equip Target 1 "Photon" or "Galaxy" monster in your Graveyard; Special Summon it in face-up Attack Position and equip it with this card. It cannot attack or activate its effects. If it would be destroyed during the Battle Phase, you can destroy this card instead. When this card leaves the field: The equipped monster's ATK becomes 0. You can only activate 1 "Galaxy Zero" per turn.
    Galaxy-Eyes Solflare Dragon Link/Effect Monster LIGHT Dragon 2000 LINK-2 2 LIGHT monsters, including a monster with 2000 or more ATK.
    If this card is Link Summoned: You can target 1 "Photon" or "Galaxy" monster in your GY; add it to your hand. During your opponent's Main Phase (Quick Effect): You can discard 1 "Photon" and 1 "Galaxy" card, OR discard 1 "Galaxy-Eyes Photon Dragon", then target 1 Special Summoned monster your opponent controls; destroy it. You can only use each effect of "Galaxy-Eyes Solflare Dragon" once per turn.
    Gamble Trap Normal You can activate this card when your opponent's hand has 6 or more cards and your hand contains 2 or less. Toss a coin and call it. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn.
    Gamushara Trap Normal When a Defense Position monster you control is targeted for an attack: Change that Defense Position monster to face-up Attack Position. Then, if the attacking monster is destroyed by that battle and sent to the Graveyard: Inflict damage to your opponent equal to that monster's original ATK in the Graveyard.
    Gateway of the Six Spell Continuous Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your side of the field to activate these effects.
  • 2 Counters: Target 1 face-up "Six Samurai" or "Shien" Effect Monster; that target gains 500 ATK until the End Phase.
  • 6 Counters: Target 1 "Shien" Effect Monster in your Graveyard; Special Summon that target.
  • Gateway to Chaos Spell Field When this card is activated: Add 1 "Black Luster Soldier" Ritual Monster or 1 "Gaia The Fierce Knight" monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the Graveyard, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 "Gateway to Chaos" per turn.
    Gateway to Dark World Spell Quick-Play Target 1 "Dark World" monster in your Graveyard; Special Summon that target. You cannot Summon other monsters the turn that you activate this card.
    Gather Your Mind Spell Normal 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."
    Geargia Change Spell Quick-Play Target 2 or more "Geargiano" monsters with different names in your Graveyard; Special Summon them. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using all the Summoned monsters (but no other monsters) as Materials. You can only activate 1 "Geargia Change" per turn.
    Geargiagear Trap Normal Special Summon 2 "Geargiano" monsters from your Deck and increase their Levels by 1. You can only activate 1 "Geargiagear" per turn.
    Geartown Spell Field Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.
    Gem Flash Energy Trap Continuous During each of your Standby Phases, inflict damage to your opponent equal to the number of face-up Continuous Spell Cards on the field x 300.
    Gem-Enhancement Trap Normal Tribute 1 "Gem-Knight" monster you control to target 1 "Gem-Knight" monster in your Graveyard; Special Summon the target from the Graveyard.
    Gem-Knight Fusion Spell Normal 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.
    Gem-Knight Phantom Quartz Link/Effect Monster EARTH Rock 1450 LINK-2 2 "Gem-" monsters
    If this card is Link Summoned: You can add 1 "Gem-Knight" card from your Deck to your hand. You can pay 1000 LP; Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by shuffling Fusion Materials in your possession listed on it into your Deck, that are banished or in your GY, but it cannot attack directly this turn. You can only use each effect of "Gem-Knight Phantom Quartz" once per turn.
    Gemini Booster Trap Normal Equip this card to a Gemini monster you control as an Equip Card. It gains 700 ATK. When this card is destroyed while equipped and sent to the Graveyard, select 1 face-up Gemini monster and treat it as an Effect Monster.
    Gemini Counter Trap Counter Change 1 face-up Gemini Monster you control to face-down Defense Position and negate the activation of an opponent's Spell Card, and destroy it.
    Gemini Spark Spell Quick-Play Tribute 1 face-up Level 4 Gemini monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.
    Gemini Trap Hole Trap Normal Activate only when a Gemini Monster that is treated as an Effect Monster is destroyed by battle. Destroy all monsters your opponent controls.
    Generation Force Spell Normal If you control an Xyz Monster: Add 1 "Xyz" card from your Deck to your hand.
    Generation Shift Trap Normal Target 1 face-up monster you control; destroy that target, then add 1 card with the same name as the destroyed card from your Deck to your hand.
    Gergonne's End Trap Normal Target 1 "Tindangle" Link Monster you control; equip this card to it. It cannot be destroyed by battle or card effects, also your opponent cannot target it with card effects. Once per turn, if there are monsters in all zones the equipped monster points to: You can destroy this card and all of those monsters, then, inflict damage to your opponent equal to the equipped monster's ATK before they were destroyed.
    Germ Infection Spell Equip The ATK of a non Machine-Type monster equipped with this card is decreased by 300 points at each of its Standby Phases.
    Ghost Meets Girl - A Shiranui's Story Spell Quick-Play If your opponent controls a monster: Discard 1 Zombie monsterl Special Summon 1 "Shiranui" monster with a different name from your Deck or GY, also you cannot Special Summon monsters, except Zombie monsters, for the rest of this turn after this card resolves. You can only activate 1 "Ghost Meets Girl - A Shiranui's Story" per turn.
    Ghost of a Grudge Trap Normal If your oppoennt has 8 or more cards in their Graveyard: The ATK of all monsters you opponent currently controls become 0.
    Ghostrick Break Trap Normal When exactly 1 face-up "Ghostrick" monster you control (and no other cards) is destroyed by battle or an opponent's card effect and sent to your Graveyard: Target 2 "Ghostrick" monsters in your Graveyard with different names from the destroyed monster; Special Summon them in face-down Defense Position.
    Ghostrick Mansion Spell Field Monsters cannot attack face-down Defense Position monsters, but can attack directly if all monsters their opponent controls are face-down Defense Position. All effect damage, and battle damage inflicted by monsters other than "Ghostrick" monsters, is halved.
    Ghostrick Museum Spell Field Monsters you control, except "Ghostrick" monsters, cannot attack. Monsters cannot attack face-down Defense Position monsters, but can attack directly if all monsters their opponent controls are face-down Defense Position. At the end of the Damage Step, change any monster that inflicted battle damage to a player during this battle to face-down Defense Position.
    Ghostrick Night Trap Continuous While a "Ghostrick" monster is on the field, your opponent cannot Flip Summon. When this card in your possession is destroyed by your opponent's card and sent to the Graveyard: Your opponent cannot declare attacks for the rest of this turn.
    Ghostrick Parade Spell Field Monsters cannot attack face-down Defense Position monsters, but can attack directly if all monsters their opponent controls are face-down Defense Position. Your opponent takes no damage. When an opponent's monster declares a direct attack: You can add 1 "Ghostrick" card from your Deck to your hand.
    Ghostrick Renovation Trap Normal Target 1 "Ghostrick" Field Spell you control; return it to the hand, then you can activate 1 Field Spell from your hand or Deck. You can banish this card from your GY, then target 1 "Ghostrick" Xyz Monster you control; Special Summon 1 "Ghostrick" Xyz Monster from your Extra Deck with a different name, by using that target as material. (This is treated as an Xyz Summon. Transfer that target's materials to the Summoned monster.) You can only use this effect of "Ghostrick Renovation" once per turn.
    Ghostrick Scare Trap Normal Target any number of face-down Defense Position monsters you control; change them to face-up Defense Position, count the number of "Ghostrick" monsters among them, and if you do, change up to that many face-up monsters your opponent controls to face-down Defense Position (min. 1).
    Ghostrick Vanish Trap Normal Reveal 1 "Ghostrick" monster in your hand; this turn, "Ghostrick" cards you control, and face-down Defense Position monsters you control, cannot be targeted by, or be destroyed by, card effects.
    Ghostrick-Go-Round Trap Continuous Once per turn, during the Battle Phase: You can activate 1 of these effects.
  • Target 1 "Ghostrick" monster you control; change that target to face-down Defense Position, and if you do, change 1 face-down Defense Position monster your opponent controls to face-up Attack Position.
  • Target 1 face-down Defense Position monster you control; change that target to face-up Attack Position, and if it is a "Ghostrick" monster, change 1 face-up monster your opponent controls to face-down Defense Position.
  • Ghosts From the Past Trap Normal Banish 2 monsters from your Graveyard, then target 1 face-up Attack Position monster on the field; its ATK becomes 0 until the end of this turn.
    Giant Ballpark Spell Field During damage calculation, if a player would take battle damage: You can make neither player take any battle damage from that battle, and if you do, send 1 Level 4 or lower Insect monster from your Deck to the GY, then, if you sent a Normal Monster this way, you can Special Summon any number of monsters with the same name as that monster, from your hand, Deck, and/or GY. If a monster(s) you control is sent to the GY by an opponent's card effect (except during the Damage Step): You can Special Summon 1 Insect Normal Monster from your GY. You can only use each effect of "Giant Ballpark" once per turn.
    Giant Trap Hole Trap Normal When 2 or more monsters are Special Summoned at the same time: Destroy all monsters on the field.
    Giant Trunade Spell Normal Return all Spell and Trap Cards on the field to the hand.
    Gift Card Trap Normal Your opponent gains 3000 Life Points.
    Gift Exchange Spell Normal Both players banish 1 card from their Decks, face-down, and if they do, during the End Phase of this turn, both players add to their hands the card their opponent banished by this effect.
    Gift of the Martyr Spell Normal 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.
    Gift of The Mystical Elf Trap Normal Increase your Life Points by 300 points for each monster on the field.
    Gimmick Puppet Ritual Spell Normal 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.
    Gishki Aquamirror Spell Ritual This card can be used to Ritual Summon any "Gishki" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you Ritual Summon. You can shuffle this card from the Graveyard into the Deck to target 1 "Gishki" Ritual Monster in your Graveyard; return that target to your hand.
    Gishki Photomirror Spell Ritual This card can be used to Ritual Summon any "Gishki" Ritual Monster. You must also pay Life Points equal to the Level of the Ritual Summoned monster x 500.
    Give and Take Trap Normal Special Summon 1 monster from your Graveyard to your opponent's side of the field in Defense Position, and increase the Level of 1 monster you control by the Level of the Special Summoned monster, until the End Phase.
    Gladiator Beast Dragases Link/Effect Monster WIND Winged Beast 2000 LINK-2 2 "Gladiator Beast" monsters
    If a "Gladiator Beast" monster you control attacks, it cannot be destroyed by that battle, also your opponent cannot activate cards or effects until the end of the Damage Step. At the end of the Battle Phase, if this card battled: You can return this card to the Extra Deck; Special Summon 2 "Gladiator Beast" monsters with different names from your Deck. You can only use this effect of "Gladiator Beast Dragases" once per turn.
    Gladiator Beast Torax Effect Monster Fish If this card was Special Summoned by the effect of a "Gladiator Beast" monster, at the end of any Battle Phase that this card attacked or was attacked, you can return it to the Deck to draw 1 card.
    Gladiator Beast War Chariot Trap Counter When an Effect Monster's effect is activated, if you control a face-up "Gladiator Beast" monster: Negate the activation and destroy it.
    Gladiator Beast's Battle Archfiend Shield Spell Equip Equip only to a "Gladiator Beast" monster. If the equipped monster would be destroyed, this card is destroyed instead. When the equipped monster is returned from your side of the field to the Deck and this card is sent to the Graveyard, return this card to your hand.
    Gladiator Beast's Battle Gladius Spell Equip Equip only to a "Gladiator Beast" monster. It gains 300 ATK. When the equipped monster is returned from your side of the field to the Deck and this card is sent to the Graveyard, return this card to your hand.
    Gladiator Beast's Battle Halberd Spell Equip Equip only to a "Gladiator Beast" monster. When it attacks, destroy 1 Spell or Trap Card at the end of the Damage Step. When the equipped monster is returned from your side of the field to the Deck and this card is sent to the Graveyard, return this card to your hand.
    Gladiator Beast's Battle Manica Spell Equip Equip only to a "Gladiator Beast" monster. It cannot be destroyed by battle (Damage calculation is applied normally). When the equipped monster is returned from your side of the field to your Deck and this card is sent to the Graveyard, return this card to your hand.
    Gladiator Beast's Respite Spell Normal Shuffle 2 "Gladiator Beast" cards from your hand into the Deck, then draw 3 cards.
    Gladiator Lash Trap Normal Activate only when you Special Summon a "Gladiator Beast" monster. Your opponent discards 1 card of their choice.
    Gladiator Proving Ground Spell Normal Add 1 Level 4 or lower "Gladiator Beast" monster from your Deck to your hand.
    Gladiator Taming Spell Quick-Play If a face-up "Gladiator Beast" monster is on the field, activate 1 of these effects:
  • Select 1 face-up monster your opponent controls, and change its battle position.
  • Select 1 face-up "Gladiator Beast" monster your opponent controls, and take control of it until the End Phase.
  • Gladiator's Return Spell Normal Target 3 "Gladiator Beast" cards in your Graveyard; shuffle all 3 targets into the Deck, then draw 1 card.
    Glass Slippers Spell Equip If this card is equipped to a Fairy monster, it gains 1000 ATK. If this card is equipped to a non-Fairy monster, it cannot attack, also it loses 1000 ATK. If this card is sent to the GY because the equipped monster is destroyed: You can target 1 "Prinzessin" you control; equip this card to that target. You can only use this effect of "Glass Slippers" once per turn.
    Gleipnir, the Fetters of Fenrir Trap Normal Add 1 "Nordic" monster from your Deck to your hand.
    Glorious Illusion Trap Continuous Select 1 "Lightsworn" monster from your Graveyard and Special Summon it in Attack Position. During each of your End Phases, send the top 2 cards of your Deck to the Graveyard. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
    Glorious Numbers Spell Normal If you control no monsters: Target 1 "Number" Xyz Monster in your GY; Special Summon it, then draw 1 card. You can banish this card from your GY, then target 1 "Number" Xyz Monster you control; attach 1 card from your hand to it as material. You can only use each effect of "Glorious Numbers" once per turn.
    Glory of the Noble Knights Spell Quick-Play Target 1 "Noble Knight" monster you control; equip it with 1 Equip Spell from your Deck that can equip to that target.. You can only activate 1 "Glory of the Noble Knights" per turn.
    Glowing Crossbow Spell Equip Equip only to a "Blackwing" monster. It gains 500 ATK/DEF. You can only use each of the following effects of "Glowing Crossbow" once per turn.
  • If the equipped monster destroys an opponent's monster by battle: You can discard 1 random card from your opponent's hand.
  • If this card is sent to the GY because the equipped monster was used as Synchro Material: You can add this card from the GY to your hand.
  • Goblin Circus Spell Continuous During each of your End Phases: Reveal the bottom card of your Deck, then place it on the top of the Deck or banish it face-down.
    Goblin Fan Trap Continuous Each time a Level 2 or lower monster is Flip Summoned, destroy it. Its effect are not activated at this time.
    Goblin Out of the Frying Pan Trap Counter Pay 500 Life Points. Negate the activation of a Spell Card and return it to the owner's hand.
    Goblin Thief Spell Normal Inflict 500 points of damage to your opponent's Life Points and increase your Life Points by 500 points.
    Goblin's Secret Remedy Spell Normal Increases a selected player's Life Points by 600 points.
    Goddess Skuld's Oracle Spell Continuous When this card is activated: If all monsters you control are "Valkyrie" monsters (min. 1), you can add 1 "Goddess Verdande's Guidance" from your Deck to your hand. Once per turn, during your Main Phase: You can look at the top 3 cards of your opponent's Deck, and if you do, place them on top of their Deck in any order, but you cannot Normal or Special Summon monsters for the rest of this turn, except Fairy monsters. You can only activate 1 "Goddess Skuld's Oracle" once per turn.
    Goddess Urd's Verdict Spell Continuous Your opponent cannot target "Valkyrie" monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. Once per turn: You can declare 1 card name, then target 1 Set card your opponent controls; reveal the Set card, and if it was the declared card, banish it. Otherwise, banish 1 card you control.
    Goddess Verdande's Guidance Spell Continuous When this card is activated: If all monsters you control are "Valkyrie" monsters (min. 1), you can add 1 "Goddess Urd's Verdict" from your Deck to your hand. Once per turn: You can declare 1 type of card (Monster, Spell, or Trap); reveal the top card of your opponent's Deck and if it was the declared type, they Set it to their field. Otherwise, they add it to their hand. You can only activate 1 "Goddess Verdande's Guidance" per turn.
    Gogogo Talisman Spell Continuous While you control 2 or more "Gogogo" monsters, you take no effect damage. Once per turn, when an attack is declared involving a "Gogogo" monster you control: You can activate this effect; that monster you control cannot be destroyed by that battle.
    Gold Sarcophagus Spell Normal 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 Spell Normal Activate only if you control a "Bamboo Sword" Equip Spell Card. Draw 2 cards.
    Golden Castle of Stromberg Spell Field Once per turn, during your Standby Phase, you must banish 10 cards from the top of your Deck, face-down (this is not optional), or this card is destroyed. During your Main Phase: You can Special Summon 1 monster from your Deck that specifically lists the card "Golden Castle of Stromberg" in its text. You cannot Normal Summon/Set the turn you activate this effect (even if this card leaves the field). You can only use this effect of "Golden Castle of Stromberg" once per turn. When an opponent's monster declares an attack: Destroy the attacking monster, and if you do, inflict damage to your opponent equal to half the ATK that monster had on the field.
    Golden Gearbox Spell Quick-Play Select 1 face-up "Karakuri" monster on the field. It gains 500 ATK and 1500 DEF, until the End Phase.
    Good & Evil in the Burning Abyss Spell Ritual This card is used to Ritual Summon "Malacoda, Netherlord of the Burning Abyss". You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and send 1 "Burning Abyss" monster from your hand to the Graveyard; add 1 "Burning Abyss" card from your Deck to your hand. You can only use this effect of "Good & Evil of the Burning Abyss" once per turn.
    Good Goblin Housekeeping Trap Normal Draw a number of cards from your Deck equal to the number of "Good Goblin Housekeeping" cards in your Graveyard +1, select 1 card from your hand, and return it to the bottom of your Deck.
    Gorgon's Eye Trap Normal Until the end of the End Phase, all effects of monsters on the field in Defense Position are negated.
    Gotterdammerung Spell Normal 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.
    Gottoms' Emergency Call Trap Normal Activate only if there is a face-up "X-Saber" monster(s) on the field. Select 2 "X-Saber" monsters in either player's Graveyard(s). Special Summon those monsters to your side of the field.
    Gottoms' Second Call Spell Normal If you control an "X-Saber" Synchro Monster: You can target 2 "X-Saber" monsters in your Graveyard; Special Summon both targets, ignoring their Summoning conditions, but change their ATK to 0, also destroy them during the End Phase of this turn. You can only activate 1 "Gottoms' Second Call" per turn. You cannot conduct your Battle Phase the turn you activate this card.
    Gouki Cage Match Spell Field When this card is activated: Place 3 counters on this card. If your "Gouki" monster destroys an opponent's monster by battle: Remove 1 counter from this card. Once per turn, at the end of the Battle Phase, if the last of these counters has been removed this way: You can Special Summon as many "Gouki" monsters as possible with different names from your hand and/or Deck, then place 3 counters on this card.
    Gouki Face Turn Spell Normal Target 1 "Gouki" card you control and 1 "Gouki" monster in your GY; destroy that card on the field, and if you do, Special Summon that other monster from your GY. You can only activate 1 "Gouki Face Turn" per turn.
    Gouki Heel Ogre Link/Effect Monster EARTH Warrior 1000 LINK-2 2 "Gouki" monsters
    Once per turn, when a monster this card points to activates its effect (Quick Effect): You can negate the activation, and if you do, destroy it, then, you can Special Summon 1 "Gouki" monster from your GY, except "Gouki Heel Ogre".
    Gouki Jet Ogre Link/Effect Monster EARTH Warrior 2000 LINK-2 2 "Gouki" monsters
    Once per turn: You can target 1 "Gouki" card you control; destroy it, and if you do, change all monsters on the field to face-up Attack Position. If this card is sent from the field to the GY: You can make all "Gouki" monsters you currently control gain 500 ATK until the end of this turn. You can only use this effect of "Gouki Jet Ogre" once per turn.
    Gouki Re-Match Spell Normal Target 2 "Gouki" monsters in your GY with different Levels; Special Summon them in Defense Position. You can only activate 1 "Gouki Re-Match" per turn.
    Gouki The Blade Ogre Link/Effect Monster EARTH Warrior 2400 LINK-3 2+ "Gouki" monsters
    Gains 300 ATK for each monster it points to. Once per turn: You can Tribute 1 monster this card points to on either field; this card can make a second attack during each Battle Phase this turn.
    Gouki The Giant Ogre Link/Effect Monster EARTH Warrior 3000 LINK-4 3+ "Gouki" monsters
    Cannot be destroyed by battle, and is unaffected by the activated effects of your opponent's monsters with ATK less than or equal to this card. When your opponent activates a card or effect that targets this card, and/or a monster(s) this card points to (Quick Effect): You can make this card lose exactly 500 ATK, and if you do, negate the activation. Once per turn, if this card's current ATK is different from its original ATK (Quick Effect): You can make this card gain 1000 ATK until the end of this turn.
    Gouki The Great Ogre Link/Effect Monster EARTH Warrior 2600 LINK-3 2+ "Gouki" monsters
    All monsters on the field lose ATK equal to their original DEF. If this card would be destroyed by battle or card effect, you can destroy 1 of your monsters this card points to instead.
    Gouki The Master Ogre Link/Effect Monster EARTH Warrior 2800 LINK-4 2+ "Gouki" monsters
    Once per turn (Quick Effect): You can return to the hand any number of "Gouki" monsters you control that this card points to, then target the same number of face-up cards your opponent controls; they have their effects negated until the end of this turn. This card can attack all monsters your opponent controls, once each. If your opponent controls a face-up monster(s), this card can only target their monster with the highest ATK for attacks (your choice, if tied).
    Gouki The Solid Ogre Link/Effect Monster EARTH Warrior 2400 LINK-3 2+ "Gouki" monsters
    Cannot be destroyed by battle or card effects while it points to a "Gouki" monster. Once per turn (Quick Effect): You can target 1 "Gouki" monster in your Main Monster Zone, except "Gouki The Solid Ogre"; move that monster you control to your Main Monster Zone this card points to.
    Gouki Thunder Ogre Link/Effect Monster EARTH Warrior 2200 LINK-3 2+ "Gouki" monsters
    If a monster(s) this card points to is destroyed by battle or card effect: You can make this card gain 400 ATK. The turn player applies the following effect while this monster is on the field.
  • During their Main Phase, they can Normal Summon 1 monster from their hand to their zone this card points to, in addition to their Normal Summon/Set. (They can only gain this effect once per turn.)
  • Gozen Match Trap Continuous Each player can only control 1 Attribute of monster. Send all other face-up monsters they control to the Graveyard.
    Graceful Charity Spell Normal Draw 3 cards, then discard 2 cards.
    Graceful Dice Spell Quick-Play Roll a six-sided die. All monsters you currently control gain ATK and DEF equal to the result x 100, until the End Phase.
    Graceful Revival Trap Continuous Select 1 Level 2 or lower monster from your Graveyard and Special Summon it in Attack Position. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
    Graceful Tear Trap Normal Add 1 card from your hand to your opponent's hand, then gain 2000 LP.
    Grand Convergence Spell Quick-Play If you control "Macro Cosmos": Inflict 300 damage to your opponent and destroy all monsters on the field.
    Grand Horn of Heaven Trap Counter During your opponent's Main Phase, when they would Special Summon a monster(s):Negate the Summon, and if you do, destroy that monster, then your opponent draws1 card, then end the Main Phase.
    Grave Lure Trap Normal Turn the top card of your opponent's Deck face-up and your opponent shuffles the Deck. When your opponent draws the face-up card, immediately send it to the Graveyard.
    Grave of the Super Ancient Organism Trap Continuous All face-up Level 6 or higher Special Summoned monster on the field cannot declare an attack or activate their effects.
    Gravedigger Ghoul Spell Normal Select 2 Monster Cards from your opponent's Graveyard. These Monster Cards are removed from play for the remainder of the Duel.
    Gravekeeper's Servant Spell Continuous Unless your opponent sends 1 card from the top of his/her Deck to the Graveyard, he/she cannot declare an attack.
    Gravekeeper's Stele Spell Normal Select 2 "Gravekeeper's" monsters in your Graveyard and add them to your hand. This effect cannot be negated by the effect of "Necrovalley".
    Gravelstorm Trap Normal Target 1 Spell/Trap Card on each side of the field; return them to the hand.
    Graverobber Trap Normal Select 1 Spell Card from your opponent's Graveyard. You can use it as your hand until the end of the turn. If you use it, you take 2000 points of damage.
    Graverobber's Retribution Trap Continuous During each of your Standby Phases, inflict 100 points of damage to your opponent's Life Points for each of your opponent's monsters that have been removed from play.
    Gravity Axe - Grarl Spell Equip The equipped monster gains 500 ATK. Monsters your opponent controls cannot change their Battle Positions.
    Gravity Bind Trap Continuous Level 4 or higher monsters cannot attack.
    Gravity Blaster Spell Equip Equip only to a Machine-Type monster. Once per turn: You can have the equipped monster gain 400 ATK. If the equipped monster battles an opponent's monster, the opponent's monster's effect(s) on the field is negated during the Battle Phase only.
    Gravity Collapse Trap Counter Activate by sending 1 face-up Synchro Monster you control to the Graveyard when your opponent Summons a monster. Negate the Summon and destroy that card. Your opponent cannot Summon a monster until the End Phase of this turn.
    Gravity Lash Spell Quick-Play Target 1 face-up monster on the field; it loses ATK equal to its DEF until the end of this turn.
    Graydle Combat Trap Counter When a Spell/Trap Card, or monster effect, that targets exactly 1 "Graydle" monster you control (and no other cards) is activated: Activate 1 of these effects;
  • The activated effect becomes "Destroy that monster".
  • Negate the activation, and if you do, destroy that card.
  • Graydle Impact Spell Continuous You can target 1 other "Graydle" card you control and 1 card your opponent controls;destroy them. During your End Phase: You can add 1 "Graydle" card from your Deck to your hand. You can only use 1 "Graydle Impact" effect per turn, and only once that turn.
    Graydle Parasite Trap Continuous When an opponent's monster declares a direct attack: You can Special Summon 1 "Graydle" monster from your Deck in Attack Position, if you control no monsters. When a "Graydle" monster you control declares a direct attack: You can target 1 monster in your opponent's Graveyard; Special Summon that target to their side of the field, if they control no monsters. You can only use each effect of "Graydle Parasite" once per turn.
    Graydle Split Trap Normal Target 1 face-up monster you control; equip this card to it. It gains 500 ATK. During your Main Phase: You can send this card equipped to a monster by this effect to the Graveyard; destroy the monster this card was equipped to, and if you do, Special Summon 2 "Graydle" monsters with different names from your Deck, but destroy them during the End Phase. You can only use this effect of "Graydle Split" once per turn.
    Greatfly Link/Effect Monster WIND Insect 1400 LINK-2 2 WIND monsters
    All WIND monsters on the field gain 500 ATK/DEF, also all EARTH monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 WIND monster in your GY; add it to your hand. You can only use this effect of "Greatfly" once per turn.
    Greed Trap Continuous Each time a player draws cards because of a card effect, he/she takes 500 points of damage during the End Phase for each card drawn by the card effect.
    Greed Grado Spell Quick-Play Activate only if you destroyed a face-up Synchro Monster controlled by your opponent this turn, either by battle or by card effect. Draw 2 cards.
    Grinning Grave Virus Trap Normal Tribute 1 DARK monster with 3000 or less ATK; your opponent destroys 1 card (of their choice) in their hand or Deck for every 500 ATK that monster had on the field. If you Tributed a monster with 2000 or more ATK to activate this card, look at all cards your opponent draws until the end of their 3rd turn after this card's activation, and destroy all monsters among them. Cards destroyed and sent to the GY by this card's effects cannot activate their own effects that same turn.
    Grisaille Prison Trap Normal If you control a face-up monster that was Tribute, Ritual or Fusion Summoned: Until the end of your opponent's next turn, neither player can Synchro or Xyz Summon, Synchro and Xyz Monsters cannot attack, also their effects are negated.
    Ground Collapse Spell Continuous Select 2 Monster Card Zones on the field. Neither player can use the selected zones. You cannot select a zone that is occupied by a Monster Card.
    Gryphon Wing Trap Normal When your opponent activates "Harpie's Feather Duster": Negate its effect, and if you do, destroy all Spell and Trap Cards your opponent controls.
    Gryphon's Feather Duster Spell Normal 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.
    Guard Go! Trap Normal If a "Gagaga", "Gogogo", and/or "Dododo" monster(s) you control is destroyed by battle or card effect and sent to the Graveyard: Target 1 of those monsters; Special Summon it, then you can Special Summon up to 2 "Gagaga", "Dododo", and/or "Gogogo" monsters from your hand in Defense Position.
    Guard Mines Trap Normal Activate only when a card is activated with an effect that would target and destroy 1 monster you control. Negate the effect and destroy that card. Then inflict 500 damage to your opponent.
    Guard Penalty Spell Quick-Play Select 1 monster on the field. If the selected monster is changed to Defense Position this turn, draw 1 card from your Deck.
    Guarded Treasure Spell Continuous Activate this card by discarding 5 cards; draw 2 cards. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase.
    Guardragon Agarpain Link/Effect Monster DARK Dragon 1500 LINK-2 2 Dragon monsters
    You cannot Special Summon monsters, except Dragon monsters. During your Main Phase: You can Special Summon 1 Dragon monster from your Extra Deck, to an Extra Monster Zone or Main Monster Zone you can Summon to, that 2 or more Link Monsters point to. You can only use this effect of "Guardragon Agarpain" once per turn. You can only Special Summon "Guardragon Agarpain(s)" once per turn.
    Guardragon Cataclysm Trap Normal Tribute 1 Dragon monster, then target 2 cards on the field; destroy them. You can only activate 1 "Guardragon Cataclysm" per turn.
    Guardragon Corewakening Trap Continuous You can send 1 Effect Monster from your hand to the GY; Special Summon 1 Level 4 or lower Dragon Normal Monster from your hand, Deck, or GY, in Defense Position. You can only use this effect of "Guardragon Corewakening" once per turn.
    Guardragon Elpy Link/Effect Monster DARK Dragon 1000 LINK-1 1 Level 4 or lower Dragon monster
    You cannot Special Summon monsters, except Dragon monsters. During your Main Phase: You can Special Summon 1 Dragon monster from your hand or Deck to your zone that 2 or more Link Monsters point to. You can only use this effect of "Guardragon Elpy" once per turn. You can only Special Summon "Guardragon Elpy(s)" once per turn.
    Guardragon Pisty Link/Effect Monster DARK Dragon 1000 LINK-1 1 Level 4 or lower Dragon monster
    You cannot Special Summon monsters, except Dragon monsters. During your Main Phase: You can target 1 of your Dragon monsters that is banished or in your GY; Special Summon it to your zone that 2 or more Link Monsters point to. You can only use this effect of "Guardragon Pisty" once per turn. You can only Special Summon "Guardragon Pisty(s)" once per turn.
    Guardragon Reincarnation Spell Quick-Play Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it, that are all Link Monsters, from your field or GY. You can only activate 1 "Guardragon Reincarnation" per turn.
    Guardragon Shield Spell Field You can target 1 Dragon monster you control; it gains ATK/DEF equal to the total Link Rating of the Link Monsters currently on the field x 100, until the end of the opponent's turn. You can only use this effect of "Guardragon Shield" once per turn. Once per turn, if exactly 1 Dragon monster you control would be destroyed by battle or card effect, you can send 1 Normal Monster from your hand or Deck to the GY instead.
    Gullveig of the Nordic Ascendant Link/Effect Monster LIGHT Fairy 800 LINK-1 1 Level 5 or lower "Nordic" monster
    If this card is Link Summoned: You can banish up to 3 cards from your hand and/or field, and if you do, Special Summon that many "Nordic" monsters from your Deck in Defense Position, also, for the rest of this turn, you cannot Special Summon, except "Aesir" monsters, nor Normal Summon/Set any monsters. You can only use this effect of "Gullveig of the Nordic Ascendant" once per turn. While this card points to an "Aesir" monster, your opponent cannot target that monster with card effects, also monsters your opponent controls cannot target this card for attacks.
    Gust Trap Normal You can activate this card when 1 or more of your Magic Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Magic or Trap Card on the field.
    Gust Fan Spell Equip A Wind monster equipped with this card increases its ATK by 400 and decreases its DEF by 200.
    Guts of Steel Spell Normal 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 Spell Normal 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.
    Half Counter Trap Normal Activate only during damage calculation if a monster you control is being attacked. The attack target monster you control gains ATK equal to half the original ATK of the attacking monster, until the End Phase.
    Half or Nothing Trap Normal During your opponent's Battle Phase (except during the Damage Step): Your opponent chooses 1 of these effects.
  • Halve the ATK of all monsters they currently control, until the end of the Battle Phase.
  • End the Battle Phase.
  • Half Shut Spell Quick-Play Select 1 face-up monster on the field. That monster cannot be destroyed by battle this turn, and its ATK is halved until the End Phase of this turn.
    Half Unbreak Trap Normal Target 1 monster on the field; this turn, that monster cannot be destroyed by battle, also any battle damage you take from battles involving that monster is halved.
    Halfway to Forever Trap Normal Target 2 monsters in your Graveyard; Special Summon both, but they have their effects negated (if any), and if you do, immediately after this effect resolves, Xyz Summon 1 LIGHT "Utopia" or "Utopic" Xyz Monster using only those 2 monsters.
    Hallowed Life Barrier Trap Normal Discard 1 card from your hand. During this turn, any damage you take from your opponent becomes 0.
    Hamburger Recipe Spell Ritual This card is used to Ritual Summoned "Hungry Burger". You must also offer monsters whose total Level Stars equal 6 or more from the Field or your hand as a Tribute.
    Hammer Shot Spell Normal Destroy the 1 face-up Attack Position monster that has the highest ATK. (If it's a tie, you get to choose.)
    Hand Destruction Spell Quick-Play Each player sends 2 cards from their hand to the Graveyard and draws 2 cards.
    Hard-sellin' Goblin Trap Continuous Each time a monster you control inflicts Battle Damage to your opponent, return 1 card in your opponent's Spell & Trap Card Zone to its owner's hand.
    Hard-sellin' Zombie Trap Continuous Each time a monster you control inflicts Battle Damage to your opponent, select 1 card from your opponent's Graveyard and return it to the bottom of their Deck.
    Harmonic Oscillation Spell Normal If your opponent has 2 cards in their Pendulum Zones: Target those 2 cards; while both targets are in their Pendulum Zones, you can Pendulum Summon using their Pendulum Scales this turn, but only from the Extra Deck.
    Harmonic Waves Spell Normal Target 1 face-up monster on the field; it becomes Level 4, until the End Phase.
    Harpie Lady Elegance Trap Normal Shuffle 1 "Harpie Lady Sisters" from your Monster Zone into the Deck, then you can Special Summon 3 "Harpie" monsters with different original names, 1 each from your hand, Deck and GY. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WIND monsters. If this card you control is destroyed by a "Harpie" card's effects or your opponent's card effect: Add 1 "Harpie" monster from your Deck to your hand. You can only use each effect of "Harpie Lady Elegance" once per turn.
    Harpie Lady Phoenix Formation Spell Normal 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 Spell Normal Destroy all Spell and Trap Cards your opponent controls.
    Harpie's Feather Rest Spell Normal Target 3 "Harpie Lady" and/or "Harpie Lady Sisters" in your GY; shuffle them into the Deck, then draw 1 card. If you controlled a Level 5 or higher "Harpie" monster when you activated this effect, draw 2 cards instead. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WIND monsters. You can only activate 1 "Harpie's Feather Rest" per turn.
    Harpie's Feather Storm Trap Normal If you control a WIND Winged Beast-Type monster: Until the end of this turn, negate any monster effects your opponent activates. If you control a "Harpie" monster, you can activate this card from your hand. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can add 1 "Harpie's Feather Duster" from your Deck or Graveyard to your hand.
    Harpies' Hunting Ground Spell Field All Winged Beast-Type monsters gain 200 ATK and DEF. When any "Harpie Lady" or "Harpie Lady Sisters" are Normal or Special Summoned: The player who conducted the Summon targets 1 Spell/Trap Card on the field; destroy that target.
    Hate Buster Trap Normal Activate only when a face-up Fiend-Type monster you control is selected as an attack target. Destroy the attacking monster and the attack target monster, and inflict damage to your opponent equal to the original ATK of the attacking monster.
    Haunted Shrine Trap Normal If you control no monsters: Target 1 Zombie monster in your GY; Special Summon it. If you control no monsters: You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon it, but its effects are negated. You can only use 1 "Haunted Shrine" effect per turn, and only once that turn.
    Hazy Glory Trap Continuous You can Normal Summon "Hazy Flame" monsters for 1 less Tribute. You can send this face-up card from the field to the Graveyard to target 1 "Hazy" card in your Graveyard, except "Hazy Glory"; add that target to your hand.
    Hazy Pillar Spell Continuous You can Normal Summon "Hazy Flame" monsters for 1 less Tribute. Once per turn: You can target 1 Xyz Monster you control; attach 1 "Hazy Flame" monster from your hand or your side of the field to that Xyz Monster as an Xyz Material.
    Heart of Clear Water Spell Equip If the equipped monster's ATK is 1300 or higher, this card is destroyed. The monster equipped with this card is not destroyed as a result of battle or by the effect of a card that targets the monster. (Damage calculation is applied normally.)
    Heart of the Underdog Spell Normal During your Draw Phase, when you draw a Normal Monster Card(s), you can draw 1 more card by showing it to your opponent.
    Heartfelt Appeal Trap Normal When you take battle damage from your opponent's direct attack: Take control of the 1 face-up monster your opponent controls with the highest DEF, until your next End Phase. (If it's a tie, you get to choose.) Its effects is negated, also it cannot declare an attack.
    Heartless Drop Off Trap Counter When a face-up card(s) on the field and/or in the GY is added to your opponent's hand by an effect: Look at their hand, also banish the added card(s) and all cards with the same name, if any.
    Heat Wave Spell Normal 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 Metal Raiders Spell Field The first time each DARK Machine monster you control would be destroyed by battle each turn, it is not destroyed, and if you took battle damage from the battle, it gains that much ATK after damage calculation, and keeps that ATK gain as long as this card is on the field. Once per turn, if a monster you control that was originally a DARK Machine destroys a card(s) on the field by battle or card effect: You can Special Summon 1 DARK Machine monster from your hand.
    Heavy Slump Trap Normal You can only activate this card when your opponent has 8 or more cards in his/her hand. Your opponent adds his/her hand to the Deck, shuffles it, and draws 2 cards.
    Heavy Storm Spell Normal Destroy all Spell and Trap Cards on the field.
    Heavy Storm Duster Trap Normal Target up to 2 Spells/Traps on the field; destroy them. You cannot conduct your Battle Phase the turn you activate this card.
    Heavymetalfoes Electrumite Link/Effect Monster FIRE Psychic 1800 LINK-2 2 Pendulum Monsters
    If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of "Heavymetalfoes Electrumite" once per turn.
    Herald of the Abyss Spell Normal Pay 1500 LP and declare 1 Monster Type and 1 Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that monster's name. You can only activate 1 "Herald of the Abyss" per turn.
    Heraldry Change Trap Normal When an opponent's monster declares an attack: Special Summon 1 "Heraldic Beast" monster from your hand, then end the Battle Phase.
    Heraldry Reborn Spell Normal Target 1 "Heraldic Beast" monster in your Graveyard; Special Summon it.
    Heraldry Record Trap Counter When an effect of your opponent's Xyz Monster is activated by detaching its own Xyz Material(s): Negate the activation, and if you do, destroy it.
    Herculean Power Spell Continuous Once per turn, if your opponent controls a monster and you control no monsters, you can Special Summon 1 Level 4 or lower Gemini monster from your hand.
    Heritage of the Chalice Spell Normal Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn.
    Hero Barrier Trap Normal Negate 1 attack from an opponent's monster. You must control a face-up "Elemental HERO" monster to resolve this effect.
    Hero Blast Trap Normal Target 1 "Elemental HERO" Normal Monster in your Graveyard; add it to your hand, then destroy 1 face-up monster your opponent controls with ATK less than or equal to the target's ATK.
    Hero Counterattack Trap Normal When an "Elemental HERO" monster you control is destroyed by battle: Your opponent chooses and reveals 1 random card from your hand, then, if it is an "Elemental HERO" monster, you destroy 1 monster your opponent controls and Special Summon the chosen monster.
    Hero Flash!! Spell Normal 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 Spell Normal 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 Spell Normal 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 Medal Trap Normal When this Set card is destroyed and sent to the Graveyard by a card effect controlled by your opponent, shuffle this card into the Deck. Then draw 1 card.
    Hero Ring Trap Normal Target 1 Warrior-Type monster with an 1500 or less ATK; equip this card to that target. Monsters your opponent controls with 1900 or more ATK cannot attack that target.
    Hero Signal Trap Normal When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Elemental HERO" monster from your hand or Deck.
    Hero Spirit Trap Normal During the Battle Phase, if an "Elemental HERO" monster you controlled was destroyed by battle this turn: Make the Battle Damage from 1 of your opponent's monsters 0.
    HERO's Bond Spell Normal If there is a face-up "HERO" monster on the field: Special Summon 2 Level 4 or lower "Elemental HERO" monsters from your hand.
    Hero's Rule 2 Trap Counter Negate the activation of a Spell, Trap or Effect Monster's effect that targets a card(s) in the Graveyard, and destroy it.
    Heroic Advance Trap Normal When a face-up "Heroic" monster you control is targeted for an attack: Target another face-up Level 4 or lower "Heroic" monster you control; double its ATK during this Battle Phase, then switch the attack target to it and conduct damage calculation, but monsters cannot be destroyed by this battle.
    Heroic Chance Spell Normal 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.
    Heroic Gift Trap Normal If your opponent's Life Points are 2000 or less: Your opponent's Life Points become 8000, then draw 2 cards. You can only activate 1 "Heroic Gift" per turn.
    Heroic Retribution Sword Trap Normal Target 1 face-up "Heroic" monster you control; equip this card to that target. All Battle Damage you take from battles involving the equipped monster is also inflicted to your opponent. After damage calculation: Destroy any opponent's monster that battles the equipped monster.
    Hexatellarknight Spell Field Each "tellarknight" Xyz Monster gains 200 ATK and DEF for each Xyz Material attached to it. When a "tellarknight" Xyz Monster you control is targeted for an attack: You can send 1 "tellarknight" card from your hand to the Graveyard; negate that attack.
    Hey, Trunade! Spell Normal Return all Set Spells and Traps on the field to the hand.
    Hi-Five the Sky Trap Normal During your Battle Phase: Target 1 face-up Xyz Monster that attacked this turn; it can make a second attack during this Battle Phase. If it does so using this effect, your opponent cannot activate cards or effects until the end of the Damage Step.
    Hi-Speed Re-Level Spell Normal Banish 1 "Speedroid" monster from your Graveyard, then target 1 Synchro Monster you control; until the end of this turn, change its Level to the banished monster's Level, and it gains ATK equal to that monster's Level x 500.
    Hidden Armory Spell Normal 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.
    Hidden Soldiers Trap Normal Activate only when your opponent Normal Summons or Flip Summons a monster. Special Summon 1 Level 4 or lower DARK monster from your hand.
    Hidden Spellbook (F.K.A. Hidden Book of Spell) Trap Normal During your turn: Target 2 Spell Cards in your Graveyard; shuffle those targets into the Deck.
    Hidden Temples of Necrovalley Spell Continuous Activate only if both a "Gravekeeper's" monster and "Necrovalley" are on the field. Neither player can Special Summon monsters, except "Gravekeeper's" monsters. If either a "Gravekeeper's" monster or "Necrovalley" is not on the field, destroy this card.
    Hidden Village of Ninjitsu Arts Spell Field If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn.
    Hieratic Seal From the Ashes Trap Continuous Once per turn, during your opponent's turn: You can send 1 "Hieratic" monster from your Deck to your Graveyard. Once per turn, during your turn: You can target 1 of your banished "Hieratic" monsters; return that target to the Graveyard. When this face-up card on the field is sent to the Graveyard: Target 1 "Hieratic" monster in your Graveyard: Special Summon that target.
    Hieratic Seal of Banishment Trap Normal Tribute 1 "Hieratic" monster to target 1 card your opponent controls; banish that target.
    Hieratic Seal of Convocation Spell Normal Add 1 "Hieratic" monster from your Deck to your hand.
    Hieratic Seal of Reflection Trap Counter When a Spell Card, Trap Card, or monster effect is activated: Tribute 1 "Hieratic" monster; negate the activation, and if you do, destroy it.
    Hieratic Seal of Supremacy Spell Normal Special Summon 1 "Hieratic" monster from your hand.
    Hieratic Seal of the Heavenly Spheres Link/Effect Monster LIGHT Dragon 0 LINK-2 2 Dragon monsters
    Once per opponent's turn, if this card is in the Extra Monster Zone (Quick Effect): You can Tribute 1 monster from your hand or field; return 1 face-up card on the field to the hand. If this card is Tributed: Special Summon 1 Dragon monster from your hand or Deck, but make its ATK/DEF 0. You can only use this effect of "Hieratic Seal of the Heavenly Spheres" once per turn.
    Hieroglyph Lithograph Spell Normal Pay 1000 Life Points. During the current Duel, your hand size limit becomes 7.
    High Tide on Fire Island Trap Normal If you control a Level 7 or higher WATER or FIRE monster: Apply the appropriate effects, in sequence, depending on the Attributes of monsters you control at that time.
  • WATER: Special Summon as many WATER monsters as possible that were sent to your Graveyard to activate monster effects this turn, then destroy 1 monster you control.
  • FIRE: Destroy 1 monster on the field, then if you have any cards in your hand, discard 1 card to the Graveyard.
  • Hiita the Fire Charmer, Ablaze Link/Effect Monster FIRE Spellcaster 1850 LINK-2 2 monsters, including a FIRE monster
    (This card is always treated as a "Familiar-Possessed" card.)
    You can target 1 FIRE monster in your opponent's GY: Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.
    Hinotama Spell Normal Inflict 500 damage to your opponent.
    Hip Hoshiningen Link/Effect Monster LIGHT Fairy 1400 LINK-2 2 LIGHT monsters
    All LIGHT monsters on the field gain 500 ATK/DEF, also all DARK monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 LIGHT monster in your GY; add it to your hand. You can only use this effect of "Hip Hoshiningen" once per turn.
    Hippo Carnival Spell Quick-Play Special Summon 3 "Hippo Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0), but they cannot be Tributed. You cannot Special Summon monsters from the Extra Deckwhile a "Hippo Token" is in a Monster Card Zone. After this card is activated, your opponent cannot target monsters for attacks for the rest of this turn, except "Hippo Tokens".
    Honeybot Link/Effect Monster LIGHT Cyberse 1900 LINK-2 2 Cyberse monsters
    Neither player can target monsters this card points to with card effects, and those monsters cannot be destroyed by battle.
    Hope for Escape Trap Normal Activate only if your opponents Life Points are at least 1000 higher than yours. Pay 1000 Life Points. Draw 1 card for every 2000 points difference between your Life Points and your opponents.
    Horn of Heaven Trap Counter Tribute 1 monster on your side of the field. Negate the Normal Summon / Flip Summon / Special Summon of a monster and destroy it.
    Horn of Light Spell Equip Increase the DEF of a monster equipped with this card by 800 points. When this card is sent from the field to the Graveyard, if you pay 500 Life Points, this card returns to the top of your Deck.
    Horn of the Phantom Beast Trap Normal Target 1 Beast or Beast-Warrior-Type monster you control; equip this card to that target. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard: Draw 1 card.
    Horn of the Unicorn Spell Equip The equipped monster gains 700 ATK and DEF. When this card is sent from the field to the Graveyard: Return it to the top of the Deck.
    House of Adhesive Tape Trap Normal If the DEF of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, the monster is destroyed.
    Howl of the Wild Trap Continuous When a monster you control destroys an opponent's monster by battle and sends it to the Graveyard, inflict 300 damage to your opponent for each face-up Beast-Type monster you control.
    Huge Revolution Trap Normal This card can only be activated during your Main Phase when People Running About," "Oppressed People," and "United Resistance" are face-up on your side of the field. Send all cards in your opponent's hand to the Graveyard and destroy all cards your opponent controls on the field."
    Human-Wave Tactics Trap Continuous During the End Phase of each turn, select a number of Level 2 or lower Normal Monsters from your Deck equal to the number of your Level 2 or lower Normal Monsters destroyed as a result of battle during that turn, and Special Summon them to your side of the field. The Deck is then shuffled.
    Humid Winds Trap Continuous You can pay 1000 LP; add 1 "Aroma" monster from your Deck to your hand. If your LP is lower than your opponent's: You can gain 500 LP. You can only use each effect of "Humid Winds" once per turn.
    Hunting Instinct Trap Normal Activate only when a monster is Special Summoned to your opponent's side of the field. Special Summon 1 Dinosaur-Type monster from your hand.
    Hydro Pressure Cannon Spell Equip Equip only to a Level 3 or lower WATER monster. If it destroys an opponent's monster by battle, send 1 random card in your opponent's hand to the Graveyard.
    Hymn of Light Spell Ritual This card is used to Ritual Summon "Saffira, Queen of Dragons". You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. If a Ritual Monster(s) you control would be destroyed by battle or card effect while this card is in your Graveyard, you can banish this card instead.
    Hysteric Party Trap Continuous Activate this card by discarding 1 card: Special Summon as many copies of "Harpie Lady" as possible from your Graveyard. When this face-up card leaves the field, destroy those monsters.
    Hysteric Sign Spell Continuous When this card is activated: Add 1 "Elegant Egotist" from your Deck or Graveyard to your hand. During the End Phase of the turn this card was sent from the field or hand to the Graveyard: Add up to 3 "Harpie" cards with different names from your Deck to your hand. You can only activate 1 "Hysteric Sign" effect per turn, and only once that turn.
    Ib the World Chalice Priestess Link/Effect Monster WATER Spellcaster 1800 LINK-2 2 monsters with different Types and Attributes
    This linked card cannot be destroyed by battle or card effects. Your opponent cannot target this linked card with card effects. If a monster(s) this card points to would be destroyed by a card effect, you can send this card to the GY instead. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
    Icarus Attack Trap Normal Tribute 1 Winged Beast-Type monster. Destroy 2 cards on the field.
    Icy Crevasse Trap Normal When exactly 1 monster you control is destroyed and sent to the Graveyard by an opponent's card effect: Target 1 monster your opponent controls; send that target to the Graveyard, and if you do, inflict damage to your opponent equal to its original ATK in the Graveyard.
    Igknight Burst Trap Continuous Once per turn, during your Main Phase: You can destroy up to 3 other "Igknight" cards you control, then return an equal number of cards your opponent controls to the hand. If this card is sent to the Graveyard: You can add 1 face-up "Igknight" Pendulum Monster from your Extra Deck to your hand.
    Igknight Reload Spell Quick-Play Reveal any number of Pendulum Monsters from your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck +1, also you cannot draw cards by card effects for the rest of this turn. You can only activate 1 "Igknight Reload" per turn.
    Igknights Unite Spell Quick-Play Target 1 "Igknight" card you control; destroy it, and if you do, Special Summon 1 "Igknight" monster from your Deck. You can only activate 1 "Igknights Unite" per turn.
    Ignition Phoenix Spell Field All "Igknight" monsters gain 300 ATK and DEF. Once per turn: You can target 1 "Igknight" card you control; destroy it, and if you do, add 1 "Igknight" card from your Deck to your hand.
    Illusion Balloons Spell Quick-Play If a monster(s) was destroyed this turn, while you controlled it: Excavate the top 5 cards of your Deck, then you can Special Summon 1 excavated "Performapal" monster, also shuffle the rest back into your Deck.
    Illusion Magic Spell Quick-Play Tribute 1 Spellcaster-Type monster; add up to 2 copies of "Dark Magician" from your Deck and/or Graveyard to your hand. You can only activate 1 "Illusion Magic" perturn.
    Imduk the World Chalice Dragon Link/Effect Monster WIND Dragon 800 LINK-1 1 Normal Monster, except a Token
    During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.
    Impcantation Inception Spell Ritual This card can be used to Ritual Summon any Ritual Monster. You must also Tribute "Impcantation" monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If this card is in your GY: You can send 1 "Impcantation" card from your hand or face-up field to the GY, except "Impcantation Inception"; Special Summon 1 "Impcantation" monster from your Deck, then add this card from the GY to your hand. You can only use this effect of "Impcantation Inception" once per turn.
    Impcantation Thanatosis Spell Field When this card is activated: You can reveal 1 "Impcantation" monster in your hand and Special Summon 2 monsters with that monster's name from your Deck, then shuffle the revealed monster into the Deck. Once per turn, if a Ritual Monster is Special Summoned to your field (except during the Damage Step): You can target 1 card on the field; destroy it. You can only activate 1 "Impcantation Thanatosis" per turn.
    Impenetrable Attack Trap Normal During the Battle Phase, activate 1 of these effects.
  • Target 1 monster on the field; it cannot be destroyed by battle or by card effects during this Battle Phase.
  • You take no battle damage during this Battle Phase.
  • Impenetrable Formation Spell Continuous Select 1 monster on your side of the field to activate this card. While you have 2 or more monsters on your side of the field, and all monsters on your side of the field are in Defense Position, increase the DEF of the selected monster by 700 points. When the selected monster is removed from the field, destroy this card.
    Imperial Custom Trap Continuous Face-up Continuous Trap Cards cannot be destroyed, except "Imperial Custom." You can only control 1 "Imperial Custom."
    Imperial Iron Wall Trap Continuous Cards cannot be removed from play.
    Imperial Order Trap Continuous Negate all Spell Card effects on the field. During each of your Standby Phases, pay 700 Life Points or destroy this card.
    Imperial Tombs of Necrovalley Trap Counter When a Spell Card, Trap Card, or monster effect is activated, while both a "Gravekeeper's" monster and "Necrovalley" are on the field: Negate the activation, and if you do, destroy it. You can only activate 1 "Imperial Tombs of Necrovalley" per turn.
    Incandescent Ordeal Spell Ritual This card is used to Ritual Summon Legendary Flame Lord". You must also Tribute monsters whose total Levels equal 7 or more from the field or your hand."
    Incarnated Machine Angel Spell Continuous Your "Cyber Angel" Ritual Monsters cannot be destroyed by battle. When you take damage by battle or an opponent's card effect: You can Tribute 1 "Cyber Angel" Ritual Monster from your hand or field; Special Summon 1 "Cyber Angel" Ritual Monster from your hand. (This is treated as a Ritual Summon.) You can only use this effect of "Incarnated Machine Angel" once per turn.
    Indomitable Gladiator Beast Spell Quick-Play Target face-up "Gladiator Beast" monster you control gains 500 ATK until the End Phase. While this card is in your Graveyard, you can return 2 "Gladiator Beast" cards from your Graveyard to the Deck to return this card to your hand.
    Induced Explosion Trap Normal When a card(s) you control is destroyed by a Spell effect (except during the Damage Step): Target 1 card your opponent controls; destroy it. During either player's turn, except the turn this card was sent to the Graveyard, when a card(s) you control is destroyed by a Spell effect (except during the Damage Step): You can banish this card from your Graveyard, then target 1 card your opponent controls; destroy it.
    Infected Mail Spell Continuous Once per turn: You can target 1 Level 4 or lower monster you control; it can attack your opponent directly this turn. Send it to the Graveyard at the end of the Battle Phase.
    Infernity Barrier Trap Counter When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up Attack Position "Infernity" monster and have no cards in your hand: Negate the activation, and if you do, destroy that card.
    Infernity Break Trap Normal Activate only if you have no cards in your hand. Select 1 "Infernity" card in your Graveyard and remove it from play. Select 1 card your opponent controls and destroy it.
    Infernity Force Trap Normal Activate only when an "Infernity" monster is selected as an attack target while you have no cards in your hand. Destroy the attacking monster and Special Summon 1 "Infernity" monster from your Graveyard.
    Infernity Inferno Trap Normal Discard up to 2 cards and send the same number of "Infernity" cards from your Deck to the Graveyard.
    Infernity Launcher Spell Continuous Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them.
    Infernity Reflector Trap Normal Activate only by discarding all the cards in your hand when an "Infernity" monster is destroyed by battle and sent to the Graveyard. Select and Special Summon that monster from your Graveyard, and inflict 1000 damage to your opponent.
    Inferno Fire Blast Spell Normal 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.
    Inferno Reckless Summon Spell Quick-Play You can only activate this card when 1 monster with an ATK of 1500 points or less is Special Summoned to your side of the field while there is a face-up monster on your opponent's side of the field. Special Summon all cards with the same name as the Summoned monster from your hand, Deck, and Graveyard in face-up Attack Position. Your opponent selects 1 monster on their side of the field and Special Summons all cards with that same name from their hand, Deck, and Graveyard.
    Inferno Tempest Spell Quick-Play When you take 3000 or more Battle Damage from 1 attack, you can activate this card. Remove all monsters in each player's Deck and Graveyard from play.
    Infestation Infection Trap Continuous Once per turn: You can shuffle 1 "lswarm" monster from your hand or face-up on your field into the Deck; add 1 "lswarm" monster from your Deck to your hand.
    Infestation Pandemic Spell Quick-Play All face-up "lswarm" monsters you currently control are unaffected by other Spell/Trap effects this turn.
    Infestation Ripples Trap Normal Pay 500 Life Points to target 1 Level 4 or lower "Steelswarm" monster in your Graveyard; Special Summon it from the Graveyard.
    Infestation Terminus Trap Normal Target 1 "lswarm" monster you control and 2 cards your opponent controls; banish the first target, and if you do, return the second targets to the hand.
    Infestation Tool Trap Normal Send 1 "Steelswarm" monster from your Deck to the Graveyard to target 1 face-up "Steelswarm" monster you control; it gains 800 ATK until the End Phase.
    Infestation Wave Trap Normal Return 1 face-up Tribute Summoned "Steelswarm" monster to the hand to target 1 card your opponent controls; destroy it.
    Infinite Cards Spell Continuous As long as this card remains face-up on the field, there is no limit to the number of cards in both player's hands.
    Infinite Dismissal Trap Continuous Level 3 or lower monsters are destroyed during the End Phase of the turn that they are Normal Summoned or Flip Summoned.
    Infinite Impermanence Trap Normal If you control no cards, you can activate this card from your hand. Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated.
    Infinite Light Trap Continuous Activate this card by sending 1 face-up "Infinite Machine" in your Spell & Trap Zone to the GY. This face-up cannot be destroyed by an opponent's card effect. Neither player can target "Timelord" monsters you control with card effects, or return "Timelord" monsters from the field to the Deck. Once per turn, if you control no monsters: You can Special Summon up to 1 "Timelord" monsters each from your hand, Deck, and GY, with different names, ignoring their Summoning conditions.
    Infinite Machine Trap Continuous Activate this card by sending 1 face-up "Empty Machine" from your Spell & Trap Zone to the GY. Once per turn, this face-up card cannot be destroyed by your opponent's card effect. Once per turn: You can activate 1 of these effects.
  • During the Main Phase: Special Summon 1 "Timelord" monster from your hand.
  • You can target 1 "Timelord" monster in your GY; shuffle it into the Deck, then, you can Set 1 "Infinite Light" directly from your hand or Deck.
  • Infinitrack Fortress Megaclops Link/Effect Monster EARTH Machine 4000 LINK-3 3 Xyz Monsters
    Unaffected by other monsters' effects, except those of Xyz Monsters. Cannot be destroyed by battle, except with an Xyz Monster. You can target 1 Xyz Monster in your GY and 1 card your opponent controls; Special Summon that monster from your GY, and if you do, attach that opponent's card to it as material, also for the rest of this turn, any damage your opponent takes is halved. You can only use this effect of "Infinitrack Fortress Megaclops" once per turn.
    Infinitrack Goliath Link/Effect Monster EARTH Machine 1000 LINK-1 1 non-Link "Infinitrack" monster
    If this card is sent from the field to the GY: You can target 1 Xyz Monster you control; attach this card to that monster as material. You can only use this effect of "Infinitrack Goliath" once per turn. An Xyz Monster whose original Type is Machine and had this card as material gains this effect.
  • This card cannot be destroyed by card effects.
  • Inherited Fortune Trap Normal Activate during the turn a face-up "Fortune Lady" monster you control was destroyed. Special Summon up to 2 "Fortune Lady" monsters from your hand during your next Standby Phase.
    Insect Armor with Laser Cannon Spell Equip Equip only to an Insect-Type monster. It gains 700 ATK.
    Insect Barrier Spell Continuous Your opponent's Insect-Type monsters cannot attack as long as this card remains face-up on the field.
    Insect Imitation Spell Normal 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
    Insect Neglect Spell Continuous When your opponent's monster declares an attack, you can remove from play 1 Insect-Type monster from your Graveyard to negate the attack.
    Inspection Spell Continuous During your opponent's Standby Phase, you can randomly select 1 card in your opponent's hand and look at it at the cost of 500 Life Points.
    Inspiration Trap Normal Target 1 face-up monster you control; it gains 700 ATK until the end of this turn.
    Instant Fusion Spell Normal 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.
    Instant Neo Space Spell Equip Equip only to a Fusion Monster that lists "Elemental HERO Neos" as a Fusion Material Monster. It does not have to activate its effect during the End Phase to shuffle itself into the Extra Deck. If the equipped monster leaves the field: You can Special Summon 1 "Elemental HERO Neos" from your hand, Deck, or Graveyard.
    Intercept Trap TRAP Counter Activate only when a monster is Tribute Summoned with 1 Tribute. Take control of that monster.
    Intercept Wave Spell Quick-Play All Synchro Monsters on the field are changed to Defense Position. And then return all face-up Synchro Monsters to the Extra Deck during the End Phase.
    Interdimensional Matter Transporter Trap Normal Target 1 face-up monster you control; banish that target until the End Phase.
    Interdimensional Warp Trap Normal Select a monster you control and a monster with an A-Counter(s) your opponent controls. Switch control of those monsters.
    Interrupted Kaiju Slumber Spell Normal Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.
    Into the Void Spell Normal 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.
    Intrigue Shield Trap Normal Target 1 face-up monster you control; equip this card to that target. Once per turn, while the equipped monster is in face-up Attack Position, it cannot be destroyed by battle. You take no battle damage from attacks involving it.
    Introduction to Gallantry Trap Normal Activate only when your opponent has 5 or more cards in their hand. Your opponent discards 1 random card.
    Inverse Universe Trap Normal Switch the ATK and DEF of all face-up Effect Monsters on the field.
    Invigoration Spell Equip An Earth monster equipped with this card increases its ATK by 400 and decreases its DEF by 200.
    Invincibility Barrier Trap Continuous Once per turn: You can banish 1 face-up Ritual, Fusion, Synchro, Xyz, Pendulum, or Link Monster you control; this turn, the effects of monsters with the same card type as the banished monster (Ritual, Fusion, Synchro, Xyz, Pendulum, or Link) are negated.
    Invocation Spell Normal Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Materials. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's Graveyard as Fusion Materials. If this card is in your Graveyard: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.
    Inzektor Axe - Zektahawk Spell Equip Equip only to an "Inzektor" monster. It gains 1000 ATK. When the equipped monster declares an attack, your opponent cannot activate Spell/Trap Cards.
    Inzektor Crossbow - Zektarrow Spell Equip Equip only to an "Inzektor" monster. It gains 500 ATK. Your opponent cannot activate cards or effects in response to the equipped monster's effects.
    Inzektor Gauntlet Trap Continuous Target 1 face-up "Inzektor" monster you control; equip this card to that target. It gains 1000 DEF, and cannot be destroyed by your opponent's card effects.
    Inzektor Orb Trap Normal Target 1 face-up "Inzektor" monster you control; equip this card to that target. It gains 500 ATK and DEF. When exactly 1 "Inzektor" monster you control is targeted by a card effect (except during the Damage Step): You can send this Equip Card to the Graveyard; negate that effect.
    Inzektor Picofalena Link/Effect Monster DARK Insect 1000 LINK-2 2 Insect monsters
    If this card is Link Summoned: You can discard 1 card, then target 1 other Insect monster you control; equip 1 Insect monster from your Deck to it as an Equip Spell that gains this effect.
  • The equipped monster gains 500 ATK/DEF.
    You can target 3 Insect monsters in your GY; shuffle them into the Deck, then draw 1 card. You can only use each effect of "Inzektor Picofarena" once per turn.
  • Inzektor Sword - Zektkaliber Spell Equip Equip only to an "Inzektor" monster. It gains 800 ATK and DEF. When this face-up card on the field is sent to the Graveyard: Target 1 "Inzektor" monster in your Graveyard; add that target to your hand.
    Iron Cage Spell Continuous When this card is activated: Send 1 monster you control to the GY, or, if "Golden Castle of Stromberg" is in a Field Zone, you can send 1 monster your opponent controls to the GY, instead. Once per turn, during your Standby Phase: You can target 1 monster that was sent to the GY by this card's effect; destroy this card, and if you do, Special Summon that monster to your field. You can only activate 1 "Iron Cage" per turn.
    Iron Call Spell Normal 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 Armor Spell Equip Equip only to a "Koa'ki Meiru" monster. During damage calculation only, monsters that battle with the equipped monster lose ATK equal to the equipped monster's Level x 100. If the equipped monster would be destroyed during the End Phase, you can send this card to the Graveyard instead.
    Iron Core Immediate Disposal Spell Normal Select and send 1 "Iron Core of Koa'ki Meiru" from your Deck to your Graveyard.
    Iron Core Luster Trap Counter Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Negate the activation of your opponent's Spell or Trap Card, and destroy it.
    Iron Core of Koa'ki Meiru Spell Normal 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.
    Iron Core Specimen Lab Spell Field During each of your End Phases, destroy this card unless you reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Each time a "Koa'ki Meiru" monster on the field is destroyed during the End Phase, its owner can add 1 "Koa'ki Meiru" monster from their deck to their hand.
    Iron Draw Spell Normal If you control exactly 2 Machine Effect Monsters and no other monsters: Draw 2 cards. For the rest of this turn after this card resolves, you can only Special Summon once. You can only activate 1 "Iron Draw" per turn
    Isolde, Two Tales of the Noble Knights Link/Effect Monster LIGHT Warrior 1600 LINK-2 2 Warrior monsters
    If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.
    Ivy Shackles Trap Continuous While it is your turn, all face-up monsters your opponent controls become Plant-Type monsters. When this face-up card on the field is destroyed and sent to the Graveyard by an opponent's card effect, draw 1 card.
    Jackpot 7 Spell Normal 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 Spell Normal Your opponent selects 1 Insect-Type Monster from their Deck. After shuffling the Deck, place the card on top of the Deck.
    Jam Breeding Machine Spell Continuous During each of your Standby Phases, Special Summon 1 Slime Token" (Aqua-Type/WATER/LEVEL 1/ATK 500/DEF 500) in Attack Position. You cannot Summon any monsters, except "Slime Tokens" (but you can Set).
    Jam Defender Trap Continuous When an opponent's monster declares an attack on a monster you control: You can target 1 "Revival Jam" you control; switch the attack target to that target.
    Jar of Avarice Trap Normal Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.
    Jar of Greed Trap Normal Draw 1 card from your Deck.
    Jar Robber Spell Quick-Play You can only activate this card when Pot of Greed" is activated. Negate the effect of the "Pot of Greed" and draw 1 card from your Deck."
    Javelin Beetle Pact Spell Ritual This card is used to Ritual Summon "Javelin Beetle". You must also Tribute monsters from the field or your hand whose total Levels equal 8 or more.
    Jewels of the Valiant Spell Continuous If exactly 1 monster is banished from your Graveyard (and no other cards are banished at the same time), except during the Damage Step: You can send, from your Deck to the Graveyard, 1 monster that has a different Attribute from that banished monster. You can only use the effect of "Jewels of the Valiant" once per turn.
    Jolt Counter Trap Counter During the Battle Phase, when a Spell/Trap Card, or monster effect, is activated while you control a "Battlin' Boxer" monster: Negate the activation, and if you do, destroy that card.
    Judgment of Anubis Trap Counter Discard 1 card from your hand. Negate the activation and the effect of a Spell Card controlled by your opponent that has the effect of destroying Spell and/or Trap Card(s) on the field and destroy it. After that, you can destroy 1 face-up monster on your opponent's side of the field and inflict damage to your opponent equal to the ATK of the destroyed monster.
    Judgment of the Desert Trap Continuous The Battle Positions of face-up monsters that are flipped face-up after activation of this card cannot be changed, except with a card effect.
    Judgment of the Pharaoh Trap Normal Pay half your Life Points. Select and activate an appropriate effect which can be applied:
  • If "Yu-Jo Friendship" is in your Graveyard, until the end of this turn: your opponent cannot Normal Summon, Set, Flip Summon, or Special Summon a monster(s), or activate an Effect Monster's effect, and their monster's effects are negated.
  • If "Unity" is in your Graveyard, until the end of this turn: negate the effects of all Spell and Trap Cards on your opponent's side of the field, and your opponent cannot activate or Set Spell or Trap Cards.
  • Judgment of Thunder Trap Normal Activate only when you Summon a Thunder-Type monster(s). Destroy 1 card your opponent controls.
    Junk Barrage Spell Equip When the equipped monster destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to half the destroyed monster's ATK.
    Junk Box Spell Normal Select and Special Summon 1 Level 4 or lower "Morphtronic" monster from your Graveyard. Destroy it during the End Phase.
    Junk Connector Link/Effect Monster DARK Warrior 1700 LINK-2 2 Effect Monsters (Warrior and/or Machine), including a Tuner
    Once per turn, during the Main or Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only monsters this card points to. If this Link Summoned card you control is destroyed by battle or opponent's card effect and sent to the GY: You can Special Summon 1 "Junk" Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.)
    Junk Puppet Spell Normal Target 1 "Gimmick Puppet" monster in your Graveyard: Special Summon it. You can only activate 1 'Junk Puppet' per turn.
    Jurassic Impact Trap Normal If you control 2 or more Dinosaur monsters and your LP is lower than your opponent's: Destroy as many monsters on the field as possible, and if you do, take 1000 damage for each monster destroyed, then inflict damage to your opponent, equal to the damage you took. Until the end of the next turn after this card is activated, neither player can Normal or Special Summon.
    Jurassic World Spell Field All face-up Dinosaur-Type monsters gain 300 ATK and DEF.
    Jurrac Impact Trap Normal If you control a Dinosaur-Type monster with 2500 or more ATK: Destroy all cards on the field.
    Just Desserts Trap Normal Inflict 500 points of damage to your opponent's Life Points for each monster on your opponent's side of the field.
    Justi-Break Trap Normal Activate only when your opponent declares an attack against a face-up Normal Monster you control. Destroy all monsters on the field, except face-up Attack Position Normal Monsters.
    Kaiju Capture Mission Trap Continuous Once per turn, if there are less than 3 Kaiju Counters on this card: You can target 1 "Kaiju" monster on the field; change it to face-down Defense Position, then place 1 Kaiju Counter on this card (max. 3). If this card in your possession is destroyed by an opponent's card and sent to your Graveyard: You can draw 2 cards. You can only use this effect of "Kaiju Capture Mission" once per turn.
    Kaiser Colosseum Spell Continuous If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.
    Kaminote Blow Spell Normal 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 Anatomy Spell Continuous Each time a "Karakuri" monster's battle position is changed, place 1 Karakuri Counter on this card (max. 2). You can send this card from the field to the Graveyard to draw 1 card for each Karakuri Counter on this card.
    Karakuri Cash Cache Spell Normal 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.
    Karakuri Cash Shed Trap Counter Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it.
    Karakuri Gold Dust Spell Quick-Play Activate only during the Battle Phase. Select 2 face-up "Karakuri" monsters in Attack Position. Change 1 of the selected monsters to Defense Position, and the other gains ATK equal to the ATK of the monster changed to Defense Position, until the End Phase.
    Karakuri Klock Trap Normal Activate only when a face-up Defense Position "Karakuri" monster is selected as an attack target. Destroy all face-up monsters your opponent controls.
    Karakuri Showdown Castle Spell Field When a face-up "Karakuri" monster you control selects an opponent's face-up monster as an attack target, you can change the target's battle position. When this face-up card on the field is destroyed and sent to the Graveyard, you can select 1 Level 4 or higher "Karakuri" monster in your Graveyard, and Special Summon it.
    Karakuri Trick House Trap Normal Activate only when the battle position of a face-up "Karakuri" monster you control is changed . Select 1 card on the field, and destroy it.
    Karma Cut Trap Normal Discard 1 card. Remove from play 1 face-up monster your opponent controls. Then, remove from play any cards in your opponent's Graveyard with the same name as that monster.
    Karma of the Destruction Swordsman Spell Quick-Play Target up to 3 monsters of the same Type in your opponent's Graveyard; banish them, and if you do, 1 "Buster Blader" monster or 1 "Destruction Sword" monster you control gains 500 ATK and DEF for each of those banished monsters, until the end of this turn. If this card is in your Graveyard: You can discard 1 "Destruction Sword" card; add this card to your hand. You can only use each effect of "Karma of the Destruction Swordsman" once per turn.
    Kickfire Trap Continuous Once per turn, when a face-up FIRE monster(s) you control is destroyed by a card effect, place 1 counter on this card for each destroyed FIRE monster. During either player's Standby Phase: You can send this card to the Graveyard; inflict 1000 damage to your opponent for each counter on this card.
    Kid Guard Trap Normal When an opponent's monster declares an attack: Tribute 1 "Hero Kid"; negate the attack, then add 1 "Elemental HERO" monster from your Deck to your hand.
    King Scarlet Trap Continuous If a "Red Dragon Archfiend" monster you control battles, during damage calculation: Make that monster you control unable to be destroyed by that battle, and if you do,Special Summon this card as a Normal Monster (Fiend-Type/Tuner/FIRE/Level 1/ATK0/DEF 0). (This card is also still a Trap Card.)
    King's Consonance Trap Normal When an opponent's monster declares a direct attack: Negate the attack, then you can apply the rest of this card's effect. Banish 1 Tuner monster and any number of non-Tuner monsters from your Graveyard, whose total Levels equal 8 or less, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels of those banished monsters. (This Special Summon is treated as a Synchro Summon.)
    King's Synchro Trap Normal When your opponent's monster declares an attack on a Synchro Monster you control: Negate the attack, then you can apply the rest of this card's effect. Banish that Synchro Monster you control and 1 Tuner from your Graveyard, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels the banished monsters had. (This Special Summon is treated as a Synchro Summon.)
    Kishido Spirit Spell Continuous Monsters on your side of the field cannot be destroyed in a battle if the monsters' ATK are equal.
    Knight's Title Spell Normal 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.
    Knightmare Cerberus Link/Effect Monster EARTH Fiend 1600 LINK-2 2 monsters with different names
    If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.
    Knightmare Goblin Link/Effect Monster WIND Fiend 1300 LINK-2 2 monsters with different names
    If this card is Link Summoned: You can discard 1 card; if this card was co-linked when this effect was activated, you can draw 1 card, also, during your Main Phase this turn, you can Normal Summon 1 monster from your hand to your zone this card points to, in addition to your Normal Summon/Set. You can only use this effect of "Knightmare Goblin" once per turn. Neither player can target your co-linked monsters with card effects.
    Knightmare Gryphon Link/Effect Monster LIGHT Fiend 2500 LINK-4 2+ monsters with different names
    If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap in your GY; Set it to your field, but it cannot be activated this turn, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Gryphon" once per turn. Special Summoned monsters on the field cannot activate their effects, unless they are linked.
    Knightmare Mermaid Link/Effect Monster WATER Fiend 1000 LINK-1 1 "Knightmare" monster, except "Knightmare Mermaid"
    If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck, then if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked.
    Knightmare Phoenix Link/Effect Monster FIRE Fiend 1900 LINK-2 2 monsters with different names
    If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
    Knightmare Unicorn Link/Effect Monster DARK Fiend 2200 LINK-3 2+ monsters with different names
    If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; return it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters is on the field, for your normal draw during your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
    Koa'ki Meiru Initialize! Spell Quick-Play Tribute 1 "Koa'ki Meiru" monster to add 1 "Iron Core of Koa'ki Meiru" from your Deck or Graveyard to your hand.
    Koa'ki Meiru Shield Trap Normal If there are 2 or more "Iron Core of Koa'ki Meiru" in your Graveyard, you can activate this card when your opponent declares an attack with their monster. Destroy all face-up Attack Position monsters your opponent controls.
    Koa'ki Ring Spell Normal 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.
    Kozaky's Self-Destruct Button Trap Normal Inflict 1000 points of damage to the Life Points of the player who destroyed this Set card.
    Kozmo Lightsword Spell Equip Equip only to a Psychic-Type "Kozmo" monster. It gains 500 ATK and DEF, it can make up to 2 attacks on monsters during each Battle Phase, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can pay 800 LP; add this card to your hand. You can only use this effect of "Kozmo Lightsword" once per turn.
    Kozmojo Trap Normal Target 1 "Kozmo" monster you control; destroy it, and if you do, banish 1 card your opponent controls or in their Graveyard. You can only activate 1 "Kozmojo" per turn.
    Kozmotown Spell Field Once per turn: You can target 1 of your banished "Kozmo" monsters; return it to the hand, and if you do, lose LP equal to its original Level x 100. Once per turn: You can reveal any number of "Kozmo" monsters in your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck. If this card in the Field Zone is destroyed by a card effect: You can add 1 "Kozmo" card from your Deck to your hand.
    Kozmourning Trap Continuous Monsters destroyed by battle with "Kozmo" monsters you control are shuffled into the Deck instead of going to the Graveyard. You can banish this card from your Graveyard; the first time you would take battle damage from a battle involving a "Kozmo" monster you control this turn, gain that much LP, instead.
    Krystal Avatar Trap Counter When an opponent's monster declares a direct attack, if its ATK is greater than or equal to your LP: Special Summon this card in Attack Position as an Effect Monster (Warrior-Type/LIGHT/Level 4/ATK ?/DEF 0) that has ATK equal to your LP, then change the attack target to this card. (This card is also still a Trap Card.) If this card Summoned this way is destroyed by battle, after damage calculation: Inflict damage to your opponent equal to its ATK.
    Kunai with Chain Trap Normal Activate 1 or both of these effects (simultaneously).
  • When an opponent's monster attacks: Target the attacking monster; change that target to Defense Position.
  • Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK.
  • Kyoutou Waterfront Spell Field Each time a card(s) is sent from the field to the Graveyard, place 1 Kaiju Counter on this card for each sent card (max. 5). Once per turn, while 3 or more Kaiju Counters are on this card: You can add 1 "Kaiju" monster from your Deck to your hand. If this card would be destroyed, you can remove 1 Kaiju Counter from this card instead.
    Labyrinth of Nightmare Trap Continuous During the End Phase of each turn, change the Battle Positions of all face-up monsters on the turn player's side of the field.
    Lair of Darkness Spell Field All face-up monsters on the field become DARK. Once per turn, if you would Tribute a monster you control to activate a card effect, you can Tribute 1 DARK monster your opponent controls, even though you do not control it. Once per turn, during the End Phase: Special Summon as many "Torment Tokens" (Fiend/DARK/Level 3/ATK 1000/DEF 1000) as possible to the turn player's field in Defense Position, up to the number of monsters Tributed this turn while this card was face-up.
    Lair Wire Trap Normal Remove from play 1 Insect-Type monster from your Graveyard and select 1 monster your opponent controls and destroy the selected monster.
    Landoise's Luminous Moss Spell Normal Activate only if you control a face-up "Naturia" monster. The opponent's Effect Monsters cannot activate their effects this turn.
    LANphorhynchus Link Monster LIGHT Cyberse 1200 LINK-2 2 monsters
    Laser Cannon Armor Spell Equip An Insect-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Laser Qlip Spell Field During your Main Phase, you can Normal Summon 1 "Qli" monster in addition to your Normal Summon/Set. (You can only gain this effectonce per turn.) Normal Summons of "Qli" monsters cannot be negated.
    Last Chapter of the Noble Knights Spell Normal If your opponent controls a monster and you control no monsters: You can target 1 "Noble Arms" Equip Spell Card and 1 appropriate "Noble Knight" monster in your Graveyard; Special Summon that monster, and if you do, equip that Equip Spell Card to that appropriate monster. You can only activate 1 "Last Chapter of the Noble Knights" per turn.
    Last Counter Trap Counter When an attack is declared involving a "Battlin' Boxer" monster you control and an opponent's monster: Negate the attack, and if you do,send that monster you control to the Graveyard, then 1 "Battlin' Boxer" monster you control (in Attack Position, if you declared the attack) gains ATK equal to the original ATK of that opponent's monster, also proceed to damage calculation using those monsters. Then, you takedamage equal to the amount of ATK gained from this effect.
    Last Day of Witch Spell Normal Destroy all face-up Spellcaster-Type monsters on the field.
    Last Hope of Nephthys Spell Normal Target 1 other "Nephthys" card you control and 1 card your opponent controls: destroy them. You can only activate 1 "Last Hope of Nephthys" per turn.
    Last Minute Cancel Trap Normal When an opponent's monster declares an attack while you control an Attack Position monster(s): Change all monsters you control to Defense Position. Until the end of this turn, after this card is activated, return any face-up "Performapal" monster you control that is destroyed by battle or card effect to the hand instead of sending it to the Graveyard.
    Last Resort Trap Normal Activate only when your opponent's monster declares an attack. You can select 1 "Ancient City - Rainbow Ruins" from your Deck and activate it. If your opponent had an active Field Spell Card when this card was activated, they can draw 1 card.
    Last Turn Trap Normal This card can only be activated during your opponent's turn when your Life Points are 1000 or less. Select 1 monster on your side of the field and send all other cards on the field and in their respective owner's hands to their respective Graveyards. After that, your opponent selects and Special Summons 1 monster from his/her Deck in face-up Attack Position and attacks your selected monster. (Any Battle Damage from this battle is treates as 0). The player whose monster reamins along on field at the End Phase of this turn wins the Duel. Any other case results in a DRAW.
    Last Will Spell Normal 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.
    Ledger of Legerdemain Spell Normal Banish 3 cards from the top of your Deck, face-down. During your 3rd Standby Phase after this card's activation, add all 3 cards to your hand. You can only activate 1 "Ledger of Legerdemain" per turn.
    Leeching the Light Spell Normal 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.
    Left Arm Offering Spell Normal If you have 2 or more other cards in your hand: Banish your entire hand; add 1 Spell Card from your Deck to your hand. You cannot Set Spell/Trap Cards during the turn you activate this card.
    Legacy of a HERO Spell Normal Return 2 Fusion Monsters from your Graveyard to the Extra Deck that list a "HERO" monster as Material; draw 3 cards. You can only activate 1 "Legacy of a HERO" per turn.
    Legacy of the Duelist Spell Continuous When your monster declares an attack: You can target 1 Spell/Trap Card your opponent controls; negate the attack, and if you do, destroy that card. Each player can only Set 1 Spell/Trap Card from the hand per turn. Monsters cannot attack the turn they were Special Summoned from the Extra Deck. During your Draw Phase, before your draw: You can give up your normal draw this turn, and if you do, add 1 monster from your Graveyard to your hand.
    Legacy of Yata-Garasu Trap Normal Select and activate 1 of these effects:
  • Draw 1 card.
  • Activate only when a Spirit monster is face-up on your opponent's side of the field. Draw 2 cards.
  • Legend of Heart Spell Normal 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.
    Legendary Black Belt Spell Equip You can only equip this card to "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk". When the equipped monster destroys your opponent's monster and sends it to the Graveyard as a result of battle, inflict damage to your opponent's Life Points equal to the DEF of the destroyed monster.
    Legendary Decks II Joey Token Token This card can be used as any Token
    Legendary Decks II Kaiba Token Token This card can be used as any Token
    Legendary Decks II Yugi Token Token This card can be used as any Token
    Legendary Ebon Steed Spell Equip Equip only to a "Six Samurai" monster. It be gains 200 ATK and DEF, it if would destroyed, destroy this card instead.
    Legendary Sword Spell Equip A Warrior-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Legendary Wind-Up Key Spell Quick-Play Change all face-up "Wind-Up" monsters you control to face-down Defense Position.
    Lemuria, the Forgotten City Spell Field This card's name is treated as "Umi". All WATER monsters gain 200 ATK and DEF. Once per turn, during your Main Phase: You can have all WATER monsters you currently control gain Levels equal to the number of WATER monsters you currently control, until the End Phase.
    Leodrake's Mane Spell Normal Select 1 face-up "Naturia" monster you control. Its ATK becomes 3000, and its effects are negated, until the End Phase.
    Level Conversion Lab Trap Normal Select 1 monster in your hand and show it to your opponent, then roll a six-sided die. If the result is 1, send the selected monster to the Graveyard. If the result is 2-6, the Level of the selected monster becomes equal to the result until the End Phase of this turn.
    Level Down!? Spell Normal 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 Lifter Spell Normal Send 1 monster from your hand to the Graveyard, then target up to 2 face-up monsters you control; their Levels become the original Level of the monster sent to the Graveyard to activate this card.
    Level Limit - Area A Trap Continuous All face-up Level 3 or lower monsters on the field are changed to Attack Position and remain in Attack Position.
    Level Limit - Area B Spell Continuous All face-up Level 4 or higher monsters on the field are in Defense Position while this card is active.
    Level Modulation Spell Normal 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 Retuner Trap Normal Reduce the Level of 1 face-up monster you control by up to 2.
    Level Tuning Spell Normal Reduce the Level of all face-up monsters you control by 1, until the End Phase.
    Level Up! Spell Normal 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.
    Liberty at Last! Trap Normal When a monster you control is destroyed by battle and sent to the Graveyard: Target 2 face-up monsters on the field; shuffle those targets into the Deck.
    Life Absorbing Machine Trap Continuous During your Standby Phase, gain Life Points equal to half of the total Life Points you paid during your last turn.
    Life Equalizer Trap Normal You can only activate this card when the difference between both players' Life Points is 8000 or more. Both players' Life Points become 3000.
    Light Barrier Spell Field During your Standby Phase, toss a coin. If the result is Tails, the following effects are negated until your next Standby Phase:
  • When you Summon an "Arcana Force" monster, choose which effect to apply without tossing a coin. If an "Arcana Force" monster destroys an opponent's monster by battle, you gain Life Points equal to the destroyed monster's original ATK.
  • Light Laser Spell Equip This card can only be equipped to a LIGHT Warrior-Type monster. Any monsters that battle with the equipped monster are removed from play at the end of the Damage Step.
    Light of Destruction Trap Continuous When an opponent's card effect sends a card(s) from their Deck to the Graveyard, send the top 3 cards of their Deck to the Graveyard.
    Light of Intervention Trap Continuous Monster Cards cannot be Set face-down. Monsters Set in Defense Position are Normal Summoned in face-up Defense Position.
    Light of Judgment Trap Normal Activate this card by discarding 1 LIGHT Monster Card from your hand to the Graveyard while The Sanctuary in the Sky" is on the field. Select 1 card on the field controlled by your opponent or 1 card in your opponent's hand (you can look at your opponent's hand), and send it to the Graveyard."
    Light of Redemption Spell Normal Pay 800 Life Points to target 1 of your banished LIGHT monsters; add that target to your hand.
    Light Spiral Trap Continuous Each time a card(s) is sent from your Deck to the Graveyard by the effect of a "Lightsworn" monster, remove from play the top card of your opponent's Deck.
    Light Wing Shield Spell Quick-Play When a monster's attack is negated: Activate 1 of these effects;
  • It becomes the End Phase of this turn.
  • Target 1 "Utopia" Xyz Monster you control; its ATK becomes double its original ATK until the end of this turn.
    If a "Utopia" Xyz Monster you control would detach exactly 1 Xyz Material to activate its effect, you can banish this card from your Graveyard instead.
  • Light-Imprisoning Mirror Trap Continuous When the effect of a LIGHT monster activates on the field or in the Graveyard, negate it.
    Lighten the Load Spell Continuous Add 1 Level 7 or higher monster from your hand to your Deck and shuffle it, then draw 1 card. You can only use this effect once per turn.
    Lightforce Sword Trap Normal Select 1 random card from your opponent's hand and remove it from play face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand.
    Lightning Blade Spell Equip You can only equip this card to a Warrior-Type monster. Increase the ATK of the equipped monster by 800 points and decrease the ATK of all WATER monsters on the field by 500 points.
    Lightning Vortex Spell Normal Discard 1 card. Destroy all face-up monsters your opponent controls.
    Lightsworn Barrier Trap TRAP Continuous When a face-up "Lightsworn" monster you control is selected as an attack target, you can send the top 2 cards of your Deck to the Graveyard to negate the attack.
    Lightsworn Judgment Trap Normal Place this card on top of the Deck. If this card is sent from the Deck to the Graveyard by a "Lightsworn" monster's effect: You can add 1 "Judgment Dragon" from your Deck to your hand.
    Lightsworn Sabre Spell Equip Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is sent from your Deck to your Graveyard, you can equip it to 1 "Lightsworn" monster you control.
    Lightsworn Sanctuary Spell Continuous Once per turn: You can send 1 "Lightsworn" monster from your hand to the Graveyard, then target 1 other "Lightsworn" monster in your Graveyard; add it to your hand. Each time a card(s) is sent from you rDeck to the Graveyard, place 1 Shine Counter on this card. If a "Lightsworn" card(s) you control would be destroyed by a card effect, you can remove 2 Shine Counters from your side of the field for each of those "Lightsworn" card(s) instead.
    Lightwave Tuning Spell Normal Select 1 Level 4 LIGHT monster you control. It is treated as a Tuner monster while it is face-up on the field.
    Limit Code Trap Normal If you have any Cyberse Link Monsters in your GY: Place 1 counter on this card for each of those monsters, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck, and equip it with this card. When this card leaves the field, destroy the equipped monster. Once per turn, during your End Phase: Remove 1 counter from this card. If you cannot, destroy it. You can only activate 1 "Limit Code" per Duel.
    Limit Impulse Trap Normal Send 2 cards from your hand to the Graveyard. Special Summon 2 "Soul Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0). These Tokens cannot be Tributed except for a Tribute Summon.
    Limit Overdrive Spell Quick-Play Return 1 Tuner Synchro Monster and 1 non-Tuner Synchro Monster you control to the Extra Deck; Special Summon 1 Synchro Monster from your Extra Deck whose Level is equal to the combined Level of those 2 returned monsters, ignoring its Summoning conditions. You can only activate 1 "Limit Overdrive" per turn.
    Limit Reverse Trap Continuous Target 1 monster with 1000 or less ATK in your Graveyard; Special Summon it in Attack Position. If the target is changed to Defense Position, destroy it and this card. When this card leaves the field, destroy the target. When the target is destroyed, destroy this card.
    Limiter Overload Trap Normal When this card is sent to the Graveyard, Special Summon 1 "Speed Warrior" from your hand, Deck or Graveyard.
    Limiter Removal Spell Quick-Play Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters.
    Lineage of Destruction Trap Normal Activate only during a turn in which you destroyed a Defense Position monster your opponent controlled. Select 1 Level 8 monster you control. During this turn, the selected monster can attack twice.
    Linear Accelerator Cannon Spell Normal 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.
    Link Bound Spell Quick-Play Target 1 Link Monster you control or in your GY; return it to the Extra Deck, and if you do, draw cards equal to its Link Rating, then place cards from your hand on the bottom of the Deck in any order, equal to the number of cards you drew. You can only activate 1 "Link Bound" per turn.
    Link Bumper Link/Effect Monster EARTH Cyberse 1400 LINK-2 2 Cyberse monsters
    Once per turn, at the end of the Damage Step, if your monster this card points to attacked an opponent's Link Monster: You can activate this effect; the monster that attacked gains 1 additional attack on an opponent's Link Monster during this Battle Phase for each Link Monster you currently control, except this card. Your monsters (except that monster) cannot attack the turn you activate this effect.
    Link Devotee Link/Effect Monster EARTH Cyberse 500 LINK-1 1 Level 4 or lower Cyberse monster
    If this card is Special Summoned: For the rest of this turn, you cannot Link Summon Link-3 or higher Link Monsters. If this co-linked card is Tributed: You can Special Summon 2 "Link Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0). You can only use this effect of "Link Devotee" once per turn.
    Link Disciple Link/Effect Monster LIGHT Cyberse 500 LINK-1 1 Level 4 or lower Cyberse monster
    You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.
    Link Hole Spell Normal If you control a Link-4 or higher monster: Destroy monsters your opponent controls, up to the number of Link-3 or higher monsters you control. You can only activate 1 "Linkage Hole" per turn.
    Link Restart Trap Counter When a Spell/Trap Card, or monster effect, is activated that would inflict damage to you: Negate the activation, and if you do, Special Summon 1 Link Monster from your GY.
    Link Spider Link/Effect Monster EARTH Cyberse 1000 LINK-1 1 Normal Monster
    Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.
    Link Turret Trap Continuous When this card is activated: Place 4 counters on this card. Each time you take battle damage, place 1 counter on this card. During your Main Phase 2: You can remove 1 counter from this card, then target 1 "Rokket" monster in your GY; Special Summon it, but its effects are negated, also its banished when it leaves the field. You cannot Special Summon monsters from your Extra Deck, except DARK Link Monsters, the turn you activate this effect (even if this card leaves the field).
    Linkuriboh Link/Effect Monster DARK Cyberse 300 LINK-1 1 Level 1 monster
    When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.
    Litmus Doom Ritual Spell Ritual This card is used to Ritual Summon "Litmus Doom Swordsman". You must also Tribute monsters from your hand or field, whose total Levels equal 8 or more. If this card is in the GY: You can target 1 "Litmus Doom Swordsman" in your GY; shuffle both it and this card from the GY into the Deck, then draw 1 card. You can only use this effect of "Litmus Doom Ritual" once per turn.
    Living Fossil Spell Equip Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn.
    Localized Tornado Trap Normal Shuffle all cards from your hand and Graveyard into the Deck.
    Loge's Flame Trap Continuous While you control a "Valkyrie" monster, monsters your opponent controls with 2000 or less ATK cannot attack. If this card in your possession is destroyed by an opponent's card effect: You can Special Summon 1 Level 5 or higher "Valkyrie" monster from your hand or Deck.
    Lone Wolf Trap Continuous You can only activate this card if there is only 1 monster on your side of the field, and it is "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk". That monster is not destroyed as a result of battle, and is unaffected by any of your opponent's monster effects.
    Longirsu, the Orcust Orchestrator Link/Effect Monster DARK Machine 2500 LINK-3 2+ Effect Monsters, including an "Orcust" monster
    This linked card cannot be destroyed by card effects. You can target 2 of your banished Machine monsters; shuffle them into the Deck, then you can send 1 linked monster your opponent controls to the GY. This card cannot attack the turn you activate this effect. You can only use this effect of "Longirsu, the Orcust Orchestrator" once per turn.
    Loop of Destruction Trap Continuous This card's name becomes "Ring of Destruction" while on the field. Once per turn, if a monster(s) on the field is destroyed by a card effect (except during the Damage Step): You can target 1 monster on the field; destroy it, and if you do, each player takes 500 damage.
    Lose 1 Turn Trap Continuous Activate this card only if you currently control no Special Summoned monsters. During the turn a monster is Special Summoned, negate its effects. If an Effect Monster(s) is Special Summoned in Attack Position: Change it to Defense Position.
    Loss Time Trap Normal If your opponent's LP is 4000 or higher, your LP becomes 1000 less than theirs. You can only activate 1 "Loss Time" per turn.
    Lost Wind Trap Normal Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
    Lost World Spell Field All monsters on the field lose 500 ATK and DEF, except Dinosaur-Type monsters. Once per turn, if a Dinosaur-Type monster is Normal or Special Summoned (except during the Damage Step): You can Special Summon 1 "Jurraegg Token" (Dinosaur-Type/EARTH/Level 1/ATK 0/DEF 0) to your opponent's field in Defense Position. While your opponent controls a Token, they cannot target monsters on the field with card effects, except Tokens. Once per turn, if a Normal Monster(s) on the field would be destroyed by battle or card effect, you can destroy that many Dinosaur-Type monsters in your hand and/or Deck instead.
    Lucky Chance Trap Continuous When an Effect Monster's effect that requires only 1 coin toss is activated call Heads or Tails. If you call it right, draw 1 card.
    Lucky Cloud Spell Normal During the End Phase, if you Summoned 2 or more "Cloudian" monsters with the same name this turn, draw 2 cards.
    Lucky Iron Axe Spell Equip The equipped monster gains 500 ATK. When this face-up card on the field is destroyed by your opponent's card effect and sent to the Graveyard: Draw 1 card.
    Lucky Punch Trap Continuous Once per turn, when an opponent's monster declares an attack: You can toss a coin 3 times. If the result is 3 heads, draw 3 cards, but if the result is 3 tails, destroy this card. If this face-up card on the field is destroyed: You lose 6000 Life Points.
    Lullaby of Obedience Spell Normal Pay 2000 LP and declare 1 Monster Card name; your opponent looks at their Deck, reveals 1 of the declared monsters if there is any, and applies 1 of these effects.
  • Add it to the hand of the player who activated this card.
  • The player who activated this card Special Summons it to their field in Attack Position, ignoring its Summoning conditions.
  • Lumenize Trap Normal When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and 1 face-up LIGHT monster you control gains ATK equal to that target's ATK, until your next End Phase.
    Luminous Dragon Ritual Spell Ritual This card is used to Ritual Summon "Paladin of Photon Dragon". You must also Tribute monsters from your hand or field whose total Levels equal exactly 4. You can banish this card from your Graveyard; banish monsters from your Graveyard whose total Levels equal exactly 4, and Special Summon 1 "Paladin of Photon Dragon" from your hand after that. (This Special Summon is treated as a Ritual Summon.)
    Luminous Spark Spell Field Increase the ATK of all LIGHT monsters by 500 and decreases their DEF by 400 points.
    Luna Light Perfume Spell Normal Target 1 "Lunalight" monster in your Graveyard; Special Summon it. You can banish this card from your Graveyard, then discard 1 card; add 1 "Lunalight" monster from your Deck to your hand.
    Lunalight Fusion Spell Normal Fusion Summon 1 "Lunalight" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use 1 "Lunalight" monster in your Deck or Extra Deck as Fusion Material. You can only activate 1 "Lunalight Fusion" per turn.
    Lunalight Reincarnation Dance Trap Normal If a monster(s) you control is destroyed by battle or card effect: Add up to 2 "Lunalight" monsters from your Deck to your hand. You can only activate 1 "Lunalight Reincarnation Dance" per turn.
    Lunalight Serenade Dance Trap Continuous When a Fusion Monster(s) is Fusion Summoned to your field (except during the Damage Step): You can target 1 of those monsters, apply these effects in sequence.
  • Special Summon 1 "Lunalight Token" (Beast-Warrior/DARK/Level 4/ATK 2000/DEF 2000) to your opponent's field.
  • That target gains 500 ATK for each monster your opponent controls (even if this card leaves the field).
    During your Main Phase: You can banish this card from your GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "Lunalight" monster from your Deck. You can only use this effect of "Lunalight Serenade Dance" once per turn.
  • Machina Armored Unit Spell Continuous Once per turn, when a Machine-Type monster is destroyed by battle and sent to your Graveyard, you can Special Summon 1 Machine-Type monster with lower ATK and the same Attribute from your Deck.
    Machine Angel Absolute Ritual Spell Ritual This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster. You must also Tribute monsters from your hand or field and/or shuffle Fairy or Warrior-Type monsters from your Graveyard into the Deck, whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.
    Machine Angel Ritual Spell Ritual This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If a LIGHT monster(s) you control would be destroyed by battle or card effect while this card is in your Graveyard, you can banish this card instead.
    Machine Assembly Line Spell Continuous All Machine-Type monsters on the field gain 200 ATK. Each time a face-up Machine-Type monster(s) on the field is destroyed, place 2 Junk Counters on this card. You can send this card to the Graveyard, then target 1 Machine-Type monster in your Graveyard whose Level is less than or equal to the number of Junk Counters that were on this card; Special Summon that target.
    Machine Conversion Factory Spell Equip A Machine-Type monster equipped with this card increases its ATK and DEF by 300 points.
    Machine Duplication Spell Normal 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.
    Machine King - 3000 B.C. Trap Continuous Special Summon this card as an Effect Monster (Machine-Type/EARTH/Level 4/ATK 1000/DEF 1000). (This card is also still a Trap Card.) You cannot Normal or Special Summon another monster the turn you activate this card. Once per turn, during your Main Phase: You can Tribute 1 Machine-Type monster; this card gains ATK equal to the Tributed monster's ATK, until the End Phase.
    Macro Cosmos Trap Continuous When this card resolves: You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
    Madolche Chateau Spell Field When this card is activated: Shuffle all "Madolche" monsters in your Graveyard into the Deck. All "Madolche" monsters on the field gain 500 ATK and DEF. If a monster(s) in your Graveyard would be returned to the Deck by the effect of a "Madolche" monster, you can add it to your hand instead.
    Madolche Fresh Sistart Link/Effect Monster EARTH Fairy 1500 LINK-2 2 "Madolche" monsters
    While this card points to a "Madolche" monster, "Madolche" Spells/Traps you control cannot be destroyed by card effects, also neither player can target them with card effects. If this card on the field would be destroyed by battle or card effect, you can shuffle 1 "Madolche" monster from your GY into the Deck instead.
    Madolche Lesson Trap Normal Target 1 "Madolche" monster in your Graveyard; Shuffle that target into your Deck, and if you do, all "Madolche" monsters you currently control gain 800 ATK and DEF, then you can shuffle 1 other monster from your Graveyard into the Deck.
    Madolche Nights Trap Counter When a monster effect is activated, if you have no monsters in your Graveyard: Negate the activation, then if you control "Madolche Puddingcess", shuffle 1 random card from your opponent's hand into the Deck.
    Madolche Tea Break Trap Counter When a Spell/Trap card is activated, if you have no monsters in your Graveyard: Negate the activation, and if you do, return it to the hand, then, if you control a face-up "Madolche Puddingcess", you can destroy 1 card your opponent controls.
    Madolche Ticket Spell Continuous When a "Madolche" card is returned from your side of the field or Graveyard to your hand or Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a face-up Fairy-Type "Madolche" monster, you can Special Summon it in face-up Attack Position instead. You can only use the effect of "Madolche Ticket" once per turn.
    Madolche Waltz Trap Continuous Each time a "Madolche" monster you control attacks or is attacked, after damage calculation: Inflict 300 damage to your opponent.
    Madolchepalooza Trap Normal Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase.
    Mage Power Spell Equip The equipped monster gains 500 ATK and DEF for each Spell and Trap Card you control.
    Magic Cylinder Trap Normal When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and if you do, inflict damage to your opponent equal to its ATK.
    Magic Deflector Trap Normal For the rest of this turn, negate all Equip, Field, Continuous and Quick-Play Spell Card effects on the field.
    Magic Drain Trap Counter When your opponent activates a Spell Card: Negate the activation and destroy it. Your opponent can discard 1 Spell Card to negate this card's effect.
    Magic Formula Spell Equip Equip only to "Dark Magician" or "Dark Magician Girl". The equipped monster gains 700 ATK. When this card is sent from the field to the Graveyard, gain 1000 Life Points.
    Magic Gate of Miracles Spell Normal If you control 2 or more Spellcaster monsters: Change 1 Attack Position monster your opponent controls to Defense Position, then take control of it, and if you do, it cannot be destroyed by battle.
    Magic Jammer Trap Counter When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it.
    Magic Planter Spell Normal Send 1 face-up Continuous Trap Card you control to the Graveyard. Draw 2 cards.
    Magic Reflector Spell Normal 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 Spell Normal 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 Arm Shield Trap Normal When your opponent declares an attack while you control a monster: Target 1 face-up monster your opponent controls, except the attacking monster; take control of that target until the end of the Battle Phase, and if you do, it is attacked instead, and you proceed to damage calculation.
    Magical Blast Spell Normal 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 Citadel of Endymion Spell Field Each time a Spell Card is activated, place 1 Spell Counter on this card. When a card with a Spell Counter(s) is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card's effect by removing a Spell Counter(s) from cards you control, you can remove Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead.
    Magical Contract Door Spell Normal Add 1 Spell Card from your hand to your opponent's hand, then add 1 Level 7 or 8 DARK monster from your Deck to your hand.
    Magical Dimension Spell Quick-Play If you control a face-up Spellcaster-Type monster: Target 1 monster you control; Tribute it, then Special Summon 1 Spellcaster-Type monster from your hand, then you can destroy 1 monster on the field.
    Magical Explosion Trap Normal You can only activate this card when you have no cards in your hand. Inflict 200 points of damage to your opponent's Life Points for each Spell Card in your Graveyard.
    Magical Hats Trap Normal Activate only during your opponent's Battle Phase. Select 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase.
    Magical Labyrinth Spell Equip Equip "Labyrinth Wall" with this card. If you offer "Labyrinth Wall" equipped with this card as a Tribute, you can Special Summon "Wall Shadow" from your Deck.
    Magical Mallet Spell Normal Shuffle any number of cards from your hand into the Deck, then draw that same number of cards.
    Magical Meltdown Spell Field When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn.
    Magical Mid-Breaker Field Spell Field Activate this card at the start of your Main Phase 1 or 2. During each player's Main Phase 1, monsters on the field cannot be destroyed by their opponent's card effects, also neither player can target monsters their opponent controls. You cannot activate or Set Field Spell Cards.
    Magical Musket - Crooked Crown Trap Continuous You can only control 1 "Magical Musket - Crooked Crown". During the Main Phase: You can Special Summon 1 "Magical Musket" monster from your hand, and if you do, if your opponent's Main Monster Zone in that monster's current column is unused, that zone cannot be used until the end of this turn (even if this card leaves the field). You can only use this effect of "Magical Musket - Crooked Crown" once per turn.
    Magical Musket - Cross-Domination Spell Quick-Play If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.
    Magical Musket - Dancing Needle Trap Normal If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.
    Magical Musket - Desperado Trap Normal If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.
    Magical Musket - Fiendish Deal Trap Continuous "Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn.
    Magical Musket - Last Stand Trap Counter When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.
    Magical Musket - Steady Hands Spell Quick-Play Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.
    Magical Spring Spell Quick-Play Draw a number of cards equal to the number of face-up Spell/Trap Cards your opponent controls, then discard a number of cards equal to the number of face-up Spell/Trap Cards you control. Until the end of your opponent's next turn after this card is activated, Spell/Trap Cards your opponent controls cannot be destroyed (by battle or card effect), also their activation and effects cannot be negated. You can only activate 1 "Magical Spring" per turn.
    Magical Star Illusion Spell Normal If your opponent controls a monster(s) and you control as many or fewer monsters: Monsters currently on the field gain ATK equal to the combined Levels of all monsters their controller currently controls x 100, until the end of this turn.
    Magical Stone Excavation Spell Normal Discard 2 cards, then target 1 Spell Card in your Graveyard; add it to your hand.
    Magical Thorn Trap Continuous When your opponent's card(s) are discarded to the Graveyard, inflict 500 points of damage to his/her Life Points for each card that was discarded.
    Magicalized Duston Mop Spell Equip You can only control 1 "Magicalized Duston Mop". The equipped monster cannot be Tributed, or be used as a Fusion, Synchro, or Xyz Material for a Summon. When this card you control is destroyed by your opponent's card effect and sent to the Graveyard: You can add 1 "Duston" monster from your Deck to your hand.
    Magician Navigation Trap Normal Special Summon 1 "Dark Magician" from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck. If you control "Dark Magician", except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponentcontrols; it has its effects negated until the end of this turn.
    Magician's Circle Trap Normal When a Spellcaster-Type monster declares an attack: Each player Special Summons 1 Spellcaster-Type monster with 2000 or less ATK from their Deck in face-up Attack Position.
    Magician's Left Hand Spell Continuous Negate the effect of your opponent's first Trap Card or effect that resolves each turn while you control a Spellcaster-Type monster, and if you do, destroy that card.
    Magician's Restage Spell Continuous You can target 1 Level 3 or lower Spellcaster-Type monster in your Graveyard; Special Summon it. This effect can only be used once while this card is face-up on the field. If this card is sent to the Graveyard: You can add 1 "Magician" Continuous Spell Card from your Deck to your hand, except "Magician's Restage".
    Magician's Right Hand Spell Continuous Negate the effect of your opponent's first Spell Card or effect that resolves each turn while you control a Spellcaster-Type monster, and if you do, or if it did not have an effect, destroy that card.
    Magicians Unite Spell Normal 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.
    Magicians' Defense Trap Continuous While you control a Spellcaster-Type monster, any damage you take is halved. (You cannot halve the same damage twice this way.) If this card is sent from the field to the Graveyard: You can target 1 Spellcaster-Type monster in your Graveyard; Special Summon it.
    Magnet Circle LV2 Spell Normal Special Summon 1 Level 2 or lower Machine-Type monster from your hand.
    Magnet Conversion Trap Normal Target up to 3 Level 4 or lower "Magnet Warrior" monsters in your Graveyard; add them to your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished Level 4 or lower "Magnet Warrior" monsters; Special Summon it.
    Magnet Force Trap Normal This turn, all monsters on the field whose original Types are Machine or Rock, are unaffected by your opponent's monster effects (except their own).
    Magnet Reverse Spell Quick-Play Target 1 of your Machine or Rock-Type monsters, that is banished or is in your Graveyard, that cannot be Normal Summoned/Set; Special Summon it.
    Magnetic Field Spell Field If you control a Level 4 or lower EARTH Rock-Type monster: You can target 1 Level 4 or lower "Magnet Warrior" monster in your Graveyard; Special Summon it. You can only use this effect of "Magnetic Field" once per turn. Once per turn, at the end of the Damage Step, when an EARTH Rock-Type monster you control battled an opponent's monster, but the opponent's monster was not destroyed by the battle: You can return that opponent's monster to the hand.
    Magnificent Machine Angel Spell Quick-Play Tribute 1 "Cyber Angel" Ritual Monster from your hand or field, then target 1 LIGHT Fairy monster you control; it gains ATK/DEF equal to the Level of the monster had when Tributed x 2000, until the end of this turn. This turn, if it battles an opponent's monster that was Special Summoned from the Extra Deck, that opponent's monster's effects are negated during the Battle Phase only. You can only activate 1 "Magnificent Machine Angel" per turn.
    Magnum Shield Spell Equip Equip only to a Warrior-Type monster. Apply this effect, depending on its battle position.
  • Attack Position: It gains ATK equal to its original DEF.
  • Defense Position: It gains DEF equal to its original ATK.
  • Majespecter Cyclone Spell Quick-Play Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; destroy it.
    Majespecter Gust Trap Normal Target 1 "Majespecter" card in your Pendulum Zone; Special Summon it.
    Majespecter Sonics Spell Quick-Play Target 1 "Majespecter" monster you control; until the end of this turn, its ATK andDEF become double its current ATK and DEF, also any battle damage it inflicts to your opponent is halved.
    Majespecter Storm Spell Normal Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; shuffle it into the Deck.
    Majespecter Supercell Trap Continuous While you have a "Majespecter" card in your Pendulum Zone, the activation and effects of other "Majespecter" cards activated on your side of the field cannot be negated. Once per turn: You can target 5 "Majespecter" cards in your Graveyard; shuffle all 5 into the Deck, then draw 1 card.
    Majespecter Tempest Trap Counter When a monster(s) would be Special Summoned, or a monster effect is activated: Tribute 1 WIND Spellcaster-Type monster; negate the Summon or activation, and if you do, destroy that card.
    Majespecter Tornado Trap Normal Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; banish it.
    Majesty with Eyes of Blue Spell Quick-Play Send 1 "Blue-Eyes" monster from your hand or Deck to the Graveyard, then target 1 face-up monster on the field; it cannot attack while it is face-up on the field. You can only activate 1 "Majesty with Eyes of Blue" per turn.
    Majesty's Pegasus Spell Field All "Majespecter" monsters on the field gain 300 ATK and DEF. You can Tribute 1 WIND Spellcaster-Type monster; Special Summon 1 Level 4 or lower "Majespecter" monster from your Deck. You can only use this effect of "Majesty's Pegasus" once per turn.
    Major Riot Trap Normal You can activate this card when 1 or more of your monsters are returned from the field to your hand. Return all Monster Cards on the field to your respective hands. Both you and your opponent can then Special Summon from your hand the same number of Monster Cards on the field in face-down Defense Position.
    Makiu, the Magical Mist Spell Normal 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.
    Malefic Claw Stream Trap Normal Activate only if you control a face-up "Malefic" monster. Select 1 monster your opponent controls, and destroy it.
    Malefic World Spell Field While this card is face-up on the field, you can activate this effect instead of conducting a normal draw during your Draw Phase. Choose 3 "Malefic" cards from your Deck and have your opponent pick 1 of them at random to add to your hand. Shuffle the rest back into your Deck.
    Malevolent Catastrophe Trap Normal When an opponent's monster declares an attack: Destroy all Spell and Trap Cards on the field.
    Malevolent Nuzzler Spell Equip The equipped monster gains 700 ATK. When this card is sent from the field to the Graveyard, you can pay 500 Life Points to return this card to the top of your Deck.
    Malfunction Trap Counter Pay 500 Life Points. Negate the activation of a Trap Card and return it to its original position.
    Malice Dispersion Spell Quick-Play Discard 1 card from your hand. Destroy all face-up Continuous Trap Cards on the field.
    Mamemaki Trap Normal Target 1 face-up monster your opponent controls; discard cards equal to that monster's Level, and if you do, draw the same number of cards you discarded, then return that monster to the hand.
    March of the Dark Brigade Spell Normal Target 1 "Lightsworn" monster in your GY that has a Level; add it to your hand, then banish a number of cards from the top of your Deck equal to the original Level of that monster in your hand. You can only activate 1 "March of the Dark Brigade" per turn.
    March of the Monarchs Spell Continuous Tribute Summoned monsters you control cannot be targeted by, or destroyed by, card effects. You cannot Special Summon monsters from your Extra Deck.
    March Towards Ragnarok Spell Quick-Play Select 1 face-up "Aesir" monster you control. Until the End Phase, it is unaffected by the effects of other Spell/Trap Cards but its effect(s) are negated.
    Mark of the Rose Spell Equip Remove from play 1 Plant-Type monster from your Graveyard and equip this card to a monster your opponent controls. Gain control of the equipped monster. During your End Phase, give control of the equipped monster to your opponent. During your Standby Phase, gain control of the equipped monster.
    Marshalling Field Trap Continuous You cannot Special Summon monsters, except Machine-Type monsters. Once per turn: You can declare a Level from 5 to 9; all Level 5 or higher Machine-Type monsters you control become that Level. If a Machine-Type Xyz Monster(s) you control would be destroyed, you can send this card to the Graveyard instead. If this card is sent from the field to the Graveyard: You can add 1 "Rank-Up-Magic Argent Chaos Force" from your Deck or Graveyard to your hand.
    Marshmallon Glasses Spell Continuous While this card and "Marshmallon" are face-up on your side of the field, your opponent cannot select a card other than "Marshmallon" as an attack target.
    Mask Chane II Spell Quick-Play Discard 1 card, then target 1 face-up monster you control that has a Level; send it to the Graveyard, also, after that, if it left the field by this effect, Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Attribute, but a higher Level than, the Attribute/Level the monster had when it was on the field (its original Attribute/Level, if face-down. This Special Summon is treated as a Special Summon with "Mask Change"). You can only activate 1 "Mask Change II" per turn.
    Mask Change Spell Quick-Play Target 1 face-up "HERO" monster you control; send it to the Graveyard, then Special Summon 1 "Masked HERO" monster from the Extra Deck with the same Attribute that the "HERO" monster had when it was on the field.
    Mask Charge Spell Normal Target 1 "HERO" monster and 1 "Change" Quick-Play Spell Card in your Graveyard; add them to your hand.
    Mask of Brutality Spell Equip A monster equipped with this card increases its ATK by 1000 points and decreases its DEF by 1000 points. Pay 1000 Life Points during each of your Standby Phases. If you cannot, this card is destroyed.
    Mask of Dispel Spell Continuous Select 1 face-up Spell Card on the field. The controller of the Spell Card must take damage of 500 Life Points during each of your Standby Phases. When the selected card is destroyed or removed from the field, this card is also destroyed.
    Mask of Restrict Trap Continuous Monsters cannot be Tributed.
    Mask of the Accursed Spell Equip The monster equipped with this card cannot attack. In addition, the player controlling the equipped monster must take damage of 500 Life Points during each of your Standby Phases.
    Mask of Weakness Trap Normal Target 1 attacking monster; that target loses 700 ATK until the End Phase.
    Mass Driver Spell Continuous Tribute 1 monster on your side of the field to inflict 400 points of damage to your opponent's Life Points.
    Mass Hypnosis Trap Continuous Activate only while you control an "Alien" monster. Select and take control of up to 3 of your opponent's monsters that each have an A-Counter(s) on them. This card is destroyed during the End Phase of the turn it is activated.
    Massivemorph Trap Normal Target 1 face-up monster your opponent controls; its ATK and DEF become double its current ATK and DEF, but it cannot attack directly.
    Masterking Archfiend Link/Effect Monster DARK Fiend 2000 Link-2 2 Fiend monsters
    Once per turn, during your Standby Phase, pay 500 LP or destroy this card. Once per Chain, if you pay LP (except during the Damage Step): You can send 1 Fiend monster from your Deck to the GY whose ATK or DEF is equal to the LP you paid. Once per Chain, if a Fiend monster(s) is sent to your GY (except during the Damage Step): You can roll a six-sided die and apply the result to 1 of those monsters.
  • 1: Add it to your hand.
  • 2-5: Shuffle it into the Deck.
  • 6: Special Summon it.
  • Mausoleum of the Emperor Spell Field Both players can Normal Summon or Set monsters without Tributing, by paying 1000 Life Points x the number of monsters needed for the Tribute Summon.
    Mausoleum of White Spell Field During your Main Phase, you can Normal Summon 1 Level 1 LIGHT Tuner monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 face-up monster you control; send 1 Normal Monster from your hand or Deck to the Graveyard, and if you do, the targeted monster gainsATK and DEF equal to the Level of the monster sent to the Graveyard x 100, until the end of this turn (even if this card leaves the field). You can banish this card from your Graveyard; add 1 "Burst Stream of Destruction" from your Deck to your hand.
    Mayakashi Metamorphosis Trap Normal Discard 1 card, then target 1 of your "Mayakashi" monsters that is banished or in your GY; Special Summon it. Your opponent cannot target it with card effects this turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except "Mayakashi" monsters. You can only activate 1 "Mayakashi Metamorphosis" per turn.
    Mayakashi Return Spell Normal Take 1 "Mayakashi" card from your Deck, except "Mayakashi Return", and either add it to your hand or send it to the GY. You can only activate 1 "Mayakashi Return" per turn.
    Mayakashi Winter Spell Continuous Monsters your opponent controls lose 100 ATK/DEF for each "Mayakashi" monster with a different name in your GY. You can only use 1 of the following effects of "Mayakashi Winter" per turn, and only once that turn.
  • Send this card and 1 "Mayakashi" monster you control to the GY; draw 1 card.
  • Banish this card and 1 Zombie monster from your GY, then target 1 "Mayakashi" monster in your GY; Special Summon it.
  • Mayhem Fur Hire Sp