This is a list of all the Yu-Gi-Oh! Normal Spells in our database.
Card Name | Card Text | Buy It |
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1st Movement Solo | 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. | |
A Feather of the Phoenix | Discard 1 card, then target 1 card in your Graveyard; return that target to the top of your Deck. | |
A Hero Lives | If you control no face-up monsters: Pay half your LP; Special Summon 1 Level 4 or lower "Elemental HERO" monster from your Deck. | |
A Wild Monster Appears! | 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 | 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. | |
A.I. Contact | If "Ignister A.I.Land" is in your Field Zone: Reveal 1 "Ignister A.I.Land" in your hand; place it on the bottom of the Deck, and if you do, draw 3 cards. You can only activate 1 "A.I. Contact" per turn. | |
A.I. Love Fusion | Fusion Summon 1 Cyberse Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use your "@Ignister" monster as Fusion Material, you can also use 1 Link Monster your opponent controls as material. You can only activate 1 "A.I. Love Fusion" per turn. | |
A.I. Meet You | Reveal 1 Cyberse monster with 2300 ATK in your hand or Extra Deck, and add 1 "@Ignister" monster with the same Attribute from your Deck to your hand. During the End Phase of this turn, take 2300 damage if you did not Special Summon the revealed monster, or a monster with the same name, after you resolved this effect. You cannot activate monster effects for the rest of this turn after this card resolves, except Cyberse monsters. You can only activate 1 "A.I. Meet You" per turn. | |
Abomination's Prison | Add 1 "Unchained" card from your Deck to your hand. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Abomination's Prison" once per turn. | |
Absorb Fusion | Add 1 "Gem-Knight" card from your Deck to your hand, then you can apply this effect. You can only activate 1 "Absorb Fusion" per turn. You cannot Special Summon monsters the turn you activate this card, except "Gem-Knight" monsters. |
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Abyss Actors' Dress Rehearsal | At the start of your Main Phase 1: Add 1 "Abyss Actor" card and 1 "Abyss Script" Spell from your Deck to your hand. For the rest of this turn after this card resolves, you cannot Pendulum Summon monsters, except "Abyss Actor" monsters. | |
Abyss Script - Dramatic Story | Target 1 "Abyss Actor" Pendulum Monster you control; Special Summon 1 "Abyss Actor" monster from your Deck with a different name, then place the targeted monster in your Pendulum Zone or destroy it. 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 return up to 2 cards on the field to the hand. You can only activate 1 "Abyss Script - Dramatic Story" per turn. | |
Abyss Script - Fantasy Magic | 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 | 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 | 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 | 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. | |
Abyssal Designator | Pay 1000 Life Points. Declare a Type and an Attribute. Your opponent must send 1 monster with both the Type and Attribute declared from his/her hand or Deck to the Graveyard. | |
Accellight | If you control no monsters: Special Summon 1 Level 4 or lower "Photon" or "Galaxy" monster from your Deck. You can only activate 1 "Accellight" per turn. You cannot Normal Summon/Set during the turn you activate this card. | |
Adamancipator Friends | Excavate the top cards of your Deck equal to the number of Rock monsters you control +5, and if you do, you can add to your hand 1 excavated Rock monster with a Level equal to or lower than the number of the excavated cards, also place the remaining cards on the bottom of your Deck in any order. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Rock monsters. | |
Adamancipator Signs | Target 1 Rock monster in your GY; Special Summon it in Defense Position, then, if you Special Summoned an "Adamancipator" monster by this effect, you can take 1 Level 4 or lower Rock monster from your Deck and place it on top of your Deck. | |
Advance Draw | Tribute 1 face-up Level 8 or higher monster you control. Draw 2 cards. | |
Advanced Heraldry Art | Target 2 "Heraldic Beast" monsters in your Graveyard; Special Summon both those targets. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only. | |
After the Storm | If there are no other cards on the field: Target 1 WATER or WIND monster in your Graveyard; add that target to your hand. | |
After the Struggle (F.K.A. After Genocide) | This card can only be activated during Main Phase 1. All monsters on both sides of the field that have been involved in damage calculation are destroyed during the End Step of the turn. | |
Afterglow | Banish this card, and as many "Afterglow" from your hand, Deck, GY, and face-up field as possible, then shuffle 1 of your banished "Afterglow" into the Deck. During your next Draw Phase, reveal the card you draw for your normal draw, and inflict 4000 damage to your opponent if it is "Afterglow". You can only activate 1 "Afterglow" per Duel. | |
Against the Wind | Select 1 "Blackwing" monster in your Graveyard. Take damage equal to the ATK of the selected monster and add it to your hand. | |
Allure of Darkness | Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY. | |
Amazing Pendulum | 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 Spellcaster | Target 1 "Amazoness" monster you control and 1 face-up monster your opponent controls; switch the original ATK of those targets until the end of this turn. | |
Ancient Chant | Add 1 "The Winged Dragon of Ra" from your Deck or GY to your hand, and if you do, you can Tribute Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can banish this card from your GY: If you Tribute Summon "The Winged Dragon of Ra" this turn, its original ATK/DEF become the combined original ATK/DEF of the monsters Tributed for its Summon. You can only activate 1 "Ancient Chant" per turn. | |
Ancient Gear Catapult | 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 | Activate only while you control a face-up "Ancient Gear" monster. Discard 1 card from your hand. Select 1 Spell Card from your Deck and Set it. You cannot use that Spell Card this turn. | |
Ancient Gear Explosive | Target 1 face-up "Ancient Gear" monster on your side of the field when you activate this card. Destroy the targeted monster and inflict damage equal to half its original ATK to your opponent. | |
Ancient Gear Factory | Select 1 "Ancient Gear" monster in your hand and show it to your opponent. Remove from play "Ancient Gear" cards in your Graveyard whose total Levels are equal to double the selected card's. You can Normal Summon the selected card without Tributes this turn. | |
Ancient Gear Fusion | 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 Workshop | Return 1 "Ancient Gear" monster from your Graveyard to your hand. | |
Ancient Leaf | If you have 9000 or more Life Points, you can pay 2000 Life Points to draw 2 cards. | |
Ancient Rules | Special Summon 1 Level 5 or higher Normal Monster from your hand. | |
Ancient Telescope | See the top 5 cards of your opponent's Deck. Return the cards to the Deck in the same order. | |
Angel of Blue Tears | Target 1 face-up monster on the field; its controller's opponent takes damage equal to the number of cards in their hand x 200, then negate that target's effects until the end of this turn. If effect damage is inflicted (except during the Damage Step): You can banish this card from your GY: Set 1 Normal Trap directly from your hand or Deck. If Set from the hand, it can be activated this turn. You can only use 1 "Angel of Blue Tears" effect per turn, and only once that turn. | |
Ante | Each Player reveals 1 card from their hand. If one card is higher Level than the other, the card with the lower Level is sent to the Graveyard and the player who revealed it takes 1000 damage. (Non-Monster Cards are treated as Level 0.) | |
Appliancer Reuse | Target 1 "Appliancer" monster in your GY; Special Summon it, but place it on the bottom of the Deck when it leaves the field. | |
Appliancer Test | Target 1 "Appliancer" Link Monster you control; Special Summon as many Link-1 "Appliancer" monsters from your GY as possible to your zones that monster points to, but banish them during the End Phase. You can only activate 1 "Appliancer Test" per turn. | |
Aqua Jet | Target 1 face-up Fish, Sea Serpent, or Aqua-Type monster you control; it gains 1000 ATK. | |
Arcana Reading | Toss a coin and apply this effect. If "Light Barrier" is in your Field Zone, you can choose the effect instead. You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 "Arcana Force" monster. You can only use each effect of "Arcana Reading" once per turn. |
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Armed Dragon Blitz | Target 1 "Armed Dragon" monster you control; take 1 monster with the same name from your Deck or GY, and either add it to your hand or Special Summon it, ignoring its Summoning conditions, but it cannot attack directly. You can only activate 1 "Armed Dragon Blitz" per turn. You cannot Special Summon monsters the turn you activate this card, except Dragon monsters. | |
Armor Blast | Target 1 face-up "Inzektor" card you control and 2 face-up cards your opponent controls; destroy them. | |
Armor Ninjitsu Art of Alchemy | If you control a face-up "Ninjitsu Art" card: Destroy all face-up "Ninjitsu Art" cards you control, then draw 2 cards. | |
Array of Revealing Light | Declare 1 Type of monster. Any monster of the declared Type cannot declare an attack during the turn it is Normal Summoned, Flip Summoned or Special Summoned. | |
Assault of the Fire Kings | If your opponent controls a monster and you control no monsters: Special Summon 1 FIRE Beast, Beast-Warrior, or Winged Beast-Type monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 "Assault of the Fire Kings" per turn. | |
Assault Teleport | Return 1 "/Assault Mode" monster from your hand to the Deck. Draw 2 cards. | |
Ayers Rock Sunrise | Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all face-up monsters your opponent currentlycontrols lose 200 ATK for each Beast, Plant and Winged-Beast-Type monster currently in your Graveyard, until the end of this turn. You can only activate 1 "Ayers Rock Sunrise" per turn. | |
Back to Square One | Discard 1 card from your hand. Return 1 monster on the field to the top of the owner's Deck. | |
Back-Up Rider | Target 1 face-up monster on the field; it gains 1500 ATK until the end of this turn. | |
Bait Doll | Force the activation of 1 face-down Trap Card. If the timing of the activation of the Trap Card is incorrect, negate the effect and destroy it. If it is not a Trap Card, it is returned to its original position. After this card is activated, it is placed into the Deck (not the Graveyard). Then shuffle the Deck. | |
Banishment of the Darklords | 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. | |
Barian's Chaos Draw | To activate this card, you must draw it for your normal draw in your Draw Phase, reveal it, and keep it revealed until Main Phase 1. During that Main Phase: You can activate 1 of these effects; |
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Barkion's Bark | Activate only if you control a face-up "Naturia" monster. Your opponent cannot activate Trap Cards this turn. | |
Battery Charger | Pay 500 Life Points. Special Summon 1 monster from your Graveyard that includes "Batteryman" in its card name. | |
Battle Waltz | Select 1 face-up Synchro Monster you control. Special Summon 1 "Waltz Token" with the same Type, Attribute, Level, ATK and DEF as that monster. Players take no Battle Damage from battles involving this Token. | |
Battlin' Boxing Spirits | Send the top card of your Deck to the Graveyard, then target 1 "Battlin' Boxer" monster in your Graveyard; Special Summon that target in face-up Defense Position. You can only activate 1 "Battlin' Boxing Spirits" per turn. | |
Beast Rage | All monsters you control gain 200 ATK for each of your removed from play Beast-Type and Winged Beast-Type monsters. | |
Beetrooper Descent | Special Summon 1 "Beetrooper Token" (Insect/EARTH/Level 3/ATK 1000/DEF 1000), then if you control an Insect monster with 3000 or more ATK, you can destroy 1 other Spell/Trap on the field. You can only activate 1 "Beetrooper Descent" per turn. | |
Beetrooper Landing | Fusion Summon 1 Insect Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this card is in your GY, except the turn it was sent there: You can banish 2 Insect monsters from your GY; add this card to your hand. You can only use this effect of "Beetrooper Landing" once per turn. | |
Big Evolution Pill | Tribute 1 Dinosaur-Type monster; this card remains on the field for 3 of your opponent's turns, and while it remains on the field, you can Normal Summon Level 5 or higher Dinosaur-Type monsters without Tributing. | |
Big Wave Small Wave | Destroy all face-up WATER monsters on your side of the field. Then you can Special Summon WATER monsters from your hand, up to the same number of monsters destroyed by this effect. | |
Bingo Machine, Go!!! | 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. |
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Birth of the Prominence Flame | Target 2 FIRE monsters (1 Tuner and 1 non-Tuner) with 200 DEF in your GY; banish both monsters, and if you do, Special Summon 1 FIRE Synchro Monster from your Extra Deck whose Level equals the total Levels of those monsters. You can only activate 1 "Birth of the Prominence Flame" per turn. | |
Black-Winged Strafe | Send 1 "Blackwing" monster from your hand to the Graveyard to select 1 Defense Position monster your opponent controls. Send that monster to the Graveyard. | |
Block Attack | Select 1 face-up Attack Position monster on your opponent's side of the field and change it to Defense Position. | |
Blue Medicine | Increase your Life Points by 400 points. | |
Blustering Winds | Target 1 face-up monster you control; it gains 1000 ATK and DEF until your next Standby Phase. | |
Bond Between Teacher and Student | 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 | 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 - H2O | Tribute 2 "Hydrogeddon" and 1 "Oxygeddon"; Special Summon 1 "Water Dragon" from your hand, Deck, or GY. | |
Boogie Trap | 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 Life | Target 1 Zombie monster in your GY and 1 monster in your opponent's GY; Special Summon the first target, also banish the second target. | |
Book of Taiyou | Flip 1 face-down monster on the field into face-up Attack Position. | |
Boon of the Meklord Emperor | Activate only if the only face-up monsters on the field are 2 "Meklord" monsters. Draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card. | |
Brain Control | Pay 800 Life Points. Select 1 face-up monster your opponent controls. Take control of it until the End Phase. | |
Branded Bond | Special Summon 1 of your "Fallen of Albaz" that is banished, in your hand, or in your GY. During the End Phase, if this card is in the GY because it was sent there to activate the effect of "Fallen of Albaz" this turn: You can Set this card. You can only use each effect of "Branded Bond" once per turn. | |
Branded Fusion | Fusion Summon 1 Fusion Monster that mentions "Fallen of Albaz" as material from your Extra Deck, using 2 monsters from your hand, Deck, or field as Fusion Material. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Branded Fusion" per turn. | |
Branded in White | Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including a Dragon monster. You can also banish monsters from your GY as material, if you use "Fallen of Albaz" as Fusion Material from your hand, field, or by banishing itself from your GY. During the End Phase, if this card is in the GY because it was sent there to activate the effect of "Fallen of Albaz" this turn: You can Set this card. You can only use each effect of "Branded in White" once per turn. | |
Branded Loss | Target 1 monster your opponent controls that was Special Summoned from the Extra Deck and 1 Fusion Monster you control; shuffle them into the Deck(s), also, during the End Phase of this turn, each player can Special Summon 1 Fusion Monster that mentions "Fallen of Albaz" as material from their own Extra Deck. You can only activate 1 "Branded Loss" per turn. | |
Breath of Light | Destroy all face-up Rock-Type monsters on the field. | |
Bujin Regalia - The Mirror | At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated. | |
Bujincarnation | If your opponent controls a monster and you control no monsters: Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; Special Summon both targets. They cannot be used as Xyz Materials for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Beast-Type monster. | |
Bujintervention | Target 1 "Bujin" monster on the field; apply this effect to it for the rest of this turn. Each time it destroys a monster by battle whose current ATK is greater than or equal to the targeted monster's original ATK, andsends it to the Graveyard: Banish the destroyed monster, and if you do, banish all monsters from your opponent's hand, Main Deck, Extra Deck, and Graveyard with the same name that the destroyed monster had in the Graveyard. | |
Bujinunity | If you control no other cards and have at least 1 other card in your hand: Shuffle all Beast-Warrior-Type "Bujin" monsters from your Graveyard into the Deck (min. 1), and if you do, send your entire hand to the Graveyard (min. 1), then you can add up to 3 Beast-Warrior-Type "Bujin" monsters with different names from your Deck to your hand. You can only activate 1 "Bujinunity" per turn. | |
Burning Draw | (This card is always treated as a "Salamangreat" card.) If your opponent controls more cards than you do: Target 1 Link Monster your opponent controls; draw cards equal to its Link Rating. You can only activate 1 "Burning Draw" per turn. You cannot Normal or Special Summon monsters the turn you activate this card, except FIRE monsters. |
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Burst Return | If you control a face-up "Elemental HERO Burstinatrix": Return all face-up "Elemental HERO" monsters on the field to the hand, except "Elemental HERO Burstinatrix". | |
Burst Stream of Destruction | If you control a face-up "Blue-Eyes White Dragon": Destroy all monsters your opponent controls. "Blue-Eyes White Dragons" cannot attack the turn you activate this card. | |
Calming Magic | This card can only be activated at the start of Main Phase 1. During the Main Phases and Battle Phase of this turn, neither player can Summon monsters. | |
Card Advance | Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) | |
Card Destruction | Both players discard as many cards as possible from their hands, then each player draws the same number of cards they discarded. | |
Card of Demise | 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 Fate | Each player chooses 1 card from their Deck, then each player combines it with 4 additional random cards chosen from their Deck by their opponent, then randomly selects 1 of those 5 cards to reveal and add to their hand. Shuffle the rest back into the Decks. You can only activate 1 "Card of Fate" per turn. | |
Card of Sanctity | Banish all other cards you control and in your hand (min. 1 from each); draw until you have 2 cards in your hand. | |
Card of the Soul | 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 | Send 1 card from your hand to the Graveyard. Change the battle positions of all monsters your opponent controls. (Face-down Defense Position monsters are flipped to face-up Attack Position.) | |
Cards for Black Feathers | Remove from play 1 "Blackwing" monster in your hand to draw 2 cards. You cannot Special Summon during the same turn you activate this card. You can only activate 1 "Cards for Black Feathers" per turn. | |
Cards from the Sky | Remove from play 1 LIGHT Fairy-Type monster in your hand and draw 2 cards. You cannot Special Summon or conduct your Battle Phase during the same turn you activate this card. | |
Cards of Consonance | Discard 1 Dragon-Type Tuner monster with 1000 or less ATK; draw 2 cards. | |
Cards of the Red Stone | 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. | |
Celestial Observatory | 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. | |
Chain Strike | Activate only as Chain Link 2 or higher; inflict 400 damage to your opponent times the Chain Link number of this card. You cannot activate this card if multiple cards/effects with the same name are in that Chain. | |
Chain Summon | 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. | |
Change of Heart | Target 1 monster your opponent controls; take control of it until the End Phase. | |
Chaos End | You can only activate this card if 7 or more of your cards are currently removed from play. Destroy all Monster Cards on the field. | |
Chaos Greed | You can only activate this card if 4 or more of your cards are currently removed from play and there are no cards in your Graveyard. Draw 2 cards from your Deck. | |
Chaos Seed | If you control both LIGHT and DARK monster(s): You can target 1 of your banished LIGHT or DARK Warrior-Type monsters; add it to your hand. You can only activate 1 "Chaos Seed" per turn. | |
Chaos Space | Send 1 LIGHT or DARK monster from your hand to the GY; add 1 LIGHT or DARK monster that cannot be Normal Summoned/Set from your Deck to your hand, with a Level from 4 to 8, and with a different Attribute than that monster. You can banish this card from your GY, then target 1 of your banished LIGHT or DARK monsters that cannot be Normal Summoned/Set; place that monster on the bottom of the deck, then draw 1 card. You can only use each effects of "Chaos Space" once per turn. | |
Charge Into a Dark World | Target 1 Level 4 or lower Fiend monster in your GY; Special Summon it, then discard 1 Fiend monster. You can only activate 1 "Charge Into a Dark World" per turn. | |
Charge of the Light Brigade | Send the top 3 cards of your Deck to the Graveyard; add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand. | |
Charged-Up Heraldry | Tribute 1 monster; Special Summon 2 "Heraldic Beast" monsters from your Deck in Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn after this card resolves, except Psychic or Machine monsters. You can only activate 1 "Charged-Up Heraldry" per turn. | |
Checkmate | Tribute 1 "Archfiend" monster, then target 1 "Terrorking Archfiend" you control; it can attack directly this turn. | |
Chosen One | Select 1 Monster Card and 2 non-Monster Cards from your hand. Your opponent randomly selects 1 of the 3 cards. If it is the Monster Card, it is immediately Special Summoned in face-up Attack or Defense Position and the remaining 2 cards are sent to the Graveyard. If it is not a Monster Card, all 3 cards are sent to the Graveyard. | |
Chronomaly Technology | Target 1 "Chronomaly" monster in your Graveyard; banish it, then look at the top 2 cards of your Deck, add 1 of them to your hand, and send the other to the Graveyard. You can only activate 1 "Chronomaly Technology" per turn. You cannot Special Summon any monsters the turn you activate this card, except "Chronomaly" monsters. | |
Clear New World | Target 1 face-up monster you control; destroy it, and if you do, Special Summon 1 monster from your Deck in Defense Position, with a different original Type and Attribute, whose Level is lower than that monster's original Level, but negate its effects. You can only activate 1 "Clear New World" per turn. | |
Cloudian Aerosol | 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. | |
Cocoon Party | Special Summon 1 "Chrysalis" monster from your Deck for each "Neo-Spacian" monster with a different name in your Graveyard. | |
Cold Wave | This card can only be activated at the start of your Main Phase 1. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. | |
Condolence Puppet | Send "Gimmick Puppet" monsters with different names from your Deck to the GY, up to the number of monsters your opponent controls that were Special Summoned from the Extra Deck +1. You can banish this card from your GY, then target 1 Machine Xyz Monster you control; it cannot be destroyed by your opponent's card effects while face-up on the field. You can only use each effect of "Condolence Puppet" once per turn. | |
Confiscation | Pay 1000 Life Points. Look at your opponent's hand, select 1 card in it, and discard that card. | |
Constellar Star Cradle | Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activate this card. | |
Constellar Twinkle | 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 | 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 | 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 with Gusto | Target 2 "Gusto" monsters in your Graveyard and 1 card your opponent controls; shuffle both targets in your Graveyard into the Deck, then destroy the opponent's target. | |
Contact with the Aquamirror | If you control a face-up WATER monster, activate 1 of these effects. If you control a face-up WATER Ritual Monster, you can activate both of these effects: |
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Contract with Exodia | You can only activate this card when you have Exodia the Forbidden One", "Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One", and "Left Leg of the Forbidden One" in your Graveyard. Special Summon 1 "Exodia Necross" from your hand." | |
Contract with the Void | If you have 3 or more other cards in your hand: Discard your entire hand, then you can Special Summon 1 "Infernity" monster or 1 Level 8 DARK Dragon Synchro Monster from your GY. | |
Convert Contact | Activate only while you control no monsters. Send 1 "Neo-Spacian" monster from your hand and 1 from your Deck to the Graveyard. Then draw 2 cards. | |
Core Compression | Reveal 1 "Iron Core of Koa'ki Meiru" in your hand and discard 1 "Koa'ki Meiru" monster to activate this card. Draw 2 cards. | |
Corruption Cell "A" | Place 1 A-Counter on 1 face-up monster on your opponent's side of the field. | |
Cost Down | Discard 1 card; for the rest of this turn, reduce the Levels of all monsters in your hand by 2 (even after they are Summoned). | |
Counter Cleaner | Pay 500 LP; remove all counters on the field. | |
Creature Seizure | Each player gives their opponent control of 1 of their monsters (controller's choice). You must choose a face-up Normal Monster. | |
Creature Swap | Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn. | |
Creeping Darkness | Banish 2 DARK monsters from your Graveyard; add 1 Level 4 DARK monster from your Deck to your hand. | |
Cross Attack | Target 2 face-up Attack Position monsters you control with the same ATK; this turn, one of the them can attack your opponent directly and the other cannot attack. | |
Cross Breed | 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 Over | Target 1 face-up monster your opponent controls and 1 Warrior monster you control; equip that opponent's face-up monster to your monster as an Equip Spell, and if you do, until the end of this turn, your opponent takes no damage from battles involving that monster you control. You can only activate 1 "Cross Over" per turn. While equipped, if the equipped monster would be destroyed by battle or card effect, destroy the monster equipped to it by this effect, instead. | |
Crystal Abundance | Send 4 "Crystal Beast" cards from your Spell & Trap Zone to the GY; send as many cards on the field as possible to the GY, then Special Summon as many "Crystal Beast" monsters as possible from your GY, up to the number of cards sent from your opponent's field to the GY by this card's effect. | |
Crystal Aegis | Target 1 "Crystal Beast" Monster Card you control; destroy it, then Special Summon 1 "Crystal Beast Token" with the destroyed monster's original Type, Attribute, Level, and ATK/DEF. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; Special Summon 1 "Crystal Beast" Monster Card from your Spell & Trap Zone. You can only use this effect of "Crystal Aegis" once per turn. | |
Crystal Beacon | Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect. | |
Crystal Blessing | Target up to 2 "Crystal Beast" monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells. | |
Crystal Bond | 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 Promise | Target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target. | |
Cubic Wave | 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.) | |
Cup of Ace | Toss a coin: * Heads: Draw 2 cards. * Tails: Your opponent draws 2 cards. | |
Curse of Fiend | Changes the battle positions of all Attack Position monsters on the field to Defense Position and vice-versa. These positions cannot be changed during the turn this card is activated except by the effects of a Magic, Trap, or Effect Monster Card. You can activate this card only during your Standby Phase. | |
Cyber Emergency | 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 Repair Plant | f "Cyber Dragon" is in your Graveyard: You can activate 1 of these effects. If you have 3 or more "Cyber Dragons" in your Graveyard at activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn. |
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Cyber Revsystem | Special Summon 1 "Cyber Dragon" from your hand or GY. It cannot be destroyed by card effects. | |
Cyberdark Impact! | Return 1 "Cyberdark Edge", "Cyberdark Keel" and "Cyberdark Horn" from your side of the field, hand or Graveyard to your Deck. Special Summon 1 "Cyberdark Dragon" from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). | |
Cybernetic Horizon | (This card is always treated as a "Cyberdark" card.) Send 2 Dragon and/or Machine "Cyber" monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine "Cyber" monster from your Deck to your hand, and if you do, send 1 Machine "Cyber" Fusion Monster from your Extra Deck to the GY. You can only activate 1 "Cybernetic Horizon" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters. |
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Cynet Fusion | 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 | 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. | |
D - Spirit | Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand. You must not control any face-up "Destiny HERO" monsters to activate and to resolve this effect. | |
D.D. Designator | Declare 1 card name. Look at your opponent's hand, and if he/she has the declared card in his/her hand, remove that 1 card from play. If he/she doesn't have the declared card in his/her hand, remove 1 random card in your hand from play. | |
Danger! Excitement! Mystery! | 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! Response Team | 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. | |
Dark Burning Attack | If you control a "Dark Magician Girl" monster: Destroy all face-up monsters your opponent controls. | |
Dark Calling | Fusion Summon 1 Fusion Monster from your Extra Deck that must be Special Summoned with "Dark Fusion", by banishing the Fusion Materials mentioned on it from your hand and/or GY. (This is treated as a Fusion Summon with "Dark Fusion".) | |
Dark Core | Discard 1 card. Remove from play 1 face-up monster. | |
Dark Designator | Declare 1 Monster Card name. If the declared card is in your opponent's Deck, add 1 of that card to your opponent's hand. | |
Dark Eruption | Target 1 DARK monster with 1500 or less ATK in your Graveyard; add that target to your hand. | |
Dark Factory of Mass Production | Select 2 Normal Monsters from your Graveyard and add them to your hand. | |
Dark Fusion | Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. Your opponent cannot target it with card effects this turn. | |
Dark Hole | Destroy all monsters on the field. | |
Dark Magic Attack | Activate only while you control a face-up "Dark Magician". Destroy all Spell and Trap Cards your opponent controls. | |
Dark Magic Curtain | If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon this turn. Pay half your Life Points to Special Summon 1 "Dark Magician" from your Deck. | |
Dark Magic Twin Burst | 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 | Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard. | |
Dark Mambele | If you control 3 or more DARK monsters: Target 1 face-up card on the field; banish that target. | |
Dark Ruler No More | Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation. | |
Dark Spirit's Mastery | Discard 1 card; add 1 "Destiny Board" or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of "Destiny Board" and/or "Spirit Message" cards with different names from your hand or GY on the bottom of the Deck in any order, then draw the same number of cards. You can only use each effect of "Dark Spirit's Mastery" once per turn. | |
Dark World Dealings | Each player draws 1 card, then each player discards 1 card. | |
Dark World Lightning | Target 1 face-down card on the field; destroy that target, then discard 1 card. | |
Dark-Piercing Light | Flip all face-down monsters on your opponent's side of the field face-up. | |
Darklord Contact | Special Summon 1 "Darklord" monster from your Graveyard in Defense Position. You can only activate 1 "Darklord Contact" per turn. | |
Darkness Approaches | Discard 2 cards from your hand. Select 1 face-up monster and flip it face-down, but do not change its battle position. | |
De-Spell | Select 1 Spell Card on the field and destroy it. If the selected card is Set, pick up and see the card. If it is a Spell Card, it is destroyed. If it is a Trap Card, return it to its original position. | |
De-Synchro | Select 1 face-up Synchro Monster. Return it to its owner's Extra Deck. Then, if all the monsters that were used for the Synchro Summon of that monster are in your Graveyard, you can Special Summon them. | |
Decode Destruction | Target 1 "Decode Talker" you control; apply the following effects this turn, depending on the number of monsters it currently points to. You can only activate 1 "Decode Destruction" per turn. |
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Deep Sea Aria | Banish 1 WATER monster from your GY; add 1 Level 4 or lower Sea Serpent monster from your Deck to your hand. You can only activate 1 "Deep Sea Aria" per turn. | |
Degenerate Circuit | The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Monster Cards that would be returned from the field to the hand are removed from play instead. | |
Delinquent Duo | Pay 1000 Life Points. Your opponent randomly selects and discards 1 card from his/her hand and then selects and discards another card from his/her hand. | |
Delta Attacker | You can only activate this card while there are 3 Normal Monsters of the same name (except Tokens) on your side of the field. The 3 Normal Monsters of the same name can attack your opponent's Life Points directly during the turn this card is activated. | |
Des Croaking | You can only activate this card when there are 3 face-up "Des Frog" on your side of the field. Destroy all cards on your opponent's side of the field. | |
Destiny Draw | Discard 1 "Destiny HERO" card; draw 2 cards. | |
Diamond Core of Koa'ki Meiru | Add 1 "Koa'ki Meiru" card from your Deck to your hand, except "Diamond Core of Koa'ki Meiru". You can banish this card from your Graveyard; for the rest of this turn, "Koa'ki Meiru" monsters you control cannot be destroyed. | |
Dian Keto the Cure Master | Increase your Life Points by 1000 points. | |
Different Dimension Capsule | Select 1 card from your Deck and remove it from play face-down. During your 2nd Standby Phase after activation, destroy this card and add the removed card to your hand. | |
Diffusion Wave-Motion | Pay 1000 Life Points. Select 1 Level 7 or higher Spellcaster-Type monster on your side of the field. During this turn, only the selected monster can attack and it attacks all monsters on your opponent's side of the field once each. The effects of Effect Monsters destroyed by this attack(s) are not activated. | |
Dimension Dice | If you control a card with an effect that requires a die roll: You can Tribute 1 monster; Special Summon 1 monster with an effect that requires a die roll from your hand or Deck. | |
Dimension Distortion | You can only activate this card if there are no cards in your Graveyard. Select 1 removed from play monster and Special Summon it on your side of the field. | |
Dimension Fusion | Pay 2000 Life Points. Both players Special Summon as many of their removed from play monsters as possible. | |
Dimension Fusion Destruction | Banish from your hand, field, and/or GY, the Fusion Materials that are listed on a "Phantasm" Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You take no battle damage from attacks involving the monster Special Summoned by this effect. If you control "Uria, Lord of Searing Flames", "Hamon, Lord of Striking Thunder", or "Raviel, Lord of Phantasms", your opponent cannot activate cards or effects in response to this card's activation. | |
Dimensionhole | Remove 1 monster on your side of the field from play until your next Standby Phase. The card still counts towards the 5-card Monster Zone limit. | |
Dimer Synthesis | Activate 1 of these effects; You can banish this card from your GY, then target 2 face-up monsters you control, including a Gemini monster that is treated as an Effect Monster and has gained its effects; until the end of this turn, make 1 of those monster's ATK 0, and if you do, the second monster gains ATK equal to the first monster's original ATK. You can only use each effect of "Dimer Synthesis" once per turn. |
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Divine Evolution | This card's activation and effect cannot be negated. Choose 1 monster you control whose original Type is Divine-Beast or whose original name is "The Wicked Avatar", "The Wicked Dreadroot", or "The Wicked Eraser", except a monster(s) already affected by "Divine Evolution", and it gains 1000 ATK/DEF, its effect activations and its activated effects cannot be negated, also it gains the following effect. |
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Doctor D | Banish 1 "Destiny HERO" monster from your GY; add to your hand or Special Summon 1 "Destiny HERO" monster from your GY. You can banish this card from your GY, then target 2 "Destiny HERO" monsters you control; choose 1 of those monsters, its ATK becomes the other monster's ATK, until the end of this turn. | |
Dodododraw | 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. | |
Double Attack | Discard 1 Monster Card from your hand to the Graveyard. Select 1 monster on your side of the field with a lower Level than the discarded monster. The selected monster can attack twice this turn. | |
Double Defender | Once per turn, when an opponent's monster declares an attack while you control 2 or more face-up Defense Position monsters: You can target the attacking monster; negate that attack. | |
Double Evolution Pill | 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 Snare | Destroy 1 face-up card on the field that has an effect that negates Trap Cards' effects. | |
Double Spell | Discard 1 Spell, then target 1 Spell in your opponent's GY; place that target in the appropriate Zone on your field, and as this card's effect resolution, follow its card text as if you had used it yourself. | |
Double Summon | You can conduct 2 Normal Summon/Set this turn, not just 1. | |
Downbeat | 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. | |
Dowsing Fusion | Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY. Only Pendulum Monsters can be used as Fusion Material for this card's effect. You can only activate 1 "Dowsing Fusion" per turn. | |
Draconnection | Reveal 1 Dragon-Type monster in your hand, add 1 Dragon-Type monster with the same Level from your Deck to your hand, then shuffle the revealed monster into the Deck. | |
Dragged Down into the Grave | Both players reveal their hands, each chooses 1 card from their opponent's hand, then you discard the chosen cards from both players' hands, then both players draw 1 card. | |
Dragon Revival Rhapsody | 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 Shrine | Send 1 Dragon-Type monster from your Deck to the Graveyard, then if the monster in your Graveyard is a Dragon-Type Normal Monster, you can send 1 more Dragon-Type monster from your Deck to the Graveyard. You can only activate 1 "Dragon Shrine" per turn. | |
Dragon's Gunfire | If you control a Dragon monster: Activate 1 of these effects; |
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Dragon's Mirror | Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). | |
Dragonic Tactics | Tribute 2 Dragon-Type monsters; Special Summon 1 Level 8 Dragon-Type monster from your Deck. | |
Dragonmaid Changeover | Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. While this card is in your GY: You can target 1 "Dragonmaid" monster you control; add this card to your hand, and if you do, return that monster to the hand. You can only use this effect of "Dragonmaid Changeover" once per turn. | |
Dragonmaid Hospitality | Special Summon 1 "Dragonmaid" monster from your hand or GY in Defense Position, then, you can send 1 "Dragonmaid" monster with the same Attribute, but a different Level, from your Deck to the GY. You can only activate 1 "Dragonmaid Hospitality" per turn. | |
Dragunity Glow | Add 1 Level 5 or higher "Dragunity" monster from your Deck or GY to your hand. You can banish this card from your GY, then target 1 Monster Card in your Spell & Trap Zone equipped to a "Dragunity" monster; Special Summon it in Defense Position. You can only use each effect of "Dragunity Glow" once per turn. | |
Draw of Fate | 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. | |
Drytron Eclipse | Target 1 "Drytron" monster in your GY; add it to your hand. 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 "Drytron" monster you control; it gains 2000 ATK until the end of your opponent's turn. You can only use each effect of "Drytron Eclipse" once per turn. | |
Drytron Nova | Special Summon 1 "Drytron" monster from your Deck, but destroy it during the End Phase. You can only activate 1 "Drytron Nova" per turn. You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this card. | |
Dual Avatar Invitation | Discard 1 card, and if you do, Special Summon as many "Dual Avatar Spirit Tokens" as possible (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, and all Tokens you control cannot be Tributed and are destroyed during the End Phase. After Summoning these Token(s), you can apply this effect up to twice. You can only activate 1 "Dual Avatar Invitation" per turn. |
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Duelist Alliance | 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. | |
Dwimmered Path | 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 | Add 1 "Elemental HERO" monster from your Deck to your hand. | |
Earthbound Revival | Discard 1 card. Select 1 "Earthbound Immortal" monster and 1 Field Spell Card in your Graveyard, and add them to your hand. | |
Earthbound Whirlwind | Activate only while you control a face-up "Earthbound Immortal" monsters. Destroy all Spell and Trap Cards your opponent controls. | |
Earthquake | Change all face-up monsters to Defense Position. | |
Eldlixir of Black Awakening | Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn. | |
Elegant Egotist | If "Harpie Lady" is on the field: Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or Deck. | |
Emblem of Dragon Destroyer | Add 1 Buster Blader" from your Deck or your Graveyard to your hand." | |
Emergency Assistance | Activate during your Main Phase 2, to Special Summon 1 Level 4 monster from your Graveyard that was destroyed by a card effect and sent to the Graveyard this turn. | |
Emerging Emergency Rescute Rescue | 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. | |
EN - Engage Neo Space | Send 1 "Neo-Spacian" monster and 1 "Elemental HERO" monster (1 from your hand and 1 from your Deck) to the GY; Special Summon 1 "Neo-Spacian" monster or 1 Level 5 or higher "Elemental HERO" monster from your Deck, and if you do, add 1 "Polymerization" from your Deck or GY to your hand. If you Special Summoned "Elemental HERO Neos" by this effect, it gains 1000 ATK. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "EN - Engage Neo Space" per turn. | |
EN Shuffle | Shuffle 1 "Elemental HERO" or "Neo-Spacian" monster you control into the Deck, and if you do, Special Summon 1 "Elemental HERO" or "Neo-Spacian" monster with a different name from your Deck. You can banish this card from your GY; shuffle from your GY into the Deck, either 1 "Elemental HERO" monster and 1 "Neo-Spacian" monster, OR 1 "Elemental HERO Neos", then draw 1 card. You can only use each effect of "EN Shuffle" once per turn. | |
Enchanting Fitting Room | Pay 800 Life Points. Pick up 4 cards from the top of your Deck and Special Summon to your side of the field all Level 3 or lower Normal Monsters among the picked-up cards. Return all the other picked-up cards to your Deck and the Deck is then shuffled. | |
Endless Engine Argyro System | Send 1 "Therion" card from your Deck to the GY. If this card is in your GY: You can target 1 "Therion" card in your GY; if both are still in your GY, add either that card or this card to your hand, and if you do, place the other on the bottom of your Deck. You can only use 1 "Endless Engine Argyro System" effect per turn, and only once that turn. | |
Eradicating Aerosol | Destroy all face-up Insect-Type monsters on the field. | |
Eternal Drought | Destroy all face-up Fish-Type monsters on the field. | |
Eternal Rest | Destroy all monsters equipped with Equip Cards. | |
Evil Eye Awakening | 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 Reemergence | Special Summon 1 "Familiar of the Evil Eye Token" (Fiend/DARK/Level 1/ATK 400/DEF 400), or, if "Evil Eye of Selene" is in your Spell & Trap Zone, you can Special Summon 2 instead, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except Fiend monsters. You can banish this card from your GY; your opponent cannot target "Evil Eye" Spells/Traps you control with card effects this turn. You can only use each effect of "Evil Eye Reemergence" once per turn. | |
Evil Eyes Unleashed | Send 1 "Evil Eye" monster and 1 "Evil Eye" Spell/Trap from your Deck to the GY; add 1 "Evil Eye" Equip Spell from your Deck to your hand, but for the rest of this turn, each time you activate a non-"Evil Eye" card or effect, you lose 500 LP. If you Link Summon an "Evil Eye" Link Monster: You can banish this card from your GY; equip 1 "Evil Eye" Equip Spell from your GY to 1 "Evil Eye" Link Monster you control. You can only use each effect of "Evil Eyes Unleashed" once per turn. | |
Evil Mind | If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY; You can only activate 1 "Evil Mind" per turn. |
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Evo-Diversity | Add 1 "Evoltile" or "Evolsaur" monster from your Deck to your hand. You can only activate 1 "Evo-Diversity" per turn. | |
Evo-Force | Tribute 1 "Evoltile" monster; Special Summon 1 "Evolsaur" monster from your Deck. It is treated as if it was Special Summoned by the effect of an "Evoltile" monster. | |
Evolution Burst | Activate only while you control a face-up "Cyber Dragon"(s). Destroy 1 card your opponent controls. "Cyber Dragon" cannot attack the turn you activate this card. | |
Evolution End Burst | Add 1 "Overload Fusion" from your Deck to your hand. If you Fusion Summon a monster this turn with "Overload Fusion", using 6 or more monsters as material, that monster can attack a number of times each Battle Phase this turn, up to the number of monsters used as its Fusion Materials. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except with Spell effects. You can only activate 1 "Evolution End Burst" per turn. | |
Exchange | Each player looks at their opponent's hand, chooses 1 card in it and adds it to their own hand. | |
Exile of the Wicked | Destroy all face-up Fiend-Type monsters on the field. | |
Extra Pendulum | During your Main Phase this turn, you can conduct 1 Pendulum Summon of a monster(s) from your Extra Deck in addition to your Pendulum Summon. (You can only gain this effect once per turn.) | |
Extra-Foolish Burial | 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. | |
FA.I.ghting Spirit | Target 1 "@Ignister" monster in your GY; Special Summon it. If an "@Ignister" monster(s) you control with 2300 or more ATK would be destroyed by card effect, you can banish this card from your GY instead. If this card is banished: You can activate this effect; your "@Ignister" monsters with 2300 or more ATK cannot be destroyed by battle this turn. You can only activate "FA.I.ghting Spirit" once per turn. | |
Face Card Fusion | Fusion Summon 1 LIGHT Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control "Queen's Knight", "King's Knight", or "Jack's Knight", you can use 1 monster from your Deck as Fusion Material. You can only activate 1 "Face Card Fusion" per turn. | |
Fairy of the Spring | Add 1 Equip Spell Card from your Graveyard to your hand. You cannot activate that Equip Spell Card this turn. | |
Fake Hero | Special Summon 1 "Elemental HERO" monster from your hand. That monster cannot attack, and returns to the hand during the End Phase. | |
Falling Current | Target 1 face-up monster you control and declare a Level from 1 to 3; it becomes that Level. | |
Faustian Bargain | Send 1 Special Summoned monster on either side of the field to the Graveyard and Special Summon 1 Level 4 or lower Normal Monster from your hand. | |
Feast of the Wild - LV5 | Special Summon up to 2 Level 5 Warrior-Type monsters from your hand and/or Graveyard, but their effects are negated, also they cannot attack. | |
Feather Shot | Target 1 face-up "Elemental HERO Avian" you control; during this turn, that target can attack a number of times equal to the number of monsters you control when this card resolves, but cannot attack directly, and other monsters you control cannot attack this turn. | |
Fengsheng Mirror | Look at your opponent's hand. Select and discard 1 Spirit monster to the Graveyard if Spirit monsters exist in his/her hand. | |
Fiend's Sanctuary | Special Summon 1 "Metal Fiend Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0). It cannot attack. Your opponent takes any Battle Damage you would have taken from battles involving it. During each of your Standby Phases, pay 1000 Life Points or destroy the "Metal Fiend Token". | |
Fifth Hope | Target 5 "Elemental HERO" cards in your GY; shuffle them into the Deck, then draw 2 cards, or draw 3 cards instead, if you had no other cards on your field and in your hand when you activated this card. | |
Final Countdown | Pay 2000 Life Points. After 20 turns have passed (counting the turn you activate this card as the 1st turn), you win the Duel. | |
Final Destiny | Discard 5 cards from your hand. Destroy all cards on the field. | |
Final Flame | Inflicts 600 points of Direct Damage to your opponent's Life Points. | |
Final Gesture | Target 1 face-up Level 3 monster you control; Special Summon 1 monster with the same name as that monster from your hand or Graveyard. Its effects are negated. During the End Phase of this turn, destroy the face-up monster that was targeted by this card. | |
Final Inzektion | Send 5 face-up "Inzektor" cards you control to the Graveyard; destroy all cards your opponent controls, also, during the Battle Phase of this turn, your opponent cannot activate monster effects that activate in the hand or Graveyard. | |
Final Light | 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. | |
Fish and Kicks | If you have 3 or more banished Fish, Sea Serpent, or Aqua-Type monsters: Target 1 card on the field; banish it. | |
Fish and Swaps | Discard 1 card to target 2 of your banished Fish, Sea Serpent, or Aqua-Type monsters; add them to your hand. | |
Fish Sonar | Add 1 Level 7 or lower monster from your Deck to your hand, that mentions "Umi", or is a WATER Normal Monster, then if "Umi" is on the field, you can Special Summon 1 WATER Normal Monster from your Deck. You can only activate 1 "Fish Sonar" per turn. | |
Fissure | Destroy the 1 face-up monster your opponent controls that has the lowest ATK. (If it's a tie, you get to choose.) | |
Five Star Twilight | If the only monster you control is 1 Level 5 monster: Tribute that monster; Special Summon 5 monsters (1 "Kuribah", 1 "Kuribee", 1 "Kuriboo", 1 "Kuribeh", and 1 "Kuriboh") from your hand, Deck, and/or GY, but they cannot be Tributed for a Tribute Summon. You can only activate 1 "Five Star Twilight" per turn. | |
Flash of the Forbidden Spell | If your opponent controls monsters in all of their Main Monster Zones: Destroy all monsters your opponent controls. | |
Flourishing Frolic | Excavate cards from your Deck equal to the number of "Flourishing Frolic" in your GY + 3, and if you excavate at least 1 Monster, 1 Spell, and 1 Trap, add 1 of them to your hand and send the other cards to the GY. If you did not, shuffle all excavated cards into your Deck. You can only activate 1 "Flourishing Frolic" per turn. | |
Flower Gathering | 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 | 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. | |
Focused Aquamirror | Add 1 "Gishki" monster from your Deck to your hand. During the End Phase, if you control a WATER Ritual Monster: You can banish this card from your GY; Set 1 "Aquamirror" Spell/Trap directly from your Deck or GY, except "Focused Aquamirror". You can only use this effect of "Focused Aquamirror" once per turn. | |
Foolish Burial | Send 1 monster from your Deck to the GY. | |
Foolish Burial Goods | Send 1 Spell/Trap Card from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn. | |
Forbidden Trapezohedron | If you control exactly 2 monster card types (among Fusion, Synchro, and/or Xyz): Apply the following effect based on those types. You can only activate 1 "Forbidden Trapezohedron" per turn. |
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Forge of the True Dracos | 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. | |
Fortune Lady Calling | If you control a "Fortune Lady" monster: Special Summon 1 "Fortune Lady" monster from your Deck with a different name from the cards you control, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Synchro Monsters. You can only activate 1 "Fortune Lady Calling" per turn. | |
Fortune's Future | Select 1 of your removed from play "Fortune Lady" monsters and return it to the Graveyard. Then draw 2 cards. | |
Fossil Dig | Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand. | |
Fossil Fusion | Fusion Summon 1 "Fossil" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from any GYs (except for materials with a specific GY requirement listed). If you banished monsters from both GYs, neither player can target that Special Summoned monster with monster effects. If a face-up "Fossil" Fusion Monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can add this card from the GY to your hand. You can only use this effect of "Fossil Fusion" once per turn. | |
Fragrance Storm | Destroy 1 face-up Plant-Type monster on the field and draw 1 card. If that card is a Plant-Type monster, you can reveal it to your opponent and draw 1 more card. | |
Frightfur Fusion | 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 Patchwork | 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 | 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 Repair | Target 1 "Frightfur" Fusion Monster in your GY; return it to the Extra Deck, then you can Special Summon 1 "Fluffal" or "Edge Imp" monster from your GY. You can banish this card from your GY; Special Summon 1 "Fluffal" or "Edge Imp" monster from your hand. You can only use 1 "Frightfur Repair" effect per turn, and only once that turn. | |
Frost Blast of the Monarchs | 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. | |
Full-Force Strike | Target 1 face-up monster you control; this turn, it cannot be destroyed by battle, players take no battle damage from its attacks, and if it attacks an opponent's monster, destroy the opponent's monster after damage calculation. | |
Fury of Fire | (This card is always treated as a "Salamangreat" card.) Special Summon up to 2 "Salamangreat" monsters with different names from your hand and/or GY in Defense Position, but their effects are negated, also, for the rest of this turn after this card resolves, you can only Special Summon from the Extra Deck once. You can only activate 1 "Fury of Fire" per turn. |
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Fury of Kairyu-Shin | Add 1 "Torrential Tribute" from your Deck to your hand. If a WATER monster(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use each effect of "Fury of Kairyu-Shin" once per turn. | |
Fusion Conscription | 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 Deployment | Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is specifically listed on that card, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Fusion Deployment" per turn. | |
Fusion Destiny | Fusion Summon 1 Fusion Monster from your Extra Deck that mentions 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 of Fire | (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. |
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Fusion Recovery | Target 1 "Polymerization", and 1 Fusion Material Monster that was used for a Fusion Summon, in your Graveyard; add them to your hand. | |
Fusion Sage | Add 1 "Polymerization" card from your Deck to your hand. Then shuffle your Deck. | |
Fusion Substitute | (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 Tag | 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. | |
Gagaga Academy Emergency Network | 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. | |
Gagagabolt | If you control a face-up "Gagaga" monster: Target 1 card your opponent controls; destroy that target. | |
Gagagadraw | Banish 3 "Gagaga" monsters from your Graveyard; draw 2 cards. | |
Gagagatag | All "Gagaga" monsters you currently control gains 500 ATK for each "Gagaga" monster you currently control, until your next Standby Phase. You can only activate 1 "Gagagatag" per turn. | |
Gagagawind | Special Summon 1 "Gagaga" monster from your hand as a Level 4 monster. | |
Galactic Charity | If you control a "Galaxy" Xyz Monster: Discard 1 card; draw 2 cards, also if you activated this card, any damage your opponent takes for the rest of this turn is halved. You can only activate 1 "Galactic Charity" per turn. | |
Galaxy Cyclone | Target 1 Set Spell/Trap on the field; destroy it. 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 Spell/Trap on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn. | |
Galaxy Expedition | If you control a Level 5 or higher "Photon" or "Galaxy" monster: Special Summon 1 Level 5 or higher "Photon" or "Galaxy" monster from your Deck in face-up Defense Position. You can only activate 1 "Galaxy Expedition" per turn. | |
Galaxy Queen's Light | Target 1 face-up Level 7 or higher monster you control; the Levels of all other face-up monsters you currently control become the current Level of that monster, until the End Phase. | |
Galaxy Trance | 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. | |
Gather Your Mind | Add 1 Gather Your Mind" card from your Deck to your hand. Your Deck is then shuffled. You can only use 1 "Gather Your Mind" per turn." | |
Gem-Knight Fusion | Send, from your hand or your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a "Gem-Knight" Fusion Monster Card, then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this card is in the Graveyard: You can banish 1 "Gem-Knight" monster from your Graveyard; add this card to your hand. | |
Generaider Boss Quest | Reveal 1 "Generaider" monster in your hand, and if you do, add up to 2 "Generaider" Spells/Traps with different names from each other from your Deck to your hand, except "Generaider Boss Quest". Then place the revealed card on the bottom of your Deck. You can only activate 1 "Generaider Boss Quest" per turn. | |
Generation Force | If you control an Xyz Monster: Add 1 "Xyz" card from your Deck to your hand. | |
Ghostrick Shot | Special Summon 1 "Ghostrick" monster from your hand or GY, then you can change 1 face-down "Ghostrick" monster you control to face-up Attack Position. You can banish this card from your GY, then target 1 "Ghostrick" Xyz Monster you control; attach 1 "Ghostrick" card from your GY to that monster as material. You can only use each effect of "Ghostrick Shot" once per turn. | |
Giant Trunade | Return all Spell and Trap Cards on the field to the hand. | |
Gift Exchange | 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 | 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. | |
Gladiator Beast's Comeback | Special Summon 1 "Gladiator Beast" monster from your hand or GY, with a different Type from the monsters you control. It cannot be destroyed by battle. | |
Gladiator Beast's Respite | Shuffle 2 "Gladiator Beast" cards from your hand into the Deck, then draw 3 cards. | |
Gladiator Proving Ground | Add 1 Level 4 or lower "Gladiator Beast" monster from your Deck to your hand. | |
Gladiator's Return | Target 3 "Gladiator Beast" cards in your Graveyard; shuffle all 3 targets into the Deck, then draw 1 card. | |
Glorious Numbers | 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. | |
Goblin Thief | Inflict 500 points of damage to your opponent's Life Points and increase your Life Points by 500 points. | |
Goblin's Secret Remedy | Increases a selected player's Life Points by 600 points. | |
Gold Moon Coin | Add 2 cards from your hand to your opponent's hand, then draw 2 cards. You can only activate 1 "Gold Moon Coin" per turn. | |
Gold Pride - The Crowd Goes Wild! | Reveal 1 "Gold Pride" monster in your hand; add 1 "Gold Pride" monster with a different name from your Deck to your hand, then you can apply the following effect. You can only activate 1 "Gold Pride - The Crowd Goes Wild!" per turn. |
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Gold Sarcophagus | Banish 1 card from your Deck, face-up. During your 2nd Standby Phase after this card's activation, add that card to the hand. | |
Golden Bamboo Sword | Activate only if you control a "Bamboo Sword" Equip Spell Card. Draw 2 cards. | |
Gotterdammerung | Select 1 face-up "Aesir" monster you control. Give control of that monster to your opponent. During your opponent's next End Phase, destroy the selected monster. Then, remove from play all cards your opponent controls. | |
Gottoms' Second Call | 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 Face Turn | 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 Finishing Move | Target 1 "Gouki" Link Monster you control; it gains ATK equal to its Link Rating x 1000 until the end of this turn, also if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. For the rest of this turn after this card resolves, you cannot declare attacks, except with "Gouki" monsters. You can only activate 1 "Gouki Finishing Move" per turn. | |
Gouki Re-Match | 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. | |
Graceful Charity | Draw 3 cards, then discard 2 cards. | |
Gravedigger Ghoul | Select 2 Monster Cards from your opponent's Graveyard. These Monster Cards are removed from play for the remainder of the Duel. | |
Gravekeeper's Inscription | At the start of your Main Phase 1: Apply 1 of the following effects until the end of your opponent's turn. |
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Gravekeeper's Stele | Select 2 "Gravekeeper's" monsters in your Graveyard and add them to your hand. This effect cannot be negated by the effect of "Necrovalley". | |
Gravity Balance | (This card is always treated as a "G Golem" card.) Target 2 of your EARTH monsters with the same name that are banished or in your GY; Special Summon both in Defense Position, but negate their effects, change their ATK/DEF to 0, also destroy them during the End Phase. If a "G Golem" monster(s) you control would be destroyed by battle or an opponent's card effect, you can banish this card from your GY instead. You can only use each effect of "Gravity Balance" once per turn. |
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Greater Polymerization | Fusion Summon 1 Fusion Monster from your Extra Deck, using 3 or more monsters from your hand or field as Fusion Material, and if you do, it gains these effects. This card cannot be destroyed by card effects. If this card attacks a Defense Position monster, inflict piercing battle damage. |
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Ground Xeno | Add 1 Dinosaur Tuner or Dinosaur Normal Monster from your Deck to your hand, then destroy 1 card in your hand. You can banish this card from your GY; Fusion Summon 1 Dinosaur Fusion Monster from your Extra Deck, using monsters from your hand or field as material. You can only use each effect of "Ground Xeno" once per turn. | |
Gryphon's Feather Duster | Destroy all Spell and Trap Cards on your side of the field. Increase your Life Points by the number of destroyed cards x 500 points. | |
Guts of Steel | Select 3 "Scrap" monsters in your Graveyard. Your opponent picks 1 of them, you Special Summon it to either player's side of the field, and remove the others from play. | |
H - Heated Heart | Target 1 face-up monster you control; until the end of this turn, it gains 500 ATK, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. | |
Hammer Shot | Destroy the 1 face-up Attack Position monster that has the highest ATK. (If it's a tie, you get to choose.) | |
Harmonic Oscillation | 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 | Target 1 face-up monster on the field; it becomes Level 4, until the End Phase. | |
Harpie Lady Phoenix Formation | If you control 3 or more "Harpie Lady"and/or "Harpie Lady Sisters": Target as many monsters your opponent controls as possible, but not more than the total number of "Harpie Lady"and "Harpie Lady Sisters"you control; destroy those targets, and if you do, inflict damage to your opponent equal to the highest original ATK among those destroyed monsters (your choice, if tied). You cannot Special Summon monsters from the Main Deck or Extra Deck, nor conduct your Battle Phase, the turn you activate this card. | |
Harpie's Feather Duster | Destroy all Spell and Trap Cards your opponent controls. | |
Harpie's Feather Rest | 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. | |
Heart of the Underdog | During your Draw Phase, when you draw a Normal Monster Card(s), you can draw 1 more card by showing it to your opponent. | |
Heat Wave | This card can only be activated at the start of Main Phase 1. Neither player can Normal or Special Summon an Effect Monsters, until your next Draw Phase. | |
Heavy Storm | Destroy all Spell and Trap Cards on the field. | |
Herald of the Abyss | 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 Reborn | Target 1 "Heraldic Beast" monster in your Graveyard; Special Summon it. | |
Heritage of the Chalice | 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 Flash!! | Banish "H - Heated Heart", "E - Emergency Call", "R - Righteous Justice" and "O - Oversoul" from your Graveyard; Special Summon 1 "Elemental HERO" Normal Monster from your Deck. All "Elemental HERO" Normal Monsters you currently control can attack your opponent directly this turn. | |
Hero Heart | Target 1 face-up "Elemental HERO" monster you control; halve its ATK until the end of this turn, but it can attack twice during this turn's Battle Phase. | |
Hero Mask | Target 1 face-up monster you control; send 1 "Elemental HERO" monster from your Deck to the Graveyard, then that target's name becomes the sent monster's name, until the End Phase. | |
HERO's Bond | If there is a face-up "HERO" monster on the field: Special Summon 2 Level 4 or lower "Elemental HERO" monsters from your hand. | |
Heroic Call | Special Summon 1 Warrior monster from your hand or GY, but if you Special Summoned a non-"Heroic" monster by this effect, negate its effects, also it cannot attack. If your LP are 500 or less: You can banish this card from your GY, then target 1 face-up monster you control; it gains 500 ATK for each "Heroic" card you currently control, and for each "Heroic" card attached to Xyz Monsters you currently control. You can only activate 1 "Heroic Call" per turn. | |
Heroic Chance | Target 1 face-up "Heroic" monster you control; this turn, double its ATK, but it cannot attack your opponent directly. You can only activate 1 "Heroic Chance" per turn. | |
Heroic Envoy | Add 1 "Heroic" monster from your Deck to your hand. If your LP are 500 or less: You can banish this card from your GY, then target 1 "Heroic" card in your GY; add it to your hand. You can only use each effect of "Heroic Envoy" once per turn. | |
Hey, Trunade! | Return all Set Spells and Traps on the field to the hand. | |
Hi-Speed Re-Level | 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 | Send the top card of your Deck to the GY; add 1 Equip Spell from your Deck or GY to your hand. You cannot Normal Summon/Set the turn you activate this card. | |
Hieratic Seal of Convocation | Add 1 "Hieratic" monster from your Deck to your hand. | |
Hieratic Seal of Creation | Target 1 Dragon Xyz Monster you control; Special Summon from your Extra Deck, 1 "Hieratic" Xyz Monster with a different original name, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can banish this card from your GY, then target 1 "Hieratic" monster in your GY; Special Summon it in Defense Position. You can only use 1 "Hieratic Seal of Creation" effect per turn, and only once that turn. | |
Hieratic Seal of Supremacy | Special Summon 1 "Hieratic" monster from your hand. | |
Hieroglyph Lithograph | Pay 1000 Life Points. During the current Duel, your hand size limit becomes 7. | |
Hinotama | Inflict 500 damage to your opponent. | |
Hyper Rank-Up-Magic Utopiforce | Target 1 Rank 9 or lower "Utopia" Xyz Monster you control; Special Summon 1 Rank 10 or higher "Utopia" or "Utopic" Xyz Monster from your Extra Deck, by using that Xyz Monster you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) If an Xyz Monster(s) is Special Summoned by the effect of a Rank 10 or higher "Utopia" or "Utopic" Xyz Monster, while this card is in your GY (except during the Damage Step): You can target 1 of those Special Summoned monsters; attach this card to it as material. You can only use each effect of "Hyper Rank-Up-Magic Utopiforce" once per turn. | |
Hypernova Burst | Banish, face-down, from your hand and/or face-up field, 2 monsters that cannot be Normal Summoned; draw 2 cards. You can only activate 1 "Hypernova Burst" per turn. | |
Ice Mirror | Target 1 Level 3 or lower WATER monster you control; Special Summon 1 monster with the same name from your Deck, but you cannot Special Summon from the Extra Deck while you control that face-up Special Summoned monster. | |
Icejade Cradle | Add 1 "Icejade" monster from your Deck to your hand with a different name from the cards you control or in your GY. | |
Icejade Manifestation | If you control a WATER monster and your opponent has a monster on their field or GY: Take 1 "Icejade" monster from your Deck, and either send it to the GY or Special Summon it. If a face-up "Icejade" monster you control leaves the field by an opponent's card, except by being destroyed (and except during the Damage Step): You can banish this card from your GY, then target 1 card your opponent controls; banish it. You can only use each effect of "Icejade Manifestation" once per turn. | |
Infernity Paranoia | Tribute 1 DARK monster; Special Summon 1 "Infernity" monster from your Deck or GY with the same Level but a different name, but negate its effects. 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 "Infernity" monster in your GY; add it to your hand. You can only activate 1 "Infernity Paranoia" per turn. | |
Inferno Fire Blast | Target 1 face-up "Red-Eyes B. Dragon" you control; inflict damage to your opponent equal to its original ATK. "Red-Eyes B. Dragon" cannot attack the turn you activate this card. | |
Insect Imitation | Offer 1 monster on your side of the field as a Tribute. Select 1 Insect-Type monster from your Deck that is 1 Level higher than the Tribute monster and Special Summon it on the field in face-up Attack Position or face-down Defense Position. The Deck is then shuffled | |
Instant Contact | Pay 1000 LP; Special Summon 1 Level 7 or lower "Elemental HERO" or "Neo-Spacian" monster from your Extra Deck, ignoring its Summoning conditions. While "Elemental HERO Neos" is neither on your field nor in your GY, the Summoned monster cannot attack, its effects are negated, also it returns to the Extra Deck during the End Phase. You can only activate 1 "Instant Contact" per turn. | |
Instant Fusion | Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn. | |
Interrupted Kaiju Slumber | 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 | 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. | |
Invocation | 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. | |
Iron Call | If you control a Machine-Type monster: Target 1 Level 4 or lower Machine-Type monster in your Graveyard; Special Summon that target. Its effects are negated. Destroy it during the End Phase. | |
Iron Core Immediate Disposal | Select and send 1 "Iron Core of Koa'ki Meiru" from your Deck to your Graveyard. | |
Iron Core of Koa'ki Meiru | During your Draw Phase, if this card is in your Graveyard, you can add this card to your hand instead of drawing, and/or send 1 "Koa'ki Meiru" monster from your hand to your Graveyard to add this card to your hand. | |
Iron Draw | 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 | |
Jack-In-The-Hand | Reveal 3 Level 1 monsters with different names from your Deck, your opponent adds 1 to their hand, you add 1 to your hand, and you shuffle the third into the Deck. You can only activate 1 "Jack-In-The-Hand" per turn. | |
Jackpot 7 | When this card is activated: Shuffle this card from the field into the Deck. When this card in your possession is sent to the Graveyard by an opponent's card effect: Banish this card. If 3 of your "Jackpot 7" are currently banished, and were all banished by this effect, you win the Duel. | |
Jade Insect Whistle | Your opponent selects 1 Insect-Type Monster from their Deck. After shuffling the Deck, place the card on top of the Deck. | |
Joker's Straight | Discard 1 card, Special Summon 1 "Queen's Knight" from your Deck, add 1 "King's Knight" or "Jack's Knight" from your Deck to your hand, then, immediately after this effect resolves, you can Normal Summon 1 monster. You cannot Special Summon monsters from the Extra Deck for the rest of this turn, except LIGHT Warrior monsters. During the End Phase, if this card is in your GY: You can target 1 LIGHT Warrior monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use each effect of "Joker's Straight" once per turn. | |
Junk Box | Select and Special Summon 1 Level 4 or lower "Morphtronic" monster from your Graveyard. Destroy it during the End Phase. | |
Junk Puppet | Target 1 "Gimmick Puppet" monster in your Graveyard: Special Summon it. You can only activate 1 'Junk Puppet' per turn. | |
Kaminote Blow | You can only activate this card if there is at least 1 face-up "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk" on your side of the field. Destroy the monster(s) that battle with these monsters on your side of the field this turn, at the end of each Damage Step. | |
Karakuri Cash Cache | Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand, and change the battle position of the selected monster. | |
Kashtiratheosis | Target 1 "Kashtira" monster you control; Special Summon 1 "Kashtira" monster with a different Attribute from your Deck in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Xyz Monsters. If this card is banished: You can target 1 of your banished "Kashtira" cards, except "Kashtiratheosis"; add it to your hand. You can only use each effect of "Kashtiratheosis" once per turn. | |
Knight's Title | Activate this card by offering 1 face-up "Dark Magician" on your side of the field as a Tribute. Special Summon 1 "Dark Magician Knight" from your hand, Deck or Graveyard. | |
Koa'ki Ring | Reveal 1 "Iron Core of Koa'ki Meiru" in your hand to select 1 face-up monster on the field. Destroy that monster, and both players take 1000 damage. | |
Kuji-Kiri Curse | Send 1 Level 9 monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Kuji-Kiri Curse" per turn. | |
Land Flipping | Target 1 face-up card in a Field Zone; banish it, then place it face-up in the other Field Zone, then, you can choose 1 Field Spell with a different original name in the current controller's GY, and place it face-up in the Field Zone of the player whose card was banished. You can only activate 1 "Land Flipping" per turn. | |
Landoise's Luminous Moss | Activate only if you control a face-up "Naturia" monster. The opponent's Effect Monsters cannot activate their effects this turn. | |
Last Chapter of the Noble Knights | 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 Day of Witch | Destroy all face-up Spellcaster-Type monsters on the field. | |
Last Hope of Nephthys | 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 Will | If a monster on your side of the field was sent to your Graveyard this turn, you can Special Summon 1 monster with an ATK of 1500 points or less from your Deck once during this turn. Then shuffle your Deck. | |
Law of the Cosmos | Your opponent can Set 1 Trap directly from their hand or Deck. Then, if they did, Special Summon 1 "Jinzo" from your Deck. If they did not, add 1 "Jinzo", or 1 monster that specifically lists that card in its text, from your Deck to your hand. You can only activate 1 "Law of the Cosmos" per turn. | |
Ledger of Legerdemain | 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 | 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 | 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 | 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. | |
Legend of Heart | Pay 2000 Life Points and Tribute 1 Warrior-Type monster; banish up to 3 "Legendary Dragon" Spell Cards with different names from yourhand and/or Graveyard, and if you do, Special Summon that many "Legendary Knight" monsters with different names from your hand,Deck, and/or Graveyard. You can only activate 1 "Legend of Heart" perturn. | |
Leodrake's Mane | Select 1 face-up "Naturia" monster you control. Its ATK becomes 3000, and its effects are negated, until the End Phase. | |
Level Down!? | Select 1 face-up "LV" monster on the field to activate this card. Return the selected card to its owner's Deck and Special Summon 1 monster from the owner's Graveyard to their side of the field with the same name but lower "LV" (ignoring the Summoning conditions). | |
Level Lifter | 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 Modulation | Your opponent draws 2 cards. Special Summon 1 monster from your Graveyard that includes "LV" in its card name, ignoring the Summoning conditions. The monster that was Special Summoned by this effect cannot attack, nor activate or apply its effect this turn. | |
Level Tuning | Reduce the Level of all face-up monsters you control by 1, until the End Phase. | |
Level Up! | Send 1 face-up "LV" monster on your side of the field to the Graveyard. Special Summon a monster from your hand or Deck that is written in the card text of the sent monster, ignoring any and all Summoning conditions. | |
Light of Redemption | Pay 800 Life Points to target 1 of your banished LIGHT monsters; add that target to your hand. | |
Lightning Storm | If you control no face-up cards: Activate 1 of these effects; You can only activate 1 "Lightning Storm" per turn. |
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Lightning Vortex | Discard 1 card. Destroy all face-up monsters your opponent controls. | |
Lightwave Tuning | Select 1 Level 4 LIGHT monster you control. It is treated as a Tuner monster while it is face-up on the field. | |
Linear Accelerator Cannon | Tribute 1 monster and inflict damage to your opponent equal to half that monster's original ATK. If you activate this card, you cannot activate any other Spell Cards this turn. | |
Link Back | Target 1 Link Monster you control in the Extra Monster Zone; move that monster you control to your Main Monster Zone it points to, then, you can send cards from the top of your Deck to the GY equal to its Link Rating. You can only activate 1 "Link Back" per turn. | |
Link Burst | Target 1 Link Monster you control and 1 monster your opponent controls; destroy them, then draw 1 card. You can only activate 1 "Link Burst" per turn. | |
Link Hole | 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 into the VRAINS! | Special Summon 1 monster from your hand, but negate its effects, then, immediately after this effect resolves, Link Summon 1 Link Monster using monsters you control as material, including that monster. This Link Summon cannot be negated, also your opponent cannot activate cards or effects when a monster is Link Summoned this way. If a Link Monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can banish this card; add 1 monster from your GY to your hand with the same original Type as 1 of those destroyed monsters. You can only activate 1 "Link into the VRAINS!" per turn. | |
Link Party | Apply this effect depending on the number of different original Attributes of the Link Monsters on the field. You can only activate 1 "Link Party" per turn. |
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Lucky Cloud | During the End Phase, if you Summoned 2 or more "Cloudian" monsters with the same name this turn, draw 2 cards. | |
Lucky Loan | Target 1 "Fortune Fairy" monster you control; Special Summon 1 Spellcaster monster from your hand or Deck, whose original Level is 1 lower than that monster's, also during your next turn after this card resolves, you cannot Normal or Special Summon monsters, except Spellcaster monsters. You can only activate 1 "Lucky Loan" per turn. | |
Lullaby of Obedience | 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. |
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Luna Light Perfume | 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 | 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. | |
Lyrilusc - Bird Call | Take 1 "Lyrilusc" monster from your Deck, and either add it to your hand or send it to the GY, then you can Special Summon 1 "Lyrilusc" monster with a different name from your hand. You can only activate 1 "Lyrilusc - Bird Call" per turn. | |
Lyrilusc - Bird Strike | If you control a "Lyrilusc" monster: Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. You can only activate 1 "Lyrilusc - Bird Strike" per turn. | |
Machina Redeployment | Activate 1 of these effects You can only activate 1 "Machina Redeployment" per turn. |
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Machine Duplication | Target 1 Machine monster you control with 500 or less ATK; Special Summon up to 2 monsters from your Deck with the same name as that face-up monster. | |
Made to Order Mermaid Outfit Outfitter | Target 1 card in your opponent's GY; banish it, then you can add 1 card from your Deck to your hand with the same name as that banished card. You can only activate 1 "Made to Order Mermaid Outfit Outfitter" per turn. | |
Magic Gate of Miracles | 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 Planter | Send 1 face-up Continuous Trap Card you control to the Graveyard. Draw 2 cards. | |
Magic Reflector | Select 1 Spell Card that remains face-up on your side of the field and put 1 counter on it. If the selected card is destroyed, the counter is removed instead of the card being destroyed. | |
Magic Triangle of the Ice Barrier | Reveal 3 "Ice Barrier" monsters with different names in your hand to select 1 card your opponent controls. Destroy the opponent's card and Special Summon 1 "Ice Barrier" monster from your hand. | |
Magical Blast | Activate only while you control a Spellcaster-Type monster. Inflict 200 damage to your opponent for each Spellcaster-Type monster you control. If this card is in your Graveyard, you can add it to your hand instead of conducting your normal draw during your Draw Phase. | |
Magical Contract Door | 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 Mallet | Shuffle any number of cards from your hand into the Deck, then draw that same number of cards. | |
Magical Star Illusion | 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 | Discard 2 cards, then target 1 Spell Card in your Graveyard; add it to your hand. | |
Magicalized Fusion | Fusion Summon 1 Spellcaster Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY. You can only activate 1 "Magicalized Fusion" per turn. | |
Magicians Unite | If you control 2 or more face-up Attack Position Spellcaster-Type monsters: Target 1 of them; its ATK becomes 3000 until the End Phase, but other Spellcaster-Type monsters you control cannot attack this turn. | |
Magikey Maftea | Fusion Summon 1 "Magikey" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, OR Ritual Summon 1 "Magikey" Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If you control a Normal Monster, you can also send 1 Normal Monster from your Deck to the GY as material or Tribute. | |
Magistus Invocation | Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including a Spellcaster monster. If Summoning a "Magistus" Fusion Monster this way, you can also use monsters in your Spell & Trap Zones that are equipped to a "Magistus" monster. You can only activate 1 "Magistus Invocation" per turn. | |
Magistus Vritra | Target 1 Level 4 or lower "Magistus" monster in your GY; Special Summon it. If a "Magistus" card(s) in your Spell & Trap Zone would be destroyed by your opponent's card effect, you can banish this card from your GY instead. You can only use each effect of "Magistus Vritra" once per turn. | |
Magnet Circle LV2 | Special Summon 1 Level 2 or lower Machine-Type monster from your hand. | |
Magnet Induction | If you control a "Magnet Warrior" monster whose original Level is 4 or lower: Special Summon 1 Level 4 or lower "Magnet Warrior" monster from your Deck with a different name than the cards you control, also for the rest of this turn after this card resolves, "Magnet Warrior" and "Magna Warrior" monsters you control cannot be destroyed by battle or your opponent's card effects. You can only activate 1 "Magnet Induction" per turn. | |
Majespecter Storm | Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; shuffle it into the Deck. | |
Majestic Absorption | Target 1 "Stardust Dragon", or 1 Synchro Monster that lists "Stardust Dragon" in its text, that you control, then activate 1 of these effects; You can only activate 1 "Majestic Absorption" per turn. |
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Makiu, the Magical Mist | Select 1 "Summoned Skull" or Thunder-Type monster you control. Destroy all monsters your opponent controls whose DEF is lower than the ATK of the selected monster. You cannot conduct your Battle Phase the turn you activate this card. | |
Malefic Selector | Banish 2 "Malefic" cards from your GY; add 2 "Malefic" cards from your Deck to your hand, except "Malefic Selector", with different names from each other and from the banished cards. You can only activate 1 "Malefic Selector" per turn. | |
Mannadium Abscission | Target 1 monster you control; destroy it, and if you do, add 1 "Peaceful Planet Calarium" from your Deck to your hand, or, if you control "Peaceful Planet Calarium", you can add 1 "Mannadium" Spell/Trap instead, except "Mannadium Abscission". You can banish this card from your GY; Special Summon 1 "Visas Starfrost" or 1 monster with 1500 ATK/2100 DEF from your hand. You can only use each effect of "Mannadium Abscission" once per turn. | |
Mannadium Imaginings | Reveal 1 "Mannadium" monster or "Visas Starfrost" in your hand; draw 2 cards, then place 1 card from your hand on the bottom of the Deck. You can banish this card from your GY, then target 1 monster you control with 1500 ATK/2100 DEF; treat it as a Tuner until the end of this turn. You can only use each effect of "Mannadium Imaginings" once per turn. | |
March of the Dark Brigade | 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. | |
Margin Trading | Your opponent can discard 1 card to negate this effect, otherwise both players look at their opponent's Deck and choose 1 card, then add the card from their own Deck chosen by their opponent to their hand. You can only activate 1 "Margin Trading" per turn. | |
Marincess Dive | Activate 1 of the following effects. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. You can only activate 1 "Marincess Dive" per turn. |
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Mask Charge | Target 1 "HERO" monster and 1 "Change" Quick-Play Spell Card in your Graveyard; add them to your hand. | |
Materiactor Annulus | Detach 1 Xyz Material from a monster you control, then if the detached material was sent to your GY, you can Set that card to your field. You can only activate 1 "Materiactor Annulus" per turn. | |
Mathmech Equation | Target 1 "Mathmech" monster in your GY; Special Summon it, and if you do, it gains 1000 ATK until the end of this turn. You can only activate 1 "Mathmech Equation" per turn. | |
Mayakashi Return | 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. | |
Medallion of the Ice Barrier | Add 1 "Ice Barrier" monster from your Deck to your hand. | |
Mega Ton Magical Cannon | Remove 10 Spell Counters on your side of the field. Destroy all cards on your opponent's side of the field. | |
Memories of Hope | Draw cards equal to the number of "Number" Xyz Monsters with different names you control. You can only activate 1 "Memories of Hope" per turn. | |
Merciful Machine Angel | Tribute 1 "Cyber Angel" Ritual Monster from your hand or field; draw 2 cards, then place 1 card from your hand on the bottom of the Deck. For the rest of the turn after this card resolves, you cannot Special Summon monsters, except Ritual Monsters. You can only activate 1 "Merciful Machine Angel" per turn. | |
Mesmeric Control | During your opponent's next turn after you activate this card, your opponent cannot change the battle positions of monster, except with a card effect. | |
Message in a Bottle | Target 3 monsters with different Levels in your Graveyard; Special Summon all 3 of them. Their ATK's become 0, also their effects are negated. If you do not Xyz Summon this turn after Summoning those 3 monsters, you lose 4000 Life Points during the End Phase. You cannot Special Summon any other monsters, except by Xyz Summon, during the turn you activate this card. | |
Metalfoes Fusion | Fusion Summon 1 "Metalfoes" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If this card is in your Graveyard: You can shuffle it into the Deck, then draw 1 card. You can only use this effect of "Metalfoes Fusion" once per turn. | |
Metamorphosis | Tribute 1 monster. Special Summon 1 Fusion Monster from your Fusion Deck with the same Level as the Tributed monster. | |
Meteor of Destruction | If your opponent's Life Points are higer than 300: Inflict 1000 damage to your opponent. | |
Mimicat | If you control "Toon World" and a Toon monster: Target 1 card in your opponent's Graveyard; if it is a monster, Special Summon it to your side of the field, or if it is a Spell/Trap Card, Set it to your side of the field. You can only activate 1 "Mimicat" per turn. | |
Mimiclay | If your opponent controls a monster: Target 1 Level 2 or lower Defense Position monster you control: Special Summon from your Deck, in Defense Position, 1 monster with the same name as that monster, but banish it when it leaves the field. You can only activate 1 "Mimiclay" per turn. | |
Mind Control | Target 1 monster your opponent controls; until the End Phase, take control of that target, but it cannot declare an attack or be Tributed. | |
Mind Pollutant | Discard 1 monster to target 1 monster of that Level your opponent controls; take control of that target until the End Phase. | |
Mind Trust | Tribute 1 Level 2 or higher monster. Add 1 Tuner Monster from your Graveyard to your hand whose Level is less than or equal to half of the Tributed monster's. | |
Mini-Guts | Tribute 1 monster to target 1 face-up monster your opponent controls; its ATK becomes 0 until the End Phase. This turn, when it is destroyed by battle and sent to their Graveyard: Inflict damage to your opponent equal to its original ATK in the Graveyard. | |
Miracle Contact | Shuffle into the Deck, from your hand, field, or Graveyard, the Fusion Material Monsters that are listed on an "Elemental HERO" Fusion Monster that lists "Elemental HERO Neos" as a Fusion Material, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. | |
Miracle Dig | If 5 or more of your monsters are currently removed from play, return 3 of them to the Graveyard. | |
Miracle Fusion | Banish, from your side of the field or your Graveyard, the Fusion Material Monsters that are listed on an "Elemental HERO" Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) | |
Miracle Rupture | Send 1 Level 4 or lower Rock monster from your Deck to the GY, then, if "Fossil Fusion" is in your GY, draw 1 card. You can only activate 1 "Miracle Rupture" per turn. | |
Miracle Synchro Fusion | Remove from play, from your side of the field or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that lists a Synchro Monster as a Fusion Material Monster, and Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.) If this Set card is destroyed by an opponent's card effect and sent to the Graveyard, draw 1 card. | |
Misfortune | Select 1 face-up monster on your opponent's side of the field to activate this card. Inflict damage to your opponent's Life Points equal to half the original ATK of the selected monster. Your monsters cannot attack this turn. | |
Molten Conduction Field | Send 2 "Laval" monsters from your Deck to the Graveyard. | |
Monster Gate | Tribute 1 monster; reveal cards from the top of your Deck until you reveal a monster that can be Normal Summoned. Special Summon it, also send the remaining cards to the Graveyard. | |
Monster Reborn | Target 1 monster in either player's Graveyard; Special Summon it. | |
Monster Reborn Reborn | Target 3 monsters in your GY; your opponent chooses 1, you Special Summon it, and if you do, banish the rest. You can only activate 1 "Monster Reborn Reborn" per turn. | |
Monster Reincarnation | Discard 1 card to select 1 Monster Card in your Graveyard, and add it to your hand. | |
Monster Slots | Target 1 face-up monster you control and 1 monster in your Graveyard with the same Level; banish the target from the Graveyard, then draw 1 card and reveal it, then if the card you drew is a monster with the same Level as the monster on the field, Special Summon it. | |
Moray of Avarice | Banish 1 face-up Fish, Sea Serpent, or Aqua monster you control; draw 2 cards. You can only activate 1 "Moray of Avarice" per turn. | |
Moray of Greed | Shuffle 2 WATER monsters from your hand into the Deck, then draw 3 cards. | |
Morphtronic Accelerator | Return 1 "Morphtronic" card from your hand to the Deck. Destroy 1 card on the field, and draw 1 card. | |
Morphtronic Converter | Target 1 Machine monster you control; apply the following effect depending on its battle position. You can only activate 1 "Morphtronic Converter" per turn. |
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Multiplication of Ants | Tribute 1 Insect-Type Monster on your side of the field. Special Summon 2 "Army Ant Tokens" (Insect-Type/EARTH/Level 4/ATK 500/DEF 1200) on your side of the field. The tokens cannot be used as a Tribute for a Tribute Summon. | |
Murmur of the Forest | Target 1 face-up monster your opponent controls; change that target to face-down Defense Position, then you can return a Field Spell Card(s) on the field to the hand. | |
Mustering of the Dark Scorpions | If you control a face-up "Don Zaloog": You can Special Summon any number of "Dark Scorpion" monsters from your hand, but only 1 copy of each. | |
Mystic Box | Select 1 monster on each side of the field. Destroy the selected opponent's monster and give control of your selected monster to your opponent. | |
Mystical Wind Typhoon | Activate only as Chain Link 3 or higher. Destroy 1 Spell or Trap Card on the field. You cannot activate this card if multiple cards/effects with the same name are in that Chain. | |
Myutant Fusion | Fusion Summon 1 "Myutant" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or field. If your opponent has activated a card or effect this turn, you can use up to 1 monster each from your Deck and GY as Fusion Material. You can only activate 1 "Myutant Fusion" per turn. | |
Nadir Servant | Send 1 monster from your Extra Deck to the GY, then add 1 "Dogmatika" monster or "Fallen of Albaz" from your Deck or GY to your hand, that has ATK less than or equal to that sent monster in the GY, also, for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Nadir Servant" per turn. | |
Natural Tune | Select 1 face-up Level 4 or lower Normal Monster you control. It is treated as a Tuner monster while it is face-up on the field. | |
Necroid Synchro | Banish 1 Tuner and up to 2 non-Tuner monsters from your Graveyard, and if you do, Special Summon 1 "Stardust" Synchro Monster from your Extra Deck whose Level equals the total Levels of those banished monsters, but it has its effects negated. (This Special Summon is treated as a Synchro Summon.) | |
Necroquip Prism | Target 1 Level 4 or lower monster in your GY; Special Summon 1 monster from your hand with an equal or lower Level than that target, then equip that target to it, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as that equip card. While a monster is equipped to the Summoned monster by this effect, it gains ATK equal to half the ATK of the equipped monster. You can only activate 1 "Necroquip Prism" per turn. | |
Necrovalley Throne | Activate 1 of these effects. You can only activate 1 "Necrovalley Throne" per turn. |
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Neos Fusion | Special Summon 1 Fusion Monster from your Extra Deck that lists exactly 2 monsters as material, including "Elemental HERO Neos", by sending those monsters from your hand, Deck, or field, ignoring its Summoning conditions. For the rest of this turn after this card resolves, you cannot Special Summon monsters. If a Fusion Monster(s) you control that lists "Elemental HERO Neos" as material would be destroyed by battle or card effect, or shuffled into the Extra Deck by it own effect, you can banish this card from your GY instead. | |
Neutron Blast | Target 1 Fusion Summoned "Blue-Eyes Ultimate Dragon" you control; this turn, it can make a second and third attack during each Battle Phase, also when it attacks, your opponent's cards and effects cannot be activated until the end of the Damage Step. | |
NEX | Send 1 face-up "Neo-Spacian" monster you control to the Graveyard. Special Summon 1 Level 4 monster with the same name from your Fusion Deck. | |
Night Beam | Target 1 Set Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation. | |
Nightmare's Steelcage | This card remains face-up on the field for 2 of your opponent's turns. No monsters can attack. Destroy this card during your opponent's 2nd End Phase after this card was activated. | |
Ninjitsu Art of Mosquito Marching | Special Summon up to 2 Level 4 or lower Insect monsters from your hand (with the same Level, if Summoning 2). If you control "Number 2: Ninja Shadow Mosquito": You can banish this card from your GY, then target face-up monsters your opponent controls up to the number of Insect monsters you control; place 1 Hallucination Counter on each of those monsters. (The effects, if any, of monsters with Hallucination Counters are negated.) You can only use each effect of "Ninjitsu Art of Mosquito Marching" once per turn. | |
Nobleman of Crossout | Destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players must remove from play all monsters from their Decks with the same name as the destroyed monster. | |
Nobleman of Extermination | Destroy 1 face-down Magic or Trap Card and remove it from play. If the card is a Trap Card, both players must remove all Trap Cards of the same name from their respective Decks and remove them from play. The Decks are then shuffled. | |
Nordic Relic Hlidskjalf | Special Summon 1 "Nordic" monster from your Deck, but you cannot Special Summon monsters from the Extra Deck, except "Aesir" monsters, while that monster is face-up on the field. You can banish this card from your GY; add 1 "Nordic" monster from your Deck to your hand, then shuffle 1 card from your hand into the Deck. You can only use 1 "Nordic Relic Hlidskjalf" effect per turn, and only once that turn. | |
Numbers Eveil | If your opponent controls a monster(s) Special Summoned from the Extra Deck and you do not: Choose 4 "Number" Xyz Monsters from your Extra Deck with different Ranks, plus a 5th "Number" Xyz Monster whose "Number" value in its name equals the combined "Number" values of the 4 other monsters, Special Summon that 5th "Number" monster (this is treated as an Xyz Summon), and attach the 4 chosen monsters to it as material, but you cannot Special Summon monsters, except "Number" Xyz Monsters, while you control that face-up monster. | |
Numeron Calling | If "Numeron Network" is in your Field Zone and you control no monsters: Special Summon up to 4 "Numeron Gate" Xyz Monsters with different names from your Extra Deck, but banish them during the End Phase, also you can only Normal or Special Summon once for the rest of this turn. | |
Numeron Chaos Ritual | If a face-up "Number C1: Numeron Chaos Gate Sunya" you control was destroyed by a monster effect this turn: You can target 1 of your "Numeron Network", and 4 of your "Number" Xyz Monsters, that are banished or in your GY; Special Summon 1 "Number C1000: Numerounius" from the Extra Deck that becomes 10,000 ATK/1000 DEF, and if you do, attach all 5 targets to it as material, also you can only Normal or Special Summon once for the rest of this turn. | |
Numeron Creation | (This card is always treated as a "Galaxy-Eyes" card.) If 3 or more LIGHT Dragon monsters with 3000 or more original ATK are on the field: Special Summon 1 "Number" Dragon Xyz Monster from your Extra Deck, then attach this card on the field to it as material. You can only apply this effect of "Numeron Creation" once per turn. |
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Numeron Storm | If you control a "Numerounius" monster: Destroy as many Spells/Traps your opponent controls as possible (min. 1), and if you do, inflict 1000 damage to your opponent. | |
O - Oversoul | Target 1 "Elemental HERO" Normal Monster in your Graveyard; Special Summon that target. | |
Obedience Schooled | If you control no monsters: Special Summon 3 Level 2 or lower Beast-Type Effect Monsters with different names from your Deck. Their effects are negated, and they are destroyed during the End Phase. If you activate this card, you cannot Special Summon for the rest of this turn, except Beast-Type monsters. | |
Odd-Eyes Fusion | Fusion Summon 1 Dragon-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls 2 or more monsters and you control no monsters, you can also use up to 2 "Odd-Eyes" monsters in your Extra Deck as Fusion Materials. You can only activate 1 "Odd-Eyes Fusion" per turn. | |
Ogdoadic Water Lily | Send 1 Reptile monster from your Deck to the GY, then if you have 5 or more Reptile monsters with different names in your GY, you can Special Summon 1 Reptile monster from your GY. You can only activate 1 "Ogdoadic Water Lily" per turn. | |
Ojama Delta Hurricane!! | You can only activate this card while "Ojama Green", "Ojama Yellow" and "Ojama Black" are face-up on your side of the field. Destroy all cards on your opponent's side of the field. | |
Ojamagic | When this card is sent from the hand or the field to the Graveyard, add 1 each of "Ojama Green", "Ojama Yellow" and "Ojama Black" from your Deck to your hand. | |
Ojamassimilation | Reveal 1 LIGHT Machine Fusion Monster from your Extra Deck and banish any number of "Ojama" monsters from your hand, face-up field, and/or GY; Special Summon Fusion Materials with different names whose names are specifically listed on the card you revealed, from your hand, Deck, and/or GY, equal to the number of monsters banished to activate this effect. You can banish this card from your GY, then target 3 of your banished "Ojama" monsters; shuffle them into the Deck, then draw 1 card. | |
Ojamuscle | Select 1 face-up "Ojama King" on the field. Destroy all monster(s) on the field that include "Ojama" in their card name, except the selected "Ojama King". Increase the ATK of the selected "Ojama King" by 1000 points for each destroyed monster. | |
Old Mind | Look at 1 random card in your opponent's hand, then apply 1 of the following effects. You can only activate 1 "Old Mind" per turn. |
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One Day of Peace | Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn. | |
One for One | Send 1 monster from your hand to the GY; Special Summon 1 Level 1 monster from your hand or Deck. | |
One-Kuri-Way | Target 1 Link-1 monster in either GY; return it to the Extra Deck or Special Summon it to its owner's field. You can only activate 1 "One-Kuri-Way" per turn. | |
One-Time Passcode | Special Summon 1 "Security Token" (Cyberse/LIGHT/Level 4/ATK 2000/DEF 2000) in Defense Position. You can only activate 1 "One-Time Passcode" per turn. | |
Oni-Gami Combo | Target 1 face-up Xyz Monster you control and detach all of its Xyz Material; this turn, that target can attack twice during the same Battle Phase. | |
Onomatopaira | You can only activate 1 "Onomatopaira" per turn. Send 1 card from your hand to the Graveyard; add up to 2 of these monsters from your Deck to your hand (you cannot add 2 from the same category). |
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Ookazi | Inflict 800 damage to your opponent. | |
Orcustrated Return | Send 1 "Orcust" or "World Legacy" monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Orcustrated Return" per turn. | |
Ostinato | If you control no monsters: Fusion Summon 1 "Melodious" Fusion Monster from your Extra Deck, using 2 monsters from your hand and/or Deck as Fusion Materials. During the End Phase of this turn, destroy the monster Fusion Summoned by this effect, and if you do, if all the Fusion Materials that were used for its Fusion Summon are in your GY, you can Special Summon all of them. | |
Over Destiny | Target 1 "Destiny HERO" monster in your Graveyard; Special Summon 1 "Destiny HERO" monster from your Deck whose Level is less than or equal to half of that target's Level. The Special Summoned monster is destroyed during the End Phase of this turn. | |
Overlay Capture | Target 1 face-up Xyz Monster your opponent controls that has Xyz Material and 1 face-up Xyz Monster you control; detach all Xyz Material from that opponent's monster, and if you do, attach this card to your monsters as an Xyz Material. | |
Overlay Regen | Target 1 face-up Xyz Monster on the field; attach this card to it as material. | |
Overload Fusion | Fusion Summon 1 DARK Machine Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY. | |
Overpowering Eye | Select 1 face-up Zombie-Type monster you control with 2000 or less ATK. It can attack your opponent directly this turn. | |
Owner's Seal | Return control of all monsters on the field to their orginal owners. | |
Packet Swap | Target 1 face-up non-Link Monster you control and 1 Link Monster your opponent controls; switch control of those monsters. You can only activate 1 "Packet Swap" per turn. | |
Painful Choice | Select 5 cards from your Deck and show them to your opponent. Your opponent selects 1 card among them. Add that card to your hand and discard the remaining cards to the Graveyard. | |
Painful Decision | Send 1 Level 4 or lower Normal Monster from your Deck to the Graveyard, and if you do, add 1 monster with the same name as that card from your Deck to your hand. You can only activate 1 "Painful Decision" per turn. | |
Painful Return | Your opponent chooses 1 monster in your Graveyard. During the End Phase, add that monster to your hand. | |
Pantheism of the Monarchs | Send 1 "Monarch" Spell/Trap Card from your hand to the Graveyard; draw 2 cards. You can banish this card from your Graveyard; reveal 3 "Monarch" Spell/Trap Cards 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 use this effect of "Pantheism of the Monarchs" once per turn. | |
Parallel Twister | Send 1 other Spell/Trap Card you control to the Graveyard, then target 1 card on the field;destroy it. | |
Parallel World Fusion | Choose an "Elemental HERO" Fusion Monster in your Extra Deck whose listed Fusion Material Monsters are banished, shuffle the banished Fusion Material Monsters into the Deck, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) You cannot Special Summon another monster(s) during the turn you activate this card. | |
Parametalfoes Fusion | Fusion Summon 1 "Metalfoes" Fusion Monster from your Extra Deck, using up to 1 monster each from your hand, field, and/or face-up Extra Deck as Fusion Material. You can only activate 1 "Parametalfoes Fusion" per turn. | |
Particle Fusion | Send, from your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a "Gem-Knight" Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) When you do: Banish this card from the Graveyard to target 1 "Gem-Knight" Fusion Material Monster used for the Fusion Summon; the Fusion Summoned monster gains that monster's ATK until the End Phase. | |
Peeking Goblin | Your opponent reveals the top 3 cards of their Deck. Choose one to place on the bottom of the Deck and place the other two on top of the Deck in any order. | |
Pegasus Wing | If you have a Union monster in your GY: Target any number of "Valkyrie" monsters you control; those monsters can attack directly this turn, but if they do so using this effect, their battle damage inflicted to your opponent is halved. | |
Pendulum Call | Discard 1 card; add 2 "Magician" Pendulum Monsters with different names from yourDeck to your hand, also, until the end of your opponent's next turn after this cardresolves, "Magician" cards in your Pendulum Zones cannot be destroyed by card effects. You can only activate 1 "Pendulum Call" per turn. You cannot activate this card if you activated a "Magician" monster's Pendulum Effect this turn. | |
Pendulum Fusion | Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials. If you have 2 cards in your Pendulum Zones, you can also use cards in your Pendulum Zones as Fusion Material(s). You can only activate 1 "Pendulum Fusion" per turn. | |
Pendulum Halt | If you have 3 or more face-up Pendulum Monsters with different names in your Extra Deck: Draw 2 cards. You cannot add cards from the Deck to your hand for the rest of this turn after this card resolves. | |
Pendulum Paradox | Add 2 face-up Pendulum Monsters with the same Pendulum Scale but different names, from your Extra Deck to your hand. You can only activate 1 "Pendulum Paradox" per turn. | |
Pendulum Pendant | Banish 5 face-up Pendulum Monsters from your Extra Deck; place 1 Pendulum Monster from your Deck or face-up Extra Deck in your Pendulum Zone. You can banish this card from your GY, then target 1 card in any Pendulum Zone; reduce its Pendulum Scale by 1 (min. 0). You can only activate 1 "Pendulum Pendant" per turn. | |
Pendulum Rising | Send 1 monster you control to the Graveyard; Special Summon from your Main Deck, 1 Pendulum Monster with the same Level as the sent monster's original Level, but destroy it during the End Phase. You can only activate 1 "Pendulum Risisng" per turn. | |
Pendulum Storm | Destroy as many cards in each player's Pendulum Zones as possible, then you can destroy 1 Spell/Trap Card your opponent controls. | |
Pendulum Transfer | Target up to 2 Pendulum Monsters you control; place those targets in your Pendulum Zones. You can only activate 1 "Pendulum Transfer" per turn. | |
Pendulum Treasure | Add 1 Pendulum Monster from your Deck to your Extra Deck face-up. You can only activate 1 "Pendulum Treasure" per turn. | |
Pendulum Xyz | Target 2 cards in your Pendulum Zones; Special Summon both targets, but negate their effects, then, immediately after this effect resolves, Xyz Summon 1 Xyz Monster using only those 2 monsters. When you do, you can treat the Level of 1 of the monsters the same as the other monster's. You can only activate 1 "Pendulum Xyz" per turn. | |
Performance Hurricane | Target cards your opponent controls, up to the number of "Performapal" monsters you control; return them to the hand. You can only activate 1 "Performance Hurricane" per turn. | |
Performapal Popperup | Send up to 3 cards from your hand to the GY; draw that many cards, then you can Special Summon up to that many monsters from your hand, with different names, that are "Performapal" monsters, "Magician" Pendulum Monsters, and/or "Odd-Eyes" monsters, each with a Level between the Pendulum Scales of the 2 cards in your Pendulum Zones. If you did not Special Summon by this effect, you lose 1000 LP for each card in your hand. You can only activate 1 "Performapal Popperup" per turn. | |
Performapal Recasting | Reveal any number of "Performapal" monsters in your hand and shuffle them into the Deck, then draw card equal to the number of cards you shuffled into the Deck +1. You can only activate 1 "Performapal Recasting" per turn. | |
Phantasmal Martyrs | You can only activate this card while you have 2 or more cards in your hand, and have either "Uria, Lord of Searing Flames" or "Hamon, Lord of Striking Thunder" face-up on your side of the field. By sending your entire hand to the Graveyard, Special Summon 3 "Phantasmal Martyr Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Attack Position on your side of the field. | |
Photon Booster | Target 1 face-up Level 4 or lower LIGHT monster on the field, except a Token; all face-up monsters on the field with its name become 2000 ATK until the End Phase. | |
Photon Hand | If you control a "Photon" or "Galaxy" monster: Pay 1000 LP, then target 1 monster your opponent controls; take control of it. If you do not control "Galaxy-Eyes Photon Dragon" at activation, you can only target an Xyz Monster. You can only activate 1 "Photon Hand" per turn. | |
Photon Sanctuary | Special Summon 2 "Photon Tokens" (Thunder-Type/LIGHT/Level 4/ATK 2000/DEF 0) in Defense Position. These Tokens cannot attack or be used as Synchro Material Monsters. You cannot Summon other monsters the turn you activate this card, except for LIGHT monsters. | |
Photon Veil | Shuffle 3 LIGHT monsters from your hand into the Deck, then add 1 to 3 Level 4 or lower LIGHT monsters from your Deck to the hand. If you add 2 or more monsters, they must have the same name. | |
Piri Reis Map | At the start of your Main Phase 1: Add 1 monster with 0 ATK from your Deck to your hand, but halve your LP. After adding it to your hand, until the end of the next turn after this card was activated, you cannot activate the added monster's effects, or the effects of cards with its name, until you Normal Summon that monster or a card with its name. | |
Plunder Patroll Shipshape Ships Shipping | Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. You can banish this card from your GY, then target 1 "Plunder Patroll" monster you control; equip 1 "Emblem of the Plunder Patroll", or 1 "Plunder Patroll" monster, from your Deck to that target. You can only use this effect of "Plunder Patroll Shipshape Ships Shipping" once per turn. | |
Polymerization | Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. | |
Polymerization (Fusion) | Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. | |
Pot of Avarice | Select 5 Monster Cards in your Graveyard. Shuffle those cards into the Deck, then draw 2 cards. | |
Pot of Benevolence | Select 2 cards from the Graveyard(s), and shuffle them into their owner's Deck(s). After activation, remove this card from play instead of sending it to the Graveyard. You can only activate 1 "Pot of Benevolence" per turn. | |
Pot of Desires | Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn. | |
Pot of Dichotomy | At the start of your Main Phase 1: Target 3 monsters with different Types in your Graveyard; Shuffle all 3 into the Deck, then draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card. | |
Pot of Duality | Reveal the top 3 cards of your Deck, add 1 of them to your hand, then shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card. | |
Pot of Extravagance | At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects. | |
Pot of Generosity | Return 2 cards from your hand to your Deck. Then shuffle your Deck. | |
Pot of Greed | Draw 2 cards. | |
Pot of Prosperity | Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card. | |
Pot of Riches | Shuffle 3 Pendulum Monsters into the Deck, from your Graveyard and/or face-up in your Extra Deck, then draw 2 cards. You can only activate 1 "Pot of Riches" per turn. You cannot Special Summon the turn you activate this card, except by Pendulum Summon. | |
Power Bond | Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck, and it gains ATK equal to its original ATK. (This Special Summon is treated as a Fusion Summon.) During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the monster (at the time it was Summoned). | |
Power Capsule | Select 1 face-up "Victory Viper XX03" on your side of the field to activate this card. Select 1 effect of "Victory Viper XX03", and apply the effect as this card's effect. | |
Pre-Preparation of Rites | Add 1 Ritual Spell Card from your Deck to your hand, and add 1 Ritual Monster from your Deck or Graveyard to your hand whose name is listed on that Ritual Spell Card. You can only activate 1 "Pre-Preparation of Rites" per turn. | |
Predapractice | Special Summon 1 "Predaplant" monster from your hand, then add 1 "Predap" card from your Deck to your hand, except "Predapractice", also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "Predapractice" per turn. | |
Preparation of Rites | Add 1 Level 7 or lower Ritual Monster from your Deck to your hand, then you can add 1 Ritual Spell from your GY to your hand. | |
Primal Seed | If "Black Luster Soldier - Envoy of the Beginning" or "Chaos Emperor Dragon - Envoy of the End" is on the field: Target 2 of your banished cards; add both those targets to your hand. | |
Psi-Impulse | Tribute 1 Psychic-Type monster. Return all cards in your opponent's hand to the Deck. The, they draw 3 cards. | |
Psychic Eraser Laser | Send 1 monster your opponent controls that was Special Summoned from the Extra Deck to the GY, then your opponent gains LP equal to the original ATK or DEF of that monster (whichever is higher). You can only activate 1 "Psychic Eraser Laser" per turn. | |
Psychic Feel Zone | Select 1 of your removed from play Psychic-Type Tuner monsters and 1 of your removed from play Psychic-Type non-Tuner monsters. Return them to the Graveyard to Special Summon 1 Psychic-Type Synchro Monster from your Extra Deck, whose Level is equal to the combined Levels of the returned monsters, in face-up Defense Position. | |
Psychic Path | Pay 800 Life Points and select up to 2 of your removed from play Psychic-Type monsters. Add them to your hand. | |
Psychokinesis | Activate only while you control a face-up Psychic-Type monster. Destroy 1 card on the field and take 1000 damage. | |
Puppet Ritual | If your opponent's Life Points are at least 2000 higher than yours: You can target 2 Level 8 "Gimmick Puppet" monsters in your Graveyard; Special Summon those targets. You can only activate 1 "Puppet Ritual" per turn. You cannot conduct your Battle Phase the turn you activate this card. | |
Question | When activating this card, your opponent cannot check cards in the Graveyard. Your opponent calls the name of the first monster found at the bottom of your Graveyard. If he/she calls it right, the monster is removed from play. If he/she calls it wrong, the monster is Special Summoned to your side of the field. | |
Quill Pen of Gulldos | Target 2 WIND monsters in your Graveyard and 1 card on the field; shuffle both of those first 2 targets into your Deck and return the other to the hand. | |
R - Righteous Justice | Destroy Spell/Traps on the field equal to the number of "Elemental HERO" cards you control. | |
Raidraptor - Call | Target 1 "Raidraptor" monster you control; Special Summon 1 monster with the same name as that monster on the field from your hand or Deck in Defense Position. You can only activate 1 "Raidraptor - Call" per turn. You cannot Special Summon monsters during the turn you activate this card, except "Raidraptor" monsters. | |
Raigeki | Destroy all monsters your opponent controls. | |
Raimei | Decrease your opponent's Life Points by 300 points. | |
Rain of Mercy | Increase the Life Points of both players by 1000 points. | |
Rainbow Bridge | Add 1 "Crystal" Spell/Trap from your Deck to your hand. | |
Rank-Down-Magic Numeron Fall | Target 1 "Utopia" monster you control; Special Summon from your Extra Deck, 1 "Utopia" monster with a lower Rank than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) The monster Xyz Summoned by this effect gains this effect. |
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Rank-Up-Magic - The Seventh One | To activate this card, you must draw it for your normal draw in yourDraw Phase, reveal it, and keep it revealed until the start of Main Phase 1. At the start of your Main Phase 1 that same turn, you canSpecial Summon, from your Extra Deck or Graveyard, 1 monster that has a number between "Number 101" and "Number 107" in its name, except "Number C" monsters. Then Xyz Summon, from your Extra Deck, 1 "Number C" monster with the same number in its name as the first monster, by using it as the Xyz Material. You can only apply theeffect of "Rank-Up-Magic - The Seventh One" once per Duel. | |
Rank-Up-Magic Admiration of the Thousands | Target 1 or more Xyz Monsters in each Graveyard, all of the sameRank; Special Summon from your Extra Deck, 1 "Number C" or "CXyz"monster that is 1 Rank higher than those monsters, and attach those monsters to it as Xyz Materials. You cannot Special Summon other monsters during the turn you activate this card. You can only activate 1 "Rank-Up-Magic Admiration of the Thousands" per turn. | |
Rank-Up-Magic Argent Chaos Force | Target 1 Rank 5 or higher Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) When a Rank 5 or higher Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can add this card from your Graveyard to your hand. You can only use this effect of "Rank-Up-Magic Argent Chaos Force" once per Duel. | |
Rank-Up-Magic Astral Force | Target the 1 Xyz Monster you control with the highest Rank (your choice, if tied); Special Summon from your Extra Deck, 1 monster with the same Type and Attribute as that monster you control but 2 Ranks higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand. You cannot Special Summon during the turn you activate this effect, except by the effect of "Rank-Up-Magic Astral Force". | |
Rank-Up-Magic Barian's Force | Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) Then, if possible, detach 1 Xyz Material from a monster your opponent controls and attach it to the Summoned monster as an Xyz Material. | |
Rank-Up-Magic Limited Barian's Force | Target 1 Rank 4 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) | |
Rank-Up-Magic Numeron Force | Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" monster with the same Type as that monster you control, but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, if any face-up cards are on the field other than this card and the monster Summoned by it, negate the effects of those other cards. | |
Rank-Up-Magic Raid Force | Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that target, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materialsattached to that target also become Xyz Materials on the Summoned monster.) You can banish this card from your Graveyard and 1 "Raidraptor" card from your hand, then target 1 "Rank-Up-Magic" Spell Card in your Graveyard, except "Rank-Up-Magic Raid Force"; add it to your hand. | |
Rank-Up-Magic Skip Force | Target 1 "Raidraptor" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 2 Ranks higher than that target, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.) During your Main Phase, except the turn this card was sent to the Graveyard: You can banishthis card and 1 "Raidraptor" monster from your Graveyard, then target 1 "Raidraptor" Xyz Monster in your Graveyard; Special Summon it. | |
Rank-Up-Magic Soul Shave Force | Pay half your LP, then target 1 "Raidraptor" Xyz Monster in your Graveyard; Special Summon it, then Special Summon from your Extra Deck, 1 Xyz Monster that is 2 Ranks higher than that monster, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.) | |
Rank-Up-Magic Zexal Force | Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Utopia" or "ZW -" monster that is 1 Rank higher than that monster you control, by using it as material, and if you do, take 1 "ZW -" or "ZS -" monster from your Deck and place it on top of your Deck. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) If your opponent's LP are at least 2000 higher than yours: You can banish this card from your GY; draw 1 card. You can only use this effect of "Rank-Up-Magic Zexal Force" once per turn. | |
Raptor Wing Strike | Return 1 face-up "Blackwing" monster you control to the Deck. Add 1 "Blackwing" monster from your Deck to your hand. | |
Rare Value | If you control 2 or more "Crystal Beast" cards in your Spell & Trap Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Zone, you send it to the GY, and if you do, you draw 2 cards. | |
Ready Fusion | Pay 1000 LP; Special Summon 1 Level 6 or lower non-Effect Fusion Monster from your Extra Deck, but it cannot attack, also destroy it during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Ready Fusion" per turn. | |
Reasoning | Your opponent declares a monster Level. Reveal cards from the top of your Deck until you reveal a monster that can be Normal Summoned. If that monster is the same Level as the one declared by your opponent, send all revealed cards to the Graveyard. If not, Special Summon the revealed monster, also send the remaining cards to the Graveyard. | |
Reboot | Shuffle 1 "Meklord" monster from your hand into the Deck to select 1 "Meklord" card in your Graveyard, and add it to your hand. | |
Recardination | Target 1 "Flower Cardian" monster in your Graveyard; add it to your hand, then you can Special Summon 1 "Flower Cardian" monster from your hand, ignoring its Summoning conditions. If this card is sent to the Graveyard by a "Flower Cardian" monster's effect: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated Spell/Trap Card to your hand. Place the remaining cards on top of your Deck in any order. | |
Recurring Nightmare | Select 2 DARK monsters with 0 DEF in your Graveyard and return them to your hand. | |
Recycling Batteries | Add 2 Thunder-Type monsters with 1500 or less ATK from your Graveyard to your hand. | |
Red Dragon Vase | Activate only if you control a face-up "Red Dragon Archfiend". Draw 2 cards. You cannot Normal or Special Summon another monster until the end of your opponent's turn if you activate this card. | |
Red Medicine | Increase your Life Points by 500 points. | |
Red-Eyes Fusion | Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as Material from your Extra Deck, using monsters from your hand, Deck, or your side of the field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn. | |
Red-Eyes Insight | Send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard; add 1 "Red-Eyes" Spell/Trap Card from your Deck to your hand, except "Red-Eyes Insight". You can only activate 1 "Red-Eyes Insight" per turn. | |
Reinforcement of the Army | Add 1 Level 4 or lower Warrior monster from your Deck to your hand. | |
Rekindling | Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, banish all monsters that were Special Summoned by this effect. | |
Release Restraint | Tribute 1 "Gearfried the Iron Knight"; Special Summon 1 "Gearfried the Swordmaster" from your hand or Deck. | |
Release Restraint Wave | Select one face-up Equip Spell Card you control. Destroy the selected card and every face-down Spell and Trap your opponent controls. | |
Remove Trap | Destroys 1 face-up Trap Card on the field. | |
Reptilianne Poison | Activate only if you control a face-up "Reptilianne" monster. Change 1 Defense Position monster your opponent controls to face-up Attack Position and reduce its ATK to 0. | |
Reptilianne Ramifications | Send 1 card from your hand to the GY and activate 2 of these effects, in sequence; You can only activate 1 "Reptilianne Ramifications" per turn. |
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Reptilianne Spawn | Remove from play 1 "Reptilianne" monster from your Graveyard. Special Summon 2 "Reptilianne Tokens" (Reptile-Type/EARTH/Level 1/ATK 0/DEF 0) to your side of the field. | |
Resonance Device | Target 2 face-up monsters you control with the same Type and Attribute; change one of their Levels to the current Level of the other, until the End Phase. | |
Resonator Call | Add 1 "Resonator" monster from your Deck to your hand. | |
Resonator Engine | Select 2 "Resonator" monsters in your Graveyard. Add 1 Level 4 monster from your Deck to your hand and return the selected monsters in your Graveyard to the Deck. | |
Restructer Revolution | Inflict 200 points of damage to your opponent's Life Points for each card in your opponent's hand. | |
Return of the Doomed | Discard 1 Monster Card from your hand to the Graveyard. Return 1 of your monsters that is destroyed as a result of battle and sent to your Graveyard during this turn to your hand at the end of this turn. | |
Return of the Dragon Lords | Target 1 Level 7 or 8 Dragon-Type monster in your Graveyard; Special Summon it. If a Dragon-Type monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead. | |
Reversal Quiz | Send all cards in your hand and on your side of the field to the Graveyard. Call the type of card (Spell, Trap, or Monster) on top of your Deck. If you call it right, exchange your current Life Points with your opponent's current ones. | |
Revival Swarm | Target 1 "Battlewasp" monster in your GY; Special Summon it. You can banish this card from your GY, then target 1 Insect monster you control; it cannot be destroyed by battle or card effects, until the end of the next turn. You can only use this effect of "Revival Swarm" once per turn. | |
Revoke Fusion | Discard 1 "Polymerization" to the Graveyard. Send 1 Fusion Monster from your Fusion Deck to your Graveyard and Special Summon 1 monster from your hand that is listed as a Fusion Material Monster on that card. The Special Summoned monster is sent to the Graveyard during the End Phase of this turn. | |
Ride of the Valkyries | Special Summon any number of "Valkyrie" monsters with different names from your hand. If you Special Summoned 3 or more monsters with this effect, you take no battle damage until the end of the next turn. During the End Phase of the turn you activated this card, shuffle all monsters you control into the Deck. You can banish this card from your GY; add 1 "Mischief of the Time Goddess" from your Deck to your hand. You can only use this effect of "Ride of the Valkyries" once per turn. | |
Rikka Glamour | When you activate this card, you can also Tribute 1 Plant monster; add 1 "Rikka" monster from your Deck to your hand, then, if you Tributed a monster when you activated this card, add 1 Plant monster, with the same original Level as that "Rikka" monster but a different name, from your Deck to your hand. You can only activate 1 "Rikka Glamour" per turn. | |
Riryoku | Target 2 face-up monsters on the field; halve the ATK of 1 monster, and if you do, add that lost ATK to the other monster. These effects last until the end of this turn. | |
Riryoku Gaurdian | If your LP are lower than your opponent's: Target 1 monster you control with a "Gate Guardian" in its original name; halve your opponent's LP, then that monster gains ATK equal to your opponent's LP. You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use each effect of "Riryoku Guardian" once per turn. | |
Rite of Aramesir | If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn. | |
Ritual Foregone | Pay 1000 Life Points. Special Summon 1 Ritual Monster from your hand. The Ritual Monster Special Summoned by this effect cannot attack, and is destroyed during the End Phase. Only 1 "Ritual Foregone" can be activated per turn. | |
Rose Bell of Revelation | Add 1 Plant monster with 2400 or more ATK from your Deck to your hand. You can banish this card from your GY; Special Summon 1 Plant monster with 2400 or more ATK from your hand. You can only use 1 "Rose Bell of Revelation" effect per turn, and only once that turn. | |
Rose Bud | Tribute 1 "Elemental HERO Knospe"; Special Summon 1 "Elemental HERO Poison Rose" from your hand or Deck. | |
Royal Tribute | Activate only while you control "Necrovalley". Both players discard all Monster Cards in their hands. | |
Ruthless Denial | Select 1 monster you control and send it to the Graveyard, and send 1 random card in your opponent's hand to the Graveyard. | |
Sabatiel - The Philosopher's Stone | If you have a "Winged Kuriboh" monster in your GY: Pay half your LP; add 1 "Polymerization" Spell or "Fusion" Spell from your Deck to your hand. If this card is in your GY: You can banish 3 copies of "Sabatiel - The Philosopher's Stone" from your GY, then target 1 monster on the field; it gains ATK equal to the ATK of the monster on the field with the highest ATK (your choice, if tied), until the end of this turn. | |
Saber Slash | Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control. | |
Sacred Sword of Seven Stars | Banish 1 Level 7 monster from your hand or face-up from your side of the field; draw 2 cards. You can only activate 1 "Sacred Sword of Seven Stars" per turn. | |
Sage's Stone | Activate only if you control a face-up "Dark Magician Girl". Special Summon 1 "Dark Magician" from your hand or Deck. | |
Salamangreat Recureance | Target 2 "Salamangreat" monsters in your GY with different names; add them to your hand. If this Set card is destroyed by card effect and sent to the GY: You can add 1 "Salamangreat" Spell/Trap from your Deck to your hand, except "Salamangreat Recureance". You can only use each effect of "Salamangreat Recureance" once per turn. | |
Sales Ban | Declare 1 card name; for the rest of this turn, your opponent cannot activate cards, or the effects of cards, with the same original name as that declared card. The same restrictions apply to you, but for the rest of this Duel instead of just this turn. You can only activate 1 "Sales Ban" per turn. | |
Salvage | Select 2 WATER monsters with 1500 or less ATK in your Graveyard, and add them to your hand. | |
Scareclaw Arrival | Target 1 "Scareclaw" monster or "Visas Starfrost" in your GY; Special Summon it in Defense Position. If a "Scareclaw" Link Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use this effect of "Scareclaw Arrival" once per turn. | |
Scareclaw Decline | Target 1 "Primitive Planet Reichphobia" you control or in your GY; return it to the hand, then, if you control "Visas Starfrost", you can change 1 face-up monster your opponent controls to face-down Defense Position. If 3 or more Defense Position monsters are on the field: You can banish this card from your GY; add 1 "Scareclaw" card from your GY to your hand. You can only use this effect of "Scareclaw Decline" once per turn. | |
Scarlet Security | Activate only if you control a face-up "Red Dragon Archfiend". Destroy all Spell/Trap Cards your opponent controls. | |
Scrapyard | Add 1 "Scrap" Tuner monster from your Deck to your hand. | |
Scroll of Bewitchment | Activate this card by declaring 1 Attribute, the equipped monster becomes that Attribute. | |
Seal of the Ancients | Pay 1000 Life Points. Pick up and see all face-down cards on your opponent's side of the field, then return them to their original positions. (The effects of the face-down cards are not activated). | |
Secret Pass to the Treasures | Select 1 face-up monster with an ATK equal to 1000 points or less on your side of the field. During the turn this card is activated, the selected monster can attack your opponent's Life Points directly. | |
Secret Password | Add 1 "Live☆ Twin" or "Evil★ Twin" Spell/Trap from your Deck to your hand. If you control a "Ki-sikil" monster and control a "Lil-la" monster, you can add 1 "Evil★Twin" monster from your Deck to your hand instead. You can only activate 1 "Secret Password" per turn. | |
Sekka's Light | If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn. | |
Senet Switch | Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent unoccupied Monster Card Zone. | |
Seventh Ascension | Take 1 card from your Deck (either a "Barian's" Spell/Trap, a "Rank-Up-Magic" Quick-Play Spell, or a "Seventh" Spell/Trap except "Seventh Ascension"), and either add it to your hand or place it on top of your Deck. If your opponent controls a monster Special Summoned from the Extra Deck: You can banish this card from your GY and send 1 "Rank-Up-Magic" Spell from your hand to the GY; this effect becomes that Spell's effect when that card is activated. You can only use each effect of "Seventh Ascension" once per turn. | |
Sextet Summon | Banish from your hand, GY, and/or face-up field, 6 monsters (1 each Ritual, Fusion, Synchro, Xyz, Pendulum, and Link), each with the same original Type, then Special Summon 1 monster from your Deck or Extra Deck, with the same original Type as those banished monsters. You can only activate 1 "Sextet Summon" per turn. | |
Shaddoll Fusion | Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponentcontrols a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn. | |
Shadow Toon | If you control "Toon World": Target 1 face-up monster your opponent controls; inflict damage to your opponent equal to the ATK of that face-up monster. You can only activate 1 "Shadow Toon" per turn. | |
Share the Pain | Tribute 1 monster on your side of the field. Your opponent must Tribute 1 monster on their side of the field. | |
Shield & Sword | Switch the original ATK and DEF of all face-up monsters on the field until the end of this turn. Any additions and subtractions to ATK and DEF due to card effects are applied to the new ATK and DEF. Monsters Summoned after this card's activation are excluded. | |
Shield Crush | Target 1 Defense Position monster on the field; destroy that target. | |
Shien's Smoke Signal | Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand. | |
Shien's Spy | Select 1 face-up monster on your side of the field to activate this card. Until the End Phase of this turn, shift control of the selected monster to your opponent. | |
Shining Draw | To activate this card, you must draw it for your normal draw in your Draw Phase, reveal it, and keep it revealed until the Main Phase 1. During your Main Phase 1 that same turn: You can target 1 "Utopia" Xyz Monster you control, then activate 1 of these effects; |
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Shining Hope Road | Target 3 monsters in your Graveyard; Special Summon all 3, but their effects are negated. Immediately after this effect resolves, Xyz Summon 1 "Utopia" or "Utopic" Xyz Monster using only those 3 monsters. You cannot Special Summon other monsters during the turn you activate this card. | |
Shock Surprise | Banish up to 2 "Speedroid" monsters from your Graveyard. then target that many cards on the field; destroy them. | |
Short Circuit | Activate only if you control 3 or more "Batteryman" monsters. Destroy all cards your opponent controls. | |
Shuffle Reborn | If you control no monsters: Target 1 monster in your Graveyard; Special Summon it, but its effects are negated, also banish it during the End Phase. You can banish this card from your Graveyard, then target 1 card you control; shuffle it into the Deck, then draw 1 card, also during the End Phase of this turn, banish 1 card from your hand. You can only use this effect of "Shuffle Reborn" once per turn. | |
Silent Doom | Target 1 Normal Monster in your Graveyard; Special Summon it in face-up Defense Position. It cannot attack. | |
Simorgh Onslaught | Discard 1 Winged Beast monster; add 2 "Simorgh" monsters with different Attributes from your Deck to your hand. You can banish this card from your GY; reveal 1 Winged Beast monster in your hand, and if you do, reduce the Levels of monsters in your hand with that name by 1 for the rest of this turn (even after they are Summoned). You can only activate 1 "Simorgh Onslaught" per turn. | |
Simorgh Repulsion | Discard 1 Winged Beast monster; return all cards in your opponent's Spell & Trap Zones to the hand. You can banish this card from your GY; reveal 1 Winged Beast monster in your hand, and if you do, reduce the Levels of monsters in your hand with that name by 1 for the rest of this turn (even after they are Summoned). You can only activate 1 "Simorgh Repulsion" per turn. | |
Single Purchase | If you have 3 or more cards in your hand (other than this card), and none of them are monsters: Banish your entire hand face-up; add 1 monster from your Deck to your hand. If you do, you cannot Normal or Special Summon any monsters for the rest of this turn, except monsters with that name. | |
Six Strike - Triple Impact | If you control 3 or more face-up "Six Samurai" monsters, you can activate 1 of these effects: |
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Sky Striker Maneuver - Afterburners! | If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field. | |
Sky Striker Maneuver - Jamming Waves! | If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field. | |
Sky Striker Maneuver - Scissors Cross | If you control no monsters in your Main Monster Zone: Target 1 Level 4 "Sky Striker Ace" monster in your GY; add it to your hand, or if you have 3 or more Spells in your GY, you can Special Summon it instead. | |
Sky Striker Maneuver - Vector Blast! | If you control no monsters in your Main Monster Zone: Each player sends the top 2 cards of their Deck to the GY (or as many as possible, if less than 2), then, if you sent at least 1 card to the GY, and have 3 or more Spells in your GY, you can shuffle all your opponent's monsters from the Extra Monster Zone into the Deck. | |
Sky Striker Mobilize - Engage! | If you control no monsters in your Main Monster Zones: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card. | |
Skydive Scorcher | Target 1 "Elemental HERO" Fusion Monster you control; destroy as many monsters your opponent controls as possible, with ATK higher than that monster's, then inflict damage to your opponent equal to the highest original ATK among those destroyed monsters in the Graveyard (your choice, if tied). If a "Skyscraper" Field Spell Card is in your Field Zone, inflict damage to your opponent equal to the combined original ATK of those destroyed monsters in the Graveyard, instead. | |
Slash Draw | Discard 1 card; send cards from the top of your Deck to the GY, equal to the number of cards your opponent controls, then draw 1 card, and show it. Then, if it was "Slash Draw", send it to the GY, and if you do, destroy as many cards on the field as possible, then inflict 2000 damage to your opponent for each card destroyed and sent to the GY by this effect. If the card you drew was not "Slash Draw", shuffle cards from your GY into your Deck, equal to the number of cards sent from your Deck to the GY by this effect. You can only activate 1 "Slash Draw" per turn. | |
Small World | Reveal 1 monster in your hand, choose 1 monster from your Deck that has exactly 1 of the same Type, Attribute, Level, ATK or DEF, and banish the revealed monster from your hand face-down. Then add, from the Deck to your hand, 1 monster that has exactly 1 of the same Type, Attribute, Level, ATK or DEF as the monster chosen from your Deck, and banish the card chosen from the Deck face-down. You can only activate 1 "Small World" per turn. | |
Smashing Ground | Destroy the 1 face-up monster your opponent controls that has the highest DEF. (If it's a tie, you get to choose.) | |
Smile World | All face-up monsters currently on the field gain 100 ATK for each monster currently on the field, until the end of this turn. | |
Snake Rain | Discard 1 card. Select 4 Reptile-Type monsters from your Deck and send them to the Graveyard. | |
Solar Recharge | Discard 1 "Lightsworn" monster. Draw 2 cards, then send the top 2 cards of your Deck to the Graveyard. | |
Solfachord Elegance | Activate 1 of these effects; You can only activate 1 "Solfachord Elegance" per turn. |
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Solfachord Scale | You can apply any of the following effects, in sequence, based on the number of "Solfachord" Pendulum Monster Cards you control with different names. You can only activate 1 "Solfachord Scale" per turn. |
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Soul Charge | Target any number of monsters in your Graveyard; Special Summonthem, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn. | |
Soul Exchange | Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that monster, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card. | |
Soul of Fire | Your opponent draws 1 card. Select 1 Pyro-Type monster from your Deck and remove it from play. Inflict damage to your opponent equal to half the ATK of the removed monster. If you activate this card, you cannot declare an attack this turn. | |
Soul of the Pure | Increases your Life Points by 800 points. | |
Soul Release | Target up to 5 cards in any GY(s); banish them. | |
Soul Taker | Destroy 1 face-up monster your opponent controls. Then, your opponent gains 1000 Life Points. | |
Soundproofed | This card can only be activated at the start of Main Phase 1, and only if you control no face-up Synchro Monsters. Neither player can Special Summon a Synchro Monster until your opponent's next End Phase. | |
Space Gift | Draw 1 card for each different "Neo-Spacian" name on the monsters you control. | |
Spacetime Transcendence | Banish 2 or more Dinosaur monsters from your GY; Special Summon 1 Dinosaur monster from your hand or GY whose Level equals the total Levels of those banished monsters, but it cannot attack this turn. | |
Sparks | Inflicts 200 points of Direct Damage to your opponent's Life Points. | |
Special Hurricane | Discard 1 card from your hand. Destroy all Special Summoned monsters on the field. | |
Special Schedule | Target 1 Machine-Type monster in your Graveyard with 3000 or more ATK; Special Summon that target in face-up Defense Position. You can only activate 1 "Special Schedule" per turn. If this Set card is sent from the field to the Graveyard: You can target 1 Level 10 Machine-Type monster in your Graveyard; add that target to your hand. | |
Specimen Inspection | Reveal 1 "Fossil Fusion" in your hand; send 1 monster from your hand to the GY, and if you do, declare a Type and a Level, then your opponent looks at their hand and Deck, and sends 1 monster with the declared Type and Level from one of them to the GY (if possible). You can only activate 1 "Specimen Inspection" per turn. | |
Speed Recovery | Target 1 "Speedroid" 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 "Speedroid" monster in your Graveyard; add it to your hand. | |
Speedroid Scratch | Send 1 "Speedroid" card from your hand to the GY; add 1 "Speedroid" monster from your Deck to your hand. You can only activate 1 "Speedroid Scratch" per turn. | |
Spell Calling | When this face-down card is destroyed and sent to the Graveyard by the effect of a Spell or Trap Card controlled by your opponent, select 1 Quick-Play Spell Card from your Deck and Set it after showing it to your opponent. | |
Spell Gear | Send 3 "Ancient Gear" cards you control to the Graveyard. You can Special Summon up to 1 "Ancient Gear Golem" from your hand and 1 from your Deck, ignoring the Summoning conditions. Then, destroy all monsters you control except "Ancient Gear Golems". You cannot Normal Summon or Set until the end of your next turn. | |
Spell Power Grasp | Place 1 Spell Counter on a face-up card that you can place a Spell Counter on. Then you can add 1 "Spell Power Grasp" from your Deck to your hand. You can only activate 1 "Spell Power Grasp" per turn. | |
Spell Power Mastery | Add 1 "Endymion" card from your Deck to your hand, then you can count the number of "Spell Power Mastery" and "Spell Power Grasp" you control and/or have in your GY, and place that many Spell Counters among card(s) you control that you can place a Spell Counter on. You can only activate 1 "Spell Power Mastery" per turn. | |
Spell Reproduction | Send 2 Spell Cards from your hand to the Graveyard, then target 1 Spell Card in your Graveyard; add that target to your hand. | |
Spell Wall | Activate 1 of these effects. Your opponent takes no further damage this turn. |
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Spellbook Library of the Crescent | If you have no "Spellbook" Spell Cards in your Graveyard: Reveal 3 "Spellbook" Spell Cards with different names from your Deck, your opponent randomly adds 1 of them to your hand, and shuffle the rest back into your Deck. You can only activate 1 "Spellbook Library of the Crescent" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards. | |
Spellbook Library of the Heliosphere | If you have 5 or more "Spellbook" Spell Cards in your Graveyard: Reveal the top 2 cards of your Deck; add any revealed "Spellbook" Spell Cards to your hand, and shuffle any remaining cards into the Deck. You can only activate 1 "Spellbook Library of the Heliosphere" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards. | |
Spellbook of Eternity | Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Eternity"; add that target to your hand. You can only activate 1 "Spellbook of Eternity" per turn. | |
Spellbook of Knowledge | Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up from your field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn. | |
Spellbook of Miracles | Target 1 Spellcaster-Type Xyz Monster in your Graveyard and up to 2 of your banished "Spellbook" Spell Cards; Special Summon that monster, and if you do, attach the targeted "Spellbook" Spell Card(s) to it as Xyz Material. You can only activate 1 "Spellbook of Miracles" per turn. | |
Spellbook of Power | Target 1 Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn. | |
Spellbook of Secrets | Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn. | |
Spellbook of the Master | If you control a Spellcaster-Type monster: You can reveal 1 other "Spellbook" card in your hand to target 1 "Spellbook" Normal Spell Card in your Graveyard, except "Spellbook of the Master"; this card's effect becomes that target's effect. You can only activate 1 "Spellbook of the Master" per turn. | |
Spiral Flame Strike | Activate 1 of these effects: |
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Spiral Fusion | Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you Special Summoned "Gaia the Dragon Champion" by this effect, it gains 2600 ATK, also it can make up to 2 attacks on monsters during each Battle Phase. | |
Spirit Elimination | When monsters in the Graveyard are removed from play, remove monsters on your side of the field from play as substitutes. This card remains active until the end of the turn that it is activated. The substitutes remain removed from play. | |
Spiritual Entanglement | Target 1 face-up monster your opponent controls; banish it until the End Phase. You can only activate 1 "Spiritual Entanglement" per turn. | |
Spiritualism | Return 1 Spell or Trap Card on your opponent's side of the field to his/her hand. This card's activation and effect cannot be negated by any other card. | |
Springans Watch | Add 1 "Great Sand Sea - Gold Golgonda" from your Deck to your hand. If "Great Sand Sea - Gold Golgonda" is in your Field Zone, you can apply this effect instead. Add 1 "Springans" monster from your Deck to your hand, and if you do, send 1 "Springans" monster from your Deck to the GY. You can only activate 1 "Springans Watch" per turn. |
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Stake your Soul! | Reveal 1 monster in your hand; Special Summon 1 "Vanquish Soul" monster with the same Attribute, but a different name, from your Deck, but return it to the hand during the End Phase. You can only activate 1 "Stake your Soul!" per turn. | |
Stamping Destruction | If you control a Dragon monster: Target 1 Spell/Trap on the field; destroy that target, and if you do, inflict 500 damage to its controller. | |
Stand-Off | Target 1 face-up Attack Position Effect Monster on each side of the field; if both monsters are still face-up on the field, negate their effects, then if both their effects were negated by this effect, as long as those monsters are in face-up Attack Position, they cannot be destroyed by battle, are unaffected by other card effects, also they cannot attack or change their battle positions. | |
Star Blast | Pay any number of Life Points in multiples of 500. Reduce the Level of 1 monster you control or that is in your hand by 1 for each 500 Life Points you paid, until the End Phase. | |
Star Light, Star Bright | Target 1 face-up monster you control; all face-up monsters you currently control with an ATK or DEF equal to that monster's become the same Level as that monster, until the End Phase. | |
Stardust Illumination | Send 1 "Stardust" monster from your Deck to the GY, or if you control "Stardust Dragon" or a Synchro Monster that lists "Stardust Dragon" in its text, you can Special Summon it instead. You can banish this card from your GY, then target 1 "Stardust" monster you control; increase or decrease its Level by 1 until the end of this turn. You can only use each effect of "Stardust Illumination" once per turn. | |
Stardust Shimmer | Select 1 Dragon-Type Synchro Monster in your Graveyard. Remove from play other monster(s) in your Graveyard whose total Levels equal the Level of the selected monster, and Special Summon it from the Graveyard. | |
Starry Knight Balefire | Add 1 "Starry Knight" monster, or 1 Level 7 LIGHT Dragon monster, from your Deck to your hand, then, if you control no monsters and your opponent controls a DARK monster, you can Special Summon 1 Level 7 LIGHT Dragon monster from your hand. You can only activate 1 "Starry Knight Balefire" per turn. | |
Stop Defense | Select 1 of your opponent's monsters and switch it to Attack Position. If the card is face-down, flip it face-up. If the card has a flip effect, it is activated immediately. | |
Storm | Destroy all Spell and Trap Cards you control, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of your own cards you destroyed. | |
Stray Lambs | If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 2 "Lamb Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. | |
Summon Dice | Pay 1000 LP; roll a six-sided die, then apply the result. You can only activate 1 "Summon Dice" per turn. |
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Summon Storm | Pay 800 LP; Special Summon 1 Level 6 or lower WIND monster from your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 Level 4 or lower WIND monster from your hand. You can only use this effect of "Summon Storm" once per turn. | |
Summoner's Art | Add 1 Level 5 or higher Normal Monster from your Deck to your hand. | |
Summoning Swarm | Target Level 4 or lower "Battlewasp" monsters in your GY, up to the number of monsters your opponent controls; Special Summon them. You can only activate 1 "Summoning Swarm" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Insect monsters. | |
Sunvine Sowing | Special Summon 1 "Sunseed" monster from your Deck, and if you do, take 1000 damage. If you control no "Sunavalon" Link Monsters, you can only Special Summon "Sunseed Genius Loci" with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Plant monsters. If a Plant Link Monster(s) you control would be destroyed by battle or an opponent's card effect, you can banish this card from your GY instead. You can only activate 1 "Sunvine Sowing" per turn. | |
Super All In! | Return 1 Synchro Monster you control to the Extra Deck, and if you do, Special Summon 4 "Flower Cardian" monsters from your GY, then, draw 1 card and show it, then, if it is a "Flower Cardian" monster, you can Special Summon it, ignoring its Summoning conditions. Otherwise, destroy as many monsters you control as possible, and if you destroyed at least 1, halve your LP. During the End Phase, if this card is in the GY because it was sent there by the effect of a "Flower Cardian" monster this turn while in your possession: You can add 1 Spell/Trap from your GY to your hand. | |
Super Koi Koi | Excavate the top 3 cards of your Deck and Special Summon as many "Flower Cardian" monsters among them as possible, ignoring their Summoning conditions, but their Levels become 2 and they have their effects negated. Banish the remaining cards, face-down, and if you do, lose 1000 LP for each. You can banish this card from your Graveyard and Tribute 1 monster; Special Summon 1 "Flower Cardian" monster from your hand, ignoring its Summoning conditions. You can only activate 1 "Super Koi Koi" per turn. | |
Super Quantal Alphan Spike | If you control 3 or more "Super Quantum" monsters with different names: Shuffle as many cards your opponent controls as possible into the Deck, then your opponent Special Summons 1 monster from their Extra Deck, ignoring its Summoning conditions. You can banish this card and 1 "Super Quantal Fairy Alphan" from your Graveyard; activate 1 "Super Quantal Mech Ship Magnacarrier" from your Deck. | |
Supremacy Berry | If your Life Points were lower than your opponent's when this card was activated, gain 2000 Life Points. If your Life Points were higher than your opponent's, you take 1000 damage. | |
Surface | Target 1 Level 3 or lower Fish, Sea Serpent, or Aqua-Type monster in your Graveyard; Special Summon it in face-up Defense Position. | |
Suture Rebirth | Target 1 "Fluffal" or "Frightfur" monster in your Graveyard; Special Summon it, but its effects are negated. You can only activate 1 "Suture Rebirth" per turn. | |
Sweet Dreams, Nemleria | Add 1 "Nemleria" monster from your Deck to your hand, then, if you have "Dreaming Nemleria" face-up in your Extra Deck, your opponent cannot activate cards or effects this turn when a "Nemleria" monster(s) is Normal or Special Summoned. You can place this card from the GY on the bottom of your Deck, then target 1 "Dreaming Nemleria" you control; add it to the Extra Deck face-up. You can only activate 1 "Sweet Dreams, Nemleria" per turn. | |
Swing of Memories | Target 1 Normal Monster in your GY; Special Summon it, but destroy it during the End Phase of this turn. | |
Sword of Dark Destruction | A Dark monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points. | |
Swords of Revealing Light | Flip all monsters your opponent controls face-up. This card remains on the field for 3 of your opponent's turns. While this card is face-up on the field, monsters your opponent controls cannot declare an attack. | |
Swordsoul Emergence | Add 1 "Swordsoul" monster from your Deck to your hand, or if you control a Synchro Monster, you can add 1 Wyrm monster instead. If this card is banished: You can target 1 "Swordsoul" monster, or Wyrm monster, you control; increase or decrease its Level by 1 until the end of this turn. You can only use each effect of "Swordsoul Emergence" once per turn. | |
Swordsoul Punishment | If you control a Synchro Monster: Target 1 card on the field or in either GY; banish it. If your opponent controls a Ritual, Fusion, Synchro, Xyz, or Link Monster: You can banish 1 Synchro Monster from your GY; add this card from the GY to your hand. You can only use each effect of "Swordsoul Punishment" once per turn. | |
Swordsoul Sacred Summit | Target 1 "Swordsoul" monster in your GY, or if you control a Synchro Monster, you can target 1 Wyrm monster instead; Special Summon it. If this card is banished: You can target 1 "Swordsoul" monster, or Wyrm monster, you control; increase or decrease its Level by 1 until the end of this turn. You can only use each effect of "Swordsoul Sacred Summit" once per turn. | |
Sylvan Charity | Draw 3 cards, then, if you have a "Sylvan" card in your hand, reveal 2 cards from your hand including at least 1 "Sylvan" card, then place them on the top of the Deck in any order. Otherwise, reveal your entire hand, then place it on the top of the Deck in any order. You can only activate 1 "Sylvan Charity" per turn. | |
Symbol of Friendship | To activate this card, you must draw it for your normal draw in your Draw Phase while your opponent controls 3 or more monsters and you control no monsters, reveal it, and keep it revealed until the Main Phase 1. During your Main Phase 1 that sameturn: You can activate this card from your hand; reveal 1 card from your Deck, and add it to your hand. | |
Synchro Blast Wave | Activate only while you control a face-up Synchro monster. Destroy 1 monster your opponent controls. | |
Synchro Change | Remove from play 1 face-up Synchro Monster you control. Special Summon 1 Synchro Monster from your Extra Deck whose Level is the same as the removed monster's. Its effect(s) is negated. | |
Synchro Cracker | Target 1 Synchro Monster you control; return it to the Extra Deck, and if you do, destroy all face-up monsters your opponent controls with ATK less than or equal to that Synchro Monster's original ATK. | |
Synchro Gift | Select 2 face-up monsters you control (1 Synchro Monster and 1 non-Synchro monster). Until the End Phase of this turn, reduce the ATK of the Synchro Monster to 0, and the other monster gains ATK equal to the Synchro Monster's original ATK. | |
Synchro Overtake | Reveal 1 Synchro Monster in your Extra Deck, choose 1 of the Synchro Materials whose name is listed on that card, and add to your hand or Special Summon that monster, from your Deck or GY, also you cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Synchro Monsters. You can only activate 1 "Synchro Overtake" per turn. | |
System Down | Pay 1000 Life Points; banish all face-up Machine-Type monsters your opponent controls and in their Graveyard. | |
Tail Swipe | Target 1 face-up Level 5 or higher Dinosaur-Type monster you control; choose up to 2 monsters your opponent controls that are either face-down or have a lower Level than that Dinosaur-Type monster, and return them to the hand. | |
Tannhauser Gate | Target 2 face-up monsters you control; the Level of each target becomes equal to their combined original Levels. | |
Tearlaments Grief | Special Summon 1 "Tearlaments" monster or "Visas Starfrost" from your Deck or GY, then send 1 monster you control to the GY, with the same Type or Attribute as that Special Summoned monster. If this card is sent to the GY by card effect: You can target 1 of your banished "Tearlaments" Traps; add it to your hand. You can only use 1 "Tearlaments Grief" effect per turn, and only once that turn. | |
Tenacity of the Monarchs | Reveal 1 monster in your hand with 2400 ATK & 1000 DEF, or 2800 ATK & 1000 DEF; add 1 "Monarch" Spell/Trap Card from your Deck to your hand, except "Tenacity of the Monarchs". You can only activate 1 "Tenacity of the Monarchs" per turn. | |
Terraforming | Add 1 Field Spell Card from your Deck to your hand. | |
That Grass Looks Greener | If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent. | |
That Wacky Magic! | Banish all Spell Cards in your Graveyard; destroy all face-up monsters your opponent controls with DEF less than or equal to the number of Spell Cards you banished x 300. | |
The Beginning of the End | Activate only if there are 7 or more DARK monsters in your Graveyard. Remove from play 5 DARK monsters from your Graveyard to draw 3 cards. | |
The Big Cattle Drive | If you control a Beast, Beast-Warrior, or Winged Beast-Type monster: Draw 1 card for each of those Monster Types you control. You cannot activate other Spell/Trap Cards or effects during the turn you activate this card. | |
The Big March of Animals | Until the End Phase, increase the ATK of all face-up Beast-Type monsters on your side of the field by 200 points for each Beast-Type monster on your side of the field. | |
The Cheerful Coffin | You can discard up to 3 Monster Cards from your hand to the Graveyard. | |
The Chorus in the Sky | Pay 1000 LP, then target 1 Fairy monster in your GY; add it to your hand, then, if "The Sanctuary in the Sky" is on the field or in either GY, you can add 1 of your banished "The Sanctuary in the Sky", or 1 of your banished cards that mentions it, to your hand. You can only activate 1 "The Chorus in the Sky" per turn. | |
The Claw of Hermos | (This card is also always treated as "Legendary Dragon Hermos".) Send 1 monster from your hand or your side of the field to the Graveyard of the Type that is listed on a Fusion Monster that can only be Special Summoned with "The Claw of Hermos" (if that card is Set, reveal it), then Special Summon that Fusion Monster from your Extra Deck. You can only activate 1 "The Claw of Hermos" per turn. |
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The Eye of Timaeus | (This card is also always treated as "Legendary Dragon Timaeus".) Target 1 "Dark Magician" monster you control; Fusion Summon 1Fusion Monster from your Extra Deck that lists that monster on thefield as a Fusion Material Monster, using it as the Fusion Material. You can only activate 1 "The Eye of Timaeus" per turn. |
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The Fang of Critias | (This card is also always treated as "Legendary Dragon Critias".) Send 1 Trap Card from your hand or your side of the field to the Graveyard that is listed on a Fusion Monster that can only be Special Summoned with "The Fang of Critias" (if that card is Set, reveal it), then Special Summon that Fusion Monster from your Extra Deck. You can only activate 1 "The Fang of Critias" per turn. |
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The Flute of Summoning Dragon | Special Summon up to 2 Dragon-Type monsters from your hand. There must be a face-up "Lord of D." on the field to activate and to resolve this effect. | |
The Forceful Sentry | Look at your opponent's hand. Select 1 card among them and return it to his/her Deck. The Deck is then shuffled. | |
The Graveyard in the Fourth Dimension | Add 2 monsters in your Graveyard that have "LV" in their card name to your Deck and shuffle it. | |
The Humble Sentry | Reveal your hand, choose 1 card from it, and shuffle it into the Deck. | |
The Inexperienced Spy | Select and see 1 card in your opponent's hand. | |
The Law of the Normal | You can only activate this card while there are 5 face-up Level 2 or lower Normal Monsters on your side of the field. Both players discard all cards in their hands, and destroy all cards on the field except Level 2 or lower Normal Monsters. | |
The Mask of Remnants | Shuffle this card into its owner's Deck, OR if this card was put into play by the effect of "Masked Beast Des Gardius", this card is treated as an Equip Card. Control of the equipped monster is switched. | |
The Melody of Awakening Dragon | Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand. | |
The Puppet Magic of Dark Ruler | Select 1 Fiend-Type monster from your Graveyard. Remove from play monsters on your side of the field whose total Levels exactly equal the Level of the selected Fiend-Type monster. Then Special Summon the selected monster from your Graveyard. | |
The Sacred Waters in the Sky | Activate 1 "The Sanctuary in the Sky" directly from your Deck, or add 1 monster that mentions "The Sanctuary in the Sky" from your Deck to your hand, then, if "The Sanctuary in the Sky" is on the field or in either GY, you can gain 500 LP for each "Hyperion" and "The Agent" monster you control. If your monster that mentions "The Sanctuary in the Sky" would be destroyed by battle, you can banish this card from your GY instead. You can only use each effect of "The Sacred Waters in the Sky" once per turn. | |
The Secret of the Bandit | This card can only be activated during Main Phase 1. Select 1 face-up monster on the field. Each time the selected monster inflicts Battle Damage to your opponent's Life Points this turn, your opponent discards 1 random card. | |
The Shallow Grave | Each player selects a monster in their Graveyard and Special Summon it in face-down Defence Position. | |
The Terminus of the Burning Abyss | Fusion Summon 1 "Burning Abyss" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. 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 "Burning Abyss" monster on the field; it gains 800ATK and DEF until the end of your opponent's next turn. | |
The True Name | Declare 1 card name; excavate the top card of your Deck, and if it is the declared card, add it to your hand, then you can add to your hand, or Special Summon, 1 DIVINE monster from your Deck. Otherwise, send it to the Graveyard. You can only activate 1 "The True Name" per turn. | |
The Warrior Returning Alive | Target 1 Warrior-Type monster in your Graveyard; add that target to your hand. | |
Therion Charge | Send 1 "Therion" card, except "Therion Charge", or 1 "Endless Engine Argyro System" from your hand or your face-up Spell & Trap Zone to the GY; draw 2 cards. You can only activate 1 "Therion Charge" per turn. | |
This Creepy Little Punk | (This card is always treated as an "Infernity" card.) Special Summon 1 of your "Infernity" monsters that is banished, or in your hand or GY. If a face-up "Infernity" monster(s) you control is destroyed by battle, or leaves the field because of an opponent's card effect, while this card is in your GY: You can Set this card. You can only use each effect of "This Creepy Little Punk" once per turn. |
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Thousand Energy | Increase the original ATK and DEF of all face-up Level 2 Normal Monsters (except Tokens) on your side of the field by 1000 points until the End Phase. Destroy all Level 2 Normal Monsters on your side of the field during the End Phase. | |
Thousand Knives | Activate only while you control a face-up "Dark Magician". Destroy 1 monster your opponent controls. | |
Thunder Crash | Destroy all monsters on your side of the field. Inflict damage to your opponent's Life Points equal to the number of monsters destroyed x 300 points. | |
Thunder Dragon Fusion | Fusion Summon 1 Thunder Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 Thunder monster from your Deck to your hand. You can only use each effect of "Thunder Dragon Fusion" once per turn. | |
Thunder Short | Inflict 400 damage to your opponent for each monster they control. | |
Ties of the Brethren | Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card. | |
Time Stream | Target 1 "Fossil" Fusion Monster you control; Tribute it, and if you do, Special Summon 1 "Fossil" Fusion Monster from your Extra Deck, whose original Level is 2 higher than that monster's. (This is treated as a Fusion Summon with "Fossil Fusion".) During your Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 "Fossil" Fusion Monster from your GY, then target 1 "Fossil" Fusion Monster in your GY; Special Summon it. | |
Time-Tearing Morganite | For the rest of this Duel, apply the following effects. You can banish this card from your GY, then discard 1 "Time-Tearing Morganite"; your opponent cannot activate monster effects when you Normal Summon this turn. |
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Timidity | Neither player can destroy Set Spell and Trap Cards on the field until your opponent's next End Phase. | |
Token Sundae | Destroy all Tokens you control, then destroy cards on the field, up to the number of Tokens destroyed by this effect. | |
Token Thanksgiving | Destroy all tokens on the field. Increase your Life Points by the number of tokens destroyed x 800 points. | |
Toon Bookmark | Add 1 "Toon World", or 1 card that mentions it, from your Deck to your hand, except "Toon Bookmark". If a "Toon World(s)" you control would be destroyed by card effect, you can banish this card from your GY instead. You can only activate 1 "Toon Bookmark" per turn. | |
Toon Briefcase | When your opponent Summons a monster(s) while you control a Toon monster: Shuffle that monster(s) into the Deck. | |
Toon Mask | If you control "Toon World": Target 1 face-up monster your opponent controls; Special Summon 1 Toon monster from your hand or Deck, whose Level is less than or equal to the Level/Rank of that monster, ignoring its Summoning conditions. | |
Toon Rollback | Target 1 Toon monster you control; it can make a second attack during each Battle Phase this turn. | |
Toon Table of Contents | Add 1 "Toon" card or "Manga Ryu-Ran" from your Deck to your hand. | |
Top Share | Reveal 1 card from your Deck and place it on top of your Deck, then your opponent reveals 1 card from their Deck and places it on top of their Deck. You can only activate 1 "Top Share" per turn. | |
Torpedo Takedown | Target 1 WATER Xyz Monster you control; detach 1 material from it, inflict 400 damage to your opponent for each card in your hand, and if you do, that monster gains ATK equal to the damage inflicted, until the end of this turn. You can banish this card and 1 WATER Xyz Monster from your GY; draw 2 cards. You can only use 1 "Torpedo Takedown" effect per turn, and only once that turn. | |
Toy Parade | (This card is always treated as a "Frightfur" card.) Target 1 DARK monster you control Special Summoned from the Extra Deck; for the rest of this turn, you cannot declare attacks except with that monster, also each time that monster destroys a monster by battle and sends it to the GY, it can attack again in a row. If you control a Fairy monster, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 Level 4 or lower DARK monster from your GY to your hand. You can only use 1 "Toy Parade" effect per turn, and only once that turn. |
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Trade-In | Discard 1 Level 8 monster to draw 2 cards. | |
Transmodify | Send 1 face-up monster you control to the Graveyard; Special Summon from your Deck, 1 monster with the same Type and Attribute as that monster in the Graveyard, but 1 Level higher. You can only activate 1 "Transmodify" per turn. | |
Traptantalizing Tune | Discard 1 Level 4 Insect or Plant monster, or 1 Normal Trap; draw 2 cards. You can banish this card from your GY, then target 1 of your banished Level 4 Insect or Plant monsters, or Normal Traps; place it on the bottom of the Deck. You can only use each effect of "Traptantalizing Tune" once per turn. | |
Tremendous Fire | Inflict 1000 points of damage to your opponent's Life Points and 500 points of damage to your Life Points. | |
Tri-Wight | Target 3 Level 2 or lower Normal Monsters in your Graveyard; Special Summon them from the Graveyard. | |
Trial and Tribulation | You can only activate 1 "Trial and Tribulation" per turn. During the End Phase of the turn this card was activated, apply this effect, depending on the number of the monsters you Tributed from the field and from your hand this turn, except Tokens. |
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Triangle Ecstasy Spark | Until the End Phase, the ATK of all "Harpie Lady Sisters" currently on the field becomes 2700 your opponent cannot activate any Trap Cards, also negate all your opponent's Trap Card effects on the field. | |
Triangle Power | Increase the original ATK and DEF of all face-up Level 1 Normal Monsters (except Tokens) on your side of the field by 2000 points until the End Phase. Destroy all Level 1 Normal Monsters on your side of the field during the End Phase. | |
Tribute Burial | You cannot Special Summon for the rest of this turn. Once during this turn, you can conduct a Tribute Summon that requires 2 Tributes by banishing 1 monster from each Graveyard instead of Tributing (it is still treated as a Tribute Summon). | |
Tribute Doll | Tribute 1 monster; Special Summon 1 Level 7 monster from your hand that can be Normal Summoned/Set. It cannot attack this turn. | |
Tribute to the Doomed | Discard 1 card. Destroy 1 monster on the field. | |
Trickstar Festival | Special Summon 2 "Trickstar Tokens" (Fairy/LIGHT/Level 1/ATK 0/DEF 0). If a "Trickstar" monster(s) you control that was Special Summoned from the Extra Deck would be destroyed by battle or card effect, you can banish this card from your GY instead. You cannot Normal or Special Summon monsters the turn you activate this card, except "Trickstar" monsters. You can only activate 1 "Trickstar Festival" per turn. | |
Trickstar Fusion | Fusion Summon 1 "Trickstar" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. You can banish this card from your GY, then target 1 "Trickstar" monster in your GY; add it to your hand, but you cannot Normal Summon/Set or Special Summon monsters with that name for the rest of this turn. | |
Triple Tactics Talent | If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; You can only activate 1 "Triple Tactics Talent" per turn. |
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Triple Tactics Thrust | If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn. | |
Tuner's High | Discard 1 monster; Special Summon from your Deck, 1 Tuner monster with the same original Type and Attribute, but 1 Level higher than the discarded monster had in hand. | |
Tuning | Add 1 "Synchron" Tuner monster from your Deck to your hand. Then send the top card of your Deck to the Graveyard. | |
Twilight Twin Dragons | If you control "Punishment Dragon": Target 1 "Judgment Dragon" in your GY; add it to your hand, then send the top 4 cards of your Deck to the GY. If this card is sent from the Deck to the GY by a "Lightsworn" monster's effect: You can target 1 "Punishment Dragon" in your GY; add it to your hand, then banish the top 4 cards of your Deck. | |
Tyrant Farm | Tribute 1 Effect Monster; Special Summon 1 non-Effect Monster with the same original Type/Attribute from your GY. You can only activate 1 "Tyrant Farm" per turn. | |
U.A. Signing Deal | Special Summon 1 "U.A." monster from your Deck, but its effects are negated, also it cannot be used as Synchro or Xyz Material for a Summon. Then you lose LP equal to the Level of the monster you Special Summoned by this effect x 300. You can only activate 1 "U.A. Signing Deal" per turn. |