Yu-Gi-Oh! Quick-Play Spell Cards

This is a list of all the Yu-Gi-Oh! Quick-Play Spells in our database.

Card Name Card Text Buy It
"A" Cell Recombination Device Target 1 face-up monster on the field; send 1 "Alien" monster from your Deck to the Graveyard, and if you do, place A-Counters on that monster equal to the Level of the sent monster. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Alien" monster from your Deck to your hand.
"A" Cell Scatter Burst Select 1 face-up "Alien" monster you control. Destroy it and distribute new A-Counters equal to its Level among your opponent's face-up monsters.
A Deal with Dark Ruler (This card is always treated as an "Archfiend" card.)
If a Level 8 or higher monster under your control was sent to the Graveyard this turn; Special Summon 1 "Berserk Dragon" from your hand or Deck.
A.I.dle Reborn Target 1 "@Ignister" monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of this turn after this card resolves, except Cyberse monsters. When an attack is declared involving 2 monsters: You can banish this card from your GY and 1 card from your hand, then target 1 of your "A.I." Spells/Traps that is banished or in your GY, except "A.I.dle Reborn"; add that card to your hand. You can only use each effect of "A.I.dle Reborn" once per turn.
Abyss Script - Romantic Terror Return 1 "Abyss Actor" Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up "Abyss Actor" Pendulum Monster with a different original name from that monster. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Set any number of "Abyss Script" Spells directly from your Deck to your Spell & Trap Zones. You can only activate 1 "Abyss Script - Romantic Terror" per turn.
Action Magic - Double Banking Discard 1 card; this turn, if a monster you currently control destroys an opponent's monster by battle, it can make a second attack in a row. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card.
Action Magic - Full Turn This turn, double any battle damage that a player takes from battles involving 2 monsters. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card.
Additional Mirror Level 7 If a Level 7 monster(s) is Special Summoned to your field: Send 2 "Additional Mirror Level 7" from you hand and/or Deck to the GY, then target 1 of those monsters; Special Summon 2 monsters with the same name as that target from your Deck, then take damage equal to their combined original ATK, also, for the rest of this turn after this card resolves, you can only Special Summon from the Extra Deck once.
ALERT! (This card is always treated as a "Rescue-ACE" card.)
Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.
Amazement Special Show When your opponent activates a card or effect that targets an "Amazement" monster(s) you control: Target 1 of those "Amazement" monsters you control; return it to the hand, then, you can Special Summon 1 "Amazement" monster from your hand.
Amazing Time Ticket Pay 800 LP; apply this effect, depending whose turn it is.
  • Your turn: Add 1 "Amazement" card from your Deck to your hand.
  • Your opponent's turn: Set 1 "Attraction" Trap directly from your Deck. It can be activated this turn.
    You can only activate 1 "Amazing Time Ticket" per turn.
  • Amazoness Call Take 1 "Amazoness" card from your Deck, except "Amazoness Call", and either add it to your hand or send it to the GY. During your Main Phase: You can banish this card from your GY, then target 1 "Amazoness" monster you control; this turn, that monster can attack all monsters your opponent controls, once each, also other monsters you control cannot attack. You can only activate 1 "Amazoness Call" per turn.
    Amazoness Secret Arts Fusion Summon 1 "Amazoness" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. During your Main Phase: You can banish this card from your GY; once, if you Fusion Summon an "Amazoness" Fusion Monster this turn, you can also send 1 "Amazoness" monster from your Extra Deck to the GY as material. You can only use 1 "Amazoness Secret Arts" effect per turn, and only once that turn.
    Anti-Magic Arrows At the start of the Battle Phase: For the rest of this turn after this card resolves,Spell/Trap Cards, and their effects, cannot be activated. Cards and effects cannot be activated in response to this card's activation.
    Appliancer Conversion Banish as many "Appliancer" Link Monsters from your Main Monster Zone as possible, then you can Special Summon your banished "Appliancer" Link Monsters up to the number banished by this effect. During your Main Phase, if this card is in your GY, except the turn it was sent there: You can banish 1 other "Appliancer" Spell/Trap from your GY; add this card to your hand. You can only use each effect of "Appliancer Conversion" once per turn.
    Armed Dragon Flash Special Summon 1 Level 3 "Armed Dragon" monster from your Deck in Defense Position. You can only activate 1 "Armed Dragon Flash" per turn.
    Arms Regeneration Activate 1 of the following effects.
  • Target 1 face-up monster you control; it gains 800 ATK until the end of this turn.
  • Target 1 Equip Spell in either GY; Set it to your field, or equip it to 1 appropriate monster you control.
    You can only activate 1 "Arms Regeneration" per turn.
  • Arrivalrivals During the Battle Phase: Immediately after this effect resolves, Normal Summon 1 monster. You can only activate 1 "Arrivalrivals" per turn.
    Artifact Ignition Target 1 Spell/Trap Card on the field; destroy that target, and if you do,Set 1 "Artifact" monster directly from your Deck to your Spell & Trap Card Zone as a Spell Card. If this card in its owner's possession is destroyed by an opponent's card: Your opponent skips their next Battle Phase. (You must have an "Artifact" monster in your Main Deck toactivate this card.)
    Artifacts Unleashed Target 2 "Artifact" monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only, but if you activated this card, monsters you control cannot attack for the rest of this turn, except "Artifact" monsters. If this card in its owners possession is destroyed by an opponent's card: You can reveal 1Level 5 LIGHT monster in your hand; draw 1 card.
    Asbolute Powerforce Target 1 "Red Dragon Archfiend" you control; if that monster you control battles an opponent's monster this turn, apply these effects until the end of the Damage Step.
  • It gains 1000 ATK.
  • Your opponent cannot activate cards or effects.
  • If it attacks a Defense Position monster, inflict piercing battle damage to your opponent.
  • Any battle damage your opponent takes from that battle is doubled.
  • Asceticism of the Six Samurai Select 1 face-up "Six Samurai" monster you control. Special Summon 1 "Six Samurai" monster from your Deck with a different name but equal ATK to the selected monster. During the End Phase of this turn, destroy the selected monster.
    Assault Mode Zero Tribute 1 Synchro Monster; Special Summon 1 "/Assault Mode" monster from your hand whose name includes the Tributed monster's name. (This is treated as a Special Summon with "Assault Mode Activate".) During your Main Phase: You can banish this card from your GY; Set 1 "Assault Mode Activate" directly from your hand or Deck. It can be activated this turn. You can only use each effect of "Assault Mode Zero" once per turn.
    Assault Overload Tribute 1 "/Assault Mode" monster. Inflict damage to both players equal to its Level x 200.
    Assault Revival Remove from play 1 "Assault Mode Activate" from your Graveyard. Destroy all monsters you control and Special Summon 1 "/Assault Mode" monster from your Graveyard, ignoring its Summoning conditions. Its effect(s) is negated, and it cannot be Tributed. If it is removed from the field, remove it from play.
    Awakening of the Crystal Ultimates Reveal 1 "Ultimate Crystal" monster in your hand, then activate 1 of these effects. If you control an "Ultimate Crystal" monster, you can activate 1 or 2 of these effects in sequence, instead (and do not have to reveal a monster).
  • Take 1 "Rainbow Bridge" card or 1 "Rainbow Refraction" from your Deck, and either add it to your hand or send it to the GY.
  • Special Summon 1 "Crystal Beast" Monster Card from your hand, Deck, GY, or Spell & Trap Zone.
    You can only activate 1 "Awakening of the Crystal Ultimates" per turn.
  • Basal Rose Shoot Special Summon 1 "Rose Dragon" monster from your hand or GY in Defense Position. If this Set card is destroyed: You can target 1 of your "Black Rose Dragon" or 1 monster that specifically lists that card in its text, that is banished or in your GY; Special Summon it. You can only use each effect of "Basal Rose Shoot" once per turn.
    Battle Fusion When an attack is declared involving a Fusion Monster you control and an opponent's monster: That monster you control gains ATK equal to the ATK of the opponent's monster, until the end of the Damage Step. You can only activate 1 "Battle Fusion" per turn.
    Battle of Sleeping Spirits Each player can Special Summon 1 monster from their GY that was destroyed by battle this turn, in Attack Position, and if you Special Summoned "Elemental HERO Neos" by this effect, if it battles your opponent's monster this turn, its ATK becomes doubled during the Damage Step only. You can only activate 1 "Battle of Sleeping Spirits" per turn.
    Battle Tuned Remove from play 1 Tuner monster from your Graveyard. Target face-up monster you control gains ATK equal to the removed monster's ATK.
    Bayonet Punisher Apply these effects, in sequence, depending on the type(s) of "Borrel" monsters you control and in your GY. If you control a monster with 3000 or more ATK, your opponent cannot activate cards or effects in response to this card's activation.
  • Fusion: Banish 1 monster your opponent controls.
  • Synchro: Banish 3 random face-down cards from your opponent's Extra Deck, face-up.
  • Xyz: Banish 1 Spell/Trap your opponent controls.
  • Link: Banish up to 3 cards from your opponent's GY.
    You can only activate 1 "Bayonet Punisher" per turn.
  • Beast Magic Attack Remove Spell Counters from your field to activate 1 of these effects;
  • 2: Return 1 "Mythical Beast" Pendulum Monster you control to the hand.
  • 4: Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, then you can place 2 Spell Counters on it.
  • 6 : Special Summon 1 face-up Pendulum Monster from your Extra Deck.
    You can only activate 1 "Beast Magic Attack" per turn.
  • Berserk Scales Target 1 face-up monster you control (except a monster that is attacking directly); it gains 1000 ATK but cannot attack your opponent directly for the rest of this turn, and in the End Phase of this turn, it loses 2000 ATK.
    Berserker Crush Remove from play 1 monster from your Graveyard. The ATK and DEF of 1 face-up "Winged Kuriboh" you control become equal to the ATK and DEF of that monster, until the End Phase of this turn.
    Berserker Soul When a monster you control inflicts 1500 or less damage to your opponent by a direct attack: Discard your entire hand (min.1); excavatethe top card of your Deck, and if it is a Monster Card, send it to theGraveyard, and if you do that, inflict 500 damage to your opponent, then repeat this effect up to 7 more times or until you excavate a non-Monster Card. If a non-Monster Card is excavated, place it on the top of your Deck. You can only activate 1 "Berserker Soul" per turn.
    Black and White Wave If there is a face-up Xyz Monster on the field with a Synchro Monster as Xyz Material: Target 1 card on the field; banish that target, and if you do, draw 1 card.
    Blaze Cannon (This card is also always treated as a "Blaze Accelerator" card.)
    One "The Winged Dragon of Ra" you control gains the following effects until the end of this turn. This card's activation and effect cannot be negated.
  • This card is unaffected by your opponent's card effects.
  • When an attack is declared involving this card: You can Tribute any number of other monsters that did not declare an attack this turn; this card gains ATK equal to the Tributed monsters' combined original ATK, until the end of this turn.
  • After damage calculation, if this card attacked: You can send all monsters your opponent controls to the GY.
  • Blind Spot Strike Select 1 face-up Defense Position monster your opponent controls and 1 face-up Attack Position monster you control. The monster you control gains ATK equal to the opponent's monster's DEF, until the End Phase.
    Blizzard Target 1 face-up Spell your opponent controls; this turn, negate the activated effects of that Spell and all Spells on the field with that same original name. If the targeted card would be sent to the opponent's GY this turn, it is added to their hand instead. You can only activate 1 "Blizzard" per turn.
    Book of Eclipse Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.
    Book of Lunar Eclipse Discard 1 card, then target 2 face-up monsters on the field; change them to face-down Defense Position.
    Book of Moon Target 1 face-up monster on the field; change that target to face-down Defense Position.
    Bownty If your attacking monster destroys an opponent's monster by battle: Target 1 card in your GY; add it to your hand, but for the rest of this turn you cannot activate cards, or the effects of cards, with the same name as the added card had once it was in your hand. You can only activate 1 "Bownty" per turn.
    Branded in High Spirits Reveal 1 monster in your hand and send 1 Level 8 Fusion Monster from your Extra Deck to the GY with the same Type that has 2500 ATK or DEF, then you can apply this effect.
  • Discard the revealed monster, and if you do, add 1 "Fallen of Albaz", or 1 monster that lists that card in its text, from your Deck to your hand.
    During the End Phase, if a Fusion Monster was sent to your GY this turn: You can add this card from the GY to your hand. You can only use 1 "Branded in High Spirits" effect per turn, and only once that turn.
  • Branded in Red Target 1 "Despia" monster or "Fallen of Albaz" in your GY; add it to your hand, then you can apply the following effect.
  • Fusion Summon 1 Level 8 or higher Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or field, but it cannot attack directly this turn.
    You can only activate 1 "Branded in Red" per turn.
  • Branded Opening Discard 1 card, then take 1 "Despia" monster from your Deck, and either add it to your hand or Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. If a Fusion 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 "Branded Opening" once per turn.
    Bubble Illusion You can only activate this card while there is a face-up "Elemental Hero Bubbleman" on your side of the field. During this turn, you can activate 1 Trap Card from your hand.
    Bubble Shuffle Target 1 face-up Attack Position "Elemental HERO Bubbleman" you control and 1 face-up Attack Position monster your opponent controls; change both those targets to Defense Position, then Tribute that 1 "Elemental HERO Bubbleman", then Special Summon 1 "Elemental HERO" monster from your hand.
    Bug Signal Target 1 Insect-Type Xyz Monster you control; Special Summon from your Extra Deck, 1 Insect-Type monster that is 2 Ranks higher or lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only activate 1 "Bug Signal" per turn.
    Burial from a Different Dimension Target up to 3 banished monsters; return them to the GY.
    Burning Soul If you control a Level 8 or higher Synchro Monster: Add 1 card from your GY to your hand, except "Burning Soul", then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn after this card resolves, your opponent cannot target Synchro Monsters on the field with card effects. You can only activate 1 "Burning Soul" per turn.
    Call of the Atlanteans Target 3 Level 3 or lower Sea Serpent-Type monsters in your Graveyard; Special Summon all 3 of them. You cannot Special Summon other monster(s) during the turn you activate this card.
    Called by the Grave Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.
    Cattle Call Send 1 face-up monster you control to the Graveyard, whose original Type is Beast,Beast-Warrior, or Winged Beast; Special Summon 1 monster from your Extra Deck with the same original Type, but it cannot attack, its effects are negated, also it isdestroyed during the End Phase. You can only activate 1 "Cattle Call" per turn.
    Celestial Transformation Special Summon 1 Fairy-Type monster from your hand. That monster's ATK is halved, and it is destroyed during the End Phase.
    Chain Summoning Activate only as Chain Link 3 or higher. You can Normal Summon or Set up to 3 times this turn. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
    Chaos Scepter Blast If you control a Level 8 or higher Spellcaster-Type monster: Banish 1 card on the field face-down. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Special Summon 1 "Magician of Black Chaos" or "Dark Magician of Chaos" from your Deck, ignoring its Summoning conditions.
    Chimera Fusion During the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including a Beast or Fiend monster. During your Main Phase, if this card is in your GY and you have "Chimera the Flying Mythical Beast" on your field or in your GY: You can activate 1 of these effects;
  • Add this card to your hand.
  • Banish this card, and if you do, Special Summon both 1 "Gazelle the King of Mythical Beasts" and 1 "Berfomet" from your Deck and/or GY.
    You can only use this effect of "Chimera Fusion" once per turn.
  • Clashing Souls During damage calculation, if your Attack Position monster battles an opponent's Attack Position monster with higher ATK: The controller of the battling monster with lower ATK can pay 500 LP for that monster to gain 500 ATK during damage calculation only, then keep repeating this effect until a player chooses not to pay LP. Neither player takes any battle damage from that battle, also, after damage calculation, if any player's monster would be destroyed by that battle, send all cards that player controls to the Graveyard instead.
    Cocoon of Ultra Evolution Tribute 1 Insect monster from either field equipped with an Equip Card, and if you do, Special Summon 1 Insect monster from your Deck, ignoring its Summoning conditions. During your Main Phase: You can banish this card from your GY, then target 1 Insect monster in your GY: shuffle it into the Deck, then draw 1 card. You can only use this effect of "Cocoon of Ultra Evolution" once per turn.
    Cold Feet You cannot activate, Set, or use the effects of any Spell/Trap Cards this turn.
    Column Switch Target 1 monster in your Main Monster Zone; move that target to another of your Main Monster Zones.
    Combination Attack During a Battle Phase, you can use this effect on 1 monster that has attacked this turn and is equipped with a Union Monster. Change the Union Monster back to a monster in face-up Attack or Defense Position. Also, the monster that was equipped with the Union Monster may attack again this turn.
    Concentrating Current Target 1 face-up monster you control; it gains ATK equal to its current DEF until the end of this turn. Other monsters cannot attack the turn you activate this card.
    Contact Out Return 1 "Neos" Fusion Monster you control to the Fusion Deck. If all the Fusion Material Monsters listed on the Fusion Monsters are in your Deck, you can Special Summon them.
    Cosmic Cyclone Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.
    Cosmic Flare Target 1 "Stardust" Synchro Monster you control; this turn, if that Synchro Monster you control battles an opponent's monster, shuffle that opponent's monster into the Deck at the start of the Damage Step. If a "Stardust" Synchro Monster you control would Tribute itself to activate its effect, you can banish this card from your Graveyard instead.
    Crashbug Road Each player can Special Summon 1 monster from their hand with the same Level as 1 face-up Level 4 or lower monster they control.
    Crossout Designator Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.
    Crusadia Power Target 1 "Crusadia" monster you control; that "Crusadia" monster is unaffected by card effects this turn, except its own. You can only activate 1 "Crusadia Power" per turn.
    Crusadia Testament Activate 1 of these effects.
  • Your opponent cannot activate cards or effects in response to the activation of your "Crusadia" monster effects this turn.
  • After damage calculation, if your "Crusadia" Link Monster destroys an opponent's monster by battle: Draw cards equal to your monster's Link Rating.
    You can only activate 1 "Crusadia Testament" per turn.
  • Cunning of the Six Samurai Send 1 face-up "Six Samurai" monster you control to the Graveyard, then target 1 "Six Samurai" monster in either player's Graveyard; Special Summon that target.
    Curse Reflection Doll When a monster effect is activated that would inflict damage to you: Your opponent takes that damage instead. When you take battle damage, while this card is in your GY: You can Set this card. You can only use this effect of "Curse Reflection Doll" once per turn.
    Cyber Energy Shock If you control "Jinzo": Target 1 card on the field; destroy it, then, if it was a Trap, you can apply 1 of these effects.
  • Negate the effects of 1 face-up card on the field until the end of this turn.
  • All "Jinzo" you control gain 800 ATK.
    You can only activate 1 "Cyber Energy Shock" per turn.
  • Cyber Eternal Target 1 Machine "Cyber" Fusion Monster in your GY; return it to the Extra Deck or Special Summon it, ignoring its Summoning conditions. If a Machine "Cyber" Fusion 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 each effect of "Cyber Eternal" once per turn.
    Cyberload Fusion Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn, except that Fusion Summoned monster. You can only activate 1 "Cyberload Fusion" per turn.
    Cybernetic Fusion Support Pay half your LP; once, if you Fusion Summon a Machine-Type Fusion Monster this turn, you can banish monsters from your hand, Graveyard, and/or your side of the field as the Fusion Materials. You can only activate 1 "Cybernetic Fusion Support" per turn.
    Cybernetic Zone Select 1 face-up Machine-Type Fusion Monster you control and remove it from play until the End Phase of this turn. When that monster is returned to the field, double its ATK. During your next Standby Phase, destroy it.
    Cybersal Cyclone Target 1 Link Monster your opponent controls; banish 1 monster from your GY with the same Link Rating as that monster, and if you do, destroy that monster, then, if the original Type of the monster you banished is Cyberse, you can destroy 1 face-up card in your opponent's Spell & Trap Zone.
    Cynet Backdoor Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.
    Cynet Crosswipe Tribute 1 Cyberse monster, then target 1 card on the field; destroy it.
    Cynet Rollback Target 1 of your banished Cyberse monsters; Special Summon it. During your Main Phase, if your LP are 2000 or less: You can banish this card from your GY, then target 2 of your banished Cyberse monsters; add them to your hand. You can only use each effect of "Cynet Rollback" once per turn.
    Dark Burning Magic If you control monsters whose original names are "Dark Magician" and "Dark Magician Girl": Destroy all cards your opponent controls.
    Dark Magic Expanded Apply these effects in sequence, based on the number of "Dark Magician" and/or "Dark Magician Girl" on the field and in the Graveyards.
  • 1+: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of this turn.
  • 2+: This turn, your opponent cannot activate cards and effects in response to your Spell/Trap Card or effect activation, also Spell/Trap Cards you control cannot be destroyed by your opponent's card effects.
  • 3+: DARK Spellcaster-Type monsters you currently control are unaffected by your opponent's card effects, until the end of this turn.
  • Dark Magic Inheritance Banish 2 Spell Cards from your Graveyard; add 1 Spell/Trap Card from your Deck to your hand, that specifically lists the card "Dark Magician" or "Dark Magician Girl" in its text, except "Dark Magic Inheritance". You can only activate 1 "Dark Magic Inheritance" per turn.
    Dark World Accession During the Main Phase: Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by banishing materials mentioned on it from your field or GY. If Fusion Summoning a "Dark World" monster this way, you can also discard monsters as material. During your Main Phase, if this card is in your GY: You can add this card to your hand, then discard 1 "Dark World" monster. You can only use each effect of "Dark World Accession" once per turn.
    Dark World Puppetry Target up to 3 cards in any GY(s); banish them, then discard 1 Fiend monster. 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 of your banished Fiend monsters; add it to your hand. You can only activate 1 "Dark World Puppetry" per turn.
    De-Fusion Select 1 face-up Fusion Monster on the field and return it to the Extra Deck. If all the Fusion Material Monsters that were used for the Fusion Summon of that Fusion Monster are in your Graveyard, you can Special Summon them.
    Dedication through Light and Darkness You can only activate this card by Tributing 1 "Dark Magician" on your side of the field. Select 1 "Dark Magician of Chaos" from your hand, your Graveyard or your Deck and Special Summon it.
    Demise of the Land Activate only when your opponent Special Summons a monster. Select 1 Field Spell Card from your Deck and activate it.
    Destruction Swordsman Fusion Fusion Summon 1 Fusion Monster that lists "Buster Blader" as Material from your Extra Deck, using monsters from your hand or either side of the field as Fusion Materials. If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; add this card to your hand. You can only use each effect of "Destruction Swordsman Fusion" once per turn.
    Detonate Destroy all face-up "Kuriboh" and "Kuriboh Tokens" you control, along with a number of cards your opponent controls, up to the number of "Kuriboh" and "Kuriboh Tokens" destroyed by this effect.
    Diamond-Dust Cyclone Target 1 monster with 4 or more Fog Counters; destroy it, and if you do, draw 1 card for every 4 Fog Counters that was on it.
    Diced Dice Roll a six-sided die, and if you roll a 1 or 6, add 1 card from your Deck to your hand that requires a die roll. If you roll a number other than 1 or 6, roll it again, and apply the appropriate effect.
  • 1 or 6: Return this card to the hand.
  • 2, 3, 4, or 5: Place this card on top of the Deck.
    You can only activate 1 "Diced Dice" per turn.
  • Dicephoon Roll a six-sided die. If the result is 2, 3, or 4, destroy 1 Spell/Trap Card on the field. If it is 5, destroy 2 Spell/Trap Cards on the field. If it is 1 or 6, you take 1000 damage.
    Dimension Explosion Return 1 face-up Fusion Monster you control to the Fusion Deck. Both players select up to 2 of their monsters that are removed from play, and Special Summon them.
    Double Attack! Wind and Thunder!! If you control a "Gate Guardian" monster: Target 1 card on the field; destroy it. During your Main Phase: 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 this effect of "Double Attack! Wind and Thunder!!" once per turn.
    Double Cyclone Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s).
    Double Hero Attack If you control a Fusion Monster that lists "Elemental HERO Neos" as material: Target 1 "HERO" Fusion Monster in your GY; Special Summon it, ignoring its Summoning conditions. You can only activate 1 "Double Hero Attack" per turn.
    Double or Nothing! When a monster's attack is negated: Target that monster; during this Battle Phase, it can attack again, and if it does, its ATK is doubled during the Damage Step only.
    Draco Face-Off Reveal 1 "Dracoslayer" Pendulum Monster and 1 "Dracoverlord" Pendulum Monster from your Deck, your opponent randomly picks 1 of them for you to place in your Pendulum Zone or Special Summon (your choice), and you add the other card to your Extra Deck face-up. You can only activate 1 "Draco Face-Off" per turn.
    Dragon Laser Send 1 "Trigon" equipped to a face-up "Delta Tri" you control to the Graveyard, and destroy all monsters your opponent controls.
    Dragon's Fighting Spirit Target 1 Dragon-Type monster you control that was Special Summoned this turn; for each monster your opponent currently controls that was Special Summoned this turn, it gains 1 additional attack during each Battle Phase this turn.
    Dragonmaid Send-Off Target 1 "Dragonmaid" monster you control; Special Summon 1 "Dragonmaid" monster with a different name from your hand, in Defense Position, and if you do, return that targeted monster to the hand. The Special Summoned monster cannot be destroyed by battle or card effects until the end of the next turn. You can only activate 1 "Dragonmaid Send-Off" per turn.
    Dragoroar Banish 1 EARTH, 1 WATER, 1 FIRE, and 1 WIND monster from your Graveyard; shuffle 1 card on the field into the Deck.
    Dragunity Whirlwind If only your opponent controls a monster: You can Special Summon 1 "Dragunity" Tuner and 1 Winged Beast "Dragunity" monster from your Deck, but negate their effects, then if your opponent controls a monster that was Special Summoned from the Extra Deck, immediately after this effect resolves you can Synchro Summon 1 Dragon Synchro Monster using only "Dragunity" monsters you control. For the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Dragon monsters. You can only activate 1 "Dragunity Whirlwind" per turn.
    Draw Muscle Target 1 Defense Position monster you control with 1000 or less DEF; draw 1 card, also that monster cannot be destroyed by battle this turn. You can only activate 1 "Draw Muscle" per turn.
    Dream Mirror of Chaos Fusion Summon 1 "Dream Mirror" Fusion Monster from your Extra Deck, using monsters you control as Fusion Material. If "Dream Mirror of Joy" is in a Field Zone, you can also use monsters in your hand as Fusion Material. If "Dream Mirror of Terror" is in a Field Zone, you can also banish monsters from your GY as Fusion Material. You can only activate 1 "Dream Mirror of Chaos" per turn.
    Drytron Asterism During the Main Phase: Target 1 "Drytron" monster or 1 Ritual Monster you control, and 1 face-up monster your opponent controls; your monster loses exactly 1000 ATK until the end of your opponent's turn, and if it does, destroy that opponent's monster. You can only activate 1 "Drytron Asterism" per turn.
    Dual Avatar Defeating Evil Target 1 "Dual Avatar" monster you control and 1 card your opponent controls; destroy them, then if you destroyed a "Dual Avatar" Fusion Monster you control by this effect, you can apply 1 of these effects.
  • Draw 1 card.
  • Banish 1 card from your opponent's GY.
    You can only activate 1 "Dual Avatar Defeating Evil" per turn.
  • Duality Tribute 1 LIGHT or DARK monster: Special Summon 1 LIGHT or DARK monster from your hand or Extra Deck with the same original Type and Level, but a different original Attribute. During your Main Phase: You can banish this card from your GY, then target 1 LIGHT and 1 DARK monster in your GY; shuffle both into the Deck, then draw 1 card. You can only use each effect of "Duality" once per turn.
    Edge of the Ring If your LP is lower than your opponent's: Target 1 face-up monster your opponent controls; inflict damage to your opponent equal to half of the original ATK of that monster, also, for the rest of this turn after this card resolves, your opponent takes no damage.
    Ego Boost When a monster declares an attack: Target 1 face-up monster on the field; it gains 1000 ATK until the end of the Battle Phase.
    El 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. You can only activate 1 "El Shaddoll Fusion" per turn.
    Eldlixir of White Destiny Special Summon 1 Zombie monster from your hand or GY, 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. During your Main Phase: 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 White Destiny" effect per turn, and only once that turn.
    Emergency Provisions Send any number of other Spell and Trap Cards you control to the Graveyard. Gain 1000 Life Points for each card sent.
    Emergency Teleport Special Summon 1 level 3 or lower Psychic-Type monster from your hand or deck. During the End Phase this turn remove from play that monster.
    EMERGENCY! (This card is always treated as a "Rescue-ACE" card.)
    Special Summon 1 "Rescue-ACE" monster from your Deck in Defense Position, then Tribute 1 "Rescue-ACE" monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 "Rescue-ACE" Trap in your GY; Set it. You can only use each effect of "EMERGENCY!" once per turn.
    Enemy Controller Active 1 of these effects.
  • Target 1 face-up monster your opponent controls; change that target's battle position.
  • Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.
  • ESP Amplifier All face-up Psychic-Type monsters you control gain 300 ATK for each of your removed from play Psychic-Type monsters. During the End Phase, remove from play all monsters that were affected by this effect.
    Everlasting Alloy If you control "Jinzo": Activate 1 of these effects;
  • All Machine monsters you currently control cannot be destroyed by your opponent's card effects, until the end of this turn.
  • When a card or effect is activated that targets a Machine monster(s) you control: Negate that effect.
  • Evil Eye Confrontation If you control an "Evil Eye" monster: Target 1 Spell/Trap your opponent controls; destroy it, and if you do, and "Evil Eye of Selene" is in your Spell & Trap Zone, banish that destroyed card. You can only activate 1 "Evil Eye Confrontation" per turn.
    Evo-Miracle Target 1 monster that was Special Summoned by the effect of an "Evoltile" monster; this turn, it cannot be destroyed by battle or by card effects.
    Exosister Arment Pay 800 LP, then target 1 "Exosister" monster you control; Special Summon 1 "Exosister" Xyz Monster from your Extra Deck with a different name than the cards you control, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Exosister Arment" per turn. You can only activate this card during your opponent's turn, unless your opponent controls a monster Special Summoned from the GY.
    Exosister Pax During the Main Phase: Pay 800 LP; add 1 "Exosister" card from your Deck to your hand, except "Exosister Pax", then, if you added a monster by this effect, you can Special Summon it if the other "Exosister" monster mentioned on it is on your field or in your GY. You can only activate 1 "Exosister Pax" per turn.
    Extra Gate Declare a Level between 1 and 12; your opponent banishes 1 monster of that Level from their Extra Deck. If your opponent does not have a monster of that Level in their Extra Deck, you discard 1 card.
    F.A. Downforce Target 1 "F.A." monster you control; increase its Level by 2 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "F.A." monster you control; increase its Level by 2 until the end of this turn. You can only use each effect of "F.A. Downforce" once per turn.
    F.A. Pit Stop Target 1 "F.A." monster you control; reduce its Level by 2, and if you do, draw cards equal to the number of "F.A. Pit Stop" in your GY +1. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "F.A." monster in your GY; Special Summon it. You can only use each effect of "F.A. Pit Stop" once per turn.
    F.A. Test Run Target 1 "F.A." monster you control; change its battle position, then, destroy 1 card on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "F.A." monster from your Deck. You can only use each effect of "F.A. Test Run" once per turn.
    Factory of 100 Machines Remove from play all "Morphtronic" monsters from your Graveyard. Target face-up Machine-Type monster you control gains 200 ATK for each card removed, until the End Phase.
    Final Cross During your turn, if a Synchro Monster(s) was sent to your GY this turn: Target 1 Synchro Monster you control; it can make a second attack during each Battle Phase this turn, also, if you activated this card by targeting a Synchro Monster with "Warrior", "Synchron", or "Stardust" in its original name, you can make it gain ATK equal to the ATK of 1 Synchro Monster in your GY. You can only activate 1 "Final Cross" per turn.
    Fire King Fire Cycle Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first target on the field, and if you do, Special Summon the second target. You can only activate 1 "Fire King Fire Cycle" per turn.
    Fires of Doomsday If you activate this card, you cannot Summon other monsters this turn. Special Summon 2 "Doomsday Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position. These tokens cannot be Tributed for a Tribute Summon, unless it is for a DARK monster.
    First Step Towards Infestation Return 1 face-up Tribute Summoned "Steelswarm" monster to the hand; draw 1 card.
    Fist of Fate This card's activation and effect cannot be negated. If you control a monster whose original name is "Obelisk the Tormentor": Negate the effects of 1 Effect Monster your opponent controls, and if you do, destroy it, and if you do that, for the rest of this turn, the effects of that monster are negated, as well as the activated effects and effects on the field of monsters with the same original name, then, if you activated this card during your Main Phase, you can apply this effect.
  • Destroy all Spells and Traps your opponent controls.
    You can only activate 1 "Fist of Fate" per turn.
  • Flash Fusion Fusion Summon 1 Fusion Monster from your Extra Deck, usingmonsters you control as Fusion Materials. Destroy it during the End Phase.
    Flint Missile Destroy 1 monster equipped with "Flint". You can return this card to your Deck instead of sending it to the Graveyard after it resolves.
    Floowandereeze and the Advent of Adventure Banish 1 Winged Beast monster from your hand or face-up field; add 1 "Floowandereeze" monster or "Floowandereeze" Field Spell from your Deck to your hand, then gain 500 LP. You can only activate 1 "Floowandereeze and the Advent of Adventure" per turn.
    Fog Control Tribute 1 face-up "Cloudian" monster, then target 1 face-up monster on the field; place 3 Fog Counters on that target.
    Foolish Return Target 1 card in your opponent's GY; shuffle it into the Deck.
    Forbidden Chalice Target 1 face-up monster on the field; until the End Phase, it gains 400 ATK, but its effects are negated .
    Forbidden Dress Target 1 face-up monster on the field; until the End Phase, that target loses 600 ATK, but it cannot be targeted or destroyed by other card effects.
    Forbidden Droplet Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
    Forbidden Graveyard Activate by discarding 1 card. Effects that activate in the Graveyard this turn are negated.
    Forbidden Lance Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards.
    Forbidden Scripture If a monster battles an opponent's monster, during damage calculation: Negate all other card effects on the field until the end of the Damage Step, also damage calculation for this battle uses each monster's original ATK and DEF.
    Form Change Target 1 "HERO" Fusion Monster you control; return it to the Extra Deck, then Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Level as that monster's original Level, but with a different name. (This Special Summon is treated as a Special Summon with "Mask Change".)
    Frozen Rose Send 1 face-up monster you control to the GY; apply this effect, depending on the Type it had on the field.
  • Plant: During the End Phase of this turn, draw 2 cards, then discard 1 card.
  • Non-Plant: Add 1 Level 4 or lower Plant monster from your Deck to your hand.
    You can only activate 1 "Frozen Rose" per turn.
  • Fullmetalfoes Fusion Fusion Summon 1 "Metalfoes" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.
    Future Drive Target 1 "Utopic Future" Xyz Monster you control; apply the following effect(s) to that monster you control for the rest of this turn.
  • It can attack all monsters your opponent controls once each.
  • If it battles an opponent's monster, that monster's effects are negated during the Damage Step only.
  • Each time it destroys an opponent's monster by battle, inflict damage to your opponent equal to the destroyed monster's original ATK.
    You can only activate 1 "Future Drive" per turn.
  • Gagagaback During the turn a "Gagaga" monster you control was destroyed by battle and sent to the Graveyard: Special Summon as many monsters from your Graveyard as possible that were destroyed by battle this turn, in face-up Defense Position, then take 600 damage for each monster Special Summoned by this effect. You can only activate 1 "Gagagaback" per turn.
    Galaxy Storm Target 1 face-up Xyz Monster on the field that has no Xyz Material; destroy that target.
    Gateway to Dark World Target 1 "Dark World" monster in your GY; Special Summon that target. You cannot Summon monsters the turn you activate this card, except by this effect (but you can Normal Set).
    Geargia Change Target 2 or more "Geargiano" monsters with different names in your Graveyard; Special Summon them. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using all the Summoned monsters (but no other monsters) as Materials. You can only activate 1 "Geargia Change" per turn.
    Gemini Spark Tribute 1 face-up Level 4 Gemini monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.
    Generation Next If your LP are lower than your opponent's: Add to your hand, or Special Summon, 1 "Elemental HERO" monster, "Kuriboh" monster, or "Neo-Spacian" monster from your Deck or GY, with ATK less than or equal to the difference in LPs, also for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as that card. You can only activate 1 "Generation Next" per turn.
    Ghost Meets Girl - A Mayakashi's Manuscript During the Main Phase: Target 1 Zombie Synchro Monster you control; Special Summon 1 of your Zombie monsters with the same Attribute, that is banished or in your GY, but banish it during the End Phase, also you cannot Special Summon monsters for the rest of this turn after this card resolves, except Zombie monsters. You can only activate 1 "Ghost Meets Girl - A Mayakashi's Manuscript" per turn.
    Ghost Meets Girl - A Shiranui's Story If your opponent controls a monster: Discard 1 Zombie monsterl Special Summon 1 "Shiranui" monster with a different name from your Deck or GY, also you cannot Special Summon monsters, except Zombie monsters, for the rest of this turn after this card resolves. You can only activate 1 "Ghost Meets Girl - A Shiranui's Story" per turn.
    Gladiator Beast United During the Battle Phase: Shuffle into the Deck, from your hand, field, or GY, the Fusion Materials that are listed on a "Gladiator Beast" Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You can only activate 1 "Gladiator Beast United" per turn. You cannot declare attacks the turn you activate this card, except with "Gladiator Beast" monsters.
    Gladiator Taming If a face-up "Gladiator Beast" monster is on the field, activate 1 of these effects:
  • Select 1 face-up monster your opponent controls, and change its battle position.
  • Select 1 face-up "Gladiator Beast" monster your opponent controls, and take control of it until the End Phase.
  • Glory of the Noble Knights Target 1 "Noble Knight" monster you control; equip it with 1 Equip Spell from your Deck that can equip to that target.. You can only activate 1 "Glory of the Noble Knights" per turn.
    Gold Pride - Pedal to the Metal! Target 1 "Gold Pride" monster you control; until the end of this turn, it gains 500 ATK, it cannot be destroyed by battle or card effects, and it cannot activate its effects. During the End Phase, if a face-up "Gold Pride" monster(s) you control was destroyed by battle or card effect this turn: You can Set this card from your GY. You can only use this effect of "Gold Pride - Pedal to the Metal!" once per turn.
    Gold Pride - That Came Out of Nowhere! Special Summon 1 "Gold Pride" monster from your hand or GY, then your opponent can Special Summon 1 monster from their hand or GY to their field, but negate its effects. You can only activate 1 "Gold Pride - That Came Out of Nowhere!" per turn.
    Golden Gearbox Select 1 face-up "Karakuri" monster on the field. It gains 500 ATK and 1500 DEF, until the End Phase.
    Graceful Dice Roll a six-sided die. All monsters you currently control gain ATK and DEF equal to the result x 100, until the End Phase.
    Grand Convergence If you control "Macro Cosmos": Inflict 300 damage to your opponent, and if you do, destroy all monsters on the field.
    Gravity Lash Target 1 face-up monster on the field; it loses ATK equal to its DEF until the end of this turn.
    Greed Grado Activate only if you destroyed a face-up Synchro Monster controlled by your opponent this turn, either by battle or by card effect. Draw 2 cards.
    Guard Penalty Select 1 monster on the field. If the selected monster is changed to Defense Position this turn, draw 1 card from your Deck.
    Guardragon Reincarnation Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it, that are all Link Monsters, from your field or GY. You can only activate 1 "Guardragon Reincarnation" per turn.
    Half Shut Select 1 face-up monster on the field. That monster cannot be destroyed by battle this turn, and its ATK is halved until the End Phase of this turn.
    Hand Destruction Each player sends 2 cards from their hand to the Graveyard and draws 2 cards.
    Heavenly Dragon Circle Tribute 1 Wyrm monster; add 1 Wyrm monster from your Deck to your hand, or if you Tributed a non-Effect Monster to activate this card, you can Special Summon it instead, but negate its effects. During your Main Phase, if you control a face-up non-Effect Monster: You can banish this card from your GY; add 1 "Tenyi" card from your Deck to your hand. You can only use 1 "Heavenly Dragon Circle" effect per turn, and only once that turn.
    Hidden Fangs of Revenge Neither player can activate cards or effects in response to this card's activation. When a monster declares an attack: Destroy 2 Set cards you control, and if you do, negate that attack, then, if any Monster Cards were destroyed by this effect and sent to the GY, choose 1 and destroy as many monsters your opponent controls as possible with ATK less than or equal to that monster's DEF, then it becomes the End Phase. You can only activate 1 "Hidden Fangs of Revenge" per turn.
    Hippo Carnival Special Summon 3 "Hippo Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0), but they cannot be Tributed. You cannot Special Summon monsters from the Extra Deckwhile a "Hippo Token" is in a Monster Card Zone. After this card is activated, your opponent cannot target monsters for attacks for the rest of this turn, except "Hippo Tokens".
    Hyper Galaxy Tribute 1 monster with 2000 or more ATK, except "Galaxy-Eyes Photon Dragon", then target 1 monster your opponent controls with 2000 or more ATK; Tribute it, and if you do, Special Summon 1 "Galaxy-Eyes Photon Dragon" from your hand, Deck, or GY. You can only activate 1 "Hyper Galaxy" per turn.
    Igknight Reload Reveal any number of Pendulum Monsters from your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck +1, also you cannot draw cards by card effects for the rest of this turn. You can only activate 1 "Igknight Reload" per turn.
    Igknights Unite Target 1 "Igknight" card you control; destroy it, and if you do, Special Summon 1 "Igknight" monster from your Deck. You can only activate 1 "Igknights Unite" per turn.
    Illusion Balloons If a monster(s) was destroyed this turn, while you controlled it: Excavate the top 5 cards of your Deck, then you can Special Summon 1 excavated "Performapal" monster, also shuffle the rest back into your Deck.
    Illusion Magic Tribute 1 Spellcaster-Type monster; add up to 2 copies of "Dark Magician" from your Deck and/or Graveyard to your hand. You can only activate 1 "Illusion Magic" perturn.
    Indomitable Gladiator Beast Target face-up "Gladiator Beast" monster you control gains 500 ATK until the End Phase. While this card is in your Graveyard, you can return 2 "Gladiator Beast" cards from your Graveyard to the Deck to return this card to your hand.
    Inferno Reckless Summon You can only activate this card when 1 monster with an ATK of 1500 points or less is Special Summoned to your side of the field while there is a face-up monster on your opponent's side of the field. Special Summon all cards with the same name as the Summoned monster from your hand, Deck, and Graveyard in face-up Attack Position. Your opponent selects 1 monster on their side of the field and Special Summons all cards with that same name from their hand, Deck, and Graveyard.
    Inferno Tempest When you take 3000 or more Battle Damage from 1 attack, you can activate this card. Remove all monsters in each player's Deck and Graveyard from play.
    Infestation Pandemic All face-up "lswarm" monsters you currently control are unaffected by other Spell/Trap effects this turn.
    Intercept Wave All Synchro Monsters on the field are changed to Defense Position. And then return all face-up Synchro Monsters to the Extra Deck during the End Phase.
    Jar Robber You can only activate this card when Pot of Greed" is activated. Negate the effect of the "Pot of Greed" and draw 1 card from your Deck."
    Karakuri Gold Dust Activate only during the Battle Phase. Select 2 face-up "Karakuri" monsters in Attack Position. Change 1 of the selected monsters to Defense Position, and the other gains ATK equal to the ATK of the monster changed to Defense Position, until the End Phase.
    Karma of the Destruction Swordsman Target up to 3 monsters of the same Type in your opponent's Graveyard; banish them, and if you do, 1 "Buster Blader" monster or 1 "Destruction Sword" monster you control gains 500 ATK and DEF for each of those banished monsters, until the end of this turn. If this card is in your Graveyard: You can discard 1 "Destruction Sword" card; add this card to your hand. You can only use each effect of "Karma of the Destruction Swordsman" once per turn.
    Kashtira Akstra If a face-up "Kashtira" Xyz Monster(s) you control is destroyed by battle or card effect: Banish 1 "Visas Starfrost" from your hand, your Deck, or your Monster Zone, and if you do, Special Summon 1 "Vicious Astraloud" from your Extra Deck, ignoring its Summoning conditions. If this card is banished: You can target 1 of your banished "Visas Starfrost"; add it to your hand. You can only use each effect of "Kashtira Akstra" once per turn.
    Kashtira Overlap Target 1 monster on the field; banish 1 monster with 1500 ATK/2100 DEF from your hand, your GY, or face-up on either field, and if you do, the targeted monster gains 1500 ATK. If this card is banished and you control a "Kashtira" monster: You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. You can only use each effect of "Kashtira Overlap" once per turn.
    Koa'ki Meiru Initialize! Tribute 1 "Koa'ki Meiru" monster to add 1 "Iron Core of Koa'ki Meiru" from your Deck or Graveyard to your hand.
    Labrynth Set-Up Target 2 of your "Labrynth" Spells/Traps that are banished or in your GY, except "Labrynth Set-Up"; shuffle them into the Deck, then if you control a Fiend monster, you can Set non-"Labrynth" Normal Traps with different names directly from your Deck equal to the number shuffled. You can only activate 1 "Labrynth Set-Up" per turn.
    Legendary Wind-Up Key Change all face-up "Wind-Up" monsters you control to face-down Defense Position.
    Light of the Branded Target 1 Fusion Monster on the field or in either GY; return it to the Extra Deck, then you can Special Summon 1 "Fallen of Albaz" from your GY to your field and 1 monster from your opponent's GY to their field. You can only activate 1 "Light of the Branded" per turn.
    Light Wing Shield When a monster's attack is negated: Activate 1 of these effects;
  • It becomes the End Phase of this turn.
  • Target 1 "Utopia" Xyz Monster you control; its ATK becomes double its original ATK until the end of this turn.
    If a "Utopia" Xyz Monster you control would detach exactly 1 Xyz Material to activate its effect, you can banish this card from your Graveyard instead.
  • Limit Overdrive Return 1 Tuner Synchro Monster and 1 non-Tuner Synchro Monster you control to the Extra Deck; Special Summon 1 Synchro Monster from your Extra Deck whose Level is equal to the combined Level of those 2 returned monsters, ignoring its Summoning conditions. You can only activate 1 "Limit Overdrive" per turn.
    Limiter Removal Double the ATK of all Machine monsters you currently control, until the end of this turn. During the End Phase of this turn, destroy those monsters.
    Link Bound Target 1 Link Monster you control or in your GY; return it to the Extra Deck, and if you do, draw cards equal to its Link Rating, then place cards from your hand on the bottom of the Deck in any order, equal to the number of cards you drew. You can only activate 1 "Link Bound" per turn.
    Live☆ Twin Home Discard 1 card; Special Summon 1 "Ki-sikil" monster or 1 "Lil-la" monster from your Deck, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except "Evil★ Twin" monsters. You can only activate 1 "Live☆ Twin Home" per turn.
    Magical Dimension If you control a face-up Spellcaster-Type monster: Target 1 monster you control; Tribute it, then Special Summon 1 Spellcaster-Type monster from your hand, then you can destroy 1 monster on the field.
    Magical Musket - Cross-Domination If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.
    Magical Musket - Steady Hands Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.
    Magical Spring Draw a number of cards equal to the number of face-up Spell/Trap Cards your opponent controls, then discard a number of cards equal to the number of face-up Spell/Trap Cards you control. Until the end of your opponent's next turn after this card is activated, Spell/Trap Cards your opponent controls cannot be destroyed (by battle or card effect), also their activation and effects cannot be negated. You can only activate 1 "Magical Spring" per turn.
    Magikey Battle Target 1 Normal Monster, 1 "Magikey" monster, or 1 "Magikey Maftea" in your GY; shuffle it into the Deck, then if you activated this card in response to your opponent's card or effect activation, Normal Monsters and "Magikey" monsters you control (except Tokens) are unaffected by that opponent's card effect.
    Magistus Theurgy Target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster, except a Level 4 monster, from your Extra Deck, GY, or face-up field. If you have at least 1 each "Magistus" Fusion, Synchro, Xyz, and Link Monsters in your GY, you can equip it with 1 non-"Magistus" Fusion, Synchro, Xyz, or Link Monster from your Extra Deck, instead. You can only activate "Magistus Theurgy" once per turn.
    Magnet Reverse Target 1 of your Machine or Rock-Type monsters, that is banished or is in your Graveyard, that cannot be Normal Summoned/Set; Special Summon it.
    Magnificent Machine Angel Tribute 1 "Cyber Angel" Ritual Monster from your hand or field, then target 1 LIGHT Fairy monster you control; it gains ATK/DEF equal to the Level of the monster had when Tributed x 2000, until the end of this turn. This turn, if it battles an opponent's monster that was Special Summoned from the Extra Deck, that opponent's monster's effects are negated during the Battle Phase only. You can only activate 1 "Magnificent Machine Angel" per turn.
    Majespecter Cyclone Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; destroy it.
    Majespecter Sonics Target 1 "Majespecter" monster you control; until the end of this turn, its ATK andDEF become double its current ATK and DEF, also any battle damage it inflicts to your opponent is halved.
    Majesty with Eyes of Blue Send 1 "Blue-Eyes" monster from your hand or Deck to the Graveyard, then target 1 face-up monster on the field; it cannot attack while it is face-up on the field. You can only activate 1 "Majesty with Eyes of Blue" per turn.
    Malefic Divide Target 1 "Malefic" monster in your GY; Special Summon it, ignoring its Summoning conditions, but its effects are negated, also banish it during the End Phase.
    Malice Dispersion Discard 1 card from your hand. Destroy all face-up Continuous Trap Cards on the field.
    March Towards Ragnarok Select 1 face-up "Aesir" monster you control. Until the End Phase, it is unaffected by the effects of other Spell/Trap Cards but its effect(s) are negated.
    Mask Change Target 1 face-up "HERO" monster you control; send it to the Graveyard, then Special Summon 1 "Masked HERO" monster from the Extra Deck with the same Attribute that the "HERO" monster had when it was on the field.
    Mask Change II Discard 1 card, then target 1 face-up monster you control that has a Level; send it to the Graveyard, also, after that, if it left the field by this effect, Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Attribute, but a higher Level than, the Attribute/Level the monster had when it was on the field (its original Attribute/Level, if face-down. This Special Summon is treated as a Special Summon with "Mask Change"). You can only activate 1 "Mask Change II" per turn.
    Mayhem Fur Hire Target 1 monster "Fur Hire" in your GY; Special Summon it in Defense Position. You can only activate 1 "Mayhem Fur Hire" per turn.
    Megalith Unformed Activate 1 of these effects
  • All monsters your opponent controls lose 500 ATK for each Ritual Monster on the field, until the end of this turn.
  • Ritual Summon 1 "Megalith" Ritual Monster from your Deck in Defense Position, by Tributing monsters from your hand or field whose total Levels equal exactly twice its Level.
  • Meklord Deflection Target 1 "Meklord" monster you control; your opponent takes no battle damage from attacks involving that face-up monster until the end of this turn, also its ATK becomes (permanently) the combined original ATK of all "Meklord" monsters you currently control. If a "Meklord" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Meklord Deflection" per turn.
    Melffy Tag Target 1 "Melffy" monster in your GY; Special Summon it. You can only activate 1 "Melffy Tag" per turn.
    Million-Century Ice Prison During the Main Phase, if a monster(s) you control leaves the field by an opponent's monster effect, except by being destroyed: Activate 1 of these effects;
  • End the Main Phase.
  • Skip Main Phase 1 of your opponent's next turn.
    You can only activate 1 "Million-Century Ice Prison" per turn.
  • Mind Wipe You can only activate this card if your opponent has 3 or less cards in his/her hand. Your opponent adds his/her hand to the Deck and shuffles it, then draws the same of number of cards he/she added to the Deck.
    Miraculous Rebirth Activate only as Chain Link 4 or higher. Select 1 monster from either player's Graveyard and Special Summon it. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
    Mirage Tube This card cannot be activated from your hand. Activate only when a face-up monster you control is selected as an attack target. Inflict 1000 damage to your opponent.
    Mirror of the Ice Barrier During this turn, each time a card(s) is removed from play from your hand, your side of the field, and/or your Graveyard by the effect of an opponent's Effect Monster:
  • If a card in your hand is removed from play, remove from play up to 2 random cards in your opponent's hand.
  • If a card you control is removed from play, remove from play up to 2 cards your opponent controls.
  • If a card in your Graveyard is removed from play, remove from play up to 2 cards in your opponent's Graveyard.
  • Mischief of the Time Goddess Neither player can activate cards or effects in response to this card's activation. Cannot be activated as Chain Link 2 or higher. At the end of your Battle Phase, if all monsters you control are "Valkyrie" monsters (min. 1): Send this card to the GY, also, immediately after this effect resolves, skip to the start of the Battle Phase of your next turn. If you do, you cannot activate "Mischief of the Time Goddess" until the end of that turn.
    Mistaken Accusation If your opponent has more total cards in their hand and their side of the field than you do: Target 1 face-up card on the field; neither player can activate cards with that name, or their effects, for the rest of this Duel, except that target. You can only activate 1 "Mistaken Accusation" per turn.
    Mistaken Arrest Until the end of your next turn after this card resolves, neither player can add cards from their Deck to their hand except by drawing them.
    Monster Recovery Unite 1 of your own monsters on your side of the field and your hand with your Deck and then shuffle it. Draw the same number of cards that were in your hand from the Deck. (You cannot activate this card if you have your opponent's card in your hand.)
    Multiply Tribute 1 face-up "Kuriboh". Special Summon as many "Kuriboh Token" (Fiend-Type/DARK/Level 1/ATK 300/DEF 200) as possible in Defense Position. These Tokens cannot be Tributed for a Tribute Summon.
    My Body as a Shield Activate only by paying 1500 Life Points when your opponent activates a Spell/Trap Card or Effect Monster's effect that would destroy a monster(s) on the field. Negate the activation of that card and destroy it.
    Mysterious Triangle Destroy 1 monster on the field with an A-Counter. Then, you can Special Summon 1 Level 4 "Alien" monster from your Deck. Destroy it during the End Phase.
    Mystical Space Typhoon Target 1 Spell/Trap Card on the field; destroy that target.
    Mystik Wok Tribute 1 monster. Select either its ATK or DEF and gain that many Life Points.
    Mythical Bestiary Send the top 2 cards of your Deck to the GY, then target 1 card on the field that you can place a Spell Counter on; place up to 2 Spell Counters on it. If this card in its owner's possession is destroyed by an opponent's card effect: You can Special Summon 1 monster from your Deck that you can place a Spell Counter on, and if you do, place up to 2 Spell Counters on it. You can only activate 1 "Mythical Bestiary" per turn.
    Naturia Blessing Activate 1 of these effects;
  • Special Summon 1 "Naturia" monster from your hand or GY.
  • Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as material, including a "Naturia" monster.
  • Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as material, including a "Naturia" monster.
  • Nemeses Adrastea Target 1 of your "Nemeses" monsters that is banished or in your GY; Special Summon it, but if its original Level is 11 or higher, it cannot activate its effects this turn. You can only activate 1 "Nemeses Adrastea" per turn.
    Night Flight Target 1 face-up monster you control; return that face-up monster to the hand, and if you do, for the rest of this turn, neither player can activate the effects of cards with the returned card's name.
    Ninjitsu Art Notebook of Mystery If your opponent controls a card: You can Set up to 1 "Ninja" monster, and up to 1 "Ninjitsu Art" Spell/Trap, except "Ninjitsu Art Notebook of Mystery". These cards come from your Deck and/or GY, but only 1 can come from each. If this Set card on the field is sent to the GY: You can target 1 face-up monster on the field; change it to face-down Defense Position. You can only use each effect of "Ninjitsu Art Notebook of Mystery" once per turn.
    Offerings to the Doomed Destroy 1 face-up monster. Skip your next Draw Phase.
    Ojamatch Send 1 "Ojama" card from your hand or face-up from your field to the GY: add to your hand, 1 "Ojama" monster with different name and 1 "Armed Dragon" monster from your Deck and/or GY, then, immediately after this effect resolves, you can Normal Summon 1 of those monsters. During your Main Phase: 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.
    Order to Charge Select 1 face-up Normal Monster (except a Token) on your side of the field when you activate this card. When this card resolves, Tribute the selected Normal Monster and destroy 1 monster on your opponent's side of the field.
    Over Fusion Target 1 face-up monster on the field; reveal 1 "Elemental HERO", "Neo-Spacian", or Level 10 monster from your hand, Deck, or Extra Deck, and the targeted monster's name can be treated as the revealed monster's if used as Fusion Material this turn. Send the revealed monster to the GY if you have "Elemental HERO Neos" on your field or in your GY, otherwise shuffle it back into its Deck (if revealed from the hand, shuffle into the Main Deck). You can only activate 1 "Over Fusion" per turn.
    Overexaggeration At the start of the Damage Step, if 2 monsters battle: Activate 1 of these effects;
  • Change the attacking monster to Defense Position.
  • Return the attack target monster to the hand.
  • Destroy both battling monsters.
    You can only activate 1 "Overexaggeration" per turn.
  • Pendulum Impenetrable This turn, cards in Pendulum Zones cannot be destroyed by your opponent's card effects, also negate any effect activated by your opponent that targeted a card(s) in the Pendulum Zones.
    Pendulum Shift Target 1 card in either player's Pendulum Zone, and declare a Pendulum Scale from 1 to 10; this turn that card becomes that Pendulum Scale.
    Phantom Knights' Rank-Up-Magic Force During the Main Phase: Banish 1 or more DARK monsters from your GY, then target 1 DARK Xyz Monster you control; Special Summon from your Extra Deck, 1 "The Phantom Knights", "Raidraptor", or "Xyz Dragon" Xyz Monster, whose Rank equals that of the targeted monster you control + the number of monsters banished, by using it as material, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Xyz Monsters. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Phantom Knights' Rank-Up-Magic Force" per turn.
    Photon Generator Unit Tribute 2 "Cyber Dragon"s. Special Summon 1 "Cyber Laser Dragon" from your hand, Deck, or Graveyard.
    Photon Lead Special Summon 1 Level 4 or lower LIGHT monster from your hand in face-up Attack Position.
    Photon Stream of Destruction If you control a "Galaxy-Eyes" monster: Target 1 card on the field; banish that target. You can only activate this card during your turn unless you control "Galaxy-Eyes Photon Dragon".
    Photon Trident Target 1 face-up "Photon" monster you control; until the End Phase, it gains 700 ATK, and if it attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. When it inflicts Battle Damage to your opponent this turn: You can target 1 Spell/Trap Card on the field; destroy that target.
    Pianissimo Target 1 face-up monster you control; this turn, that face-up monster's original ATK becomes 100, also that face-up monster cannot be destroyed by battle or card effects.
    Pig Iron vs. Pen Peg Target 1 face-up monster on the field; if that monster's ATK, DEF, or Level is higher than its original value, it becomes its original value, then pay LP in multiples of 100 (min. 100, max. 1000). During your Main Phase, if both players have the same LP and this card is in your GY: You can Set this card. You can only use this effect of "Pig Iron vs. Pen Peg" once per turn.
    Poison of the Old Man Activate 1 of these effects:
  • Gain 1200 Life Points.
  • Inflict 800 damage to your opponent.
  • Pop-Up If your opponent controls a card in their Field Zone and you do not: Activate 1 Field Spell Card from your Deck. You can only activate 1 "Pop-Up" per turn.
    Pot of Acquisitiveness Target 3 banished monsters; shuffle all 3 into the Deck, then draw 1 card. You can only activate 1 "Pot of Acquisitiveness" per turn.
    Prank-Kids Pandemonium During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters.
    Predaplast Reveal any number of "Predap" cards in your hand, then target that number of face-up monsters your opponent controls; place 1 Predator Counter on each one, and if you do, any of those monsters that are Level 2 or higher become Level 1 as long as they have a Predator Counter. If your "Predaplant" monster would be destroyed by battle, you can banish this card from your GY instead.
    Predaprime Fusion If a "Predaplant" monster(s) is on the field: Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from either field as material, including 2 or more DARK monsters you control. You can only activate 1 "Predaprime Fusion" per turn.
    Psychic Fervor During the Battle Phase: Target 1 face-up monster you control; you lose LP equal to its ATK, and if you do, that monster's ATK is doubled until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Psychic Fervor" per turn.
    Psychic Wave If you control a Machine monster: Send 1 "Jinzo" from your hand or Deck to the GY; inflict 600 damage to your opponent. 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 Machine monster in your GY; send 1 "Jinzo" monster from your Deck to the GY, and if you do, add that targeted monster to your hand. You can only use this effect of "Psychic Wave" once per turn.
    Purrely Delicious Memory Choose 1 monster on the field, and until the end of the next turn, it cannot be destroyed by battle. After choosing a card, then you can apply the following effect.
  • Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
    A "Purrely" Xyz Monster that has this card as material gains the following effect.
  • Gains 300 ATK/DEF for each material attached to it.
  • Purrely Happy Memory Choose 1 card on the field, and until the end of the next turn, the first time it would be destroyed by card effect, it is not destroyed. After choosing a card, then you can apply the following effect.
  • Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
    A "Purrely" Xyz Monster that has this card as material gains the following effect.
  • This card can attack monsters a number of times each Battle Phase, up to the number of "Purrely Happy Memory" attached to it +1.
  • Purrely Pretty Memory Each player gains 1000 LP, then you can apply the following effect.
  • Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
    A "Purrely" Xyz Monster that has this card as material gains the following effect.
  • Once per turn: You can send 1 other card you control to the GY, then target 1 card your opponent controls; attach it to this card as material.
  • Purrely Sleepy Memory The next battle or effect damage you take this turn will become 0. You can also immediately apply the following effect.
  • Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
    A "Purrely" Xyz Monster that has this card as material gains the following effect.
  • Once per turn, during your opponent's Standby Phase: You can draw 1 card.
  • Pyramid Energy You can select and activate 1 of the following effects:
  • Increase the ATK of all face-up monsters on your side of the field by 200 points until the End Phase of the turn this card is activated.
  • Increase the DEF of all face-up monsters on your side of the field by 500 points until the End Phase of the turn this card is activated.
  • Quick Booster Target 1 Quick-Play Spell Card in your Graveyard, except "Quick Booster"; shuffle that target into the Deck. If this card you control is destroyed by your opponent's card and sent to your Graveyard: You can add 1 Quick-Play Spell Card from your Deck to your hand, except "Quick Booster".
    Quick Charger Add 2 Level 4 or lower "Batteryman" monsters from your Graveyard to your hand.
    Quick Launch Special Summon 1 "Rokket" monster from your Deck, but it cannot attack, also destroy it during the End Phase.
    Rage of Kairyu-Shin If "Umi" is on the field: Target monsters your opponent controls, up to the number of WATER monsters you control whose original Levels are 5 or higher; destroy them, and if you do, the zones they were in cannot be used until the end of the next turn. You can only activate 1 "Rage of Kairyu-Shin" per turn.
    Rage with Eyes of Blue Banish this card, and as many cards as possible from your hand, field, and GY, face-down, and if you do, Special Summon up to 3 copies of "Blue-Eyes White Dragon" from your Deck. You cannot Normal or Special Summon monsters the turn you activate this card, except "Blue-Eyes White Dragon".
    Raging Mad Plants Face-up Plant-Type monsters you control gain 300 ATK for each Plant-Type monster in your Graveyard until the End Phase of this turn. At the End Phase of your turn, destroy all face-up Plant-Type monsters you control.
    Rainbow Refraction If a monster(s) you control whose original name is "Rainbow Dragon" or "Rainbow Dark Dragon" activated its effect this turn: Special Summon any number of "Crystal Beast" monsters with different names from your Deck.
    Rank-Up-Magic Cipher Ascension During either player' Main Phase: Target 1 "Cipher" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Cipher" Xyz 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 Materials attached to that target also become Xyz Materials on the Summoned monster.) It gains this effect.
    This card gains 500 ATK for each Level 4 or higher monster you control.
    Rank-Up-Magic Doom Double Force Target 1 "Raidraptor" Xyz Monster in your Graveyard that was destroyed by battle and sent there this turn; Special Summon it, then Special Summon from your Extra Deck, 1 Xyz Monster that has twice the Rank of that monster, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.)
    Rank-Up-Magic Quick Chaos Target 1 "Number" monster you control, except a "Number C" monster;Special Summon from your Extra Deck, 1 "Number C" monster with the same number in its name as that target 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.)
    Rank-Up-Magic Raptor's Force If a "Raidraptor" Xyz Monster was destroyed and sent to the Graveyard this turn while you controlled it: Target 1 "Raidraptor" Xyz Monster in your Graveyard; Special Summon it, then Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that monster, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon.)
    Rank-Up-Magic Revolution Force
  • During your turn: Target 1 "Raidraptor" 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.
  • During your opponent's turn:Target 1 face-up Xyz Monster your opponent controls that has no Xyz Materials; take control of that face-up Xyz Monster your opponent controls, then Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (These Special Summons are treated as Xyz Summons. Attached Xyz Materials also become Xyz Materials on the Summoned monster.)
  • Rapid Trigger Fusion Summon 1 Fusion Monster from your Extra Deck, by destroying Fusion Materials listed on it from your field, but it can only attack monsters Special Summoned from the Extra Deck, also it is unaffected by activated effects from any other monster Special Summoned from the Extra Deck. You can only activate 1 "Rapid Trigger" per turn.
    Rebellion During either player's Battle Phase: Target 1 monster your opponent controls; take control of it until the end of the Battle Phase, also other monsters you control cannot attack for the rest of this turn. You can only activate 1 "Rebellion" per turn.
    Relinquished Fusion Fusion Summon 1 "Eyes Restrict" Fusion Monster from your Extra Deck, by banishing materials from your hand, field, and/or GY. During your Main Phase: You can banish this card from your GY, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. You can only use each effect of "Relinquished Fusion" once per turn.
    Reload Add all cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck.
    RESCUE! (This card is always treated as a "Rescue-ACE" card.)
    Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.
    Resonator Command Discard 1 "Resonator" monster; add 1 Level 4 or lower Fiend monster from your Deck to your hand. You can only activate 1 "Resonator Command" per turn.
    Reverse of Neos Activate only when a face-up "Neos" Fusion Monster you control is destroyed. Special Summon 1 "Elemental Hero Neos" from your Deck in Attack Position. It gains 1000 ATK and is destroyed during the End Phase of this turn.
    Ring of Defense You can only activate this card in response to the activation of a Trap Card effect that inflicts damage. Make the effect damage of that Trap Card 0.
    Ritual Beast Return Banish 1 "Ritual Beast" monster from your hand, then target 1 of your "Ritual Beast" monsters, that is banished or is in your Graveyard; Special Summon it.
    Ritual Beast's Bond Banish 2 "Ritual Beast" monsters you control; Special Summon 1 "Ritual Beast" monster from your Extra Deck, ignoring its Summoning conditions.
    Rookie Fur Hire Tribute 1 monster; Special Summon 1 monster "Fur Hire" from your hand or Deck, whose Level is 1 higher or 1 lower than the Tributed monster had on the field. You cannot declare attacks the turn you activate this card, except with monsters "Fur Hire". You can only activate 1 "Rookie Fur Hire" per turn.
    Roulette Spider When an opponent's mosnter declares an attack: Roll a six-sided die and apply the result.
    1: Halve your LP.
    2: Make that attack a direct attack.
    3: Choose 1 monster you control, change the attack target to it, and perform damage calculation.
    4: Choose 1 other monster your opponent controls, change the attack target to it, and perform damage calculation.
    5: Negate the attack, and if you do, inflict damage to your opponent equal to the monster's ATK.
    6: Destroy that opponent's monster.
    Royal Straight Send 1 "Queen's Knight", "King's Knight", and "Jack's Knight" from your hand and/or face-up Monster Zone to the GY, then Special Summon 1 monster from your hand, Deck, Extra Deck, or GY that mentions all of "Queen's Knight", "King's Knight", and "Jack's Knight".
    Runaway Karakuri Select 1 face-up "Karakuri" monster on the field. Until the End Phase, it gains 1000 ATK, but its effect(s) is negated.
    Runick Destruction Activate 1 of these effects, but skip your next Battle Phase after activation;
  • Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Destruction" per turn.
  • Runick Dispelling Activate 1 of these effects, but skip your next Battle Phase after activation;
  • If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Dispelling" per turn.
  • Runick Flashing Fire Activate 1 of these effects, but skip your next Battle Phase after activation;
  • Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Flashing Fire" per turn.
  • Runick Freezing Curses Activate 1 of these effects, but skip your next Battle Phase after activation;
  • Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Freezing Curses" per turn.
  • Runick Golden Droplet Activate 1 of these effects, but skip your next Battle Phase after activation;
  • Your opponent draws 1 card, then you banish the top 4 cards of their Deck.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Golden Droplet" per turn.
  • Runick Slumber Activate 1 of these effects, but skip your next Battle Phase after activation;
  • Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Slumber" per turn.
  • Runick Smiting Storm Activate 1 of these effects, but skip your next Battle Phase after activation;
  • Banish cards from the top of your opponent's Deck, up to the number of cards they control.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Smiting Storm" per turn.
  • Runick Tip Activate 1 of these effects, but skip your next Battle Phase after activation;
  • Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck.
  • Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
    You can only activate 1 "Runick Tip" per turn.
  • Rush Recklessly Target face-up monster gains 700 ATK until the End Phase.
    S-Force Showdown Activate 1 of the following effects.
  • Special Summon 1 "S-Force" monster from your hand in Defense Position.
  • Target 1 "S-Force" monster in your GY; add it to your hand.
    You can only activate 1 "S-Force Showdown" per turn.
  • Saber Reflection When you take battle or effect damage while you control an "X-Saber" monster: Gain LP equal to the damage you took, and if you do, inflict the same amount of damage to your opponent, then you can add 1 "Saber" Spell/Trap Card or "Gottoms" card from your Deck to your hand. You can only activate 1 "Saber Reflection" per turn.
    Sacred Serpent's Wake You can only activate 1 "Sacred Serpent's Wake" per turn. If you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro, or Xyz): Activate 1 or more effects, depending on the number of different kinds you control, and resolve in sequence.
  • 2 or more: Target 1 monster in your Graveyard or 1 of your banished monsters; add that target to your hand.
  • 3 or more: Target 1 Trap Card in your Graveyard; add that target to your hand.
  • 4: Target 1 Spell Card in your Graveyard, except "Sacred Serpent's Wake"; add that target to your hand.
  • Saga of the Dragon Emperor Target 1 Dragon monster you control; its ATK becomes doubled (until the end of this turn), then, if your opponent currently controls a Dragon monster, the activation of the targeted monster's effects cannot be negated for the rest of this turn. During your Main Phase: You can banish this card from your GY; Special Summon 1 of your Dragon Xyz Monsters that is banished or in your GY, in Defense Position. You can only use 1 "Saga of the Dragon Emperor" effect per turn, and only once that turn.
    Salamangreat Burning Shell Special Summon 1 "Salamangreat" monster from your hand, but negate its effects, then, immediately after this effect resolves, Link Summon 1 "Salamangreat" Link Monster using materials you control, including the Summoned monster. This turn, that Link Summoned monster cannot attack or activate its effects. During your Main Phase: You can banish this card from your GY, then target 1 "Salamangreat" Link Monster in your GY; return it to the Extra Deck. You can only activate 1 "Salamangreat Burning Shell" per turn.
    Salamangreat Charge Activate 1 of these effects;
  • Target 3 of your FIRE monsters that are banished and/or in your GY; shuffle 2 of the 3 into the Deck, and if you do, Special Summon the remaining monster, but for the rest of this turn, its effects are negated, also it cannot attack.
  • If you control a FIRE Ritual, Fusion, Synchro, Xyz, or Link Monster(s) whose current ATK is different from its original ATK: You can target 1 card on the field; destroy it.
    You can only activate 1 "Salamangreat Charge" per turn.
  • Salamangreat Circle Activate 1 of these effects:
  • Add 1 "Salamangreat" monster from your Deck to your hand.
  • Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with the same name as material; that Link Monster is unaffected by monster effects this turn, except its own.
    You can only activate 1 "Salamangreat Circle" per turn.
  • Salamangreat Transcendence Target 1 "Salamangreat" Link Monster you control; Special Summon 1 "Salamangreat" Link Monster with the same name from your Extra Deck, using that monster you control as the entire material. (This is treated as a Link Summon.) You can only activate 1 "Salamangreat Transcendence" per turn.
    Sargasso Lighthouse When a Spell effect that would inflict damage to you is activated: You take no damage from that effect. While this card is in your Graveyard, you take no damage from the effect of "Sargasso the D.D. Battlefield". When this Set card is sent to the Graveyard: You can add 1 "Sargasso the D.D. Battlefield" from your Deck to your hand.
    Satellarknight Skybridge Target 1 "tellarknight" monster you control; Special Summon 1 "tellarknight" monster with a different name from your Deck, and if you do, shuffle the targeted monster into the Deck. While the monster Special Summoned by this effect is face-up on the field, you cannot Special Summon monsters, except "tellarknight" monsters. You can only activate 1 "Satellarknight Skybridge" per turn.
    Scapegoat Special Summon 4 "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. They cannot be Tributed for a Tribute Summon. You cannot Summon other monsters the turn you activate this card (but you can Normal Set).
    Scareclaw Straddle You can activate 1 of the following effects.
  • Target 1 "Scareclaw" monster or 1 "Visas Starfrost" in your Monster Zone, and 1 face-up monster your opponent controls; your monster gains ATK/DEF equal to your opponent's monster's ATK or DEF (whichever is higher).
  • When a card or effect is activated that targets a "Scareclaw" monster or "Visas Starfrost" you control: Negate that effect.
    You can only activate 1 "Scareclaw Straddle" per turn.
  • Scramble!! Scramble!! If your opponent's monsters on the field outnumber your non-Token monsters on the field: Tribute any number of "Mecha Phantom Beast Tokens"; Special Summon an equal number of "Mecha Phantom Beast" monsters from your Deck. Shuffle them into the Deck during the End Phase. You can only activate 1 "Scramble!! Scramble!!" per turn.
    Scrap Fist Target 1 "Junk Warrior" you control; if it battles an opponent's monster this turn while you control it, apply these effects.
  • Your opponent cannot activate cards or effects until the end of the Damage Step.
  • If it attacks a Defense Position monster, inflict piercing battle damage to your opponent.
  • Double any battle damage your opponent takes.
  • It cannot be destroyed by battle.
  • Destroy that opponent's monster that battled it at the end of the Damage Step.
  • Scrap Sheen Select 1 face-up "Scrap" monster you control and destroy it. All face-up "Scrap" monsters you control gain 1000 ATK until the End Phase.
    Scrapstorm Select 1 face-up "Scrap" monster you control. Send 1 "Scrap" monster from your Deck to the Graveyard, then draw 1 card. Then, destroy the selected monster.
    Searing Fire Wall Banish any number of "Laval" monsters from your Graveyard; Special Summon an equal number of "Laval Tokens" (Pyro-Type/FIRE/Level 1/ATK 0/DEF 0) in Defense Position.
    Sebek's Blessing Activate only when a monster you control has attacked your opponent directly. Gain Life Points equal to the Battle Damage that monster inflicted to your opponent.
    Secret Skills of the Six Samurai Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.
    Secrets of Dark Magic Activate 1 of the following effects.
  • Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", as Fusion Material.
  • Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster
  • Security Block Target 1 Cyberse monster on the field; this turn, neither player takes battle damage, also that monster cannot be destroyed by battle.
    Seed of Deception Special Summon 1 Level 2 or lower Plant-Type monster from your hand.
    Self-Mummification Select 1 monster you control, and send it to the Graveyard.
    Serial Spell You can only activate this card when you activate one of your Normal Spell Cards. Discard all the cards in your hand to the Graveyard. The effect of this card becomes the same as the Normal Spell Card.
    Set Rotation Set 2 Field Spell Cards with different names from your Deck on the field (1 on your field, and 1 on your opponent's field). While either of those cards remain Set on the field, neither player can activate or Set other Field Spell Cards.
    Seventh Force During the Battle Phase, if a monster(s) is destroyed by battle or card effect: Target 1 "Number" Xyz Monster in your GY; Special Summon from your Extra Deck 1 "Number C" monster with the same Type but 1 Rank higher, and if you do, attach that monster to it as material, then, if you Special Summoned a "Number C" monster with a number between "101" and "107" in its name, you can add 1 "Seventh" or "Barian's" Spell/Trap, or 1 "Rank-Up-Magic" Quick-Play Spell, except "Seventh Force", from your Deck to your hand.
    Shared Ride After this card resolves, each time your opponent adds a card(s) from their Deck or Graveyard to their hand this turn, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.
    Shrink Select 1 face-up monster on the field. The original ATK of that monster is halved until the end of this turn.
    Silent Burning During the Battle Phase, if you control a "Silent Magician" monster, and have more cards in your hand than your opponent: Each player draws until they have 6 cards in their hand. This card's activation and effect cannot be negated. You can banish this card from your Graveyard; add 1 "Silent Magician" monster from your Deck to your hand.
    Silent Sword Slash Target 1 "Silent Swordsman" monster you control; that monster you control gains 1500 ATK and DEF, and if it does, until the end of this turn, it is unaffected by your opponent's card effects. This card's activation and effect cannot be negated. You can banish this card from your Graveyard; add 1 "Silent Swordsman" monster from your Deck to your hand.
    Silver's Cry Target 1 Dragon-Type Normal Monster in your Graveyard; Special Summon that target. You can only activate 1 "Silver's Cry" per turn.
    Six Scrolls of the Samurai Tribute 2 face-up "Six Samurai" monsters. Special Summon 1 "Great Shogun Shien" from your Deck.
    Sky Striker Mecha - Eagle Booster If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; that target is unaffected by card effects this turn, except its own, and if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.
    Sky Striker Mecha - Hornet Drones If you control no monsters in your Main Monster Zones: Special Summon 1 "Sky Striker Ace Token" (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, which cannot be Tributed, and if you have 3 or more Spells in your GY when this effect resolves, the Token's ATK/DEF become 1500.
    Sky Striker Mecha - Shark Cannon If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish that monster, or, if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.
    Sky Striker Mecha - Widow Anchor If you control no monsters in your Main Monster Zones: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.
    Sky Striker Mobilize - Linkage! If you control no monsters in your Main Monster Zone: You cannot Special Summon monsters from the Extra Deck for the rest of this turn after this card resolves, except "Sky Striker Ace" monsters, also send 1 other card you control to the GY, and if you do, Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone, and if you have at least 1 LIGHT and 1 DARK "Sky Striker Ace" monsters on your field and/or in your GY, the Summoned monster gains 1000 ATK.
    Smile Universe Special Summon as many face-up Pendulum Monsters from your Extra Deck as possible, but they have their effects negated (if any), then your opponent gains LP equal to the total original ATK of those Special Summoned monsters. You cannot Normal or Special Summon other monsters, or attack, during the turn you activate this card.
    Sol and Luna Target 1 monster you control and 1 monster your opponent controls; apply the following effect on each monster, depending on its battle position.
  • Face-up: Change it to face-down Defense Position.
  • Face-down: Change it to face-up Defense Position.
    You can only activate 1 "Sol and Luna" per turn.
  • Solfachord Symphony Apply these effects, in sequence, based on the number of face-up "Solfachord" Pendulum Monsters with different names in your Extra Deck.
  • 3+: "Solfachord" Pendulum Monsters you control gain ATK equal to their own Pendulum Scale x 300 this turn.
  • 5+: You can destroy 1 card your opponent controls, then if you have an odd Pendulum Scale in your Pendulum Zone, draw 1 card.
  • 7+: You can Special Summon 1 "GranSolfachord" monster from your Extra Deck.
    You can only activate 1 "Solfachord Symphony" per turn.
  • Soul Crossing During the Main Phase: Immediately after this effect resolves, Tribute Summon 1 Divine-Beast monster. When you do, you can Tribute a monster(s) your opponent controls, even though you do not control them, but if you Tribute Summon this way, apply this effect.
  • Until the end of the next turn after this card resolves, you can only activate 1 card or effect per turn, not counting the effects of Divine-Beast monsters.
    You can only activate 1 "Soul Crossing" per turn.
  • Soul Reversal Return 1 Flip Effect Monster from your Graveyard to the top of your Deck.
    Soul Servant Place 1 card on top of the Deck from your hand, Deck, or GY, that is "Dark Magician" or specifically lists "Dark Magician" or "Dark Magician Girl" in its text, except "Soul Servant". During your Main Phase: You can banish this card from your GY; draw cards equal to the number of "Palladium" monsters, "Dark Magician", and/or "Dark Magician Girl", with different names, on the field and in the GYs. You can only use this effect of "Soul Servant" once per turn.
    Space Cyclone Detach 1 Xyz Material from a monster.
    Speedlift If you control exactly 1 Tuner and no other monsters: Special Summon 1 Level 4 or lower "Speedroid" monster from your Deck. Neither player can activate cards or effects when that monster is Special Summoned.
    Speedroid Wheel Discard 1 card; roll a six-sided die, then Special Summon, from your hand and/or Deck, 1 or 2 "Speedroid" monsters whose total Levels equal the result, but negate their effects. If you do not Special Summon, you lose LP equal to the result x 500. You can only activate 1 "Speedroid Wheel" per turn.
    Spell of Pain When your opponent activates a card or effect that would inflict effect damage to you: Your opponent takes the effect damage from that card or effect, instead.
    Spell Shattering Arrow Destroy all face-up Spell Cards your opponent controls. For each destroyed Spell Card, inflict 500 damage to your opponent.
    Spellbook of Fate If you control a Spellcaster monster: You can banish up to 3 "Spellbook" Spells from your GY; apply this effect, depending on the number of Spells banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn.
  • 1: Return 1 Set Spell/Trap on the field to the hand.
  • 2: Change 1 monster on the field to face-down Defense Position or face-up Attack Position.
  • 3: Banish 1 card your opponent controls.
  • Spellbook of Judgment During the End Phase of the turn this card was activated, add "Spellbook" Spell Cards from your Deck to your hand, except "Spellbook of Judgment", up to the number of Spell Cards activated after this card's resolution, then, you can Special Summon from your Deck 1 Spellcaster-Type monster whose Level is less than or equal to the number of cards added to your hand by this effect. You can only activate 1 "Spellbook of Judgment" per turn.
    Spellbook of Wisdom Target 1 face-up Spellcaster-Type monster on the field and activate 1 of these effects;
  • It is unaffected by other Spell effects this turn.
  • It is unaffected by Trap effects this turn.
  • Spellbook Organization (A.K.A. Pigeonholding Books of Spell) Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.
    Spellbound All face-up monsters your opponent currently controls cannot be Tributed, or used as material for a Fusion, Synchro, Xyz, or Link Summon, until the end of this turn.
    Spirit Charmers Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn.
    Spool Code When an opponent's monster declares a direct attack, while you have 3 or more Cyberse monsters in your GY: Negate the attack, then, you can Special Summon up to 3 "Spool Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon.
    Spright Gamma Burst All Level/Rank/Link 2 monsters currently on the field gain 1400 ATK/DEF until the end of this turn. During your Main Phase: You can banish this card from your GY, then target 1 Level/Rank/Link 2 monster you control; it gains 1400 ATK until the end of your opponent's turn. You can only use 1 "Spright Gamma Burst" effect per turn, and only once that turn.
    Spright Smashers Banish 1 "Springans", "Therion" or "Spright" card from your hand or GY, then activate 1 of these effects;
  • Special Summon 1 "Springans" monster from your Deck.
  • Special Summon 1 "Therion" monster from your GY.
  • Banish 1 Level/Rank/Link 2 monster you control and 1 card your opponent controls.
    You can activate 1 "Spright Smashers" per turn.
  • Spright Starter Special Summon 1 "Spright" monster from your Deck, but lose LP equal to its original ATK, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except Level/Rank/Link 2 monsters. You can only activate 1 "Spright Starter" per turn.
    Squib Draw Target 1 "Rokket" monster you control; destroy it, and if you do, draw 2 cards. You can only activate 1 "Squib Draw" per turn.
    Stand In Tribute 1 monster, then target 1 monster in your opponent's GY with the same original Type and Attribute; Special Summon it to your field. You can only activate 1 "Stand In" per turn.
    Star Changer Target 1 face-up monster on the field and activate 1 of these effects:
  • Increase that target's Level by 1.
  • Reduce that target's Level by 1.
  • Star Power!! During damage calculation, if your Link Monster battles an opponent's monster: Your monster gains ATK equal to the total Levels/Ranks of the monsters it points to x 400, during that damage calculation only. You can only activate 1 "Star Power!!" per turn.
    Strike of the Monarchs You can Tribute 1 face-up Level 5 or higher Normal Summoned/Set monster, then target 1 face-up card on the field; negate its effect until the end of this turn, then draw 1 card. During your Main Phase, if this card is in your Graveyard: You can banish this card, then declare 1 Attribute; all face-up monsters currently on the field become that Attribute until the end of this turn.
    Successor Soul Tribute 1 Effect Monster, then target 1 Effect Monster your opponent controls; send it to the GY, then Special Summon 1 Level 7 or higher Normal Monster from your hand or Deck. You can only activate 1 "Successor Soul" per turn. You can only attack with 1 monster during the turn you activate this card.
    Super Double Summon Select 1 Gemini monster you control and Normal Summon it. During the End Phase of this turn, return it to your hand.
    Super Hippo Carnival Special Summon 1 "Performapal Hip Hippo" from your hand, Deck, or Graveyard, then you can Special Summon as many "Hippo Tokens" (Beast-Type/EARTH/Level1/ATK 0/DEF 0) as possible, but they cannot be Tributed, and monsters your opponent controls cannot target monsters for attacks for the rest of this turn, except "Hippo Tokens". You cannot Special Summon monsters from the Extra Deck while a "Hippo Token" is in a Monster Zone.
    Super Polymerization Discard 1 card: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.
    Super Quantal Alphancall Appeal If a "Super Quant" monster you control is destroyed by battle: Special Summon 1 "Super Quantal Mech Beast" Xyz Monster from your Extra Deck, then you can Special Summon 1 "Super Quantum" monster from your hand, Deck, or GY, that is specifically listed on that Xyz Monster in its text, but negate its effects. You can only activate 1 "Super Quantal Alphancall Appeal" per turn.
    Super Rejuvenation During the End Phase of the turn this card is activated, draw 1 card from your Deck for each Dragon-Type monster discarded from your hand and/or Tributed during this turn.
    Super Rush Headlong Target 1 face-up monster you control and declare 1 Attribute; if that target battles an opponent's monster with that Attribute this turn, destroy that opponent's monster at the start of the Damage Step.
    Surprise Chain Activate only as Chain Link 2 or higher; apply the following effects, depending on the Chain Link number of this card, in sequence (skip over any that do not apply). You cannot activate this card if multiple cards/effects with the same name are in that Chain.
  • 2+: Excavate the top cards of your Deck, equal to the Chain Link number of this card, then place them on the top of your Deck in any order.
  • 3+: Send the top card of your Deck to the GY.
  • 4+: Draw 1 card.
    You can only activate 1 "Surprise Chain" per turn.
  • Swallow's Nest Tribute 1 face-up Winged Beast-Type monster you control to Special Summon 1 Winged Beast-Type monster from the Deck with the same Level as the Tributed monster.
    Swords at Dawn Target 1 Equip Spell Card in your Graveyard and 1 appropriate monster on the field; equip the Equip Spell Card to that monster. Destroy that Equip Spell Card during the End Phase. If you activate this card, you cannot Special Summon for the rest of this turn. You can only activate 1 "Swords at Dawn" per turn.
    Swords of Concealing Light When this card resolves, all monsters your opponent controlled when this card was activated are changed to face-down Defense Position. Monsters your opponent controls cannot change their battle positions. Destroy this card during your 2nd Standby Phase after activation.
    Synchro Control Activate only if you have no Synchro Monsters on your side of the field or in your Graveyard. Pay 1000 Life Points and select 1 face-up Synchro Monster your opponent controls. Take control of the selected monster until the End Phase of your turn.
    Synchro Transcend Target 1 Synchro Monster your opponent controls; Special Summon 1 Synchro Monster that is 1 Level higher than it from your Extra Deck, but it cannot activate its effects this turn. You can only activate 1 "Synchro Transcend" per turn.
    TA.I. Strike During damage calculation, if your monster battles an opponent's monster: Your battling monster's ATK becomes that opponent's monster's ATK, during that damage calculation only, also, the controller of any monster destroyed by that battle takes damage equal to its original ATK, at the end of the Damage Step. If your "@Ignister" monster would be destroyed by battle, you can banish this card from your GY instead. You can only activate 1 "TA.I. Strike" per turn.
    Tailor of the Fickle Select 1 equipped Equip Card and switch it to another correct target.
    Tally-ho! Springans When you activate this card, you can also detach up to 3 materials from monsters you control; add 1 "Springans" monster from your Deck to your hand, then, if you detached any material at activation, you can Special Summon that many "Springans" monsters from your hand or GY. During your Main Phase, if this card is in your GY: You can target 1 Xyz Monster on the field; detach 1 material from it, and if you do, add this card to your hand. You can only use 1 "Tally-ho! Springans" effect per turn, and only once that turn.
    Tearlaments Heartbeat Target 1 Spell/Trap on the field, or you can target 2 if you control "Visas Starfrost"; shuffle them into the Deck, then send 1 card from your hand to the GY. If this card is sent to the GY by card effect: You can target 1 "Tearlaments" Trap in your GY; add it to your hand. You can only use 1 "Tearlaments Heartbeat" effect per turn, and only once that turn.
    Telekinetic Power Well Special Summon any number of Level 2 or lower Psychic-Type monsters from your Graveyard. You take damage equal to the total Levels of those monsters x 300.
    Tellarknight Genesis Destroy Spell/Trap Cards on the field equal to the number of other "tellarknight" cards you control.
    TGX1-HL Select 1 face-up "T.G." monster you control. Halve its ATK and DEF, and destroy 1 Spell/Trap Card on the field.
    The Book of the Law Tribute 1 "Invoked" monster; Special Summon 1 "Invoked" monster from your Extra Deck with a different original Attribute from that monster's. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "The Book of the Law" per turn.
    The Breaking Ruin God The activation of this card, or its effects, cannot be negated, nor can its effects be negated. Special Summon 1 "Obelisk the Tormentor" from your hand or GY, and if you do, it is unaffected by your opponent's card effects this turn. If you Tribute 2 or more monsters you control at the same time to activate your card or effect, while you control "Obelisk the Tormentor": You can banish this card from your GY; banish all monsters in your opponent's GY, and if you do, inflict 500 damage to your opponent for each. You can only use each effect of "The Breaking Ruin God" once per turn.
    The Flute of Summoning Kuriboh Add 1 "Kuriboh" or 1 "Winged Kuriboh" from your Deck to your hand, OR Special Summon 1 "Kuriboh" or 1 "Winged Kuriboh" from your Deck.
    The Great Mikanko Ceremony Special Summon 1 "Mikanko" monster from your hand, ignoring its Summoning conditions, but return it to the hand during your opponent's End Phase. During your Main Phase: You can banish this card from your GY; send 1 "Mikanko" card from your Deck to the GY, except "The Great Mikanko Ceremony". You can only use each effect of "The Great Mikanko Ceremony" once per turn.
    The Monarchs Stormforth Once during this turn, if you would Tribute a monster(s) you control for a Tribute Summon, you can Tribute 1 monster your opponent controls as if you controlled it. You can only activate 1 "The Monarchs Stormforth" per turn. During the turn you activate this card, you cannot Special Summon monsters from the Extra Deck.
    The Phantom Knights' Rank-Up-Magic Launch During the Main Phase: Target 1 DARK Xyz Monster you control with no Xyz Materials; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material, and if you do, attach this card to it as additional 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 Main Phase: You can banish this card from your Graveyard, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as Xyz Material.
    The Reliable Guardian Increase 1 face-up monster's DEF by 700 points until the end of this turn.
    Thunderforce Attack This card's activation and effect cannot be negated. If you control a monster whose original name is "Slifer the Sky Dragon": Destroy as many face-up monsters your opponent controls as possible, then, if you activated this card during your Main Phase, you can apply the following effect.
  • Draw cards equal to the number of monsters destroyed by this effect and sent to your opponent's GY, also you can only attack with 1 monster this turn.
    You can only activate 1 "Thunderforce Attack" per turn.
  • Thunderspeed Summon During the Main or Battle Phase: Immediately after this effect resolves, Normal Summon 1 Level 10 monster, or, if you control "Queen's Knight", "King's Knight", and "Jack's Knight", you can apply this effect instead.
  • Add 1 Level 10 non-DARK monster with ? ATK from your Deck to your hand, then, immediately after this effect resolves, you can Normal Summon 1 Level 10 monster.
    You can only activate 1 "Thunderspeed Summon" per turn.
  • Time Passage Increase the Level of 1 face-up "Fortune Lady" monster you control by 3, until the End Phase.
    Time Thief Startup Special Summon 1 "Time Thief" monster from your hand. During your Main Phase: You can banish this card from your GY, then target 1 "Time Thief" Xyz Monster you control; attach 3 "Time Thief" cards of different types (1 Monster, 1 Spell, and 1 Trap) from your GY to that monster as material. You can only use 1 "Time Thief Startup" effect per turn, and only once that turn.
    Toon Page-Flip If you control "Toon World": Reveal 3 Toon monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon, ignoring its Summoning conditions, also shuffle the rest into your Deck. You can only activate 1 "Toon Page-Flip" per turn.
    Tornado Activate only when there are 3 or more cards in your opponent's Spell & Trap Card Zone. Destroy 1 card in your opponent's Spell & Trap Card Zone.
    Trading Places Swap both players' LP. Your LP must be higher than your opponent's to activate and to resolve this effect.
    Transcendent Wings Send 1 "Winged Kuriboh" you control and 2 cards from your hand to the Graveyard; Special Summon 1 "Winged Kuriboh LV10" from your hand or Deck.
    Tri-Brigade Airborne Assault Target 1 Beast, Beast-Warrior, or Winged Beast monster you control; Special Summon 1 Beast, Beast-Warrior, or Winged Beast monster from your Deck, in Defense Position, with a different Type and with ATK less than or equal to that monster, but its effects are negated until the end of this turn, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Link Monsters. You can only activate 1 "Tri-Brigade Airborne Assault" per turn.
    Tri-Brigade Rendezvous Target any number of linked Beast, Beast-Warrior, and/or Winged Beast monsters you control; they gain 700 ATK until the end of this turn. If a linked Beast, Beast-Warrior, or Winged Beast 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 each effect of "Tri-Brigade Rendezvous" once per turn.
    Tri-Brigade Roar If you control a Link Monster: Send 1 "Tri-Brigade" card from your Deck or Extra Deck to the GY, then target 1 Effect Monster on the field; apply the following effect based on the type of card sent to the GY.
  • Monster: Change the targeted monster's ATK to 0 until the end of this turn.
  • Spell: Negate that monster's effects until the end of this turn.
  • Trap: Return that monster to the hand.
    You can only activate 1 "Tri-Brigade Roar" per turn.
  • Trickstar Bouquet Target 1 "Trickstar" monster you control and 1 face-up monster on the field; return that "Trickstar" monster to the hand, and if you do, the other monster gains ATK equal to the original ATK of the returned monster, until the end of this turn. You can only activate 1 "Trickstar Bouquet" per turn.
    Tricky Spell 4 Send 1 face-up "The Tricky" you control to the Graveyard. For each monster your opponent controls, Special Summon a "Tricky Token" (Spellcaster-Type/WIND/Level 5/ATK 2000/DEF 1200) in Defense Position. "Tricky Tokens" cannot declare an attack.
    Tsukumo Slash If a monster you control attacks a monster whose ATK is higher than itself during damage calculation: Your battling monster gains ATK equal to the difference between your LP and your opponent's, during that damage calculation only. You can onlyactivate 1 "Tsukumo Slash" per turn.
    Turning of the World This card is used to Ritual Summon "Ruin, Queen of Oblivion" or "Demise, King of Armageddon" from your hand or Deck. You must also Tribute Ritual Monsters from your hand whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. You can only activate 1 "Turning of the World" per turn.
    Twin Twisters Discard 1 card, then target up to 2 Spell/Trap Cards on the field; destroy them.
    Twister Pay 500 LP, then target 1 face-up Spell/Trap on the field; destroy that target.
    Tyrant Dino Fusion Fusion Summon 1 "Dinowrestler" monster from your Extra Deck, using monsters you control as Fusion Material. If you do, the first time that face-up monster on the field would be destroyed by battle or card effect, it is not destroyed.
    U.A. Locker Room (This card is always treated as a "F.A." card.)
    Target 1 "U.A." or "F.A." monster you control or in your GY; add it to the hand, and if you do, you gain 500 LP, then you can apply this effect.
  • Reveal any number of "U.A." and/or "F.A." monsters in your hand, shuffle them into the Deck, then draw cards equal to the number of shuffled cards.
    You can only activate 1 "U.A. Locker Room" per turn.
  • U.A. Turnover Tactics If you control 2 or more "U.A." monsters with different names: Shuffle as many monsters on the field as possible into the Deck, then Special Summon "U.A." monsters from your Deck that have different names from each other, up to the number of cards shuffled into your Main Deck, but those monsters cannot attack this turn. Then your opponent can Special Summon monsters from their Deck, up to the number of cards shuffled into their Main Deck. You can only activate 1 "U.A. Turnover Tactics" perturn.
    Ultimate Fusion During the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck that mentions "Blue-Eyes White Dragon" or "Blue-Eyes Ultimate Dragon" as material, by shuffling the Fusion Materials listed on it from your hand, field, and/or GY into the Deck, then, you can destroy face-up cards your opponent controls, up to the number of "Blue-Eyes White Dragon" and "Blue-Eyes Ultimate Dragon" used from the field as material. You can only activate 1 "Ultimate Fusion" per turn.
    Unacceptable Result If you control a Spellcaster monster: Special Summon 1 "Fortune Fairy" monster from your hand.
    Unauthorized Reactivation Target 1 Machine monster you control; equip 1 appropriate Machine Union monster from your hand or Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Unauthorized Reactivation" per turn.
    Uni-Song Tuning Target 1 Tuner in either GY and 1 face-up monster on the field; banish that Tuner in the GY, then, until the end of this turn, the Level of the targeted monster on the field becomes the Level of the banished Tuner, also it is treated as a Tuner. You can only activate 1 "Uni-Song Tuning" per turn.
    Unity Select 1 monster on your side of the field. The DEF of the selected monster becomes equal to the combined original DEF of all face-up monsters on your side of the field, until the end of this turn.
    Unleash Your Power! All Gemini Monsters that were on your side of the field when this card was activated are treated as Effect Monsters and gain their effect(s). During the End Phase of this turn, Set all monsters affected by this card's effect.
    Urgent Schedule If your opponent control more monsters than you do: Special Summon 1 Level 4 or lower and 1 Level 5 or higher EARTH Machine monsters from your Deck in Defense Position, but negate their effects. You cannot declare attacks the turn you activate this card, except with Machine monsters. If this set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn.
    Ursarctic Slider Target 1 of your "Ursarctic" monsters that is banished or in your GY; Special Summon it, but it cannot attack, also destroy it during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon, except monsters with a Level. You can only activate 1 "Ursarctic Slider" per turn.
    Vanquish Soul - Continue? Pay 500 LP, then target 1 "Vanquish Soul" monster in your GY; either add it to your hand or Special Summon it in Defense Position. You can only activate 1 "Vanquish Soul - Continue?" per turn.
    Vanquish Soul Dust Devil Target 1 "Vanquish Soul" monster you control; change its battle position, then you can change face-up monsters your opponent controls to face-down Defense Position, up to the number of "Vanquish Soul" monsters you control with different names. You can only activate 1 "Vanquish Soul Dust Devil" per turn.
    Vendread Charge Send 1 Zombie monster from your hand or face-up from your field to the GY; Special Summon 1 "Vendread" monster from your Deck. You can only activate 1 "Vendread Charge" per turn.
    Vertical Landing Tribute any number of WIND monsters, except Tokens; Special Summon an equal number of "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only activate 1 "Vertical Landing" per turn.
    Void Seer Target 1 "Infernoid" monster you control; that target is unaffected by the opponent's card effects this turn. If an "Infernoid" monster(s) you control would be destroyed by a card effect, you can banish this card from your Graveyard instead of destroying 1 of those monsters.
    Vylon Polytope Target any number of "Vylon" Monster Cards you control that are Equip Cards; Special Summon them in face-up Defense Position. Banish them when they leave the field.
    War Rock Dignity You must control a "War Rock" monster to activate either of these effects.
  • When a monster your opponent controls activates its effect: Negate that effect.
  • During the Battle Phase, when your opponent activates a Spell/Trap Card, or monster effect: Negate that effect.
    You can only activate 1 "War Rock Dignity" per turn.
  • War Rock Spirit During the Battle Phase: Target 1 "War Rock" monster in your GY, then activate 1 of these effects;
  • Special Summon that target in Attack Position, but for the rest of this turn, its effects are negated, also it cannot attack directly.
  • Special Summon that target in Defense Position, also the first time each "War Rock" monster you control would be destroyed by battle this turn, it is not destroyed.
    You can only activate 1 "War Rock Spirit" per turn.
  • Wavering Eyes Destroy as many cards in each player's Pendulum Zones as possible, then apply these effects, in sequence, depending on the number of cards destroyed by this effect.
  • 1 or more: Inflict 500 damage to your opponent.
  • 2 or more: You can add 1 Pendulum Monster from your Main Deck to your hand.
  • 3 or more: You can banish 1 card on the field.
  • 4: You can add 1 "Wavering Eyes" from your Deck to your hand.
  • Wild Fire Pay 500 Life Points. Destroy a face-up "Blaze Accelerator" card you control and destroy all monsters on the field. Then, Special Summon 1 "Wild Fire Token" (Pyro-Type/FIRE/LEVEL 3/ATK 1000/DEF 1000) in Attack Position. Also, you cannot declare an attack this turn.
    Witchcrafter Draping Target Spells/Traps your opponent controls, up to the number of "Witchcrafter" monsters you control; return those targeted cards to the hand. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Draping" effect per turn, and only once that turn.
    Witchcrafter Unveiling Special Summon 1 "Witchcrafter" monster from your hand, and if you do, your opponent cannot activate cards or effects in response to the activation of your Spellcaster monster effects for the rest of this turn. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Unveiling" effect per turn, and only once that turn.
    World Legacy Clash Banish 1 face-up monster you control (until the End Phase), then target 1 face-up monster your opponent controls; that target loses ATK/DEF equal to the original ATK/DEF of that banished monster.
    World Legacy Monstrosity Activate 1 of these effects.
  • Special Summon 1 Level 9 monster from your hand.
  • Target 1 Level 9 monster you control; Special Summon from your Deck, 2 Level 9 monsters each with different original Type and Attribute from that face-up targeted monster, and with different names from each other, but these 2 monsters cannot attack, also destroy them during the End Phase.
    You can only activate 1 "World Legacy Monstrocity" per turn
  • World Legacy's Memory Special Summon 1 "Mekk-Knight" monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Mekk-Knight" monsters. You can only activate 1 "World Legacy's Memory" per turn.
    Xyz Align Declare a Level from 1 to 12, then target 2 face-up monsters on the field, including 1 monster you control; they become the declared Level (until the end of this turn), also, for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except monsters with the same Type as a targeted monster. You can only activate 1 "Xyz Align" per turn.
    Xyz Double Back During the turn a face-up Xyz Monster you control was destroyed, if you control no monsters: Target 1 Xyz Monster in your Graveyard that was destroyed this turn and 1 monster in your Graveyard with ATK less than or equal to the Xyz Monster's: Special Summon these targets, but they are destroyed during the End Phase.
    Xyz Encore Target 1 face-up Xyz Monster your opponent controls that has Xyz Material; detach all Xyz Materials from it, and if you do, return it to the Extra Deck, then, if there is a Monster Card in the Graveyard among those detached Xyz Materials, Special Summon as many of those monsters as possible from the Graveyard to your opponent's side of the field in face-up Defense Position. Their Levels are reduced by 1 on the field. Cards and effects cannot be activated in response to this card's activation.
    Xyz Import Target 1 Xyz Monster you control and 1 monster your opponent controls with ATK less than or equal to it; attach that opponent's monster to your monster as material. You can only activate 1 "Xyz Import" per turn.
    Yosenju Wind Worship If you control 3 or more "Yosenju" Monster Cards with different names: Return as many "Yosenju" Monster Cards you control to the hand as possible, then you can draw until you have 5 cards in your hand. You can only activate 1 "Yosenju Wind Worship" per turn.
    Zombie Power Struggle Target 1 Zombie monster on the field; until the end of this turn, it gains 1000 ATK or loses 1000 ATK. During your Main Phase, if this card is in your GY: You can shuffle 1 of your banished Zombie monsters into your Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use this effect of "Zombie Power Struggle" once per turn.
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     This set contains 439 cards.