"Speed Duel GX: Duel Academy Box" Card List and Spoiler

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Card # Card Name Type ATR    Sub Type     LVL     ATK     DEF     Rarity Card Text Buy It
SGX1-ENA01 Elemental HERO Avian Normal Monster WIND Warrior 3 1000 1000 Common A winged Elemental HERO who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from sky-high.
SGX1-ENA02 Elemental HERO Burstinatrix Normal Monster FIRE Warrior 3 1200 800 Common A flame manipulator who was the first Elemental HERO woman. Her Burstfire burns away villainy.
SGX1-ENA03 Elemental HERO Clayman Normal Monster EARTH Warrior 4 800 2000 Common An Elemental HERO with a clay body built-to-last. He'll preserve his Elemental HERO colleagues at any cost.
SGX1-ENA04 Elemental HERO Sparkman Normal Monster LIGHT Warrior 4 1600 1400 Common An Elemental HERO and a warrior of light who proficiently wields many kinds of armaments. His Static Shockwave cuts off the path of villainy.
SGX1-ENA05 Goddess with the Third Eye Effect Monster LIGHT Fairy 4 1200 1000 Common You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s).
SGX1-ENA06 Winged Kuriboh Effect Monster LIGHT Fairy 1 300 200 Common If this card on the field is destroyed and sent to the Graveyard: Any further Battle Damage you take this turn becomes 0.
SGX1-ENA07 Wroughtweiler Effect Monster EARTH Machine 3 800 1200 Common When this card is destroyed by battle and sent to the Graveyard: Target 1 "Elemental HERO" card and 1 "Polymerization" in your Graveyard; add both those targets to your hand.
SGX1-ENA08 Elemental HERO Bubbleman Effect Monster WATER Warrior 4 800 1200 Common If this is the only card in your hand, you can Special Summon it (from your hand). When this card is Summoned: You can draw 2 cards. You must control no other cards and have no cards in your hand to activate and to resolve this effect.
SGX1-ENA09 Elemental HERO Bladedge Effect Monster EARTH Warrior 7 2600 1800 Common If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
SGX1-ENA10 Elemental HERO Wildheart Effect Monster EARTH Warrior 4 1500 1600 Common This card is unaffected by the effects of Trap Cards.
SGX1-ENA11 Elemental HERO Necroshade Effect Monster DARK Warrior 5 1600 1800 Common Once, while this card is in the Graveyard, you can Normal Summon 1 Level 5 or higher "Elemental HERO" monster from your hand without Tributes.
SGX1-ENA12 Polymerization Spell Normal Common Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
SGX1-ENA13 Fusion Sage Spell Normal Common Add 1 "Polymerization" card from your Deck to your hand. Then shuffle your Deck.
SGX1-ENA14 Reinforcement of the Army Spell Normal Common Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
SGX1-ENA15 Skyscraper Spell Field Common When an "Elemental HERO" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only.
SGX1-ENA16 Fusion Recovery Spell Normal Common Target 1 "Polymerization", and 1 Fusion Material Monster that was used for a Fusion Summon, in your Graveyard; add them to your hand.
SGX1-ENA17 R - Righteous Justice Spell Normal Common Destroy Spell/Trap Cards equal to the number of face-up "Elemental HERO" cards you control.
SGX1-ENA18 Negate Attack Trap Counter Common Activate only when an opponent's monster declares an attack. Negate the attack of that 1 monster and end the Battle Phase.
SGX1-ENA19 A Hero Emerges Trap Normal Common When an opponent's monster declares an attack: Your opponent chooses 1 random card from your hand, then if it is a monster that can be Special Summoned, Special Summon it. Otherwise, send it to the Graveyard.
SGX1-ENA20 Hero Signal Trap Normal Common When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Elemental HERO" monster from your hand or Deck.
SGX1-ENA21 Elemental HERO Flame Wingman Fusion/Effect Monster WIND Warrior 6 2100 1200 Common Elemental HERO Avian + "Elemental HERO Burstinatrix"
Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster.
SGX1-ENA22 Elemental HERO Thunder Giant Fusion/Effect Monster LIGHT Warrior 6 2400 1500 Common Elemental HERO Sparkman + "Elemental HERO Clayman"
Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn: You can discard 1 card to target 1 face-up monster on the field with original ATK less than the ATK of this card; destroy that target.
SGX1-ENA23 Elemental HERO Rampart Blaster Fusion/Effect Monster EARTH Warrior 6 2000 2500 Common Elemental HERO Clayman + "Elemental HERO Burstinatrix"
Must be Fusion Summoned and cannot be Special Summoned by other ways. This card can attack while in face-up Defense Position, but only if your opponent controls no monsters, and if it does, this card's ATK is halved during damage calculation only.
SGX1-ENA24 Elemental HERO Steam Healer Fusion/Effect Monster WATER Warrior 5 1800 1000 Common Elemental HERO Burstinatrix + "Elemental HERO Bubbleman"
Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card destroys a monster by battle and sends it to the Graveyard: Gain Life Points equal to the ATK of that destroyed monster in the Graveyard.
SGX1-ENA25 Elemental HERO Darkbright Fusion/Effect Monster DARK Warrior 6 2000 1000 Common Elemental HERO Sparkman + "Elemental HERO Necroshade"
Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. If this card attacks, change it to Defense Position at the end of the Damage Step. If this card is destroyed: Target 1 monster your opponent controls; destroy that target.
SGX1-ENA26 Elemental HERO Plasma Vice Fusion/Effect Monster EARTH Warrior 8 2600 2300 Common Elemental HERO Sparkman + "Elemental HERO Bladedge"
Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. You can discard 1 card to target 1 Attack Position monster your opponent controls; destroy that target.
SGX1-ENB01 Destiny HERO - Plasma Effect Monster DARK Warrior 8 1900 600 Common Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters you control, and cannot be Special Summoned by other ways. Negate the effects of all face-up monsters your opponent controls. Once per turn: You can target 1 monster your opponent controls; equip that target to this card, and this card gains ATK equal to half the ATK of that equipped monster (you can only equip 1 monster at a time to this card with this effect).
SGX1-ENB02 Destiny HERO - Doom Lord Effect Monster DARK Warrior 3 600 800 Common Once per turn: You can target 1 monster your opponent controls; banish that target. You cannot declare an attack the turn you activate this effect. You must control this face-up Attack Position card to activate and to resolve this effect. The banished monster returns to the opponent's side of the field, in the same battle position, during your 2nd Standby Phase after activation.
SGX1-ENB03 Destiny HERO - Diamond Dude Effect Monster DARK Warrior 4 1400 1600 Common Once per turn: You can reveal the top card of your Deck, and if it is a Normal Spell Card, send it to the Graveyard, otherwise place it on the bottom of your Deck. During the Main Phase of your next turn, you can activate the effect of that Spell Card in your Graveyard (even if you no longer control this face-up card).
SGX1-ENB04 Destiny HERO - Blade Master Effect Monster DARK Warrior 3 300 600 Common During your opponent's Battle Phase: You can discard this card; all face-up "Destiny HERO" monsters you control gain 800 ATK until the End Phase.
SGX1-ENB05 Destiny HERO - Dasher Effect Monster DARK Warrior 6 2100 1000 Common Once per turn: You can Tribute 1 other monster; this card gains 1000 ATK until the End Phase. If this card attacks, change it to Defense Position at the end of the Battle Phase. One time only, when you draw a Monster Card during your Draw Phase while this card is in your Graveyard: You can reveal it; Special Summon it. This card must be in the Graveyard to activate and to resolve this effect.
SGX1-ENB06 Destiny HERO - Fear Monger Effect Monster DARK Warrior 4 1000 1000 Common During your Standby Phase, if this card is in your Graveyard because it was destroyed by battle and sent there since your last Standby Phase: Target 1 "Destiny HERO" monster in your Graveyard, except a "Destiny HERO - Fear Monger"; Special Summon that target.
SGX1-ENB07 Destiny HERO - Dogma Effect Monster DARK Warrior 8 3400 2400 Common Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 "Destiny HERO" monster, and cannot be Special Summoned by other ways. If you still control this face-up card during your opponent's next Standby Phase after you Special Summoned it: Halve your opponent's Life Points.
SGX1-ENB08 Destiny HERO - Malicious Effect Monster DARK Warrior 6 800 800 Common You can banish this card from your Graveyard; Special Summon 1 "Destiny HERO - Malicious" from your Deck.
SGX1-ENB09 Destiny HERO - Dark Angel Effect Monster DARK Warrior 1 0 0 Common If you have 3 or more "Destiny HERO" monsters in your Graveyard: You can discard this card, then target 1 "Destiny HERO" monster in your Graveyard; Special Summon it to your opponent's field in Defense Position. When a Spell Card or effect you activate resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. During your Standby Phase: You can banish this card and 1 "Destiny HERO" monster from your Graveyard; each player chooses 1 Normal Spell Card from their Deck, and places it on top of their Deck.
SGX1-ENB10 Polymerization Spell Normal Common Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
SGX1-ENB11 Reinforcement of the Army Spell Normal Common Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
SGX1-ENB12 Fusion Sword Murasame Blade Spell Equip Common You can only equip this card to a Warrior-Type monster. Increase the ATK of the equipped monster by 800 points. This card cannot be destroyed by effects that destroy Spell Cards.
SGX1-ENB13 Dark City Spell Field Common When a "Destiny HERO" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only.
SGX1-ENB14 D - Spirit Spell Normal Common Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand. You must not control any face-up "Destiny HERO" monsters to activate and to resolve this effect.
SGX1-ENB15 Over Destiny Spell Normal Common Target 1 "Destiny HERO" monster in your Graveyard; Special Summon 1 "Destiny HERO" monster from your Deck whose Level is less than or equal to half of that target's Level. The Special Summoned monster is destroyed during the End Phase of this turn.
SGX1-ENB16 Night Beam Spell Normal Common Target 1 Set Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation.
SGX1-ENB17 Destiny Signal Trap Normal Common When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand or Deck.
SGX1-ENB18 D - Chain Trap Normal Common Target a "Destiny HERO" monster you control; equip this card to that target. It gains 500 ATK. When it destroys a monster your opponent controls by battle and sends it to the Graveyard: Inflict 500 damage to your opponent.
SGX1-ENB19 D - Counter Trap Normal Common When a "Destiny HERO" monster you control is targeted for an attack: Destroy the attacking monster.
SGX1-ENB20 Destiny End Dragoon Fusion/Effect Monster DARK Warrior 10 3000 3000 Common Destiny HERO - Plasma + "Destiny HERO - Dogma"
A Fusion Summon of this card can only be done with the above Fusion Material Monsters. Once per turn: You can target 1 monster your opponent controls; destroy that target and inflict damage to your opponent equal to its ATK on the field. You cannot conduct your Battle Phase the turn you activate this effect. During your Standby Phase, if this card is in your Graveyard: You can banish 1 "Destiny HERO" card from your Graveyard; Special Summon this card.
SGX1-ENB21 Destiny HERO - Dangerous Fusion/Effect Monster DARK Warrior 6 2000 2600 Common 1 "Destiny HERO" monster + 1 DARK Effect Monster
(Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.
SGX1-ENC01 Ojama Yellow Normal Monster LIGHT Beast 2 0 1000 Common He's one of the Ojama Trio. It's said that he butts in by any means necessary. It's also said that when the three are together, something happens.
SGX1-ENC02 Ojama Green Normal Monster LIGHT Beast 2 0 1000 Common He's one of the Ojama Trio. It's said that he butts in by any means necessary. It's also said that when the three are together, something happens.
SGX1-ENC03 Ojama Black Normal Monster LIGHT Beast 2 0 1000 Common He's one of the Ojama Trio. It's said that he butts in by any means necessary. It's also said that when the three are together, something happens.
SGX1-ENC04 V-Tiger Jet Normal Monster LIGHT Machine 4 1600 1800 Common This ace fighter is unbeatable in a dogfight. It combines with other monsters to launch an array of encircling attacks.
SGX1-ENC05 Chiron the Mage Effect Monster EARTH Beast-Warrior 4 1800 1000 Common Once per turn: You can discard 1 Spell Card, then target 1 Spell/Trap Card your opponent controls; destroy that target.
SGX1-ENC06 Armed Dragon LV3 Effect Monster WIND Dragon 3 1200 900 Common During your Standby Phase, you can send this face-up card from the field to the Graveyard to Special Summon 1 "Armed Dragon LV5" from your hand or Deck.
SGX1-ENC07 Armed Dragon LV5 Effect Monster WIND Dragon 5 2400 1700 Common You can send 1 monster from your hand to the Graveyard to select 1 face-up monster your opponent controls with ATK less than or equal to the ATK of the sent monster, and destroy the selected monster. During the End Phase of the turn this card destroys a monster by battle, you can send this face-up card from the field to the Graveyard to Special Summon 1 "Armed Dragon LV7" from your hand or Deck.
SGX1-ENC08 Armed Dragon LV7 Effect Monster WIND Dragon 7 2800 1000 Common Cannot be Normal Summoned/Set. Must be Special Summoned by "Armed Dragon LV5", and cannot be Special Summoned by other ways. You can send 1 monster from your hand to the Graveyard: destroy all face-up monsters your opponent controls with ATK less than or equal to the sent monster's ATK.
SGX1-ENC09 W-Wing Catapult Union Monster LIGHT Machine 4 1300 1500 Common Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "V-Tiger Jet" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK and DEF of the equipped monster by 400 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)
SGX1-ENC10 Ojama Red Effect Monster LIGHT Beast 2 0 1000 Common When this card is Normal Summoned, you can Special Summon up to 4 "Ojama" monsters from your hand in Attack Position.
SGX1-ENC11 Ojama Blue Effect Monster LIGHT Beast 2 0 1000 Common When this card is destroyed by battle and sent to the Graveyard, you can add 2 "Ojama" cards from your Deck to your hand (this can include "Ojamuscle").
SGX1-ENC12 Polymerization Spell Normal Common Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
SGX1-ENC13 Ojama Delta Hurricane!! Spell Normal Common You can only activate this card while "Ojama Green", "Ojama Yellow" and "Ojama Black" are face-up on your side of the field. Destroy all cards on your opponent's side of the field.
SGX1-ENC14 Ojamagic Spell Normal Common When this card is sent from the hand or the field to the Graveyard, add 1 each of "Ojama Green", "Ojama Yellow" and "Ojama Black" from your Deck to your hand.
SGX1-ENC15 Tri-Wight Spell Normal Common Target 3 Level 2 or lower Normal Monsters in your Graveyard; Special Summon them from the Graveyard.
SGX1-ENC16 Ojamatch Spell Quick-Play Common 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.
SGX1-ENC17 The Grave of Enkindling Trap Normal Common You can only activate this card when a monster on your side of the field is destroyed as a result of battle and sent to the Graveyard. You and your opponent each select 1 monster from your respective Graveyards and Special Summon them in Defense Position. Neither monster Special Summoned by this card's effect can change its battle position while it is face-up on the field, except with a card effect.
SGX1-ENC18 Super Rush Recklessly Trap Normal Common Select 1 face-up Beast-Type monster you control and 1 monster your opponent controls. Destroy your monster, and return the opponent's monster to the Deck.
SGX1-ENC19 Spikeshield with Chain Trap Normal Common Target 1 face-up monster on the field; equip this card to that target. It gains 500 ATK. If the equipped monster attacks or is attacked while in Defense Position, it gains DEF equal to its ATK during damage calculation only.
SGX1-ENC20 Wall of Disruption Trap Normal Common When an opponent's monster declares an attack: All Attack Position monsters your opponent controls lose 800 ATK for each monster they control.
SGX1-ENC21 Ojama King Fusion/Effect Monster LIGHT Beast 6 0 3000 Common Ojama Green + "Ojama Yellow" + "Ojama Black"
Select up to 3 of your opponent's Monster Card Zones. As long as this card remains face-up on the field, the selected zones cannot be used.
SGX1-ENC22 VW-Tiger Catapult Fusion/Effect Monster LIGHT Machine 6 2000 2100 Common V-Tiger Jet + "W-Wing Catapult"
This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, change the battle position of 1 monster on your opponent's side of the field. (Flip Effects are not activated at this time.)
SGX1-ENC23 Ojama Knight Fusion/Effect Monster LIGHT Beast 5 0 2500 Common 1 "Ojama" monster + 1 "Ojama" monster
Select up to 2 of your opponent's Monster Card Zones. The selected zones cannot be used.
SGX1-END01 Ancient Gear Golem Effect Monster EARTH Machine 8 3000 3000 Common Cannot be Special Summoned. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
SGX1-END02 Mechanicalchaser Normal Monster DARK Machine 4 1850 800 Common A hunter that relentlessly pursues its target by order of the Machine King.
SGX1-END03 Giant Rat Effect Monster EARTH Beast 4 1400 1450 Common When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 EARTH monster with 1500 or less ATK from your Deck, in face-up Attack Position.
SGX1-END04 The Trojan Horse Effect Monster EARTH Beast 4 1600 900 Common If you Tribute Summon an EARTH monster, you can treat this 1 monster as 2 Tribute Monsters for the Tribute Summon.
SGX1-END05 Dekoichi the Battlechanted Locomotive Flip/Effect Monster DARK Machine 4 1400 1000 Common FLIP: Draw 1 card. For each face-up "Bokoichi the Freightening Car" you control, draw an additional card.
SGX1-END06 Ancient Gear Beast Effect Monster EARTH Machine 6 2000 2000 Common This card cannot be Special Summoned. The effects of your opponent's Effect Monster that this monster destroys as a result of battle are negated. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.
SGX1-END07 Ancient Gear Soldier Effect Monster EARTH Machine 4 1300 1300 Common If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.
SGX1-END08 Ancient Gear Effect Monster EARTH Machine 2 100 800 Common While an "Ancient Gear" is face-up on your side of the field, you can Special Summon this card from your hand in Attack Position.
SGX1-END09 Ancient Gear Engineer Effect Monster EARTH Machine 5 1500 1500 Common Negate the effect of any Trap Card that targets this card, and destroy that Trap Card. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. When this card attacks, destroy 1 Spell or Trap Card on your opponent's side of the field at the end of the Damage Step.
SGX1-END10 Ancient Gear Knight Gemini Monster EARTH Machine 4 1800 500 Common This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
  • If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step.
  • SGX1-END11 Ancient Gear Gadget Effect Monster EARTH Machine 4 500 2000 Common If this card is Normal or Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); this turn, if a monster you control attacks, your opponent's Spell Cards, Trap Cards, or monster effects (whichever was declared) cannot be activated until the end of the Damage Step. Once per turn: You can declare 1 "Gadget" monster's card name; until the End Phase, this card's name becomes that name.
    SGX1-END12 Earthquake Spell Normal Common Change all face-up monsters to Defense Position.
    SGX1-END13 Ancient Gear Castle Spell Continuous Common Face-up "Ancient Gear" monsters gain 300 ATK. Each time a monster(s) is Normal Summoned or Set, put 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster, you can substitute this card for a Tribute(s), if the number of counters is equal to or greater than the number of required Tribute(s).
    SGX1-END14 Geartown Spell Field Common Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.
    SGX1-END15 Double Cyclone Spell Quick-Play Common Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s).
    SGX1-END16 Card Advance Spell Normal Common Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)
    SGX1-END17 Metalmorph Trap Normal Common Target 1 face-up monster on the field; equip this card to that target. It gains 300 ATK and DEF. If it attacks, it gains ATK equal to half the ATK of the attack target, during damage calculation only.
    SGX1-END18 Statue of the Wicked Trap Normal Common When this face-down card is destroyed and sent to the Graveyard, Special Summon 1 Wicked Token" (Fiend-Type/DARK/Level 4/ATK 1000/DEF 1000) on your side of the field."
    SGX1-END19 Damage Condenser Trap Normal Common When you take battle damage: Discard 1 card; Special Summon 1 monster from your Deck with ATK less than or equal to the battle damage you took, in face-up Attack Position.
    SGX1-END20 Miniaturize Trap Continuous Common Select 1 monster with 1000 or more original ATK. It loses 1000 ATK, and its Level is reduced by 1. When that monster is removed from the field, destroy this card.
    SGX1-END21 Ultimate Ancient Gear Golem Fusion/Effect Monster EARTH Machine 10 4400 3400 Common Ancient Gear Golem + 2 "Ancient Gear" monsters
    This card cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. If this card is destroyed, Special Summon 1 "Ancient Gear Golem" from your Graveyard, ignoring the Summoning conditions.
    SGX1-ENE01 Blade Skater Normal Monster EARTH Warrior 4 1400 1500 Common An image of beauty on the ice, this gorgeous warrior rips her opponents into pieces with her stylish Accel Slicer attack.
    SGX1-ENE02 Senju of the Thousand Hands Effect Monster LIGHT Fairy 4 1400 1000 Common When this card is Normal Summoned or Flip Summoned, you can select 1 Ritual Monster Card from your Deck and add it to your hand. Then shuffle your Deck.
    SGX1-ENE03 Sonic Bird Effect Monster WIND Winged Beast 4 1400 1000 Common When this card is Normal or Flip Summoned, add 1 Ritual Spell Card from your Deck to your hand.
    SGX1-ENE04 D.D. Warrior Lady Effect Monster LIGHT Warrior 4 1500 1600 Common After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card.
    SGX1-ENE05 Warrior Lady of the Wasteland Effect Monster EARTH Warrior 4 1100 1200 Common When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 EARTH Warrior-Type monster with 1500 or less ATK from your Deck, in face-up Attack Position.
    SGX1-ENE06 Etoile Cyber Effect Monster EARTH Warrior 4 1200 1600 Common If this card attacks your opponent's Life Points directly, increase the ATK of this card by 500 points during the Damage Step only.
    SGX1-ENE07 Cyber Tutu Effect Monster EARTH Warrior 3 1000 800 Common If the ATK of each monster on your opponent's side of the field is higher than the ATK of this card, this card can attack your opponent's Life Points directly.
    SGX1-ENE08 Cyber Gymnast Effect Monster EARTH Warrior 4 800 1800 Common Once per turn, by discarding 1 card from your hand, destroy 1 face-up Attack Position monster on your opponent's side of the field.
    SGX1-ENE09 Cyber Prima Effect Monster LIGHT Warrior 6 2300 1600 Common When this card is Tribute Summoned, destroy all face-up Spell Cards on the field.
    SGX1-ENE10 Cyber Angel Benten Ritual/Effect Monster LIGHT Fairy 6 1800 1500 Common You can Ritual Summon this card with "Machine Angel Ritual". If this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to that monster's original DEF in the Graveyard. If this card is Tributed: You can add 1 LIGHT Fairy-Type monster from your Deck to your hand.
    SGX1-ENE11 Cyber Angel Idaten Ritual/Effect Monster LIGHT Fairy 6 1600 2000 Common You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can add 1 Ritual Spell Card from your Deck or Graveyard to your hand. If this card is Tributed: You can make all Ritual Monsters you control gain 1000 ATK and DEF.
    SGX1-ENE12 Cyber Angel Izana Ritual/Effect Monster LIGHT Fairy 8 2500 2600 Common You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: You can make your opponent send 1 Spell/Trap they control to the GY. When this attacking card destroys an opponent's monster by battle and sends it to the GY: You can activate this effect; this card can make a second attack on an opponent's monster in a row. Once per turn, when your opponent activates a card or effect that targets a "Cyber Angel" Ritual Monster(s) you control (Quick Effect): You can shuffle 1 Ritual Monster from your GY into the Deck, and if you do, destroy 1 card your opponent controls.
    SGX1-ENE13 The Warrior Returning Alive Spell Normal Common Target 1 Warrior-Type monster in your Graveyard; add that target to your hand.
    SGX1-ENE14 Ritual Weapon Spell Equip Common This card can only be equipped to a Ritual Monster of Level 6 or less. Increase the ATK and DEF of the equipped monster by 1500 points.
    SGX1-ENE15 Machine Angel Ritual Spell Ritual Common This card can be used to Ritual Summon any "Cyber Angel" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If a LIGHT monster(s) you control would be destroyed by battle or card effect while this card is in your Graveyard, you can banish this card instead.
    SGX1-ENE16 Berserk Scales Spell Quick-Play Common 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.
    SGX1-ENE17 Cosmic Cyclone Spell Quick-Play Common Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.
    SGX1-ENE18 Hallowed Life Barrier Trap Normal Common Discard 1 card from your hand. During this turn, any damage you take from your opponent becomes 0.
    SGX1-ENE19 Doble Passe Trap Normal Common When an opponent's monster declares an attack on a face-up Attack Position monster you control: Make your opponent's attack a direct attack instead and inflict damage to your opponent equal to the ATK of the attack target you control. Also, that monster you control can attack your opponent directly during your next turn.
    SGX1-ENE20 Jar of Avarice Trap Normal Common Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.
    SGX1-ENE21 Cyber Blader Fusion/Effect Monster EARTH Warrior 7 2100 800 Common "Etoile Cyber" + "Blade Skater"
    A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. While your opponent controls only 1 monster, this card is not destroyed as a result of battle. While your opponent controls only 2 monsters, double the ATK of this card. While your opponent controls only 3 monsters, this card negates the effects of your opponent's Spell, Trap, and Effect Monster Cards.
    SGX1-ENF01 Rainbow Dragon Effect Monster LIGHT Dragon 10 4000 0 Common Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field or in your Graveyard, and cannot be Special Summoned by other ways. This card cannot activate its effects the turn it is Special Summoned.
  • During either player's turn: You can send all "Crystal Beast" monsters you control to the Graveyard; this card gains 1000 ATK for each card sent.
  • You can banish all "Crystal Beast" monsters in your Graveyard; shuffle all cards on the field into the Decks.
  • SGX1-ENF02 Crystal Beast Amethyst Cat Effect Monster EARTH Beast 3 1200 400 Common This card can attack your opponent directly, but when it uses this effect, any Battle Damage it inflicts to your opponent is halved. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
    SGX1-ENF03 Crystal Beast Amber Mammoth Effect Monster EARTH Beast 4 1700 1600 Common When another face-up "Crystal Beast" monster you control is targeted for an attack: You can make this card the attack target instead. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
    SGX1-ENF04 Crystal Beast Ruby Carbuncle Effect Monster LIGHT Fairy 3 300 300 Common When this card is Special Summoned: You can Special Summon as many "Crystal Beast" cards as possible from your Spell & Trap Card Zone. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
    SGX1-ENF05 Crystal Beast Emerald Tortoise Effect Monster WATER Aqua 3 600 2000 Common Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
    SGX1-ENF06 Crystal Beast Topaz Tiger Effect Monster EARTH Beast 4 1600 1000 Common If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
    SGX1-ENF07 Crystal Beast Cobalt Eagle Effect Monster WIND Winged Beast 4 1400 800 Common Once per turn: You can target 1 face-up "Crystal Beast" card you control; return that target to the top of the Deck. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
    SGX1-ENF08 Crystal Beast Sapphire Pegasus Effect Monster LIGHT Beast 4 1800 1200 Common When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.
    SGX1-ENF09 Crystal Seer Flip/Effect Monster WATER Spellcaster 1 100 100 Common FLIP: Pick up 2 cards from the top of your Deck. Select 1 of those cards and add it to your hand, and place the other card on the bottom of your Deck.
    SGX1-ENF10 Ancient City - Rainbow Ruins Spell Field Common You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects:
  • 1+: This card cannot be destroyed by card effects.
  • 2+: Once per turn, you can halve the Battle Damage you take.
  • 3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; negate the activation and destroy it.
  • 4+: Once per turn, during your Main Phase: You can draw 1 card.
  • 5+: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
  • SGX1-ENF11 Rare Value Spell Normal Common If there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Card Zone and sends it to the Graveyard, then you draw 2 cards.
    SGX1-ENF12 Crystal Blessing Spell Normal Common Target up to 2 "Crystal Beast" monsters in your Graveyard; place those targets face-up in your Spell & Trap Card Zone as Continuous Spell Cards.
    SGX1-ENF13 Crystal Promise Spell Normal Common Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.
    SGX1-ENF14 Crystal Release Spell Equip Common Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card.
    SGX1-ENF15 Crystal Tree Spell Continuous Common Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone: Place 1 Crystal Counter on this card. You can send this card to the Graveyard; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, then place those monsters face-up in your Spell & Trap Card Zone as Continuous Spell Cards.
    SGX1-ENF16 Crystal Raigeki Trap Normal Common Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target 1 card your opponent controls; destroy that target.
    SGX1-ENF17 Rainbow Life Trap Normal Common Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead.
    SGX1-ENF18 Rainbow Gravity Trap Normal Common If you have 7 "Crystal Beast" cards with different names on the field or in your Graveyard: Special Summon 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck or Graveyard, ignoring the Summoning conditions.
    SGX1-ENF19 Gravelstorm Trap Normal Common Target 1 Spell/Trap Card on each side of the field; return them to the hand.
    SGX1-ENF20 Crystal Conclave Trap Continuous Common Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the GY, then target 1 "Crystal Beast" card you control and 1 card on the field; return them to the hand. You cannot activate these effects in the same Chain.
    SGX1-ENF21 Rainbow Overdragon Fusion/Effect Monster LIGHT Dragon 12 4000 0 Common 7 "Crystal Beast" monsters
    (This card is always treated as an "Ultimate Crystal" card)
    Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Once per turn: You can banish 1 "Crystal Beast" monster from your GY; this card gains ATK equal to the banished monster's, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck.
    SGX1-ENG01 Cyber Dragon Effect Monster LIGHT Machine 5 2100 1600 Common If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
    SGX1-ENG02 Hunter Dragon Normal Monster DARK Dragon 3 1700 100 Common This dragon has taken down countless prey with its sharp fangs. It strikes very quickly, because if it does not strike first, it is vulnerable to a counter-attack.
    SGX1-ENG03 Proto-Cyber Dragon Effect Monster LIGHT Machine 3 1100 600 Common This card's name becomes "Cyber Dragon" while it is face-up on the field.
    SGX1-ENG04 Cyber Phoenix Effect Monster FIRE Machine 4 1200 1600 Common While this card is in face-up Attack Position, negate any Spell/Trap effects that target exactly 1 Machine-Type monster you control. When this face-up card is destroyed by battle and sent to the Graveyard: You can draw 1 card.
    SGX1-ENG05 Cyberdark Horn Effect Monster DARK Machine 4 800 800 Common When this card is Normal Summoned, select 1 Level 3 or lower Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. This card inflicts Piercing damage. If this card would be destroyed by battle, the equipped monster is destroyed instead.
    SGX1-ENG06 Cyberdark Edge Effect Monster DARK Machine 4 800 800 Common When this card is Normal Summoned, select 1 Level 3 or lower Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. This card can attack your opponent directly. If it attacks using this effect, the Battle Damage it inflicts to your opponent is halved. If this card would be destroyed by battle, the equipped monster is destroyed instead.
    SGX1-ENG07 Cyberdark Keel Effect Monster DARK Machine 4 800 800 Common When this card is Normal Summoned, select 1 Level 3 or lower Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. When this card destroys an opponent's monster by battle, inflict 300 damage to your opponent. If this card would be destroyed by battle, the equipped monster is destroyed instead.
    SGX1-ENG08 Exploder Dragon Effect Monster EARTH Dragon 3 1000 0 Common When this card is destroyed by battle and sent to the Graveyard, destroy the monster that destroyed it. While this card is attacking, any Battle Damage either player takes from a battle involving this card becomes 0.
    SGX1-ENG09 Cyber Valley Effect Monster LIGHT Machine 1 0 0 Common You can use 1 of these effects.
  • When this card is targeted for an attack by an opponent's monster: You can banish this card; draw 1 card, then end the Battle Phase.
  • You can target 1 face-up monster you control and this card; banish both that target and this card, then draw 2 cards.
  • You can target 1 card in your Graveyard; banish this card and 1 card from your hand, then place that target on top of the Deck.
  • SGX1-ENG10 Cyberdark Claw Effect Monster DARK Dragon 3 1600 800 Common If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn.
  • You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand.
  • During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.
  • SGX1-ENG11 Polymerization Spell Normal Common Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
    SGX1-ENG12 Different Dimension Capsule Spell Normal Common Select 1 card from your Deck and remove it from play face-down. During your 2nd Standby Phase after activation, destroy this card and add the removed card to your hand.
    SGX1-ENG13 Future Fusion Spell Continuous Common Reveal 1 Fusion Monster in your Extra Deck and send, from your Main Deck to the Graveyard, the Fusion Material Monsters that are listed on that Fusion Monster Card. During your 2nd Standby Phase after this card's activation, Special Summon 1 of that Fusion Monster from your Extra Deck and target it with this card. (This Special Summon is treated as a Fusion Summon.) When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
    SGX1-ENG14 Overload Fusion Spell Normal Common Banish, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a DARK Machine-Type Fusion Monster Card, then Special Summon that 1 Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)
    SGX1-ENG15 Cyberdark Impact! Spell Normal Common Return 1 "Cyberdark Edge", "Cyberdark Keel" and "Cyberdark Horn" from your side of the field, hand or Graveyard to your Deck. Special Summon 1 "Cyberdark Dragon" from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).
    SGX1-ENG16 Trap Jammer Trap Counter Common When your opponent activates a Trap Card during the Battle Phase: Negate the activation, and if you do, destroy it.
    SGX1-ENG17 Cyber Shadow Gardna Trap Normal Common Activate only during your opponent's Main Phase. After activation, Special Summon this card; it is treated as an Effect Monster Card (Machine-Type/EARTH/Level 4/ATK ?/DEF ?). (This card is still treated as a Trap Card.) If this card is selected as an attack target, the ATK and DEF of this card become the ATK and DEF of the attacking monster. This card is Set in its Spell & Trap Card Zone during your opponent's End Phase.
    SGX1-ENG18 Straight Flush Trap Normal Common Activate only when all of your opponent's Spell & Trap Card Zones are occupied. Destroy all cards in your opponent's Spell & Trap Card Zones.
    SGX1-ENG19 Memory Loss Trap Normal Common When a face-up Attack Position monster your opponent controls just activated an effect: Negate that effect, and if you do, change that monster to face-up Defense Position.
    SGX1-ENG20 Cyber Network Trap Continuous Common Destroy this card during your 3rd Standby Phase after activation. Once per turn, if "Cyber Dragon" is on the field: You can banish 1 LIGHT Machine-Type monster from your Deck. When this card is sent from the field to the Graveyard: Special Summon as many of your banished LIGHT Machine-Type monsters as possible, and if you do, destroy all Spell and Trap Cards you control. Monsters that were Special Summoned by this effect cannot activate their effects. You cannot conduct your Battle Phase the turn you activate this effect.
    SGX1-ENG21 Cyber End Dragon Fusion/Effect Monster LIGHT Machine 10 4000 2800 Common Cyber Dragon + "Cyber Dragon" + "Cyber Dragon"
    A Fusion Summon of this card can only be done with the above Fusion Material Monsters. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
    SGX1-ENG22 Chimeratech Overdragon Fusion/Effect Monster DARK Machine 9 ? ? Common Cyber Dragon + 1 or more Machine-Type monsters
    Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Send all other cards you control to the Graveyard. The original ATK and DEF of this card each become 800 x the number of Fusion Material Monsters used for its Fusion Summon. Each turn, this card can attack your opponent's monsters a number of times equal to the number of Fusion Material Monsters used for its Fusion Summon.
    SGX1-ENG23 Cyberdark Dragon Fusion/Effect Monster DARK Machine 8 1000 1000 Common Cyberdark Horn + "Cyberdark Edge" + "Cyberdark Keel"
    This monster cannot be Special Summoned except by Fusion Summon. When this monster is Special Summoned, select 1 Dragon-Type monster in your Graveyard and equip it to this card. This card gains ATK equal to the equipped card's ATK. This card gains 100 ATK for each Monster Card in your Graveyard. If this card would be destroyed by battle, the equipped monster is destroyed instead.
    SGX1-ENH01 Volcanic Doomfire Effect Monster FIRE Pyro 8 3000 1800 Common This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending a face-up "Tri-Blaze Accelerator" you control to the Graveyard. During your opponent's Battle Phase, your opponent must attack this monster with any Attack Position monsters they control. When this card destroys a monster and sends it to the Graveyard, destroy all monsters your opponent controls and inflict 500 damage to your opponent for each monster destroyed by this effect.
    SGX1-ENH02 Blazing Inpachi Normal Monster FIRE Pyro 4 1850 0 Common A wicked wooden spirit now burning in flames. Its fire attack is powerful, but it will soon be nothing but ashes.
    SGX1-ENH03 Charcoal Inpachi Normal Monster FIRE Pyro 1 100 2100 Common A wicked wooden spirit that has burned out. The barbecue grilled with this charcoal is so awesome that everybody thinks it's priceless.
    SGX1-ENH04 UFO Turtle Effect Monster FIRE Machine 4 1400 1200 Common When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 FIRE monster with 1500 or less ATK from your Deck, in face-up Attack Position.
    SGX1-ENH05 Spirit of Flames Effect Monster FIRE Pyro 4 1700 1000 Common This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 FIRE monster in your Graveyard from play. Increase the ATK of this monster by 300 points during your Battle Phase.
    SGX1-ENH06 Raging Flame Sprite Effect Monster FIRE Pyro 3 100 200 Common This card can attack your opponent directly. If this card inflicts Battle Damage to your opponent by a direct attack: This card gains 1000 ATK.
    SGX1-ENH07 Volcanic Shell Effect Monster FIRE Pyro 1 100 0 Common Once per turn, while this card is in the Graveyard, you can pay 500 Life Points to add 1 "Volcanic Shell" from your Deck to your hand.
    SGX1-ENH08 Volcanic Blaster Effect Monster FIRE Pyro 3 1200 600 Common When this card is destroyed and sent to the Graveyard by battle, you can place 1 "Volcanic" monster in your Deck on top of your Deck.
    SGX1-ENH09 Volcanic Hammerer Effect Monster FIRE Pyro 5 2400 1500 Common Once per turn, you can inflict damage to your opponent equal to the number of "Volcanic" monsters in your Graveyard x 200. If you activate this effect, this card cannot attack during this turn.
    SGX1-ENH10 Volcanic Rocket Effect Monster FIRE Pyro 4 1900 1400 Common When this card is Summoned, you can add 1 "Blaze Accelerator" card from your Deck or Graveyard to your hand.
    SGX1-ENH11 Royal Firestorm Guards Effect Monster FIRE Pyro 4 1700 1200 Common When this card is Normal Summoned, select 4 Pyro-Type monsters in your Graveyard. Return those cards to your Deck, then draw 2 cards.
    SGX1-ENH12 Salamandra Spell Equip Common Equip only to a FIRE monster; it gains 700 ATK.
    SGX1-ENH13 Twister Spell Quick-Play Common Pay 500 Life Points. Destroy 1 face-up Spell or Trap card.
    SGX1-ENH14 Blaze Accelerator Spell Continuous Common You can send 1 Pyro-Type monster with 500 or less ATK from your hand to the Graveyard to destroy 1 monster your opponent controls, but you cannot declare an attack during this turn if you do.
    SGX1-ENH15 Tri-Blaze Accelerator Spell Continuous Common Activate only by sending 1 face-up "Blaze Accelerator" on your side of the field to the Graveyard. You can send 1 Pyro-Type monster from your hand to the Graveyard to destroy 1 monster your opponent controls and inflict 500 damage to your opponent, but you cannot declare an attack this turn if you do.
    SGX1-ENH16 Wild Fire Spell Quick-Play Common 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.
    SGX1-ENH17 Michizure Trap Normal Common You can activate this card when your monster is sent from the field to the Graveyard. Destroy 1 monster on the field.
    SGX1-ENH18 Covering Fire Trap Normal Common If your opponent's monster attacks a monster on your side of the field, you can activate this card during the Damage Step. Increase the ATK of your attacked monster by the ATK of 1 other face-up monster on your side of the field during the Damage Step.
    SGX1-ENH19 Firewall Trap Continuous Common When your opponent declares a direct attack, you can negate that monster's attack by removing from play 1 Pyro-Type monster in your Graveyard. Pay 500 Life Points during each of your Standby Phases. If you do not, destroy this card.
    SGX1-ENI01 Hourglass of Life Normal Monster LIGHT Fairy 2 700 600 Common This creature grants power instead of shortening life.
    SGX1-ENI02 Big Koala Normal Monster EARTH Beast 7 2700 2000 Common A species of huge Des Koala. He's meek, but people are afraid of him because he's very powerful.
    SGX1-ENI03 Mokey Mokey Normal Monster LIGHT Fairy 1 300 100 Common An outcast angel. Nobody knows what he is thinking at all. Sometimes he gets mad and that is dreadful.
    SGX1-ENI04 Don Zaloog Effect Monster DARK Warrior 4 1400 1500 Common When this card inflicts Battle Damage to your opponent, you can activate 1 of these effects:
  • Discard 1 random card from their hand.
  • Send the top 2 cards of their Deck to the Graveyard.
  • SGX1-ENI05 Apprentice Magician Effect Monster DARK Spellcaster 2 400 800 Common When this card is Summoned: Target 1 face-up card that you can place a Spell Counter on; place 1 Spell Counter on that target. If this card is destroyed by battle: You can Special Summon 1 Level 2 or lower Spellcaster-Type monster from your Deck in face-down Defense Position.
    SGX1-ENI06 Des Kangaroo Effect Monster DARK Beast 4 1500 1700 Common If the ATK of a monster that attacks this monster is lower than the DEF of this card, destroy the attacking monster. (Damage calculation is applied normally.)
    SGX1-ENI07 Gyroid Effect Monster WIND Machine 3 1000 1000 Common Once per turn, this card cannot be destroyed by battle.
    SGX1-ENI08 Hydrogeddon Effect Monster WATER Dinosaur 4 1600 1000 Common When this card destroys a monster your oppoent controls by battle and sends it to the Graveyard: You can Special Summon 1 "Hydrogeddon" from your Deck.
    SGX1-ENI09 Rainbow Dark Dragon Effect Monster DARK Dragon 10 4000 0 Common Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 7 DARK monsters with different names from your Graveyard, and cannot be Special Summoned by other ways. You can banish all other DARK monsters you control and from your Graveyard; this card gains 500 ATK for each card banished this way.
    SGX1-ENI10 Black Brachios Effect Monster EARTH Dinosaur 4 1800 1100 Common When this card is Normal Summoned: You can target 1 monster on the field; change that target to face-up Defense Position.
    SGX1-ENI11 Toon Ancient Gear Golem Toon/Effect Monster EARTH Machine 8 3000 3000 Common Cannot attack the turn it is Summoned. While you control "Toon World" and your opponent controls no Toon monsters, this card can attack your opponent directly. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step.
    SGX1-ENI12 Sphere Kuriboh Effect Monster DARK Fiend 1 300 200 Common When an opponent's monster declares an attack: You can send this card from your hand to the Graveyard; change the attacking monster to Defense Position. When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon.
    SGX1-ENI13 Master of OZ Fusion Monster EARTH Beast 9 4200 3700 Common Big Koala + "Des Kangaroo"
    SGX1-ENI14 VWXYZ-Dragon Catapult Cannon Fusion/Effect Monster LIGHT Machine 8 3000 2800 Common VW-Tiger Catapult + "XYZ-Dragon Cannon"
    This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). Once per turn, remove from play 1 card on your opponent's side of the field. When this card attacks, you can change the battle position of the attack-target monster. (Flip Effects are not activated at this time.)
    SGX1-ENI15 Book of Moon Spell Quick-Play Common Target 1 face-up monster on the field; change that target to face-down Defense Position.
    SGX1-ENI16 Fusion Weapon Spell Equip Common This card can only be equipped to a Fusion Monster of Level 6 or less. Increase the ATK and DEF of the equipped monster by 1500 points.
    SGX1-ENI17 Mokey Mokey Smackdown Spell Continuous Common While a face-up "Mokey Mokey" is on your side of the field, if a Fairy-Type monster on your side of the field is destroyed, the ATK of all "Mokey Mokey" on your side of the field becomes 3000 until the End Phase of this turn.
    SGX1-ENI18 Crystal Beacon Spell Normal Common Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect.
    SGX1-ENI19 Ojama Country Spell Field Common Once per turn, you can send 1 "Ojama" card from your hand to the Graveyard to Special Summon 1 "Ojama" monster from your Graveyard. While you control a face-up "Ojama" monster switch the original ATK and DEF of all monsters on the field.
    SGX1-ENI20 Advanced Dark Spell Field Common All "Crystal Beast" monsters on the field and in the Graveyard become DARK. If "Rainbow Dragon" or "Rainbow Dark Dragon" attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the Graveyard; you take no Battle Damage from that battle.
    SGX1-ENI21 Rising Energy Trap Normal Common Discard 1 card, then target 1 face-up monster on the field; that target gains 1500 ATK until the End Phase.
    SGX1-ENI22 Justi-Break Trap Normal Common Activate only when your opponent declares an attack against a face-up Normal Monster you control. Destroy all monsters on the field, except face-up Attack Position Normal Monsters.
    SGX1-ENI23 Floodgate Trap Hole Trap Normal Common When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
    SGX1-ENS01 Here Goes Something! Skill Jaden Common Skill Activation: Flip this card over when you activate this Skill

    Effect: Once per Duel, you can activate this Skill at the start of your Battle Phase, while you control exactly 1 "Elemental HERO" monster (and no other monsters). For the rest of this turn, that 1 monster gains 800 ATK while battling an opponent's monster and can attack all monsters your opponent controls, once each, also you cannot Special Summon monsters for the rest of this turn.
    SGX1-ENS02 Powerful Group of Guys Skill Aster Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: While you control exactly 1 "Destiny HERO" monster (and no other monsters), and your opponent controls more monsters than you, Special Summon 1 "Destiny HERO" monster from your hand or Deck with a lower Level than the monster you control. You can only Summon "Destiny HERO" monsters during the turn you activate this Skill. Flip this card over at the end of the turn you activated this Skill.
    SGX1-ENS03 Land of the Ojamas Skill Chazz Field Spell Common Skill Activation: At the start of the Duel, flip this card over and place it in your Field Spell Zone.

    Effect: Once per turn: You can send 1 "Ojama" card from your hand to the GY; Special Summon 1 "Ojama" monster from your GY. While you control an "Ojama" monster, switch the original ATK/DEF of all monsters on the field.
    SGX1-ENS04 Ancient Fusion Skill Dr. Crowler Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per Duel, you can discard 1 card to Fusion Summon 1 "Ancient Gear" Fusion Monster from your Extra Deck, using monsters from your field as Fusion Material. If 1 of those materials is an "Ancient Gear Golem" monster, you can also use monsters from your hand and/or Deck as the other material. Your opponent takes no damage for the rest of this turn. Any battle damage your opponent takes from that Fusion Monster is halved.
    SGX1-ENS05 Cyber Blade Fusion Skill Alexis Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per turn, you can discard 1 card to Fusion Summon 1 "Cyber Blader" by sending either "Etoile Cyber" or "Blade Skater" from your field to the GY as 1 Fusion Material, and the other material from your hand, field, or Deck to the GY. That "Cyber Blader" gains 400 ATK. This Skill can be used twice per Duel.
    SGX1-ENS06 Crystal Transcendence Skill Jesse Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: You can only Summon/Set "Crystal" monsters and Dragon monsters while this Skill is face-up. Once per turn, during your Main Phase, you can send up to 3 cards from your hand to your GY, then choose that many "Crystal Beast" monster(s) with different names from your Deck and place them in your Spell & Trap Zone as Continuous Spell Card(s). This Skill can be used twice per Duel.
    SGX1-ENS07 Forbidden Cyber Style Technique Skill Zane Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Activate this Skill once per Duel, if your LP are 1500 or less and you control no monsters. Reduce your LP to 50, then Special Summon up to 3 Machine "Cyber" monsters from your hand, Deck, and/or GY. They each become "Cyber Dragon" (Machine/LIGHT/Level 5/ATK 2100/DEF 1600), and cannot be Tributed. For the rest of this turn, you cannot Summon/Set except by Fusion Summoning, nor attack except with Fusion Monsters. Destroy any monsters Summoned by this Skill during your End Phase.
    SGX1-ENS08 Blaze Accelerator Deployment Skill Axel Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per turn, you can change the name of 1 "Blaze Accelerator" you control to "Tri-Blaze Accelerator". This Skill can be used twice per Duel.
    SGX1-ENS09 The Right Hero for the Job Skill Jaden Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per Duel, during your Main Phase, you can shuffle 1 "Elemental HERO" monster you control into your Deck, then Special Summon 1 Level 4 or lower "Elemental HERO" monster from your Main Deck with a different name than the shuffled card.
    SGX1-ENS10 Looking into the Future Skill Aster Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: During your Main Phase, you can look at the top 3 cards of your Deck and return them in any order. You cannot activate Spell Cards the turn you use this Skill. Flip this card over at the end of the turn you activated this Skill.
    SGX1-ENS11 Armed and Ready! Skill Chazz Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per Duel, during your Main Phase, you can send 1 "LV" monster you control to the GY, then Special Summon the "LV" monster mentioned in its text from your hand, Deck, or GY, as if it were Summoned by the sent monster's effect.
    SGX1-ENS12 Middle Age Mechs Skill Dr. Crowler Continuous Spell Common Skill Activation: At the start of your first turn of the Duel, flip this card over and place it in your center Spell & Trap Zone.

    Effect: All "Ancient Gear" monsters gain 300 ATK. Each time a monster is Normal Summoned/Set, place 1 counter on this card. If you Tribute Summon an "Ancient Gear" monster face-up, you can Tribute this card instead, if the number of its counters is equal to or greater than the number of required Tribute(s).
    SGX1-ENS13 Machine Angel Ascension Skill Alexis Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per turn, during your Main Phase, you can use 1 of these Skills, but each can only be used once per Duel.
  • Discard 1 Spell, then add 1 "Cyber Angel" Ritual Monster or 1 "Machine Angel" Ritual Spell from your Deck to your hand.
  • Shuffle 1 "Cyber Angel" Ritual Monster or 1 "Machine Angel" Ritual Spell from your GY into the Deck.
  • SGX1-ENS14 Rainbow Crystal Collection Skill Jesse Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: If a face-up "Crystal Beast" monster you control would be destroyed, you can place a Crystallization Counter on it instead. Monsters with Crystallization Counters are considered Continuous Spell Cards in your Spell & Trap Zone instead of monsters. If a card with a Crystallization Counter would be Special Summoned, remove the counter. Cards with Crystallization Counters can be used as Fusion Material for "Ultimate Crystal" monsters.
    SGX1-ENS15 Cyberdark Style Skill Zane Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per turn, choose 3 "Cyberdark" monsters from your Deck. Your opponent randomly adds 1 of them to your hand. Shuffle the other 2 along with 1 card from your hand back into your Deck, then flip this card over. This Skill can be used up to three times, once when your LP are 3000 or less, once when your LP are 2000 or less, and once when your LP are 1000 or less.
    SGX1-ENS16 Volcanic Cannon Skill Axel Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: Once per Duel, you can send 1 face-up "Tri-Blaze Accelerator" you control to the GY, then Special Summon 1 "Volcanic Doomfire" from your hand, Deck, or GY, ignoring its Summoning conditions. Your opponent takes no effect damage the turn you activate this Skill.
    SGX1-ENS17 Energizing Elements Skill Bastion Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: You can declare FIRE, WATER, EARTH, or WIND. This turn, monsters with the declared Attribute gain 500 ATK and lose 400 DEF, also any battle damage they inflict is halved. If you control no monsters with the declared Attribute, flip this card over.
    SGX1-ENS18 Room for Growth Skill Syrus Common Skill Activation: Flip this card over when you activate this Skill.

    Effect: During your Main Phase, you can increase the ATK of 1 Level 3 or lower monster you control by 300 x its Level, until the end of this turn. Flip this card over at the end of the turn you activated this Skill.
    SGX1-ENS19 I've Got Dino DNA! Skill Hassleberry Common Skill Activation: At the start of the Duel, flip this card over.

    Effect: During each of your Draw Phases, you gain 200 LP. During your Draw Phase, if you draw a Dinosaur monster for your normal draw, you can reveal it and place it on the bottom of your Deck, then draw 1 card. Once per turn, during your Main Phase, you can make 1 Dinosaur monster you control gain 200 ATK until the end of this turn.
    SGX1-ENS20 Consumed By Darkness Skill Yubel Field Spell Common Skill Activation: During your turn, you can flip this card over and place it in your Field Spell Zone.

    Effect: All "Crystal Beast" monsters on the field and in the GY become DARK. If an "Ultimate Crystal" monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the GY; you take no battle damage from that battle.
    Card # Card Name Type ATR    Sub Type     LVL     ATK     DEF     Rarity Card Text Buy It
       This set contains 218 cards.