Yu-Gi-Oh! Normal Trap Cards

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

Card Name Card Text Buy It
A Feint Plan A player cannot attack face-down monsters during this turn.
A Hero Emerges When an opponent's monster declares an attack: Your opponent chooses 1 random card from your hand, then if it is a monster that can be Special Summoned, Special Summon it. Otherwise, send it to the Graveyard.
A Major Upset Tribute 1 face-up Attack Position Level 2 or lower monster you control. Return all face-up level 7 or higher monsters on the field that were Special Summoned to their owners' hands.
A Rival Appears! Select 1 face-up monster on your opponent's side of the field. Special Summon from your hand 1 monster that has the same Level as the selected monster.
A Shattered, Colorless Realm If "Vicious Astraloud" is on the field: Target 1 card on the field; destroy it, then, if the destroyed card's original name was "Vicious Astraloud", you can Special Summon 1 of your banished "Visas Starfrost", or if it was not, you can make 1 "Vicious Astraloud" you control gain 1500 ATK.
A.I.'s Show While you control a Link-3 or higher "@Ignister" monster in the Extra Monster Zone, when an opponent's monster declares an attack: Special Summon from your Extra Deck any number of non-Link Cyberse monster(s) with 2300 ATK, whose combined ATK is less than or equal to the attacking monster's ATK, then end the Battle Phase.
Abominable Chamber of the Unchained Special Summon 1 "Unchained" monster from your hand or GY. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Abominable Chamber of the Unchained" once per turn.
Absolute End Activate only during your opponent's turn. This turn, the attacks from your opponent's monsters become direct attacks.
Abyss Actors Back Stage If you have 2 "Abyss Actor" cards in your Pendulum Zones: Add 2 "Abyss Actor" Pendulum Monsters with different names from your Deck to your Extra Deck face-up. You can only activate 1 "Abyss Actors Back Stage" per turn.
Abyss Actors' Curtain Call If an "Abyss Script" Spell Card or effect was activated this turn: Add face-up "Abyss Actor" Pendulum Monsters from your Extra Deck to your hand, up to the number of "Abyss Script" Spells in your GY, then you can Special Summon "Abyss Actor" Pendulum Monsters with different names from your hand, up to the number of monsters added to the hand by this effect.You cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters. You can only activate 1 "Abyss Actors' Curtain Call" per turn.
Abyss-scorn Target 1 "Mermail" monster you control; it gains 1000 ATK until the End Phase. When this Set card is sent to the Graveyard: Target 1 monster your opponent controls; send that target to the Graveyard.
Abyss-squall Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase.
Abyss-strom Send 1 face-up "Umi" you control to the Graveyard; send all Spell and Trap cards on the field to the Graveyard.
Accumulated Fortune Activate only as Chain Link 4 or higher. Draw 2 cards. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
Acid Rain Destroy all face-up Machine-Type monsters on the field.
Acid Trap Hole Target 1 face-down Defense Position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000.
Adamancipator Relief Tribute any number of "Adamancipator" monsters, then target cards on the field equal to that number +1; destroy them.
Adhesion Trap Hole When your opponent Summons a monster(s): Halve that monster(s)'s original ATK.
Aegis of the Ocean Dragon Lord Until the End Phase of this turn, all face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects.
Alchemy Cycle The original ATK of all face-up monsters you control becomes 0, until the End Phase. Each time a monster that had its original ATK reduced to 0 by this effect is destroyed by battle and sent to the Graveyard, draw 1 card.
Alien Brain Activate only when a Reptile-Type monster you control is destroyed by battle with an opponent's attacking monster and sent to the Graveyard. Take control of the attacking monster, and treat it as a Reptile-Type monster.
Alpha Summon Target 1 of your banished monsters and 1 of your opponent's banished monsters; Special Summon your monster to your opponent's field, and if you do, Special Summon that opponent's monster to your field. You can only activate 1 "Alpha Summon" per turn.
Altar for Tribute Select 1 monster on your side of the field and send it to the Graveyard. Increase your Life Points by an amount equal to the original ATK of the monster.
Altergeist Camouflage Target 1 "Altergeist" monster you control; equip this card to it. Your opponent cannot target it for attacks, but it does not prevent your opponent from attacking you directly. Negate an opponent's monster effect that activates by targeting the equipped monster. If an "Altergeist" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
Altergeist Manifestation Targeting 1 "Altergeist" monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn.
Altergeist Revitalization Target 1 "Altergeist" Link Monster in your GY; Special Summon it. You can banish this card from your GY; immediately after this effect resolves, Normal Summon 1 "Altergeist" monster. You can only use 1 "Altergeist Revitalization" effect per turn, and only once that turn.
Amaze Attraction Cyclo-Coaster Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;
  • You: Target 1 Spell/Trap your opponent controls; send both it and this card to the GY.
  • Your opponent: Add 1 "Amazement" monster from your Deck to your hand, and if you do, send this card to the GY.
    You can only use this effect of "Amaze Attraction Cyclo-Coaster" once per turn.
  • Amaze Attraction Horror House Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;
  • You: Target 1 Effect Monster your opponent controls; negate its effects until the end of this turn.
  • Your opponent: Change the equipped monster to face-down Defense Position.
    You can only use this effect of "Amaze Attraction Horror House" once per turn.
  • Amaze Attraction Majestic Merry-Go-Round Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can apply the following effect, based on which player controls the equipped monster;
  • You: The equipped monster gains 500 ATK. If it would be destroyed by battle or card effect, you can send this card to the GY instead.
  • Your opponent: The equipped monster loses 500 ATK for each of your "Attraction" Traps equipped to a monster(s).
    You can only use this effect of "Amaze Attraction Majestic Merry-Go-Round" once per turn.
  • Amaze Attraction Rapid Racing Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;
  • You: Target 1 card in your opponent's GY; change the equipped monster's battle position, and if you do, shuffle that target into the Deck.
  • Your opponent: Increase the equipped monster's Level by 1 (until the end of this turn), and if you do, change its battle position.
    You can only use this effect of "Amaze Attraction Rapid Racing" once per turn.
  • Amaze Attraction Thrill Train Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;
  • You: Change the equipped monster's battle position, then, your opponent chooses 1 "Attraction" Trap in your GY, and you Set it to your field.
  • Your opponent: Banish the equipped monster until the End Phase.
    You can only use this effect of "Amaze Attraction Thrill Train" once per turn.
  • Amaze Attraction Viking Vortex Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;
  • You: Once per turn, when an opponent's monster declares an attack: Negate the attack, and if you do, change control of the equipped monster until the end of the Battle Phase.
  • Your opponent: When the equipped monster activates its effect: Return it to the hand.
  • Amaze Attraction Wonder Wheel Target 1 "Amazement" monster you control or 1 face-up monster your opponent controls; equip this card to it. You can activate the following effect, based on which player controls the equipped monster;
  • You: During the Main Phase: Place 1 card from your hand on the bottom of the Deck, then draw 1 card.
  • Your opponent: Switch the equipped monster's current ATK and DEF until the end of this turn.
    You can only use this effect of "Amaze Attraction Wonder Wheel" once per turn.
  • Amazement Family Faces Target 1 monster your opponent controls equipped with your "Attraction" Trap(s); equip this card to it. While this card is equipped to a monster, take control of the equipped monster. While you control the equipped monster, it gains 500 ATK, you cannot activate its effects, also it is treated as an "Amazement" monster. You can only activate 1 "Amazement Family Faces" per turn.
    Amazoness Archers When an opponent's monster declares an attack, while you control an "Amazoness" monster: Change all monsters your opponent currently controls to face-up Attack Position (Flip effects are not activated), they lose 500 ATK, also they must attack this turn, if able.
    Amazoness Shamanism Destroy all face-up "Amazoness" monsters you control. Then, you can Special Summon any number of Level 4 or lower "Amazoness" monsters from your Graveyard in face-up Defense Position, up to the number of monsters destroyed by this effect.
    Ambush Fangs Activate only when a face-up "Venom" monster you control is declared as an attack target. Negate the attack and end the Battle Phase. Then place 1 Venom Counter on the monster that attacked.
    An Unfortunate Report Your opponent conducts their next Battle Phase twice.
    Anti Raigeki When your opponent activates Raigeki", all of your opponent's monsters are destroyed in place of your own."
    Anti-Fusion Device Destroy 1 face-up Fusion Monster on the field.
    Anti-Magic Prism Activate only when your opponent activates a Quick-Play Spell Card. Select 1 card on the field and destroy it.
    Apex Predation If you control a Normal Summoned/Set monster: Destroy all Special Summoned monsters on the field. Until the end of your next turn after this card is activated, you cannot Normal Summon/Set. You can only activate 1 "Apex Predation" per turn.
    Apparition If a face-up "HERO" monster(s) you control is destroyed by battle or card effect: Special Summon 1 Level 4 or lower "Vision HERO" monster from your Deck, then you can halve the original ATK/DEF of 1 monster your opponent controls. You can only activate 1 "Apparition" per turn.
    Apple of Enlightenment Target cards in your opponent's GY, up to the number of "Valkyrie" monsters you control; banish them. If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can draw cards equal to the number of "Valkyrie" monsters you control +1.
    Appointer of the Red Lotus Pay 2000 Life Points and reveal all cards in your hand. Look at your opponent's hand and select 1 card. Remove that card from play until the End Phase of your opponent's next turn.
    Aqua Story - Urashima If you have an "Aquaactress" monster in your Graveyard: Target 1 monster on the field; until the end of this turn, its effects are negated, its ATK and DEF become 100, also it is unaffected by your opponent's card effects.
    Aquamirror Cycle Target 1 face-up WATER monster you control and 2 WATER monsters in your Graveyard; shuffle the first target into the Deck, and if you do, add the second targets to your hand.
    Aquamirror Illusion Special Summon 1 "Gishki" Ritual Monster from your hand. It cannot attack, and is returned to the hand during the End Phase.
    Aquamirror Meditation Reveal 1 Ritual Spell Card in your hand to target 2 "Gishki" monsters in your Graveyard; add those targets to your hand.
    Arcana Call Select 1 "Arcana Force" monster you control. Remove from play 1 "Arcana Force" monster from either player's Graveyard. Until the End Phase, the selected monster's effect becomes the removed monster's effect for the same coin toss result.
    Archfiend's Ghastly Glitch If you control a Fiend monster: Target 1 card on the field; destroy it, then, you can send 1 Fiend monster from your Deck to the GY.
    Archfiend's Roar Pay 500 LP, then target 1 "Archfiend" monster in your GY; Special Summon that target, but it cannot be Tributed, also it is destroyed during the End Phase of this turn.
    Armageddon Designator Banish 1 card from your hand; neither player can activate cards, or the effects of cards, with that name from the rest of the Duel.
    Armed Dragon Thunderbolt Target 1 "Armed Dragon" monster you control; it gains 1000 ATK for each "Armed Dragon" monster in your GY with an equal or lower Level than it and with different names from each other, also for the rest of this turn, your opponent takes no battle damage from its attacks. You can banish this card from your GY, then target 1 "Armed Dragon" Spell in your GY; add it to your hand. You can only use 1 "Armed Dragon Thunderbolt" effect per turn, and only once that turn.
    Armored Glass You can activate this card when a monster is equpped with an Equip Magic Card. Negate the effects of all Equip Magic Cards on the field during the turn this card is activated.
    Armory Call Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.
    Arsenal Robber Your opponent selects 1 Equip Spell Card from his/her Deck and sends it to the Graveyard.
    Artifact Sanctum Special Summon 1 "Artifact" monster from your Deck. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target. You can only activate 1 "Artifact Sanctum" per turn. You cannot conduct your Battle Phase the turn you activate this card.
    Asleep at the Switch When your opponent gains Life Points: Target 1 monster your opponent controls; destroy that target.
    Assault Mode Activate Tribute 1 Synchro Monster. Special Summon 1 "/Assault Mode" monster whose name includes the Tributed monster's name from your Deck in Attack Position.
    Assault on GHQ Select 1 monster on your side of the field to activate this card. Destroy the selected card and send 2 cards from the top of your opponent's Deck to the Graveyard.
    Assault Reboot Tribute 1 "/Assault Mode" monster; Special Summon 1 "/Assault Mode" monster from your Deck with a different name in Defense Position, ignoring its Summoning conditions. You can banish this card from your GY, then target any number of cards in your GY, with different names, that are "Assault Mode Activate" and/or specifically list "Assault Mode Activate" in their text, except "Assault Reboot"; shuffle them into the Deck. You can only use each effect of "Assault Reboot" once per turn.
    Assault Slash Activate only while you control an "/Assault Mode" monster. Destroy all face-up monsters on the field.
    Assault Spirits After activation, this card becomes an Equip Card and is equipped to 1 monster you control. Once per turn, if the equipped monster attacks, during the Damage Step you can send 1 monster with 1000 or less ATK from your hand to the Graveyard to increase the equipped monster's ATK by the sent monster's ATK until the End Phase.
    At One With the Sword Activate while the only monster you control is 1 face-up "X-Saber" monster. Equip this card to that monster. It gains 800 ATK. If it destroys your opponent's monster by battle, draw 1 card.
    Attack and Receive You can only activate this card when you take damage to your Life Points. Inflict 700 points of damage to your opponent's Life Points. Also, inflict 300 points of damage to your opponent's Life Points for each Attack and Receive" card in your Graveyard."
    Attack Reflector Unit Tribute 1 "Cyber Dragon". Special Summon 1 "Cyber Barrier Dragon" from your hand or Deck.
    Attention! Target 1 face-up Level 5 or lower monster your opponent controls; destroy all face-up monsters on the field with a different level than it.
    Automatic Laser When your opponent Normal or Special Summons a monster(s) with 1000 or more ATK, reveal 1 "Iron Core of Koa'ki Meiru" in your hand to activate this card. Destroy that Summoned monster(s).
    Avalon Target 5 "Noble Knight" monsters in your Graveyard, including at least 1 "Artorigus" monster and 1 "Laundsallyn" monster; banish those targets, and if you do, destroy all cards on the field.
    Back to the Front Target 1 monster in your GY; Special Summon it in Defense Position.
    Backs to the Wall Pay Life Points so that you only have 100 left. Special Summon as many "Six Samurai" monsters from your Graveyard as possible. You cannot Special Summon more than 1 monster with the same name, or a monster that has the same name as a monster you already control.
    Backup Soldier You can activate this card when there are 5 or more Monster Cards in your Graveyard. Select up to 3 Monster Cards with an ATK of 1500 points or less (except Effect Monster Cards) from your Graveyard and add them to your hand.
    Backup Team Draw cards equal to the number of cards your opponent controls, then place cards from your hand on the bottom of the Deck in any order, equal to the number of cards you drew. During the End Phase, if your opponent controls more cards than you do while this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use 1 "Backup Team" effect per turn, and only once that turn.
    Bad Aim When your opponent's card or effect is activated: Target 1 card on the field (other than that card); destroy it.
    Bad Luck Blast Target 1 face-up monster your opponent controls; take damage equal to half its ATK, then inflict damage to your opponent, equal to the damage you took. If this card youcontrol is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent. You can only activate 1 "Bad Luck Blast" per turn.
    Balance of Judgment If your opponent controls more cards than the combined number of cards in your hand and that you control: Draw cards equal to their surplus. You can only activate 1 "Balance of Judgment" per turn.
    Ballista Squad Tribute 1 monster, then target 1 card your opponent controls; destroy it.
    Bamboo Scrap Tribute 1 Plant-Type monster. Special Summon 2 "Plant Tokens" (Plant-Type/EARTH/Level 1/ATK 800/DEF 500) to your opponent's side of the field in Defense Position.
    Banishing Trap Hole When your opponent Summons a monster(s) with 1500 or less ATK: Banish that monster(s) with 1500 or less ATK, face-down.
    Banquet of Millions Banish any number of cards from your Extra Deck face-down, and banish the same number of random face-down cards from your opponent's Extra Deck, face-up, until the End Phase. You can only activate 1 "Banquet of Millions" per turn.
    Bark of Dark Ruler If a Fiend monster you control battles, during the Damage Step: Pay LP in multiples of 100, then target the opponent's battling monster; that opponent's monster loses that much ATK and DEF, until the end of this turn.
    Barrier Wave Activate by Tributing 1 Synchro Monster you control when your opponent declares an attack with a monster. Change all Attack Position monsters your opponent controls to Defense Position. Afterwards, inflict damage to your opponent's Life Points equal to the DEF of the monster the attack was declared with.
    Battle Break When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase.
    Battle Instinct Activate only when your opponent declares a direct attack and you control no monsters. Special Summon 1 Level 4 or lower Beast-Type monster from your hand in face-up Attack Position.
    Battle Mania Activate only during your opponent's Standby Phase. All face-up monsters your opponent controls are changed to Attack Position, and cannot change their battle positions this turn. All monsters your opponent currently controls must attack this turn, if able.
    Battle of the Elements Activate only while all monsters on the field are face-up. Both players send monsters they control to the Graveyard so that they each control only 1 Attribute.
    Battle Teleportation Activate if you control only 1 face-up Psychic-Type monster, and select that monster. It can attack your opponent directly this turn. At the end of the Battle Phase, give control of that monster to your opponent.
    Battleguard Howling When a Warrior-Type monster you control is targeted for an attack, or by an opponent's monster effect: Target 1 face-up monster your opponent controls; inflict damageto your opponent equal to the original ATK of the face-up monster you targeted with this card, and if you do, return it to the hand.
    Beast Soul Swap Target 1 Beast-Type monster you control; return it to the hand, and if you do, Special Summon 1 Beast-Type monster from your hand with the same Level as the monster that was returned to the hand.
    Beckoning Light Discard your entire hand, then for each card you discarded to the Graveyard by this effect, add 1 LIGHT monster from your Graveyard to your hand.
    Beetrooper Squad Tribute 1 non-Token Insect monster; Special Summon up to 1 "Beetrooper Token" (Insect/EARTH/Level 3/ATK 1000/DEF 1000) for every 1000 original ATK of that Tributed monster. You can only activate "Beetrooper Squad" once per turn.
    Beginning of Heaven and Earth Reveal 3 Warrior-Type monsters from your Deck, including at least 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and have your opponent randomly pick 1. If they picked a "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, add it to your hand and send the rest to the Graveyard. Otherwise, send them all to the Graveyard. You can only activate 1 "Beginning of Heaven and Earth" per turn.
    Big Burn You can only activate this card when your opponent activates a card that targets a monster in the Graveyard. Remove from play all monsters in both players' Graveyards.
    Big Welcome Labrynth Special Summon 1 "Labrynth" monster from your hand, Deck, or GY, then return 1 monster you control to the hand. You can banish this card from your GY, then target 1 Fiend monster you control, or, if you control a Level 8 or higher Fiend monster, you can target 1 card your opponent controls instead; return that card to the hand. You can only use 1 "Big Welcome Labrynth" effect per turn, and only once that turn.
    BIG Win!? Declare a Level between 1 and 12; each player tosses a coin, and if both are Heads, the Levels of all face-up monsters you currently control become the declared Level. If both are tails, you lose Life Points equal to the declared Level x 500.
    Black Cat-astrophe During your opponent's Battle Phase, if you control 2 or more face-down Defense Position monsters: End the Battle Phase. You can banish this card from your Graveyard, then target 2 face-up monsters on the field, including at least 1 "Prediction Princess" monster; change them to face-down Defense Position.
    Black Feather Beacon Activate only when you take damage from a card effect. Special Summon 1 Level 4 or lower "Blackwing" monster from your hand.
    Black Illusion Until the end of this turn, all DARK Spellcaster-Type monsters with 2000 or more ATK you currently control cannot be destroyed by battle, their effects are negated, also they are unaffected by your opponent's card effects.
    Black Return Activate only when 1 "Blackwing" monster is Special Summoned. Select 1 face-up monster your opponent controls. Gain Life Points equal to its ATK, then return it to its owner's hand.
    Black Sonic When an opponent's monster declares an attack on a "Blackwing" monster you control: Banish all face-up Attack Position monsters your opponent controls. If you control exactly 3 "Blackwing" monsters (and no other monsters), you can activate this card from your hand.
    Black Thunder Activate only when a "Blackwing" monster you control is destroyed by battle and sent to the Graveyard. Inflict 400 damage to your opponent for each card your opponent controls.
    Black Wing Revenge When a Winged Beast-Type monster you control is destroyed by battleand sent to the Graveyard: Special Summon 2 "Blackwing - Black Crest Tokens" (Winged Beast-Type/DARK/Level 2/ATK 0/DEF 800).
    Blackback Activate only during your turn. Select 1 "Blackwing" monster with 2000 or less ATK in your Graveyard, and Special Summon it. You cannot Normal Summon or Set the turn you activate this card.
    Blackboost Remove from play 2 face-up "Blackwing" Tuner monsters you control. Draw 2 cards.
    Blackwing - Backlash Activate only when your opponent declares a direct attack while there are 5 or more "Blackwing" monsters in your Graveyard. Destroy all monsters your opponent controls.
    Blackwing - Bombardment Tribute 1 "Blackwing" monster to select 1 face-up Synchro Monster you control. That Synchro Monster gains ATK equal to the Tributed monster's ATK, until the End Phase.
    Blackwing - Boobytrap When this Set card is destroyed by your opponent's card effect while you control a face-up "Blackwing" monster, inflict 1000 damage to your opponent and draw 1 card.
    Blackwing - Twin Shadow Shuffle 2 of your "Blackwing" monsters (1 Tuner and 1 non-Tuner) that are banished and/or in your GY into the Deck/Extra Deck; Special Summon 1 "Blackwing" Synchro Monster or "Black-Winged Dragon" from your Extra Deck whose Level equals the total Levels of those 2 monsters. (This is treated as a Synchro Summon.) If you control 2 or more "Blackwing" monsters, you can activate this card from your hand. You can only activate 1 "Blackwing - Twin Shadow" per turn.
    Blast Held by a Tribute You can only activate this card when your opponent declares an attack with a monster on his/her side of the field that has been Tribute Summoned or Set. Destroy all face-up Attack Position monsters on your opponent's side of the field and inflict 1000 points of damage to your opponent's Life Points.
    Blast Held by Destiny When an opponent's monster declares an attack: Destroy the 1 monster your opponent controls with the highest ATK (your choice, if tied), and if you do, inflict damage to your opponent equal to its original ATK, then if "Exchange of the Spirit" is not in your GY, you take damage equal to the damage they took. If this card is sent from the hand or Deck to the GY: You can target 1 Level 4 EARTH Fairy monster in your GY; add it to your hand. You can only use each effect of "Blast Held by Destiny" once per turn.
    Blast with Chain Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK. When this card is destroyed by a card effect while equipped: Target 1 card on the field; destroy that target.
    Blasting Fuse Activate only when all (4) zones of this card's column are occupied. Destroy all cards in this column.
    Blasting the Ruins You can only activate this card if there are 30 or more cards in your Graveyard. Inflict 3000 points of damage to your opponent's Life Points.
    Blazing Mirror Force When an opponent's monster declares an attack: Destroy as many Attack Position monsters your opponent controls as possible, and if you do, take damage equal to half the combined original ATK of those destroyed monsters, then inflict damage to your opponent equal to the damage you took.
    Blessings for Gusto Target 2 "Gusto" monsters in your Graveyard, plus a third "Gusto" monster in your Graveyard; shuffle both of the first 2 targets into your Deck, then Special Summon the third target.
    Blind Obliteration Roll a six-sided die twice and destroy all face-up monsters with Levels/Ranks lower than the total roll.
    Blooming of the Darkest Rose Special Summon "Rose Tokens" (Plant/DARK/Level 2/ATK 800/DEF 800) in Defense Position to either field, up to the combined number of cards in the Field Zones and Field Spells in the GYs. If this card is in your GY: You can target 1 "Black Rose Dragon", or 1 Plant monster, in your Monster Zone: banish it, and if you do, place this card on the bottom of the Deck. During the next Standby Phase, return that banished monster to the field. You can only use this effect of "Blooming of the Darkest Rose" once per turn.
    Blossom Bombardment Activate only when a Plant-Type monster you control destroys an opponent's monster by battle and sends it to the Graveyard. Inflict damage to your opponent equal to the destroyed monster's original ATK.
    Bonding - DHO Shuffle 1 "Duoterion", 1 "Hydrogeddon", and 1 "Oxygeddon" from your hand and/or GY into the Deck; Special Summon 1 "Water Dragon Cluster" from your hand or GY. You can banish this card from your GY; add 1 "Water Dragon" or "Water Dragon Cluster" from your Deck or GY to your hand.
    Bone Temple Block Discard 1 card. Special Summon 1 Level 4 or lower monster from your opponent's Graveyard to your side of the field, and your opponent Special Summons 1 Level 4 or lower monster from your Graveyard to your opponent's side of the field. Those monsters are destroyed during the End Phase of the next turn.
    Boo-Boo Game During damage calculation, if a monster battles: You take no battle damage from that battle. If this Set card in its owner's control is destroyed by your opponent's card effect and sent to the GY: You can target up to 2 Normal Traps in your GY, except "Boo-Boo Game"; Set them to your field. They can be activated this turn. You can only use this effect of "Boo-Boo Game" once per turn.
    Booby Trap E Discard 1 card; Set 1 Continuous Trap Card from your hand or Graveyard to your field. That Set card can be activated during this turn.
    Boot-Up Order - Gear Force When either player's monster declares an attack and all monsters you control are face-up Machine monsters (min. 1): Destroy Attack Position monsters your opponent controls, up to the number of Machine monsters you control.
    Born from Draconis Banish all LIGHT Machine monsters from your GY and face-up from your field; Special Summon 1 Level 6 or higher LIGHT Machine monster from your hand, ignoring its Summoning conditions, and if you do, its ATK/DEF become equal to the number of monsters banished to activate this card x 500, also it is unaffected by card effects, except for its own and this card's. You cannot Special Summon other monsters the turn you activate this card.
    Borrel Cooling Tribute 1 "Rokket" monster, then target 1 "Borrel" Link Monster you control; equip it with this card. If this card is equipped to a monster by this effect, the equipped monster gains this effect.
  • Once per turn (Quick Effect): You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn.
  • Bottomless Trap Hole When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.
    Bounzer Guard Target 1 face-up "Bounzer" monster you control; this turn, it cannot be targeted by other card effects, or be destroyed by battle. This turn, if an opponent's monster attacks, it must target that monster for an attack if it is still on the field.
    Branded Banishment Target 1 "Despia" monster or 1 Level 8 or higher Fusion Monster in your GY; Special Summon it, then you can apply this effect.
  • Fusion Summon 1 Level 8 or higher Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from either field.
    You can only activate 1 "Branded Banishment" per turn.
  • Branded Expulsion Tribute 1 Fusion Monster, then target 2 non-Fusion Monsters that are banished and/or in either GY; Special Summon both monsters, 1 on each field. If you Tributed a Fusion Monster that mentions "Fallen of Albaz" as material to activate this card, you can Special Summon both monsters to your field instead, in Defense Position. You can only activate 1 "Branded Expulsion" per turn.
    Branded Sword Banish any number of "Branded" Spells/Traps from your GY; Special Summon that many "Iceblade Tokens" (Dragon/DARK/Level 8/ATK 2500/DEF 2000). You can banish this card from your GY, then target 1 of your banished monsters that is "Fallen of Albaz" or mentions it; add that monster to your hand. You can only use 1 "Branded Sword" effect per turn, and only once that turn.
    Break Away During your opponent's Battle Phase: Send 1 Spell Card from your hand to the Graveyard; end the Battle Phase, then face-up monsters currently on the field have their effects negated until the end of this turn.
    Break Off Trap Hole When a Link Monster is Link Summoned: Destroy all monsters on the field that are not linked.
    Break the Destiny Target 1 Level 8 or higher "Destiny HERO" monster, or 1 "Destiny End Dragoon", you control; destroy it, and if you do, your opponent skips their next Main Phase 1. You can banish this card from your GY; add 1 Spell/Trap from your Deck to your hand that specifically lists a "Destiny HERO" monster's card name or "Destiny End Dragoon" in its text, except "Break the Destiny". You can only use 1 "Break the Destiny" effect per turn, and only once that turn.
    Breakthrough Skill Target 1 face-up Effect Monster your opponent controls; negate the effects of that opponent's face-up monster, until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard to target 1 face-up Effect Monster your opponent controls; negate that target's effects until the end of this turn.
    Breakthrough! Select 1 "Six Samurai" monster you control. If the selected monster destroys an opponent's monster by battle, "Great Shogun Shien" and all "Six Samurai" monsters you control can attack your opponent directly during the Battle Phase of this turn.
    Breath of Resurrection If you control an "Adventurer Token": Special Summon up to 2 monsters from your hand and/or GY with different names (but banish them when they leave the field), then you can equip 1 Equip Spell that mentions "Adventurer Token" from your hand or GY to 1 monster you control. You can only activate 1 "Breath of Resurrection" per turn.
    Bright Future Target 2 of your banished Psychic-Type monsters; return both those targets to the Graveyard and draw 1 card.
    Brightest, Blazing, Branded King Choose 1 Fusion Monster you control that mentions "Fallen of Albaz" as material, and negate the effects of all other face-up cards currently on the field until the end of this turn. During the End Phase, if a Fusion Monster(s) was sent to your GY this turn: You can add this card from the GY to your hand. You can only use 1 "Brightest, Blazing, Branded King" effect per turn, and only once that turn.
    Brilliant Spark If a face-up "Gem-Knight" monster(s) you control is destroyed by your opponent's attack or card effect: Target 1 of those destroyed monsters; inflict damage to your opponent equal to its original ATK. If this card is in your Graveyard: You can send 1 "Gem-Knight" card from your hand to the Graveyard; add this card to your hand. You can only activate 1 "Brilliant Spark" per turn.
    Broken Blocker Activate only when a Defense Position monster you control, whose DEF is higher than its ATK, is destroyed by battle. Special Summon up to 2 monsters with the same name as that monster from your Deck in face-up Defense Position.
    Brutal Beast Battle If a player controls 2 or more monsters of the same card type (Ritual, Fusion, Synchro, Xyz, or Link), they must send some to the GY so they control no more than 1 monster of that card type. Then, each player that sent a monster to the GY for this effect draws cards equal to the number of different card types (Ritual, Fusion, Synchro, Xyz, or Link) they control. You can only activate 1 "Brutal Beast Battle" per turn.
    Brutal Potion This card becomes an Equip Card, and equips to 1 monster you control. Once per turn, when you inflict damage to your opponent with a card effect, the equipped monster gains 1000 ATK until the End Phase.
    Bubble Crash This card can only be activated when any player has more than 6 cards on the field and/or in their hand. The player(s) must then select and send cards to their respective Graveyards until the amount remaining on the field and their hand is 5.
    Bug Emergency Target 2 Level 3 Insect-Type monsters in your Graveyard; Special Summon them, but their effects are negated. You can banish this card and 1 Xyz Monster from your Graveyard; the Levels of all Level 3 Insect-Type monsters you currently control become equal to the banished monster's Rank until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except Insect-Type monsters. You can only activate 1 "Bug Emergency" per turn.
    Bujin Regalia - The Jewel Target 1 Rank 4 Xyz Monster you control; equip this card to that target. It gains 300 ATK for each Xyz Material attached to it. Once per turn, while this card is equipped to a monster by this effect: You can attach 1 "Bujin" monster from your hand to the equipped monster as an Xyz Material.
    Bujin Regalia - The Sword Activate 1 of these effects.
  • Target 1 "Bujin" monster in your Graveyard; add that target to your hand.
  • Target 1 of your banished "Bujin" monsters; send that target to the Graveyard.
  • Bujincident Target 1 "Bujin" Xyz Monster you control; banish it, and if you do, return all monsters on the field to the hand. Until your 2nd End Phase afteractivation, neither player can Summon monsters nor take damage(but can Normal Set). During your 2nd End Phase after activation: Target 1 "Bujin" monster in your Graveyard; Special Summon the monster banished by this effect, and if you do, attach that target to it as an Xyz Material.
    Bujinfidel Tribute 1 Beast-Warrior-Type "Bujin" monster, then target 1 "Bujin" monster with a different name in your Graveyard; Special Summon that target.
    Burnout Banish 1 face-up "Chemicritter" monster you control; Special Summon 2 "Chemicritter" monsters from your Deck, with different names from each other. When your opponent declares a direct attack, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished Gemini monsters; Special Summon it, and if you do, it becomes an Effect Monster and gains its effects. You can only activate 1 "Burnout" per turn.
    Burst Breath Tribute 1 Dragon-Type monster; destroy all face-up monsters on the field whose DEF is less than or equal to the Tributed monster's ATK.
    Burst Rebirth Pay 2000 Life Points, then target 1 monster in your Graveyard; Special Summon that target in face-down Defense Position.
    Butterflyoke When an opponent's monster declares an attack: Target the attacking monster; change that target to Defense Position, and if you do, equip this card to that monster. Once per turn, during either player's Main Phase or Battle Phase: You can change the equipped monster's Battle Position.
    Butterspy Protection Target 1 face-up Attack Position monster on the field; change it to face-up Defense Position. Any damage you take for the rest of this turn is halved.
    Bye Bye Damage During damage calculation, if your monster is attacked: Your battling monster cannot be destroyed by that battle, also if you take battle damage from that battle, your opponent takes effect damage equal to double that amount. You can only apply this effect of "Bye Bye Damage" once per turn.
    Byroad Sacrifice Activate only if a monster on your side of the field is destroyed by battle. Special Summon 1 "Cyber Ogre" from your hand.
    Call of the Earthbound Activate only when an opponent's monster declares an attack. You select the target of the attack.
    Call of the Grave You can activate this card when your opponent activates Monster Reborn". Negate the effect of "Monster Reborn"."
    Call of the Reaper Activate only when a monster(s) is Special Summoned from your Graveyard. Select and Special Summon 1 "Supay" or 1 "Fire Ant Ascator" from your Graveyard.
    Card of Last Will If the ATK of a monster(s) you control becomes 0 by a card effect: Draw until you have 5 cards in your hand.
    Card of Sacrifice Draw 2 cards, if the combined ATK of all your face-up Attack Position monsters (minimum 2) is less than the ATK of your opponent's face-up monster with the lowest ATK. You cannot Summon or change Battle Position the turn you activate this card.
    Cash Back When your opponent activates a Spell/Trap Card, or monster effect, by paying their Life Points: Negate the activation, and if you do, return it to the Deck.
    Castle Walls Increase the DEF of 1 face-up monster on the field by 500 points until the end of this turn.
    Ceasefire Flip all face-down Defense Position monsters on the field face-up. Flip effects are not activated at this time. Inflict 500 points of damage to your opponent's Life Points for each Effect Monster on the field.
    Cell Explosion Virus Activate only when an opponent's monster with an A-Counter(s) declares an attack. Destroy all Attack Position monsters your opponent controls.
    Cemetery Bomb Inflict 100 points of damage to your opponent's Life Points for each card in their Graveyard.
    Centur-Ion Phalanx Target 1 face-up Monster Card on the field; banish it, and if you do, during the Standby Phase of the next turn, Special Summon that banished monster to its owner's field. You can banish this card from your GY, then target 1 "Centur-Ion" Synchro Monster in your GY; Special Summon it, but it loses 1500 ATK. You can only use 1 "Centur-Ion Phalanx" effect per turn, and only once that turn.
    Chain Destruction Activate only when a monster with 2000 ATK or less is Summoned. Destroy all monsters with the same name in its controller's hand and Deck.
    Chain Detonation Inflict 500 damage to your opponent. If this card was activated as Chain Link 2 or 3, add this card to the Deck and shuffle it. If this card was activated as Chain Link 4 or higher, return this card to the hand.
    Chain Disappearance When a monster(s) with 1000 or less ATK is Summoned: Banish that monster(s), then your opponent banishes all cards with the same name as that card(s) from their hand and Deck.
    Chain Dispel When a Spell/Trap Card is activated: Destroy all cards in the controller's Deck with the same name as the activated card.
    Chain Healing Gain 500 Life Points. If this card was activated as Chain Link 2 or 3, add this card to the Deck and shuffle it. If this card was activated as Chain Link 4 or higher, return this card to the hand.
    Chain Hole When your opponent activates a monster effect in response to a card or effect activation: Negate that opponent's effect, then, your opponent can banish 1 card from their hand or Deck with the same original name as that negated card. If they did not, you can banish 1 random card from their hand.
    Chain Material Any time you Fusion Summon a monster this turn, you can remove from play, from your side of the field, Deck, hand or Graveyard, Fusion Material Monsters that are listed on the Fusion Monster Card, and use them as Fusion Material Monsters. You cannot attack during the turn this card is activated. If you used this effect for a Fusion Summon, the Summoned Fusion Monster(s) is destroyed during the End Phase.
    Chain Whirlwind Activate only when a card on the field is destroyed by a card effect. Select 2 Spell/Trap Cards on the field and destroy them.
    Change of Hero - Reflector Ray When an "Elemental HERO" Fusion Monster you control is destroyed by battle and sent to the Graveyard: Inflict damage to your opponent equal to its original Level x 300.
    Changing Destiny Activate only when an opponent's monster declares an attack. Negate the attack and change it to Defense Position. It cannot change its battle position while it is face-up on the field. Then, your opponent selects and applies 1 of these effects:
  • Gain Life Points equal to half the ATK of the monster whose attack was negated.
  • Inflict damage to your opponent equal to half the ATK of the monster whose attack was negated.
  • Chaos Burst Activate only by Tributing 1 monster when your opponent's monster declares an attack. Destroy the attacking monster. Then inflict 1000 damage to your opponent.
    Chaos Infinity Change all Defense Position monsters on the field to face-up Attack Position. Then, Special Summon 1 "Meklord" monster from your Deck or your Graveyard. Its effect is negated, and it is destroyed during this turn's End Phase.
    Chaos Phantasm Target 1 of your banished LIGHT Tuners and 1 of your banished Level 8 or lower DARK non-Tuners; return both to the GY, then Special Summon 1 LIGHT or DARK Synchro Monster from your Extra Deck whose Level equals the total Levels of those returned monsters.
    Chronomaly Esperanza Glyph During the Main Phase: Target 1 Xyz Monster Card you control or in your GY; Special Summon 2 "Chronomaly" monsters that are 1 Level higher than that monster's Rank, from your hand, Deck, and/or GY, but negate their effects, then, immediately after this effect resolves, Xyz Summon 1 "Chronomaly" Xyz Monster using only those 2 monsters. You can only activate 1 "Chronomaly Esperanza Glyph" per turn.
    Chthonian Blast You can only activate this card when a face-up monster on your side of the field is destroyed and sent to the Graveyard. Destroy 1 face-up monster with the lowest ATK on the field, and both players take damage equal to half of its ATK.
    Chthonian Polymer You can only activate this card when your opponent Fusion Summons a Fusion Monster. Tribute 1 monster on your side of the field to take control of that Fusion Monster.
    Cipher Bit Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control; attach this card to it as an Xyz Material, and if you do, the next time it would be destroyed by battle or card effect this turn, it is not destroyed.
    Cipher Spectrum If a "Cipher" Xyz Monster(s) you control that has Xyz Material is destroyed by battle or an opponent's card effect and sent to your Graveyard: Target 1 of those monsters; Special Summon it, and if you do, Special Summon 1 Xyz Monster from your Extra Deck with the same name as that Xyz monster.
    Clay Charge When an "Elemental HERO Clayman" you control is targeted for an attack (even if it is face-down, but reveal it to your opponent in that case): Destroy the attacking monster and that "Elemental HERO Clayman", and inflict 800 damage to your opponent.
    Cloning Activate only when your opponent Normal Summons or Flip Summons a monster. Special Summon 1 "Clone Token", with the same original Level, Type, Attribute, ATK, and DEF as the Summoned monster. When that monster is destroyed and sent to the Graveyard, destroy this Token.
    Cocoon Veil Activate by Tributing 1 face-up "Chrysalis" monster. This turn, any damage to a player caused by an effect becomes 0. Special Summon 1 "Neo-Spacian" monster written on the "Chrysalis" monster you Tributed from your hand, Deck or from either player's Graveyard.
    Collected Power Target 1 face-up monster on the field, equip it with all Equip Magic Cards on the field. If any of those Equip Cards is now equipped to an incorrect target, destroy that Equip Card.
    Command Performance If you control a "Performapal" monster: Change all face-up Attack Position monsters your opponent controls to Defense Position. Monsters changed to Defense Position by this effect cannot change their battle positions until the end of the next turn.
    Commander of Swords When your opponent draws for their normal draw in their Draw Phase: They reveal the card(s) they drew, then if any is a Spell/Trap Card, you apply 1 of these effects.
  • Discard all cards they drew.
  • Destroy 1 Spell/Trap Card they control.
  • Common Charity Draw 2 cards, then remove from play 1 Normal Monster Card from your hand. If you don't have any Normal Monster Cards in your hand to remove, send all cards in your hand to the Graveyard.
    Compulsory Escape Device Each player chooses 1 monster they control, then shuffles it into the Deck.
    Compulsory Evacuation Device Target 1 monster on the field; return that target to the hand.
    Confusion Chaff Activate only when your opponent declares a second direct attack during the same Battle Phase. Conduct battle between the attacking monster and the first monster that attacked directly (other effects cannot be activated during this battle).
    Conscription Pick up the top card of your opponent's Deck. If the picked-up card can be Normal Summoned, Special Summon it to your side of the field. If not, add that card to your opponent's hand.
    Consolation Prize If a monster(s) is sent from the hand to the GY: Target 1 of them; Special Summon it to your field. You can only activate 1 "Consolation Prize" per turn.
    Constellar Meteor During the turn this card is activated, if an opponent's monster battles a "Constellar" monster, and the opponent's monster is not destroyed, shuffle it into the Deck at the end of the Damage Step.
    CONTAIN! (This card is always treated as a "Rescue-ACE" card.)
    If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.
    Contract Laundering Destroy as many "Dark Contract" cards in your Spell & Trap Zone as possible, and if you do, draw the same number of cards you destroyed, then gain 1000 LP for each card you drew with this effect.
    Converging Wishes If you have 5 or more Dragon-Type Synchro Monsters with different names in your Graveyard: Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), but banish it during the End Phase. Equip it with this card. While equipped, it gains ATK equal to the combined ATK of all Dragon-Type Synchro Monsters in your Graveyard. Also while equipped, when it destroys an opponent's monster by battle: You can banish 1 Dragon-Type Synchro Monster from your Graveyard; it can attack an opponent's monster again in a row.
    Corrosive Scales Target 1 Insect monster you control; equip this card to it. While you control the equipped monster, your opponent's monsters cannot attack Insect monsters, except the equipped monster. While this card is equipped to a monster, each time your opponent Normal or Special Summons a monster(s), OR activates a card or effect, place 1 Scale Counter on each face-up monster they control. Each monster your opponent controls loses 100 ATK/DEF for each Scale Counter it has.
    Corrupted Keys Target 1 face-up Xyz Monster you control; Special Summon 3 "Umbral Horror Mirage Tokens" (Fiend-Type/DARK/Level 1/ATK ?/DEF 0). (When Summoned, each Token's ATK becomes equal to that Xyz Monster's current ATK. They cannot attack your opponent directly or be Tributed, except for a Tribute Summon.) When that face-up Xyz Monster leaves the field, destroy these Tokens.
    Counter Gate When an opponent's monster declares a direct attack: Negate the attack, and if you do, draw 1 card, then if it is a monster, immediately after this effect resolves, you can Normal Summon it in face-up Attack Position.
    Counter Gem Send all cards in your Spell & Trap Zone to the GY. Place as many "Crystal Beast" monsters as possible from your GY face-up in your Spell & Trap Zone as Continuous Spells. During the End Phase of this turn, destroy all "Crystal Beast" cards you control.
    Counterforce When a monster's attack is negated that targeted a face-up Attack Position monster: Inflict damage to your opponent equal to the difference in ATK between the 2 monsters.
    Covering Fire 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.
    Crevice Into the Different Dimension Declare 1 Attribute and select up to 2 monsters with that Attribute from both Graveyards. Remove those monsters from play.
    Crop Circles Send any number of monsters from your side of the field to the Graveyard to activate this card. Select from your Deck 1 "Alien" monster whose Level is equal to the total Levels of the sent monsters, and Special Summon it. If you fail to find a monster to Special Summon, you take 2000 damage.
    Cross Counter If the DEF of an attacked Defense Position monster is higher than the ATK of your opponent's attacking monster, the Battle Damage inflicted to your opponent is doubled. Destroy the attacking monster after damage calculation.
    Cross-Dimensional Duel Target 1 "Ancient Gear" monster you control; banish it. During the next Standby Phase, return that banished monster to the field, and if you do, its ATK becomes double its original ATK until the end of that turn. If 1 or more "Ancient Gear Golem" or "Ancient Gear Golem - Ultimate Pound" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
    Crush Card Virus Tribute 1 DARK monster with 1000 or less ATK. Check all monsters your opponent controls, your opponent's hand, and all cards they draw (until the end of your opponent's 3rd turn after this card's activation), and destroy all monsters with 1500 or more ATK.
    Crystal Boon Special Summon up to 2 "Crystal Beast" Monster Cards from your Spell & Trap Zone, and if you do, gain LP equal to their combined original ATK. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; excavate the top card of your Deck, and if it is a "Crystal Beast" monster, either add it to your hand or Special Summon it. Otherwise, send that card to the GY. You can only use this effect of "Crystal Boon" once per turn.
    Crystal Pair When a "Crystal Beast" monster you control is destroyed by battle and sent to the GY: Place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell, and if you do, you take no battle damage for the rest of this turn.
    Crystal Raigeki Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target 1 card your opponent controls; destroy that target.
    Crystron Entry Special Summon 2 "Crystron" Tuners (1 from your hand and 1 from your Graveyard). During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Crystron" monster you control; send 1 "Crystron" monster from your Deck to the Graveyard whose Level is different from that monster, and if you do, that monster becomes the Level of that monster sent to the Graveyard. You can only use this effect of "Crystron Entry" once per turn.
    Crystron Impact Target 1 of your banished "Crystron" monsters; Special Summon it, and if you do, if your opponent controls any face-up monsters, change their DEF to 0. During either player's turn, except the turn this card was sent to the Graveyard, when a card or effect is activated that targets a "Crystron" monster you control: You can banish this card from your Graveyard; negate that effect.
    Cubic Ascension When an opponent's monster declares an attack: Special Summon 1 "Vijam the Cubic Seed" from your Deck, and if you do, change the attack target to it, and perform damage calculation. If your opponent's LP are at least 2000 higher than yours: You can banish this card from your GY; Special Summon 1 "Vijam the Cubic Seed" from your hand, Deck, or GY, then, if only your opponent controlled a monster when this effect was activated, you can Special Summon up to 2 more "Vijam the Cubic Seed". You can only use this effect of "Cubic Ascension" once per turn.
    Cubic Causality Distribute a number of Cubic Counters on face-up monsters your opponent controls, up to the number of "Cubic" monsters you control. (Monsters with a Cubic Counter cannot attack, also negate their effects.) You can banish this card from your GY, then target 1 "Cubic" monster you control; this turn, each time it destroys a monster by battle that has a Cubic Counter, inflict damage to your opponent equal to the original ATK of that destroyed monster. You can only use each effect of "Cubic Causality" once per turn.
    Cubic Rebirth When an opponent's monster declares a direct attack: Target the attacking monster; your opponent Special Summons, in Attack Position, as many monsters as possible from their hand, Deck, and/or Graveyard with the same name as that monster, also, the ATK of the targeted monster and those Special Summoned monster(s) become 0 and place 1 Cubic Counter on each. (Monsters with a Cubic Counter cannot attack, also negate their effects.) Also, after that, if any Cubic Counters were placed by this effect, Special Summon 1 Level 4 or lower "Cubic" monster from your hand, ignoring its Summoning conditions.
    Curse of Aging Discard 1 card; all monsters your opponent currently controls lose 500 ATK/DEF until the end of this turn.
    Curse of Anubis All face-up Effect Monsters on the field are changed to Defense Position. During the turn this card is activated, the original DEF of those Effect Monsters become 0 and their battle positions cannot be changed, except with a card effect.
    Curse of the Circle Target 1 monster your opponent controls; your opponent cannot Tribute it, or use it as a Synchro Material Monster.
    Cyber Shadow Gardna 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.
    Cybernetic Overflow Banish "Cyber Dragon(s)" with different Levels from your hand, face-up field, and/or GY, then destroy an equal number of cards your opponent controls. If this card on the field is destroyed by a card effect: Add 1 "Cyber" Spell/Trap from your Deck to your hand. You can only use each effect of "Cybernetic Overflow" once per turn.
    Cybernetic Revolution Tribute 1 "Cyber Dragon"; Special Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, but it cannot attack directly, and it is destroyed during the End Phase of the next turn. You can only activate 1 "Cybernetic Revolution" per turn.
    Cyberse Beacon If you took damage by battle or an opponent's card effect this turn: Add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cyberse Beacon" per turn.
    Cynet Cascade If you Link Summon a Link Monster: You can target 1 monster in your GY used as its material; Special Summon it.
    Cynet Circuit Target 1 "Firewall" Link Monster you control; Special Summon any number of monsters from your GY to either player's zones linked to that monster. If your LP are 2000 or less: You can banish this card from your GY; return 1 "Firewall" Link Monster from your GY to your Extra Deck, then you can Special Summon that monster from your Extra Deck. You can only use each effect of "Cynet Circuit" once per turn.
    Cynet Refresh When an opponent's Cyberse monster declares an attack: Destroy as many monsters in the Main Monster Zones as possible, and if you do, during the End Phase of this turn, Special Summon as many Cyberse Link Monsters among those destroyed monsters in the GY as possible to their owner's fields. When your opponent activates a monster effect: You can banish this card from your GY; Cyberse Link Monsters you control are unaffected by card effects (except their own) until the end of this turn.
    Cynet Regression If you Special Summon a Link Monster(s): Target 1 card on the field; destroy it, then draw 1 card. You can only activate 1 "Cynet Regression" per turn.
    D - Chain Target a "Destiny HERO" monster you control; equip this card to that target. It gains 500 ATK. When it destroys a monster your opponent controls by battle and sends it to the Graveyard: Inflict 500 damage to your opponent.
    D - Counter When a "Destiny HERO" monster you control is targeted for an attack: Destroy the attacking monster.
    D - Fortune When your opponent declares a direct attack: Banish 1 "Destiny HERO" monster from your Graveyard; end the Battle Phase.
    D - Shield When an Attack Position "Destiny HERO" monster you control is targeted for an attack: Target it; change it to Defense Position and equip it with this card. The equipped monster cannot be destroyed by battle.
    D - Time When an "Elemental HERO" monster you control leaves the field: Add 1 "Destiny HERO" monster from your Deck to your hand whose Level is less than or equal to that "Elemental HERO" monster's Level.
    D-Fusion Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you controlas Fusion Materials, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Materials for a Fusion Summon using this card's effect.
    D. Tribe All monsters on your side of the field are treated as Dragon-Types until the End Phase of this turn.
    D.D. Dynamite Inflict 300 damage to your opponent for each of their removed from play cards.
    D.D. Trap Hole You can only activate this card when your opponent Sets 1 monster in Defense Position. Destroy and remove from play the Set monster and 1 monster on your side of the field.
    D.D.D. - Different Dimension Derby If you control a face-up monster that was Ritual Summoned using a Normal Monster, or was Fusion, Synchro, Xyz, or Link Summoned using a Normal Monster as material: You can target 1 card on the field; banish it.
    D/D Recruits If your opponent controls more monsters than you do: Target any number of "D/D" monsters and/or "Dark Contract" cards in your Graveyard up to the difference; add those cards to your hand. You can only activate 1 "D/D Recruits" per turn.
    D/D/D Contract Change When an opponent's monster declares an attack: Activate 1 of these effects;
  • Banish 1 "D/D/D" monster from your Graveyard, and if you do, the attacking monster loses ATK equal to the banished monster's ATK.
  • Add 1 Level 4 or lower "D/D" Pendulum Monster from your Deck to your hand.
  • D/D/D Headhunt If you control a "D/D/D" monster: Target 1 face-up monster your opponent controls; take control of it until the End Phase of the next turn, but its effects are negated, it cannot declare an attack, also if it is a monster Special Summoned from the Extra Deck, it is also treated as a "D/D/D" monster. You can only activate 1 "D/D/D Headhunt" per turn.
    D/D/D Human Resources Shuffle 3 cards into the Deck (any combination of "D/D" monsters in your hand, field, or Graveyard and/or "D/D" cards in your Pendulum Zone), then you can add 2 "D/D" monsters from your Deck to your hand.
    D2 Shield Select 1 face-up Defense Position monster you control. Its DEF becomes double its original DEF.
    Dai Dance Choose 1 opponent's unused Main Monster Zones; if your opponent would Normal Summon/Set or Special Summon a monster to their Main Monster Zone, and the chosen zone can be used, they must use that zone. (They cannot Summon multiple monsters to their Main Monster Zones while this effect is applied.) This effect is applies until the zone is occupied or becomes unusable. You can only apply the effect of "Dai Dance" once per Duel.
    Damage Condenser When you take battle damage: Discard 1 card; Special Summon 1 monster from your Deck with ATK less than or equal to the battle damage you took, in face-up Attack Position.
    Damage Diet Halve all damage you take this turn. You can banish this card from your Graveyard; halve all effect damage you take this turn. (You cannot halve the same damage twice with this effect.)
    Damage Gate When you take Battle Damage: Target 1 monster in your Graveyard with ATK less than or equal to the amount of damage you took; Special Summon that target.
    Damage Translation Halve all effect damage you take this turn. During the End Phase this turn, Special Summon 1 "Ghost Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position for each time you took effect damage this turn.
    Damage Vaccine O MAX When you take damage by battle or by a card effect: Gain Life Points equal to the damage you took.
    Dances with Beasts When an opponent's monster declares a direct attack, while the combined ATK of all face-up monsters they control is 8000 or higher: Special Summon 3 monsters with different original names in Attack Position, 1 each from your hand, Deck, and GY. You can only activate 1 "Dances with Beasts" per turn.
    Danger! Zone Draw 3 cards, then discard 2 cards, including at least 1 "Danger!" card, or if you have no "Danger!" cards in your hand, show your entire hand and shuffle it into the Deck. You can only activate 1 "Danger! Zone" per turn.
    Dark Advance During either player's Main Phase or Battle Phase: Target 1 monster in yourGraveyard with 2400 or more ATK and 1000 DEF; add it to your hand, then immediately after this effect resolves, you can Tribute Summon 1 monster with 2400 or more ATK and 1000 DEF in face-up Attack Position. You can only activate 1 "Dark Advance" per turn.
    Dark Coffin When this face-down card is destroyed and sent to the Graveyard, your opponent selects and executes 1 of the following effects:
  • Discard 1 random card in their hand.
  • Select 1 monster on their side of the field and destroy it.
  • Dark Deal When your opponent activates a Normal Spell Card: Pay 1000 Life Points; the effect of that Normal Spell Card becomes "Your opponent discards 1 random card".
    Dark Horizon When you take battle or effect damage: Special Summon 1 DARK Spellcaster-Typemonster from your Deck with ATK less than or equal to the damage you took.
    Dark Mirror Force You can only activate this card when your opponent's monster declares an attack. Remove all monsters in Defense Position on your opponent's side of the field from play.
    Dark Renewal When your opponent Normal or Special Summons a monster(s): Target 1 of those monsters and 1 Spellcaster-Type monster you control; send both monsters to the Graveyard, then you can Special Summon 1 DARK Spellcaster-Type monster from your Deck or Graveyard.
    Dark Sacrifice When your opponent activates a card or effect that would destroy a card(s) on the field: Negate the effect, then send 1 Level 3 or lower DARK monster from your Deck to your GY.
    Dark Scheme Your opponent can discard 1 card to negate this card's effect, otherwise both players discard 2 cards, then draw 2 cards.
    Dark Scorpion Combination You can only activate this card when there are Don Zaloog", "Cliff the Trap Remover", "Dark Scorpion - Chick the Yellow", "Dark Scorpion - Gorg the Strong", and "Dark Scorpion - Meanae the Thorn" face-up on your side of the field. During this turn, any of these 5 cards can attack your opponent's Life Points directly. In that case, the Battle Damage inflicted to your opponent by each of those cards becomes 400 points."
    Dark Spell Regeneration When an opponent's monster declares an attack: Target 1 Spell in your opponent's GY; Set it to your field. You can banish this card from your GY and send 1 "Monster Reborn" from your hand or Set on your field to the GY; Special Summon 1 "The Winged Dragon of Ra" from your GY ignoring its Summoning conditions, then you can send 1 monster your opponent controls to the GY, also send that Special Summoned monster to the GY during the End Phase.
    Dark Spirit Art - Greed Tribute 1 DARK monster. Draw 2 cards. Your opponent can negate this effect by revealing 1 Spell Card in their hnd.
    Dark Spirit of the Silent This card can only be activated during your opponent's Battle Step. Negate the attack of 1 monster and select another 1 of your opponent's face-up monsters and have it attack. If the new targeted attacking monster is in face-up Defense Position change it to Attack Position.
    Darkfall (F.K.A Dark Trap Hole) When your opponent Special Summons 2 or more face-up monsters at the same time: Send those monsters to the Graveyard, then send all monsters in the opponent's hand and Deck to the Graveyard that have the same name as the monsters sent to the Graveyard by this effect.
    Darklight Tribute 1 DARK monster with 1500 or more ATK; destroy all monsters that were Special Summoned this turn.
    Darklord Descent Pay half your LP; Special Summon up to 2 "Darklord" monsters from your Graveyard in Defense Position, with the same Level as 1 face-up monster your opponent controls.
    Darklord Enchantment Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; take control of 1 face-up monster your opponent controls until the End Phase. You can only activate 1 "Darklord Enchantment" per turn.
    Darklord Rebellion Send 1 "Darklord" monster from your hand or face-up from your field to the Graveyard; destroy 1 card on the field. You can only activate 1 "Darklord Rebellion" per turn.
    Darklord Uprising Send 1 "Darklord" monster from your hand or face-up field to the GY; Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, then, you can gain LP equal to the original ATK of the monster sent to the GY to activate this card. You can only activate 1 "Darklord Uprising" per turn.
    Deal of Phantom Select 1 monster face-up on the field. Increase the selected monster's ATK by 100 points for each monster in your Graveyard during the turn this card is activated. The number of monster is applied when this card is activated.
    Dealer's Choice Each player shuffles their Deck, then each player draws 1 card, then each player discards 1 card.
    Deck Devastation Virus Tribute 1 DARK monster with 2000 or more ATK; look at your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less ATK.
    Deep Dark Trap Hole When a Level 5 or higher Effect Monster(s) is Special Summoned: Banish that Level 5 or higher Effect Monster(s).
    Defenders Intersect Activate only during the Battle Phase. Defense Position monsters your opponent controls are changed to face-up Attack Position, and their effects are negated.
    Defense Draw Activate only during damage calculation during your opponent's turn. The Battle Damage you would receive becomes 0. Draw 1 card.
    Defensive Tactics If you control a face-up "Gladiator Beast" monster: For the rest of this turn, monsters you control cannot be destroyed by battle, and any Battle Damage you take is reduced to 0. After this card resolves, put it on the bottom of your Deck.
    Degen-Force Tribute 1 Level 4 or higher Dinosaur-Type monster; Special Summon 2 Level 3 or lower Reptile-Type monsters from your hand and/or Graveyard.
    Delta Crow - Anti Reverse Activate only while you control a face-up "Blackwing" monster. If you control exactly 3 "Blackwing" monsters, this card can be activated from your hand. Destroy all face-down Spell and Trap Cards your opponent controls.
    Descending Lost Star Select 1 Synchro Monster in your Graveyard and Special Summon it in face-up Defense Position. Its effect is negated, its Level is reduced by 1 and its DEF becomes 0. Its battle position cannot be changed.
    Desert Sunlight All monsters on your side of the field are changed to face-up Defense Position.
    Designer Frightfur Target 1 "Edge Imp" or "Fluffal" monster in your Graveyard; Special Summon itm and if you do, it can be treated as a "Frightfur" monster for a Fusion Summon.
    Destined Rivals If you control "Blue-Eyes White Dragon" or "Dark Magician": Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. You can only activate 1 "Destined Rivals" per turn.
    Destiny Mirage When a "Destiny HERO" monster you control is destroyed and sent to the Graveyard by an opponent's card effect: Special Summon, to your side of the field, all "Destiny HERO" monsters that were destroyed and sent to either Graveyard this turn.
    Destiny Signal When a monster you control is destroyed by battle and sent to the Graveyard: Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand or Deck.
    Destruct Potion Select 1 monster you control. Destroy it, and gain Life Points equal to its ATK.
    Destruction of Destiny Send 3 cards from the top of your Deck to the Graveyard, and take 1000 points of damage for each Spell or Trap Card you sent to the Graveyard by this effect.
    Destruction Punch When the ATK of an attacking monster on your opponent's side of the field is lower than the DEF of the attacked Defense Position monster on your side of the field, destroy the attacking monster. Damage calculation is applied normally.
    Destruction Ring Destroy 1 face-up monster on your side of the field to inflict 1000 points of damage to both players' Life Points.
    Destruction Sword Flash If you control a Fusion Monster that lists "Buster Blader" as Material: Banish all monsters your opponent controls. When a card or effect is activated that targets a "Buster Blader" monster(s) you control (except during the Damage Step): You can banish this card from your Graveyard; negate that effect, and if you do, destroy that card.
    Destruction Sword Memories Discard 1 "Destruction Sword" card; Special Summon 1 "Buster Blader" monster from your Deck. You can banish this card from your Graveyard; Fusion Summon 1 "Buster Blader, the Dragon Destroyer Swordsman" from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard.
    Destructive Daruma Karma Cannon Change as many monsters on the field as possible to face-down Defense Position, then, if either player controls a face-up monster(s), they must send all face-up monsters they control to the GY.
    Detonator Circle "A" Destroy 1 face-up monster with an A-Counter(s) and then inflict 1000 damage to each player.
    Diamond Dust Destroy as many WATER monsters on the field as possible, then inflict 500 damage to your opponent for each WATER monster destroyed and sent to the Graveyard by this effect.
    Diamond Duston When a card(s) on the field is destroyed by battle or card effect: Special Summon "Duston" monsters from your Deck to anywhere on the field, equal to the number of those destroyed cards. If this card is in your Graveyard: You can banish 1 "Duston" monster from your Graveyard; Special Summon this card in Defense Position as a Normal Monster (Fiend-Type/DARK/Level 1/ATK 0/DEF 1000) to your opponent's field. (This card is NOT treated as a Trap Card.) This effect can only be used once while this card is in the Graveyard. If Summoned this way, it cannot be Tributed, or be used as Material for a Fusion, Synchro, or Xyz Summon.
    Dice It Roll a six-sided die. Apply this effect, depending on whose turn it is.
  • During your turn: Banish cards from your GY equal to the result. Then, if the result was 1, send 6 cards from the top of your Deck to the GY.
  • During your opponent's turn: Send cards from the top of your Deck to the GY equal to the result. Then, if the result was 6, banish 1 card from your GY.
  • Dice Re-Roll Once this turn, negate 1 six-sided die roll and re-roll it.
    Dice Roll Battle When an opponent's monster declares an attack: Target 1 "Speedroid" monster in your Graveyard; banish both it and 1 "Speedroid" Tuner monster in your hand, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total original Levels of those 2 monsters. During your opponent's Battle Step: You can banish this card from your Graveyard, then target 1 face-up Attack Position Synchro Monster on each side of the field; make that face-up Attack Position monster your opponent controls attack that monster you control, and perform damage calculation.
    Different Dimension Encounter If both players have at least 1 banished monster that can be Special Summoned: Each player Special Summons 1 of their banished monsters in face-down Defense Position.
    Different Dimension Ground This turn, any monster sent to the Graveyard is removed from play instead.
    Dig of Destiny When you take battle damage: Draw 1 card. If this card in its owner's control is destroyed by an opponent's card effect: You can draw cards, equal to the number of "Dig of Destiny" in your Graveyard.
    Dimension Slice When a monster(s) is Special Summoned to your side of the field: Target 1 face-up monster your opponent controls; banish that target. If the Summon is an Xyz Summon, you can activate this card the turn it was Set.
    Dimension Wall Activate only when an opponent's monster declares an attack. Instead of you, your opponent takes the Battle Damage you would have taken from this battle.
    Dimensional Barrier Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
    Dimensional Inversion Activate only when a monster(s) you own is removed from play by an opponent's effect. Special Summon 1 of those monsters.
    Dimensional Prison When an opponent's monster declares an attack: Target that monster; banish that target.
    Dinomist Eruption If a "Dinomist" monster(s) you control is destroyed by battle or card effect: Target 1 card your opponent controls; destroy it.
    Dinomist Rush Special Summon 1 "Dinomist" monster from your Deck, and if you do, it is unaffected by other cards' effects, also destroy it during the End Phase. You can only activate 1 "Dinomist Rush" per turn.
    Dinomorphia Alert Pay half your LP; Special Summon up to 2 "Dinomorphia" monsters from your GY whose total Levels equal 8 or less, but you cannot declare an attack with them this turn, also you cannot Special Summon for the rest of this turn, except "Dinomorphia" monsters. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Alert" per turn.
    Dinomorphia Brute Pay half your LP; destroy 1 "Dinomorphia" monster you control and 1 card your opponent controls. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Brute" per turn.
    Dinomorphia Domain During the Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Domain" per turn.
    Dinomorphia Frenzy During your opponent's Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" monster from your Extra Deck, using only 1 monster from your Deck and 1 monster from your Extra Deck as Fusion Material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Frenzy" per turn.
    Disappear Remove from play 1 card from your opponent's Graveyard.
    Disarmament Destroy all Equip Cards on the field.
    Discordance of the Tistina Activate 1 of these effects;
  • If you control a "Tistina" monster: Banish 1 card from your opponent's GY, face-down.
  • If you control a "Tistina" monster Special Summoned from the Extra Deck: Banish all cards from your opponent's GY, face-down.
    You can banish this card from your GY, then target 1 "Tistina" monster in your GY; add it to your hand. You can only use 1 "Discordance of the Tistina" effect per turn, and only once that turn.
  • Disturbance Strategy Your opponent adds all cards in his/her hand to the Deck and shuffles the Deck. Your opponent then draws the same number of cards that he/she added to the Deck.
    Divine Relic Mjollnir Select 1 face-up "Aesir" monster you control. It can attack twice during each Battle Phase this turn.
    DNA Checkup Select 1 face-down monster you control. Your opponent declares 2 Attributes. Reveal the selected monster. If its Attribute is one of the declared Attributes, your opponent draws 2 cards. If not, you draw 2 cards.
    Doble Passe 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.
    Dogmatika Encounter Activate one of these effects;
  • Special Summon 1 "Dogmatika" monster or "Fallen of Albaz" from your hand.
  • Add to your hand or Special Summon 1 "Dogmatika" monster or "Fallen of Albaz" from your GY.
    You can only activate 1 "Dogmatika Encounter" per turn.
  • Dogmatika Genesis Target 1 banished Fusion, Synchro, Xyz, or Link Monster, and 1 Effect Monster your opponent controls of the same type (Fusion, Synchro, Xyz, or Link); return that banished monster to the Extra Deck, and if you do, negate the effects of that monster your opponent controls. You can only activate 1 "Dogmatika Genesis" per turn.
    Dogmatika Punishment Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.
    Dogmatikaturgy Ritual Summon 1 "Dogmatika" Ritual Monster from your hand or Deck by Tributing "Dogmatika" monsters and/or Ritual, Fusion, or Synchro Monsters from your field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon. If this card is in your GY: You can banish this card, then target 2 "Dogmatika" monsters with different Levels in your GY; add 1 of them to your hand, and place the other on the bottom of your Deck. You can only use 1 "Dogmatikaturgy" effect per turn, and only once that turn.
    Doodlebook - Uh uh uh! When your Dinosaur monster is targeted for an attack: Negate that attack, then you can Special Summon 1 "Doodle Beast" monster from your GY. It cannot be destroyed by battle, also destroy it during the End Phase. If this card is in your GY, except the turn it was sent there: You can banish this card from your GY; add 1 Level 5 or higher Dinosaur monster from your Deck to your hand. You can only use each effect of "Doodlebook - Uh uh uh!" once per turn.
    Dora of Fate You can only activate this card during your opponent's turn. Select 1 face-up monster on your opponent's side of the field. When you Normal Summon a monster that is 1 Level lower than the selected monster during your next turn, inflict damage to your opponent's Life Points equal to the Level of the selected monster x 500 points.
    Double Cipher If your opponent controls a monster with the highest ATK on the field (even if tied): Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control that has Xyz Material; detach all Xyz Materials from that Xyz Monster, and if you do, Special Summon 1 monster from your Extra Deck with the same name as that Xyz Monster.
    Double Dragon Descent When an opponent's Xyz Monster declares a direct attack: Special Summon 1 LIGHT Dragon-Type Xyz Monster from your Extra Deck in face-up Attack Position, then the attacking monster attacks it instead, and you proceed to damage calculation. Its ATK becomes equal to the attacking monster's ATK, also its effects are negated. You can onlyactivate 1 "Double Dragon Descent" per turn.
    Double Dust Tornado Twins Target any number of Set cards in your Spell & Trap Zone; return this card to the hand, along with as many of those Set cards as possible (min. 1), then you can Set Spells/Traps from your hand equal to the number of cards returned to your hand by this effect. You can only activate 1 "Double Dust Tornado Twins" per turn.
    Double Magical Arm Bind Tribute 2 monsters, then target 2 face-up monsters your opponent controls; take control of both targets until your End Phase.
    Double Tag Team Activate only when you Special Summon a "Gladiator Beast" monster. Special Summon 1 Level 4 or lower "Gladiator Beast" monster from your hand or Deck.
    Double Trap Hole If your opponent Special Summons a monster(s) in Defense Position: Banish those monster(s) that were Summoned in (and currently in) Defense Position.
    Double-Edged Sword Technique Target 2 "Six Samurai" monsters in your Graveyard; Special Summon those targets in face-up Attack Position. During the End Phase of this turn, destroy them, and if you do, take damage equal to those destroyed monsters' ATK.
    Dragon's Rebirth Target 1 face-up Dragon-Type monster you control; banish that target and Special Summon 1 Dragon-Type monster from your hand or Graveyard.
    Dragoncarnation Target 1 of your banished Dragon-Type monsters; add that target to your hand.
    Dragonmaid Tidying Target 1 Dragon monster you control and 1 card your opponent controls or in their GY; return them to the hand. You can banish this card from your GY; Special Summon 1 "Dragonmaid" monster from your hand or GY in Defense Position, but return it to the hand during the End Phase. You can only use 1 "Dragonmaid Tidying" effect per turn, and only once that turn.
    Draining Shield When an opponent's monster declares an attack: Target the attacking monster; negate that attack, and if you do, gain Life Points equal to that target's ATK.
    Dramatic Rescue When a card is activated that targets an "Amazoness" monster on the field: Return that targeted monster to the hand, and if you do, Special Summon 1 other monster from your hand.
    Draw Discharge When your opponent draws a card(s) by their own card effect: Look at those cards, and if any are monsters, inflict damage to your opponent equal to their combined ATK, and if you do that, banish all cards you looked at. You can only activate 1 "Draw Discharge" per turn.
    Dream Mirror Fantasy If you control a "Dream Mirror" monster: Target 1 each of your banished "Dream Mirror of Joy" and "Dream Mirror of Terror"; shuffle them into the Deck, and if you do, banish 1 card on the field. If a "Dream Mirror" card(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 "Dream Mirror Fantasy" per turn.
    Dream Mirror Hypnagogia Choose 1 "Dream Mirror of Joy" and 1 "Dream Mirror of Terror" from your hand and/or Deck, and place 1 in your Field Zone and the other in your opponent's Field Zone, face-up. You can only activate 1 "Dream Mirror Hypnagogia" per turn.
    Driving Snow You can activate this card when 1 or more of your Trap Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Magic or Trap Card on the field.
    Drop Off When your opponent draws for their normal draw in their Draw Phase: Your opponent discards 1 card they just drew.
    Drowning Mirror Force When an opponent's monster declares a direct attack: Shuffle all Attack Position monsters your opponent controls into the Deck.
    Dual Avatar Ascendance Target 1 "Dual Avatar" monster you control; destroy it, and if you do, Special Summon 1 "Dual Avatar" monster from your Deck or Extra Deck, whose original Level is 1 higher or 1 lower than that monster had 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 "Dual Avatar" monster in your GY; add it to your hand. You can only use each effect of "Dual Avatar Ascendance" once per turn.
    Dual Avatar Compact During the Main Phase: Banish 1 "Dual Avatar" Spell/Trap from your GY, except "Dual Avatar Compact"; this card's effect becomes that Spell/Trap's effect when that card is activated. You can only activate 1 "Dual Avatar Compact" per turn.
    Dual Avatar Return Target 1 "Dual Avatar" monster in your GY; Special Summon it, then if its original Level is 4 or lower, you can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/LIGHT/Level 2/ATK 0/DEF 0). You can only activate 1 "Dual Avatar Return" per turn.
    Dust Storm of Gusto Your opponent cannot activate cards or effects when a "Gusto" monster(s) you control declares an attack this turn.
    Dust Tornado Target 1 Spell/Trap Card your opponent controls; destroy that target, then you can Set 1 Spell/Trap Card from your hand.
    Dustflame Blast Banish all "Laval" monsters from your Graveyard; destroy any number of cards on the field, up to the number of monsters banished for this card's activation.
    Duston Roller Target 1 monster on the field; this turn, it cannot be Tributed, or be used as a Fusion, Synchro, or Xyz Material for a Summon. If this Set card you control is destroyed by your opponent's card effect and sent to your Graveyard: You can add 1 "Duston" monster from your Deck to your hand.
    E.M.R. Tribute 1 Machine monster, then target 1 card on the field for every 1000 original ATK of the Tributed monster; destroy those cards.
    Earthshaker Select 2 Monster Card Attributes. Your opponent then selects 1 of the 2 Attributes and destroys all face-up monsters with that Attribute on the field.
    Eatgaboon If the ATK of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, the monster is destroyed.
    Ebon Arrow Select 1 face-up monster you control. Until the End Phase, it loses 500 ATK and during battle between that attacking monster and a Defense Position monster whose DEF is lower than the selected monster's ATK, inflict the difference as Battle Damage to your opponent. When the selected monster destroys a monster by battle and sends it to the Graveyard this turn, inflict damage to your opponent equal to the destroyed monster's original DEF.
    Edge Hammer Tribute 1 "Elemental HERO Bladedge" to target 1 monster your opponent controls; destroy that target and inflict damage to your opponent equal to that target's original ATK.
    El Dorado Adelantado If you control an "Eldlich" monster: Activate 1 of these effects;
  • Shuffle 3 of your banished "Eldlixir" Spells/Traps with different names into your Deck, and if you do, destroy all cards on the field.
  • Shuffle 3 of your banished "Golden Land" Spells/Traps with different names into your Deck, and if you do, halve your opponent's LP, then you gain LP equal to their LP.
    You can only activate 1 "El Dorado Adelantado" per turn.
  • Eldlixir of Scarlet Sanguine Special Summon 1 Zombie monster from your Deck 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. 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 Scarlet Sanguine" effect per turn, and only once that turn.
    Elemental Burst Tribute 1 each of WIND, WATER, FIRE, and EARTH monsters on your side of the field to activate this card. Destroy all cards on your opponent's side of the field.
    Elemental Recharge Gain 1000 Life Points for each "Elemental HERO" monster you control.
    Eliminating the League Discard 1 Spell Card. Destroy 1 face-up monster your opponent controls. Check your opponent's hand, and all cards in their hand with the same name as the destroyed card are sent to the Graveyard.
    Enchanted Javelin Increase your Life Points by the ATK of 1 attacking monster.
    End of the Line If your LP are lower than 100: Draw 2 cards, then, if your LP are lower than 10, draw 2 additional cards.
    Energy Drain Select 1 face-up monster on your side of the field. Increase the ATK and DEF of the monster by an amount equal to the number of cards in your opponent's hand x 200 points, until the End Phase.
    Energy-Absorbing Monolith Chain this card to an opponent's card effect that would inflict damage to you. That damage is negated, and you gain Life Points equal to the amount you would have taken.
    Enlightenment You cannot Summon the turn you activate this card. Activate at the end of the Damage Step, if a Spellcaster-Type monster you control attacked and destroyed an opponent's monster by battle. That monster can attack again (immediately).
    Enma's Judgment When your opponent Special Summons a monster(s): Destroy it, then you can banish 5 Zombie monsters from your GY, and if you do, Special Summon 1 Level 7 or higher Zombie monster from your hand or Deck.
    Equip Shot Activate only during the Battle Phase. Select 1 Equip Card equipped to a face-up Attack Position monster you control, and select 1 face-up Attack Position monster your opponent controls. Equip that monster with the selected Equip Card. Then, conduct battle between your previously equipped monster and the selected monster (Other effects cannot be activated during this battle).
    Eradicator Epidemic Virus Tribute 1 DARK monster with 2500 or more ATK, and declare 1 type of card (Spell or Trap); look at your opponent's hand, all Spells/Traps they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all cards of that declared type.
    Escape of the Unchained Target 1 "Unchained" monster you control and 1 card on the field; destroy both. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Escape of the Unchained" once per turn.
    Eternal Bond Target any number of "Photon" monsters in your GY; Special Summon them, but their effects are negated. During your Main Phase: You can banish this card from your GY, then target 1 "Photon" monster your opponent controls; take control of it, and if you do, its ATK for the rest of this turn becomes the combined original ATK of all "Photon" monsters you currently control, also you cannot declare attacks this turn, except with that monster. You can only use each effect of "Eternal Bond" once per turn.
    Eternal Chaos Target 1 face-up monster your opponent controls; send 1 LIGHT and 1 DARK monster from your Deck to the GY, whose combined ATK is less than or equal to that monster's, also for the rest of this turn after this card resolves, you can only activate 1 monster effect in the GY. You can only activate 1 "Eternal Chaos" per turn.
    Eternal Dread Put 2 Time Counters on a "Clock Tower Prison"
    Eternal Galaxy If you control a "Photon" or "Galaxy" monster: Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Photon" or "Galaxy" Xyz Monster that is 4 Ranks higher than that target, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only activate 1 "Eternal Galaxy" per turn.
    Evenly Matched At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.
    Evil Blast Activate only when a monster is Special Summoned to your opponent's side of the field. Equip this card to that monster. It gains 500 ATK. During each of your opponent's Standby Phases, inflict 500 damage to your opponent.
    Evil Eye Defeat If you control an "Evil Eye" monster: Target 1 monster on the field, or up to 2 instead if "Evil Eye of Selene" is in your Spell & Trap Zone; return them to the hand. You can only activate 1 "Evil Eye Defeat" per turn.
    Evil★ Twin Challenge Target 1 "Ki-sikil" monster or 1 "Lil-la" monster in your GY; Special Summon it, then you can apply the following effect.
    Immediately after this effect resolves, Link Summon 1 "Evil★ Twin" Link Monster using monsters you control as material.
    You can only activate 1 "Evil★ Twin Challenge" per turn.
    Evil★ Twin Present If you control a "Ki-sikil" monster and control a "Lil-la" monster: Activate 1 of these effects;
  • Target 1 "Ki-sikil" monster or 1 "Lil-la" monster you control and 1 face-up monster your opponent controls; switch control of those monsters.
  • Target 1 Set Spell/Trap your opponent controls; shuffle it into the Deck.
    You can only activate 1 "Evil★ Twin Present" per turn.
  • Evo-Branch Target 1 face-up Reptile-Type monster you control; destroy it and Special Summon 1 "Evoltile" monster in face-down Defense Position from your Deck.
    Evo-Instant Tribute 1 Reptile-Type monster; Special Summon 1 "Evolsaur" monster from your Deck.
    Evo-Singularity Target 1 "Evoltile" monster and 1 "Evolsaur" monster in your Graveyard; Special Summon 1 "Evolzar" Xyz Monster from your Extra Deck, and if you do, attach those monsters to it as Xyz Materials.
    Evolutionary Bridge When a monster you control is targeted for an attack: Target 1 "Evoltile" monster in your Graveyard; Special Summon that target, then switch the attack target to that monster and conduct damage calculation.
    Exchange of Despair and Hope If you control 3 or more EARTH Fairy monsters: Send as many monsters from the field to the GY as possible (min. 1), then each player can Special Summon monsters from their opponent's GY to their own field, up to the number of monsters sent to their opponent's GY by this effect, then, if a monster was Special Summoned by this effect and "Exchange of the Spirit" is in your GY, you can Set 1 Trap directly from your Deck. It can be activated this turn. You can only activate 1 "Exchange of Despair and Hope" per turn.
    Exchange of the Spirit If both players have 15 or more cards in their GYs: Pay 1000 LP; each player swaps the cards in their GY with the cards in their Deck, then shuffles their Deck. You can only activate 1 "Exchange of the Spirit" per Duel.
    Exhausting Spell Remove all Spell Counters on both sides of the field.
    Exosister Returnia If all monsters you control are "Exosister" monsters (min. 1): Pay 800 LP, then target 1 card your opponent controls or in their GY; banish it, then you can apply 1 of the following effects.
  • Immediately after this effect resolves, Xyz Summon 1 "Exosister" Xyz Monster using monsters you control.
  • If you Xyz Summoned this turn, banish 1 card your opponent controls.
    You can only activate 1 "Exosister Returnia" per turn.
  • Exosister Vadis Pay 800 LP; choose 1 "Exosister" monster from your Deck, then take 1 other "Exosister" monster from your Deck that is mentioned on that monster, and Special Summon both, but shuffle them into the Deck during the End Phase, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except "Exosister" monsters. You can only activate 1 "Exosister Vadis" per turn.
    Expendable Dai Tribute 1 Warrior monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.
    Extinction on Schedule During the Main Phase: Pay 2000 LP; both players send all cards they control to the Graveyard at the end of the 3rd Battle Phase after this card's activation.
    EXTINGUISH! (This card is always treated as a "Rescue-ACE" card.)
    If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.
    Eye of the Void Special Summon 1 "Infernoid" monster from your hand, ignoring its Summoning conditions, but its effects are negated until the end of this turn.
    F.A. Overheat If only your opponent controls a monster: Special Summon 1 "F.A." monster from your hand, and if you do, increase it's Level by 3 until the end of this turn. If this card is in the GY and you control no cards in your Field Zone: You can banish this card from the GY; activate 1 "F.A." Field Spell directly from your hand or GY. You can only use this effect of "F.A. Overheat" once per turn.
    Fabled Treason Target 1 "Fabled" monster in your GY and 1 face-up card on the field; discard 1 card, and if you do, Special Summon that monster from your GY, and if you do that, destroy that card on the field. You can only activate 1 "Fabled Treason" per turn.
    Fairy Box When your opponent's monster declares an attack: Toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 until the end of the Battle Phase. During each of your Standby Phases, pay 500 Life Points or destroy this card.
    Fairy Wind Destroy all other face-up Spell and Trap Cards on the field. Both players take damage equal to the total number of cards destroyed by this effect x 300.
    Fairy's Hand Mirror When your opponent activates a Spell Card that targets exactly 1 monster (and no other cards) on the field: Target another card that would be an appropriate target; that Spell now targets the new target.
    Fake Explosion Activate only when an opponent's monster declares an attack. Monsters cannot be destroyed by this battle. After damage calculation, Special Summon 1 "Summon Reactor · SK" from your hand or Graveyard.
    Fake Feather Send 1 "Blackwing" monster from your hand to the Graveyard and select 1 Normal Trap Card in your opponent's Graveyard. The effect of this card will be the same as the selected Normal Trap Card.
    Fake Trap You can only activate this card when your opponent uses an effect of a Spell, Trap, or Effect Monster to destroy Trap Card(s) on your side of the field. Destroy this card as a substitute of those Trap Card(s) and the other Trap Card(s) are not destroyed. If a Set card(s) would have been destroyed, pick up and see the Set card(s).
    Farewelcome Labrynth When a monster declares an attack, while you control a Fiend monster: Target 1 card on the field; negate the attack, and if you do, destroy that targeted card, then, you can Set 1 non-"Labrynth" Normal Trap from your hand or Deck.
    Fateful Hour Target 1 monster that cannot be Normal Summoned/Set in either GY; Special Summon it.
    Favorite Contact Special Summon 1 Fusion Monster from your Extra Deck that mentions a "HERO" monster as material, ignoring its Summoning conditions, by placing the Fusion Materials mentioned on it on the bottom of the Deck in any order, from among cards in your hand, field, GY, and/or your banished cards. If you placed "Elemental HERO Neos" into the Deck, neither player can return the monster Special Summoned by this effect to the Extra Deck. You can only activate 1 "Favorite Contact" per turn.
    Ferret Flames If the combined ATK of all face-up monsters your opponent controls is higher than your LP: Make your opponent shuffle face-up monsters they control into the Deck (their choice), except monsters with 0 ATK, so that the combined ATK of the remaining monsters they control becomes less than or equal to your LP.
    Fiend Comedian Toss a coin and call it. If you call it right, all your opponent's cards in the Graveyard are removed from play immediately. If you call it wrong, send a number of cards equal to the cards in your opponent's Graveyard from your Deck to your Graveyard.
    Fiend Griefing Target 1 monster in your opponent's Graveyard; shuffle it into the Deck, then you can send 1 Fiend-Type monster from your Deck to the Graveyard.
    Fiend's Hand Mirror Switch the opponent's Spell Card effect that targets 1 Spell or Trap Card to another correct target.
    Fiendish Golem Target 1 monster on the field with 2000 or more ATK; banish it (until the End Phase of the next turn), then if you activated this card while you controlled "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can Set 1 "Fiendish Chain" directly from your Deck or GY.
    Fiendish Portrait Target 1 face-up monster your opponent controls; Special Summon 1 monster with that name from your Deck or Extra Deck, but shuffle it into the Deck during the End Phase of the next turn, also you cannot Special Summon monsters from the Deck or Extra Deck for the rest of this turn after this card resolves. You can only activate 1 "Fiendish Portrait" per turn.
    Fiery Fervor Target 1 face-up monster you control; equip this card to that target. If your opponent controls a monster with ATK higher than that same monster's original ATK, the ATK of the equipped monster becomes double the equipped monster's original ATK, during the Damage Step only.
    Fighting Dirty If a card(s) you control and a card(s) your opponent controls are destroyed by battle or card effect at the same time: Each player draws 2 cards. You can only activate 1 "Fighting Dirty" per turn.
    Final Fusion During either player's Battle Step, when a Fusion Monster you controlbattles an opponent's Fusion Monster: Target both those Fusion Monsters; negate the attack, and if you do, each player takes damageequal to the combined ATK of both those Fusion Monsters.
    Final Geas If a monster(s) with an original Level of 7 or higher is sent from each player's field to the Graveyard this turn: Banish as many monsters from the Graveyards as possible, then you can Special Summon the 1 highest-Level Spellcaster-Type monster among those banished monsters to your field (your choice, if tied).
    Fine Discard 2 cards.
    Fire Darts You can only activate this card when you have no cards in your hand. Roll a six-sided die 3 times, and inflict damage to your opponent's Life Points equal to the total result of the die rolls x 100 points.
    Fire Lake of the Burning Abyss Send 2 face-up "Burning Abyss" monsters you control to the Graveyard, then target up to 3 cards on the field; destroy those targets.
    First-Aid Squad Target 1 Normal Monster in your Graveyard; add it to your hand. When a Normal Monster is destroyed by battle: You can Special Summon this card from your Graveyard in Defense Position as a Normal Monster (Warrior-Type/EARTH/Level3/ATK 1200/DEF 400). (This card is NOT treated as a Trap Card.) You can only use this effect of "First-Aid Squad" once per turn. If Summoned this way, banish this card when it leaves the field.
    Fish Depth Charge Tribute 1 Fish-Type monster. Destroy 1 card on the field, and draw 1 card.
    Fish Rain When a face-up Fish, Sea Serpent, or Aqua-Type monster on the field is banished: Special Summon 1 Level 3 or lower Fish, Sea Serpent, or Aqua-Type monster from your hand. (The banished monster(s) must be Fish, Sea Serpent, or Aqua-Type even after being banished.)
    Flashbang Activate only after damage calculation when a monster your opponent controls made a direct attack, it is now the End Phase of this turn.
    Floodgate Trap Hole 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.
    Floowandereeze and the Dreaming Town During the Main Phase: Immediately after this effect resolves, Normal Summon 1 Level 4 or lower Winged Beast monster. If you Tribute Summon a Level 7 or higher monster while this card is in your GY: You can banish this card; change all monsters your opponent controls to face-down Defense Position. You can only use this effect of "Floowandereeze and the Dreaming Town" once per turn.
    Fluffal Crane When a face-up "Fluffal" monster(s) you control is destroyed by battle by your opponent's attack or card effect and sent to your Graveyard:Target 1 of those destroyed monsters; add it to your hand, and if you do, draw 1 card.
    Foolish Revival Select 1 monster from your opponent's Graveyard, and Special Summon it in face-up Defense Position on your opponent's side of the field.
    Forbidden Apocrypha Declare 1 Extra Deck monster card type (Fusion, Synchro, or Xyz); if 2 or more monsters of the declared type are on the field, make each player send all monsters of that type from their field to the Graveyard.
    Forced Ceasefire Discard 1 card from your hand. No Trap Cards can be activated until the End Phase of this turn.
    Formation Union Select and activate 1 of the following effects:
  • Equip 1 Union Monster on your side of the field to an appropriate monster on your side of the field as an Equip Spell Card.
  • Unequip 1 of your equipped Union Monsters and Special Summon it to your side of the field in face-up Attack Position.
  • Fortune Lady Rewind Target any number of your banished "Fortune Lady" monsters with different names; Special Summon them, but shuffle them into the Deck during the End Phase. You can only activate 1 "Fortune Lady Rewind" per turn.
    Fragment Fusion Banish from your Graveyard, the Fusion Material Monsters that are listed on a "Gem-Knight" Fusion Monster Card, then Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Destroy it during the End Phase.
    Free-Range Monsters During the Main Phase: Immediately after this effect resolves, Normal Summon/Set 1 monster.
    Froggy Forcefield Activate only when a face-up "Frog" monster you control, except "Frog the Jam", is selected as an attack target. Destroy all Attack Position monsters your opponent controls.
    Frozen Soul You can only activate this card when your Life Points are at least 2000 lower than your opponent's. Skip your opponent's next Battle Phase.
    Fruits of Kozaky's Studies Look at the top 3 cards of your Deck and return those cards to the top of the Deck in any order.
    Fuh-Rin-Ka-Zan When there are face-up WIND, WATER, FIRE and EARTH monster(s) on the field: Apply 1 of these effects.
  • Destroy all monsters your opponent controls.
  • Destroy all Spell and Trap Cards your opponent controls.
  • Discard 2 random cards from your opponent's hand.
  • Draw 2 cards.
  • Fuhma Wave Target 1 face-up monster on the field; destroy 1 monster on the field with the same Attribute, but a different name, as that monster.
    Fukubiki Each player shuffles their Deck and excavates the top card of their Deck. Add the excavated card with the higher ATK to that player's hand, also send the card with the lower ATK to that player's GY (Spells/Traps, and monsters with ? ATK, are treated as 0). If tied, place those cards on the bottoms of the Decks.
    Full Force Virus Tribute 1 DARK monster with 2000 or more DEF; check your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less DEF.
    Full House Select 2 face-up Spell/Trap Cards (except this card) and 3 Set Spell/Trap Cards. Destroy the selected cards.
    Full Salvo After the activation of this card, send your entire hand to the Graveyard. Inflict 200 points of damage to your opponent's Life Points for each card you sent to the Graveyard by this effect.
    Full-Armored Xyz If an Xyz Monster(s) is on the field: Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using monsters you control. You can banish this card from your GY, then target 1 Xyz Monster you control; equip 1 other Xyz Monster from your face-up field or GY to that monster as an Equip Spell with the following effects.
  • The equipped monster gains ATK equal to this card's ATK.
  • If the equipped monster would be destroyed by battle or card effect, destroy this card instead.
  • Fuse Line While this card is Set: Target 1 card on the field in this card's column; destroy it.
    Fusion Duplication Target 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell in either player's GY; banish that Spell, then apply that Spell's effect when that card is activated. You can only activate 1 "Fusion Duplication" per turn.
    Fusion Fright Waltz Target 1 "Frightfur" Fusion Monster you control and 1 Fusion Monster your opponent controls; destroy as many other Special Summoned monsters on the field as possible, then each player that had a monster(s) destroyed by this effect takes damage equal to the combined current ATK of the targeted monster(s) on the field.
    Fusion Reserve Reveal 1 Fusion Monster from your Extra Deck, add 1 of the Fusion Materials listed on that card from your Deck to your hand, then you can add 1 "Polymerization" from your Graveyard to your hand.
    Gagagaguard If you control 2 or more face-up "Gagaga" monsters: This turn, monsters you control cannot be destroyed by battle or by card effects.
    Gagagarush When a face-up "Gagaga" monster(s) you control is targeted by the effect of your opponent's monster: Negate the effect of that opponent's monster, and if you do, destroy it, then inflict damage to your opponent equal to the destroyed monster's ATK or DEF in the Graveyard (whichever is higher).
    Gagagashield Target 1 face-up Spellcaster-Type monster you control; equip this card to that target. Twice per turn, it cannot be destroyed by battle or card effects.
    Gamble You can activate this card when your opponent's hand has 6 or more cards and your hand contains 2 or less. Toss a coin and call it. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn.
    Gamushara When a Defense Position monster you control is targeted for an attack: Change that Defense Position monster to face-up Attack Position. Then, if the attacking monster is destroyed by that battle and sent to the Graveyard: Inflict damage to your opponent equal to that monster's original ATK in the Graveyard.
    Geargiagear Special Summon 2 "Geargiano" monsters from your Deck and increase their Levels by 1. You can only activate 1 "Geargiagear" per turn.
    Gem-Enhancement Tribute 1 "Gem-Knight" monster you control to target 1 "Gem-Knight" monster in your Graveyard; Special Summon the target from the Graveyard.
    Gemini Booster Equip this card to a Gemini monster you control as an Equip Card. It gains 700 ATK. When this card is destroyed while equipped and sent to the Graveyard, select 1 face-up Gemini monster and treat it as an Effect Monster.
    Gemini Trap Hole Activate only when a Gemini Monster that is treated as an Effect Monster is destroyed by battle. Destroy all monsters your opponent controls.
    Generaider Boss Bite Tribute any number of "Generaider" monsters, then target 1 face-up Xyz Monster you control; attach exactly that many "Generaider" monsters from your hand, field, and/or GY to it, except the monsters Tributed to activate this effect. You can only activate 1 "Generaider Boss Bite" per turn.
    Generaider Boss Fight Activate 1 "Generaider" Field Spell directly from your Deck or GY, then your opponent draws 1 card. You can only activate 1 "Generaider Boss Fight" per turn.
    Generation Shift Target 1 face-up monster you control; destroy that target, then add 1 card with the same name as the destroyed card from your Deck to your hand.
    Gergonne's End Target 1 "Tindangle" Link Monster you control; equip this card to it. It cannot be destroyed by battle or card effects, also your opponent cannot target it with card effects. Once per turn, if there are monsters in all zones the equipped monster points to: You can destroy this card and all of those monsters, then, inflict damage to your opponent equal to the equipped monster's ATK before they were destroyed.
    Get Out! Target 2 monsters your opponent controls that were Special Summoned from the Extra Deck; shuffle them into the Deck. You can only activate 1 "Get Out!" per turn.
    Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga Tribute 1 "Mayakashi" or "Shiranui" Synchro or Link Monster; neither player can Special Summon monsters from the hand, Deck, or Extra Deck for the rest of this turn. You can banish this card from your GY, then target 1 of your banished Zombie monsters; return it to the GY. You can only use 1 "Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga" effect per turn, and only once that turn.
    Ghost of a Grudge If your oppoennt has 8 or more cards in their Graveyard: The ATK of all monsters you opponent currently controls become 0.
    Ghostrick Break When exactly 1 face-up "Ghostrick" monster you control (and no other cards) is destroyed by battle or an opponent's card effect and sent to your Graveyard: Target 2 "Ghostrick" monsters in your Graveyard with different names from the destroyed monster; Special Summon them in face-down Defense Position.
    Ghostrick or Treat If you control a "Ghostrick" Field Spell or a "Ghostrick" Link Monster: You can target 1 face-up monster your opponent controls; your opponent can pay 2000 LP to make this card's effect "Set this card instead of sending it to the GY after activation", otherwise, for the rest of this turn, that face-up monster cannot attack, its effects are negated, also it is changed to face-down Defense Position during the End Phase. You can only activate 1 "Ghostrick or Treat" per turn.
    Ghostrick Renovation Target 1 "Ghostrick" Field Spell you control; return it to the hand, then you can activate 1 Field Spell from your hand or Deck. You can banish this card from your GY, then target 1 "Ghostrick" Xyz Monster you control; Special Summon 1 "Ghostrick" Xyz Monster from your Extra Deck with a different name, by using that target as material. (This is treated as an Xyz Summon. Transfer that target's materials to the Summoned monster.) You can only use this effect of "Ghostrick Renovation" once per turn.
    Ghostrick Scare Target any number of face-down Defense Position monsters you control; change them to face-up Defense Position, count the number of "Ghostrick" monsters among them, and if you do, change up to that many face-up monsters your opponent controls to face-down Defense Position (min. 1).
    Ghostrick Vanish Reveal 1 "Ghostrick" monster in your hand; this turn, "Ghostrick" cards you control, and face-down Defense Position monsters you control, cannot be targeted by, or be destroyed by, card effects.
    Ghosts From the Past Banish 2 monsters from your Graveyard, then target 1 face-up Attack Position monster on the field; its ATK becomes 0 until the end of this turn.
    Ghoti Chain Banish 1 face-up Fish monster you control; Special Summon 1 of your "Ghoti" monsters that is banished, or in your hand, Deck, or GY, with a different original name from the monster banished to activate this card, but banish it when it leaves the field. You can only activate 1 "Ghoti Chain" per turn.
    Ghoti Cosmos Apply these effects in sequence, based on the number of banished Fish monsters.
  • 1+: Your Fish monsters cannot be destroyed by battle this turn.
  • 4+: The activation and effects of Fish monster effects activated on your field cannot be negated this turn.
  • 8+: Special Summon 1 Fish Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.)
    You can only activate 1 "Ghoti Cosmos" per turn.
  • Giant Starfall Neither player can activate the effects of monsters without a Level in response to this card's activation. Target 1 face-up monster without a Level on the field; for the rest of this turn, any battle damage from battles involving that target is halved, it cannot activate its effects or be destroyed by battle, also its ATK becomes 0.
    Giant Trap Hole When 2 or more monsters are Special Summoned at the same time: Destroy all monsters on the field.
    Gift Card Your opponent gains 3000 Life Points.
    Gift of The Mystical Elf Increase your Life Points by 300 points for each monster on the field.
    Gigantic Thundercross Target a number of monsters on the field and/or in the GYs, equal to the difference between your banished cards and your opponent's; banish them, then your opponent can Special Summon 1 monster from their Deck. You can only activate 1 "Gigantic Thundercross" per turn.
    Give and Take Special Summon 1 monster from your Graveyard to your opponent's side of the field in Defense Position, and increase the Level of 1 monster you control by the Level of the Special Summoned monster, until the End Phase.
    Gladiator Beast Charge Target face-up cards on the field, up to the number of "Gladiator Beast" monsters you control with different names; destroy them.
    Gladiator Lash Activate only when you Special Summon a "Gladiator Beast" monster. Your opponent discards 1 card of their choice.
    Gleipnir, the Fetters of Fenrir Add 1 "Nordic" monster from your Deck to your hand.
    Gold Pride - It's Neck and Neck! Target 1 "Gold Pride" monster you control or 1 "Gold Pride" card in your GY, except "Gold Pride - It's Neck and Neck!"; return it to the hand. If your opponent controls a monster with higher ATK than your LP: You can banish this card and 1 "Gold Pride" monster from your GY; Special Summon 1 other "Gold Pride" monster from your Extra Deck that mentions that banished monster's name. You can only use each effect of "Gold Pride - It's Neck and Neck!" once per turn.
    Gold Pride - Start Your Engines! If your opponent Normal or Special Summons a monster(s): Target 1 of those monsters; reveal 3 "Gold Pride" monsters from your Deck, your opponent randomly picks 1 for you to Special Summon, shuffle the rest into your Deck, then destroy the targeted monster.
    Good Goblin Housekeeping Draw a number of cards from your Deck equal to the number of "Good Goblin Housekeeping" cards in your Graveyard +1, select 1 card from your hand, and return it to the bottom of your Deck.
    Gorgon's Eye Until the end of the End Phase, all effects of monsters on the field in Defense Position are negated.
    Gottoms' Emergency Call Activate only if there is a face-up "X-Saber" monster(s) on the field. Select 2 "X-Saber" monsters in either player's Graveyard(s). Special Summon those monsters to your side of the field.
    Graceful Tear Add 1 card from your hand to your opponent's hand, then gain 2000 LP.
    Grave Lure Turn the top card of your opponent's Deck face-up and your opponent shuffles the Deck. When your opponent draws the face-up card, immediately send it to the Graveyard.
    Gravedigger's Trap Hole When your opponent activates a monster effect in their hand or GY, or when your opponent's banished monster effect is activated: Negate its effect, and if you do, inflict 2000 damage to your opponent.
    Gravelstorm Target 1 Spell/Trap Card on each side of the field; return them to the hand.
    Graverobber Select 1 Spell Card from your opponent's Graveyard. You can use it as your hand until the end of the turn. If you use it, you take 2000 points of damage.
    Graydle Split Target 1 face-up monster you control; equip this card to it. It gains 500 ATK. During your Main Phase: You can send this card equipped to a monster by this effect to the Graveyard; destroy the monster this card was equipped to, and if you do, Special Summon 2 "Graydle" monsters with different names from your Deck, but destroy them during the End Phase. You can only use this effect of "Graydle Split" once per turn.
    Grinning Grave Virus Tribute 1 DARK monster with 3000 or less ATK; your opponent destroys 1 card (of their choice) in their hand or Deck for every 500 ATK that monster had on the field. If you Tributed a monster with 2000 or more ATK to activate this card, look at all cards your opponent draws until the end of their 3rd turn after this card's activation, and destroy all monsters among them. Cards destroyed and sent to the GY by this card's effects cannot activate their own effects that same turn.
    Grisaille Prison If you control a face-up monster that was Tribute, Ritual or Fusion Summoned: Until the end of your opponent's next turn, neither player can Synchro or Xyz Summon, Synchro and Xyz Monsters cannot attack, also their effects are negated.
    Gryphon Wing When your opponent activates "Harpie's Feather Duster": Negate its effect, and if you do, destroy all Spell and Trap Cards your opponent controls.
    Guard Go! If a "Gagaga", "Gogogo", and/or "Dododo" monster(s) you control is destroyed by battle or card effect and sent to the Graveyard: Target 1 of those monsters; Special Summon it, then you can Special Summon up to 2 "Gagaga", "Dododo", and/or "Gogogo" monsters from your hand in Defense Position.
    Guard Mines Activate only when a card is activated with an effect that would target and destroy 1 monster you control. Negate the effect and destroy that card. Then inflict 500 damage to your opponent.
    Guardragon Cataclysm Tribute 1 Dragon monster, then target 2 cards on the field; destroy them. You can only activate 1 "Guardragon Cataclysm" per turn.
    Gunkan Suship Daily Special (When you activate this card, you can also reveal 1 "Gunkan Suship Shari" in your hand.) Reveal 3 "Gunkan" monsters from your Deck, your opponent chooses 1 of them for you to add to your hand, also shuffle the rest into your Deck. If you revealed "Gunkan Suship Shari" in your hand at activation, you can choose the card to add to your hand, instead of your opponent choosing. If this card is in your GY, except the turn it was sent there: You can banish this card, then target 3 "Gunkan" monsters in your GY; shuffle them into the Deck, then draw 1 card.
    Gust You can activate this card when 1 or more of your Magic Cards are destroyed and sent from the field to the Graveyard by a card effect your opponent controls. Destroy 1 Magic or Trap Card on the field.
    Half Counter During damage calculation, if a monster you control is being attacked: Target that monster you control; that target gains ATK equal to half the original ATK of the attacking monster, until the end of this turn.
    Half or Nothing During your opponent's Battle Phase (except during the Damage Step): Your opponent chooses 1 of these effects.
  • Halve the ATK of all monsters they currently control, until the end of the Battle Phase.
  • End the Battle Phase.
  • Half Unbreak Target 1 monster on the field; this turn, that monster cannot be destroyed by battle, also any battle damage you take from battles involving that monster is halved.
    Halfway to Forever Target 2 monsters in your Graveyard; Special Summon both, but they have their effects negated (if any), and if you do, immediately after this effect resolves, Xyz Summon 1 LIGHT "Utopia" or "Utopic" Xyz Monster using only those 2 monsters.
    Hallowed Life Barrier Discard 1 card from your hand. During this turn, any damage you take from your opponent becomes 0.
    Harpie Lady Elegance Shuffle 1 "Harpie Lady Sisters" from your Monster Zone into the Deck, then you can Special Summon 3 "Harpie" monsters with different original names, 1 each from your hand, Deck and GY. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WIND monsters. If this card you control is destroyed by a "Harpie" card's effects or your opponent's card effect: Add 1 "Harpie" monster from your Deck to your hand. You can only use each effect of "Harpie Lady Elegance" once per turn.
    Harpie's Feather Storm If you control a WIND Winged Beast-Type monster: Until the end of this turn, negate any monster effects your opponent activates. If you control a "Harpie" monster, you can activate this card from your hand. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can add 1 "Harpie's Feather Duster" from your Deck or Graveyard to your hand.
    Hate Buster Activate only when a face-up Fiend-Type monster you control is selected as an attack target. Destroy the attacking monster and the attack target monster, and inflict damage to your opponent equal to the original ATK of the attacking monster.
    Hatsugai Excavate the top 5 cards of your opponent's Deck (or as many as possible), choose 1 excavated card, and declare a number in multiples of 100 (min. 100, max. 3000). Your opponent can choose to gain LP equal to the declared number. If they gained LP, you lose that amount of LP, and if you do, add that chosen card to your hand, also place the rest on top of the Deck in the same order. If they did not, place the excavated cards on top of the Deck in the same order.
    Haunted Shrine If you control no monsters: Target 1 Zombie monster in your GY; Special Summon it. If you control no monsters: You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon it, but its effects are negated. You can only use 1 "Haunted Shrine" effect per turn, and only once that turn.
    Haunted Zombies Banish 1 Zombie monster from either GY and Special Summon 2 "Haunted Tokens" (Zombie/DARK/ATK 0/DEF 0) with the same Level as the banished monster. If this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use 1 "Haunted Zombies" effect per turn, and only once that turn.
    Heartfelt Appeal When you take battle damage from your opponent's direct attack: Take control of the 1 face-up monster your opponent controls with the highest DEF, until your next End Phase. (If it's a tie, you get to choose.) Its effects is negated, also it cannot declare an attack.
    Heavy Slump You can only activate this card when your opponent has 8 or more cards in his/her hand. Your opponent adds his/her hand to the Deck, shuffles it, and draws 2 cards.
    Heavy Storm Duster Target up to 2 Spells/Traps on the field; destroy them. You cannot conduct your Battle Phase the turn you activate this card.
    Heraldry Change When an opponent's monster declares an attack: Special Summon 1 "Heraldic Beast" monster from your hand, then end the Battle Phase.
    Hero Barrier Negate 1 attack from an opponent's monster. You must control a face-up "Elemental HERO" monster to resolve this effect.
    Hero Blast Target 1 "Elemental HERO" Normal Monster in your Graveyard; add it to your hand, then destroy 1 face-up monster your opponent controls with ATK less than or equal to the target's ATK.
    Hero Counterattack When an "Elemental HERO" monster you control is destroyed by battle: Your opponent chooses 1 random card from your hand, then, if it is an "Elemental HERO" monster, you destroy 1 monster your opponent controls, and if you do, Special Summon the chosen monster.
    Hero Medal When this Set card is destroyed and sent to the Graveyard by a card effect controlled by your opponent, shuffle this card into the Deck. Then draw 1 card.
    Hero Ring Target 1 Warrior monster with 1500 or less ATK; equip this card to that target. Monsters your opponent controls with 1900 or more ATK cannot attack the equipped monster.
    Hero Signal When a monster you control is destroyed by battle and sent to the GY: Special Summon 1 Level 4 or lower "Elemental HERO" monster from your hand or Deck.
    Hero Spirit During the Battle Phase, if an "Elemental HERO" monster you controlled was destroyed by battle this turn: Make the Battle Damage from 1 of your opponent's monsters 0.
    Heroic Advance When a face-up "Heroic" monster you control is targeted for an attack: Target another face-up Level 4 or lower "Heroic" monster you control; double its ATK during this Battle Phase, then switch the attack target to it and conduct damage calculation, but monsters cannot be destroyed by this battle.
    Heroic Gift If your opponent's Life Points are 2000 or less: Your opponent's Life Points become 8000, then draw 2 cards. You can only activate 1 "Heroic Gift" per turn.
    Heroic Retribution Sword Target 1 face-up "Heroic" monster you control; equip this card to that target. All Battle Damage you take from battles involving the equipped monster is also inflicted to your opponent. After damage calculation: Destroy any opponent's monster that battles the equipped monster.
    Hi-Five the Sky During your Battle Phase: Target 1 face-up Xyz Monster that attacked this turn; it can make a second attack during this Battle Phase. If it does so using this effect, your opponent cannot activate cards or effects until the end of the Damage Step.
    Hidden Soldiers Activate only when your opponent Normal Summons or Flip Summons a monster. Special Summon 1 Level 4 or lower DARK monster from your hand.
    Hidden Spellbook (F.K.A. Hidden Book of Spell) During your turn: Target 2 Spell Cards in your Graveyard; shuffle those targets into the Deck.
    Hieratic Seal of Banishment Tribute 1 "Hieratic" monster to target 1 card your opponent controls; banish that target.
    High Rate Draw Destroy 2 or more monsters you control, and if you do, draw 1 card for every 2 monsters destroyed. During your opponent's Main Phase, if this card is in your GY: You can target 1 monster you control; destroy it, and if you do, Set this card, but banish it when it leaves the field. You can only use this effect of "High Rate Draw" once per turn.
    High Tide on Fire Island If you control a Level 7 or higher WATER or FIRE monster: Apply the appropriate effects, in sequence, depending on the Attributes of monsters you control at that time.
  • WATER: Special Summon as many WATER monsters as possible that were sent to your Graveyard to activate monster effects this turn, then destroy 1 monster you control.
  • FIRE: Destroy 1 monster on the field, then if you have any cards in your hand, discard 1 card to the Graveyard.
  • Hope for Escape Activate only if your opponents Life Points are at least 1000 higher than yours. Pay 1000 Life Points. Draw 1 card for every 2000 points difference between your Life Points and your opponents.
    Horn of Olifant Activate one of these effects;
  • Banish 1 Equip Spell you control or in your GY, then you can destroy 1 card on the field.
  • Destroy 1 "Roland" monster you control, then Special Summon in Defense Position up to 3 FIRE Warrior monsters from your Deck, whose total Levels equal 9, but their effects are negated, also, until the end of your next turn after this effect resolves, you cannot Special Summon monsters, except Warrior monsters.
    You can only activate 1 "Horn of Olifant" per turn.
  • Horn of the Phantom Beast Target 1 Beast or Beast-Warrior-Type monster you control; equip this card to that target. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard: Draw 1 card.
    House of Adhesive Tape If the DEF of a monster summoned by your opponent (excluding Special Summon) is 500 points or less, the monster is destroyed.
    How Did Dai Get Here? If a monster you control is destroyed by your opponent's attack or card effect: Place face-up in your Field Zone, 1 Field Spell from your Deck with a different name than the cards in the Field Zones, then reveal 5 monsters from your Deck that can be Special Summoned, with different names from each other, your opponent randomly picks 1 for you to Special Summon, also shuffle the rest into your Deck. You can only activate 1 "How Did Dai Get Here?" per turn.
    Huge Revolution This card can only be activated during your Main Phase when People Running About," "Oppressed People," and "United Resistance" are face-up on your side of the field. Send all cards in your opponent's hand to the Graveyard and destroy all cards your opponent controls on the field."
    Hunting Instinct Activate only when a monster is Special Summoned to your opponent's side of the field. Special Summon 1 Dinosaur-Type monster from your hand.
    Icarus Attack Tribute 1 Winged Beast-Type monster. Destroy 2 cards on the field.
    Ice Barrier When an attack is declared involving your opponent's monster: Change that opponent's monster's ATK to 0, negate its effects, also it cannot change its battle position. You can banish this card from your GY; send 1 Level 5 or higher WATER monster from your Deck to the GY, then, you can add 1 WATER monster from your GY to your hand, also, until the end of your next turn after this effect resolves, you cannot Special Summon monsters, except WATER monsters. You can only use this effect of "Ice Barrier" once per turn.
    Ice Dragon's Prison Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.
    Ichiroku's Ledger Book Target up to 2 monsters your opponent controls; banish them until the End Phase, then your opponent gains 1000 LP for each monster that left the field by this effect.
    Icy Breeze Refrain Activate 1 of the following effects.
  • Target 1 "Windwitch" monster in your GY; Special Summon it in Defense Position.
  • When your opponent activates a card or effect in response to your "Windwitch" monster's effect activation: Negate that opponent's effect.
    You can only activate 1 "Icy Breeze Refrain" per turn.
  • Icy Crevasse When exactly 1 monster you control is destroyed and sent to the Graveyard by an opponent's card effect: Target 1 monster your opponent controls; send that target to the Graveyard, and if you do, inflict damage to your opponent equal to its original ATK in the Graveyard.
    Impenetrable Attack During the Battle Phase, activate 1 of these effects.
  • Target 1 monster on the field; it cannot be destroyed by battle or by card effects during this Battle Phase.
  • You take no battle damage during this Battle Phase.
  • Imprudent Intrusion Your LP must be lower than your opponent's to activate and to resolve this effect. Activate 1 of these effects;
  • Destroy 1 monster your opponent controls with ATK less than or equal to the difference in LP.
  • Special Summon 1 monster from your GY with ATK less than or equal to the difference in LP.
  • Induced Explosion When a card(s) you control is destroyed by a Spell effect (except during the Damage Step): Target 1 card your opponent controls; destroy it. During either player's turn, except the turn this card was sent to the Graveyard, when a card(s) you control is destroyed by a Spell effect (except during the Damage Step): You can banish this card from your Graveyard, then target 1 card your opponent controls; destroy it.
    Infernity Break Activate only if you have no cards in your hand. Select 1 "Infernity" card in your Graveyard and remove it from play. Select 1 card your opponent controls and destroy it.
    Infernity Force Activate only when an "Infernity" monster is selected as an attack target while you have no cards in your hand. Destroy the attacking monster and Special Summon 1 "Infernity" monster from your Graveyard.
    Infernity Inferno Discard up to 2 cards and send the same number of "Infernity" cards from your Deck to the Graveyard.
    Infernity Reflector Activate only by discarding all the cards in your hand when an "Infernity" monster is destroyed by battle and sent to the Graveyard. Select and Special Summon that monster from your Graveyard, and inflict 1000 damage to your opponent.
    Infernity Suppression If you have no cards in your hand, you can activate this card the turn it was Set. When your opponent activates a monster effect while you control an "Infernity" monster: Negate the effect, then, you can inflict damage to your opponent equal to the activating monster's Level x 100. You can only activate 1 "Infernity Suppression" per turn.
    Infestation Ripples Pay 500 Life Points to target 1 Level 4 or lower "Steelswarm" monster in your Graveyard; Special Summon it from the Graveyard.
    Infestation Terminus Target 1 "lswarm" monster you control and 2 cards your opponent controls; banish the first target, and if you do, return the second targets to the hand.
    Infestation Tool Send 1 "Steelswarm" monster from your Deck to the Graveyard to target 1 face-up "Steelswarm" monster you control; it gains 800 ATK until the End Phase.
    Infestation Wave Return 1 face-up Tribute Summoned "Steelswarm" monster to the hand to target 1 card your opponent controls; destroy it.
    Infinite Impermanence Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
    Inherited Fortune Activate during the turn a face-up "Fortune Lady" monster you control was destroyed. Special Summon up to 2 "Fortune Lady" monsters from your hand during your next Standby Phase.
    Inspiration Target 1 face-up monster you control; it gains 700 ATK until the end of this turn.
    Interdimensional Matter Transporter Target 1 face-up monster you control; banish that target until the End Phase.
    Interdimensional Warp Select a monster you control and a monster with an A-Counter(s) your opponent controls. Switch control of those monsters.
    Intimidating Ore - Summonite Target 3 monsters in your GY; you choose 1 of the 3, then your opponent chooses 1 of the following effects, and you apply that effect.
  • Special Summon the chosen monster.
  • Special Summon as many of the other monsters as possible.
  • Intrigue Shield Target 1 face-up monster you control; equip this card to that target. Once per turn, while the equipped monster is in face-up Attack Position, it cannot be destroyed by battle. You take no battle damage from attacks involving it.
    Introduction to Gallantry Activate only when your opponent has 5 or more cards in their hand. Your opponent discards 1 random card.
    Intruder Alarm - Yellow Alert When an opponent's monster declares an attack: Special Summon 1 monster from your hand, but return it to the hand at the end of the Battle Phase. While you control that face-up Special Summoned monster, your opponent cannot target other monsters for attacks. You can only activate 1 "Intruder Alarm - Yellow Alert" per turn.
    Inverse Universe Switch the ATK and DEF of all face-up Effect Monsters on the field.
    Inzektor Orb Target 1 face-up "Inzektor" monster you control; equip this card to that target. It gains 500 ATK and DEF. When exactly 1 "Inzektor" monster you control is targeted by a card effect (except during the Damage Step): You can send this Equip Card to the Graveyard; negate that effect.
    Jar of Avarice Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.
    Jar of Generosity Place 1 card from your hand on either the top or bottom of the Deck.
    Jar of Greed Draw 1 card from your Deck.
    Jelly Cannon When a monster declares an attack: Target 1 monster on the field; shuffle it into the Deck.
    Joker's Wild During the Main or Battle Phase: Send 1 Spell from your Deck to the GY that specifically lists all of "Queen's Knight", "King's Knight", and "Jack's Knight"; this effect becomes that Spell's effect when that card is activated. During the End Phase, if this card is in your GY: You can target 1 LIGHT Warrior monster in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use each effect of "Joker's Wild" once per turn.
    Joruri-P.U.N.K. Dangerous Gabu You can target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then, if you control a "P.U.N.K." monster, gain LP equal to that targeted monster's original ATK. You can only activate 1 "Joruri-P.U.N.K. Dangerous Gabu" per turn.
    Joruri-P.U.N.K. Nashiwari Surprise Target 1 Set card your opponent controls, or, if you control a "P.U.N.K." monster, you can target 1 face-up card your opponent controls instead; destroy it. You can only activate 1 "Joruri-P.U.N.K. Nashiwari Surprise" per turn.
    Judgment of the Branded Target 1 Level 8 or higher Fusion Monster you control; destroy all monsters your opponent controls with an equal or higher ATK than that monster. During the End Phase, if this card is in the GY because it was sent there to activate the effect of "Fallen of Albaz" this turn: You can Set this card. You can only use this effect of "Judgment of the Branded" once per turn.
    Judgment of the Pharaoh Pay half your Life Points. Select and activate an appropriate effect which can be applied:
  • If "Yu-Jo Friendship" is in your Graveyard, until the end of this turn: your opponent cannot Normal Summon, Set, Flip Summon, or Special Summon a monster(s), or activate an Effect Monster's effect, and their monster's effects are negated.
  • If "Unity" is in your Graveyard, until the end of this turn: negate the effects of all Spell and Trap Cards on your opponent's side of the field, and your opponent cannot activate or Set Spell or Trap Cards.
  • Judgment of Thunder Activate only when you Summon a Thunder-Type monster(s). Destroy 1 card your opponent controls.
    Jurassic Impact If you control 2 or more Dinosaur monsters and your LP is lower than your opponent's: Destroy as many monsters on the field as possible, and if you do, take 1000 damage for each monster destroyed, then inflict damage to your opponent, equal to the damage you took. Until the end of the next turn after this card is activated, neither player can Normal or Special Summon.
    Jurrac Impact If you control a Dinosaur-Type monster with 2500 or more ATK: Destroy all cards on the field.
    Just Desserts Inflict 500 points of damage to your opponent's Life Points for each monster on your opponent's side of the field.
    Justi-Break 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.
    Kairyu-Shin's Dark Reef Send 1 face-up "Umi" you control to the GY; Special Summon up to 2 monsters with different names from your hand and/or Deck, that mention "Umi" or are WATER Normal Monsters, in Defense Position, then if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand and/or Deck. Until the end of your next turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. You can only activate 1 "Kairyu-Shin's Dark Reef" per turn.
    Karakuri Cash Inn Target 1 "Karakuri" monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent's monster until the end of this turn. If you control a "Karakuri" monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster's battle position. You can only activate 1 "Karakuri Cash Inn" per turn.
    Karakuri Klock Activate only when a face-up Defense Position "Karakuri" monster is selected as an attack target. Destroy all face-up monsters your opponent controls.
    Karakuri Trick House Activate only when the battle position of a face-up "Karakuri" monster you control is changed . Select 1 card on the field, and destroy it.
    Karma Cut Discard 1 card. Remove from play 1 face-up monster your opponent controls. Then, remove from play any cards in your opponent's Graveyard with the same name as that monster.
    Kashtira Big Bang If a "Kashtira" Xyz Monster is on the field and a player controls 2 or more monsters: They must banish monsters they control, face-down, so they only control 1 monster. If this card is banished: You can target 1 "Kashtira" Xyz Monster you control; add 1 of your "Kashtira" monsters attached to it to your hand, then you can Special Summon that monster from your hand. You can only use each effect of "Kashtira Big Bang" once per turn.
    Kid Guard When an opponent's monster declares an attack: Tribute 1 "Hero Kid"; negate the attack, then add 1 "Elemental HERO" monster from your Deck to your hand.
    King's Consonance When an opponent's monster declares a direct attack: Negate the attack, then you can apply the rest of this card's effect. Banish 1 Tuner monster and any number of non-Tuner monsters from your Graveyard, whose total Levels equal 8 or less, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels of those banished monsters. (This Special Summon is treated as a Synchro Summon.)
    King's Synchro When your opponent's monster declares an attack on a Synchro Monster you control: Negate the attack, then you can apply the rest of this card's effect. Banish that Synchro Monster you control and 1 Tuner from your GY, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels the banished monsters had. (This is treated as a Synchro Summon.)
    Koa'ki Meiru Shield If there are 2 or more "Iron Core of Koa'ki Meiru" in your Graveyard, you can activate this card when your opponent declares an attack with their monster. Destroy all face-up Attack Position monsters your opponent controls.
    Kozaky's Self-Destruct Button Inflict 1000 points of damage to the Life Points of the player who destroyed this Set card.
    Kozmojo Target 1 "Kozmo" monster you control; destroy it, and if you do, banish 1 card your opponent controls or in their Graveyard. You can only activate 1 "Kozmojo" per turn.
    Kunai with Chain Activate 1 or both of these effects (simultaneously).
  • When an opponent's monster attacks: Target the attacking monster; change that target to Defense Position.
  • Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK.
  • Labrynth Barrage When you activate a Set Normal Trap Card, except "Labrynth Barrage": This effect becomes that Normal Trap's effect when that card is activated, also until the end of your opponent's next turn after this card resolves, your opponent takes no effect damage from your card effects.
    Lair Wire Remove from play 1 Insect-Type monster from your Graveyard and select 1 monster your opponent controls and destroy the selected monster.
    Last Minute Cancel When an opponent's monster declares an attack while you control an Attack Position monster(s): Change all monsters you control to Defense Position. Until the end of this turn, after this card is activated, return any face-up "Performapal" monster you control that is destroyed by battle or card effect to the hand instead of sending it to the Graveyard.
    Last Resort Activate only when your opponent's monster declares an attack. You can select 1 "Ancient City - Rainbow Ruins" from your Deck and activate it. If your opponent had an active Field Spell Card when this card was activated, they can draw 1 card.
    Last Turn This card can only be activated during your opponent's turn when your Life Points are 1000 or less. Select 1 monster on your side of the field and send all other cards on the field and in their respective owner's hands to their respective Graveyards. After that, your opponent selects and Special Summons 1 monster from his/her Deck in face-up Attack Position and attacks your selected monster. (Any Battle Damage from this battle is treates as 0). The player whose monster reamins along on field at the End Phase of this turn wins the Duel. Any other case results in a DRAW.
    Legacy of Yata-Garasu Select and activate 1 of these effects:
  • Draw 1 card.
  • Activate only when a Spirit monster is face-up on your opponent's side of the field. Draw 2 cards.
  • Level Conversion Lab Select 1 monster in your hand and show it to your opponent, then roll a six-sided die. If the result is 1, send the selected monster to the Graveyard. If the result is 2-6, the Level of the selected monster becomes equal to the result until the End Phase of this turn.
    Level Resist Wall If a monster(s) you control is destroyed by battle or an opponent's card effect: Target 1 of those monsters; Special Summon monster(s) from your Deck in Defense Position so their combined Levels equal the Level of that monster, but negate their effects. You can only activate 1 "Level Resist Wall" per turn.
    Level Retuner Reduce the Level of 1 face-up monster you control by up to 2.
    Liberty at Last! When a monster you control is destroyed by battle and sent to the Graveyard: Target 2 face-up monsters on the field; shuffle those targets into the Deck.
    Libromancer Displaced Target 1 "Libromancer" monster you control and 1 monster your opponent controls; return your monster to the hand, and if you do, take control of that opponent's monster. If your "Libromancer" monster you targeted was not a Ritual Monster, the monster you took control of returns to the hand during the End Phase. You can only activate 1 "Libromancer Displaced" per turn.
    Libromancer Intervention When your opponent activates a card or effect: Target 1 "Libromancer" Ritual Monster you control; return it to the hand, and if you do, negate that activated effect, then you can Special Summon 1 "Libromancer" monster from your hand or GY. You can only activate 1 "Libromancer Intervention" per turn.
    Life Equalizer You can only activate this card when the difference between both players' Life Points is 8000 or more. Both players' Life Points become 3000.
    Light of Judgment Activate this card by discarding 1 LIGHT Monster Card from your hand to the Graveyard while The Sanctuary in the Sky" is on the field. Select 1 card on the field controlled by your opponent or 1 card in your opponent's hand (you can look at your opponent's hand), and send it to the Graveyard."
    Lightforce Sword Select 1 random card from your opponent's hand and remove it from play face-down. During your opponent's 4th Standby Phase after this card's activation, return that card to their hand.
    Lightsworn Judgment Place this card on top of the Deck. If this card is sent from the Deck to the Graveyard by a "Lightsworn" monster's effect: You can add 1 "Judgment Dragon" from your Deck to your hand.
    Limit Code If you have any Cyberse Link Monsters in your GY: Place 1 counter on this card for each of those monsters, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck, and equip it with this card. When this card leaves the field, destroy the equipped monster. Once per turn, during your End Phase: Remove 1 counter from this card. If you cannot, destroy it. You can only activate 1 "Limit Code" per Duel.
    Limit Impulse Send 2 cards from your hand to the Graveyard. Special Summon 2 "Soul Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0). These Tokens cannot be Tributed except for a Tribute Summon.
    Limiter Overload When this card is sent to the Graveyard, Special Summon 1 "Speed Warrior" from your hand, Deck or Graveyard.
    Lineage of Destruction Activate only during a turn in which you destroyed a Defense Position monster your opponent controlled. Select 1 Level 8 monster you control. During this turn, the selected monster can attack twice.
    Linear Equation Cannon During the Battle Phase: Declare a whole number from 1 to 6; choose 1 Effect Monster your opponent controls. Multiply the Effect Monster's Level x the declared number, then add the number of cards your opponent controls, and check if the result equals the number of cards in your GY.
  • If yes: Send cards from the top of your Deck to the GY, up to the declared number, and if you do, shuffle cards your opponent controls into the Deck, up to the number sent to the GY.
  • If no: You lose LP equal to the declared number x 500.
    You can only activate 1 "Linear Equation Cannon" per turn.
  • Localized Tornado Shuffle all cards from your hand and Graveyard into the Deck.
    Loka Samsara Banish 1 face-up "Visas Starfrost" from your Monster Zone (until the End Phase); Special Summon 1 "Heart" monster with 3000 ATK from your Extra Deck, ignoring its Summoning conditions, but it can only activate its effects once while face-up on the field, also banish it face-down during the End Phase. If your opponent Special Summons a monster(s) from the Extra Deck, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Loka Samsara" once per turn.
    Loss Time If your opponent's LP is 4000 or higher, your LP becomes 1000 less than theirs. You can only activate 1 "Loss Time" per turn.
    Lost Wind Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
    Lumenize When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and 1 face-up LIGHT monster you control gains ATK equal to that target's ATK, until your next End Phase.
    Lunalight Reincarnation Dance If a monster(s) you control is destroyed by battle or card effect: Add up to 2 "Lunalight" monsters from your Deck to your hand. You can only activate 1 "Lunalight Reincarnation Dance" per turn.
    Lyrilusc - Phantom Feathers Target 1 "Lyrilusc" monster you control; the ATK of all monsters your opponent currently controls become that monster's current ATK, also their Levels/Ranks become 1. When an opponent's monster declares an attack on your "Lyrilusc" monster: You can banish this card from your GY; your monster's ATK becomes that opponent's monster's ATK, until the end of this turn. You can only use each effect of "Lyrilusc - Phantom Feathers" once per turn.
    Machina Overdrive Target 1 Machine monster you control; Special Summon 1 "Machina" monster with a different name from your hand or Deck, and if you do, destroy that targeted monster. You can banish this card from your GY, then target 3 of your Machine monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 1 card. You can only use 1 "Machina Overdrive" effect per turn, and only once that turn.
    Madolche Lesson Target 1 "Madolche" monster in your Graveyard; Shuffle that target into your Deck, and if you do, all "Madolche" monsters you currently control gain 800 ATK and DEF, then you can shuffle 1 other monster from your Graveyard into the Deck.
    Madolche Promenade Target 1 face-up card your opponent controls and 1 "Madolche" monster you control or in your GY; negate the effects of that opponent's card until the end of this turn, and if you do, return your monster to the hand. You can banish this card from your GY, then target 1 "Madolche" Xyz Monster you control; attach 1 "Madolche" monster from your hand, Deck, or GY, to it as material. You can only use 1 "Madolche Promenade" effect per turn, and only once that turn.
    Madolchepalooza Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase.
    Magic Cylinder When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and if you do, inflict damage to your opponent equal to its ATK.
    Magic Deflector For the rest of this turn, negate all Equip, Field, Continuous and Quick-Play Spell Card effects on the field.
    Magical Arm Shield When your opponent declares an attack while you control a monster: Target 1 face-up monster your opponent controls, except the attacking monster; take control of that target until the end of the Battle Phase, and if you do, it is attacked instead, and you proceed to damage calculation.
    Magical Cylinders Set 1 "Magic Cylinder" directly from your Deck or GY. If Set from the Deck, it can be activated this turn. When you activate "Magic Cylinder": You can banish this card from your GY; double that damage inflicted to your opponent. You can only use this effect of "Magical Cylinders" once per turn.
    Magical Explosion You can only activate this card when you have no cards in your hand. Inflict 200 points of damage to your opponent's Life Points for each Spell Card in your Graveyard.
    Magical Hats Activate only during your opponent's Battle Phase. Select 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase.
    Magical Musket - Dancing Needle If you control a "Magical Musket" monster: Target up to 3 cards in the GYs; banish them. You can only activate 1 "Magical Musket - Dancing Needle" per turn.
    Magical Musket - Desperado If you control a "Magical Musket" monster: Target 1 face-up card on the field; destroy it. You can only activate 1 "Magical Musket - Desperado" per turn.
    Magician Navigation Special Summon 1 "Dark Magician" from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck. If you control "Dark Magician", except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponentcontrols; it has its effects negated until the end of this turn.
    Magician's Circle When a Spellcaster-Type monster declares an attack: Each player Special Summons 1 Spellcaster-Type monster with 2000 or less ATK from their Deck in face-up Attack Position.
    Magikey Duo You can target 1 Normal Monster or 1 "Magikey" monster in your GY; add it to your hand, then you can apply 1 of these effects.
  • Fusion Summon 1 "Magikey" Fusion Monster from your Extra Deck in Defense Position, using monsters from your hand or field as Fusion Material.
  • Ritual Summon 1 "Magikey" Ritual Monster from your hand in Defense Position, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level.
  • Magikey Locking Tribute 1 Normal Monster or "Magikey" monster (except a Token), then target up to 2 Normal Monsters and/or "Magikey" monsters in your GY whose total Levels equal 8 or less; Special Summon those monsters in Defense Position, then you can apply 1 of the following effects immediately after this effect resolves.
  • Synchro Summon 1 "Magikey" Synchro Monster using monsters you control.
  • Xyz Summon 1 "Magikey" Xyz Monster using monsters you control.
  • Magistery Alchemist Banish 4 "HERO" monsters from your GY and/or face-up field, then target 1 "HERO" monster in your GY; Special Summon it, ignoring its Summoning conditions. If you banished EARTH, WATER, FIRE, and WIND Attributes to activate this effect, the monster's original ATK becomes doubled, also negate the effects of all face-up cards your opponent currently controls. You can only activate 1 "Magistery Alchemist" per turn.
    Magnet Conversion Target up to 3 Level 4 or lower "Magnet Warrior" monsters in your Graveyard; add them to your hand. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished Level 4 or lower "Magnet Warrior" monsters; Special Summon it.
    Magnet Force This turn, all monsters on the field whose original Types are Machine or Rock, are unaffected by your opponent's monster effects (except their own).
    Majespecter Gust Target 1 "Majespecter" card in your Pendulum Zone; Special Summon it.
    Majespecter Tornado Tribute 1 WIND Spellcaster-Type monster, then target 1 monster your opponent controls; banish it.
    Major Riot You can activate this card when 1 or more of your monsters are returned from the field to your hand. Return all Monster Cards on the field to your respective hands. Both you and your opponent can then Special Summon from your hand the same number of Monster Cards on the field in face-down Defense Position.
    Malefic Claw Stream Activate only if you control a face-up "Malefic" monster. Select 1 monster your opponent controls, and destroy it.
    Malefic Tune If a face-up "Malefic" monster(s) you control is destroyed by battle or an opponent's card effect: Draw 2 cards. If a face-up "Malefic" monster(s) you control is destroyed, while this card is in your GY (except during the Damage Step): You can banish this card from your GY; add 1 "Malefic" monster from your Deck to your hand. You can only use each effect of "Malefic Tune" once per turn.
    Malevolent Catastrophe When an opponent's monster declares an attack: Destroy all Spell and Trap Cards on the field.
    Mamemaki Target 1 face-up monster your opponent controls; discard cards equal to that monster's Level, and if you do, draw the same number of cards you discarded, then return that monster to the hand.
    Mannadium Breakheart Target 1 Tuner or 1 Synchro Monster in your GY; Special Summon it, then if you Special Summoned a LIGHT monster, you can destroy 1 monster your opponent controls with ATK less than or equal to the Special Summoned monster's. If "Visas Starfrost", or a monster with 1500 ATK/2100 DEF, 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 "Mannadium Breakheart" once per turn.
    Marincess Bubble Ring When a monster declares an attack: Negate the attack, and if you do, Special Summon 1 "Marincess Crystal Heart" from your Extra Deck or GY. You can banish this card from your GY, then target 1 Link-2 or higher "Marincess" monster you control; it can attack a number of times each Battle Phase this turn, up to its Link Rating, also your opponent takes no battle damage from attacks involving it this turn. You can only activate 1 "Marincess Bubble Ring" per turn.
    Marincess Cascade Banish any number of "Marincess" Link Monsters you control (until your next Standby Phase), then target 1 face-up monster on the field; it gains ATK equal to the total Link Rating of the monsters banished to activate this card x 300, until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
    Marincess Circulation Target 1 WATER Link Monster you control; return it to the Extra Deck, and if you do, Special Summon 1 "Marincess" Link Monster from your Extra Deck with the same Link Rating but a different name, but it cannot attack directly or be destroyed by battle this turn. (This is treated as a Link Summon.) If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
    Marincess Current When a "Marincess" Link Monster you control destroys an opponent's monster by battle: Inflict damage to your opponent equal to the Link Rating of that monster you control x 400, then, if you destroyed an opponent's Link Monster by that battle while you controlled a Link-2 or higher "Marincess" monster, inflict damage to your opponent equal to that destroyed monster's Link Rating x 500. You can only activate 1 "Marincess Current" per turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
    Marincess Snow If a "Marincess" Link Monster(s) you control is destroyed by battle or card effect: Target 1 of those monsters; Special Summon 1 "Marincess" Link Monster from your Extra Deck with a lower Link Rating than that monster. (This is treated as a Link Summon.) It is unaffected by your opponent's card effects while you control it. You can only activate 1 "Marincess Snow" per turn.
    Marincess Wave If you control a "Marincess" Link Monster: Target 1 face-up monster your opponent controls; negate that face-up monster's effects until the end of this turn, then, if you control a Link-2 or higher "Marincess" monster, all face-up monsters you currently control are unaffected by your opponent's card effects until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand.
    Mask of Weakness Target 1 attacking monster; that target loses 700 ATK until the End Phase.
    Massivemorph Target 1 face-up monster your opponent controls; its ATK and DEF become double its current ATK and DEF, but it cannot attack directly.
    Matching Outfits Both players reveal the top card of their Deck, and if they are the same type of card (Monster, Spell, or Trap), both players add them to their hands. Otherwise, banish them.
    Mathmech Superfactorial Target up to 3 "Mathmech" monsters in your GY with different names, then activate 1 of these effects;
  • Special Summon them, but their effects are negated, then, immediately after this effect resolves, Synchro Summon 1 "Mathmech" Synchro Monster using only those monsters, and shuffle the materials into the Deck instead of sending them to the GY.
  • Special Summon them, but their effects are negated, then, immediately after this effect resolves, Xyz Summon 1 "Mathmech" Xyz Monster using only those monsters.
    You can only activate 1 "Mathmech Superfactorial" per turn.
  • Mayakashi Metamorphosis Discard 1 card, then target 1 of your "Mayakashi" monsters that is banished or in your GY; Special Summon it. Your opponent cannot target it with card effects this turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except "Mayakashi" monsters. You can only activate 1 "Mayakashi Metamorphosis" per turn.
    Meklord Astro the Eradicator Target 3 "Meklord" monsters with different names in your GY; add them to your hand, OR Special Summon them, ignoring their Summoning conditions. Until the end of your next turn after this card is activated, you cannot Special Summon monsters, except Machine monsters. If you control a "Meklord Astro" monster: You can banish this card from your GY; destroy 1 Synchro Monster your opponent controls, and if you do, inflict damage to your opponent equal to its original ATK. You can only use each effect of "Meklord Astro the Eradicator" once per turn.
    Meklord Factory Activate only when a face-up "Meklord" monster on the field is selected as an attack target. Select 1 "Meklord Army" monster in your Graveyard, and add it to your hand. Then, destroy the attack target.
    Mektimed Blast Select 1 face-up "Meklord" monster you control and 1 card your opponent controls. Destroy both cards.
    Melffy Playhouse Detach any number of materials from Beast Xyz Monsters you control, then target up to that many cards your opponent controls; return them to the hand, also all Beast Xyz Monsters you control gain 500 ATK for each material detached to activate this card, until the end of this turn.
    Melodious Illusion Target 1 "Melodious" monster you control; this turn, that face-up monster you control is unaffected by your opponent's Spell/Trap effects, and it can make a second attack during each Battle Phase.
    Mementotlan Fracture Dance If you control a "Memento" monster: Target 1 card on the field; destroy it, then, if you control "Mementoal Tecuhtlica - Combined Creation", you can destroy 1 more card on the field. When an attack is declared involving your "Memento" monster and an opponent's monster: You can banish this card from your GY; all monsters your opponent currently controls lose 1000 ATK until the end of this turn. You can only use each effect of "Mementotlan Fracture Dance" once per turn.
    Memory Loss 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.
    Memory of an Adversary When an opponent's monster declares an attack: You take damage equal to the attacking monster's ATK, and if you do, banish that monster. During the End Phase of your opponent's next turn, Special Summon that monster to your side of the field.
    Metal Detector You can activate this card when a Continuous Trap Card is activated. Negate all Continuous Trap Cards during the turn this card is activated.
    Metalfoes Counter If a card(s) you control is destroyed by battle or card effect: Special Summon 1 "Metalfoes" monster from your Deck. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add1 face-up "Metalfoes" Pendulum Monster from your Extra Deck to your hand.
    Metalmorph 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.
    Metaphys Ascension Discard 1 "Metaphys" card; draw 1 card, then you can banish 1 "Metaphys" monster from your Deck. If this card is banished: You can add 1 "Metaphys" card from your Deck to your hand, except "Metaphys Ascension". You can only use 1 "Metaphys Ascension" effect per turn, and only once that turn.
    Metaphysical Regeneration Activate only during the End Phase. Gain 1000 Life Points for each Psychic-Type monster sent to the Graveyard this turn.
    Metaverse Take 1 Field Spell from your Deck, and either activate it or add it to your hand.
    Meteor Flare Activate by sending 2 cards from your hand to the Graveyard while your opponent has more than 3000 Life Points. Inflict 2000 damage to your opponent. If this card is in the Graveyard, you can add it to your hand instead of conducting your normal draw during your Draw Phase.
    Meteorain During this turn, when your monsters attack with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.
    Michizure You can activate this card when your monster is sent from the field to the Graveyard. Destroy 1 monster on the field.
    Micro Ray The DEF of 1 face-up monster on the field becomes 0 until the end of the End Phase.
    Mikanko Promise Special Summon 1 "Mikanko" monster from your hand or Deck, then you can equip it with 1 Equip Spell from your hand or GY that can equip to that monster. Banish that monster when it leaves the field. You can only activate 1 "Mikanko Promise" per turn.
    Mikanko Rivalry If you control a "Mikanko" monster: Target 1 face-up monster on the field; equip it with 1 Equip Spell from your Deck that can equip to it. If an Equip Spell(s) is sent to your GY, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 Equip Spell in your GY; add it to your hand. You can only use each effect of "Mikanko Rivalry" once per turn.
    Mikanko Spiritwalk Target 1 face-up monster your opponent controls; equip that face-up monster to 1 "Mikanko" monster you control as an Equip Spell, then if a Ritual Monster Card is on the field, you can inflict 500 damage to your opponent for each Equip Spell you control. You can banish this card from your GY; Special Summon 1 of your "Mikanko" monsters that is banished or in your hand. You can only use each effect of "Mikanko Spiritwalk" once per turn.
    Mind Crush Declare 1 card name; if that card is in your opponent's hand, they must discard all copies of it, otherwise you discard 1 random card.
    Mind Haxorz Pay 500 Life Points. Look at your opponent's hand and all Set cards on his/her side of the field.
    Minefield Eruption Inflict 1000 points of damage to your opponent's Life Points for each face-up "Mine Golem" on your side of the field. After that, destroy all face-up "Mine Golem"(s) on your side of the field.
    Miracle Kids Target 1 monster your opponent controls; that target loses 400 ATK for each "Hero Kid" in your Graveyard, until the End Phase.
    Miracle Locus Select 1 face-up Attack Position monster you control. Your opponent draws 1 card. The selected monster gains 1000 ATK until the End Phase and can attack up to 2 monsters during this turn's Battle Phase. When it attacks or is attacked this turn, your opponent takes no Battle Damage.
    Miracle of the Supreme King If you control "Supreme King Z-ARC": Activate 1 of these effects (but you can only use each effect of "Miracle of the Supreme King" once per turn);
  • Destroy 1 "Supreme King Z-ARC" you control, and if you do, Special Summon 1 "Odd-Eyes" Pendulum Monster or 1 LIGHT "Supreme King Z-ARC" from your Deck or Extra Deck, ignoring its Summoning conditions.
  • Place 1 face-up Pendulum Monster from your Extra Deck in your Pendulum Zone.
  • Set 1 Quick-Play Spell directly from your Deck.
  • Miracle Restoring Remove 2 Spell Counters on your side of the field. Special Summon 1 Dark Magician" or "Buster Blader" from your Graveyard in face-up Attack or Defense Position."
    Miracle's Wake Target 1 monster that was destroyed by battle and sent to your Graveyard this turn; Special Summon it from your Graveyard.
    Mirror Force When an opponent's monster declares an attack: Destroy all your opponent's Attack Position monsters.
    Mirror Gate When an opponent's monster declares an attack targeting a face-up "Elemental HERO" monster you control: Switch control of the opponent's attacking monster with the targeted monster you control, then calculate damage. Control of both monsters switches back during the End Phase.
    Mirror Mail When a face-up monster you control is targeted for an attack: Its ATK becomes equal to that of the attacking monster.
    Mirror of Oaths When your opponent Special Summons a monster(s) from their Main Deck: Destroy that monster(s), and if you do, draw 1 card.
    Mischief of the Gnomes This turn, reduce the Levels of all monsters in each player's hand by 1 (even after they are Summoned/Set). You can banish this card from the Graveyard; this turn, reduce the Levels of all monsters in each player's hand by 1 (even after they are Summoned/Set).
    Mischief of the Yokai Each face-up monster on the field loses 2 Levels, until the End Phase. You can remove from play this card from your Graveyard to select 1 face-up monster and reduce its Level by 1, until the End Phase. This effect cannot be activated the same turn this card is sent to the Graveyard.
    Mispolymerization You can only activate this card when a Fusion Monster is Special Summoned. Return all face-up Fusion Monsters on the field to their respective Fusion Decks.
    Monster Assortment Reveal 1 Normal Monster from your Deck, and 1 Effect Monster from your Deck with the same Type, Attribute, and Level, then your opponent randomly chooses 1 for you to add to your hand, also you shuffle the other into your Deck. You can only activate 1 "Monster Assortment" per turn.
    Monster Rebirth If a monster(s) was destroyed by battle this turn: Send 1 "Monster Reborn" from your hand or Deck to the GY, then target 1 monster in either GY; Special Summon that monster to your field. (This is treated as a Special Summon by the effect of "Monster Reborn".)
    Morphtransition Activate only when a face-up "Morphtronic" monster you control is selected as an attack target. Negate the attack, and change the battle position of the selected "Morphtronic" monster.
    Morphtronic Impact Return Target up to 2 Spells/Traps your opponent controls; shuffle 1 "Morphtronic" monster from your hand into the Deck, and if you do, shuffle the targeted card(s) into the Deck. You can banish this card from your GY, then target 1 of your "Morphtronic" monsters that is banished or in your GY; Special Summon it in Defense Position. You can only use 1 "Morphtronic Impact Return" effect per turn, and only once that turn.
    Morphtronic Mix-up If you control 2 or more face-up "Morphtronic" monsters, select 2 cards your opponent controls. Destroy 1 card of your opponent's choice from those 2.
    Morphtronics, Scramble! Activate only when your opponent declares a direct attack while you control no monsters. Negate the attack and Special Summon 1 "Morphtronic" monster from your hand.
    Multiple Destruction If both players have 3 or more cards in their hand: Each player places their entire hand on the bottom of the Deck in any order, also you lose LP equal to the total number of cards returned to the Deck by this effect x 300 (min. 1), then each playerdraws 5 cards. You can only activate 1 "Multiple Destruction" per turn.
    Mutually Affured Destruction Both players must keep their hands revealed this turn. While their hands are revealed by this effect, if they both have a card with the same name in their hands, neither player can activate cards with that name, or their effects.
    Mystic Probe You can activate this card when a Continuous Magic Card is activated. Negate all Continuous Magic Cards during the turn this card is activated.
    Mystical Refpanel Activate only when a Spell Card that targets 1 player is activated. The effect of that Spell Card is applied to the other player instead.
    Myutant Cry During the Main Phase: Fusion Summon 1 "Myutant" Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. You can only activate 1 "Myutant Cry" per turn.
    Nature's Reflection During this turn, any effect activated by your opponent that would inflict damage becomes an effect that inflicts damage to their Life Points.
    Necro Fusion Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY face-down, but it cannot attack this turn.
    Needle Ceiling Activate only when there are 4 or more monsters on the field. Destroy all face-up monsters.
    Needlebug Nest Send the top 5 cards of your Deck to the Graveyard.
    Nemleria Louve Special Summon 1 "Nemleria" monster or 1 Level 10 Beast monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. You can banish this card from your GY, then target 1 face-up monster your opponent controls; it loses 100 ATK/DEF for each of your currently face-down banished cards, until the end of this turn. You can only use each effect of "Nemleria Louve" once per turn.
    Network Trap Hole When your opponent Special Summons a monster(s) from the Main Deck or GY: Banish it face-down.
    New World Formation Target 1 Spell/Trap in your GY that mentions "Visas Starfrost"; Set it, and if you Set a Trap or Quick-Play Spell, it can be activated this turn. You can banish this card from your GY, then target 3 Spells/Traps in your GY that mention "Visas Starfrost", except "New World Formation"; shuffle them into the Deck. You can only use each effect of "New World Formation" once per turn.
    NEXT Special Summon any number of monsters with different names from your hand and/or GY, in Defense Position, that are all "Neo-Spacian" monsters or "Elemental HERO Neos", but negate their effects, and as long as you control any of those Special Summoned monsters face-up, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "NEXT" per turn. If you control no cards, you can activate this card from your hand.
    Next To Be Lost Select 1 face-up monster on your side of the field. Send 1 card from your Deck to the Graveyard with the same name as the selected card.
    Nightmare Archfiends Tribute 1 monster. Special Summon 3 "Nightmare Archfiend Tokens" (Fiend-Type/DARK/Level 6/ATK 2000/DEF 2000) to your opponent's side of the field in Attack Position. When a "Nightmare Archfiend Token" is destroyed, its controller takes 800 damage.
    Nitwit Outwit Discard 1 monster to target 1 face-up monster on the field; it loses ATK equal to the discarded monster's original ATK.
    No Entry!! Change all Attack Position monsters to Defense Position.
    Non Aggression Area You can only activate this card during your Standby Phase. Discard 1 card from your hand. Your opponent cannot Normal Summon, Set and/or Special Summon during his/her next turn.
    Nordic Relic Brisingamen Select 1 face-up monster you control and 1 face-up monster your opponent controls. The ATK of your monster becomes equal to the original ATK of your opponent's monster; this change lasts until the End Phase.
    Nordic Relic Gungnir Remove from play 1 face-up "Aesir" or "Nordic" monster you control to select 1 card on the field. Destroy that card. During your 2nd End Phase after activation, the monster you removed to activate this card returns to the field in face-up Attack Position.
    Nordic Relic Laevateinn Select 1 face-up monster on the field that destroyed a monster by battle this turn. Destroy the selected monster. Cards and effects cannot be activated in response to this card.
    Nordic Relic Megingjord Select 1 face-up "Aesir" or "Nordic" monster you control. Its ATK/DEF become double the original ATK/DEF, until the End Phase. That monster cannot attack your opponent directly this turn.
    Null and Void You can only activate this card when an effect of drawing card(s) is activated. Both players see the cards drawn by the effect and discard them all to the Graveyard.
    Numbers Overlay Boost Target 1 "Number" Xyz Monster you control that has no Xyz Materials; attach 2 monsters from your hand to that face-up Xyz Monster, as Xyz Materials.
    Numinous Healer You can activate this card when you take damage to your Life Points. Increase your Life Points by 1000 points. In addition, increase your Life Points by 500 points per card if there are additional Numinous Healer" cards in the Graveyard."
    Nutrient Z This card can only be activated during your opponent's Damage Step. During this turn, if you take Battle Damage of 2000 points or more, increase your Life Points by 4000 points before the damage is subtracted from your Life Points.
    Oath of Companionship If you control no monsters that were Special Summoned from the Extra Deck: Target 1 face-up monster your opponent controls that was Special Summoned from the Extra Deck; take control of it until the End Phase. You cannot Special Summon during the turn you activate this card.
    Offering to the Immortals Activate only when your opponent's monster declares a direct attack while you have 3000 or less Life Points. Negate the attack, and Special Summon 2 "Ceremonial Tokens" (Rock-Type/EARTH/Level 1/ATK 0/DEF 0), and add 1 "Earthbound Immortal" card, "Earthbound Revival", or "Roar of the Earthbound" from your Deck to your hand. "Ceremonial Tokens" cannot be Tributed, except for a Tribute Summon of an "Earthbound Immortal" monster, and cannot be used as Synchro Material monsters.
    Offering to the Snake Deity Target 1 face-up Reptile-Type monster you control and 2 cards your opponent controls; destroy all three targets.
    Ogdoadic Calling Special Summon 2 "Ogdoadic Tokens" (Reptile/DARK/Level 2/ATK 0/DEF 0), OR if you have 8 or more "Ogdoadic" monsters with different names in your GY, you can apply this effect instead.
  • Special Summon 2 Reptile monsters with different names from your GY.
    You can only activate 1 "Ogdoadic Calling" per turn.
  • Oh Tokenbaum! Tribute 2 or more Tokens with the same Level, then target monsters in your Graveyard with that same Level, up to the number of Tokens Tributed; Special Summon those targets. Their effects are negated. Destroy them during the End Phase.
    Ojama Duo Special Summon 2 "Ojama Tokens" (Beast/LIGHT/Level 2/ATK 0/DEF 1000) to your opponent's field in Defense Position. These Tokens cannot be Tributed for a Tribute Summon, and each time 1 is destroyed, its controller takes 300 damage. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 2 "Ojama" monsters with different names from your Deck.
    Ojama Trio Special Summon 3 "Ojama Tokens" (Beast-Type/LIGHT/Level 2/ATK 0/DEF 1000) in Defense Position on your opponent's side of the field. The tokens cannot be Tributed for a Tribute Summon. When an "Ojama Token" is destroyed, the controller of that token takes 300 points of damage.
    Omega Judgment Target 1 face-up Monster Card in your Spell & Trap Zone and 2 cards your opponent controls; destroy them.
    Omega Summon Target any number of your banished "Invoked" monsters with different names; Special Summon them in Defense Position.
    One by One Send 1 monster from your hand or field to the GY, then target 1 of your Level 1 monsters that is banished or in your GY, except the monster sent to the GY; add that monster to your hand. You can only activate 1 "One by One" per turn.
    One or Eight If your LP are lower than your opponent's: Reveal the top card of your Deck, and if it is Level 1 or 8, add it to your hand or Special Summon it. Otherwise, your opponent can apply 1 of these effects.
  • The player who activated this card has their LP become 1000.
  • The opponent of the player who activated this card gains LP so it becomes 8000.
    You can only activate 1 "One or Eight" per turn.
  • Oops! Target 1 card you control; destroy it.
    Option Hunter 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. Increase your Life Points by the original ATK of the destroyed monster.
    Orbital Bombardment Send 1 "Alien" monster from your side of the field to the Graveyard to activate this card. Destroy 1 Spell or Trap Card on the field.
    Orcustrated Attack When a monster declares an attack: Tribute 1 "Orcust" or "World Legacy" monster, then target 1 monster your opponent controls; banish it.
    Orcustrated Release Tribute 2 Machine monsters, then target 1 monster in your GY; Special Summon it. If your opponent controls a Link Monster, you can target 2 monsters, instead. You can only activate 1 "Orcustrated Release" per turn.
    Order to Smash Select 1 face-up Level 2 or lower Normal Monster (except a Token) on your side of the field when you activate this card. When this card resolves, you can Tribute the selected Normal Monster and destroy 1 or 2 Spell or Trap Cards on your opponent's side of the field.
    Over Capacity When your opponent Special Summons a monster: Banish all face-up Level 2 or lower monsters on the field.
    Over Limit Pay 500 Life Points. Special Summon from both players' Graveyards as many Normal Monsters as possible with 1000 or less ATK that were destroyed by battle this turn.
    Overwhelm Activate only while you control a face-up Level 7 or higher monster that was Tribute Summoned. Negate the activation of a Trap Card or Effect Monster's effect and destroy that card.
    Overwind Target 1 face-up "Wind-Up" monster you control; its ATK and DEF are doubled, and it returns to the hand during the End Phase. You can only activate 1 "Overwind" per turn.
    Overworked Destroy each monster whose ATK is higher than its original ATK.
    Packet Link During Main Phase 2: Special Summon any number of Level 2 or lower monsters with different names from your hand, Deck, and/or GY to your zone(s) a Link Monster(s) points to. You can only activate 1 "Packet Link" per turn.
    Painful Escape Tribute 1 monster; add 1 monster with the same original Type, Attribute, and Level, but with a different original name, from your Deck or Graveyard to your hand.
    Paleozoic Canadia Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Paleozoic Dinomischus Target 1 face-up card on the field; discard 1 card, and if you do, banish it. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Paleozoic Eldonia Target 1 face-up monster on the field; it gains 500 ATK and DEF until the end of this turn. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Paleozoic Hallucigenia Target 1 face-up monster on the field; its ATK and DEF become half its current ATK and DEF until the end of this turn. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster(Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Paleozoic Leanchoilia Target 1 banished card; return it to the Graveyard. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Paleozoic Marrella Send 1 Trap Card from your Deck to the Graveyard. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Paleozoic Olenoides Target 1 Spell/Trap Card on the field; destroy it. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when leaves the field.
    Paleozoic Pikaia Discard 1 "Paleozoic" card, then draw 2 cards. Once per Chain, when a Trap Card isactivated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, alsobanish it when it leaves the field.
    Parallel Port Armor Target 1 Link Monster you control; equip it with this card. Your opponent cannot target the equipped monster with card effects, also it cannot be destroyed by battle. You can banish this card and 2 Link Monsters from your GY, then target 1 Link Monster you control; it can make a second attack during each Battle Phase this turn.
    Parallel Selection Activate only when a Synchro Monster you control is destroyed by your opponent (either by battle or by card effect) and sent to the Graveyard. Select 1 of your removed from play Spell Cards and add it to your hand.
    Past Image If you control a face-up Psychic-Type monster: Target 1 monster your opponent controls; banish it. During the next Standby Phase, it returns to the opponent's side of the field in the same Battle Position.
    Peaceful Burial Send 1 monster from your Deck to the GY, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name the sent monster had in the GY. You can only activate 1 "Peaceful Burial" per turn.
    Penalty Game! When your opponent has 4 cards in their hand, select and activate 1 of these effects:
  • Your opponent cannot draw during their next Draw Phase.
  • Your opponent cannot activate any Spell or Trap Cards this turn.
  • Pendulum Area If all monsters you control are Pendulum Monsters (min. 1): Target 2 cards in your Pendulum Zones; destroy both cards, and if you do, neither player can Special Summon monsters for the rest of this turn, except by Pendulum Summon.
    Pendulum Back If you have 2 cards in your Pendulum Zones: Target 2 monsters in your Graveyard, each with a Level between (exclusive) the Pendulum Scales of the cards in your Pendulum Zones; add them to your hand.
    Pendulum Encore During your opponent's Main Phase: You can discard 1 card; immediately after this effect resolves, Pendulum Summon a Pendulum Monster(s), also for the rest of this turn after this card resolves, cards in your Pendulum Zones cannot activate their effects and cannot be destroyed by your card effects, also, shuffle them into the Deck during the End Phase. You can only activate 1 "Pendulum Encore" per turn.
    Pendulum Reborn Special Summon 1 face-up Pendulum Monster from your Extra Deck, or 1 Pendulum Monster from your Graveyard.
    Pendulum Scale If you have 2 cards in your Pendulum Zones: Apply the following effect, based on the difference in the Pendulum Scales.
  • 0: Destroy 2 Spells/Traps on the field.
  • 1, 2, or 3: Add 1 Level 2, 3, or 4 Pendulum Monster from your Deck to your hand.
  • 4, 5, or 6: Add 1 Level 5, 6, or 7 Pendulum Monster from your Deck to your hand.
  • 7+: Return up to 2 cards from your Pendulum Zone(s) to the hand, then you can Special Summon 1 Pendulum Monster from your hand.
    You can only activate 1 "Pendulum Scale" per turn.
  • Performapal Call When an opponent's monster declares a direct attack: Target that attacking monster; negate the attack, and if you do, add up to 2 "Performapal" monsters from your Deck to your hand, whose total DEF is less than or equal to the ATK of the targeted monster. Until the end of your next turn after this card is activated, you cannot Special Summon monsters from the Extra Deck.
    Performapal Revival If a monster(s) you control is destroyed by battle or card effect: Special Summon 1 "Performapal" monster from your hand or Graveyard.
    Performapal Show Down Target any number of face-up monsters your opponent controls, up to the number of face-up Spell Cards you control; change those monsters to face-down Defense Position.
    Phantasm Spiral Assault Target 1 "Phantasm Spiral Dragon" you control; when it destroys 3 Effect Monsters your opponent controls, by battle, while equipped with 3 or more "Phantasm Spiral" Equip Spell Cards with different names, you win the Duel. If "Umi" is on the field, you can activate this card from your hand. If a Normal Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead.
    Phantasm Spiral Battle If all monsters you control are Normal Monsters (min. 1): Target 1 card your opponent controls; destroy it. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip that Normal Monster with all "Phantasm Spiral" Equip Spell Cards you control that can equip to it.
    Phantasm Spiral Power If all monsters you control are Normal Monsters (min. 1): Target 1 Effect Monster your opponent controls; until the end of this turn, it loses 1000 ATK and DEF, also it has its effects negated. If "Umi" is on the field, you can activate this card from your hand. You can banish this card from your Graveyard, then target 1 Normal Monster you control; equip 1 "Phantasm Spiral" Equip Spell Card from your hand or Graveyard to that Normal Monster.
    Phantom Knights' Wing Target 1 face-up monster on the field; it gains 500 ATK, also the first time that target would be destroyed by battle or card effect this turn, it is not destroyed. You can banish this card from your Graveyard, then target 1 "The Phantom Knights" monster in your Graveyard; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Wing" once per turn.
    Pharaoh's Treasure After activation, put this card face-up in your Deck and shuffle it. When you draw this card, send it to the Graveyard and add 1 card in your Graveyard (except this card) to your hand.
    Phoenix Wing Wind Blast Discard 1 card to target 1 card your opponent controls; return that target to the top of the Deck.
    Photon Current When a face-up LIGHT Dragon-Type monster you control is targeted for an attack: The attack target gains ATK equal to the ATK of the attacking monster's ATK, until the end of the Damage Step.
    Photon Timestop Take 1 "Photon" or "Galaxy" Continuous Spell/Trap from your Deck and either add it to your hand or place it face-up on your field. If this Set card in its owner's control is destroyed by your opponent's card effect during your opponent's turn and you control "Galaxy-Eyes Photon Dragon" or an Xyz Monster that has it as material: You can activate this effect; it becomes the End Phase of this turn.
    Physical Double During your opponent's turn: Target 1 face-up monster your opponent controls; Special Summon 1 "Mirage Token" with the same Level, Type, Attribute, ATK, and DEF as that target. Destroy this Token during the End Phase.
    Pikeru's Circle of Enchantment You take no effect damage until the end of this turn.
    Pikeru's Second Sight Until your opponent's second End Phase, your opponent shows you all cards that he/she draws and then add them to his/her hand.
    Pineapple Blast You can only activate this card when you Normal Summon a monster successfully. If there are more monsters on your opponent's side of the field than your side, destroy your opponent's monsters so that your opponent controls the same number of monsters as you. Your opponent selects which monsters are destroyed.
    Pinpoint Dash Each player reveals 1 face-down card from their Extra Deck. If they are the same type (Fusion, Synchro, Xyz, or Link), send your opponent's card to the GY, and if you do, Special Summon your card, then, if the cards have the same original Type and Attribute, your opponent loses LP equal to their revealed card's ATK. Otherwise, send your card to the GY, and if you do, your opponent Special Summons their card. You can only activate 1 "Pinpoint Dash" per turn.
    Pinpoint Guard When an opponent's monster declares an attack: Target 1 Level 4 or lower monster in your Graveyard; Special Summon it in face-up Defense Position. It cannot be destroyed by battle or by card effects this turn.
    Planckton Apply these effects until the end of this turn.
  • Rank 3 or lower Xyz Monsters gain 500 ATK and DEF
  • Rank 4 or higher Xyz Monsters cannot attack.
  • Planet Pollutant Virus Tribute 1 "Alien" monster. Destroy all face-up monsters without A-Counters your opponent controls. Until the end of your opponent's 3rd turn after this card's activation, place 1 A-Counter on each monster they Summon.
    Plant Food Chain Equip this card to a Plant-Type monster you control. It gains 500 ATK. If this card is destroyed by a card effect while equipped, you can Special Summon 1 Plant-Type monster from your Graveyard.
    Plunder Patroll Parrrty If you control a "Plunder Patroll" monster: Draw cards equal to the number of Equip Cards you control +1, then shuffle cards from your hand into the Deck equal to the number of Equip Cards you control. You can only use this effect of "Plunder Patroll Parrrty" once per turn. If you Special Summon a "Plunder Patroll" monster(s) from the Extra Deck, while this card is in your GY: You can equip this card to that Special Summoned monster as an Equip Card with this effect.
  • The equipped monster gains 500 ATK.
    You can only use this effect of "Plunder Patroll Parrrty" once per Duel.
  • Poseidon Wave When an opponent's monster declares an attack: Target the attacking monster; negate that target's attack, and if you control any face-up Fish, Sea Serpent, or Aqua-Type monsters, inflict 800 damage to your opponent for each of those monsters.
    Possessed Partnerships Special Summon 1 Spellcaster monster with 1500 DEF from your hand or GY in Attack Position or face-down Defense Position, then, if you control monsters with 2 or more different Attributes, you can destroy 1 face-up card on the field. You can banish this card from your GY, then target 1 "Possessed" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use 1 "Possessed Partnerships" effect per turn, and only once that turn.
    Power Break Activate only while you control a "Power Tool Dragon". Return up to 3 Equip Cards from your field or graveyard to the Decks and inflict 500 damage to your opponent for each card returned.
    Power Frame When a face-up monster you control is targeted for an attack by a monster with a higher ATK: Target the attack target; negate that attack, and if you do, equip this card to that target. The equipped monster gains ATK equal to the difference between its ATK and the ATK of its attacker when this card resolves.
    Power Wall During damage calculation, when you would take battle damage from an opponent's attacking monster: Send 1 card from the top of your Deck to the Graveyard for every 500 damage (round up) you are about to take, also you take no battle damage from that battle.
    Power-Up Adapter Equip this card to a face-up "Morphtronic" monster you control. It cannot declare an attack. When this card is equipped to a monster, select 1 face-up monster on the field, except the equipped monster. That monster gains ATK equal to the ATK of the equipped monster. When the equipped monster or the selected monster is removed from the field, destroy this card.
    Predaplanning Send 1 "Predaplant" monster from your Deck to the GY; place 1 Predator Counter on each face-up monster on the field, 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 you Fusion Summon a DARK monster while this card is in your GY (except during the Damage Step): You can banish this card from your GY, then target 1 card on the field; destroy it. You can only use each effect of "Predaplanning" once per turn.
    Premature Return Banish 1 card from your hand, then target 1 of your banished monsters; Special Summon it in face-down Defense Position.
    Present Card Your opponent discards their entire hand, then draws 5 cards. You can only activate 1 "Present Card" per turn.
    Prideful Roar During damage calculation, if your monster battles an opponent's monster with a higher ATK: Pay Life Points equal to the difference in ATK; your monster gains ATK equal to that difference +300, during damage calculation only.
    Prologue of the Destruction Swordsman Send 1 "Destruction Sword" card and 1 "Buster Blader" monster from your Deck to the Graveyard, except "Prologue of the Destruction Swordsman"; Special Summon 1 "Buster Dragon" from your Extra Deck or Graveyard, but destroy it during the End Phase of the next turn. You can banish this card from your Graveyard; this turn, "Destruction Sword" cards you control cannot be destroyed by battle or card effects. You can only activate 1 "Prologue of the Destruction Swordsman" per turn.
    Proof of Powerlessness Activate only while you control a face-up Level 7 or higher monster. Destroy all face-up Level 5 or lower monsters your opponent controls. Monsters you control cannot attack this turn.
    Psi-Curse Activate only when a face-up Psychic-Type monster you control is destroyed by battle with an opponent's attacking monster and sent to the Graveyard. Destroy the attacking monster, and inflict damage to your opponent equal to the Level of your destroyed Psychic-Type monster x 300.
    Psychic Overload Select 3 Psychic-Type monsters in your graveyard. Return them to the deck, then draw 2 cards.
    Psychic Reactor Activate only if you control a face-up Psychic-Type monster. During this turn, if a Psychic-Type monster you control battles an opponent's monster, remove from play both monsters.
    Psychic Rejuvenation Gain 1000 Life Points for each face-up Psychic-Type monster you control.
    Psychic Shockwave Activate only when your opponent activates a Trap Card. Discard 1 Spell/Trap Card to Special Summon 1 Level 6 DARK Machine-Type monster from your Deck.
    Psychic Soul Tribute 1 Psychic-Type monster you control. Gain Life Points equal to the Level of the Tributed monster x 300.
    Psychic Trigger Activate only while your Life Points are lower than your opponent's. Select 2 Psychic-Type monsters in your Graveyard. Remove them from play and draw 2 cards.
    Pulse Mines If you control a Machine monster: Change your opponent's Attack Position monsters (if any) to Defense Position, also, until the end of this turn, if a monster(s) is Normal or Special Summoned to your opponent's field, change them to Defense Position.
    Punch-in-the-Box When your opponent's monster declares an attack while they control 2 or more monsters: Target the attacking monster; negate that attack, and if your do, send 1 other monster they control to the Graveyard, then the targeted monster loses ATK equal to the original ATK or DEF(whichever is higher, your choice if tied) of the sent monster in the Graveyard.
    Puppet Parade If your opponent controls more monsters than you do: Special Summon "Gimmick Puppet" monsters with different names from your Deck, up to the difference, then, if your opponent's LP are at least 2000 higher than yours, you can Set 1 "Rank-Up-Magic" Normal Spell directly from your Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Gimmick Puppet" monsters. You can only activate 1 "Puppet Parade" per turn.
    Purge Ray Tribute 1 Xyz Monster; during the End Phase, Special Summon from your Extra Deck, 1 "Number" monster with the same Type, but 1 Rank lower, as the Tributed monster had when it was on the field.
    Purrely Sharely!? Target 1 "Purrely" Xyz Monster you control; Special Summon 1 Level 1 "Purrely" monster from your Deck, but negate its effects, then Special Summon from your Extra Deck, 1 "Purrely" Xyz Monster with the same Rank but a different Attribute than the targeted monster, by using that Special Summoned monster as material. (This is treated as an Xyz Summon.) Then, you can attach 1 card from your Deck to that Xyz Summoned monster, with the same name as a "Purrely" Quick-Play Spell attached to the targeted monster.
    Purrelyeap!? Target 1 "Purrely" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Purrely" Xyz Monster with a different Rank, by using that target as material, but return it to the Extra Deck during the End Phase of the next turn. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can banish this card from your GY, then target up to 3 "Purrely" monsters in your GY; shuffle them into the Deck. You can only activate 1 "Purrelyeap!?" per turn.
    Purushaddoll Aeon Target 1 "Shaddoll" monster you control; send 1 "Shaddoll" card from your hand to the Graveyard, and if you do, the targeted monster gains 1000 ATK and DEF, but is changed to face-down Defense Position during the End Phase.
    Puzzle Reborn If exactly 1 monster you control (and no other cards) is destroyed by a card effect: Target that monster; Special Summon that target.
    Pyramid of Light If this face-up card is removed from your side of the field, destroy "Andro Sphinx" and "Sphinx Teleia" on your side of the field and remove them from play.
    Pyro Clock of Destiny Move the turn count forward by 1 turn. The turn in which this card is activated continuous as normal.
    Pyroxene Fusion Send, from your hand or your side of the field to the Graveyard, the Fusion Material Monsters that are listed on a "Gem-Knight" Fusion Monster Card, then Special Summon that Fusion Monster from the Extra Deck. (This Special Summon is treated as a Fusion Summon.)
    Qlife's End Special Summon this card as an Effect Monster (Machine-Type/EARTH/Level 4/ATK1800/DEF 1000). (This card is NOT treated as a Trap Card.) During the turn this card was Summoned this way, "Qli" Spell/Trap Cards you control cannot be destroyed by card effects. If Summoned this way, this card can be treated as 3 Tributes for the Tribute Summon of an "Apoqliphort" monster.
    Qlimate Change Add up to 3 face-up "Qli" Pendulum Monster Cards from your Extra Deck to your hand. You can only activate 1 "Qlimate Change" per turn.
    Qlipper Launch Until the end of this turn, all Normal Summoned/Set "Qli" monsterscurrently on the field gain 300 ATK, but are unaffected by other Spell/Trap effects, also their effects are negated.
    Quaking Mirror Force When an opponent's monster declares an attack: Change all Attack Position monsters your opponent controls to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
    Queen's Pawn When an "Amazoness" monster you control destroys an opponent's monster by battle and sends it to the GY: Special Summon 1 Level 4 or lower "Amazoness" monster from your Deck.
    Radiant Mirror Force Activate only when your opponent declares an attack while they control 3 or more Attack Position monsters. Destroy all Attack Position monsters your opponent controls.
    Raging Cloudian When a "Cloudian" monster(s) you control is destroyed by its own effect and sent to your GY: Target 1 of those monsters; Special Summon it in Attack Position, and if you do, place 1 Fog Counter on it, also it cannot be changed to Defense Position by card effects.
    Raidraptor - Readiness This turn, "Raidraptor" monsters you control cannot be destroyed by battle. If you have a "Raidraptor" monster in your Graveyard: You can banish this card from your Graveyard; you take no damage this turn.
    Raidraptor - Return If a "Raidraptor" monster you control is destroyed by battle: Target 1 "Raidraptor" monster in your Graveyard; add it to your hand. If a face-up "Raidraptor" monster(s) you control is destroyed by a card effect: You can banish this card from your Graveyard; add 1 "Raidraptor" card from your Deck to your hand. You can only use this effect of "Raidraptor - Return" once per turn.
    Raidraptor Replica Target 1 "Raidraptor" monster you control; Special Summon 1 monster with the same name from your Deck, and if you do, as long as you control the face-up Special Summoned monster, monsters your opponent controls cannot target the targeted monster for attacks, also your opponent cannot target the targeted monster with card effects.
    Raigeki Break Discard 1 card to target 1 card on the field; destroy it.
    Rain Storm Target 1 "Cloudian" monster you control; reduce its ATK by exactly 1000 or 2000, and if you do, apply the appropriate effect.
  • 1000: Destroy 1 Spell/Trap your opponent controls.
  • 2000: Destroy 2 cards your opponent controls.
  • Rainbow Bridge of Salvation If there are 2 or more different Monster Types among the Level 10 or higher monsters on the field: Shuffle all cards except this one from both players' hands, fields, and GYs into the Deck, then each player draws 5 cards. You can banish this card from your GY; add 1 "Crystal Beast" monster and 1 Field Spell from your Deck to your hand. You can only apply each effect of "Rainbow Bridge of Salvation" once per Duel.
    Rainbow Gravity 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.
    Rainbow Life Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead.
    Rainbow Path When an opponent's monster declares an attack: Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target the attacking monster; negate the attack, then you can add 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck to your hand.
    Ray of Hope Add 2 LIGHT monsters from your Graveyard to your Deck and shuffle it.
    Re-dyce-cle Target 1 "Speedroid" Tuner monster in your Graveyard; Special Summon it, but its effects are negated, also roll a six-sided die, and its Level becomes the result until the end of this turn. You can banish this card from your Graveyard; immediately after this effect resolves, Synchro Summon 1 WIND Synchro Monster, using monsters you control including a "Speedroid" Tuner monster.
    Ready for Intercepting Target 1 face-up Warrior or Spellcaster-Type monster on the field; change that target to face-down Defense Position.
    Really Eternal Rest Destroy all monsters equipped with an Equip Card(s).
    Reanimation Wave Activate only when your opponent's monster declares a direct attack. Select 1 Synchro Monster in your Graveyard with a Level less than or equal to the attacking monster's. The Battle Damage you take from that attack is halved. At the end of the Damage Step, Special Summon the selected Synchro Monster from the Graveyard.
    Rebirth of the Seventh Emperors Tribute all Xyz Monsters you control, then target 1 of your banished Xyz Monsters; Special Summon it, then you can attach your "Number" Xyz Monsters that are banished and/or in your GY to it as material, that have a number between "101" and "107" in their name, up to the number of monsters Tributed to activate this effect +1. During the End Phase of the turn you activated this card, each player takes 300 damage for each card in their hand.
    Reckless Greed Draw 2 cards and skip your next 2 Draw Phases.
    Reckoned Power Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Destroy all face-down Spell and Trap Cards your opponent controls.
    Recoded Alive Target 1 Link-3 Cyberse Link Monster you control or is in your GY; banish it, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 1 of your banished "Code Talker" monsters; Special Summon it.
    Red Carpet Activate only if a face-up Dragon-Type Synchro Monster is on the field. Select up to 2 "Resonator" monsters in your Graveyard. Special Summon those monsters.
    Red Cocoon Target 1 Dragon-Type Synchro Monster you control; equip this card to it. While it is battling an opponent's monster, until the end of the Damage Step, negate the effects of all face-up monsters your opponent controls. During the End Phase, if this card is in the Graveyard because it was sent there this turn: You can target 1 "Red Dragon Archfiend" in your Graveyard; Special Summon it.
    Red Reign If you control a Level 8 or higher Synchro Monster: Banish all monsters on the field, except the monster(s) with the highest Level, also the remaining face-up monsters on the field are unaffected by other card effects, except their own, until the end of this turn. If a DARK Dragon Synchro Monster is Synchro Summoned to your field while this card is in your GY: You can add this card to your hand. You can only use this effect of "Red Reign" once per turn.
    Red Supremacy Banish 1 "Red Dragon Archfiend" Synchro Monster from your Graveyard, then target1 "Red Dragon Archfiend" Synchro Monster you control; its name becomes the banished monster's original name, and replace its effects with the banished monster's original effects.
    Red-Eyes Burn If a face-up "Red-Eyes" monster(s) you control, except "Red-Eyes B. Chick", is destroyed by battle or card effect: Target 1 of those monsters; both players take damage equal to its original ATK. You can only activate 1 "Red-Eyes Burn" per turn.
    Red-Eyes Fang with Chain Target 1 "Red-Eyes" monster you control; equip this card to it. It can make up to 2 attacks on monsters during each Battle Phase. You can send this Equip Card to the GY, then target 1 Effect Monster on the field; equip that target to the monster this card was equipped to, and if you do, while a monster is equipped to it by this effect, its ATK/DEF become equal to the original ATK/DEF of that equipped monster.
    Red-Eyes Spirit Target 1 "Red-Eyes" monster in your GY; Special Summon it.
    Regretful Rebirth Activate only when a monster you control is destroyed by battle and sent to the Graveyard. Special Summon it in Defense Position. The monster Special Summoned by this effect is destroyed during your End Phase.
    Reincarnation of the Seventh Emperors During damage calculation, if your "Number" Xyz Monster that has a number between "101" and "107" in its name, or your Xyz Monster that has any such monsters as material, battles: Banish that monster you control (also banish its materials). During the End Phase of the turn you activated this card, Special Summon 1 Rank 3 or lower Xyz Monster from your Extra Deck, except a "Number" monster, and if you do, inflict damage to your opponent equal to its original ATK.
    Reinforce Truth Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card.
    REINFORCE! (This card is always treated as a "Rescue-ACE" card.)
    Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn.
    Reinforced Space All face-up Xyz Monsters gain 300 ATK for each of their Xyz Materials until the End Phase.
    Reinforcements Increase the ATK of 1 face-up monster on the field by 500 points until the end of this turn.
    Reject Reborn When an opponent's monster declares a direct attack: End the Battle Phase, then you can Special Summon 1 Tuner monster and 1 Synchro Monster from your Graveyard, but their effects are negated.
    Relay Soul Special Summon 1 monster from your hand. While it is face-up on your side of the field, you take no damage. When it leaves the field, your opponent wins the Duel.
    Release, Reverse, Burst Tribute 1 "Utopia" monster; destroy all Set Spell and Trap Cards your opponent controls.
    Relieve Monster Activate only when your opponent declares an attack. Return 1 monster you control to its owner's hand, then Special Summon 1 Level 4 monster from your hand.
    Remote Rebirth Target 1 monster in your opponent's GY; Special Summon it in an opponent's Main Monster Zone your Link Monster points to.
    Remote Revenge Activate only when a monster you control is targeted by a Spell, Trap, or Effect Monster's effect that destroys 1 monster on the field. Switch the target to an appropriate monster your opponent controls.
    Resh Shaddoll Incarnation Target 1 "Shaddoll" monster in your GY; Special Summon it in face-up or face-down Defense Position. You can banish this card and 1 "Shaddoll" card from your GY, then activate 1 of these effects;
  • Change 1 face-down monster you control to face-up Defense Position.
  • Change 1 face-up monster you control to face-down Defense Position.
    You can only use 1 "Resh Shaddoll Incarnation" effect per turn, and only once that turn.
  • Return When your opponent adds a card(s) from the Graveyard to the hand: They must shuffle 1 of those cards into their Deck.
    Return from the Different Dimension Pay half your Life Points. Special Summon as many of your banished monsters as possible. During the End Phase, banish all monsters that were Special Summoned by this effect.
    Return of the Six Samurai Target 1 "Six Samurai" monster in your Graveyard; Special Summon that target. Destroy it during the End Phase of this turn.
    Return of the Zombies Banish 1 Zombie monster on the field, then Special Summon 1 Zombie monster from the GY of the player who controlled it, to their field, in Defense Position. If this card is in your GY: You can shuffle 1 of your banished Zombie monsters into the Deck, and if you do, Set this card, but banish it when it leaves the field. You can only use each effect of "Return of the Zombies" once per turn.
    Return Soul Activate only during the End Phase. You can return up to 3 monsters destroyed this turn from the Graveyard to their owners' Decks.
    Revenge Rally Target 1 face-up monster your opponent controls; equip this card to that target. It gains 500 ATK/DEF. If this card is sent to the GY because the equipped monster has left the field: Draw 1 card, or if you activated this card this turn, draw 2 cards then discard 1 card, instead. You can only use this effect of "Revenge Rally" once per turn.
    Reversal of Fate Select 1 "Arcana Force" monster you control. That monster's effect is now treated as the opposite coin toss result.
    Reverse Glasses Halve the ATK of all face-up monsters currently on the field, until the End Phase.
    Reverse Reuse Target up to 2 Flip monsters in your Graveyard; Special Summon them to your opponent's side of the field, in face-up or face-down Defense Position.
    Reverse Trap All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated.
    Revival Gift Select 1 Tuner monster from your Graveyard and Special Summon it. Its effects are negated. Special Summon 2 "Gift Fiend Tokens" (Fiend-Type/DARK/Level 3/ATK 1500/DEF 1500) to your opponent's side of the field.
    Revival of the Immortals Select 1 "Earthbound Immortal" monster in your Graveyard. Special Summon that monster. It cannot declare an attack this turn. Whenever it battles, your opponent takes no battle damage.
    Rikka Sheet Target 1 face-up monster your opponent controls, also, you can Tribute 1 Plant monster; players cannot activate that face-up monster's effects on the field this turn, then, if you Tributed a monster when you activated this card, take control of that monster until the End Phase, and if you do, it becomes a Plant monster until the End Phase. You can only activate 1 "Rikka Sheet" per turn.
    Rikka Tranquility When you activate this card, you can also Tribute 1 Plant monster; Special Summon 1 "Rikka" monster from your GY in Defense Position, then, if you Tributed a monster when you activated this card, Special Summon 1 Plant monster from your GY in Defense Position. You can only activate 1 "Rikka Tranquility" per turn.
    Ring of Destruction Target 1 face-up monster on the field; destroy that target, and if you do, inflict damage to both players equal to that target's ATK.
    Rise of the Snake Deity When a face-up "Vennominon the King of Poisonous Snakes" you control is destroyed, except by battle: Special Summon 1 "Vennominaga the Deity of Poisonous Snakes" from your hand or Deck.
    Rise to Full Height Target 1 face-up monster on the field; double its DEF, but its DEF becomes 0 at the end of this turn. You can banish this card from your Graveyard, then target 1 monster you control; monsters your opponent controls cannot attack for the rest of this turn, except to attack that monster. You can only activate 1 "Rise to Full Height" per turn.
    Rising Energy Discard 1 card, then target 1 face-up monster on the field; that target gains 1500 ATK until the End Phase.
    Rite of Spirit Select 1 "Gravekeeper's" monster in your Graveyard and Special Summon it. This card's activation and effect are unaffected by "Necrovalley".
    Ritual Beast Ambush Target 1 of your "Ritual Beast Tamer" monsters and 1 of your "Spiritual Beast" monsters that are banished and/or in your Graveyard; Special Summon them in Defense Position. After this card is activated, you cannot Special Summon monsters, except "Ritual Beast" monsters, for the rest of this turn. You can only activate 1 "Ritual Beast Ambush" per turn.
    Ritual Beast Steeds If you control a "Ritual Beast" monster: Destroy monsters on the field up to the number of "Ritual Beast" monsters you currently control.
    Ritual Buster Activate only when a Ritual Monster is Ritual Summoned. Your opponent cannot activate any Spell or Trap Cards or use their effects until your next Standby Phase.
    Ritual Sealing Destroy 1 face-up Ritual Monster on the field.
    Rock Bombardment Send 1 Rock-Type monster from your Deck to the Graveyard; inflict 500 damage to your opponent.
    Rocket Hand Target 1 face-up Attack Position monster you control with 800 or more ATK; equip this card to that target. It gains 800 ATK. You can send this equipped card to the Graveyard, then target 1 face-up card on the field; destroy it, then change the ATK of the monster this card was equipped to, to 0, also its battle position cannot be changed. You can only use 1 "Rocket Hand" effect per turn, and only once that turn.
    Roll Out! Select 1 Union Monster in your Graveyard and equip it to an appropriate monster on your side of the field.
    Rope of Life When a monster(s) is destroyed by battle and sent to your Graveyard: Discard your entire hand to target 1 of those monsters; Special Summon it, and if you do, it gains 800 ATK.
    Royal Writ of Taxation Activate only during your opponent's Standby Phase. Select 1 random card from your opponent's hand and look at it. Unless the selected card or a card with the same name is Normal Summoned or activated by the end of your next turn, inflict 1000 damage to your opponent. If the selected card or a card with the same name is Normal Summoned or activated by the end of your next turn, you take 1000 damage.
    S-Force Chase Target face-up cards your opponent controls, up to the number of "S-Force" monsters you control with different names; return them to the hand. If a "S-Force" monster you control would banish a card(s) from your hand to activate its effect, you can banish this card from your GY instead. You can only use each effect of "S-Force Chase" once per turn.
    S-Force Specimen If your opponent controls a monster: Target 1 of your "S-Force" monsters that is banished or in your GY; Special Summon it to your field in the same column as an opponent's monster. You can banish this card from your GY, then target 1 "S-Force" monster you control; move that target to another of your Main Monster Zones. You can only use 1 "S-Force Specimen" effect per turn, and only once that turn.
    Sakuretsu Armor Activate only when an opponent's monster declares an attack. Destroy the attacking monster.
    Salamangreat Rage Activate 1 of these effects:
  • Send 1 "Salamangreat" monster from your hand or face-up field to the GY, then target 1 card on the field; destroy it.
  • Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; destroy cards your opponent controls, up to the number of that monster's Link Rating.
    You can only activate 1 "Salamangreat Rage" per turn.
  • Salamangreat Revive Target 1 FIRE monster in your GY; Special Summon it. You can banish this card from your GY, then target 1 "Salamangreat" monster you control and 1 monster in your GY with the same name; shuffle that monster from the GY into the Deck, and if you do, that monster you control gains ATK equal to its original ATK until the end of this turn. You can only use each effect of "Salamangreat Revive" once per turn.
    Sales Pitch If your opponent adds a card(s) from the Deck to their hand, except by drawing them, by their card effect: Reveal 1 card from your Deck, and add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only activate 1 "Sales Pitch" per turn.
    Saryuja's Shackles Target 1 Link Monster your opponent controls or is in their GY; draw cards equal to its Link Rating, then, if you have 2 or more cards in your hand, place 2 cards from your hand on the bottom of your Deck in any order. You can only activate 1 "Saryuja's Shackles" per turn.
    Scareclaw Alternative Tribute 3 "Scareclaw" monsters; for the rest of this turn, your opponent can only Special Summon monsters in Defense Position. During your turn: Banish this card from your GY; inflict 100 damage to your opponent for each Defense Position monster on the field. You can only use this effect of "Scareclaw Alternative" once per turn.
    Scareclaw Twinsaw Tribute 1 "Scareclaw" monster, then target 2 cards your opponent controls; destroy them, and if you do, if you control "Visas Starfrost", banish those destroyed cards instead of sending them to the GY. If a Link-3 or higher monster is on the field: You can banish this card from your GY; for the rest of this turn, neither player can activate the effects of Link Monsters on the field. You can only activate 1 "Scareclaw Twinsaw" per turn.
    Scramble Egg If a monster(s) you control is destroyed by battle or card effect and sent to the GY: Special Summon 1 "Sonic Chick" from your hand, Deck, or GY.
    Scrap Crash Activate only when a "Scrap" monster you control is destroyed and sent to the Graveyard. Destroy all face-up Spell/Trap Cards on the field.
    Scrap Rage Activate only during damage calculation, if a Defense Position "Scrap" monster on the field is being attacked. It gains 2000 DEF and is destroyed at the end of the Battle Phase.
    Scrap-Iron Sacred Statue Target 1 of your Level 7 or 8 Dragon Synchro Monsters that is banished or in your GY; Special Summon it, but return it to the Extra Deck during the End Phase, also, after that, Set this card face-down instead of sending it to the GY. If this Set card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Crimson Dragon" from your Extra Deck. You can only use each effect of "Scrap-Iron Sacred Statue" once per turn.
    Scrap-Iron Scarecrow Activate only when an opponent's monster declares an attack. Negate the attack, and Set this card face-down again instead of sending it to the Graveyard.
    Scrap-Iron Statue When a Spell/Trap Card that is already face-up on your opponent's side of the field activates its effect: Destroy that card, also, after that, Set this card face-down instead of sending it to the Graveyard. If this card is sent to the Graveyard: You can target 1 "Junk" monster in your Graveyard; Special Summon that target in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
    Screams of the Branded If a Fusion Monster is sent to your GY this turn: Special Summon 1 of your Fusion Monsters that is banished or in your GY. During the End Phase, if this card is in the GY because it was sent there to activate the effect of "Fallen of Albaz" this turn: You can Set this card. You can only use this effect of "Screams of the Branded" once per turn.
    Secret Barrel Inflict damage to your opponent equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200.
    Secret Blast Inflict 300 damage to your opponent for each card they control. If this card on the field is destroyed by your opponent's card and sent to the Graveyard: Inflict 1000 damage to your opponent.
    Secrets of the Gallant Select 1 Normal Monster you control. When the selected monster inflicts Battle Damage to your opponent this turn, your opponent discards 2 random cards.
    Security Orb Activate only when your opponent's monster declares an attack. Change the battle position of that mosnter. When this face-down card is destroyed and sent to the Graveyard by the effect of a Spell or Trap Card your opponent controls, destroy 1 monster on the field.
    Self-Destruct Button You can only activate this card while your Life Points are lower than your opponent's Life Points and the difference is 7000 points or more. Both players' Life Points become 0.
    Setuppercut When a monster you control is destroyed by battle: Special Summon 1 monster from your hand or Deck with ATK less than or equal to that destroyed monster, in face-down Defense Position. You can only activate 1 "Setuppercut" per turn.
    Shadow Impulse When a Synchro Monster(s) you control is destroyed by battle or bycard effect and sent to the Graveyard: Target 1 of those Synchro Monsters; Special Summon from your Extra Deck, 1 Synchro Monster with the same Level and Type as that monster but with a different name. You can only activate 1 "Shadow Impulse" per turn.
    Shadow of Eyes When a monster(s) is set on your opponent's side of the field: Target 1 of those Set monsters; change that Set monster to face-up Attack Position. (Flip Effects are not activated.)
    Sharv Sarga If "Visas Starfrost" is on the field: Target 1 Effect Monster on the field; shuffle that target into the Deck, and if you do, during the End Phase of this turn, its owner can add 1 monster from their Deck to their hand with a different Type and a Level lower than the Level/Rank/Link Rating of that monster. If a "Veda" monster(s) is Special Summoned, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Sharv Sarga" once per turn.
    Shield Handler When a card or effect is activated that would destroy a monster on the field (except during the Damage Step): Target 1 Link Monster on each field; negate the effects of your opponent's targeted monster, and if you do, equip this card to your targeted monster. The equipped monster cannot be destroyed by card effects.
    Shield Spear Target 1 face-up monster on the field; it gains 400 ATK and DEF until the End Phase.
    Shien's Scheme If a "Six Samurai" monster you control is destroyed by battle: Special Summon up to 2 "Six Samurai" monsters from your hand.
    Shift You can activate this card when your opponent designates 1 monster on your side of the field as a target of a Spell, Trap, or battle attack. Switch the target to another monster on your side of the field.
    Shiranui Style Success Special Summon 1 Zombie monster from your hand, but banish it when it leaves the field. You can banish this card from your GY, then target 1 Zombie monster you control; that Zombie monster is unaffected by card effects this turn, except its own. You can only use 1 "Shiranui Style Success" effect per turn, and only once that turn.
    Shiranui Style Swallow's Slash Tribute 1 Zombie-Type monster, then target 2 cards on the field; destroy them, then banish 1 "Shiranui" monster from your Deck. You can only activate 1 "Shiranui Style Swallow's Slash" per turn.
    Shooting Star If a "Stardust" monster is on the field: Target 1 card on the field;destroy that target.
    Side Effects? Your opponent draws 1 to 3 cards, then you gain 2000 LP for each card they drew with this effect.
    Simul Archfiends This turn, neither player can Special Summon monsters with the same card types (Ritual, Fusion, Synchro, Xyz, or Link) they already control. If you do not control 2 or more of the same card types (Ritual, Fusion, Synchro, Xyz, or Link), all Ritual, Fusion, Synchro, Xyz, and Link Monsters you currently control gain 500 ATK. You can only activate 1 "Simul Archfiends" per turn.
    Simultaneous Loss Each player sends the top card from their Deck to the Graveyard.
    Sinful Spoils of Betrayal - Silvera Send 1 "Diabellstar" monster from your hand or face-up field to the GY, then target 1 face-up card on the field; negate its effects. When your opponent activates a card or effect in response to your "Diabellstar" monster effect or your "Sinful Spoils" Spell/Trap Card or effect activation: You can banish this card from your GY; negate that opponent's effect. You can only use 1 "Sinful Spoils of Betrayal - Silvera" effect per turn, and only once that turn.
    Sinister Seeds Activate only when a face-up Attack Position monster you control is destroyed by battle. Special Summon 1 "Sinister Seed Token" (Plant-Type/DARK/Level 1/ATK 100/DEF 100) for every 500 points of Battle Damage you took from that battle.
    Sinister Shadow Games Send 1 "Shaddoll" card from your Deck to the Graveyard, then you can change any number of face-down Defense Position "Shaddoll" monsters you control to face-up Defense Position.
    Six Strike - Thunder Blast Remove 1 Bushido Counter from your side of the field to activate 1 of these effects.
  • Target 1 monster your opponent controls; destroy that target.
  • Target 1 card your opponent controls; return that target to the hand.
  • Six Style - Dual Wield If the only monster you control is 1 "Six Samurai" monster in face-up Attack Position: Target 2 cards your opponent controls; return those targets to the hand.
    Sixth Sense Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.
    Skill Prisoner Target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect.
    Skill Successor Target 1 face-up monster you control; it gains 400 ATK until the End Phase. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from the Graveyard to target 1 face-up monster you control; that target gains 800 ATK until the End Phase.
    Skull Dice Roll a six-sided die. All monsters your opponent currently controls lose ATK and DEF equal to the result x 100, until the End Phase.
    Slip of Fortune Activate only when your opponent's monster declares an attack targeting a monster. Negate the attack and remove from play the attack target monster until the next Standby Phase.
    Slip Summon Activate only when your opponent Summons a monster. Special Summon 1 Level 4 or lower monster from your hand in face-up Defense Position. Return it to the owner's hand during the End Phase.
    Small Scuffle Choose 2 unused Main Monster Zones in the same column; Special Summon 1 Level 2 or lower monster from your hand or Deck in face-up Attack Position or face-down Defense Position in your chosen Main Monster Zone, then your opponent can do the same from their hand or Deck to theirs. You can only activate 1 "Small Scuffle" per turn.
    Smile Potion If your opponent controls a monster whose current ATK is higher than its original ATK, while you control no monsters: Draw 2 cards. You can only activate 1 "Smile Potion" per turn.
    Snake Fang Decrease 1 selected monster's DEF by 500 during the turn this card is activated.
    Snake Whistle Activate only when a Reptile-Type monster you control is destroyed. Special Summon 1 Level 4 or lower Reptile-Type monster from your Deck.
    Snowman Effect Target 1 face-up monster you control; it gains ATK equal to the combined original ATK of the other monsters you control, until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Snowman Effect" per turn.
    Solar Ray Inflict 600 points of damage to your opponent's Life Points for each face-up LIGHT monster on your side of the field.
    Solfachord Musica Activate 1 of these effects, based on the Pendulum Scales of "Solfachord" Pendulum Monster Cards you control;
  • Odd: Special Summon 1 face-up "Solfachord" Pendulum Monster with an odd Pendulum Scale from your Extra Deck.
  • Even: Special Summon 1 face-up "Solfachord" Pendulum Monster with an even Pendulum Scale from your Extra Deck.
  • Even and odd: Target 1 card your opponent controls; destroy it.
    You can only activate 1 "Solfachord Musica" per turn.
  • Solomon's Lawbook Skip your own Standby Phase.
    Sonic Boom During your turn: Target 1 "Mecha Phantom Beast" monster on the field; this turn, its ATK becomes double its original ATK, it is unaffected by other Spell/Trap effects, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this effect is applied to that monster; destroy all Machine-Type monsters you control during the End Phase of this turn. Other monsters cannot attack during the turn you activate this card.
    Sonic Stun When an opponent's monster declares an attack: Negate the attack, then you can Special Summon 1 "T.G." monster, or 1 Level 4 or lower Tuner, from your hand or Deck.
    Soul Energy MAX!!! If you control "Obelisk the Tormentor" whose original Attribute is DIVINE in your Monster Zone: Tribute 2 other face-up monsters; destroy as many monsters your opponent controls as possible, and if you do, inflict 4000 damage to your opponent. During the Main or Battle Phase: You can banish this card from your GY; add 1 "Obelisk the Tormentor" from your Deck or GY to your hand, then immediately after this effect resolves, you can Normal Summon 1 "Obelisk the Tormentor". You can only use each effect of "Soul Energy MAX!!!" once per turn.
    Soul of the Supreme Celestial King Tribute 1 Spellcaster Pendulum Monster with 2500 original ATK; Fusion Summon 1 "Supreme King Z-ARC" from your Extra Deck by banishing Fusion Materials mentioned on it from your hand, Deck, Extra Deck, field, and/or GY, but negate its effects unless at least 1 each of your "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" monsters are currently banished. You can only activate 1 "Soul of the Supreme Celestial King" per turn.
    Soul of the Supreme King Pay half your LP; Special Summon 1 "Supreme King Z-ARC" from your Extra Deck, ignoring its Summoning conditions but negate its effects. It is returned to the Extra Deck during the End Phase of the next turn. When your opponent activates a Spell Card or effect: You can banish this card from your GY and 1 "Supreme King Z-ARC" from your face-up Monster Zone; Special Summon up to 1 each "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" monsters from your hand, Deck, Extra Deck, and/or GY.
    Soul Rope Activate only by paying 1000 Life Points when a monster you control is destroyed and sent to the Graveyard. Special Summon 1 Level 4 monster from your Deck.
    Soul Strike If your LP is 4000 or less, when an attack is declared involving a monster you control and an opponent's monster: Pay half your LP, then target 1 face-up monster you control; it gains ATK equal to the deficit between your current LP and 4000. You can only activate 1 "Soul Strike" per turn.
    Soul Transition If you control no Special Summoned monsters: Tribute 1 face-up Level 4 Normal Summoned/Set monster; draw 2 cards. You can only activate 1 "Soul Transition" perturn. You cannot Special Summon monsters the turn you activate this card.
    Sound the Retreat! Return all monsters you control to the hand.
    Speedroid Dupligate Banish 1 WIND monster from your GY, then target 1 card your opponent controls; return it to the hand. During your Main Phase, if this card is in your GY: You can target 1 Level 2 or higher "Speedroid" monster you control; reduce its Level by 1, and if you do, Special Summon this card as a Normal Monster (Machine/Tuner/WIND/Level 1/ATK 0/DEF 0). (This card is NOT treated as a Trap.) You can only use this effect of "Speedroid Dupligate" once per Duel.
    Spell Purification Discard 1 card from your hand. Destroy all face-up Continuous Spell Cards on the field.
    Spell Reclamation Discard 1 card and chain this card to a Spell Card you activated. Whenever that Spell Card is sent to the Graveyard, return it to its owner's hand.
    Spider Egg Activate only when your opponent declares a direct attack, while you have 3 or more Insect-Type monsters in your Graveyard. Negate that attack. Special Summon 3 "Spider Tokens" (Insect-Type/EARTH/Level 1/ATK 100/DEF 100) in Attack Position.
    Spikeshield with Chain 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.
    Spin Turn Activate 1 of the following effects.
  • Target 1 EARTH Machine Xyz Monster you control in Attack Position and 1 monster your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's monster.
  • Target 1 EARTH Machine Xyz Monster you control in Defense Position and 1 Spell/Trap your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's Spell/Trap.
  • Spiral Reborn Target 1 Level 7 or lower Dragon monster in your GY; Special Summon it. If you Special Summoned a "Gaia the Dragon Champion" by this effect, your opponent cannot target it with card effects, and it cannot be destroyed by their card effects. You can only activate 1 "Spiral Reborn" per turn.
    Spirit Force Activate only during damage calculation during your opponent's turn. You take no Battle Damage from that battle. Then, you can add 1 Warrior-Type Tuner monster with 1500 or less DEF from your Graveyard to your hand.
    Spiritual Earth Art - Kurogane Tribute 1 EARTH monster on your side of the field. Special Summon 1 Level 4 or lower EARTH monster from your Graveyard, except the Tributed monster.
    Spiritual Fire Art - Kurenai Tribute 1 FIRE monster. Inflict damage to your opponent equal to that monster's original ATK.
    Spiritual Light Art - Hijiri Tribute 1 LIGHT monster to target 1 banished monster; your opponent can reveal 1 Trap Card from their hand to negate this card's effect, otherwise you Special Summon that monster.
    Spiritual Water Art - Aoi Tribute 1 WATER monster; look at your opponent's hand, then send 1 card from their hand to the Graveyard.
    Spiritual Wind Art - Miyabi Tribute 1 WIND monster on your side of the field. Select 1 card on your opponent's side of the field, and return it to the bottom of the owner's Deck.
    Splash Capture When your opponent Xyz Summons: Banish 2 Fish-Type monsters from your Graveyard to target that face-up Xyz Monster; take control of that target.
    Split Mirror of the Underworld When you take damage from your opponent's card effect or their monster's attack: Apply the appropriate effect based on the type of damage.
  • Battle: Special Summon 1 monster from your GY, with ATK less than or equal to the damage, and if you do, end the Battle Phase after the Damage Step.
  • Effect: Inflict double the damage you took to your opponent.
    You can only activate 1 "Split Mirror of the Underworld" per turn.
  • Spright Double Cross Target 1 monster on the field or in either GY, then activate 1 of these appropriate effects;
  • Attach the targeted monster to 1 Rank 2 monster you control as material.
  • Place the targeted monster your opponent controls in your zone your Link-2 monster points to, and take control of it.
  • Special Summon the targeted monster from either GY to your zone your Link-2 monster points to.
    You can only activate 1 "Spright Double Cross" per turn.
  • Springans Blast! If you control a "Springans" monster: Choose 1 opponent's Main Monster Zone; if a monster is face-up in that zone, during this turn, it cannot attack directly, also its effects are negated. If no monster is in that zone, it cannot be used this turn. If you control a Fusion Monster that lists "Fallen of Albaz" as material, you can choose 2 zones instead. You can only activate 1 "Springans Blast!" per turn.
    Springans Call! Target 1 "Springans" monster or "Fallen of Albaz" in your GY; Special Summon it. During the Main Phase, except the turn this card was sent to the GY: You can banish this card and 1 Fusion Monster from your GY, then target 1 "Springans" Xyz Monster you control; attach 1 Fusion Monster that lists "Fallen of Albaz" as material from your Extra Deck to that monster as material. You can only use each effect of "Springans Call!" once per turn.
    SPYRAL GEAR - Utility Wire If you control "SPYRAL Super Agent": Target 1 face-up card your opponent controls; place it on top of the Deck. You can only activate 1 "SPYRAL GEAR - Utility Wire" per turn.
    Stained Glass of Light & Dark Apply any of the following effect(s) in sequence, depending on the Type(s) of Effect Monster you control.
  • Fairy: You can draw 3 cards, then place 2 cards from your hand on the bottom of your Deck in any order.
  • Fiend: You can make your opponent draw 1 card, then discard 1 random card, then if they still have a card in their hand, they discard 1 card.
    You can only activate 1 "Stained Glass of Light & Dark" per turn.
  • Star Siphon Activate only when a Synchro Monster is Special Summoned, by selecting it. Special Summon 1 "Siphon Token" (Spellcaster-Type/DARK/Level 1/ATK 0/DEF 0). Its Level is that of the selected monster, and the selected monster is now Level 1.
    Stardust Flash Target 1 "Stardust" monster in your Graveyard; Special Summon it.
    Stardust Mirage If you control a Level 8 or higher Dragon Synchro Monster: Special Summon as many monsters as possible from your GY that were destroyed and sent to your GY by battle or an opponent's card effect this turn. You can only activate 1 "Stardust Mirage" per turn.
    Stardust Re-Spark When an opponent's Special Summoned monster declares a direct attack, if its ATK is greater than or equal to your LP: Negate the attack, and if you do, draw 1 card, then you can Special Summon 1 "Stardust" monster from your Extra Deck or Graveyard. You can only activate 1 "Stardust Re-Spark" per turn.
    Starlight Road When a card or effect is activated that destroys 2 or more cards you control: Negate the activation, and if you do, destroy that card, then you can Special Summon 1 "Stardust Dragon" from your Extra Deck.
    Starry Dragon's Cycle Target 1 Fusion, Synchro, Xyz, or Link Monster on the field; return that face-up monster to the Extra Deck, then, based on its card type, you can Special Summon 1 appropriate monster from either GY to your field.
  • Fusion: Monster with the same Attribute.
  • Synchro: Monster with a lower Level.
  • Xyz: Monster with the same Level as its Rank.
  • Link: Monster with the same Type.
  • You can only activate 1 "Starry Dragon's Cycle" per turn.
  • Starry Knight Blast When your opponent activates a card or effect: Return 1 Level 7 LIGHT Dragon monster you control to the hand; negate that effect, and if you do, destroy that card. You can only activate "Starry Knight Blast" once per turn.
    Stars Align across the Milky Way Reveal 1 Ritual Monster in your hand; add 1 Ritual Monster with the same Level but a different name from your Deck to your hand. You can banish this card from your GY and send 1 Ritual Spell from your hand to the GY; this effect becomes that card's effect that Ritual Summons a monster when the card is activated. You can only use each effect of "Stars Align across the Milky Way" once per turn.
    Startling Stare of the Snake-Eyes If the total Levels of "Snake-Eye" monsters you control are 2 or higher: Activate 1 of these effects;
  • Target 1 face-up monster your opponent controls or in their GY; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell.
  • Target 1 Monster Card treated as a Continuous Spell on the field; Special Summon it to your field.
    You can only activate 1 "Startling Stare of the Snake-Eyes" per turn.
  • Statue of the Wicked 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."
    Staunch Defender You can only activate this card when your opponent declares an attack. Select 1 face-up monster on your side of the field. During this turn, your opponent can only designate the selected monster as an attack target and your opponent must attack the selected monster with all face-up monsters.
    Stonehenge Methods When a face-up "Chronomaly" monster(s) you control is destroyed by battle or by a card effect and sent to the Graveyard: Special Summon 1 Level 4 or lower "Chronomaly" monster from your Deck in face-up Defense Position. I