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HOME > Yu-Gi-Oh! Card Search > Search result
Include "Nightmare" in "Card Name" or "Card Text". Search result Showing 1 to 30 of 34
Include "Nightmare" in "Card Name" or "Card Text".
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Rating Score | Card Name | Card-Type | |||||||||||
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Attribute | Level | Type | ATK | DEF | |||||||||
▶︎ Deck | 9.6 (19) | Knightmare Mermaid Forbidden |
Link Monster Effect Monster |
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- | - | Fiend | 1000 | - | |||||||||
1 "Knightmare" monster, except "Knightmare Mermaid" If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked.
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▶︎ Deck | 9.5 (24) | Knightmare Goblin Forbidden |
Link Monster Effect Monster |
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- | - | Fiend | 1300 | - | |||||||||
2 monsters with different names If this card is Link Summoned during your turn: You can discard 1 card; if this card was co-linked when this effect was activated, you can draw 1 card, also, during your Main Phase this turn, you can Normal Summon 1 monster from your hand to your zone this card points to, in addition to your Normal Summon/Set. You can only apply this effect of "Knightmare Goblin" once per turn. Neither player can target co-linked monsters you control with card effects.
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▶︎ Deck | 9.4 (35) | Knightmare Corruptor Iblee | Effect Monster | ||||||||||
- | 2 | Cyberse | 0 | 0 | |||||||||
When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn. | |||||||||||||
▶︎ Deck | 9.4 (21) | Mirage of Nightmare Forbidden | Continuous Spell | ||||||||||
Once per turn, during your opponent's Standby Phase: Draw cards until you have 4 cards in your hand. If you do, during your next Standby Phase after that: Randomly discard the same number of cards you drew (or your entire hand, if you do not have enough cards). | |||||||||||||
▶︎ Deck | 9.4 (23) | Unending Nightmare | Continuous Trap | ||||||||||
You can pay 1000 LP, then target 1 face-up Spell/Trap on the field; destroy it. You can only activate this effect of "Unending Nightmare" once per Chain. | |||||||||||||
▶︎ Deck | 9.3 (26) | Knightmare Unicorn |
Link Monster Effect Monster |
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- | - | Fiend | 2200 | - | |||||||||
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
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▶︎ Deck | 9 (22) | Knightmare Gryphon |
Link Monster Effect Monster |
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- | - | Fiend | 2500 | - | |||||||||
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap in your GY; Set it to your field, but it cannot be activated this turn, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Gryphon" once per turn. Special Summoned monsters on the field cannot activate their effects, unless they are linked.
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▶︎ Deck | 8.9 (23) | Knightmare Phoenix |
Link Monster Effect Monster |
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- | - | Fiend | 1900 | - | |||||||||
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
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▶︎ Deck | 8.8 (9) | Knightmare Incarnation Idlee | Effect Monster | ||||||||||
- | 9 | Fairy | 2100 | 2100 | |||||||||
Level 9 monsters you control cannot be destroyed by card effects. You can only use each of the following effects of "Knightmare Incarnation Idlee" once per turn. ●If the total Link Rating of the monsters on the field is 8 or more (Quick Effect): You can Special Summon this card from your hand. ●If this card is Special Summoned, while your opponent controls more Link Monsters than you do: You can send all Link Monsters on the field to the GY. |
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▶︎ Deck | 8.3 (17) | Yubel - Terror Incarnate | Effect Monster | ||||||||||
- | 11 | Fiend | 0 | 0 | |||||||||
Cannot be Normal Summoned or Set. Must be Special Summoned by "Yubel", and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. Before damage calculation, when this face-up Attack Position card is attacked by an opponent's monster: Inflict damage to your opponent equal to that monster's ATK. During your End Phase: Destroy all other monsters on the field. When this face-up card leaves the field: You can Special Summon 1 "Yubel - The Ultimate Nightmare" from your hand, Deck, or Graveyard. | |||||||||||||
▶︎ Deck | 8.2 (26) | Number 47: Nightmare Shark |
Xyz Monster Effect Monster |
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- | 3 | Sea Serpent | 2000 | 2000 | |||||||||
2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack. |
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▶︎ Deck | 8.2 (38) | Recurring Nightmare | Normal Spell | ||||||||||
Target 2 DARK monsters with 0 DEF in your GY; add those targets to your hand. | |||||||||||||
▶︎ Deck | 8 (11) | Orcust Knightmare | Effect Monster | ||||||||||
- | 7 | Machine | 100 | 2000 | |||||||||
Cannot be destroyed by battle with a Link Monster. You can banish this card from your GY, then target 1 face-up monster on the field; you cannot Special Summon monsters, except DARK monsters, for the rest of this turn, also send 1 DARK Machine monster from your Deck to the GY, except "Orcust Knightmare", and if you do, the targeted monster gains ATK equal to the Level of the monster sent to the GY x 100, until the end of this turn. You can only use this effect of "Orcust Knightmare" once per turn. | |||||||||||||
▶︎ Deck | 7.9 (13) | Knightmare Cerberus |
Link Monster Effect Monster |
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- | - | Fiend | 1600 | - | |||||||||
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.
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▶︎ Deck | 7.6 (28) | Evilswarm Nightmare |
Xyz Monster Effect Monster |
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- | 4 | Fiend | 950 | 1950 | |||||||||
2 Level 4 DARK monsters When your opponent Special Summons a monster(s) (except during the Damage Step): You can detach 1 material from this card; change that Special Summoned monster(s) to face-down Defense Position. |
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▶︎ Deck | 7.6 (31) | Traptrix Trap Hole Nightmare | Normal Trap | ||||||||||
When a monster that was Special Summoned this turn activates its effect on your opponent's field: Negate that effect, and if you do, destroy that card. | |||||||||||||
▶︎ Deck | 7.3 (19) | Yubel - The Ultimate Nightmare | Effect Monster | ||||||||||
- | 12 | Fiend | 0 | 0 | |||||||||
Cannot be Normal Summoned or Set. Must be Special Summoned by "Yubel - Terror Incarnate", and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. At the end of the Damage Step, if this face-up Attack Position card battles an opponent's monster: Inflict damage equal to that monster's ATK to your opponent, also destroy that monster. | |||||||||||||
▶︎ Deck | 7.3 (19) | Dark Room of Nightmare | Continuous Spell | ||||||||||
Each time your opponent takes damage from a card effect, except "Dark Room of Nightmare", inflict 300 damage to your opponent. | |||||||||||||
▶︎ Deck | 7.1 (24) | Nightmare Penguin | Effect Monster | ||||||||||
- | 4 | Aqua | 900 | 1800 | |||||||||
All face-up WATER monsters you control gain 200 ATK. When this card is flipped face-up: Target 1 card your opponent controls; return that target to the hand. | |||||||||||||
▶︎ Deck | 6.6 (22) | Reaper on the Nightmare |
Fusion Monster Effect Monster |
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- | 5 | Zombie | 800 | 600 | |||||||||
"Spirit Reaper" + "Nightmare Horse" This card is not destroyed as a result of battle. Destroy this card when it is targeted by the effect of a Spell, Trap, or Effect Monster. This card can attack your opponent's Life Points directly even if there is a monster on your opponent's side of the field. If this card successfully attacks your opponent's Life Points directly, your opponent discards 1 card randomly from his/her hand. |
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▶︎ Deck | 6.5 (17) | Nightmare Archfiends | Normal Trap | ||||||||||
Tribute 1 monster; Special Summon 3 "Nightmare Archfiend Tokens" (Fiend-Type/DARK/Level 6/ATK 2000/DEF 2000) to your opponent's field in Attack Position. Each time 1 is destroyed, its controller takes 800 damage. | |||||||||||||
▶︎ Deck | 6.4 (7) | Terrifying Trap Hole Nightmare | Normal Trap | ||||||||||
If your opponent has Special Summoned a monster(s) this turn: Target 1 monster your opponent controls with 2000 or more ATK; destroy it, then if you have a "Hole" Normal Trap in your GY, you can banish 1 monster from your opponent's GY. You can only activate 1 "Terrifying Trap Hole Nightmare" per turn. | |||||||||||||
▶︎ Deck | 6.2 (26) | Gimmick Puppet Nightmare | Effect Monster | ||||||||||
- | 8 | Machine | 1000 | 2000 | |||||||||
You can Special Summon this card (from your hand) by Tributing 1 face-up Xyz Monster you control. You can only Special Summon "Gimmick Puppet Nightmare" once per turn this way. When you do: You can Special Summon 1 "Gimmick Puppet Nightmare" from your hand or Graveyard. If this card is Special Summoned, you cannot Special Summon any monsters for the rest of this turn, except "Gimmick Puppet" monsters. | |||||||||||||
▶︎ Deck | 6 (9) | Labyrinth of Nightmare | Continuous Trap | ||||||||||
Once per turn, during each player's End Phase: Change the battle positions of all face-up monsters the turn player controls. | |||||||||||||
▶︎ Deck | 6 (23) | Nightmare Wheel | Continuous Trap | ||||||||||
Activate this card by targeting 1 monster your opponent controls; it cannot attack or change its battle position. When it leaves the field, destroy this card. Once per turn, during your Standby Phase: Inflict 500 damage to your opponent. That monster must be on the field to activate and to resolve this effect. | |||||||||||||
▶︎ Deck | 5.9 (14) | Psychic Nightmare |
Synchro Monster Effect Monster |
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- | 6 | Psychic | 2400 | 1800 | |||||||||
1 Tuner + 1 or more non-Tuner Psychic-Type monsters Once per turn, during your Main Phase, you can pick 1 random card in your opponent's hand and call what type of card it is (Monster, Spell or Trap). If you call it right, this card gains 1000 ATK until your opponent's End Phase. |
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▶︎ Deck | 5.5 (10) | Nightmare Magician | Effect Monster | ||||||||||
- | 7 | GensoMazoku | 2500 | 2000 | |||||||||
If this card battles a monster, neither can be destroyed by that battle. At the end of the Damage Step, if this card battled an opponent's monster: You can take control of that opponent's monster. Once per turn, at the start of the Damage Step, if another monster attacks: You can destroy 1 card on the field. | |||||||||||||
▶︎ Deck | 5.4 (5) | Dark Eye Nightmare | Effect Monster | ||||||||||
- | 4 | Fiend | 1700 | 1700 | |||||||||
Once per turn, if this card would be destroyed by battle, you can banish 1 Trap from your GY instead. You can banish up to 3 Traps from your GY; apply this effect, based on the number banished. ●1: Draw 1 card, then place 1 card from your hand on top of the Deck. ●2: Draw 1 card. ●3: Draw 2 cards, then discard 1 card. You can only use this effect of "Dark Eye Nightmare" once per turn. |
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▶︎ Deck | 4.2 (24) | Nightmare's Steelcage | Normal Spell | ||||||||||
This card remains on the field for 2 of your opponent's turns. While this card is face-up on the field, no monsters can attack. | |||||||||||||
▶︎ Deck | 3.2 (20) | Theban Nightmare | Effect Monster | ||||||||||
- | 4 | Fiend | 1500 | 500 | |||||||||
Gains 1500 ATK while you have no cards in your hand nor in your Spell & Trap Zones. | |||||||||||||
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