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HOME > Yu-Gi-Oh! Card Lists > Labyrinth of Nightmare

Labyrinth of Nightmare Card List

Labyrinth of NightmareCard List
Labyrinth of Nightmare
code : LN.
Total : 53 Types.
Release Date:2001-07-02
2th period

Average of all cards:4.2pt




Total 53 Types
Monster 27 Types
Normal Monster:10 TypesEffect Monster:16 Types
Fusion Monster:1 Types
0 Tuner Monster 3 Flip Monster 0 Gemini Monster
Spell 15 Types
4Normal Spell 3Equip IconEquip Spell 1Quick-Play IconQuick-Play Spell
0 Ritual IconRitual Spell 6 Continuous IconContinuous Spell 1 Field IconField Spell
Trap 11 Types
4 Normal Trap 6 Continuous IconContinuous Trap 1 Counter IconCounter Trap
Enhanced Category : 4
HERO:1 Types / Fusion:1 Types / Earthbound:1 Types / Counter:1 Types



Card Rating: Top 5

Card List in descending order of rating

rating order563 / 638 view num39053 Check card pricing information (Japan)

Rarity Rating Score Code Card Name Card-Type
Attribute Level Type ATK DEF
The Portrait's Secret
Normal
▶︎ Deck
1.8 14
[13781]
01 The Portrait's Secret  Normal Monster
- 4 Fiend 1200 1500
A portrait cursed by the artist, it is said to bring ill fortune to anyone who owns it.
The Gross Ghost of Fled Dreams
Normal
▶︎ Deck
2.5 10
[13335]
02 The Gross Ghost of Fled Dreams  Normal Monster
- 4 Fiend 1300 1800
This monster feeds on the dreams of an unwary sleeper, dragging the victim into eternal slumber.
Headless Knight
Normal
▶︎ Deck
2.8 13
[14980]
03 Headless Knight  Normal Monster
- 4 Fiend 1450 1700
A haunted spirit of a falsely accused knight who wanders in search of truth and justice.
Earthbound Spirit
Super
▶︎ Deck
3.5 15
[16833]
04 Earthbound Spirit  Normal Monster
- 4 Fiend 500 2000
A vengeful creature formed by the spirits of fallen warriors, it drags any who dare approach it into the deepest bowels of the earth.
The Earl of Demise
Normal
▶︎ Deck
2.3 14
[13950]
05 The Earl of Demise  Normal Monster
- 5 Fiend 2000 700
This gentlemanly creature is extremely wicked, feared by man and fiend alike.
Boneheimer
Normal
▶︎ Deck
1 13
[6306]
06 Boneheimer  Normal Monster
- 3 Aqua 850 400
This monster wanders the seas, sucking dry any creatures it may encounter.
Flame Dancer
Normal
▶︎ Deck
1 10
[7463]
07 Flame Dancer  Normal Monster
- 2 Pyro 550 450
This monster moves while swinging its burning rope.
Spherous Lady
Normal
▶︎ Deck
1.1 10
[8290]
08 Spherous Lady  Normal Monster
- 3 Rock 400 1400
Many have been deceived by the beauty of this vampire.
Lightning Conger
Normal
▶︎ Deck
1.9 12
[9101]
09 Lightning Conger  Normal Monster
- 3 Thunder 350 750
This massive eel generates huge charges of electricity and unleashes them as thunderbolts.
Jowgen the Spiritualist
Normal
▶︎ Deck
7.5 38
[71738]
10 Jowgen the Spiritualist  Effect Monster
- 3 Spellcaster 200 1300
You can discard 1 random card from your hand to the GY; destroy all Special Summoned monsters on the field. Neither player can Special Summon monsters.
Kycoo the Ghost Destroyer
Normal
▶︎ Deck
8.4 36
[111605]
11 Kycoo the Ghost Destroyer  Effect Monster
- 4 Spellcaster 1800 700
When this card inflicts battle damage to your opponent: You can target up to 2 monsters in their GY; banish those targets. Your opponent cannot banish cards from either GY.
Summoner of Illusions
Normal
▶︎ Deck
7 15
[55769]
12 Summoner of Illusions  Effect Monster
Flip Monster
- 3 Spellcaster 800 900
FLIP: Tribute 1 other monster, and if you do, Special Summon 1 Fusion Monster from your Extra Deck, but destroy it during the End Phase of this turn.
Bazoo the Soul-Eater
Normal
▶︎ Deck
5.3 17
[17784]
13 Bazoo the Soul-Eater  Effect Monster
- 4 Beast 1600 900
Once per turn: You can banish up to 3 monsters from your GY; this card gains 300 ATK for each, until the end of your opponent's turn.
Dark Necrofear
Ultimate
Ultra
▶︎ Deck
6.7 35
[79482]
14 Dark Necrofear  Effect Monster
- 8 Fiend 2200 2800
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 Fiend monsters from your GY. During the End Phase, if this card is in your GY because it was destroyed in your Monster Zone by an opponent's card and sent there this turn: Target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster.
Soul of Purity and Light
Normal
▶︎ Deck
5.9 23
[28703]
15 Soul of Purity and Light  Effect Monster
- 6 Fairy 2000 1800
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 2 LIGHT monsters in your Graveyard. All monsters your opponent controls lose 300 ATK during their Battle Phase only.
Spirit of Flames
Normal
▶︎ Deck
6.5 24
[20332]
16 Spirit of Flames  Effect Monster
- 4 Pyro 1700 1000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 FIRE monster from your GY. Gains 300 ATK during your Battle Phase only.
Aqua Spirit
Normal
▶︎ Deck
6.3 19
[40125]
17 Aqua Spirit  Effect Monster
- 4 Aqua 1600 1200
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 WATER monster from your GY. Once per turn, during your opponent's Standby Phase: You can target 1 face-up monster your opponent controls; change that target's battle position, and if you do, it cannot change its battle position for the rest of this turn.
The Rock Spirit
Normal
▶︎ Deck
5.2 15
[15694]
18 The Rock Spirit  Effect Monster
- 4 Rock 1700 1000
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 EARTH monster from your GY. Gains 300 ATK during your opponent's Battle Phase only.
Garuda the Wind Spirit
Normal
▶︎ Deck
6.3 17
[48323]
19 Garuda the Wind Spirit  Effect Monster
- 4 Winged Beast 1600 1200
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 WIND monster from your GY. Once per turn, during your opponent's End Phase: You can target 1 face-up monster your opponent controls; change that target's battle position.
Gilasaurus
Normal
▶︎ Deck
8.1 23
[47011]
20 Gilasaurus  Effect Monster
- 3 Dinosaur 1400 400
You can Special Summon this card (from your hand). If Summoned this way: Activate this effect; your opponent can Special Summon 1 monster from their GY.
Tornado Bird
Normal
▶︎ Deck
3.3 14
[9885]
21 Tornado Bird  Effect Monster
Flip Monster
- 4 Winged Beast 1100 1000
FLIP: Return 2 Spell or Trap Cards on the field to their owners' hands.
Dreamsprite
Normal
▶︎ Deck
3.4 9
[10779]
22 Dreamsprite  Effect Monster
- 2 Plant 300 200
When attacked by your opponent's monster, select another 1 of your Monster Cards and designate it as the attack's target, then calculate damage.
Zombyra the Dark
N-Rare
▶︎ Deck
5.3 20
[29559]
23 Zombyra the Dark  Effect Monster
- 4 Warrior 2100 500
Cannot attack your opponent directly. If this card destroys a monster by battle: This card loses 200 ATK.
Supply
Normal
▶︎ Deck
3.3 15
[10275]
24 Supply  Effect Monster
Flip Monster
- 4 Warrior 1300 800
FLIP: Return 2 Fusion-Material monsters that were sent to the Graveyard as a result of a Fusion Summon to your hand.
Maryokutai
Normal
▶︎ Deck
5.6 15
[22155]
25 Maryokutai  Effect Monster
- 3 Aqua 900 900
During your opponent's turn, when your opponent activates a Spell Card (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it.
The Last Warrior from Another Planet
Parallel
Ultra
▶︎ Deck
8.7 46
[105755]
26 The Last Warrior from Another Planet  Fusion Monster
Effect Monster
- 7 Warrior 2350 2300
"Zombyra the Dark" + "Maryokutai"
If this card is Special Summoned: Destroy all other monsters you control. Neither player can Summon monsters.
Collected Power
Normal
▶︎ Deck
2.9 12
[10213]
27 Collected Power  Normal Trap
Target 1 face-up monster on the field; equip it with all Equip Cards on the field. If any of those Equip Cards is now equipped to an incorrect target, destroy that Equip Card.
Dark Spirit of the Silent
Rare
▶︎ Deck
2.2 12
[18402]
28 Dark Spirit of the Silent  Normal Trap
Activate only when an opponent's monster declares an attack. Negate that attack, and select another face-up monster your opponent controls. That monster attacks instead. (If it is in face-up Defense Position, change it to Attack Position.)
Royal Command
Super
▶︎ Deck
4.8 21
[13144]
29 Royal Command  Continuous Trap
Flip monsters' effects cannot be activated, also their effects are negated.
Riryoku Field
Super
▶︎ Deck
1 19
[12102]
30 Riryoku Field  Counter Trap
When a Spell Card that targets exactly 1 monster on the field (and no other cards) is activated: Negate the activation, and if you do, destroy it.
Skull Lair
Normal
▶︎ Deck
6.6 17
[21927]
31 Skull Lair  Continuous Trap
Remove from play any number of Monster Cards in your Graveyard to destroy 1 face-up monster on the field whose Level is equal to the number of the cards you removed from play.
Graverobber's Retribution
Normal
▶︎ Deck
2.5 16
[12101]
32 Graverobber's Retribution  Continuous Trap
During each of your Standby Phases, inflict 100 points of damage to your opponent's Life Points for each of your opponent's monsters that have been removed from play.
Deal of Phantom
Normal
▶︎ Deck
2.5 11
[5103]
33 Deal of Phantom  Normal Trap
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(s) are applied when this card is activated.
Destruction Punch
Normal
▶︎ Deck
1 21
[11849]
34 Destruction Punch  Normal Trap
If the ATK of an attacking monster your opponent controls is lower than the DEF of the attacked Defense Position monster you control, destroy the attacking monster at the end of the Damage Step. (Damage calculation is applied normally.)
Blind Destruction
Normal
▶︎ Deck
2.5 11
[12203]
35 Blind Destruction  Continuous Trap
Once per turn, during your Standby Phase: Roll a six-sided die. If the result is 1-5, destroy all monsters on the field with the same Level as the number rolled. If it is 6, destroy all Level 6 and higher monsters on the field.
The Emperor's Holiday
Normal
▶︎ Deck
1.8 12
[11098]
36 The Emperor's Holiday  Continuous Trap
Negate all Equip Card effects on the field.
Destiny Board
Parallel
Ultra
▶︎ Deck
5.1 52
[83479]
37 Destiny Board  Continuous Trap
When this card and all 4 "Spirit Message" cards with different names are placed on your field, you win the Duel. Once per turn, during your opponent's End Phase: Place 1 "Spirit Message" card from your hand or Deck in your Spell & Trap Zone face-up, in the proper order of "I", "N", "A", and "L". When any "Spirit Message" card or "Destiny Board" you control leaves the field, send all "Spirit Message" cards and "Destiny Board" you control to the GY.
Spirit Message
Rare
▶︎ Deck
4.4 19
[40946]
38 Spirit Message "I"  Continuous Spell
This card can only be placed on the field by the effect of "Destiny Board".
Spirit Message
Rare
▶︎ Deck
4.4 20
[23202]
39 Spirit Message "N"  Continuous Spell
This card can only be placed on the field by the effect of "Destiny Board".
Spirit Message
Rare
▶︎ Deck
4.3 19
[22834]
40 Spirit Message "A"  Continuous Spell
This card can only be placed on the field by the effect of "Destiny Board".
Spirit Message
Rare
▶︎ Deck
4.4 19
[22084]
41 Spirit Message "L"  Continuous Spell
This card can only be placed on the field by the effect of "Destiny Board".
The Dark Door
Normal
▶︎ Deck
5.1 14
[27485]
42 The Dark Door  Continuous Spell
Only 1 monster can attack during each Battle Phase.
Spiritualism
Rare
▶︎ Deck
4.7 16
[20704]
43 Spiritualism  Normal Spell
Return 1 Spell/Trap Card your opponent controls to the hand. This card's activation and effect cannot be negated.
Cyclon Laser
Normal
▶︎ Deck
1 11
[7732]
44 Cyclon Laser  Equip Spell
You can only equip this card to "Gradius". Increase the ATK of "Gradius" by 300 points. When the equipped "Gradius" attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.
Bait Doll
Normal
▶︎ Deck
4.4 14
[25397]
45 Bait Doll  Normal Spell
Target 1 Set card in the Spell & Trap Card Zone; reveal that target, force its activation if it is a Trap Card, then negate its effect if the activation timing is incorrect, and if you do, destroy it. (If it is not a Trap Card, return it face-down.) When this card resolves, shuffle it into the Deck instead of sending it to the Graveyard.
De-Fusion
Super
▶︎ Deck
6.6 30
[71818]
46 De-Fusion  Quick-Play Spell
Target 1 Fusion Monster on the field; return that target to the Extra Deck, then, if all the materials that were used for its Fusion Summon are in your GY, you can Special Summon all of them.
Fusion Gate
Normal
▶︎ Deck
7.6 16
[72762]
47 Fusion Gate  Field Spell
During the Main Phase: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing Fusion Materials mentioned on it from their hand or field.
Ekibyo Drakmord
Normal
▶︎ Deck
2.8 20
[20023]
48 Ekibyo Drakmord  Equip Spell
The equipped monster cannot attack. Destroy the equipped monster at the end of its controller's 2nd turn after this card is activated. At that time, this card is returned to the owner's hand.
Miracle Dig
Normal
▶︎ Deck
5.3 21
[40099]
49 Miracle Dig  Normal Spell
If at least 5 of your monsters are banished: Target 3 of them; return them to the GY.
Dragonic Attack
Normal
▶︎ Deck
1.4 14
[7133]
50 Dragonic Attack  Equip Spell
This card can only be used to equip Warrior-Type monsters. The equipped monster is treated as Dragon-Type and increases the ATK and DEF of the equipped monster by 500 points.
Spirit Elimination
Normal
▶︎ Deck
1.2 10
[11905]
51 Spirit Elimination  Normal Spell
When monsters in the Graveyard are removed from play, remove monsters on your side of the field from play as substitutes. This card remains active until the end of the turn that it is activated. The substitutes remain removed from play.
Vengeful Bog Spirit
Normal
▶︎ Deck
4.5 11
[17020]
52 Vengeful Bog Spirit  Continuous Spell
Monsters cannot attack the turn they are Summoned.
Dark Magician
Ultimate
▶︎ Deck
8.8 95
[334838]
53 Dark Magician  Normal Monster
- 7 Spellcaster 2500 2100
The ultimate wizard in terms of attack and defense.
Labyrinth of Nightmare Card List
4.2 /10.0 pt
Number of card ratings : 1045
User Review : 1045

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