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HOME > Yu-Gi-Oh! Card Lists > DUELIST EDITION Volume 1

DUELIST EDITION Volume 1 Card List

DUELIST EDITION Volume 1Card List
DUELIST EDITION Volume 1
code : DE01.
Total : 160 Types.
Release Date:2012-05-13
8th period

Average of all cards:5.6pt




Total 160 Types
Monster 92 Types
Normal Monster:5 TypesEffect Monster:80 Types
Fusion Monster:7 Types
0 Tuner Monster 1 Flip Monster 0 Gemini Monster
Spell 38 Types
17Normal Spell 3Equip IconEquip Spell 6Quick-Play IconQuick-Play Spell
1 Ritual IconRitual Spell 7 Continuous IconContinuous Spell 4 Field IconField Spell
Trap 30 Types
19 Normal Trap 8 Continuous IconContinuous Trap 3 Counter IconCounter Trap
Enhanced Category : 24
HERO:22 Types / Crystal Beast, Advanced Crystal Beast:14 Types / Neos:13 Types / Alien:11 Types / Elemental HERO:11 Types / Destiny HERO:11 Types / Six Samurai :10 Types / Cyber, Cybernetic, Cyberdark:7 Types / Volcanic:6 Types / Neo-Spacian:5 Types / Dark World:4 Types / roid:3 Types / Fusion:3 Types / Monarch:2 Types / Harpie:1 Types / Gravekeeper:1 Types / Archfiend:1 Types / Ninja, Ninjitsu:1 Types / Djinn:1 Types / LV, Level Up!:1 Types / Goblin:1 Types / SPYRAL:1 Types / Fossil:1 Types / Warrior:1 Types



Card Rating: Top 5

Card List in descending order of rating

rating order420 / 642 view num53762 Check card pricing information (Japan)

Rarity Rating Score Code Card Name Card-Type
Attribute Level Type ATK DEF
Elemental HERO Neos
Super
▶︎ Deck
7.8 52
[133016]
JP001 Elemental HERO Neos  Normal Monster
- 7 Warrior 2500 2000
A new Elemental HERO has arrived from Neo-Space! When he initiates a Contact Fusion with a Neo-Spacian his unknown powers are unleashed.
Sabersaurus
Normal
▶︎ Deck
8 39
[69546]
JP002 Sabersaurus  Normal Monster
- 4 Dinosaur 1900 500
This normally gentle dinosaur enjoys relaxing in its nest in the prairies. If it becomes angered, it turns terribly ferocious.
Neo-Spacian Aqua Dolphin
Normal
▶︎ Deck
6.4 36
[55317]
JP003 Neo-Spacian Aqua Dolphin  Effect Monster
- 3 Warrior 600 800
Once per turn: You can discard 1 card; look at your opponent's hand and choose 1 monster. If you control a monster with ATK greater than or equal to the ATK of the chosen card, destroy the chosen card, and if you do, inflict 500 damage to your opponent. Otherwise, take 500 damage.
Neo-Spacian Flare Scarab
Normal
▶︎ Deck
3.7 18
[29171]
JP004 Neo-Spacian Flare Scarab  Effect Monster
- 3 Insect 500 500
Gains 400 ATK for each Spell/Trap your opponent controls.
Neo-Spacian Dark Panther
Normal
▶︎ Deck
5.5 17
[36564]
JP005 Neo-Spacian Dark Panther  Effect Monster
- 3 Beast 1000 500
Once per turn: You can target 1 face-up monster your opponent controls; until the End Phase, this card's name becomes that monster's original name, also replace this effect with that monster's original effects (if any).
Rallis the Star Bird
Normal
▶︎ Deck
2.8 12
[14538]
JP006 Rallis the Star Bird  Effect Monster
- 3 Winged Beast 800 800
This card gains ATK equal to the Level of the monster that it battles x 200 during the Damage Step only. If this card attacks, it is removed from play at the end of the Damage Step and returned to your side of the field in face-up Attack Position at the beginning of your next turn's Battle Phase.
Submarineroid
Normal
▶︎ Deck
6.7 16
[18899]
JP007 Submarineroid  Effect Monster
- 4 Machine 800 1800
This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is the original ATK of this card. At the end of the Damage Step, if this card attacked or was attacked: You can change this card to Defense Position.
Destiny HERO - Double Dude
Normal
▶︎ Deck
3.5 18
[20138]
JP008 Destiny HERO - Double Dude  Effect Monster
- 6 Warrior 1000 1000
Cannot be Special Summoned. This card can attack twice during each Battle Phase. During your Standby Phase, if this card was destroyed since your last Standby Phase: You can Special Summon 2 "Double Dude Tokens" (Warrior-Type/DARK/Level 4/ATK 1000/DEF 1000). This card must be in your Graveyard to activate and to resolve this effect.
Destiny HERO - Defender
Normal
▶︎ Deck
6.3 25
[48750]
JP009 Destiny HERO - Defender  Effect Monster
- 4 Warrior 100 2700
During each of your opponent's Standby Phases: Your opponent draws 1 card. This card must be in face-up Defense Position to activate and to resolve this effect.
Destiny HERO - Dogma
Ultra
▶︎ Deck
7.4 21
[83108]
JP010 Destiny HERO - Dogma  Effect Monster
- 8 Warrior 3400 2400
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 "Destiny HERO" monster. Once per turn, if you still control this face-up card during your opponent's next Standby Phase after you Special Summoned it this way: Halve your opponent's LP.
Destiny HERO - Blade Master
Normal
▶︎ Deck
3.6 19
[17701]
JP011 Destiny HERO - Blade Master  Effect Monster
- 3 Warrior 300 600
During your opponent's Battle Phase (Quick Effect): You can discard this card; all "Destiny HERO" monsters you currently control gain 800 ATK until the end of this turn.
Destiny HERO - Fear Monger
Normal
▶︎ Deck
5.9 16
[28848]
JP012 Destiny HERO - Fear Monger  Effect Monster
- 4 Warrior 1000 1000
During your Standby Phase, if this card is in your GY because it was destroyed by battle and sent there since your last Standby Phase: Target 1 "Destiny HERO" monster in your GY, except "Destiny HERO - Fear Monger"; Special Summon that target.
Destiny HERO - Dasher
Normal
▶︎ Deck
7.5 23
[58279]
JP013 Destiny HERO - Dasher  Effect Monster
- 6 Warrior 2100 1000
Once per turn: You can Tribute 1 other monster; this card gains 1000 ATK until the end of this turn. If this card attacks, change it to Defense Position at the end of the Battle Phase. Once, while this card is in your GY, when you draw a monster during your Draw Phase: You can reveal it; Special Summon it. This card must be in the GY to activate and to resolve this effect.
Black Stego
Normal
▶︎ Deck
4.2 18
[11772]
JP014 Black Stego  Effect Monster
- 4 Dinosaur 1200 2000
If this Attack Position card is targeted for an attack: Change this card to Defense Position.
Ultimate Tyranno
Rare
▶︎ Deck
6.7 25
[35268]
JP015 Ultimate Tyranno  Effect Monster
- 8 Dinosaur 3000 2200
This card can attack all monsters your opponent controls, once each. During your Battle Phase, if you control an "Ultimate Tyranno" that can attack, monsters other than "Ultimate Tyranno" cannot attack.
Miracle Jurassic Egg
Normal
▶︎ Deck
3.5 14
[12395]
JP016 Miracle Jurassic Egg  Effect Monster
- 4 Dinosaur 0 2000
While face-up on the field, this card cannot be banished. Each time a Dinosaur-Type monster(s) is sent to your Graveyard, place 2 counters on this card. You can Tribute this card; Special Summon 1 Dinosaur-Type monster from your Deck whose Level is less than or equal to the number of counters that were on this card.
Babycerasaurus
Normal
▶︎ Deck
7.9 32
[39213]
JP017 Babycerasaurus  Effect Monster
- 2 Dinosaur 500 500
If this card is destroyed by card effect and sent to the GY: Special Summon 1 Level 4 or lower Dinosaur monster from your Deck.
Alien Grey
Normal
▶︎ Deck
6 13
[20751]
JP018 Alien Grey  Effect Monster
Flip Monster
- 2 Reptile 300 800
FLIP: Place 1 A-Counter on 1 face-up monster on your opponent's side of the field. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.) After this card has been flipped face-up, when it is destroyed by battle and sent to the Graveyard, draw 1 card.
Alien Skull
Normal
▶︎ Deck
3.3 13
[11166]
JP019 Alien Skull  Effect Monster
- 4 Reptile 1600 1800
You can Tribute 1 face-up Level 3 or lower monster on your opponent's side of the field to Special Summon this card to your opponent's side of the field. If you Special Summon this monster this way, place 1 A-Counter on this card, and you cannot Normal Summon or Set the same turn. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)
Alien Hunter
Normal
▶︎ Deck
3.5 13
[9734]
JP020 Alien Hunter  Effect Monster
- 4 Reptile 1600 800
If this card destroys a monster with an A-Counter by battle, it can attack once again in a row.
Alien Warrior
Normal
▶︎ Deck
7.3 15
[28483]
JP021 Alien Warrior  Effect Monster
- 4 Reptile 1800 1000
When this card is destroyed by battle and sent to the Graveyard, place 2 A-Counters on the monster that destroyed it. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)
Alien Mother
Rare
▶︎ Deck
4.3 12
[11855]
JP022 Alien Mother  Effect Monster
- 6 Reptile 2300 1500
If this card destroys a monster with an A-Counter by battle and sends it to the Graveyard, Special Summon the destroyed monster to your side of the field at the end of the Battle Phase. When this card is removed from the field, all monsters that were Special Summoned by this card's effect are destroyed.
Elemental HERO Aqua Neos
Rare
▶︎ Deck
4 20
[31309]
JP023 Elemental HERO Aqua Neos  Fusion Monster
Effect Monster
- 7 Warrior 2500 2000
"Elemental HERO Neos" + "Neo-Spacian Aqua Dolphin"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Once per turn: You can discard 1 card; destroy 1 random card in your opponent's hand. During the End Phase: Shuffle this card into the Extra Deck.
Elemental HERO Flare Neos
Rare
▶︎ Deck
4.6 14
[26942]
JP024 Elemental HERO Flare Neos  Fusion Monster
Effect Monster
- 7 Warrior 2500 2000
"Elemental HERO Neos" + "Neo-Spacian Flare Scarab"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) This card gains 400 ATK for each Spell/Trap Card on the field. During the End Phase: Shuffle this card into the Extra Deck.
Elemental HERO Dark Neos
Rare
▶︎ Deck
5.2 14
[29187]
JP025 Elemental HERO Dark Neos  Fusion Monster
Effect Monster
- 7 Warrior 2500 2000
"Elemental HERO Neos" + "Neo-Spacian Dark Panther"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) If this card is not already targeting a monster with its effect: You can target 1 face-up Effect Monster on the field; while you control this face-up card, that target's effect on the field is negated. During the End Phase: Shuffle this card into the Extra Deck.
Chimeratech Overdragon
Ultra
▶︎ Deck
8 31
[153320]
JP026 Chimeratech Overdragon  Fusion Monster
Effect Monster
- 9 Machine ? ?
"Cyber Dragon" + 1+ Machine monsters
Must be Fusion Summoned. If this card is Fusion Summoned: Send all other cards you control to the GY. The original ATK/DEF of this card each become equal to the number of Fusion Materials used for its Fusion Summon x 800. This card can attack your opponent's monsters a number of times each Battle Phase, up to the number of Fusion Materials used for its Fusion Summon.
Super Vehicroid Jumbo Drill
Rare
▶︎ Deck
4.9 11
[18065]
JP027 Super Vehicroid Jumbo Drill  Fusion Monster
Effect Monster
- 8 Machine 3000 2000
"Steamroid" + "Drillroid" + "Submarineroid"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.
Fake Hero
Normal
▶︎ Deck
5.5 15
[25511]
JP028 Fake Hero  Normal Spell
Special Summon 1 "Elemental HERO" monster from your hand, but it cannot attack, also return it to the hand during the End Phase.
Vehicroid Connection Zone
Normal
▶︎ Deck
6.3 9
[20701]
JP029 Vehicroid Connection Zone  Normal Spell
Fusion Summon 1 "Vehicroid" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, and if you do, it cannot be destroyed by card effects, and its effects cannot be negated.
D - Spirit
Normal
▶︎ Deck
2.3 12
[12351]
JP030 D - Spirit  Normal Spell
Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand. You must not control any "Destiny HERO" monsters to activate and to resolve this effect.
Overload Fusion
Super
▶︎ Deck
8.9 26
[156113]
JP031 Overload Fusion  Normal Spell
Fusion Summon 1 DARK Machine Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your field or GY.
Cyclone Blade
Normal
▶︎ Deck
2.3 13
[10562]
JP032 Cyclone Blade  Equip Spell
Equip only to a "Destiny HERO" monster. At the end of the Damage Step, if the equipped monster attacked: Target 1 Spell/Trap Card on the field; destroy that target.
Future Fusion
Ultra
▶︎ Deck
9.4 62
[123169]
JP033 Future Fusion  Continuous Spell
During your 1st Standby Phase after this card's activation: Show 1 Fusion Monster in your Extra Deck and send the Fusion Materials listed on it from your Main Deck to the GY. During your 2nd Standby Phase after this card's activation: Fusion Summon 1 Fusion Monster from your Extra Deck with the same name as the monster you showed, and target it with this card. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
Neo Space
Normal
▶︎ Deck
6.2 15
[32745]
JP034 Neo Space  Field Spell
"Elemental HERO Neos" and all Fusion Monsters that specifically list "Elemental HERO Neos" as a Fusion Material gain 500 ATK. Fusion Monsters that specifically list "Elemental HERO Neos" as a Fusion Material do not have to activate their effects during the End Phase that shuffle them into the Extra Deck.
Mausoleum of the Emperor
Super
▶︎ Deck
7.6 30
[152569]
JP035 Mausoleum of the Emperor  Field Spell
During the Main Phase: The turn player can activate these effect(s).
●Pay 1000 LP; immediately after this effect resolves, Normal Summon 1 monster from your hand that requires 1 Tribute, without Tributing.
●Pay 2000 LP; immediately after this effect resolves, Normal Summon 1 monster from your hand that requires 2 Tributes, without Tributing.
(This is their one Normal Summon/Set for that turn.)
D - Chain
Normal
▶︎ Deck
1.7 11
[9447]
JP036 D - Chain  Normal Trap
Target 1 "Destiny HERO" monster you control; equip this card to that target. It gains 500 ATK. If it destroys an opponent's monster by battle and sends it to the GY: Inflict 500 damage to your opponent.
Crop Circles
Normal
▶︎ Deck
5.8 12
[9357]
JP037 Crop Circles  Normal Trap
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.
The Paths of Destiny
Normal
▶︎ Deck
6.8 16
[34602]
JP038 The Paths of Destiny  Normal Trap
Both players toss a coin once. If a player's result is Heads, they gain 2000 Life Points, and if their result is Tails, they take 2000 damage.
Royal Writ of Taxation
Normal
▶︎ Deck
1.8 15
[7893]
JP039 Royal Writ of Taxation  Normal Trap
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.
Cyber Summon Blaster
Normal
▶︎ Deck
5.7 13
[16001]
JP040 Cyber Summon Blaster  Continuous Trap
Each time a Machine monster(s) is Special Summoned, while this card is already face-up in your Spell & Trap Zone: Inflict 300 damage to your opponent.
Fossil Excavation
Normal
▶︎ Deck
3.1 13
[17033]
JP041 Fossil Excavation  Continuous Trap
Activate this card by discarding 1 card, then target 1 Dinosaur-Type monster in your Graveyard; Special Summon that target. Negate the effects of that monster on the field. When this card leaves the field, destroy that monster. When that monster is destroyed, destroy this card.
Synthetic Seraphim
Normal
▶︎ Deck
5.9 11
[15176]
JP042 Synthetic Seraphim  Continuous Trap
Each time a Counter Trap Card is activated, immediately after it resolves, Special Summon 1 "Synthetic Seraphim Token" (Fairy/LIGHT/Level 1/ATK 300/DEF 300).
Brainwashing Beam
Normal
▶︎ Deck
6.4 13
[17235]
JP043 Brainwashing Beam  Continuous Trap
Select 1 monster with at least 1 A-Counter on your opponent's side of the field and take control of that monster. During each of your End Phases, remove 1 A-Counter from that controlled monster. If all A-Counters are removed from that monster, or that monster is destroyed, destroy this card.
Cyberdark Horn
Normal
▶︎ Deck
7.1 21
[45128]
JP044 Cyberdark Horn  Effect Monster
- 4 Machine 800 800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card would be destroyed by battle, destroy that equipped monster, instead.
Cyberdark Edge
Normal
▶︎ Deck
7.7 22
[39983]
JP045 Cyberdark Edge  Effect Monster
- 4 Machine 800 800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. This card can attack directly. If it does using this effect, its ATK is halved during damage calculation only. If this card would be destroyed by battle, destroy that equipped monster, instead.
Cyberdark Keel
Normal
▶︎ Deck
6.2 22
[47596]
JP046 Cyberdark Keel  Effect Monster
- 4 Machine 800 800
If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card destroys an opponent's monster by battle: Inflict 300 damage to your opponent. If this card would be destroyed by battle, destroy that equipped monster, instead.
Snipe Hunter
Super
▶︎ Deck
7.5 37
[74173]
JP047 Snipe Hunter  Effect Monster
- 4 Fiend 1500 600
You can discard 1 card, then target 1 card on the field; roll a six-sided die, and destroy that target unless you roll a 1 or 6.
Vanity's Fiend
Normal
▶︎ Deck
8.4 31
[109423]
JP048 Vanity's Fiend  Effect Monster
- 6 Fiend 2400 1200
Cannot be Special Summoned. Neither player can Special Summon monsters.
Barrier Statue of the Abyss
Normal
▶︎ Deck
5.5 24
[18981]
JP049 Barrier Statue of the Abyss  Effect Monster
- 4 Fiend 1000 1000
Neither player can Special Summon monsters, except DARK monsters.
Barrier Statue of the Torrent
Normal
▶︎ Deck
5.3 19
[28224]
JP050 Barrier Statue of the Torrent  Effect Monster
- 4 Aqua 1000 1000
Neither player can Special Summon monsters, except WATER monsters.
Barrier Statue of the Inferno
Normal
▶︎ Deck
6.2 23
[19490]
JP051 Barrier Statue of the Inferno  Effect Monster
- 4 Pyro 1000 1000
Neither player can Special Summon monsters, except FIRE monsters.
Barrier Statue of the Stormwinds
Normal
▶︎ Deck
8 37
[46319]
JP052 Barrier Statue of the Stormwinds Forbidden Effect Monster
- 4 Winged Beast 1000 1000
Neither player can Special Summon monsters, except WIND monsters.
Barrier Statue of the Drought
Normal
▶︎ Deck
5.5 18
[26343]
JP053 Barrier Statue of the Drought  Effect Monster
- 4 Rock 1000 1000
Neither player can Special Summon monsters, except EARTH monsters.
Barrier Statue of the Heavens
Normal
▶︎ Deck
5.4 20
[22971]
JP054 Barrier Statue of the Heavens  Effect Monster
- 4 Fairy 1000 1000
Neither player can Special Summon monsters, except LIGHT monsters.
Vanity's Ruler
Normal
▶︎ Deck
6.9 32
[49823]
JP055 Vanity's Ruler  Effect Monster
- 8 Fairy 2500 1600
Cannot be Special Summoned. Your opponent cannot Special Summon monsters.
Lightning Punisher
Normal
▶︎ Deck
4.8 12
[13675]
JP056 Lightning Punisher  Effect Monster
- 7 Thunder 2600 1600
After a Chain with 3 or more Links resolves, destroy 1 card on your opponent's side of the field. This effect cannot activate if multiple cards/effects with the same name were activated in that Chain.
Rampaging Rhynos
Normal
▶︎ Deck
2.5 14
[9486]
JP057 Rampaging Rhynos  Effect Monster
- 3 Beast-Warrior 1500 1500
Once per turn, this card can move to an adjacent (horizontal) unoccupied Monster Card Zone. If this card attacks the monster in its same column, this card gains 500 ATK during the Damage Step.
Alien Mars
Normal
▶︎ Deck
5.8 12
[15253]
JP058 Alien Mars  Effect Monster
- 3 Reptile 1000 1000
The effects of Effect Monsters with A-Counters are negated, except for "Alien Mars".
Cyberdark Dragon
Rare
▶︎ Deck
6.8 25
[76076]
JP059 Cyberdark Dragon  Fusion Monster
Effect Monster
- 8 Machine 1000 1000
"Cyberdark Horn" + "Cyberdark Edge" + "Cyberdark Keel"
Must be Fusion Summoned. If this card is Special Summoned: Target 1 Dragon monster in your GY; equip that target to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. Gains 100 ATK for each monster in your GY. If this card would be destroyed by battle, destroy that equipped monster instead.
Corruption Cell
Normal
▶︎ Deck
1.5 15
[13388]
JP060 Corruption Cell "A"  Normal Spell
Place 1 A-Counter on 1 face-up monster on your opponent's side of the field.
Ritual Foregone
Normal
▶︎ Deck
3.1 18
[20603]
JP061 Ritual Foregone  Normal Spell
Pay 1000 Life Points. Special Summon 1 Ritual Monster from your hand. The Ritual Monster Special Summoned by this effect cannot attack, and is destroyed during the End Phase. Only 1 "Ritual Foregone" can be activated per turn.
Instant Fusion
Super
▶︎ Deck
9.4 71
[657555]
JP062 Instant Fusion Limited Normal Spell
Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn.
Chain Strike
Super
▶︎ Deck
8.7 16
[55489]
JP063 Chain Strike  Quick-Play Spell
Activate only as Chain Link 2 or higher; inflict 400 damage to your opponent times the Chain Link number of this card. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
Miraculous Rebirth
Normal
▶︎ Deck
3.9 12
[15223]
JP064 Miraculous Rebirth  Quick-Play Spell
Activate only as Chain Link 4 or higher. Select 1 monster from either player's Graveyard and Special Summon it. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
Level Down!?
Normal
▶︎ Deck
5.9 7
[12244]
JP065 Level Down!?  Quick-Play Spell
Select 1 face-up "LV" monster on the field to activate this card. Return the selected card to its owner's Deck and Special Summon 1 monster from the owner's Graveyard to their side of the field with the same name but lower "LV" (ignoring the Summoning conditions).
Degenerate Circuit
Normal
▶︎ Deck
6 11
[25096]
JP066 Degenerate Circuit  Continuous Spell
The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Monster Cards that would be returned from the field to the hand are removed from play instead.
Blasting Fuse
Normal
▶︎ Deck
5.3 12
[15102]
JP067 Blasting Fuse  Normal Trap
Activate only when all zones of this card's column are occupied. Destroy all cards in this column.
Straight Flush
Normal
▶︎ Deck
1.5 20
[13334]
JP068 Straight Flush  Normal Trap
If your opponent controls a card in each of their Spell & Trap Zones: Destroy all cards in their Spell & Trap Zones.
Justi-Break
Normal
▶︎ Deck
4.7 17
[31070]
JP069 Justi-Break  Normal Trap
When your opponent's monster declares an attack on your Normal Monster: Destroy all monsters on the field, except Attack Position Normal Monsters.
Chain Detonation
Normal
▶︎ Deck
3.5 11
[10354]
JP070 Chain Detonation  Normal Trap
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.
Trojan Blast
Normal
▶︎ Deck
1.8 12
[10228]
JP071 Trojan Blast  Normal Trap
Activate only when an opponent's card effect shifts control of a monster from your side of the field to theirs. Destroy that 1 monster and inflict damage to your opponent equal to its ATK.
Accumulated Fortune
Normal
▶︎ Deck
7.3 17
[100546]
JP072 Accumulated Fortune  Normal Trap
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.
Cyber Shadow Gardna
Normal
▶︎ Deck
6.7 13
[24934]
JP073 Cyber Shadow Gardna  Continuous Trap
During your opponent's Main Phase: Special Summon this card as an Effect Monster (Machine/EARTH/Level 4/ATK ?/DEF ?). (This card is also still a Trap.) When an opponent's monster declares an attack that targets this card: The ATK/DEF of this card become the ATK/DEF of the attacking monster. Once per turn, during your opponent's End Phase: Set this card in its Spell & Trap Zone.
Vanity's Call
Normal
▶︎ Deck
5.1 14
[13532]
JP074 Vanity's Call  Counter Trap
Activate only as Chain Link 4 or higher. Pay half your Life Points. Negate the activation and effects of all other cards in the same Chain, and destroy them.
Black Horn of Heaven
Normal
▶︎ Deck
8 35
[76254]
JP075 Black Horn of Heaven  Counter Trap
When your opponent would Special Summon exactly 1 monster: Negate the Special Summon, and if you do, destroy it.
Gene-Warped Warwolf
Rare
▶︎ Deck
7.3 20
[46766]
JP076 Gene-Warped Warwolf  Normal Monster
- 4 Beast-Warrior 2000 100
This warwolf was given incalculable strength through horrific genetic manipulation. Its gentle nature was completely wiped out, and it now lives only to unleash destruction.
Frostosaurus
Rare
▶︎ Deck
6 26
[22455]
JP077 Frostosaurus  Normal Monster
- 6 Dinosaur 2600 1700
This monster's metabolism enables it to endure long periods of cold, harnessing the power to become a creature of solid ice! Nothing else can withstand such temperatures, especially victims of its glacial rampage.
Spiral Serpent
Normal
▶︎ Deck
3.8 16
[18198]
JP078 Spiral Serpent  Normal Monster
- 8 Sea Serpent 2900 2900
When huge whirlpools lay cities asunder, it is the hunger of this sea serpent at work. No one has ever escaped its dreaded Spiral Wave to accurately describe the terror they experienced.
Neo-Spacian Air Hummingbird
Normal
▶︎ Deck
6.3 19
[42972]
JP079 Neo-Spacian Air Hummingbird  Effect Monster
- 3 Winged Beast 800 600
Once per turn: You can gain 500 LP for each card in your opponent's hand.
Neo-Spacian Grand Mole
Super
▶︎ Deck
9 73
[164765]
JP080 Neo-Spacian Grand Mole  Effect Monster
- 3 Rock 900 300
At the start of the Damage Step, if this card battles an opponent's monster: You can return both the opponent's monster and this card to the hand.
The Six Samurai - Yaichi
Normal
▶︎ Deck
6 13
[20407]
JP081 The Six Samurai - Yaichi  Effect Monster
- 3 Warrior 1300 800
Once per turn: You can target 1 Set Spell/Trap Card; destroy that target. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. This monster cannot declare an attack during the turn this effect is activated. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Kamon
Normal
▶︎ Deck
5.4 13
[14866]
JP082 The Six Samurai - Kamon  Effect Monster
- 3 Warrior 1500 1000
Once per turn: You can target 1 face-up Spell/Trap Card; destroy that target. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. This card cannot declare an attack during the turn this effect is activated. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Yariza
Normal
▶︎ Deck
5.9 64
[45881]
JP083 The Six Samurai - Yariza  Effect Monster
- 3 Warrior 1000 500
While you control a face-up "Six Samurai" monster with a different name, this card can attack your opponent directly. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Nisashi
Normal
▶︎ Deck
4.6 27
[23197]
JP084 The Six Samurai - Nisashi  Effect Monster
- 4 Warrior 1400 700
While you control a face-up "Six Samurai" monster with a different name, this card can attack twice during each Battle Phase. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Zanji
Normal
▶︎ Deck
6.9 16
[56040]
JP085 The Six Samurai - Zanji  Effect Monster
- 4 Warrior 1800 1300
At the end of the Damage Step, if this card attacked: Destroy the monster this card attacked. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
The Six Samurai - Irou
Normal
▶︎ Deck
5.7 12
[34361]
JP086 The Six Samurai - Irou  Effect Monster
- 4 Warrior 1700 1200
At the start of the Damage Step, if this card attacked a face-down Defense Position monster: Destroy that monster. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.
Great Shogun Shien
Rare
▶︎ Deck
7.5 17
[52217]
JP087 Great Shogun Shien  Effect Monster
- 7 Warrior 2500 2400
If you control 2 or more face-up "Six Samurai" monsters, you can Special Summon this card (from your hand). Your opponent can only activate 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a face-up "Six Samurai" monster you control instead.
Shien's Footsoldier
Normal
▶︎ Deck
2.6 14
[13712]
JP088 Shien's Footsoldier  Effect Monster
- 2 Warrior 700 300
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 3 or lower "Six Samurai" monster from your Deck.
Reign-Beaux, Overlord of Dark World
Rare
▶︎ Deck
4.4 30
[28853]
JP089 Reign-Beaux, Overlord of Dark World  Effect Monster
- 7 Fiend 2500 1800
If this card is discarded from your hand to your GY by an opponent's card effect: Special Summon this card from the GY. If Summoned this way: Destroy all monsters your opponent controls OR all Spells/Traps they control.
Kahkki, Guerilla of Dark World
Normal
▶︎ Deck
4.3 21
[22644]
JP090 Kahkki, Guerilla of Dark World  Effect Monster
- 2 Fiend 300 500
If this card is discarded to the GY by card effect: Target 1 monster on the field; destroy it.
Gren, Tactician of Dark World
Normal
▶︎ Deck
3.6 19
[43952]
JP091 Gren, Tactician of Dark World  Effect Monster
- 2 Fiend 300 500
If this card is discarded to the GY by card effect: Target 1 Spell/Trap on the field; destroy it.
Electric Virus
Rare
▶︎ Deck
6.4 16
[15725]
JP092 Electric Virus  Effect Monster
- 3 Thunder 1000 1000
You can discard this card to the Graveyard, then target 1 Machine or Dragon-Type monster your opponent controls; take control of that target until the End Phase.
Puppet Plant
Rare
▶︎ Deck
6.1 9
[19580]
JP093 Puppet Plant  Effect Monster
- 3 Plant 1000 1000
You can discard this card to the Graveyard, then target 1 Warrior or Spellcaster-Type monster your opponent controls; take control of that target until the End Phase.
Marionette Mite
Rare
▶︎ Deck
6.6 21
[18902]
JP094 Marionette Mite  Effect Monster
- 3 Insect 1000 1000
You can discard this card to the GY, then target 1 Fiend or Zombie monster your opponent controls; take control of that target until the End Phase.
D.D. Crow
Ultra
▶︎ Deck
9.1 54
[149805]
JP095 D.D. Crow  Effect Monster
- 1 Winged Beast 100 100
(Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.
Elemental HERO Grand Neos
Rare
▶︎ Deck
5.8 17
[35765]
JP096 Elemental HERO Grand Neos  Fusion Monster
Effect Monster
- 7 Warrior 2500 2000
"Elemental HERO Neos" + "Neo-Spacian Grand Mole"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Once per turn: You can target 1 monster your opponent controls; return that target to the hand. During the End Phase: Shuffle this card into the Extra Deck.
Ancient Rules
Rare
▶︎ Deck
6.4 22
[59368]
JP097 Ancient Rules  Normal Spell
Special Summon 1 Level 5 or higher Normal Monster from your hand.
Dark World Dealings
Normal
▶︎ Deck
8.2 35
[209537]
JP098 Dark World Dealings  Normal Spell
Each player draws 1 card, then each player discards 1 card.
Neos Force
Normal
▶︎ Deck
4.5 11
[15148]
JP099 Neos Force  Equip Spell
Equip only to "Elemental HERO Neos". It gains 800 ATK. When it destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the original ATK of the destroyed monster in the Graveyard. During the End Phase: Shuffle this card into the Deck.
Normal
▶︎ Deck
3.9 10
[10111]
JP100 "A" Cell Scatter Burst  Quick-Play Spell
Select 1 face-up "Alien" monster you control. Destroy it and distribute new A-Counters equal to its Level among your opponent's face-up monsters.
Twister
Normal
▶︎ Deck
3.6 25
[25375]
JP101 Twister  Quick-Play Spell
Pay 500 LP, then target 1 face-up Spell/Trap on the field; destroy that target.
Advanced Ritual Art
Ultra
▶︎ Deck
9.3 33
[177124]
JP102 Advanced Ritual Art  Ritual Spell
This card is used to Ritual Summon any 1 Ritual Monster. You must also send Normal Monsters from your Deck to the GY whose total Levels equal the Level of that Ritual Monster.
Card Trader
Normal
▶︎ Deck
4.7 24
[47767]
JP103 Card Trader  Continuous Spell
Once per turn, during your Standby Phase: You can shuffle 1 card from your hand into the Deck; draw 1 card.
Skyscraper 2 - Hero City
Normal
▶︎ Deck
5.4 14
[22359]
JP104 Skyscraper 2 - Hero City  Field Spell
Once per turn, during your Main Phase, if you control this card: You can target 1 "Elemental HERO" monster in your GY that was destroyed by battle and sent there; Special Summon that target.
Return of the Six Samurai
Normal
▶︎ Deck
4.2 10
[13465]
JP105 Return of the Six Samurai  Normal Trap
Target 1 "Six Samurai" monster in your GY; Special Summon that target. Destroy it during the End Phase of this turn.
Eliminating the League
Normal
▶︎ Deck
2.3 9
[10782]
JP106 Eliminating the League  Normal Trap
Discard 1 Spell, then target 1 face-up monster your opponent controls; destroy that target, then look at your opponent's hand and send all cards in their hand with the same name as that destroyed card to the GY.
Flashbang
Normal
▶︎ Deck
2.3 20
[12511]
JP107 Flashbang  Normal Trap
Activate only after damage calculation when a monster your opponent controls made a direct attack. It is now the End Phase of this turn.
The Transmigration Prophecy
Rare
▶︎ Deck
8 36
[97044]
JP108 The Transmigration Prophecy  Normal Trap
Target 2 cards in the GY(s); shuffle those targets into the Deck(s).
Birthright
Rare
▶︎ Deck
5.9 20
[31456]
JP109 Birthright  Continuous Trap
Activate this card by targeting 1 Normal Monster in your Graveyard; Special Summon that target in face-up Attack Position. When this card leaves the field, destroy that monster. When that monster leaves the field, destroy this card.
Pulling the Rug
Normal
▶︎ Deck
4.9 16
[19422]
JP110 Pulling the Rug  Counter Trap
Negate the activation and effect of an Effect Monster whose effect activated when a monster was Normal Summoned (even itself), and destroy that Effect Monster.
Crystal Beast Ruby Carbuncle
Normal
▶︎ Deck
8.4 22
[45829]
JP111 Crystal Beast Ruby Carbuncle  Effect Monster
- 3 Fairy 300 300
When this card is Special Summoned: You can Special Summon as many "Crystal Beast" monster Cards as possible from your Spell & Trap Zones. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
Crystal Beast Amethyst Cat
Normal
▶︎ Deck
4.3 18
[28775]
JP112 Crystal Beast Amethyst Cat  Effect Monster
- 3 Beast 1200 400
This card can attack your opponent directly, but when it uses this effect, any battle damage it inflicts to your opponent is halved. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
Crystal Beast Emerald Tortoise
Normal
▶︎ Deck
4.8 18
[32565]
JP113 Crystal Beast Emerald Tortoise  Effect Monster
- 3 Aqua 600 2000
Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
Crystal Beast Topaz Tiger
Normal
▶︎ Deck
6.3 19
[37354]
JP114 Crystal Beast Topaz Tiger  Effect Monster
- 4 Beast 1600 1000
If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
Crystal Beast Amber Mammoth
Normal
▶︎ Deck
4.8 16
[30456]
JP115 Crystal Beast Amber Mammoth  Effect Monster
- 4 Beast 1700 1600
When another "Crystal Beast" monster you control is targeted for an attack: You can change the attack target to this card. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
Crystal Beast Cobalt Eagle
Normal
▶︎ Deck
4.4 25
[37841]
JP116 Crystal Beast Cobalt Eagle  Effect Monster
- 4 Winged Beast 1400 800
Once per turn: You can target 1 "Crystal Beast" card you control; place that target on top of the Deck. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
Crystal Beast Sapphire Pegasus
Super
▶︎ Deck
9.2 36
[68725]
JP117 Crystal Beast Sapphire Pegasus  Effect Monster
- 4 Beast 1800 1200
When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.
Volcanic Doomfire
Rare
▶︎ Deck
6.8 25
[45252]
JP118 Volcanic Doomfire  Effect Monster
- 8 Pyro 3000 1800
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by sending 1 "Tri-Blaze Accelerator" you control to the GY. During your opponent's Battle Phase, Attack Position monsters your opponent controls must attack this card, if able. When this card destroys a monster by battle and sends it to the GY: Destroy as many monsters your opponent controls as possible, and if you do, inflict 500 damage to your opponent for each monster destroyed by this effect.
Volcanic Shell
Super
▶︎ Deck
9 31
[89284]
JP119 Volcanic Shell  Effect Monster
- 1 Pyro 100 0
Once per turn: You can pay 500 LP; add 1 "Volcanic Shell" from your Deck to your hand. This card must be in the GY to activate and to resolve this effect.
Volcanic Scattershot
Normal
▶︎ Deck
8.8 33
[62147]
JP120 Volcanic Scattershot  Effect Monster
- 2 Pyro 500 0
If this card is sent to the Graveyard: Inflict 500 damage to your opponent. If this card is sent to the Graveyard by the effect of a "Blaze Accelerator" card: You can send 2 "Volcanic Scattershots" from your hand and/or Deck to the Graveyard; destroy all monsters your opponent controls.
Volcanic Blaster
Normal
▶︎ Deck
2.7 18
[13343]
JP121 Volcanic Blaster  Effect Monster
- 3 Pyro 1200 600
When this card is destroyed by battle and sent to the GY: You can place 1 "Volcanic" monster from your Deck on top of your Deck.
Volcanic Slicer
Normal
▶︎ Deck
4.9 19
[21989]
JP122 Volcanic Slicer  Effect Monster
- 4 Pyro 1800 1200
Once per turn, you can inflict 500 damage to your opponent. If you activate this effect, this card cannot attack during this turn.
Volcanic Hammerer
Normal
▶︎ Deck
3.8 18
[16532]
JP123 Volcanic Hammerer  Effect Monster
- 5 Pyro 2400 1500
Once per turn, during your Main Phase: You can inflict damage to your opponent equal to the number of "Volcanic" monsters in your GY x 200. This card cannot attack the turn you activate this effect.
Elemental HERO Captain Gold
Normal
▶︎ Deck
6.2 19
[30977]
JP124 Elemental HERO Captain Gold  Effect Monster
- 4 Warrior 2100 800
You can discard this card to the Graveyard; add 1 "Skyscraper" from your Deck to your hand. If "Skyscraper" is not face-up on the field, destroy this card.
Gravekeeper's Commandant
Normal
▶︎ Deck
8.6 23
[64741]
JP125 Gravekeeper's Commandant  Effect Monster
- 4 Spellcaster 1600 1500
You can discard this card to the Graveyard; add 1 "Necrovalley" from your Deck to your hand.
Warrior of Atlantis
Normal
▶︎ Deck
7.7 27
[44078]
JP126 Warrior of Atlantis  Effect Monster
- 4 Aqua 1900 1200
You can discard this card to the Graveyard; add 1 "A Legendary Ocean" from your Deck to your hand.
Destroyersaurus
Normal
▶︎ Deck
4.3 18
[12434]
JP127 Destroyersaurus  Effect Monster
- 4 Dinosaur 1800 1100
You can discard this card to the Graveyard; add 1 "Jurassic World" from your Deck to your hand.
Zeradias, Herald of Heaven
Normal
▶︎ Deck
7.2 21
[52393]
JP128 Zeradias, Herald of Heaven  Effect Monster
- 4 Fairy 2100 800
You can discard this card to the GY; add 1 "The Sanctuary in the Sky" from your Deck to your hand. If "The Sanctuary in the Sky" is not on the field, destroy this card.
Archfiend General
Normal
▶︎ Deck
5.8 8
[21033]
JP129 Archfiend General  Effect Monster
- 4 Fiend 2100 800
You can discard this card to the GY; add 1 "Pandemonium" from your Deck to your hand. If "Pandemonium" is not on the field, destroy this card.
Harpie Queen
Normal
▶︎ Deck
8.2 25
[79646]
JP130 Harpie Queen  Effect Monster
- 4 Winged Beast 1900 1200
This card's name becomes "Harpie Lady" while on the field or in the GY. You can discard this card to the GY; add 1 "Harpies' Hunting Ground" from your Deck to your hand.
Sky Scourge Invicil
Rare
▶︎ Deck
6.2 17
[21447]
JP131 Sky Scourge Invicil  Effect Monster
- 6 Fairy 2200 1600
This card cannot be Special Summoned. If you Tribute Summon this card by Tributing 1 of the following monsters, this card gets the appropriate effect:
●LIGHT Fairy-Type monster: Negate the effects of all Spell Cards.
●DARK Fiend-Type monster: Negate the effects of all Trap Cards.
Goe Goe the Gallant Ninja
Normal
▶︎ Deck
4.3 6
[18779]
JP132 Goe Goe the Gallant Ninja  Effect Monster
- 4 Warrior 1500 1000
When this card inflicts Battle Damage to your opponent: Your opponent must discard 2 random cards. Your opponent must have at least 5 cards in their hand for you to activate and to resolve this effect.
Mei-Kou, Master of Barriers
Normal
▶︎ Deck
2.9 16
[10203]
JP133 Mei-Kou, Master of Barriers  Effect Monster
- 4 Spellcaster 1700 600
You can Tribute this card, then target 1 face-up Continuous Spell or Continuous Trap Card on the field; destroy that target.
Raiza the Storm Monarch
Super
▶︎ Deck
7.8 43
[88676]
JP134 Raiza the Storm Monarch  Effect Monster
- 6 Winged Beast 2400 1000
If this card is Tribute Summoned: Target 1 card on the field; place that target on the top of the Deck.
Dweller in the Depths
Normal
▶︎ Deck
3.8 8
[12088]
JP135 Dweller in the Depths  Effect Monster
- 3 Dragon 1500 700
Gains 300 ATK for each Continuous Spell in your Spell & Trap Zone.
Magna-Slash Dragon
Normal
▶︎ Deck
2.3 18
[11523]
JP136 Magna-Slash Dragon  Effect Monster
- 6 Dragon 2400 1200
You can send 1 face-up Continuous Spell Card you control to the Graveyard to destroy 1 Spell or Trap Card your opponent controls.
Gravi-Crush Dragon
Normal
▶︎ Deck
3.1 20
[13583]
JP137 Gravi-Crush Dragon  Effect Monster
- 6 Dragon 2400 1200
You can send 1 face-up Continuous Spell Card you control to the Graveyard, then target 1 monster your opponent controls; destroy that target.
Soul of Fire
Normal
▶︎ Deck
3.7 10
[17772]
JP138 Soul of Fire  Normal Spell
Your opponent draws 1 card. Select 1 Pyro-Type monster from your Deck and remove it from play. Inflict damage to your opponent equal to half the ATK of the removed monster. If you activate this card, you cannot declare an attack this turn.
Crystal Beacon
Normal
▶︎ Deck
8.2 20
[43369]
JP139 Crystal Beacon  Normal Spell
Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Zone to activate and to resolve this effect.
Rare Value
Normal
▶︎ Deck
7.1 18
[38782]
JP140 Rare Value  Normal Spell
If you control 2 or more "Crystal Beast" cards in your Spell & Trap Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Zone, you send it to the GY, and if you do, you draw 2 cards.
Crystal Blessing
Normal
▶︎ Deck
6.8 16
[34532]
JP141 Crystal Blessing  Normal Spell
Target up to 2 "Crystal Beast" monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells.
Crystal Abundance
Rare
▶︎ Deck
8.5 25
[47964]
JP142 Crystal Abundance  Normal Spell
Send 4 "Crystal Beast" cards from your Spell & Trap Zone to the GY; send as many cards on the field as possible to the GY, then Special Summon as many "Crystal Beast" monsters as possible from your GY, up to the number of cards sent from your opponent's field to the GY by this card's effect.
Crystal Promise
Normal
▶︎ Deck
6.8 17
[36949]
JP143 Crystal Promise  Normal Spell
Target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target.
Lucky Iron Axe
Normal
▶︎ Deck
1.6 29
[16895]
JP144 Lucky Iron Axe  Equip Spell
The equipped monster gains 500 ATK. If this face-up card you control is destroyed by your opponent's card effect and sent to your Graveyard: Draw 1 card.
Tornado
Normal
▶︎ Deck
2.1 22
[16664]
JP145 Tornado  Quick-Play Spell
Activate only when there are 3 or more cards in your opponent's Spell & Trap Card Zone. Destroy 1 card in your opponent's Spell & Trap Card Zone.
Blaze Accelerator
Normal
▶︎ Deck
6 24
[28874]
JP146 Blaze Accelerator  Continuous Spell
You can target 1 monster your opponent controls; send 1 Pyro monster with 500 or less ATK from your hand to the GY, and if you do, destroy that target. Your monsters cannot attack the turn you activate this effect.
Tri-Blaze Accelerator
Rare
▶︎ Deck
2.7 20
[24656]
JP147 Tri-Blaze Accelerator  Continuous Spell
Activate this card by sending 1 face-up "Blaze Accelerator" you control to the GY. During your Main Phase: You can target 1 monster your opponent controls; send 1 Pyro monster from your hand to the GY, and if you do, destroy that target, and if you do that, inflict 500 damage to your opponent. Your monsters cannot attack the turn you activate this effect.
Field Barrier
Normal
▶︎ Deck
3.9 21
[35447]
JP148 Field Barrier  Continuous Spell
Field Spells on the field cannot be destroyed. Neither player can activate a new Field Spell Card. You can only control 1 "Field Barrier".
Normal
▶︎ Deck
5 10
[11090]
JP149 "A" Cell Breeding Device  Continuous Spell
During each of your Standby Phases, put 1 A-Counter on 1 face-up monster your opponent controls.
Ancient City - Rainbow Ruins
Normal
▶︎ Deck
7.8 16
[46255]
JP150 Ancient City - Rainbow Ruins  Field Spell
You must have this many "Crystal Beast" cards in your Spell & Trap Zone to activate and to resolve these effects.
●1+: This card cannot be destroyed by card effects.
●2+: Once per turn (including the opponent's) you can halve the battle damage you take.
●3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the GY; negate the activation, and if you do, destroy it.
●4+: Once per turn, during your Main Phase: You can draw 1 card.
●5: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target.
Crystal Raigeki
Normal
▶︎ Deck
5.8 14
[17973]
JP151 Crystal Raigeki  Normal Trap
Send 1 "Crystal Beast" card from your Spell & Trap Zone to the GY, then target 1 card your opponent controls; destroy that target.
Terrible Deal
Normal
▶︎ Deck
2.9 11
[9491]
JP152 Terrible Deal  Normal Trap
Activate only by paying 1000 Life Points when your opponent activates a Spell Card. Your opponent discards 1 random card.
Backs to the Wall
Normal
▶︎ Deck
7.9 18
[27401]
JP153 Backs to the Wall  Normal Trap
Pay LP so that you only have 100 left; Special Summon as many "Six Samurai" monsters with different names from your GY as possible. You cannot Special Summon a monster with the same name as a monster you already control.
Introduction to Gallantry
Normal
▶︎ Deck
3.6 9
[4656]
JP154 Introduction to Gallantry  Normal Trap
Activate only when your opponent has 5 or more cards in their hand. Your opponent discards 1 random card.
Secrets of the Gallant
Normal
▶︎ Deck
5 8
[9884]
JP155 Secrets of the Gallant  Normal Trap
Select 1 Normal Monster you control. When the selected monster inflicts Battle Damage to your opponent this turn, your opponent discards 2 random cards.
Hard-sellin' Goblin
Normal
▶︎ Deck
1.6 8
[10849]
JP156 Hard-sellin' Goblin  Continuous Trap
Each time a monster you control inflicts Battle Damage to your opponent, return 1 card in your opponent's Spell & Trap Card Zone to its owner's hand.
Hard-sellin' Zombie
Normal
▶︎ Deck
3 8
[9473]
JP157 Hard-sellin' Zombie  Continuous Trap
Each time a monster you control inflicts Battle Damage to your opponent, select 1 card from your opponent's Graveyard and return it to the bottom of their Deck.
Destiny HERO - Plasma
Secret
▶︎ Deck
8.9 47
[172431]
JP158 Destiny HERO - Plasma  Effect Monster
- 8 Warrior 1900 600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.
Destiny Draw
Secret
▶︎ Deck
9.2 25
[84967]
JP159 Destiny Draw  Normal Spell
Discard 1 "Destiny HERO" card; draw 2 cards.
Miracle Contact
Secret
▶︎ Deck
8.6 24
[68003]
JP160 Miracle Contact  Normal Spell
Shuffle into the Deck, from your hand, field, or GY, the Fusion Materials that are listed on an "Elemental HERO" Fusion Monster that lists "Elemental HERO Neos" as Fusion Material, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions.
DUELIST EDITION Volume 1 Card List
5.6 /10.0 pt
Number of card ratings : 3302
User Review : 3302

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