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HOME > Yu-Gi-Oh! Card Lists > Deck Build Pack - Spirit Warriors

Deck Build Pack - Spirit Warriors Card List

Deck Build Pack - Spirit WarriorsCard List
Deck Build Pack - Spirit Warriors
code : DBSW.
Total : 45 Types.
Release Date:2017-08-11
10th period

Average of all cards:7.6pt




Total 45 Types
Monster 25 Types
Effect Monster:21 Types
Fusion Monster:1 Types Synchro Monster:1 Types Xyz Monster:1 Types Link Monster:1 Types
2 Tuner Monster 0 Flip Monster 0 Gemini Monster
Spell 12 Types
3Normal Spell 0Equip IconEquip Spell 3Quick-Play IconQuick-Play Spell
0 Ritual IconRitual Spell 6 Continuous IconContinuous Spell 0 Field IconField Spell
Trap 8 Types
3 Normal Trap 4 Continuous IconContinuous Trap 1 Counter IconCounter Trap
Enhanced Category : 4
Six Samurai :15 Types / The Weather:13 Types / Magical Musket, Magical Musketeer:13 Types / Goblin:1 Types



Card Rating: Top 5

Card List in descending order of rating

rating order160 / 644 view num32576 Check card pricing information (Japan)

Rarity Rating Score Code Card Name Card-Type
Attribute Level Type ATK DEF
Secret Six Samurai - Fuma
Super
▶︎ Deck
8.7 15
[23186]
JP001 Secret Six Samurai - Fuma  Effect Monster
Tuner Monster
- 1 Warrior 200 1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Genba
Normal
▶︎ Deck
6.4 10
[10900]
JP002 Secret Six Samurai - Genba  Effect Monster
Tuner Monster
- 2 Warrior 500 2100
When this card is Normal Summoned: You can target 1 of your banished "Six Samurai" monsters; add it to your hand. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Hatsume
Super
▶︎ Deck
6.3 8
[13885]
JP003 Secret Six Samurai - Hatsume  Effect Monster
- 3 Warrior 1600 1500
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Doji
Normal
▶︎ Deck
4.7 9
[8133]
JP004 Secret Six Samurai - Doji  Effect Monster
- 4 Warrior 1700 1200
When another "Six Samurai" monster is Normal or Special Summoned to your field (except during the Damage Step): You can send 1 "Six Samurai" card from your Deck to the GY. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Kizaru
Normal
▶︎ Deck
6.7 13
[14514]
JP005 Secret Six Samurai - Kizaru  Effect Monster
- 4 Warrior 1900 1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Secret Six Samurai - Rihan
Secret
Ultra
▶︎ Deck
1.8 25
[20152]
JP006 Secret Six Samurai - Rihan  Fusion Monster
Effect Monster
- 5 Warrior 2400 2400
3 "Six Samurai" monsters with different Attributes
Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; banish it. If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
Secret Skills of the Six Samurai
Super
▶︎ Deck
2.7 12
[6755]
JP007 Secret Skills of the Six Samurai  Quick-Play Spell
Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.
The Six Shinobi
Normal
▶︎ Deck
2.5 15
[9594]
JP008 The Six Shinobi  Normal Trap
If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.
Grandmaster of the Six Samurai
Normal
▶︎ Deck
9 24
[68847]
JP009 Grandmaster of the Six Samurai  Effect Monster
- 5 Warrior 2100 800
You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.
Legendary Six Samurai - Kizan
Normal
▶︎ Deck
9.8 52
[114308]
JP010 Legendary Six Samurai - Kizan  Effect Monster
- 4 Warrior 1800 500
If you control a "Six Samurai" monster with a different name, you can Special Summon this card (from your hand). While you control 2 or more other "Six Samurai" monsters, this card gains 300 ATK and DEF.
Legendary Six Samurai - Shi En
Super
▶︎ Deck
9 47
[106687]
JP011 Legendary Six Samurai - Shi En  Synchro Monster
Effect Monster
- 5 Warrior 2500 1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters
Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Shadow of the Six Samurai - Shien
Normal
▶︎ Deck
6.7 22
[72831]
JP012 Shadow of the Six Samurai - Shien  Xyz Monster
- 4 Warrior 2500 400
2 Level 4 "Six Samurai" monsters
Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 "Six Samurai" monster you control with less than 2000 ATK; its original ATK becomes 2000 until the end of this turn.
Six Samurai United
Normal
▶︎ Deck
9.2 26
[66436]
JP013 Six Samurai United  Continuous Spell
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card (max. 2). You can send this card to the GY; draw 1 card for each Bushido Counter on this card.
Gateway of the Six
Normal
▶︎ Deck
9.8 58
[105144]
JP014 Gateway of the Six Limited Continuous Spell
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your field to activate these effects.
●2 Counters: Target 1 "Six Samurai" or "Shien" Effect Monster; that target gains 500 ATK until the end of this turn.
●4 Counters: Add 1 "Six Samurai" monster from your Deck or GY to your hand.
●6 Counters: Target 1 "Shien" Effect Monster in your GY; Special Summon that target.
Shien's Smoke Signal
Normal
▶︎ Deck
9.1 28
[66218]
JP015 Shien's Smoke Signal  Normal Spell
Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand.
Magical Musketeer Caspar
Super
▶︎ Deck
9.8 18
[22327]
JP016 Magical Musketeer Caspar  Effect Monster
- 3 Fiend 1200 2000
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.
Magical Musketeer Doc
Normal
▶︎ Deck
9.2 13
[14120]
JP017 Magical Musketeer Doc  Effect Monster
- 3 Fiend 1400 1200
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your GY to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Doc" once per turn.
Magical Musketeer Kidbrave
Normal
▶︎ Deck
8.7 13
[12802]
JP018 Magical Musketeer Kidbrave  Effect Monster
- 3 Fiend 1600 200
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can discard 1 "Magical Musket" card; draw 2 cards. You can only use this effect of "Magical Musketeer Kidbrave" once per turn.
Magical Musketeer Starfire
Super
▶︎ Deck
9.7 12
[21104]
JP019 Magical Musketeer Starfire  Effect Monster
- 4 Fiend 1300 1700
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Magical Musket" monster from your Deck in Defense Position, except "Magical Musketeer Starfire". You can only use this effect of "Magical Musketeer Starfire" once per turn.
Magical Musketeer Calamity
Normal
▶︎ Deck
7.8 12
[11989]
JP020 Magical Musketeer Calamity  Effect Monster
- 4 Fiend 1500 1300
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 1 "Magical Musket" monster in your GY; Special Summon it in Defense Position. You can only use this effect of "Magical Musketeer Calamity" once per turn.
Magical Musketeer Wild
Normal
▶︎ Deck
6.2 9
[10189]
JP021 Magical Musketeer Wild  Effect Monster
- 4 Fiend 1700 900
During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can target 3 "Magical Musket" cards in your GY; shuffle all 3 into the Deck, then draw 1 card. You can only use this effect of "Magical Musketeer Wild" once per turn.
Magical Musket Mastermind Zakiel
Secret
Ultra
▶︎ Deck
6.8 11
[18031]
JP022 Magical Musket Mastermind Zakiel  Effect Monster
- 8 Fiend 2500 2500
You can Tribute Summon this card face-up by Tributing 1 "Magical Musket" monster. During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. Once per turn, during your opponent's End Phase: You can draw cards equal to the number of "Magical Musket" Spell/Trap Cards you activated this turn while this card was face-up on your field. You can only use this effect of "Magical Musket Mastermind Zakiel" once per turn.
Magical Musket - Steady Hands
Normal
▶︎ Deck
7.6 14
[11819]
JP023 Magical Musket - Steady Hands  Quick-Play Spell
Target 1 "Magical Musket" monster you control; its ATK/DEF become double its original ATK/DEF until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Magical Musket - Steady Hands" per turn.
Magical Musket - Cross-Domination
Super
▶︎ Deck
9.8 17
[19619]
JP024 Magical Musket - Cross-Domination  Quick-Play Spell
If you control a "Magical Musket" monster: Target 1 face-up monster on the field; until the end of this turn, change its ATK/DEF to 0, also it has its effects negated. You can only activate 1 "Magical Musket - Cross-Domination" per turn.
Magical Musket - Desperado
Normal
▶︎ Deck
9.5 15
[17011]
JP025 Magical Musket - Desperado  Normal Trap
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.
Magical Musket - Dancing Needle
Normal
▶︎ Deck
8 12
[13119]
JP026 Magical Musket - Dancing Needle  Normal Trap
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 - Fiendish Deal
Normal
▶︎ Deck
7.4 9
[11003]
JP027 Magical Musket - Fiendish Deal  Continuous Trap
"Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn.
Magical Musket - Last Stand
Super
▶︎ Deck
9.5 15
[17191]
JP028 Magical Musket - Last Stand  Counter Trap
When your opponent activates a Spell/Trap Card while you control a "Magical Musket" monster: Negate the activation, and if you do, destroy that card. You can only activate 1 "Magical Musket - Last Stand" per turn.
The Weather Painter Snow
Super
▶︎ Deck
9.6 17
[33875]
JP029 The Weather Painter Snow  Effect Monster
- 3 Fairy 0 2200
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Snow" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
The Weather Painter Rain
Normal
▶︎ Deck
5.2 11
[14378]
JP030 The Weather Painter Rain  Effect Monster
- 3 Fairy 1200 1400
If this card is Special Summoned: You can place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Rain" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
The Weather Painter Cloud
Normal
▶︎ Deck
7.9 10
[20088]
JP031 The Weather Painter Cloud  Effect Monster
- 3 Fairy 1500 1000
If another face-up "The Weather" card you control is sent to the GY: You can target up to 2 "The Weather" Spells/Traps in your GY; place them face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Cloud" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
The Weather Painter Sun
Normal
▶︎ Deck
6 7
[15287]
JP032 The Weather Painter Sun  Effect Monster
- 3 Fairy 1600 400
If this card is in your GY: You can send 1 face-up Continuous Spell/Trap you control to the GY; Special Summon this card in Defense Position, and if you do, place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Sun" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
The Weather Painter Thunder
Normal
▶︎ Deck
8.4 10
[19277]
JP033 The Weather Painter Thunder  Effect Monster
- 3 Fairy 1700 0
You can send 1 face-up Continuous Spell/Trap you control to the GY; place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Thunder" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
The Weather Painter Aurora
Super
▶︎ Deck
6 12
[19664]
JP034 The Weather Painter Aurora  Effect Monster
- 6 Fairy 2200 2000
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your hand, Deck, or GY face-up in your Spell & Trap Zone. Your opponent cannot target "The Weather" Spells/Traps you control with card effects, also they cannot be destroyed by your opponent's card effects. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
7.6 25
[32562]
JP035 The Weather Painter Rainbow  Link Monster
Effect Monster
- - Fairy 2400 -
3 "The Weather" monsters
When your opponent would Special Summon a monster(s) (Quick Effect): You can send this Link Summoned card to the GY; negate the Summon, and if you do, destroy that monster(s). Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. "The Weather" Effect Monsters this card points to gain the following effect.
●When a card or effect is activated (Quick Effect): You can banish this card; negate the activation, and if you do, destroy that card.
リンクマーカー左上 リンクマーカー上 リンクマーカー右上
リンクマーカー左 LINK - 3 リンクマーカー右
リンクマーカー左下 リンクマーカー下 リンクマーカー右下
The Weather Snowy Canvas
Normal
▶︎ Deck
9.2 12
[20363]
JP036 The Weather Snowy Canvas  Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●You can banish this card (Quick Effect); add 1 "The Weather" card from your Deck to your hand, also you cannot add cards from your Deck to your hand for the rest of this turn, except by drawing them.
You can only control 1 "The Weather Snowy Canvas".
The Weather Rainy Canvas
Normal
▶︎ Deck
7.1 9
[17678]
JP037 The Weather Rainy Canvas  Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●You can banish this card, then target 1 Spell/Trap your opponent controls (Quick Effect); return it to the hand.
You can only control 1 "The Weather Rainy Canvas".
The Weather Cloudy Canvas
Normal
▶︎ Deck
6.4 11
[15093]
JP038 The Weather Cloudy Canvas  Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●You can banish this card, then target 1 face-up monster on the field (except during the Damage Step) (Quick Effect); halve its current ATK for the rest of this turn, but it can attack directly this turn.
You can only control 1 "The Weather Cloudy Canvas".
The Weather Sunny Canvas
Normal
▶︎ Deck
3.4 8
[12493]
JP039 The Weather Sunny Canvas  Continuous Spell
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●You can banish this card, then target 1 monster you control (Quick Effect); Tribute that target, and if you do, Special Summon 1 "The Weather" monster from your hand or GY, but not with the same name the Tributed monster had on the field.
You can only control 1 "The Weather Sunny Canvas".
The Weather Thundery Canvas
Super
▶︎ Deck
9 10
[22330]
JP040 The Weather Thundery Canvas  Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●At the start of the Damage Step, if this card battles an opponent's monster: You can banish this card; return that opponent's monster to the hand.
You can only control 1 "The Weather Thundery Canvas".
The Weather Auroral Canvas
Normal
▶︎ Deck
5.2 9
[15788]
JP041 The Weather Auroral Canvas  Continuous Trap
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.
●When exactly 1 card is added to one player's hand (except during the Damage Step): You can banish this card; banish the added card, and if you do, that player draws 1 card.
You can only control 1 "The Weather Auroral Canvas".
Maxx
Super
▶︎ Deck
9.6 114
[912838]
JP042 Maxx "C" Semi-Limited Effect Monster
- 2 Insect 500 200
During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.
Upstart Goblin
Normal
▶︎ Deck
9 68
[437987]
JP043 Upstart Goblin  Normal Spell
Draw 1 card, then your opponent gains 1000 LP.
One Day of Peace
Normal
▶︎ Deck
9.5 45
[379016]
JP044 One Day of Peace Limited Normal Spell
Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.
Rivalry of Warlords
Normal
▶︎ Deck
8.4 28
[84184]
JP045 Rivalry of Warlords Limited Continuous Trap
Each player can only control 1 Type of monster. Send all other face-up monsters they control to the GY.
Deck Build Pack - Spirit Warriors Card List
7.6 /10.0 pt
Number of card ratings : 940
User Review : 940

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