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HOME > Yu-Gi-Oh! Card Lists > EXTRA PACK 2017

EXTRA PACK 2017 Card List

EXTRA PACK 2017Card List
EXTRA PACK 2017
code : EP17.
Total : 54 Types.
Release Date:2017-09-09
10th period

Average of all cards:8pt




Total 54 Types
Monster 35 Types
Effect Monster:27 Types Ritual Monster:1 Types Pendulum Monster:2 Types
Fusion Monster:1 Types Synchro Monster:1 Types Xyz Monster:1 Types Link Monster:2 Types
1 Tuner Monster 8 Flip Monster 0 Gemini Monster
Spell 11 Types
0Normal Spell 2Equip IconEquip Spell 1Quick-Play IconQuick-Play Spell
1 Ritual IconRitual Spell 3 Continuous IconContinuous Spell 4 Field IconField Spell
Trap 8 Types
4 Normal Trap 4 Continuous IconContinuous Trap 0 Counter IconCounter Trap
Enhanced Category : 6
Subterror:17 Types / SPYRAL:17 Types / Vendread:5 Types / F.A.:4 Types / Ninja, Ninjitsu:1 Types / Pendulum:1 Types



Card Rating: Top 5

Card List in descending order of rating

rating order96 / 644 view num32321 Check card pricing information (Japan)

Rarity Rating Score Code Card Name Card-Type
Attribute Level Type ATK DEF
8.9 13
[40520]
JP001 Subterror Behemoth Fiendess  Link Monster
Effect Monster
- - Wyrm 2000 -
2 Flip monsters
Gains ATK equal to the combined original Levels of the "Subterror" monsters used for its Link Summon x 100. During your Main Phase: You can send 1 Flip monster from your Deck to the GY, and if you do, Special Summon 1 monster from your hand in face-down Defense Position to your zone this card points to. You can only use this effect of "Subterror Behemoth Fiendess" once per turn. Once per turn, if a monster this card points to is flipped face-up: Add 1 Flip monster from your Deck or GY to your hand.
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 - 2 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
Subterror Nemesis Warrior
Super
▶︎ Deck
8.2 14
[17957]
JP002 Subterror Nemesis Warrior  Effect Monster
- 4 Warrior 1800 1200
During either player's turn: You can send 1 "Subterror" monster from your Deck to the Graveyard; Tribute this card and at least 1 other monster so the total original Levels Tributed equal or exceed the Level of that "Subterror" monster in the Graveyard, and if you do, Special Summon that monster in face-up or face-down Defense Position. If a "Subterror Behemoth" monster is flipped face-up while this card is in your Graveyard: You can Special Summon this card. You can only use each effect of "Subterror Nemesis Warrior" once per turn.
Subterror Nemesis Archer
Rare
▶︎ Deck
8.8 11
[22356]
JP003 Subterror Nemesis Archer  Effect Monster
- 3 Fairy 1600 1400
At the start of the Damage Step, if this card attacks an opponent's face-down Defense Position monster, and you control another "Subterror" monster: You can shuffle that opponent's monster into the Deck. If this card on the field is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Subterror" monster from your Deck in face-up or face-down Defense Position. You can only use each effect of "Subterror Nemesis Archer" once per turn.
Subterror Nemesis Defender
Normal
▶︎ Deck
3 3
[6224]
JP004 Subterror Nemesis Defender  Effect Monster
- 2 Beast-Warrior 100 2000
During either player's turn, when your opponent activates a card or effect that targets exactly 1 Set monster you control (and no other cards), or when a Set monster you control is targeted for an attack by an opponent's monster: You can send this card from your hand or face-up from your field to the Graveyard, then target another monster you control that would be an appropriate target; that card/effect/attack now targets the new target. While you control a Set monster, this card cannot be destroyed by battle or card effects.
Subterror Fiendess
Rare
▶︎ Deck
9.9 22
[37184]
JP005 Subterror Fiendess  Effect Monster
- 1 Spellcaster 800 500
When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or GY, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.
Subterror Behemoth Umastryx
Super
▶︎ Deck
8.8 16
[27273]
JP006 Subterror Behemoth Umastryx  Effect Monster
Flip Monster
- 7 Reptile 2000 2700
FLIP: You can target 1 monster your opponent controls; banish it. You can only use this effect of "Subterror Behemoth Umastryx" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Stalagmo
Ultra
▶︎ Deck
8.4 12
[16740]
JP007 Subterror Behemoth Stalagmo  Effect Monster
Flip Monster
- 10 Rock 2800 2100
FLIP: You can discard 1 "Subterror" monster, and if you do, draw 2 cards. You can only use this effect of "Subterror Behemoth Stalagmo" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Stygokraken
Normal
▶︎ Deck
6.5 6
[9765]
JP008 Subterror Behemoth Stygokraken  Effect Monster
Flip Monster
- 5 Sea Serpent 1400 2600
FLIP: You can target Set cards on the field, equal to the number of "Subterror Behemoth" monsters you control; destroy them. You can only use this effect of "Subterror Behemoth Stygokraken" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Ultramafus
Rare
▶︎ Deck
8.3 10
[21960]
JP009 Subterror Behemoth Ultramafus  Effect Monster
Flip Monster
- 12 Pyro 3000 1800
FLIP: You can change all other face-up monsters on the field to face-down Defense Position. You can only use this effect of "Subterror Behemoth Ultramafus" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Dragossuary
Normal
▶︎ Deck
4.3 4
[6495]
JP010 Subterror Behemoth Dragossuary  Effect Monster
Flip Monster
- 6 Zombie 2400 1600
FLIP: You can activate this effect; this turn, "Subterror" cards you control cannot be destroyed by your opponent's card effects. You can only use this effect of "Subterror Behemoth Dragossuary" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Voltelluric
Normal
▶︎ Deck
6.8 10
[12619]
JP011 Subterror Behemoth Voltelluric  Effect Monster
Flip Monster
- 9 Thunder 1900 3000
FLIP: You can target 1 Set monster your opponent controls; take control of it until your next End Phase. You can only use this effect of "Subterror Behemoth Voltelluric" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Phospheroglacier
Normal
▶︎ Deck
7.2 9
[16844]
JP012 Subterror Behemoth Phospheroglacier  Effect Monster
Flip Monster
- 8 Aqua 2600 2500
FLIP: You can send 1 card from your Deck to the Graveyard. You can only use this effect of "Subterror Behemoth Phospheroglacier" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
Subterror Behemoth Speleogeist
Rare
▶︎ Deck
6.2 9
[15413]
JP013 Subterror Behemoth Speleogeist  Effect Monster
Flip Monster
- 11 Fiend 3000 1400
FLIP: You can target 1 monster on the field; change it to face-up Attack Position if it is in Defense Position, also change its ATK to 0. You can only use this effect of "Subterror Behemoth Speleogeist" once per turn.
When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.
The Hidden City
Rare
▶︎ Deck
9.8 17
[30512]
JP014 The Hidden City  Field Spell
When this card is activated: You can add 1 "Subterror" monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 "The Hidden City" per turn.
Subterror Cave Clash
Normal
▶︎ Deck
5.7 7
[14884]
JP015 Subterror Cave Clash  Continuous Spell
All "Subterror" monsters you control gain 500 ATK and DEF for each Set monster on the field. Once per turn, when a "Subterror" monster you control inflicts battle damage to your opponent: You can target 1 "Subterror" card in your Graveyard, except "Subterror Cave Clash"; add it to your hand.
Subterror Behemoth Burrowing
Normal
▶︎ Deck
5.3 3
[7618]
JP016 Subterror Behemoth Burrowing  Normal Trap
You can banish 1 "Subterror" monster from your Graveyard; for the rest of this turn, face-down monsters you control cannot be destroyed by card effects, and your opponent cannot target them with card effects. If this card on the field is destroyed by a card effect: You can add 1 "Subterror" monster from your Deck to your hand. You can banish this card from your Graveyard, then target 1 "Subterror" monster you control; change it to face-down Defense Position.
Subterror Final Battle
Normal
▶︎ Deck
9.3 18
[27446]
JP017 Subterror Final Battle  Normal Trap
Activate 1 of these effects, also, after that, Set this card face-down instead of sending it to the GY.
●Change 1 Set "Subterror" monster on the field to face-up Attack or Defense Position.
●Change 1 face-up "Subterror" monster on the field to face-down Defense Position.
●ATK/DEF of 1 "Subterror" monster on the field become equal to its combined original ATK/DEF until the end of this turn.
●This turn, activated effects of "Subterror" cards cannot be negated.
9.5 22
[27984]
JP018 SPYRAL Double Helix  Link Monster
Effect Monster
- - Warrior 1900 -
2 "SPYRAL" monsters
This card's name becomes "SPYRAL Super Agent" while on the field or in the GY. You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, and its type matches the declared type, take 1 "SPYRAL" monster from your Deck or GY, and either add it to your hand or Special Summon it to your zone this card points to. You can only use this effect of "SPYRAL Double Helix" once per turn.
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 - 2 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
SPYRAL Super Agent
Ultra
▶︎ Deck
9.3 16
[32011]
JP019 SPYRAL Super Agent  Effect Monster
- 4 Warrior 1900 1200
If this card is in your hand: You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, Special Summon this card if it is a card of that type. If this card is Special Summoned by the effect of a "SPYRAL" card: You can target 1 Spell/Trap your opponent controls; destroy it. You can only use each effect of "SPYRAL Super Agent" once per turn.
SPYRAL Quik-Fix
Rare
▶︎ Deck
10 36
[36334]
JP020 SPYRAL Quik-Fix  Effect Monster
- 1 Machine 500 400
If this card is Normal or Special Summoned: You can add 1 "SPYRAL GEAR" card from your Deck to your hand. If this card is in your GY and you control "SPYRAL Super Agent": You can discard 1 card; Special Summon this card, but banish it when it leaves the field.
SPYRAL Master Plan
Normal
▶︎ Deck
9.1 11
[17658]
JP021 SPYRAL Master Plan  Effect Monster
- 7 Spellcaster 1200 2800
Once per turn: You can add 1 "SPYRAL MISSION" card from your Deck to your hand. If this card is sent from the field to the Graveyard: You can add 1 "SPYRAL Resort" and 1 "SPYRAL" monster from your Deck to your hand, except "SPYRAL Master Plan". You can only use this effect of "SPYRAL Master Plan" once per turn.
SPYRAL Tough
Rare
▶︎ Deck
8 8
[11277]
JP022 SPYRAL Tough  Effect Monster
- 4 Warrior 1900 1500
This card's name becomes "SPYRAL Super Agent" while it is on the field or in the GY. Once per turn: You can declare 1 type of card (Monster, Spell, or Trap) and target 1 card your opponent controls; reveal the top card of your opponent's Deck, and if you do, destroy the targeted card if the revealed card is the declared type.
SPYRAL Sleeper
Super
▶︎ Deck
9.6 17
[21247]
JP023 SPYRAL Sleeper  Effect Monster
- 8 Fiend 2800 1200
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 3 "SPYRAL" cards from your Graveyard, and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can target 1 "SPYRAL" card you control and up to 2 cards your opponent controls; destroy them. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: Destroy as many cards you control as possible, and if you do, Special Summon 1 "SPYRAL Super Agent" from your hand, Deck, or Graveyard.
SPYGAL Misty
Normal
▶︎ Deck
5.1 7
[10170]
JP024 SPYGAL Misty  Effect Monster
- 4 Spellcaster 1500 1600
If this card is Normal or Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, draw 1 card if it is a card of that type. Once per turn, during either player's turn: You can target 1 "SPYRAL Super Agent" you control and 1 monster your opponent controls; return both monsters to the hand.
Charming Resort Staff
Normal
▶︎ Deck
5 5
[10358]
JP025 Charming Resort Staff  Effect Monster
- 3 Fairy 300 200
When an attack is declared involving a "SPYRAL Super Agent" you control and an opponent's face-up monster: You can change the ATK of the opponent's monster to 0. If this card is destroyed by battle or card effect: You can Special Summon 1 "SPYRAL Super Agent" from your Deck. If a "SPYRAL Super Agent" you control is destroyed by battle or sent to the Graveyard while this card is in your Graveyard: You can banish this card from your Graveyard; return 1 "SPYRAL Super Agent" from your Graveyard to your hand.
SPYRAL GEAR - Drone
Normal
▶︎ Deck
9.2 11
[16140]
JP026 SPYRAL GEAR - Drone  Effect Monster
- 1 Machine 100 100
If this card is Normal or Special Summoned: You can look at the top 3 cards of your opponent's Deck, and if you do, place them on top of their Deck in any order. (Quick Effect): You can Tribute this card, then target 1 "SPYRAL" monster you control; it gains 500 ATK for each card your opponent controls. You can banish this card and 1 "SPYRAL" card from your GY, then target 1 "SPYRAL Super Agent" in your GY; add it to your hand.
SPYRAL GEAR - Last Resort
Normal
▶︎ Deck
9.2 9
[15087]
JP027 SPYRAL GEAR - Last Resort  Effect Monster
- 4 Machine 1000 1000
You can target 1 "SPYRAL" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, the equipped monster cannot be destroyed by battle or card effects, also your opponent cannot target it with card effects. Once per turn, if this card is equipped to a monster by this effect: You can send 1 other card you control to the Graveyard; the equipped monster can attack directly this turn.
SPYRAL GEAR - Big Red
Normal
▶︎ Deck
9.9 17
[17365]
JP028 SPYRAL GEAR - Big Red  Equip Spell
Activate this card by targeting 1 "SPYRAL" monster in your Graveyard; Special Summon it, and if you do, equip this card to it. It cannot be destroyed by battle. You can only activate 1 "SPYRAL GEAR - Big Red" per turn.
SPYRAL GEAR - Fully Armed
Normal
▶︎ Deck
7.5 6
[9046]
JP029 SPYRAL GEAR - Fully Armed  Equip Spell
Equip only to "SPYRAL Super Agent". It gains 1000 ATK. If it destroys your opponent's monster by battle: You can banish both the opponent's destroyed monster and 1 other card your opponent controls. When this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 "SPYRAL Super Agent" in your Graveyard; Special Summon it.
SPYRAL GEAR - Utility Wire
Rare
▶︎ Deck
8.3 7
[10534]
JP030 SPYRAL GEAR - Utility Wire  Normal Trap
If you control "SPYRAL Super Agent": Target 1 face-up card your opponent controls; place it on top of the Deck. You can only activate 1 "SPYRAL GEAR - Utility Wire" per turn.
SPYRAL Resort
Normal
▶︎ Deck
9.8 19
[23859]
JP031 SPYRAL Resort  Field Spell
Your opponent cannot target other "SPYRAL" cards you control with card effects. Once per turn: You can add 1 "SPYRAL" monster from your Deck to your hand. Once per turn, during your End Phase, shuffle 1 monster from your Graveyard into the Deck or destroy this card.
SPYRAL MISSION - Assault
Normal
▶︎ Deck
7.3 4
[10059]
JP032 SPYRAL MISSION - Assault  Continuous Spell
Destroy this card during your 3rd End Phase after activation. Once per turn, if a "SPYRAL" monster you control destroys a monster by battle, or if you destroy a card(s) on the field with a "SPYRAL" monster's effect you control: You can draw 1 card. You can banish this card from your Graveyard; Special Summon 1 "SPYRAL" monster from your hand.
SPYRAL MISSION - Recapture
Normal
▶︎ Deck
5.2 5
[7801]
JP033 SPYRAL MISSION - Recapture  Continuous Trap
Destroy this card during your 3rd End Phase after activation. Once per turn, if a "SPYRAL" monster is Special Summoned to your field (except during the Damage Step): You can target 1 monster your opponent controls; take control of it until the End Phase, but it cannot attack directly this turn. If a "SPYRAL" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead of destroying 1 of those "SPYRAL" monsters.
SPYRAL MISSION - Rescue
Normal
▶︎ Deck
9.2 6
[12825]
JP034 SPYRAL MISSION - Rescue  Continuous Trap
Destroy this card during your 3rd End Phase after activation. Once per turn: You can target 1 "SPYRAL" monster in your GY; add it to your hand. You can banish this card from your GY, then target 1 "SPYRAL" monster in your GY; Special Summon it. You can only control 1 "SPYRAL MISSION - Rescue".
Revendread Slayer
Ultra
▶︎ Deck
8.8 17
[33260]
JP035 Revendread Slayer  Ritual Monster
Effect Monster
- 6 Zombie 2400 0
You can Ritual Summon this card with any "Vendread" Ritual Spell. Once per battle, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can banish 1 Zombie monster from your GY; this card gains 300 ATK. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Spell from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use this effect of "Revendread Slayer" once per turn.
Vendread Revenants
Normal
▶︎ Deck
8.6 9
[17666]
JP036 Vendread Revenants  Effect Monster
- 4 Zombie 1800 200
If this card in your possession is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains this effect. You can only use the preceding effect of "Vendread Revenants" once per turn.
●Once per turn (Quick Effect): You can target 1 Special Summoned monster your opponent controls; banish it.
Vendread Houndhorde
Normal
▶︎ Deck
8.9 11
[16440]
JP037 Vendread Houndhorde  Effect Monster
- 3 Zombie 0 2100
If this card is in your GY: You can discard 1 "Vendread" card; Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Houndhorde" once per turn.
●Once per turn (Quick Effect): You can target 1 Spell/Trap your opponent controls; banish it.
Revendread Origin
Rare
▶︎ Deck
9.3 14
[19939]
JP038 Revendread Origin  Ritual Spell
This card can be used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish Zombie monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If "Revendread Slayer(s)" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
Vendread Reorigin
Normal
▶︎ Deck
7.9 7
[12285]
JP039 Vendread Reorigin  Normal Trap
Target 1 face-up monster your opponent controls that has a Level; Tribute it, and if you do, Special Summon 1 "Vendread Token" (Zombie/DARK/ATK 0/DEF 0) with a Level equal to the Tributed monster's original Level. While the Token Special Summoned by this effect is on the field, you cannot Normal or Special Summon monsters, except "Vendread" monsters.
F.A. Sonic Meister
Normal
▶︎ Deck
7.8 5
[9412]
JP040 F.A. Sonic Meister  Effect Monster
- 4 Machine 0 1000
Gains ATK equal to its Level x 300. Cannot be destroyed by battle with an opponent's monster whose original Level/Rank is lower than this card's Level. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, it can make up to 2 attacks on monsters during each Battle Phase.
F.A. Hang On Mach
Rare
▶︎ Deck
8.2 9
[14728]
JP041 F.A. Hang On Mach  Effect Monster
- 4 Machine 0 1800
Gains ATK equal to its Level x 300. Unaffected by activated effects from an opponent's monster whose original Level/Rank is lower than this card's Level. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. If this card is Level 7 or higher, any card sent to your opponent's GY is banished instead.
F.A. Circuit Grand Prix
Normal
▶︎ Deck
8 6
[10341]
JP042 F.A. Circuit Grand Prix  Field Spell
Increase the Levels of all "F.A." monsters on the field by 2 during the Battle Phase only. Once per turn, when your "F.A." monster destroys an opponent's monster by battle: You can draw 1 card. If this face-up card on the field is destroyed by a card effect: You can add 1 "F.A." card from your Deck to your hand, except "F.A. Circuit Grand Prix". You can only use this effect of "F.A. Circuit Grand Prix" once per turn.
F.A. Downforce
Normal
▶︎ Deck
7.8 4
[8515]
JP043 F.A. Downforce  Quick-Play Spell
Target 1 "F.A." monster you control; increase its Level by 2 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "F.A." monster you control; increase its Level by 2 until the end of this turn. You can only use each effect of "F.A. Downforce" once per turn.
Magical Something
Normal
▶︎ Deck
6.9 8
[8520]
JP044 Magical Something  Effect Monster
- 4 Spellcaster 1800 1300
Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. This card's Level is increased by the number of Spell Counters on it. You can remove 3 Spell Counters from this card, then target 1 Quick-Play Spell in your GY; Set that card to your Spell & Trap Zone. You can only use this effect of "Magical Something" once per turn.
Ninjitsu Art Notebook
Normal
▶︎ Deck
7.6 5
[10197]
JP045 Ninjitsu Art Notebook  Continuous Spell
Once per turn: You can send 1 "Ninja" monster from your hand to the GY; Set 1 "Ninjitsu Art" Spell/Trap directly from your Deck, except "Ninjitsu Art Notebook".
Vermillion Dragon Mech
Super
▶︎ Deck
8.5 21
[33998]
JP046 Vermillion Dragon Mech  Synchro Monster
Effect Monster
- 9 Machine 2700 1800
1 Tuner + 1+ non-Tuner monsters
Once per turn: You can banish 1 Tuner from your hand, GY, or face-up field, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can target 1 of your banished Tuners; add it to your hand.
Space Dragster
Normal
▶︎ Deck
6.4 7
[6722]
JP047 Space Dragster  Continuous Trap
Special Summon this card as an Effect Monster (Machine-Type/Tuner/FIRE/Level 1/ATK 0/DEF 1800). (This card is also still a Trap Card.) If Summoned this way, other Tuners you control cannot be destroyed by battle or your opponent's card effects while this card is in the Monster Zone.
Sea Monster of Theseus
Super
▶︎ Deck
9.2 22
[64968]
JP048 Sea Monster of Theseus  Fusion Monster
Tuner Monster
- 5 Zombie 2200 1800
2 Tuners
Fusion Recycling Plant
Super
▶︎ Deck
8.6 12
[49369]
JP049 Fusion Recycling Plant  Field Spell
Once per turn: You can discard 1 card; add 1 "Polymerization" from your Deck or GY to your hand. Once per turn, during the End Phase: You can target 1 monster in your GY that was used as Fusion Material for a Fusion Summon this turn; add it to your hand.
Tornado Dragon
Ultra
▶︎ Deck
9.2 32
[58071]
JP050 Tornado Dragon  Xyz Monster
Effect Monster
- 4 Wyrm 2100 2000
2 Level 4 monsters
Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it.
Pendulum Switch
Normal
▶︎ Deck
8.4 10
[19347]
JP051 Pendulum Switch  Continuous Trap
You can target 1 card in your Pendulum Zone; Special Summon it. You can target 1 Pendulum Monster in your Monster Zone; place that Pendulum Monster in your Pendulum Zone. You can only use 1 "Pendulum Switch" effect per turn, and only once that turn.
Samurai Skull
Normal
▶︎ Deck
7.2 12
[20061]
JP052 Samurai Skull  Effect Monster
- 4 Zombie 1700 0
When this card is Normal Summoned: You can send 1 Zombie monster from your Deck to the GY. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 Level 4 or lower Zombie monster from your Deck, except "Samurai Skull".
Juno, the Celestial Goddess
Ex-Secret
▶︎ Deck
7.5 4
[5757]
JP053 Juno, the Celestial Goddess  Pendulum Monster
Effect Monster
- 8 Fairy 3000 3000
Pendulum Effect
Once per turn: You can banish 3 Fairy-Type Pendulum Monsters you control, then target 1 Pendulum Monster you control; if it attacks your opponent directly and reduces their LP to 0 this turn, you win the Match.
Card Text
Cannot be Special Summoned, except by Pendulum Summon. Requires 3 Fairy-Type Tributes to Normal Summon (cannot be Normal Set). If this card attacks your opponent directly and reduces their LP to 0, while you control no other monsters, you win the Match.
Shelga, the Tri-Warlord
Ex-Secret
▶︎ Deck
8.5 6
[7303]
JP054 Shelga, the Tri-Warlord  Pendulum Monster
Normal Monster
- 7 Psychic 2800 2500
Pendulum Effect
Once per turn: You can banish 3 Psychic-Type Pendulum Monsters you control, then target 1 Pendulum Monster you control; if it attacks your opponent directly and reduces their LP to 0 this turn, you win the Match.
Card Text
The shockwaves of powerful battles have warped reality, allowing the proud valiant to emerge from the Dimensional Sea.
EXTRA PACK 2017 Card List
8 /10.0 pt
Number of card ratings : 611
User Review : 611

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