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HOME > Yu-Gi-Oh! Card Lists > Deck Build Pack Tactical Masters

Deck Build Pack Tactical Masters Card List

Deck Build Pack Tactical MastersCard List
Deck Build Pack Tactical Masters
code : DBTM.
Total : 45 Types.
Release Date:2022-03-19
11th period

Average of all cards:8.4pt




Total 45 Types
Monster 21 Types
Effect Monster:7 Types Pendulum Monster:10 Types
Fusion Monster:5 Types Link Monster:1 Types
Spell 18 Types
1Normal Spell 0Equip IconEquip Spell 11Quick-Play IconQuick-Play Spell
0 Ritual IconRitual Spell 2 Continuous IconContinuous Spell 4 Field IconField Spell
Trap 6 Types
6 Normal Trap 0 Continuous IconContinuous Trap 0 Counter IconCounter Trap
Enhanced Category : 6
Vaylantz:13 Types / Runick:13 Types / Welcome, Labrynth:3 Types / Archfiend:2 Types / Ninja, Ninjitsu:1 Types / Metalfoes, Heavymetalfoes, Raremetalfoes, Fullmetalfoes, Parametalfoes:1 Types



Card Rating: Top 5

Card List in descending order of rating

rating order52 / 626 view num23126 Check card pricing information (Japan)

Rarity Rating Score Code Card Name Card-Type
Attribute Level Type ATK DEF
Shinonome the Vaylantz Priestess
Super
▶︎ Deck
10 7
[8678]
JP001 Shinonome the Vaylantz Priestess  Pendulum Monster
Effect Monster
- 2 Spellcaster 500 500
Pendulum Effect
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Shinonome the Vaylantz Priestess" once per turn.
Card Text
During your Main Phase, if you control this Special Summoned card: You can add 1 "Vaylantz" Spell from your Deck to your hand. If this card in the Monster Zone moves to another Monster Zone: You can add 1 "Vaylantz" monster from your Deck to your hand, except "Shinonome the Vaylantz Priestess". You can only use each effect of "Shinonome the Vaylantz Priestess" once per turn.
Saion the Vaylantz Archer
Normal
▶︎ Deck
8.2 5
[2601]
JP002 Saion the Vaylantz Archer  Pendulum Monster
Effect Monster
- 4 Spellcaster 1100 1100
Pendulum Effect
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Saion the Vaylantz Archer" once per turn.
Card Text
If you control this Special Summoned card: You can target 1 Effect Monster on the field; toss a coin and if the result is heads, negate its effects, or if the result is tails, halve its ATK. If this card in the Monster Zone moves to another Monster Zone: You can target 1 card on the field; toss a coin and if the result is heads, destroy it, or if the result is tails, return it to the hand. You can only use each effect of "Saion the Vaylantz Archer" once per turn.
Nazuki the Vaylantz Ninja
Normal
▶︎ Deck
8.6 5
[3190]
JP003 Nazuki the Vaylantz Ninja  Pendulum Monster
Effect Monster
- 6 Spellcaster 1800 1800
Pendulum Effect
If "Vaylantz World - Shinra Bansho" is in a Field Zone or if you control a WATER "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Nazuki the Vaylantz Ninja" once per turn.
Card Text
You can target 1 other monster in either Main Monster Zone; move that monster to an adjacent (horizontal) Monster Zone. If this card in the Monster Zone moves to another Monster Zone: You can target 1 "Vaylantz" monster Card in your Spell & Trap Zone; Special Summon it to your Main Monster Zone in its same column. You can only use each effect of "Nazuki the Vaylantz Ninja" once per turn.
Hojo the Vaylantz Warrior
Normal
▶︎ Deck
8.5 4
[2623]
JP004 Hojo the Vaylantz Warrior  Pendulum Monster
Effect Monster
- 8 Spellcaster 1900 1900
Pendulum Effect
If "Vaylantz World - Shinra Bansho" is in a Field Zone or if you control a WATER "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Hojo the Vaylantz Warrior" once per turn.
Card Text
You can target 1 face-up card in either Spell & Trap Zone; return it to the hand. If this card in the Monster Zone moves to another Monster Zone (except during the Damage Step): You can Fusion Summon 1 "Vaylantz" Fusion Monster from your Extra Deck, using monsters from your hand, field, and/or Pendulum Zones. You can only use each effect of "Hojo the Vaylantz Warrior" once per turn.
Vaylantz Buster Baron
Normal
▶︎ Deck
8.8 5
[2448]
JP005 Vaylantz Buster Baron  Pendulum Monster
Effect Monster
- 2 Machine 800 800
Pendulum Effect
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Vaylantz Buster Baron" once per turn.
Card Text
If you control this Special Summoned card: You can target 1 other "Vaylantz" monster in your Main Monster Zone; move that monster you control to an adjacent (horizontal) Monster Zone. If this card in the Monster Zone moves to another Monster Zone: You can target 1 card in either player's Pendulum Zone; place it face-up in its adjacent Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Vaylantz Buster Baron" once per turn.
Vaylantz Voltage Viscount
Normal
▶︎ Deck
9.4 5
[3014]
JP006 Vaylantz Voltage Viscount  Pendulum Monster
Effect Monster
- 4 Machine 1400 1400
Pendulum Effect
During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Vaylantz Voltage Viscount" once per turn.
Card Text
During your Main Phase, if you control this Special Summoned card: You can place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck, face-up in your Spell & Trap Zone as a Continuous Spell. If this card in the Monster Zone moves to another Monster Zone: You can place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck in your Pendulum Zone. You can only use each effect of "Vaylantz Voltage Viscount" once per turn.
Vaylantz Mad Marquess
Normal
▶︎ Deck
9 5
[4102]
JP007 Vaylantz Mad Marquess  Pendulum Monster
Effect Monster
- 6 Machine 1700 1700
Pendulum Effect
If "Vaylantz World - Konig Wissen" is in a Field Zone or if you control a FIRE "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Vaylantz Mad Marquess" once per turn.
Card Text
During your Main Phase: You can roll a six-sided die, excavate that many cards from the top of your Deck (or as many as you can), and if you do, you can add 1 excavated "Vaylantz" card to your hand, also shuffle the rest into the Deck. If this card in the Monster Zone moves to another Monster Zone: You can roll a six-sided die, and if you roll a 2, 3, 4, or 5, Special Summon 1 Monster Card from your Spell & Trap Zone to your Main Monster Zone in its same column. You can only use each effect of "Vaylantz Mad Marquess" once per turn.
Vaylantz Dominator Duke
Normal
▶︎ Deck
7.4 5
[2383]
JP008 Vaylantz Dominator Duke  Pendulum Monster
Effect Monster
- 8 Machine 2000 2000
Pendulum Effect
If "Vaylantz World - Konig Wissen" is in a Field Zone or if you control a FIRE "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Vaylantz Dominator Duke" once per turn.
Card Text
You can target 1 Set card in the Spell & Trap Zone; that Set card cannot be activated this turn (even if this card leaves the field). If this card in the Monster Zone moves to another Monster Zone: You can target 1 face-up monster in your opponent's Main Monster Zone; take control of that face-up monster, but it cannot declare an attack nor activate its effects, also it is treated as a "Vaylantz" monster. You can only use each effect of "Vaylantz Dominator Duke" once per turn.
Mamonaka the Vaylantz United
Secret
Ultra
▶︎ Deck
8 5
[6088]
JP009 Mamonaka the Vaylantz United  Fusion Monster
Pendulum Monster
Effect Monster
- 10 Spellcaster 2800 2800
Pendulum Effect
You can activate 1 of these effects;●Special Summon this card to your Main Monster Zone in its same column.●Move 1 monster in your Main Monster Zone to an adjacent (horizontal) Monster Zone.You can only use this effect of "Mamonaka the Vaylantz United" once per turn.
Card Text
3 "Vaylantz" monsters
During the Main Phase (Quick Effect): You can target 1 Effect Monster in your opponent's Main Monster Zone; place that opponent's monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card, and if it is a Monster Card, your opponent loses LP equal to its ATK). You can only use this effect of "Mamonaka the Vaylantz United" once per turn. If this Special Summoned card you control is destroyed by your opponent's card effect: You can place this card in your Pendulum Zone.
Vaylantz Genesis Grand Duke
Super
▶︎ Deck
9.2 5
[3734]
JP010 Vaylantz Genesis Grand Duke  Fusion Monster
Pendulum Monster
Effect Monster
- 10 Machine 2500 2500
Pendulum Effect
You can activate 1 of these effects;●Special Summon this card to your Main Monster Zone in its same column.●Move 1 monster in your Main Monster Zone to an adjacent (horizontal) Monster Zone.You can only use this effect of "Vaylantz Genesis Grand Duke" once per turn.
Card Text
2 "Vaylantz" monsters
This face-down card in the Extra Deck must first be either Fusion Summoned, or Special Summoned by Tributing 1 Level 5 or higher non-Fusion "Vaylantz" monster in the same column as the Extra Monster Zone. If this card is Special Summoned: You can target 1 Monster Card in your opponent's Spell & Trap Zone; return it to the hand, and if you do, inflict damage to your opponent equal to its ATK, then, this card gains ATK equal to half the damage inflicted.
Vaylantz Wars - The Place of Beginning
Normal
▶︎ Deck
8.4 5
[3817]
JP011 Vaylantz Wars - The Place of Beginning  Normal Spell
Add 1 "Vaylantz" Field Spell from your Deck to your hand, then you can apply the following effect.
●Destroy 1 Pendulum Monster Card you control, and if you do, add 1 "Senet Switch" from your Deck to your hand.
If this card is in your GY, except the turn it was sent there: You can banish this card; place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck in your Pendulum Zone. You can only use each effect of "Vaylantz Wars - The Place of Beginning" once per turn.
Vaylantz World - Shinra Bansho
Super
▶︎ Deck
7.7 6
[4031]
JP012 Vaylantz World - Shinra Bansho  Field Spell
When this card is activated: Place 1 "Vaylantz" Field Spell from your Deck face-up in your opponent's Field Zone, except "Vaylantz World - Shinra Bansho". If there are 2 cards in the Field Zones: The turn player can target 1 Monster Card in their own Spell & Trap Zone; they Special Summon that card to their own Main Monster Zone in its same column. The turn player can only use this effect of "Vaylantz World - Shinra Bansho" once per turn.
Vaylantz World - Konig Wissen
Super
▶︎ Deck
8 5
[4480]
JP013 Vaylantz World - Konig Wissen  Field Spell
When this card is activated: Place 1 "Vaylantz" Field Spell from your Deck face-up in your opponent's Field Zone, except "Vaylantz World - Konig Wissen". If there are 2 cards in the Field Zones: The turn player can target 1 Effect Monster in the opponent's Main Monster Zone, in the same column as one of the monsters they control; they place that opponent's monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card.) The turn player can only use this effect of "Vaylantz World - Konig Wissen" once per turn.
Lovely Labrynth of the Silver Castle
Secret
Ultra
▶︎ Deck
9.5 14
[18676]
JP014 Lovely Labrynth of the Silver Castle  Effect Monster
- 8 Fiend 2900 1900
Your opponent cannot activate monster effects in response to the activation of your Normal Trap Cards. You can only use each of the following effects of "Lovely Labrynth of the Silver Castle" once per turn. You can target 1 Normal Trap in your GY; Set it to your field, but it cannot be activated unless you control a Fiend monster. If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can destroy 1 card in your opponent's hand (at random) or their field.
Labrynth Archfiend
Normal
▶︎ Deck
7.2 11
[8026]
JP015 Labrynth Archfiend  Effect Monster
- 7 Fiend 2000 2800
Gains 400 ATK for each Normal Trap with a different name in your GY. Your opponent's monsters cannot target Fiend monsters for attacks, except "Labrynth Archfiend". You can only use each of the following effects of "Labrynth Archfiend" once per turn. If a Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Set 1 Normal Trap from your Deck that can only be activated when an attack is declared.
Ariane the Labrynth Servant
Super
▶︎ Deck
8.4 16
[11925]
JP016 Ariane the Labrynth Servant  Effect Monster
- 4 Fiend 1800 1100
You can send 1 Normal Trap from your hand or that's Set on your field to the GY; Special Summon 1 Level 4 or lower Fiend monster from your Deck in Defense Position, except "Ariane the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can draw 1 card, then you can apply this effect.
●From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap.
You can only use each effect of "Ariane the Labrynth Servant" once per turn.
Arianna the Labrynth Servant
Super
▶︎ Deck
10 9
[15321]
JP017 Arianna the Labrynth Servant  Effect Monster
- 4 Fiend 1600 2100
If this card is Normal or Special Summoned: You can add 1 "Labrynth" card from your Deck to your hand, except "Arianna the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can draw 1 card, then you can apply this effect.
●From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap.
You can only use 1 "Arianna the Labrynth Servant" effect per turn, and only once that turn.
Labrynth Chandraglier
Normal
▶︎ Deck
8.2 5
[6365]
JP018 Labrynth Chandraglier  Effect Monster
- 3 Fiend 1500 0
(Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Labrynth Chandraglier" once per turn.
Labrynth Stovie Torbie
Normal
▶︎ Deck
8.5 4
[6406]
JP019 Labrynth Stovie Torbie  Effect Monster
- 2 Fiend 0 2000
(Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Labrynth Stovie Torbie" once per turn.
Labrynth Cooclock
Normal
▶︎ Deck
8.1 9
[7870]
JP020 Labrynth Cooclock  Effect Monster
- 1 Fiend 0 0
(Quick Effect): You can discard this card; this turn, you can activate 1 Normal Trap Card that was Set this turn, if you control a "Labrynth" monster. If a card(s) is sent from your hand to the GY to activate your Normal Trap Card or your "Labrynth" card or effect, except "Labrynth Cooclock", while this card is in your GY (except during the Damage Step): You can add this card to your hand, or Special Summon it. You can only use each effect of "Labrynth Cooclock" once per turn.
Labrynth Labyrinth
Super
▶︎ Deck
8.6 10
[11006]
JP021 Labrynth Labyrinth  Field Spell
If you activate a Set "Welcome Labrynth" Normal Trap, you can add this additional effect to that card's effect at resolution.
●Also after that, destroy 1 card on the field.
If you activate a non-"Labrynth" Normal Trap Card (except during the Damage Step): You can Special Summon 1 Fiend monster from your hand or GY. You can only use each effect of "Labrynth Labyrinth" once per turn.
Labrynth Set-Up
Normal
▶︎ Deck
7.5 8
[6787]
JP022 Labrynth Set-Up  Quick-Play Spell
Target 2 of your "Labrynth" Spells/Traps that are banished or in your GY, except "Labrynth Set-Up"; shuffle them into the Deck, then if you control a Fiend monster, you can Set non-"Labrynth" Normal Traps with different names directly from your Deck equal to the number shuffled. You can only activate 1 "Labrynth Set-Up" per turn.
Welcome Labrynth
Super
▶︎ Deck
9.7 9
[13147]
JP023 Welcome Labrynth  Normal Trap
Special Summon 1 "Labrynth" monster from your Deck, also until the end of the next turn after this card resolves, you cannot Special Summon monsters from the Deck or Extra Deck, except Fiend monsters. If a monster leaves the field by your Normal Trap effect, while this card is in your GY, except the turn it was sent there: You can Set this card. You can only use each effect of "Welcome Labrynth" once per turn.
Farewelcome Labrynth
Normal
▶︎ Deck
6.4 11
[6238]
JP024 Farewelcome Labrynth  Normal Trap
When a monster declares an attack, while you control a Fiend monster: Target 1 card on the field; negate the attack, and if you do, destroy that targeted card, then, you can Set 1 non-"Labrynth" Normal Trap from your hand or Deck.
Labrynth Barrage
Super
▶︎ Deck
4.8 6
[6064]
JP025 Labrynth Barrage  Normal Trap
When you activate a Set Normal Trap Card, except "Labrynth Barrage": This effect becomes that Normal Trap's effect when that card is activated, also until the end of your opponent's next turn after this card resolves, your opponent takes no effect damage from your card effects.
Archfiend's Ghastly Glitch
Normal
▶︎ Deck
8.1 7
[10700]
JP026 Archfiend's Ghastly Glitch  Normal Trap
If you control a Fiend monster: Target 1 card on the field; destroy it, then, you can send 1 Fiend monster from your Deck to the GY.
Runick Fountain
Secret
Ultra
▶︎ Deck
9.9 17
[13182]
JP027 Runick Fountain Limited Field Spell
You can activate "Runick" Quick-Play Spell Cards from your hand during your opponent's turn. Once per turn, if you activate a "Runick" Quick-Play Spell Card: You can target up to 3 "Runick" Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.
Runick Allure
Normal
▶︎ Deck
6.5 6
[5050]
JP028 Runick Allure  Continuous Spell
Each time a Quick-Play Spell Card activates: Banish the top card of your opponent's Deck. You can only control 1 "Runick Allure".
Runick Tip
Super
▶︎ Deck
10 8
[8205]
JP029 Runick Tip  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Tip" per turn.
Runick Flashing Fire
Super
▶︎ Deck
8.2 5
[5109]
JP030 Runick Flashing Fire  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Flashing Fire" per turn.
Runick Destruction
Normal
▶︎ Deck
9.6 5
[5388]
JP031 Runick Destruction  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Destruction" per turn.
Runick Dispelling
Normal
▶︎ Deck
7.2 5
[5491]
JP032 Runick Dispelling  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Dispelling" per turn.
Runick Freezing Curses
Normal
▶︎ Deck
9.7 6
[6742]
JP033 Runick Freezing Curses  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Freezing Curses" per turn.
Runick Slumber
Normal
▶︎ Deck
8.6 5
[4900]
JP034 Runick Slumber  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Slumber" per turn.
Runick Golden Droplet
Normal
▶︎ Deck
6.7 7
[4700]
JP035 Runick Golden Droplet  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●Your opponent draws 1 card, then you banish the top 4 cards of their Deck.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Golden Droplet" per turn.
Runick Smiting Storm
Normal
▶︎ Deck
7 3
[4258]
JP036 Runick Smiting Storm  Quick-Play Spell
Activate 1 of these effects, but skip your next Battle Phase after activation;
●Banish cards from the top of your opponent's Deck, up to the number of cards they control.
●Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone.
You can only activate 1 "Runick Smiting Storm" per turn.
Hugin the Runick Wings
Super
▶︎ Deck
9.9 11
[11019]
JP037 Hugin the Runick Wings  Fusion Monster
Effect Monster
- 2 Fairy 0 0
2 "Runick" monsters
If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.
Munin the Runick Wings
Normal
▶︎ Deck
7.4 5
[5201]
JP038 Munin the Runick Wings  Fusion Monster
Effect Monster
- 3 Fairy 0 2000
2 "Runick" monsters
If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Continuous Spell from your Deck to your hand. When your opponent activates a card or effect that targets a "Runick" card(s) you control or a Set card(s) you control (Quick Effect): You can banish this card you control; negate the activation, and if you do, destroy that card. Once per turn, during the End Phase: Gain 1000 LP.
Geri the Runick Fangs
Normal
▶︎ Deck
8.8 6
[5504]
JP039 Geri the Runick Fangs  Fusion Monster
Effect Monster
- 4 Beast 0 1000
2 "Runick" monsters
Cannot be destroyed by card effects. If this card is Special Summoned from the Extra Deck: You can target 1 non-Quick-Play "Runick" Spell in your GY; add it to your hand. When this card is destroyed by battle: You can target 1 card on the field; destroy it.
9.8 38
[72197]
JP040 Heavymetalfoes Electrumite Limited Link Monster
Effect Monster
- - Psychic 1800 -
2 Pendulum Monsters
If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of "Heavymetalfoes Electrumite" 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
Book of Eclipse
Normal
▶︎ Deck
8.3 26
[162834]
JP041 Book of Eclipse  Quick-Play Spell
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.
Senet Switch
Normal
▶︎ Deck
5.8 20
[112244]
JP042 Senet Switch  Continuous Spell
Once per turn: You can target 1 monster in your Main Monster Zone and choose 1 of its unused adjacent (horizontal) Monster Zones; move that target to the chosen adjacent zone.
Scapegoat
Normal
▶︎ Deck
8.7 49
[180039]
JP043 Scapegoat  Quick-Play Spell
Special Summon 4 "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. They cannot be Tributed for a Tribute Summon. You cannot Summon other monsters the turn you activate this card (but you can Normal Set).
Compulsory Evacuation Device
Normal
▶︎ Deck
9.3 113
[902310]
JP044 Compulsory Evacuation Device  Normal Trap
Target 1 monster on the field; return that target to the hand.
Trap Trick
Normal
▶︎ Deck
8.7 23
[84200]
JP045 Trap Trick  Normal Trap
Banish 1 Normal Trap from your Deck, except "Trap Trick", and if you do, Set 1 card with the same name directly from your Deck. It can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.
Deck Build Pack Tactical Masters Card List
8.4 /10.0 pt
Number of card ratings : 544
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