Featured Card Ranking


Best Card Ranking by Card-Type


Best Monster Ranking by Type


Best Monster Ranking by Attribute


Best Monster Ranking by Level


Best Xyz Monster Ranking by Rank


Best Link Monster Ranking by Link-Num

HOME > Yu-Gi-Oh! Card Lists > Deck Build Pack Amazing Defenders

Deck Build Pack Amazing Defenders Card List

Deck Build Pack Amazing DefendersCard List
Deck Build Pack Amazing Defenders
code : DBAD.
Total : 44 Types.
Release Date:2022-08-20
11th period

Average of all cards:8.6pt




Total 44 Types
Monster 17 Types
Effect Monster:11 Types Ritual Monster:1 Types
Xyz Monster:5 Types
Spell 21 Types
3Normal Spell 6Equip IconEquip Spell 7Quick-Play IconQuick-Play Spell
1 Ritual IconRitual Spell 1 Continuous IconContinuous Spell 3 Field IconField Spell
Trap 6 Types
5 Normal Trap 1 Continuous IconContinuous Trap 0 Counter IconCounter Trap
Enhanced Category : 5
Rescue-ACE:12 Types / Purrely, Expurrely:12 Types / Mikanko:12 Types / Noble Knight, Noble Arms:2 Types / Xyz:2 Types



Card Rating: Top 5

Card List in descending order of rating

rating order41 / 626 view num17282 Check card pricing information (Japan)

Rarity Rating Score Code Card Name Card-Type
Attribute Level Type ATK DEF
Rescue-ACE Impulse
Super
▶︎ Deck
9.3 4
[4358]
JP001 Rescue-ACE Impulse  Effect Monster
- 3 Warrior 1500 1500
During your Main Phase: You can choose the 1 Effect Monster your opponent controls with the highest ATK (your choice, if tied), and neither player can activate that monster's effects on the field this turn. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 Machine "Rescue-ACE" monster from your Deck. You can only use each effect of "Rescue-ACE Impulse" once per turn.
Rescue-ACE Air Lifter
Normal
▶︎ Deck
9.3 7
[4774]
JP002 Rescue-ACE Air Lifter Semi-Limited Effect Monster
- 4 Warrior 1700 1700
If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Spell from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field; Special Summon 1 "Rescue-ACE" monster from your hand, except "Rescue-ACE Air Lifter". You can only use each effect of "Rescue-ACE Air Lifter" once per turn.
Rescue-ACE Monitor
Super
▶︎ Deck
8.7 3
[3347]
JP003 Rescue-ACE Monitor  Effect Monster
- 4 Warrior 1800 1800
If this card is Normal or Special Summoned: You can add 1 "Rescue-ACE" Trap from your Deck to your hand. When your opponent activates a monster effect on the field (Quick Effect): You can Tribute this card from your hand or face-up field, then target 1 "Rescue-ACE" monster in your GY, except "Rescue-ACE Monitor"; Special Summon it. You can only use each effect of "Rescue-ACE Monitor" once per turn.
Rescue-ACE Hydrant
Super
▶︎ Deck
8.8 5
[5740]
JP004 Rescue-ACE Hydrant  Effect Monster
- 1 Machine 0 0
While you control a "Rescue-ACE" monster other than "Rescue-ACE Hydrant", your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects. You can only use each of the following effects of "Rescue-ACE Hydrant" once per turn. You can activate a Quick-Play Spell, or Trap Card, that was Set by the effect of your "Rescue-ACE" card, the turn it was Set. During your Main Phase: You can add 1 "Rescue-ACE" monster from your Deck to your hand, except "Rescue-ACE Hydrant".
Rescue-ACE Fire Attacker
Normal
▶︎ Deck
7.7 3
[2826]
JP005 Rescue-ACE Fire Attacker  Effect Monster
- 6 Machine 2200 2200
If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Attacker" (except during the Damage Step): You can Special Summon this card from your hand. If a card(s) is added to your opponent's hand, except by drawing it (except during the Damage Step): You can draw 2 cards, then discard 1 card. You can only use each effect of "Rescue-ACE Fire Attacker" once per turn.
Rescue-ACE Fire Engine
Super
▶︎ Deck
9.8 4
[5776]
JP006 Rescue-ACE Fire Engine  Effect Monster
- 7 Machine 2500 2500
If a "Rescue-ACE" monster(s) is Normal or Special Summoned to your field, except "Rescue-ACE Fire Engine" (except during the Damage Step): You can Special Summon this card from your hand. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 Level 4 or lower "Rescue-ACE" monster from your hand, Deck, or GY. You can only use each effect of "Rescue-ACE Fire Engine" once per turn.
Rescue-ACE Turbulence
Secret
Ultra
▶︎ Deck
9.7 7
[8041]
JP007 Rescue-ACE Turbulence  Effect Monster
- 9 Machine 3000 3000
You can banish 2 "Rescue-ACE" cards from your GY; Special Summon this card from your hand. During your Main Phase: You can Set up to 4 "Rescue-ACE" Quick-Play Spells / Normal Traps, with different names, directly from your Deck. If another card(s) you control leaves the field by an opponent's card effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use each effect of "Rescue-ACE Turbulence" once per turn.
Rescue-ACE HQ
Normal
▶︎ Deck
9 5
[2781]
JP008 Rescue-ACE HQ  Field Spell
While your opponent controls a monster, all "Rescue-ACE" monsters you control gain 500 ATK/DEF. During your Main Phase, you can Normal Summon 1 "Rescue-ACE" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 4 of your "Rescue-ACE" cards that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card.
RESCUE!
Normal
▶︎ Deck
8 4
[1773]
JP009 RESCUE!  Quick-Play Spell
(This card is always treated as a "Rescue-ACE" card.)
Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn.
ALERT!
Normal
▶︎ Deck
7.3 3
[2485]
JP010 ALERT!  Quick-Play Spell
(This card is always treated as a "Rescue-ACE" card.)
Add 1 "Rescue-ACE" monster from your GY to your hand, or if you control "Rescue-ACE Hydrant", you can add 1 "Rescue-ACE" monster from your Deck to your hand instead. You can only activate 1 "ALERT!" per turn.
CONTAIN!
Normal
▶︎ Deck
8 4
[2466]
JP011 CONTAIN!  Normal Trap
(This card is always treated as a "Rescue-ACE" card.)
If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; this turn, that Effect Monster cannot attack, also its effects are negated. If you control "Rescue-ACE Hydrant" at resolution of this effect, that monster also cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon this turn.
EXTINGUISH!
Normal
▶︎ Deck
8.6 5
[2857]
JP012 EXTINGUISH!  Normal Trap
(This card is always treated as a "Rescue-ACE" card.)
If you control a "Rescue-ACE" monster: Target 1 Effect Monster your opponent controls; destroy it, then, if you currently control "Rescue-ACE Hydrant", your opponent cannot activate the effects of that destroyed monster, or of monsters with its same original name, this turn.
Purrely
Normal
▶︎ Deck
8 8
[9817]
JP013 Purrely  Effect Monster
- 1 Fairy 100 100
If this card is Normal or Special Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Purrely" Spell/Trap to your hand, also place the rest on the bottom of your Deck in any order. Once per turn, during your Main Phase: You can reveal 1 "Purrely" Quick-Play Spell in your hand, Special Summon 1 Xyz Monster from your Extra Deck that mentions that card, by using this card you control as material, and attach the revealed card to the Summoned monster. (This is treated as an Xyz Summon.)
Epurrely Happiness
Normal
▶︎ Deck
9.6 5
[3577]
JP014 Epurrely Happiness  Xyz Monster
Effect Monster
- 2 Fairy 2000 100
2 Level 2 monsters
At the end of the Damage Step, if this card battled: You can add 1 "Purrely" card from your Deck to your hand, also, if this card has "Purrely Happy Memory" as material, you can halve the ATK of 1 face-up monster on the field. Up to thrice per turn, when you activate a "Purrely" Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can return 1 Spell/Trap your opponent controls to the hand.
Epurrely Beauty
Super
▶︎ Deck
8.2 5
[3194]
JP015 Epurrely Beauty  Xyz Monster
Effect Monster
- 2 Fairy 1600 1100
2 Level 2 monsters
Once per turn: You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. This is a Quick Effect if this card has "Purrely Pretty Memory" as material. Up to thrice per turn, when you activate a "Purrely" Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can change the battle position of 1 monster your opponent controls.
Epurrely Plump
Super
▶︎ Deck
9.7 7
[4567]
JP016 Epurrely Plump  Xyz Monster
Effect Monster
- 2 Fairy 200 2100
2 Level 2 monsters
Once per turn: You can target up to 2 Spells/Traps in the GYs; attach them to this card as material. This is a Quick Effect if this card has "Purrely Delicious Memory" as material. Up to thrice per turn, when you activate a "Purrely" Quick-Play Spell Card (Quick Effect): You can attach that card on the field to this card as material, then you can banish 1 monster on the field until the End Phase.
Expurrely Happiness
Secret
Ultra
▶︎ Deck
7.8 5
[4240]
JP017 Expurrely Happiness  Xyz Monster
Effect Monster
- 7 Fairy 2500 1100
2 Level 7 monsters
You can also Xyz Summon this card by using a Rank 2 monster you control with 5 or more materials. (Transfer its materials to this card.) During your Main Phase: You can detach 1 material from this card, and if you do, negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. Your opponent cannot activate cards or effects in response to this effect's activation if this card has a Level 1 "Purrely" monster as material. When an attack is declared involving this card that has 5 or more materials: Inflict 1500 damage to your opponent.
Expurrely Noir
Super
▶︎ Deck
9.9 12
[11213]
JP018 Expurrely Noir  Xyz Monster
Effect Monster
- 7 Fairy 1100 2800
2 Level 7 monsters
You can also Xyz Summon this card by using a Rank 2 monster you control with 5 or more materials. (Transfer its materials to this card.) This card is unaffected by your opponent's activated effects while it has 5 or more materials. You can detach 2 materials from this card, then target 1 card your opponent controls or in their GY; place it on the bottom of the Deck. This is a Quick Effect if this card has a Level 1 "Purrely" monster as material.
Stray Purrely Street
Normal
▶︎ Deck
7.7 3
[2589]
JP019 Stray Purrely Street  Field Spell
Your opponent cannot target "Purrely" monsters you control with card effects, the turn they are Special Summoned. Once per turn, if a face-up "Purrely" Xyz Monster(s) you control leaves the field because of an opponent's card: Special Summon 1 Level 1 "Purrely" monster from your Deck or GY. Once per turn, during the End Phase: You can target 1 "Purrely" Xyz Monster on the field; attach 1 "Purrely" Quick-Play Spell from your Deck or GY to that monster as material.
My Friend Purrely
Super
▶︎ Deck
10 5
[5722]
JP020 My Friend Purrely Semi-Limited Continuous Spell
You can pay 500 LP; reveal 3 "Purrely" cards from your Deck, except "My Friend Purrely", and your opponent randomly picks 1 for you to add to your hand, also shuffle the rest into your Deck. If a face-up "Purrely" Xyz Monster(s) you control leaves the field because of an opponent's card, even during the Damage Step: You can add up to 3 "Purrely" Quick-Play Spells with different names from your GY to your hand. You can only use each effect of "My Friend Purrely" once per turn.
Purrely Happy Memory
Normal
▶︎ Deck
9 4
[3673]
JP021 Purrely Happy Memory  Quick-Play Spell
Choose 1 card on the field, and until the end of the next turn, the first time it would be destroyed by card effect, it is not destroyed. After choosing a card, then you can apply the following effect.
●Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
A "Purrely" Xyz Monster that has this card as material gains the following effect.
●This card can attack monsters a number of times each Battle Phase, up to the number of "Purrely Happy Memory" attached to it +1.
Purrely Pretty Memory
Normal
▶︎ Deck
8 4
[2971]
JP022 Purrely Pretty Memory  Quick-Play Spell
Each player gains 1000 LP, then you can apply the following effect.
●Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
A "Purrely" Xyz Monster that has this card as material gains the following effect.
●Once per turn: You can send 1 other card you control to the GY, then target 1 card your opponent controls; attach it to this card as material.
Purrely Delicious Memory
Normal
▶︎ Deck
9.7 6
[4426]
JP023 Purrely Delicious Memory Semi-Limited Quick-Play Spell
Choose 1 monster on the field, and until the end of the next turn, it cannot be destroyed by battle. After choosing a card, then you can apply the following effect.
●Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck.
A "Purrely" Xyz Monster that has this card as material gains the following effect.
●Gains 300 ATK/DEF for each material attached to it.
Purrelyeap!?
Normal
▶︎ Deck
8 4
[2955]
JP024 Purrelyeap!?  Normal Trap
Target 1 "Purrely" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Purrely" Xyz Monster with a different Rank, by using that target as material, but return it to the Extra Deck during the End Phase of the next turn. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can banish this card from your GY, then target up to 3 "Purrely" monsters in your GY; shuffle them into the Deck. You can only activate 1 "Purrelyeap!?" per turn.
Ha-Re the Sword Mikanko
Super
▶︎ Deck
9.4 7
[5170]
JP025 Ha-Re the Sword Mikanko  Effect Monster
- 3 Warrior 0 0
If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. If an Equip Card becomes equipped to this card: You can add 1 "Mikanko" Equip Spell from your Deck to your hand. You can only use this effect of "Ha-Re the Sword Mikanko" once per turn.
Ni-Ni the Mirror Mikanko
Super
▶︎ Deck
9.5 4
[7570]
JP026 Ni-Ni the Mirror Mikanko  Effect Monster
- 3 Spellcaster 0 0
If this card is not equipped with an Equip Card, you take no damage from battles involving this card. If this card is equipped with an Equip Card, it cannot be destroyed by battle and your opponent takes any battle damage you would have taken from battles involving this card. During your opponent's turn, while this card is equipped with an Equip Card (Quick Effect): You can target 1 face-up monster your opponent controls; take control of it until the End Phase. You can only use this effect of "Ni-Ni the Mirror Mikanko" once per turn.
Ohime the Manifested Mikanko
Secret
Ultra
▶︎ Deck
10 16
[13806]
JP027 Ohime the Manifested Mikanko  Ritual Monster
Effect Monster
- 6 Fairy 0 0
You can Ritual Summon this card with "Mikanko Kagura". Cannot be destroyed by battle, also your opponent takes any battle damage you would have taken from battles involving this card. You can only use each of the following effects of "Ohime the Manifested Mikanko" once per turn. You can reveal this card in your hand; add 1 "Mikanko" card from your Deck to your hand, except "Ohime the Manifested Mikanko", then discard 1 card. (Quick Effect): You can target 1 Equip Spell in your GY; equip it to 1 appropriate monster on the field.
Heavenly Gate of the Mikanko
Normal
▶︎ Deck
6 2
[3843]
JP028 Heavenly Gate of the Mikanko  Field Spell
While you control a monster that is equipped with an Equip Card, all monsters your opponent controls that can attack must attack monsters equipped with Equip Cards. If your "Mikanko" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. At the end of the Damage Step, if your "Mikanko" monster attacked: You can send 1 Equip Card you control to the GY; it can make another attack on a monster in a row.
The Great Mikanko Ceremony
Normal
▶︎ Deck
9.5 8
[4607]
JP029 The Great Mikanko Ceremony  Quick-Play Spell
Special Summon 1 "Mikanko" monster from your hand, ignoring its Summoning conditions, but return it to the hand during your opponent's End Phase. During your Main Phase: You can banish this card from your GY; send 1 "Mikanko" card from your Deck to the GY, except "The Great Mikanko Ceremony". You can only use each effect of "The Great Mikanko Ceremony" once per turn.
Mikanko Fire Dance
Super
▶︎ Deck
8.6 5
[4770]
JP030 Mikanko Fire Dance  Equip Spell
Special Summon 1 "Mikanko" monster from your hand or GY, and if you do, equip it with this card, then you can Special Summon 1 monster from your opponent's GY to their field, but negate its effects. The equipped monster cannot be destroyed by card effects. You can only activate 1 "Mikanko Fire Dance" per turn.
Mikanko Purification Dance
Normal
▶︎ Deck
8.2 5
[4136]
JP031 Mikanko Purification Dance  Equip Spell
Equip only to a "Mikanko" monster. The equipped monster cannot be destroyed by card effects. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 monster you control and 1 monster your opponent controls; return them to the hand. You can only use this effect of "Mikanko Purification Dance" once per turn.
Mikanko Water Arabesque
Super
▶︎ Deck
10 7
[10128]
JP032 Mikanko Water Arabesque  Equip Spell
The equipped monster cannot be destroyed by card effects. During your Main Phase: You can Special Summon 1 "Mikanko" monster from your hand or Deck, with a different original name than the equipped monster, and if you do, equip it with this card, then return the monster that was previously equipped with this card to the hand. You can only use this effect of "Mikanko Water Arabesque" once per turn.
Mikanko Reflection Rondo
Normal
▶︎ Deck
8.6 7
[5195]
JP033 Mikanko Reflection Rondo  Equip Spell
Equip only to an opponent's monster. While you control a "Mikanko" monster, take control of that equipped monster. Neither player can activate the effects of the equipped monster while you control it. When this card leaves the field, send the equipped monster to the GY. You can only control 1 "Mikanko Reflection Rondo". You can only activate 1 "Mikanko Reflection Rondo" per turn.
Mikanko Kagura
Normal
▶︎ Deck
7.6 5
[4986]
JP034 Mikanko Kagura  Ritual Spell
This card can be used to Ritual Summon any "Mikanko" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then you can apply the following effect.
●Destroy cards your opponent controls up to the number of Equip Spells with different names in your GY, and if you do, inflict 1000 damage to your opponent for each card destroyed.
You can only activate 1 "Mikanko Kagura" per turn.
Mikanko Promise
Normal
▶︎ Deck
6.5 2
[3458]
JP035 Mikanko Promise  Normal Trap
Special Summon 1 "Mikanko" monster from your hand or Deck, then you can equip it with 1 Equip Spell from your hand or GY that can equip to that monster. Banish that monster when it leaves the field. You can only activate 1 "Mikanko Promise" per turn.
Mikanko Rivalry
Normal
▶︎ Deck
9 4
[5776]
JP036 Mikanko Rivalry  Normal Trap
If you control a "Mikanko" monster: Target 1 face-up monster on the field; equip it with 1 Equip Spell from your Deck that can equip to it. If an Equip Spell(s) is sent to your GY, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 Equip Spell in your GY; add it to your hand. You can only use each effect of "Mikanko Rivalry" once per turn.
Infernoble Knight - Renaud
Normal
▶︎ Deck
9.8 10
[42685]
JP038 Infernoble Knight - Renaud  Effect Monster
- 1 Warrior 500 200
If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.
Reinforcement of the Army
Normal
▶︎ Deck
10 81
[959244]
JP039 Reinforcement of the Army Limited Normal Spell
Add 1 Level 4 or lower Warrior monster from your Deck to your hand.
One for One
Normal
▶︎ Deck
9.3 49
[623497]
JP040 One for One Limited Normal Spell
Send 1 monster from your hand to the GY; Special Summon 1 Level 1 monster from your hand or Deck.
Hidden Armory
Normal
▶︎ Deck
7.9 23
[113949]
JP041 Hidden Armory  Normal Spell
Send the top card of your Deck to the GY; add 1 Equip Spell from your Deck or GY to your hand. You cannot Normal Summon/Set the turn you activate this card.
Normal
▶︎ Deck
9.1 9
[21236]
JP042 "Infernoble Arms - Durendal"  Equip Spell
While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.
Double-Edged Sword
Normal
▶︎ Deck
7.1 16
[27799]
JP043 Double-Edged Sword  Equip Spell
You can only control 1 "Double-Edged Sword". The equipped monster gains 2000 ATK, also both players take any battle damage from attacks involving the equipped monster. If you take 2000 or more battle damage: Send this card to the GY.
Xyz Import
Normal
▶︎ Deck
6.6 9
[10205]
JP044 Xyz Import  Quick-Play Spell
Target 1 Xyz Monster you control and 1 monster your opponent controls with ATK less than or equal to it; attach that opponent's monster to your monster as material. You can only activate 1 "Xyz Import" per turn.
Xyz Tribalrivals
Normal
▶︎ Deck
5.6 16
[29741]
JP045 Xyz Tribalrivals  Continuous Trap
Face-up Xyz Monsters on the field with 2 or more materials cannot be destroyed by card effects. After damage calculation, if your Xyz Monster battled an opponent's monster while this card is already face-up in your Spell & Trap Zone: Destroy that opponent's monster. That Xyz Monster must have 2 or more materials attached to activate and to resolve this effect.
Deck Build Pack Amazing Defenders Card List
8.6 /10.0 pt
Number of card ratings : 407
User Review : 407

Update Information - NEW -