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 > STRUCTURE DECK - Jounouchi hen - Volume.2

STRUCTURE DECK - Jounouchi hen - Volume.2 Card List

STRUCTURE DECK - Jounouchi hen - Volume.2Card List
STRUCTURE DECK - Jounouchi hen - Volume.2
code : SJ2.
Total : 55 Types.
Release Date:2003-08-07
3th period

Average of all cards:5.2pt




Total 55 Types
Monster 25 Types
Normal Monster:10 TypesEffect Monster:15 Types
0 Tuner Monster 2 Flip Monster 0 Gemini Monster
Spell 14 Types
7Normal Spell 1Equip IconEquip Spell 3Quick-Play IconQuick-Play Spell
0 Ritual IconRitual Spell 3 Continuous IconContinuous Spell 0 Field IconField Spell
Trap 16 Types
12 Normal Trap 4 Continuous IconContinuous Trap 0 Counter IconCounter Trap
Enhanced Category : 4
Traptrix, Trap Hole:1 Types / Red-Eyes:1 Types / Magician:1 Types / Jinzo:1 Types



Card Rating: Top 5

Card List in descending order of rating

rating order458 / 626 view num1862 Check card pricing information (Japan)

Rarity Rating Score Code Card Name Card-Type
Attribute Level Type ATK DEF
Baby Dragon
Normal
▶︎ Deck
3 19
[18002]
001 Baby Dragon  Normal Monster
- 3 Dragon 1200 700
Much more than just a child, this dragon is gifted with untapped power.
Alligator's Sword
Normal
▶︎ Deck
2.4 12
[13467]
002 Alligator's Sword  Normal Monster
- 4 Beast 1500 1200
ey, dis mighty lissard man can swing his sword so fast, dat it's more dan da speed a sound!
Swordsman of Landstar
Normal
▶︎ Deck
2 15
[12852]
003 Swordsman of Landstar  Normal Monster
- 3 Warrior 500 1200
An amateur with a sword, this fairy warrior relies on its mysterious powers.
Axe Raider
Normal
▶︎ Deck
2.5 23
[17063]
004 Axe Raider  Normal Monster
- 4 Warrior 1700 1150
An axe-wielding monster of tremendous strength and agility.
Great Angus
Normal
▶︎ Deck
3 12
[8895]
005 Great Angus  Normal Monster
- 4 Beast 1800 600
A very violent beast, it is always berserk. People say that they have never seen it silent.
Battle Footballer
Normal
▶︎ Deck
5 14
[15512]
006 Battle Footballer  Normal Monster
- 4 Machine 1000 2100
A cyborg with high defense power. Originally it was invented for a football machine.
Red-Eyes Black Dragon
Normal
▶︎ Deck
7.9 81
[229443]
007 Red-Eyes Black Dragon  Normal Monster
- 7 Dragon 2400 2000
A ferocious dragon with a deadly attack.
Gilford the Lightning
Ultra
▶︎ Deck
4.8 23
[38914]
008 Gilford the Lightning  Effect Monster
- 8 Warrior 2800 1400
You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: Destroy all monsters your opponent controls.
Jinzo
Normal
▶︎ Deck
7.7 50
[92790]
009 Jinzo  Effect Monster
- 6 Machine 2400 1500
Trap Cards, and their effects on the field, cannot be activated. Negate all Trap effects on the field.
Little-Winguard
Normal
▶︎ Deck
2.7 17
[12311]
010 Little-Winguard  Effect Monster
- 4 Warrior 1400 1800
Once per turn, during your End Phase: You can change the battle position of this card.
Exarion Universe
Normal
▶︎ Deck
4.4 24
[21491]
011 Exarion Universe  Effect Monster
- 4 Beast-Warrior 1800 1900
During your Battle Step, if this card attacks a Defense Position monster: You can make this card lose exactly 400 ATK, and if it does, it will inflict piercing battle damage. These effects last until the end of this turn.
Gearfried the Iron Knight
Normal
▶︎ Deck
6.4 26
[29775]
012 Gearfried the Iron Knight  Effect Monster
- 4 Warrior 1800 1600
If either player equips an Equip Card(s) to this card: Destroy that Equip Card(s).
Time Wizard
Normal
▶︎ Deck
6.2 33
[49798]
013 Time Wizard  Effect Monster
- 2 Spellcaster 500 400
Once per turn: You can toss a coin and call it. If you call it right, destroy all monsters your opponent controls. If you call it wrong, destroy as many monsters you control as possible, and if you do, take damage equal to half the total ATK those destroyed monsters had while face-up on the field.
Exiled Force
Normal
▶︎ Deck
6.9 35
[49368]
014 Exiled Force  Effect Monster
- 4 Warrior 1000 1000
You can Tribute this card, then target 1 monster on the field; destroy that target.
D.D. Warrior
Normal
▶︎ Deck
6 26
[26389]
015 D.D. Warrior  Effect Monster
- 4 Warrior 1200 1000
After damage calculation, when this card battles a monster: Banish that monster, also banish this card.
Marauding Captain
Normal
▶︎ Deck
7.9 39
[105654]
016 Marauding Captain  Effect Monster
- 3 Warrior 1200 400
Your opponent cannot target Warrior monsters for attacks, except this one. When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand.
Tornado Bird
Normal
▶︎ Deck
3.3 14
[9713]
017 Tornado Bird  Effect Monster
Flip Monster
- 4 Winged Beast 1100 1000
FLIP: Return 2 Spell or Trap Cards on the field to their owners' hands.
Sinister Serpent
Normal
▶︎ Deck
6.5 38
[44212]
018 Sinister Serpent  Effect Monster
- 1 Reptile 300 250
During your Standby Phase, if this card is in your GY: You can add it to your hand, also banish 1 "Sinister Serpent" from your GY during your opponent's next End Phase. You can only use this effect of "Sinister Serpent" once per turn.
Roulette Barrel
Normal
▶︎ Deck
4.8 12
[13855]
019 Roulette Barrel  Effect Monster
- 4 Machine 1000 2000
Once per turn: You can roll a six-sided die twice, choose 1 result, and destroy 1 monster on the field whose Level is equal to that result.
Sasuke Samurai
Normal
▶︎ Deck
4.2 17
[19974]
020 Sasuke Samurai  Effect Monster
- 2 Warrior 500 800
At the start of the Damage Step, if this card attacks a face-down Defense Position monster: Destroy that face-down monster.
Graceful Dice
Normal
▶︎ Deck
1.6 20
[16230]
021 Graceful Dice  Quick-Play Spell
Roll a six-sided die. All monsters you currently control gain ATK/DEF equal to the result x 100, until the end of this turn.
Giant Trunade
Normal
▶︎ Deck
9.7 41
[59953]
022 Giant Trunade Forbidden Normal Spell
Return all Spell and Trap Cards on the field to the hand.
Shield & Sword
Normal
▶︎ Deck
4.2 26
[29414]
023 Shield & Sword  Normal Spell
Switch the original ATK and DEF of all face-up monsters currently on the field, until the end of this turn.
Question
Normal
▶︎ Deck
5.1 19
[22119]
024 Question  Normal Spell
When activating this card, your opponent cannot check cards in the Graveyard. Your opponent calls the name of the first monster found at the bottom of your Graveyard. If he/she calls it right, the monster is removed from play. If he/she calls it wrong, the monster is Special Summoned to your side of the field.
Reinforcement of the Army
Normal
▶︎ Deck
10 81
[958551]
025 Reinforcement of the Army Limited Normal Spell
Add 1 Level 4 or lower Warrior monster from your Deck to your hand.
Mystical Space Typhoon
Normal
▶︎ Deck
9.5 164
[1818343]
026 Mystical Space Typhoon  Quick-Play Spell
Target 1 Spell/Trap on the field; destroy that target.
Premature Burial
Normal
▶︎ Deck
9.8 46
[55008]
027 Premature Burial Forbidden Equip Spell
Activate this card by paying 800 LP, then target 1 monster in your Graveyard; Special Summon that target in Attack Position and equip it with this card. When this card is destroyed, destroy the equipped monster.
Scapegoat
Normal
▶︎ Deck
8.7 49
[180093]
028 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).
Foolish Burial
Ultra
▶︎ Deck
9.7 72
[1274331]
029 Foolish Burial Limited Normal Spell
Send 1 monster from your Deck to the GY.
Skull Dice
Normal
▶︎ Deck
1.2 17
[14827]
030 Skull Dice  Normal Trap
Roll a six-sided die. All monsters your opponent currently controls lose ATK/DEF equal to the result x 100, until the end of this turn.
Backup Soldier
Normal
▶︎ Deck
4.5 20
[34716]
031 Backup Soldier  Normal Trap
While there are 5 or more monsters in your Graveyard: Target up to 3 non-Effect Monsters with 1500 or less ATK in your Graveyard; add them to your hand.
Interdimensional Matter Transporter
Normal
▶︎ Deck
6.7 24
[53965]
032 Interdimensional Matter Transporter  Normal Trap
Target 1 face-up monster you control; banish that target until the End Phase.
Fairy Box
Normal
▶︎ Deck
7.3 24
[46823]
033 Fairy Box  Continuous Trap
When your opponent's monster declares an attack: Toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 until the end of the Battle Phase. During each of your Standby Phases, pay 500 Life Points or destroy this card.
Magical Arm Shield
Normal
▶︎ Deck
2.8 25
[20403]
034 Magical Arm Shield  Normal Trap
When your opponent declares an attack while you control a monster: Target 1 face-up monster your opponent controls, except the attacking monster; take control of that target until the end of the Battle Phase, and if you do, it is attacked instead, and you proceed to damage calculation.
Ultimate Offering
Normal
▶︎ Deck
9.3 51
[160221]
035 Ultimate Offering Forbidden Continuous Trap
During your Main Phase or your opponent's Battle Phase: You can pay 500 Life Points; immediately after this effect resolves, Normal Summon/Set 1 monster.
Kunai with Chain
Normal
▶︎ Deck
6 39
[41067]
036 Kunai with Chain  Normal Trap
Activate 1 or both of these effects (simultaneously).
●When an opponent's monster declares an attack: Target the attacking monster; change that target to Defense Position.
●Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK.
Blast with Chain
Normal
▶︎ Deck
6.6 16
[25002]
037 Blast with Chain  Normal Trap
Target 1 face-up monster you control; equip this card to that target. It gains 500 ATK. If this card is destroyed by a card effect while equipped: Target 1 card on the field; destroy that target.
Bottomless Trap Hole
Normal
▶︎ Deck
9.2 105
[998430]
038 Bottomless Trap Hole  Normal Trap
When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.
Gamble
Normal
▶︎ Deck
3.1 20
[24456]
039 Gamble  Normal Trap
You can only activate this card when your opponent's hand is 6 or more cards and your hand is 2 or less. Toss a coin and call heads or tails. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn.
Graverobber
Normal
▶︎ Deck
3.7 19
[29128]
040 Graverobber  Normal Trap
Select 1 Spell Card from your opponent's Graveyard. You can use it as your hand until the end of the turn. If you use it, you take 2000 points of damage.
Acrobat Monkey
Normal
▶︎ Deck
2.4 12
[14027]
041 Acrobat Monkey  Normal Monster
- 3 Machine 1000 1800
An autonomous monkey type robot which was developed with cutting-edge technology. It moves very acrobatically.
Armored Lizard
Normal
▶︎ Deck
1.2 13
[8841]
042 Armored Lizard  Normal Monster
- 4 Reptile 1500 1200
A lizard with a very tough hide and a vicious bite.
Kojikocy
Normal
▶︎ Deck
1.3 15
[7041]
043 Kojikocy  Normal Monster
- 4 Warrior 1500 1200
A man-hunter with powerful arms that can crush boulders.
Dice Jar
Normal
▶︎ Deck
6.7 26
[59538]
044 Dice Jar  Effect Monster
Flip Monster
- 3 Rock 200 300
FLIP: Both players roll a six-sided die. The player with the lower result takes damage equal to their opponent's roll x 500. However, if the winner rolled a 6, the loser takes 6000 damage. If the rolls are the same, both players roll again.
Wall of Illusion
Normal
▶︎ Deck
6.6 17
[23406]
045 Wall of Illusion  Effect Monster
- 4 Fiend 1000 1850
If this card is attacked by a monster, after damage calculation: Return that monster to the hand.
Dian Keto the Cure Master
Normal
▶︎ Deck
2.7 27
[26972]
046 Dian Keto the Cure Master  Normal Spell
Increase your Life Points by 1000 points.
Bait Doll
Normal
▶︎ Deck
4.4 14
[24903]
047 Bait Doll  Normal Spell
Target 1 Set card in the Spell & Trap Card Zone; reveal that target, force its activation if it is a Trap Card, then negate its effect if the activation timing is incorrect, and if you do, destroy it. (If it is not a Trap Card, return it face-down.) When this card resolves, shuffle it into the Deck instead of sending it to the Graveyard.
Second Coin Toss
Normal
▶︎ Deck
6.5 17
[31640]
048 Second Coin Toss  Continuous Spell
When a coin toss is performed, you can choose to redo the coin toss. (If the toss involved multiple coin flips, redo all of them.) You can only use the effect of "Second Coin Toss" once per turn.
Banner of Courage
Normal
▶︎ Deck
2.2 17
[14689]
049 Banner of Courage  Continuous Spell
All monsters you control gain 200 ATK during your Battle Phase only.
Heart of the Underdog
Normal
▶︎ Deck
7.2 19
[57259]
050 Heart of the Underdog  Continuous Spell
During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card.
Nutrient Z
Normal
▶︎ Deck
3.3 10
[15611]
051 Nutrient Z  Normal Trap
During damage calculation, when you are about to take 2000 or more battle damage: Gain 4000 LP first.
Needle Wall
Normal
▶︎ Deck
3.9 9
[17742]
052 Needle Wall  Continuous Trap
Once per turn, during your Standby Phase: Roll a six-sided die. Treat your opponent's Main Monster Zones as numbers 1-5, counting from your right, and destroy the monster that is in the same Main Monster Zone as the result. If the result is 6, roll again.
Blind Destruction
Normal
▶︎ Deck
2.5 11
[11895]
053 Blind Destruction  Continuous Trap
Once per turn, during your Standby Phase: Roll a six-sided die. If the result is 1-5, destroy all monsters on the field with the same Level as the number rolled. If it is 6, destroy all Level 6 and higher monsters on the field.
Jar of Greed
Normal
▶︎ Deck
6.2 20
[82345]
054 Jar of Greed  Normal Trap
Draw 1 card.
Dice Re-Roll
Normal
▶︎ Deck
1.3 12
[16159]
055 Dice Re-Roll  Normal Trap
One time, during the rest of this turn, if either player(s) rolls a die (or dice), you can have the player(s) re-roll. (You can only gain this effect once per turn.)
STRUCTURE DECK - Jounouchi hen - Volume.2 Card List
5.2 /10.0 pt
Number of card ratings : 1647
User Review : 1647

Update Information - NEW -