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HOME > Yu-Gi-Oh! Card Search > Search result
With the effect of "gain ATK". Search result Showing 1 to 30 of 1,498
With the effect of "gain ATK".
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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.1 (7) | Cyberdark Invasion | Continuous Trap | |||
Once per turn: You can activate 1 of these effects; ●Target 1 "Cyberdark" Effect Monster you control; equip 1 Dragon or Machine monster from either GY to it as an Equip Spell that gives it 1000 ATK. ●Send 1 Equip Card you control equipped to a Machine monster to the GY; destroy 1 card your opponent controls. You can only use each effect of "Cyberdark Invasion" once per turn. |
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▶︎ Deck | 9.1 (7) | Lunalight Serenade Dance | Continuous Trap | |||
When a Fusion Monster(s) is Fusion Summoned to your field (except during the Damage Step): You can target 1 of those monsters; apply these effects in sequence. ●Special Summon 1 "Lunalight Token" (Beast-Warrior/DARK/Level 4/ATK 2000/DEF 2000) to your opponent's field. ●That target gains 500 ATK for each monster your opponent controls (even if this card leaves the field). During your Main Phase: You can banish this card from your GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "Lunalight" monster from your Deck. You can only use this effect of "Lunalight Serenade Dance" once per turn. |
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▶︎ Deck | 8.8 (11) | Super Quantal Mech Sword - Magnaslayer | Normal Trap | |||
Target 1 "Super Quant" Xyz Monster you control; equip this card to it. It gains ATK equal to its Rank x 100, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your Battle Phase: You can send this Equip Card to the Graveyard; the monster that was equipped with this card can make 3 attacks during each Battle Phase this turn. | ||||||
▶︎ Deck | 8.7 (24) | Unpossessed | Continuous Trap | |||
"Charmer" monsters you control cannot be destroyed by battle. If a "Familiar-Possessed" monster you control attacks an opponent's monster, it gains 800 ATK during damage calculation only. If a monster(s) you control is destroyed by battle or card effect, while this card is already face-up in your Spell & Trap Zone: You can Special Summon 1 Spellcaster monster with 1500 DEF from your Deck, whose Attribute is different from at least 1 of those destroyed monsters' original Attributes on the field, in Attack Position or face-down Defense Position. You can only use this effect of "Unpossessed" once per turn. | ||||||
▶︎ Deck | 8.6 (10) | Amazoness Onslaught | Continuous Trap | |||
Once per turn, during the Battle Phase: You can Special Summon 1 "Amazoness" monster from your hand, and if you do, it gains 500 ATK until the end of this turn (even if this card leaves the field). After damage calculation, if your "Amazoness" monster battled an opponent's monster while this card is already face-up in your Spell & Trap Zone: You can banish that opponent's monster. If this card on the field is destroyed and sent to the GY: You can target 1 "Amazoness" monster in your GY; Special Summon it. | ||||||
▶︎ Deck | 8.4 (14) | Dark Contract with the Witch | Continuous Trap | |||
You can send 1 "D/D" or "Dark Contract" card from your hand to the Graveyard, then target 1 card on the field; destroy it. You can only use this effect of "Dark Contract with the Witch" once per turn. All Fiend-Type monsters you control gain 1000 ATK during your opponent's turn only. Once per turn, during your Standby Phase: Take 1000 damage. | ||||||
▶︎ Deck | 8.3 (10) | Graydle Split | Normal Trap | |||
Target 1 face-up monster you control; equip this card to it. It gains 500 ATK. During your Main Phase: You can send this card equipped to a monster by this effect to the Graveyard; destroy the monster this card was equipped to, and if you do, Special Summon 2 "Graydle" monsters with different names from your Deck, but destroy them during the End Phase. You can only use this effect of "Graydle Split" once per turn. | ||||||
▶︎ Deck | 8.3 (42) | Powerful Rebirth | Continuous Trap | |||
Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon that target. Increase its Level by 1 and ATK and DEF by 100. When that monster is destroyed, destroy this card. | ||||||
▶︎ Deck | 8.1 (18) | Abyss-scorn | Normal Trap | |||
Target 1 "Mermail" monster you control; it gains 1000 ATK until the End Phase. When this Set card is sent to the Graveyard: Target 1 monster your opponent controls; send that target to the Graveyard. | ||||||
▶︎ Deck | 8 (3) | REINFORCE! | Normal Trap | |||
(This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster you control; for the rest of this turn, that monster you control gains 1500 ATK/DEF, is unaffected by your opponent's monster effects, and the next time it would be destroyed by battle, it is not destroyed. You can banish this card from your GY, then target 1 "Rescue-ACE" Spell in your GY; Set that card. You can only use this effect of "REINFORCE!" once per turn. |
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▶︎ Deck | 7.8 (6) | Full-Armored Xyz | Normal Trap | |||
If an Xyz Monster(s) is on the field: Immediately after this effect resolves, Xyz Summon 1 Xyz Monster using monsters you control. You can banish this card from your GY, then target 1 Xyz Monster you control; equip 1 other Xyz Monster from your face-up field or GY to that monster as an Equip Spell with the following effects. ●The equipped monster gains ATK equal to this card's ATK. ●If the equipped monster would be destroyed by battle or card effect, destroy this card instead. |
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▶︎ Deck | 7.7 (6) | Sunavalon Bloom | Continuous Trap | |||
When this card is activated: If you control a Link-4 or higher Plant monster when this effect resolves, negate the effects of all face-up monsters your opponent currently controls. During damage calculation, if your Plant Link Monster battles: You can activate this effect; it gains ATK equal to the combined ATK of monsters it currently points to, until the end of this turn. (These effects remain even if this card leaves the field.) You can only use this effect of "Sunavalon Bloom" once per turn. You can only activate 1 "Sunavalon Bloom" per turn. | ||||||
▶︎ Deck | 7.7 (7) | Mathmech Induction | Continuous Trap | |||
All Cyberse monsters you control gain 500 ATK. If you control a "Mathmech" monster: You can send this face-up card from the field to the GY, then target 1 card your opponent controls; destroy it. You can only use this effect of "Mathmech Induction" once per turn. | ||||||
▶︎ Deck | 7.5 (2) | Trivikarma | Normal Trap | |||
Target 1 "Visas Starfrost" in your Monster Zone and 1 Effect Monster your opponent controls; negate that opponent's monster's effects, and if you do, your targeted monster gains ATK equal to half the original ATK or DEF of that monster (whichever is higher). You can banish this card from your GY; add 1 Spell/Trap that mentions "Visas Starfrost" from your Deck to your hand, except "Trivikarma". You can only use 1 "Trivikarma" effect per turn, and only once that turn. | ||||||
▶︎ Deck | 7.4 (9) | Fire Formation - Tensen | Normal Trap | |||
When this card is activated: Target 1 Beast-Warrior-Type monster you control; it gains 700 ATK until the end of this turn. (This ATK gain remains even if this card leaves the field.) All Beast-Warrior-Type Monsters you control gain 300 ATK. | ||||||
▶︎ Deck | 7.4 (21) | Horn of the Phantom Beast | Normal Trap | |||
Target 1 Beast or Beast-Warrior monster you control; equip this card to that target. It gains 800 ATK. If the equipped monster destroys your opponent's monster by battle and sends it to the GY: Draw 1 card. | ||||||
▶︎ Deck | 7.3 (4) | Snowman Effect | Normal Trap | |||
Target 1 face-up monster you control; it gains ATK equal to the combined original ATK of the other monsters you control, until the end of this turn. It cannot attack directly during the turn you activate this card. You can only activate 1 "Snowman Effect" per turn. | ||||||
▶︎ Deck | 7.3 (6) | Follow Wing | Continuous Trap | |||
Activate this card by targeting 1 Synchro Monster you control; it cannot be destroyed by battle or your opponent's card effects. At the start of the Damage Step, if it battles an opponent's Level 5 or higher monster: You can destroy that opponent's monster, and if you do, the targeted Synchro Monster gains ATK equal to the original ATK of the destroyed monster, until the end of this turn. When that monster leaves the field, destroy this card. | ||||||
▶︎ Deck | 7.3 (7) | D - Tactics | Continuous Trap | |||
During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn. | ||||||
▶︎ Deck | 7.2 (14) | Converging Wishes | Normal Trap | |||
If you have 5 or more Dragon Synchro Monsters with different names in your GY: Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), and equip it with this card, but banish it during the End Phase. That equipped monster gains ATK equal to the combined ATK of all Dragon Synchro Monsters in your GY. Each time that equipped monster destroys an opponent's monster by battle: You can banish 1 Dragon Synchro Monster from your GY; that equipped monster can attack an opponent's monster again in a row. | ||||||
▶︎ Deck | 7.2 (6) | Awakening of Nephthys | Continuous Trap | |||
All "Nephthys" monsters you control gain 300 ATK. If this face-up card in the Spell & Trap Zone is destroyed by card effect and sent to the GY: You can Special Summon 1 "Nephthys" monster from your hand, Deck, or GY, but destroy it during the End Phase. You can only use this effect of "Awakening of Nephthys" once per turn. | ||||||
▶︎ Deck | 7.1 (12) | Phantom Knights' Wing | Normal Trap | |||
Target 1 face-up monster on the field; it gains 500 ATK, also the first time that target would be destroyed by battle or card effect this turn, it is not destroyed. You can banish this card from your GY, then target 1 "The Phantom Knights" monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Wing" once per turn. | ||||||
▶︎ Deck | 7.1 (9) | Raidraptor's Phantom Knights Claw | Counter Trap | |||
When a monster effect is activated: Detach 1 material from your DARK Xyz Monster; negate the activation, and if you do, destroy that card, then if the detached material was a "The Phantom Knights", "Raidraptor", or "Xyz Dragon" card, 1 "Raidraptor" Xyz Monster you control gains ATK equal to that destroyed monster's original ATK. You can only activate 1 "Raidraptor's Phantom Knights Claw" per turn. | ||||||
▶︎ Deck | 7 (5) | Time to Stand Up | Normal Trap | |||
If a Dragon Synchro Monster is on the field: Special Summon up to 2 monsters, that are "Resonator" monsters and/or Level 1 Dragon monsters, from your Deck. When a monster effect is activated, while you control a Level 10 or higher DARK Dragon Synchro Monster: You can banish this card from your GY; negate that effect, and if you do, 1 Synchro Monster you control gains 2000 ATK until the end of the next turn. You can only use each effect of "Time to Stand Up" once per turn. | ||||||
▶︎ Deck | 7 (3) | Plunder Patroll Parrrty | Normal Trap | |||
If you control a "Plunder Patroll" monster: Draw cards equal to the number of Equip Cards you control +1, then shuffle cards from your hand into the Deck equal to the number of Equip Cards you control. You can only use this effect of "Plunder Patroll Parrrty" once per turn. If you Special Summon a "Plunder Patroll" monster(s) from the Extra Deck, while this card is in your GY: You can equip this card to that Special Summoned monster as an Equip Card with this effect. ●The equipped monster gains 500 ATK. You can only use this effect of "Plunder Patroll Parrrty" once per Duel. |
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▶︎ Deck | 7 (7) | Born from Draconis | Normal Trap | |||
Banish all LIGHT Machine monsters from your GY and your face-up field; Special Summon 1 Level 6 or higher LIGHT Machine monster from your hand, ignoring its Summoning conditions, and if you do, its ATK/DEF become equal to the number of monsters banished to activate this card x 500, also it is unaffected by card effects, except its own and this card's. You cannot Special Summon other monsters the turn you activate this card. | ||||||
▶︎ Deck | 7 (10) | Token Stampede | Continuous Trap | |||
All Tokens in Attack Position gain 1000 ATK, also they cannot be destroyed by battle. | ||||||
▶︎ Deck | 6.8 (4) | Salamangreat Revive | Normal Trap | |||
Target 1 FIRE monster in your GY; Special Summon it. You can banish this card from your GY, then target 1 "Salamangreat" monster you control and 1 monster in your GY with the same name; shuffle that monster from the GY into the Deck, and if you do, that monster you control gains ATK equal to its original ATK until the end of this turn. You can only use each effect of "Salamangreat Revive" once per turn. | ||||||
▶︎ Deck | 6.8 (12) | Rocket Hand | Normal Trap | |||
Target 1 Attack Position monster you control with 800 or more ATK; equip this card to that target. It gains 800 ATK. You can send this equipped card to the Graveyard, then target 1 face-up card on the field; destroy it, then change the ATK of the monster this card was equipped to, to 0, also its battle position cannot be changed. You can only use 1 "Rocket Hand" effect per turn, and only once that turn. | ||||||
▶︎ Deck | 6.8 (20) | Ancient Gear Reborn | Continuous Trap | |||
Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn". | ||||||
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