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Include "Night" in "Card Name" or "Card Text". Search result Showing 181 to 210 of 446
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Rating Score | Card Name | Card-Type | |||||||||||
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Attribute | Level | Type | ATK | DEF | |||||||||
▶︎ Deck | 7.6 (29) | Traptrix Trap Hole Nightmare | Normal Trap | ||||||||||
When a monster that was Special Summoned this turn activates its effect on your opponent's field: Negate that effect, and if you do, destroy that card. | |||||||||||||
▶︎ Deck | 7.5 (4) | Morgan, the Enchantress of Avalon | Effect Monster | ||||||||||
- | 3 | Spellcaster | 1300 | 1600 | |||||||||
When your opponent activates a card or effect, while you control a "Noble Knight" monster and a "Noble Arms" Equip Spell (Quick Effect): You can send this card from your hand to the GY; destroy 1 "Noble Arms" Equip Spell you control, and if you do, negate the activation. You can only use this effect of "Morgan, the Enchantress of Avalon" once per turn. | |||||||||||||
▶︎ Deck | 7.5 (2) | Shell Knight | Effect Monster | ||||||||||
- | 4 | Rock | 0 | 2000 | |||||||||
When this card is Normal Summoned: You can change this card to Defense Position, and if you do, inflict 500 damage to your opponent. If this card is destroyed by battle or sent to the GY by a card effect: You can add 1 Level 8 Rock monster from your Deck to your hand, or if "Fossil Fusion" is in your GY, you can Special Summon it instead. For the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as that card. You can only use this effect of "Shell Knight" once per turn. | |||||||||||||
▶︎ Deck | 7.5 (29) | Doomcaliber Knight | Effect Monster | ||||||||||
- | 4 | Fiend | 1900 | 1800 | |||||||||
Cannot be Special Summoned. If a monster effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that monster. | |||||||||||||
▶︎ Deck | 7.5 (12) | Gem-Knight Alexandrite | Effect Monster | ||||||||||
- | 4 | Rock | 1800 | 1200 | |||||||||
You can Tribute this card; Special Summon 1 "Gem-Knight" Normal Monster from your Deck. | |||||||||||||
▶︎ Deck | 7.5 (4) | Night Sword Serpent | Effect Monster | ||||||||||
- | 4 | Reptile | 500 | 600 | |||||||||
If this card is sent to the GY by a card effect: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Night Sword Serpent" once per turn. | |||||||||||||
▶︎ Deck | 7.5 (4) | Sacred Noble Knight of King Custennin |
Xyz Monster Effect Monster |
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- | 4 | Warrior | 1500 | 2500 | |||||||||
2+ Level 4 "Noble Knight" monsters You can detach any number of materials from this card, then target that many cards your opponent controls; return them to the hand. If this card is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Noble Knight" Xyz Monster from your Extra Deck, except "Sacred Noble Knight of King Custennin", and if you do, attach this card from the GY to that monster as material. (This is treated as an Xyz Summon.) You can only use each effect of "Sacred Noble Knight of King Custennin" once per turn. |
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▶︎ Deck | 7.5 (8) | Igknight Gallant |
Pendulum Monster Normal Monster |
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- | 6 | Warrior | 2100 | 2200 | |||||||||
Pendulum Effect If you have an "Igknight" card in your other Pendulum Zone: You can destroy both cards in your Pendulum Zones, and if you do, add 1 FIRE Warrior-Type monster from your Deck or Graveyard to your hand. Card Text A leader of the most dashing Igknight commando unit. His greatest challenge is keeping the hot tempers of his men under control. |
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▶︎ Deck | 7.5 (8) | Vendread Nights | Field Spell | ||||||||||
You can discard 1 card; add 1 "Vendread" monster from your Deck to your hand. You can only use this effect of "Vendread Nights" once per turn. When your "Vendread" monster destroys an opponent's monster by battle: You can banish 1 "Vendread" monster from your GY; it can attack an opponent's monster again in a row. | |||||||||||||
▶︎ Deck | 7.4 (24) | Gem-Knight Garnet | Normal Monster | ||||||||||
- | 4 | Pyro | 1900 | 0 | |||||||||
The Gem-Knight Warrior who carries the Garnet Soul. His Flaming Iron Fist crushes all enemies. | |||||||||||||
▶︎ Deck | 7.4 (14) | Charging Gaia the Fierce Knight | Effect Monster | ||||||||||
- | 7 | Warrior | 2300 | 2100 | |||||||||
You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its original ATK becomes 1900. If this card is Tributed: You can add 1 "Black Luster Soldier" monster from your Deck to your hand. You can only use this effect of "Charging Gaia the Fierce Knight" once per turn. | |||||||||||||
▶︎ Deck | 7.4 (10) | Squeaknight |
Effect Monster Union Monster |
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- | 1 | Warrior | 500 | 500 | |||||||||
If this card is Special Summoned: You can activate this effect; treat this card as a Tuner this turn, also you can only Special Summon once from the Extra Deck for the rest of this turn. Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. | |||||||||||||
▶︎ Deck | 7.4 (9) | The Phantom Knights of Stained Greaves | Effect Monster | ||||||||||
- | 3 | Warrior | 1200 | 600 | |||||||||
If a "The Phantom Knights" monster(s) is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, then you can increase the Level of this card by 1. You can banish this card from your GY; Special Summon 1 "The Phantom Knights" monster from your hand, except "The Phantom Knights of Stained Greaves", then you can increase its Level by 1. You can only use each effect of "The Phantom Knights of Stained Greaves" once per turn. | |||||||||||||
▶︎ Deck | 7.4 (12) | Gaia the Magical Knight | Effect Monster | ||||||||||
- | 7 | Warrior | 2300 | 2100 | |||||||||
(This card is also always treated as a "Gaia The Fierce Knight" card.) If you control no monsters, or your opponent controls a monster with 2300 or more ATK, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 Dragon monster from your hand or GY in Defense Position. You can only use this effect of "Gaia the Magical Knight" once per turn. |
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▶︎ Deck | 7.4 (8) | World Legacy Scars | Field Spell | ||||||||||
All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY. | |||||||||||||
▶︎ Deck | 7.3 (19) | Yubel - The Ultimate Nightmare | Effect Monster | ||||||||||
- | 12 | Fiend | 0 | 0 | |||||||||
Cannot be Normal Summoned or Set. Must be Special Summoned by "Yubel - Terror Incarnate", and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. At the end of the Damage Step, if this face-up Attack Position card battles an opponent's monster: Inflict damage equal to that monster's ATK to your opponent, also destroy that monster. | |||||||||||||
▶︎ Deck | 7.3 (3) | Infernoble Knight Captain Oliver |
Synchro Monster Effect Monster |
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- | 5 | Warrior | 2000 | 500 | |||||||||
1 Tuner + 1+ non-Tuner monsters When this card declares an attack while equipped: You can target 1 face-up card on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can target 1 Warrior monster you control; Special Summon this card from your GY as a Tuner, and if you do, equip that monster you control to this card as an Equip Spell that gives it 500 ATK. You can only use this effect of "Infernoble Knight Captain Oliver" once per turn. |
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▶︎ Deck | 7.3 (3) | Iron Knight of Revolution |
Link Monster Effect Monster |
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- | - | Machine | 2400 | - | |||||||||
3+ Machine Effect Monsters Must be Link Summoned. If this Extra Linked card attacks your opponent directly and reduces their LP to 0, you win the Match.
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▶︎ Deck | 7.3 (18) | Dark Room of Nightmare | Continuous Spell | ||||||||||
Each time your opponent takes damage from a card effect, except "Dark Room of Nightmare", inflict 300 damage to your opponent. | |||||||||||||
▶︎ Deck | 7.3 (10) | Noble Arms - Gallatin | Equip Spell | ||||||||||
You can only control 1 "Noble Arms - Gallatin". Equip only to a Warrior-Type monster. It gains 1000 ATK. During each of your Standby Phases, it loses 200 ATK. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Gallatin" once per turn. | |||||||||||||
▶︎ Deck | 7.3 (3) | Centur-Ion Bonds | Quick-Play Spell | ||||||||||
Place 1 "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap. If a "Centur-Ion" Synchro Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 "Centur-Ion" monster in your GY; place it in your Spell & Trap Zone as a face-up Continuous Trap. You can only use each effect of "Centur-Ion Bonds" once per turn. | |||||||||||||
▶︎ Deck | 7.3 (4) | Dogmatikamacabre | Ritual Spell | ||||||||||
This card can be used to Ritual Summon any "Dogmatika" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish Fusion or Synchro Monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon, then, if both "White Knight of Dogmatika" and "White Relic of Dogmatika" are on the field, you can look at either your Extra Deck or your opponent's, and send 1 monster from it to the GY. You can only activate 1 "Dogmatikamacabre" per turn. | |||||||||||||
▶︎ Deck | 7.3 (3) | Until Noble Arms are Needed Once Again | Normal Trap | ||||||||||
Excavate cards from the top of your Deck, equal to the number of "Noble Arms" Equip Spells you control, and if you do, add 1 of them to your hand, also place the remaining cards on top of your Deck in any order. You can banish this card from your GY, except the turn this card was sent to the GY; Special Summon from your Deck, 1 "Noble Knight" monster with a different name from the cards you control or in your GY. You can only use this effect of "Until Noble Arms are Needed Once Again" once per turn. | |||||||||||||
▶︎ Deck | 7.3 (19) | The Phantom Knights of Shade Brigandine | Normal Trap | ||||||||||
Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/Level 4/ATK 0/DEF 300). (This card is NOT treated as a Trap.) If you have no Traps in your GY, you can activate this card the turn it was Set. You can only activate 1 "The Phantom Knights of Shade Brigandine" per turn. | |||||||||||||
▶︎ Deck | 7.2 (5) | Beginning Knight | Effect Monster | ||||||||||
- | 4 | Warrior | 500 | 2000 | |||||||||
A "Black Luster Soldier" monster Ritual Summoned using this card gains these effects. You can only use this effect of "Beginning Knight" once per turn. ●Once per turn: You can target 1 monster your opponent controls; banish it. ●When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can activate this effect; this card can make a second attack in a row. If this card is banished from the Graveyard: You can add 1 Ritual Spell Card from your Deck to your hand. You can only use this effect of "Beginning Knight" once per turn. |
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▶︎ Deck | 7.2 (9) | Sylvan Flowerknight | Effect Monster | ||||||||||
- | 4 | Plant | 1800 | 1000 | |||||||||
When this card is Normal Summoned: You can excavate the top card of your Deck, and if it is a Plant-Type monster, send it to the Graveyard. Otherwise, place it on the bottom of your Deck. If this card is excavated from the Deck and sent to the Graveyard by a card effect: You can choose 1 "Sylvan" card from your Deck and place it on top of your Deck. | |||||||||||||
▶︎ Deck | 7.2 (6) | Starry Night, Starry Dragon | Effect Monster | ||||||||||
- | 7 | Dragon | 2500 | 2300 | |||||||||
If this card is Normal or Special Summoned from the hand: You can target 1 card on the field; destroy it. Cannot be destroyed by battle with a DARK monster, or by a DARK monster's effects. Once per turn, at the start of the Damage Step, if this card attacks an opponent's monster: You can banish that opponent's monster until the End Phase, also this card can make a second attack in a row. | |||||||||||||
▶︎ Deck | 7.2 (14) | Toy Knight | Effect Monster | ||||||||||
- | 4 | Machine | 200 | 1200 | |||||||||
Cannot be Special Summoned from the Deck. If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can Special Summon 1 "Toy Knight" from your hand. | |||||||||||||
▶︎ Deck | 7.2 (26) | White Night Dragon | Effect Monster | ||||||||||
- | 8 | Dragon | 3000 | 2500 | |||||||||
During either player's turn, when a Spell/Trap Card that targets this card is activated: Negate the activation, and if you do, destroy it. When another face-up monster you control is targeted for an attack: You can send 1 Spell/Trap Card you control to the Graveyard; change the attack target to this card. | |||||||||||||
▶︎ Deck | 7.2 (21) | Nightmare Penguin | Effect Monster | ||||||||||
- | 4 | Aqua | 900 | 1800 | |||||||||
All face-up WATER monsters you control gain 200 ATK. When this card is flipped face-up: Target 1 card your opponent controls; return that target to the hand. | |||||||||||||
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