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HOME > Yu-Gi-Oh! Card Search > Search result
Card-Type is "Spell". Search result Showing 1,591 to 1,620 of 2,451
Card-Type is "Spell".
Search result. You can change the search conditions at the bottom of the screen.
Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
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5.4 (12) | Xyz Territory | Field Spell | |||
When an Xyz Monster battles another monster, that Xyz Monster gains 200 ATK & DEF x its Rank, during damage calculation only. If this face-up card on the field would be destroyed by a card effect, you can detach 1 Xyz Material from a monster you control instead. | ||||||
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5.4 (5) | Tenchi Kaimei | Field Spell | |||
(This card is always treated as a "Ninjitsu Art" card.) When a "Ninja" monster you control inflicts battle damage to your opponent: You can target 1 card your opponent controls; destroy it. If this face-up card in its owner's Field Zone has left the field because of an opponent's effect, and is now in the GY or banished: You can target any number of "Ninja" monsters with different names in your GY; Special Summon them in face-down Defense Position. |
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5.4 (14) | Skyscraper 2 - Hero City | Field Spell | |||
Once per turn, during your Main Phase, if you control this card: You can target 1 "Elemental HERO" monster in your GY that was destroyed by battle and sent there; Special Summon that target. | ||||||
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5.3 (6) | Ice Mirror | Normal Spell | |||
Target 1 Level 3 or lower WATER monster you control; Special Summon 1 monster with the same name from your Deck, but you cannot Special Summon from the Extra Deck while you control that face-up Special Summoned monster. | ||||||
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5.3 (13) | Falling Current | Normal Spell | |||
Target 1 face-up monster you control and declare a Level between 1 and 3; it becomes that Level. | ||||||
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5.3 (12) | Armor Ninjitsu Art of Alchemy | Normal Spell | |||
If you control a "Ninjitsu Art" card: Destroy as many other "Ninjitsu Art" cards you control as possible, then draw 2 cards. | ||||||
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5.3 (21) | Miracle Dig | Normal Spell | |||
If at least 5 of your monsters are banished: Target 3 of them; return them to the GY. | ||||||
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5.3 (25) | Mystic Box | Normal Spell | |||
Target 1 monster your opponent controls and 1 monster you control; destroy the first target, then give control of the second target to your opponent. | ||||||
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5.3 (9) | Greater Polymerization | Normal Spell | |||
Fusion Summon 1 Fusion Monster from your Extra Deck, using 3 or more monsters from your hand or field as Fusion Material, and if you do, it gains these effects. ●This card cannot be destroyed by card effects. ●If this card attacks a Defense Position monster, inflict piercing battle damage. |
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5.3 (7) | Tail Swipe | Normal Spell | |||
Target 1 Level 5 or higher Dinosaur monster you control; if that Dinosaur monster is still face-up on the field, choose up to 2 monsters your opponent controls that have a lower Level than it, or are face-down, and return the chosen monsters to the hand. | ||||||
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5.3 (3) | Scareclaw Decline | Normal Spell | |||
Target 1 "Primitive Planet Reichphobia" you control or in your GY; return it to the hand, then, if you control "Visas Starfrost", you can change 1 face-up monster your opponent controls to face-down Defense Position. If 3 or more Defense Position monsters are on the field: You can banish this card from your GY; add 1 "Scareclaw" card from your GY to your hand. You can only use this effect of "Scareclaw Decline" once per turn. | ||||||
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5.3 (18) | Parallel Twister | Normal Spell | |||
Send 1 other Spell/Trap Card you control to the Graveyard, then target 1 card on the field; destroy it. | ||||||
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5.3 (11) | Murmur of the Forest | Normal Spell | |||
Target 1 face-up monster your opponent controls; change that target to face-down Defense Position, then you can return all Field Spell Cards on the field to the hand. | ||||||
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5.3 (10) | Dark Contract with the Entities | Continuous Spell | |||
When a "D/D/D" monster of the below card type is Special Summoned from the Extra Deck to your field: You can activate the appropriate effect once per turn; ●Fusion: Gain 1000 LP. ●Synchro: Your opponent cannot target that Special Summoned monster with card effects. ●Xyz: Banish 1 card from the field or the Graveyard. ●Pendulum: Draw 1 card, then discard 1 card. Once per turn, during your Standby Phase: Take 2000 damage. |
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5.3 (6) | Gearbreed | Continuous Spell | |||
During your Draw Phase, instead of conducting your normal draw: You can add 1 Equip Spell from your Deck or GY to your hand. If you control an Equip Spell: You can place 1 FIRE Warrior monster or 1 Gemini Monster from your GY on the bottom of your Deck; draw 1 card. You can only use each effect of "Gearbreed" once per turn. | ||||||
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5.3 (4) | Ancient Warriors Saga - Sun-Liu Alliance | Continuous Spell | |||
If you control "Ancient Warriors" monsters with 2 or more different Attributes: You can declare 1 Attribute; your opponent cannot activate the effects of monsters they currently control with that Attribute, until the end of this turn (even if this card leaves the field). If your opponent Special Summons a monster(s), or you activate an "Ancient Warriors" monster's effect (except during the Damage Step): You can make all "Ancient Warriors" monsters you control gain 300 ATK for each "Ancient Warriors" monster you control until the end of this turn (even if this card leaves the field). You can only use each effect of "Ancient Warriors Saga - Sun-Liu Alliance" once per turn. | ||||||
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5.3 (9) | Frightfur Sanctuary | Continuous Spell | |||
Activate this card by discarding 1 card and sending 2 "Frightfur" monsters from your Extra Deck to the Graveyard. All Fusion Monsters you control are also treated as "Frightfur" monsters. If this card is sent to the Graveyard: You can target 1 "Frightfur" Fusion Monster in your Graveyard; return it to the Extra Deck. | ||||||
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5.3 (8) | Amazoness Heirloom | Equip Spell | |||
Equip only to an "Amazoness" monster. The first time the equipped monster would be destroyed by battle each turn, it is not destroyed. After damage calculation, if the equipped monster attacked a monster: Destroy the attacked monster. | ||||||
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5.3 (8) | Salamangreat Claw | Equip Spell | |||
Equip only to a "Salamangreat" monster. The equipped monster cannot be destroyed by battle or card effects, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If the equipped monster is a "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material, during each Battle Phase it can make attacks on monsters up to its Link Rating. You can only control 1 "Salamangreat Claw". | ||||||
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5.3 (7) | Flint | Equip Spell | |||
The equipped monster loses 300 ATK and cannot change its battle position or declare an attack. If this card is destroyed because the equipped monster is destroyed: Target 1 monster on the field; equip this card to that monster. | ||||||
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5.3 (15) | Metalsilver Armor | Equip Spell | |||
As long as you control the monster equipped with this card, your opponent cannot use the effect of a Spell, Trap, or Effect Monster that targets 1 monster, except the equipped monster. | ||||||
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5.3 (7) | Stand In | Quick-Play Spell | |||
Tribute 1 monster, then target 1 monster in your opponent's GY with the same original Type and Attribute; Special Summon it to your field. You can only activate 1 "Stand In" per turn. | ||||||
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5.3 (24) | Reload | Quick-Play Spell | |||
Add all cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck. | ||||||
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5.3 (15) | Gaia Power | Field Spell | |||
Increase the ATK of all EARTH monsters by 500 points and decrease their DEF by 400 points. | ||||||
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5.3 (7) | Savage Colosseum | Field Spell | |||
If a monster attacks, at the end of the Damage Step: Its controller gains 300 LP. All monsters must attack, if able. During each End Phase: Destroy all face-up Attack Position monsters the turn player controls, that did not declare an attack. | ||||||
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5.3 (22) | Malefic World | Field Spell | |||
While this card is face-up on the field, you can activate this effect instead of conducting a normal draw during your Draw Phase. Choose 3 "Malefic" cards from your Deck and have your opponent pick 1 of them at random to add to your hand. Shuffle the rest back into your Deck. | ||||||
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5.3 (3) | Duel Tower | Field Spell | |||
At the start of each Battle Phase: Each player can reveal 1 monster from their Deck that does not have ? ATK, you banish them face-down, then the player who revealed the monster with the highest ATK (each player, if tied) can Special Summon 1 monster from their hand, and it can attack directly while on the field. Once per turn, during the End Phase: You can activate this effect; if you control this card during the End Phase of your next turn, destroy all cards on the field. | ||||||
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5.3 (10) | Supreme King's Castle | Field Spell | |||
You can Fusion Summon Fusion Monsters that must be Special Summoned with "Dark Fusion", with effects other than "Dark Fusion". Once per turn, during damage calculation, if your Fiend monster battles an opponent's monster: You can send 1 "Evil HERO" monster from your Deck or Extra Deck to the GY; your monster gains ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn (even if this card leaves the field). | ||||||
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5.3 (7) | Shrine of Mist Valley | Field Spell | |||
Once per turn, when a WIND monster(s) is destroyed by a card effect and sent to your Graveyard (except during the Damage Step): You can Special Summon 1 Level 3 or lower WIND monster from your hand or Deck. Its effects are negated. | ||||||
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5.3 (10) | Dark Dragon Ritual | Ritual Spell | |||
This card is used to Ritual Summon "Paladin of Dark Dragon". You must also Tribute monsters from your hand or field whose total Levels equal 4 or more. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Red-Eyes" Spell/Trap from your Deck to your hand. | ||||||
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