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HOME > Yu-Gi-Oh! Card Search > Search result
Card-Type is "Normal Spell". Search result Showing 1 to 30 of 940
Card-Type is "Normal Spell".
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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 10 (10) | Focused Aquamirror | Normal Spell | |||
Add 1 "Gishki" monster from your Deck to your hand. During the End Phase, if you control a WATER Ritual Monster: You can banish this card from your GY; Set 1 "Aquamirror" Spell/Trap directly from your Deck or GY, except "Focused Aquamirror". You can only use this effect of "Focused Aquamirror" once per turn. | ||||||
▶︎ Deck | 10 (10) | Evil Eyes Unleashed | Normal Spell | |||
Send 1 "Evil Eye" monster and 1 "Evil Eye" Spell/Trap from your Deck to the GY; add 1 "Evil Eye" Equip Spell from your Deck to your hand, but for the rest of this turn, each time you activate a non-"Evil Eye" card or effect, you lose 500 LP. If you Link Summon an "Evil Eye" Link Monster: You can banish this card from your GY; equip 1 "Evil Eye" Equip Spell from your GY to 1 "Evil Eye" Link Monster you control. You can only use each effect of "Evil Eyes Unleashed" once per turn. | ||||||
▶︎ Deck | 10 (7) | Stake your Soul! | Normal Spell | |||
Reveal 1 monster in your hand; Special Summon 1 "Vanquish Soul" monster with the same Attribute, but a different name, from your Deck, but return it to the hand during the End Phase. You can only activate 1 "Stake your Soul!" per turn. | ||||||
▶︎ Deck | 10 (4) | Seventh Ascension | Normal Spell | |||
Take 1 card from your Deck (either a "Barian's" Spell/Trap, a "Rank-Up-Magic" Quick-Play Spell, or a "Seventh" Spell/Trap except "Seventh Ascension"), and either add it to your hand or place it on top of your Deck. If your opponent controls a monster Special Summoned from the Extra Deck: You can banish this card from your GY and send 1 "Rank-Up-Magic" Spell from your hand to the GY; this effect becomes that Spell's effect when that card is activated. You can only use each effect of "Seventh Ascension" once per turn. | ||||||
▶︎ Deck | 10 (84) | Reinforcement of the Army Limited | Normal Spell | |||
Add 1 Level 4 or lower Warrior monster from your Deck to your hand. | ||||||
▶︎ Deck | 10 (36) | Banishment of the Darklords | Normal Spell | |||
Add 1 "Darklord" card from your Deck to your hand, except "Banishment of the Darklords". You can only activate 1 "Banishment of the Darklords" per turn. | ||||||
▶︎ Deck | 10 (9) | T.G. Limiter Removal | Normal Spell | |||
Discard 1 card; add 2 "T.G." monsters with different names from your Deck to your hand. You can banish this card from your GY, then target 1 "T.G." monster in your GY; shuffle it into the Deck, or if you control a Machine "T.G." monster, you can add it to your hand instead. You can only use 1 "T.G. Limiter Removal" effect per turn, and only once that turn. | ||||||
▶︎ Deck | 10 (35) | Nadir Servant | Normal Spell | |||
Send 1 monster from your Extra Deck to the GY, then add 1 "Dogmatika" monster or "Fallen of Albaz" from your Deck or GY to your hand, that has ATK less than or equal to that sent monster in the GY, also, for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Nadir Servant" per turn. | ||||||
▶︎ Deck | 10 (43) | Frightfur Patchwork | Normal Spell | |||
Add 1 "Edge Imp" monster and 1 "Polymerization" from your Deck to your hand. You can only activate 1 "Frightfur Patchwork" per turn. | ||||||
▶︎ Deck | 10 (4) | Solfachord Elegance | Normal Spell | |||
Activate 1 of these effects; ●Place 1 "Solfachord" Pendulum Monster from your Deck in your Pendulum Zone. ●Add 1 "Solfachord" Pendulum Monster from your hand to your Extra Deck face-up, then, place 2 "Solfachord" Pendulum Monsters, 1 odd and 1 even Pendulum Scale, from your Deck in your Pendulum Zones. ●Add 2 cards, 1 odd and 1 even Pendulum Scale, from your Pendulum Zones to the Extra Deck face-up, and if you do, draw 2 cards. You can only activate 1 "Solfachord Elegance" per turn. |
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▶︎ Deck | 10 (4) | Starry Knight Balefire | Normal Spell | |||
Add 1 "Starry Knight" monster, or 1 Level 7 LIGHT Dragon monster, from your Deck to your hand, then, if you control no monsters and your opponent controls a DARK monster, you can Special Summon 1 Level 7 LIGHT Dragon monster from your hand. You can only activate 1 "Starry Knight Balefire" per turn. | ||||||
▶︎ Deck | 10 (8) | Voici la Carte (Today's Menu) | Normal Spell | |||
Reveal 2 "Nouvelles" monsters with different names from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the other into your Deck, then you can add 1 of these cards from your Deck or GY to your hand based on the Monster Type added to your hand by this effect. ●Beast-Warrior: "Recette de Poisson (Fish Recipe)" ●Warrior: "Recette de Viande (Meat Recipe)" You can only activate 1 "Voici la Carte (Today's Menu)" per turn. |
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▶︎ Deck | 10 (12) | Machina Redeployment | Normal Spell | |||
Activate 1 of these effects. ●Discard 1 card; add 2 "Machina" monsters with different names from each other from your Deck to your hand. ●Discard 1 "Machina" card; add 2 "Machina" cards with different names from each other from your Deck to your hand, except "Machina Redeployment". You can only activate 1 "Machina Redeployment" per turn. |
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▶︎ Deck | 10 (8) | Spell Power Mastery | Normal Spell | |||
Add 1 "Endymion" card from your Deck to your hand, then you can count the number of "Spell Power Mastery" and "Spell Power Grasp" you control and/or have in your GY, and place that many Spell Counters among card(s) you control that you can place a Spell Counter on. You can only activate 1 "Spell Power Mastery" per turn. | ||||||
▶︎ Deck | 10 (4) | Marincess Dive | Normal Spell | |||
Activate 1 of the following effects. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. ●Target 1 non-Link "Marincess" monster in your GY; Special Summon it. ●If "Marincess Battle Ocean" is in your Field Zone: Special Summon 1 "Marincess" monster from your Deck. You can only activate 1 "Marincess Dive" per turn. |
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▶︎ Deck | 10 (7) | A.I. Meet You | Normal Spell | |||
Reveal 1 Cyberse monster with 2300 ATK in your hand or Extra Deck, and add 1 "@Ignister" monster with the same Attribute from your Deck to your hand. During the End Phase of this turn, take 2300 damage if you did not Special Summon the revealed monster, or a monster with the same name, after you resolved this effect. You cannot activate monster effects for the rest of this turn after this card resolves, except Cyberse monsters. You can only activate 1 "A.I. Meet You" per turn. | ||||||
▶︎ Deck | 10 (11) | Swordsoul Emergence | Normal Spell | |||
Add 1 "Swordsoul" monster from your Deck to your hand, or if you control a Synchro Monster, you can add 1 Wyrm monster instead. If this card is banished: You can target 1 "Swordsoul" monster, or Wyrm monster, you control; increase or decrease its Level by 1 until the end of this turn. You can only use each effect of "Swordsoul Emergence" once per turn. | ||||||
▶︎ Deck | 10 (10) | Lyrilusc - Bird Call | Normal Spell | |||
Take 1 "Lyrilusc" monster from your Deck, and either add it to your hand or send it to the GY, then you can Special Summon 1 "Lyrilusc" monster with a different name from your hand. You can only activate 1 "Lyrilusc - Bird Call" per turn. | ||||||
▶︎ Deck | 10 (7) | Vaylantz Wakening - Solo Activation | Normal Spell | |||
Place 1 "Vaylantz" Pendulum Monster from your Deck in your Pendulum Zone. If a card is in a Field Zone: You can banish this card from your GY, then target 1 "Vaylantz" monster in your Main Monster Zone; move that monster you control to an adjacent (horizontal) Monster Zone. You can only use each effect of "Vaylantz Wakening - Solo Activation" once per turn. | ||||||
▶︎ Deck | 9.9 (23) | Rite of Aramesir | Normal Spell | |||
If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn. | ||||||
▶︎ Deck | 9.9 (13) | Vessel for the Dragon Cycle | Normal Spell | |||
Send 1 Wyrm monster from your Deck to the GY, then, if you control a face-up non-Effect Monster, you can add from your Deck to your hand 1 "Tenyi" monster with a different name from the monster sent to the GY. You can only activate 1 "Vessel for the Dragon Cycle" per turn. | ||||||
▶︎ Deck | 9.9 (115) | Heavy Storm Limited | Normal Spell | |||
Destroy all Spell and Trap Cards on the field. | ||||||
▶︎ Deck | 9.9 (70) | Painful Choice Forbidden | Normal Spell | |||
Select 5 cards from your Deck and show them to your opponent. Your opponent selects 1 card among them. Add that card to your hand and discard the remaining cards to the Graveyard. | ||||||
▶︎ Deck | 9.9 (25) | Gouki Re-Match | Normal Spell | |||
Target 2 "Gouki" monsters in your GY with different Levels; Special Summon them in Defense Position. You can only activate 1 "Gouki Re-Match" per turn. | ||||||
▶︎ Deck | 9.9 (114) | Pot of Greed Forbidden | Normal Spell | |||
Draw 2 cards. | ||||||
▶︎ Deck | 9.9 (10) | Cybernetic Horizon | Normal Spell | |||
(This card is always treated as a "Cyberdark" card.) Send 2 Dragon and/or Machine "Cyber" monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine "Cyber" monster from your Deck to your hand, and if you do, send 1 Machine "Cyber" Fusion Monster from your Extra Deck to the GY. You can only activate 1 "Cybernetic Horizon" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters. |
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▶︎ Deck | 9.9 (36) | Interrupted Kaiju Slumber | Normal Spell | |||
Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn. | ||||||
▶︎ Deck | 9.9 (8) | Sunvine Sowing | Normal Spell | |||
Special Summon 1 "Sunseed" monster from your Deck, and if you do, take 1000 damage. If you control no "Sunavalon" Link Monsters, you can only Special Summon "Sunseed Genius Loci" with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Plant monsters. If a Plant Link Monster(s) you control would be destroyed by battle or an opponent's card effect, you can banish this card from your GY instead. You can only activate 1 "Sunvine Sowing" per turn. | ||||||
▶︎ Deck | 9.9 (21) | Zefra Providence | Normal Spell | |||
Add 1 "Zefra" card from your Deck to your hand, except "Zefra Providence". If a "Zefra" card(s) you control would be destroyed, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard instead. You can only activate 1 "Zefra Providence" per turn. | ||||||
▶︎ Deck | 9.9 (10) | Abomination's Prison | Normal Spell | |||
Add 1 "Unchained" card from your Deck to your hand. If this Set card is destroyed by card effect: You can Special Summon 1 "Unchained" monster from your Deck. You can only use each effect of "Abomination's Prison" once per turn. | ||||||
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