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HOME > Yu-Gi-Oh! Card Search > Search result
Card-Type is "Normal Trap". Search result Showing 361 to 390 of 1,199
Card-Type is "Normal Trap".
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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6.9 (16) | D/D/D Human Resources | Normal Trap | |||
Shuffle 3 cards into the Deck (any combination of "D/D" monsters in your hand, field, or Graveyard, and/or "D/D" cards in your Pendulum Zone), then you can add 2 "D/D" monsters from your Deck to your hand. | ||||||
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6.9 (16) | Network Trap Hole | Normal Trap | |||
When your opponent Special Summons a monster(s) from the Main Deck or GY: Banish it face-down. | ||||||
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6.9 (10) | Premature Return | Normal Trap | |||
Banish 1 card from your hand, then target 1 of your banished monsters; Special Summon it in face-down Defense Position. | ||||||
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6.9 (18) | Hero Blast | Normal Trap | |||
Target 1 "Elemental HERO" Normal Monster in your Graveyard; add that target to your hand, then if your opponent controls any monsters with ATK less than or equal to that target's ATK, destroy 1 of them. | ||||||
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6.9 (10) | Bad Aim | Normal Trap | |||
When your opponent's card or effect is activated: Target 1 card on the field (other than that card); destroy it. | ||||||
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6.9 (19) | Ghost of a Grudge | Normal Trap | |||
If your opponent has 8 or more cards in their Graveyard: The ATK of all monsters your opponent currently controls become 0. | ||||||
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6.9 (32) | Reckless Greed | Normal Trap | |||
Draw 2 cards and skip your next 2 Draw Phases. | ||||||
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6.9 (14) | Rainbow Life | Normal Trap | |||
Discard 1 card; until the end of this turn, each time you would take damage, gain that amount of LP instead. | ||||||
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6.8 (13) | Abyss-squall | Normal Trap | |||
Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase. | ||||||
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6.8 (6) | Kairyu-Shin's Dark Reef | Normal Trap | |||
Send 1 face-up "Umi" you control to the GY; Special Summon up to 2 monsters with different names from your hand and/or Deck, that mention "Umi" or are WATER Normal Monsters, in Defense Position, then if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand and/or Deck. Until the end of your next turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. You can only activate 1 "Kairyu-Shin's Dark Reef" per turn. | ||||||
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6.8 (11) | Dustflame Blast | Normal Trap | |||
Banish all "Laval" monsters from your Graveyard; destroy any number of cards on the field, up to the number of monsters banished for this card's activation. | ||||||
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6.8 (12) | Give and Take | Normal Trap | |||
Special Summon 1 monster from your Graveyard to your opponent's side of the field in Defense Position, and increase the Level of 1 monster you control by the Level of the Special Summoned monster, until the End Phase. | ||||||
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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. | ||||||
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6.8 (21) | Multiple Destruction | Normal Trap | |||
If both players have 3 or more cards in their hand: Each player places their entire hand on the bottom of the Deck in any order, also you lose LP equal to the total number of cards returned to the Deck by this effect x 300 (min. 1), then each player draws 5 cards. You can only activate 1 "Multiple Destruction" per turn. | ||||||
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6.8 (12) | Shadow Impulse | Normal Trap | |||
When a Synchro Monster(s) you control is destroyed by battle or card effect and sent to the GY: Target 1 of those Synchro Monsters; Special Summon from your Extra Deck, 1 Synchro Monster with the same Level and Type as that monster, but with a different name. You can only activate 1 "Shadow Impulse" per turn. | ||||||
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6.8 (6) | Vaalmonica Chosen Melody | Normal Trap | |||
Apply 1 of these effects. You must control a "Vaalmonica" monster Card to activate and to resolve this effect. If you control a "Vaalmonica" Link Monster, you can apply both effects in sequence. ●Gain 500 LP, also for the rest of this turn, your opponent cannot target "Vaalmonica" monster Cards you control with card effects. ●Take 500 damage, then you can negate the effects of 1 Effect Monster your opponent controls, until the end of this turn. You can only activate 1 "Vaalmonica Chosen Melody" per turn. |
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6.8 (13) | Tactical Exchanger | Normal Trap | |||
Target 1 face-up monster you control; destroy it, and if you do, Special Summon 1 "Rokket" monster with a different original name from your Deck or GY. You can only activate 1 "Tactical Exchanger" per turn. | ||||||
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6.8 (9) | Chain Material | Normal Trap | |||
Any time you Fusion Summon a monster this turn, you can remove from play, from your side of the field, Deck, hand or Graveyard, Fusion Material Monsters that are listed on the Fusion Monster Card, and use them as Fusion Material Monsters. You cannot attack during the turn this card is activated. If you used this effect for a Fusion Summon, the Summoned Fusion Monster(s) is destroyed during the End Phase. | ||||||
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6.8 (4) | Magikey Duo | Normal Trap | |||
You can target 1 Normal Monster or 1 "Magikey" monster in your GY; add it to your hand, then you can apply 1 of these effects. ●Fusion Summon 1 "Magikey" Fusion Monster from your Extra Deck in Defense Position, using monsters from your hand or field as Fusion Material. ●Ritual Summon 1 "Magikey" Ritual Monster from your hand in Defense Position, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. |
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6.8 (6) | Fuse Line | Normal Trap | |||
While this card is Set: Target 1 card on the field in this card's column; destroy it. | ||||||
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6.8 (22) | Assault Mode Activate | Normal Trap | |||
Tribute 1 Synchro Monster; Special Summon 1 "/Assault Mode" monster, whose name includes the Tributed monster's name, from your Deck in Attack Position. | ||||||
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6.8 (22) | Spiritual Wind Art - Miyabi | Normal Trap | |||
Tribute 1 WIND monster, then target 1 card your opponent controls; place that opponent's card on the bottom of the Deck. | ||||||
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6.8 (8) | 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. | ||||||
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6.8 (6) | Recoded Alive | Normal Trap | |||
Target 1 Link-3 Cyberse Link Monster you control or is in your GY; banish it, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 1 of your banished "Code Talker" monsters; Special Summon it. | ||||||
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6.7 (24) | Interdimensional Matter Transporter | Normal Trap | |||
Target 1 face-up monster you control; banish that target until the End Phase. | ||||||
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6.7 (46) | Dust Tornado | Normal Trap | |||
Target 1 Spell/Trap your opponent controls; destroy that target, then you can Set 1 Spell/Trap from your hand. | ||||||
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6.7 (9) | Desert Sunlight | Normal Trap | |||
All monsters on your side of the field are changed to face-up Defense Position. | ||||||
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6.7 (6) | Gergonne's End | Normal Trap | |||
Target 1 "Tindangle" Link Monster you control; equip this card to it. It cannot be destroyed by battle or card effects, also your opponent cannot target it with card effects. Once per turn, if there are monsters in all zones the equipped monster points to: If there are still monsters in all zones the equipped monster points to, you can destroy this card and all of those monsters, then, inflict damage to your opponent equal to the equipped monster's ATK before they were destroyed. | ||||||
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6.7 (6) | World Legacy Landmark | Normal Trap | |||
Banish 1 "World Legacy" monster from your hand or face-up from your field, then target 2 monsters in your GY; Special Summon them, but they cannot attack this turn. | ||||||
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6.7 (43) | Time Seal | Normal Trap | |||
Skip the Draw Phase of your opponent's next turn. | ||||||
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