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| Rating Score | Card Name | Card-Type | ||||
|---|---|---|---|---|---|---|
| Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck
|
8 (4) | Synchro Rumble | Normal Spell | |||
| Target 1 Tuner or 1 Level 7 or 8 Dragon Synchro Monster in your GY; Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Synchro Monsters. If a Level 7 or 8 Dragon Synchro Monster(s) or "Crimson Dragon" you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synchro Rumble" per turn. | ||||||
▶︎ Deck
|
8 (28) | Junk Puppet | Normal Spell | |||
| Target 1 "Gimmick Puppet" monster in your GY; Special Summon it. You can only activate 1 "Junk Puppet" per turn. | ||||||
▶︎ Deck
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8 (2) | Stardust Illumination | Normal Spell | |||
| Send 1 "Stardust" monster from your Deck to the GY, or if you control "Stardust Dragon" or a Synchro Monster that mentions it, you can Special Summon it instead. You can banish this card from your GY, then target 1 "Stardust" monster you control; increase or decrease its Level by 1 until the end of this turn. You can only use each effect of "Stardust Illumination" once per turn. | ||||||
▶︎ Deck
|
8 (8) | Super All In! | Normal Spell | |||
| Return 1 Synchro Monster you control to the Extra Deck, and if you do, Special Summon 4 "Flower Cardian" monsters from your GY, then, draw 1 card and show it, then, if it is a "Flower Cardian" monster, you can Special Summon it, ignoring its Summoning conditions. Otherwise, destroy as many monsters you control as possible, and if you destroyed at least 1, halve your LP. During the End Phase, if this card is in the GY because it was sent there by the effect of a "Flower Cardian" monster this turn while in your possession: You can add 1 Spell/Trap from your GY to your hand. | ||||||
▶︎ Deck
|
8 (6) | Dimension Dice | Normal Spell | |||
| If you control a card with an effect that requires a die roll: You can Tribute 1 monster; Special Summon 1 monster with an effect that requires a die roll from your hand or Deck. | ||||||
▶︎ Deck
|
8 (32) | Ties of the Brethren | Normal Spell | |||
| Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card. | ||||||
▶︎ Deck
|
8 (3) | Gravekeeper's Inscription | Normal Spell | |||
|
At the start of your Main Phase 1: Apply 1 of the following effects until the end of your opponent's turn. ●Neither player can activate card effects in the GY. ●Neither player can banish cards from the GY. ●Neither player can Special Summon monsters from the GYs. |
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▶︎ Deck
|
8 (70) | Swords of Revealing Light | Normal Spell | |||
| After this card's activation, it remains on the field, but you must destroy it during the End Phase of your opponent's 3rd turn. When this card is activated: If your opponent controls a face-down monster, flip all monsters they control face-up. While this card is face-up on the field, your opponent's monsters cannot declare an attack. | ||||||
▶︎ Deck
|
8 (10) | Pendulum Fusion | Normal Spell | |||
| Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials. If you have 2 cards in your Pendulum Zones, you can also use cards in your Pendulum Zones as Fusion Material(s). You can only activate 1 "Pendulum Fusion" per turn. | ||||||
▶︎ Deck
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8 (13) | Worm Bait | Normal Spell | |||
| If you control an Insect monster: Special Summon 2 "Worm Tokens" (Insect/EARTH/Level 1/ATK 0/DEF 0). You cannot Normal or Special Summon any Level 3 or 4 monsters the turn you activate this card. | ||||||
▶︎ Deck
|
8 (8) | Outrigger Extension | Continuous Spell | |||
| Your opponent cannot target Machine Xyz Monsters you control with card effects. Once per turn: You can target 1 "Infinitrack" Xyz Monster you control; Special Summon from your Extra Deck, 1 Machine monster that is 2 Ranks higher than that target, by using that target as material, also you cannot Special Summon monsters for the rest of this turn, except EARTH Machine monsters (even if this card leaves the field). (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) | ||||||
▶︎ Deck
|
8 (10) | Aquarium Stage | Continuous Spell | |||
| WATER monsters you control cannot be destroyed by battle with a non-WATER monster. "Aquaactress" monsters you control are unaffected by your opponent's monster effects. If this card is sent from the field to the GY: You can target 1 Aqua monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Aqua monsters. | ||||||
▶︎ Deck
|
8 (9) | Different Dimension Gate | Continuous Spell | |||
| Activate this card by targeting 1 monster on each field; banish those targets. When this card is destroyed and sent to the GY: Return those banished monsters to the field in the same battle positions they were in. | ||||||
▶︎ Deck
|
8 (5) | Fire Formation - Domei | Continuous Spell | |||
| When this card is activated: You can Ritual Summon 1 Beast-Warrior Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 "Fire Fist" monster in your GY; Special Summon it. You can only use this effect of "Fire Formation - Domei" once per turn. You can only activate 1 "Fire Formation - Domei" per turn. | ||||||
▶︎ Deck
|
8 (4) | Sunvine Cross Breed | Continuous Spell | |||
| Tribute 1 Link Monster, then target 1 other Plant monster in your GY; Special Summon it, but negate its effects. You can only use this effect of "Sunvine Cross Breed" once per turn. | ||||||
▶︎ Deck
|
8 (4) | Synchro Chase | Continuous Spell | |||
| Your opponent cannot activate cards or effects in response to the effect activations of your Synchro Monsters with "Warrior", "Synchron", or "Stardust" in their original names. If you Synchro Summon a "Warrior", "Synchron", or "Stardust" Synchro Monster: You can target 1 monster in your GY used as its material; Special Summon it in Defense Position. You can only use this effect of "Synchro Chase" once per turn. | ||||||
▶︎ Deck
|
8 (6) | Scatter Fusion | Continuous Spell | |||
| During your Main Phase, if your opponent controls a monster: You can Fusion Summon 1 non-Rock "Gem-Knight" monster from your Extra Deck, using monsters from your Deck as material, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. You can only use this effect of "Scatter Fusion" once per turn. When this card leaves the field, destroy all monsters Summoned by this card's effect. | ||||||
▶︎ Deck
|
8 (9) | Dragonoid Generator | Continuous Spell | |||
| Activate this card by paying 1000 LP. During your Main Phase: You can Special Summon 1 "Dragonoid Token" (Machine/EARTH/Level 1/ATK 300/DEF 300) in Attack Position, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, also during the End Phase your opponent Special Summons 1 "Dragonoid Token" to their field in Attack Position (even if this card leaves the field). You can use this effect of "Dragonoid Generator" up to twice per turn. | ||||||
▶︎ Deck
|
8 (4) | Nagel's Protection | Continuous Spell | |||
| "Tindangle" monsters in your Main Monster Zones cannot be destroyed by battle or your opponent's card effects. Once per turn, if your "Tindangle" monster inflicts battle damage to your opponent, the damage is doubled. You can banish this card from your GY and discard 1 "Tindangle" card; add 1 "Nagel's Protection" from your Deck to your hand. You can only use this effect of "Nagel's Protection" once per turn. | ||||||
▶︎ Deck
|
8 (3) | Bujincandescence | Continuous Spell | |||
| Beast-Warrior "Bujin" monsters you control cannot be destroyed by your opponent's card effects, except during the Battle Phase. Once per turn: You can send 1 "Bujin" monster from your hand or face-up field to the GY, then target 1 face-up card your opponent controls; negate its effects until the end of this turn. During your End Phase: You can send this face-up card from the field to the GY, then target 1 "Bujin" monster in your GY; Special Summon it. | ||||||
▶︎ Deck
|
8 (4) | Noble Arms - Clarent | Equip Spell | |||
| Equip only to a Warrior monster. You can only control 1 "Noble Arms - Clarent". Once per turn: You can pay 500 LP; the equipped monster can attack directly this turn. If this face-up card on the field is destroyed and sent to the GY: You can target 1 Warrior "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Clarent" once per turn. | ||||||
▶︎ Deck
|
8 (5) | Armed Dragon Flash | Quick-Play Spell | |||
| Special Summon 1 Level 3 "Armed Dragon" monster from your Deck in Defense Position. You can only activate 1 "Armed Dragon Flash" per turn. | ||||||
▶︎ Deck
|
8 (8) | U.A. Turnover Tactics | Quick-Play Spell | |||
| If you control 2 or more "U.A." monsters with different names: Shuffle as many monsters on the field as possible into the Deck, then Special Summon "U.A." monsters from your Deck that have different names from each other, up to the number of cards shuffled into your Main Deck, but those monsters cannot attack this turn. Then your opponent can Special Summon monsters from their Deck, up to the number of cards shuffled into their Main Deck. You can only activate 1 "U.A. Turnover Tactics" per turn. | ||||||
▶︎ Deck
|
8 (23) | Circle of the Fire Kings | Quick-Play Spell | |||
| Target 1 FIRE monster you control and 1 FIRE monster in your GY; destroy that monster you control, and if you do, Special Summon that other monster from your GY. You can only activate 1 "Circle of the Fire Kings" per turn. | ||||||
▶︎ Deck
|
8 (3) | Cynet Rollback | Quick-Play Spell | |||
| Target 1 of your banished Cyberse monsters; Special Summon it. During your Main Phase, if your LP are 2000 or less: You can banish this card from your GY, then target 2 of your banished Cyberse monsters; add them to your hand. You can only use each effect of "Cynet Rollback" once per turn. | ||||||
▶︎ Deck
|
8 (6) | Scareclaw Straddle | Quick-Play Spell | |||
|
You can activate 1 of the following effects. ●Target 1 "Scareclaw" monster or 1 "Visas Starfrost" in your Monster Zone, and 1 face-up monster your opponent controls; your monster gains ATK/DEF equal to your opponent's monster's ATK or DEF (whichever is higher). ●When a card or effect is activated that targets a "Scareclaw" monster or "Visas Starfrost" you control: Negate that effect. You can only activate 1 "Scareclaw Straddle" per turn. |
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▶︎ Deck
|
8 (31) | Super Rejuvenation | Quick-Play Spell | |||
| During the End Phase of the turn this card was activated, draw a number of cards equal to the combined number of Dragon monsters you discarded or Tributed from your hand or field this turn. | ||||||
▶︎ Deck
|
8 (4) | Purrely Pretty Memory | Quick-Play Spell | |||
|
Each player gains 1000 LP, then you can apply the following effect. ●Discard 1 card, and if you do, Special Summon 1 Level 1 "Purrely" monster from your Deck. A "Purrely" Xyz Monster that has this card as material gains the following effect. ●Once per turn: You can send 1 other card you control to the GY, then target 1 card your opponent controls; attach it to this card as material. |
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▶︎ Deck
|
8 (10) | Prank-Kids Pandemonium | Quick-Play Spell | |||
| During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters. | ||||||
▶︎ Deck
|
8 (4) | RESCUE! | Quick-Play Spell | |||
|
(This card is always treated as a "Rescue-ACE" card.) Target 1 "Rescue-ACE" monster in your GY, or if you control "Rescue-ACE Hydrant", you can target 1 monster in your opponent's GY instead; Special Summon it to your field. You can only activate 1 "RESCUE!" per turn. |
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| Other sorts : Card Registration Date, scale blue, scale red | ||||||
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Update Information - NEW -
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