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HOME > Yu-Gi-Oh! Card Search > Search result
Search result Showing 4,441 to 4,470 of 12,274
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Rating Score | Card Name | Card-Type | |||||||||||
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Attribute | Level | Type | ATK | DEF | |||||||||
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7.5 (11) | Marincess Wonder Heart |
Link Monster Effect Monster |
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- | - | Cyberse | 2400 | - | |||||||||
2+ WATER monsters Once per battle, during damage calculation, if this card battles a monster (Quick Effect): You can Special Summon 1 of your "Marincess" monster Cards equipped to this card, also this card cannot be destroyed by that battle, and you take no battle damage from that battle. Equip that Special Summoned monster to this card during the End Phase. If this card in its owner's possession is destroyed by an opponent's card: You can Special Summon 1 Link-3 or lower "Marincess" monster from your GY.
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7.5 (8) | Iron Draw | Normal Spell | ||||||||||
If you control exactly 2 Machine Effect Monsters and no other monsters: Draw 2 cards. For the rest of this turn after this card resolves, you can only Special Summon once. You can only activate 1 "Iron Draw" per turn. | |||||||||||||
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7.5 (6) | Shadow's Light | Normal Spell | ||||||||||
Target 1 DARK monster you control; Special Summon 1 LIGHT monster from your Deck or Extra Deck with the same original Type and Level. You can banish this card from your GY; during your Main Phase this turn, you can Normal Summon 1 LIGHT or DARK monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only use each effect of "Shadow's Light" once per turn. You cannot conduct your Battle Phase the turn you activate either of this card's effects. | |||||||||||||
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7.5 (11) | The Fang of Critias | Normal Spell | ||||||||||
(This card is also always treated as "Legendary Dragon Critias".) Send 1 Trap from your hand or field to the GY, that is listed on a Fusion Monster that can only be Special Summoned with "The Fang of Critias" (if that card is Set, reveal it), then Special Summon that Fusion Monster from your Extra Deck. You can only activate 1 "The Fang of Critias" per turn. |
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7.5 (14) | Golden Bamboo Sword | Normal Spell | ||||||||||
If you control a "Bamboo Sword" Equip Spell: Draw 2 cards. | |||||||||||||
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7.5 (8) | Gouki Face Turn | Normal Spell | ||||||||||
Target 1 "Gouki" card you control and 1 "Gouki" monster in your GY; destroy that card on the field, and if you do, Special Summon that other monster from the GY. You can only activate 1 "Gouki Face Turn" per turn. | |||||||||||||
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7.5 (10) | Last Chapter of the Noble Knights | Normal Spell | ||||||||||
If your opponent controls a monster and you control no monsters: You can target 1 "Noble Arms" Equip Spell Card and 1 appropriate "Noble Knight" monster in your Graveyard; Special Summon that monster, and if you do, equip that Equip Spell Card to that appropriate monster. You can only activate 1 "Last Chapter of the Noble Knights" per turn. | |||||||||||||
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7.5 (12) | Sky Striker Maneuver - Jamming Waves! | Normal Spell | ||||||||||
If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field. | |||||||||||||
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7.5 (4) | Morphtronic Converter | Normal Spell | ||||||||||
Target 1 Machine monster you control; apply the following effect depending on its battle position. ●Attack Position: Special Summon 1 "Morphtronic" monster from your Deck with a different name than that targeted monster, then place that targeted monster on top of the Deck. ●Defense Position: Change that targeted monster to Attack Position, and if you do, Special Summon 1 Level 4 or lower Machine monster from your hand. You can only activate 1 "Morphtronic Converter" per turn. |
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7.5 (6) | Riryoku Guardian | Normal Spell | ||||||||||
If your LP are lower than your opponent's: Target 1 monster you control with "Gate Guardian" in its original name; halve your opponent's LP, then that monster gains ATK equal to your opponent's LP. You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use each effect of "Riryoku Guardian" once per turn. | |||||||||||||
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7.5 (18) | Insect Imitation | Normal Spell | ||||||||||
Tribute 1 monster; Special Summon 1 Insect monster from your Deck whose Level is 1 higher than the Tributed monster had on the field. | |||||||||||||
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7.5 (17) | Tribute Burial | Normal Spell | ||||||||||
Once during this turn, you can Tribute Summon a monster that requires 2 Tributes by banishing 1 monster from each GY instead, also you cannot Special Summon monsters for the rest of this turn. | |||||||||||||
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7.5 (4) | Abyss Script - Fantasy Magic | Normal Spell | ||||||||||
Target 1 "Abyss Actor" monster you control; this turn, every monster that battles it, but is not destroyed, returns to the hand at the end of the Damage Step. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can target 1 card your opponent controls; place it on top of the Deck. | |||||||||||||
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7.5 (19) | Dark Factory of Mass Production | Normal Spell | ||||||||||
Target 2 Normal Monsters in your GY; add them to your hand. | |||||||||||||
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7.5 (11) | Aquarium Lighting | Continuous Spell | ||||||||||
If an "Aquaactress" monster you control battles an opponent's monster, during damage calculation: Your battling monster's ATK/DEF each become double its current ATK/DEF during that damage calculation only. 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. You can only control 1 "Aquarium Lighting". | |||||||||||||
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7.5 (6) | Armed Dragon Lightning | Continuous Spell | ||||||||||
If an "Armed Dragon" monster(s) you control would be destroyed by card effect, you can send this card to the GY instead. You can target 1 "Armed Dragon" monster you control, then activate 1 of these effects; ●It gains ATK equal to its Level x 100 (even if this card leaves the field). ●Add 1 "Armed Dragon" monster with an equal or lower Level than it from your GY to your hand. You can only use this effect of "Armed Dragon Lightning" once per turn. |
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7.5 (12) | Code A Ancient Ruins | Continuous Spell | ||||||||||
Each time a face-up "Alien" monster(s) is destroyed, place 1 A-Counter on this card. Once per turn, you can remove 2 A-Counters from anywhere on the field to Special Summon 1 "Alien" monster from your Graveyard. | |||||||||||||
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7.5 (4) | Sunvine Shrine | Continuous Spell | ||||||||||
Activate this card by sending 1 card from your hand to the GY while you control a "Sunavalon" Link Monster. You cannot Special Summon monsters from the Extra Deck, except Plant monsters. Once per turn, during your Main Phase: You can Special Summon 1 Level 4 or lower Plant Normal Monster from your GY. Once per turn, during your opponent's End Phase: You can send this face-up card to the GY, then target 1 Continuous Trap in your GY; Set it to your Spell & Trap Zone. | |||||||||||||
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7.5 (19) | Deck Lockdown | Continuous Spell | ||||||||||
Neither player can add cards from the Deck to their hand except by drawing them. Monsters cannot be Special Summoned from the Main Deck. Destroy this card during your 2nd Standby Phase after activation. | |||||||||||||
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7.5 (2) | Triamid Loading | Continuous Spell | ||||||||||
If a Field Spell is placed face-up in the Field Zone: You can add 1 "Triamid" Spell/Trap from your Deck to your hand, except "Triamid Loading". If a face-up Rock monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon 1 "Triamid" monster with a different name from your Deck. You can only use each effect of "Triamid Loading" once per turn. | |||||||||||||
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7.5 (19) | Machina Armored Unit | Continuous Spell | ||||||||||
Once per turn, when a Machine monster is destroyed by battle and sent to your GY: You can Special Summon 1 Machine monster from your Deck that has the same Attribute and less ATK than that destroyed monster in the GY. | |||||||||||||
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7.5 (4) | You and A.I. | Continuous Spell | ||||||||||
If a Cyberse monster(s) with 2300 original ATK is Special Summoned: You can activate 1 of these effects, based on the Attribute of that monster(s) on the field; ●EARTH/WATER: Halve the ATK of 1 face-up monster on the field until the end of this turn. ●WIND/LIGHT: Negate the effects of 1 face-up card on the field until the end of this turn. ●FIRE/DARK: Special Summon 1 "@Ignister Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). You can only use each effect of "You and A.I." once per turn for each Attribute. |
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7.5 (6) | SPYRAL GEAR - Fully Armed | Equip Spell | ||||||||||
Equip only to "SPYRAL Super Agent". It gains 1000 ATK. If it destroys your opponent's monster by battle: You can banish both the opponent's destroyed monster and 1 other card your opponent controls. When this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 "SPYRAL Super Agent" in your Graveyard; Special Summon it. | |||||||||||||
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7.5 (17) | Living Fossil | Equip Spell | ||||||||||
Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn. | |||||||||||||
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7.5 (19) | Satellarknight Skybridge | Quick-Play Spell | ||||||||||
Target 1 "tellarknight" monster you control; Special Summon 1 "tellarknight" monster with a different name from your Deck, and if you do, shuffle the targeted monster into the Deck. While the monster Special Summoned by this effect is face-up on the field, you cannot Special Summon monsters, except "tellarknight" monsters. You can only activate 1 "Satellarknight Skybridge" per turn. | |||||||||||||
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7.5 (16) | Concentrating Current | Quick-Play Spell | ||||||||||
Target 1 face-up monster you control; it gains ATK equal to its current DEF, until the end of this turn. Other monsters you control cannot attack during the turn you activate this card. | |||||||||||||
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7.5 (14) | Eldlixir of White Destiny | Quick-Play Spell | ||||||||||
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn. | |||||||||||||
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7.5 (6) | Magistus Theurgy | Quick-Play Spell | ||||||||||
Target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster, except a Level 4 monster, from your Extra Deck, GY, or face-up field. If you have at least 1 each "Magistus" Fusion, Synchro, Xyz, and Link Monsters in your GY, you can equip it with 1 non-"Magistus" Fusion, Synchro, Xyz, or Link Monster from your Extra Deck, instead. You can only activate "Magistus Theurgy" once per turn. | |||||||||||||
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7.5 (17) | Spellbook of Wisdom | Quick-Play Spell | ||||||||||
Target 1 Spellcaster monster on the field, then activate 1 of these effects; ●That face-up monster is unaffected by other Spell effects this turn. ●That face-up monster is unaffected by Trap effects this turn. |
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7.5 (8) | Labrynth Set-Up | Quick-Play Spell | ||||||||||
Target 2 of your "Labrynth" Spells/Traps that are banished or in your GY, except "Labrynth Set-Up"; shuffle them into the Deck, then if you control a Fiend monster, you can Set non-"Labrynth" Normal Traps with different names directly from your Deck equal to the number shuffled. You can only activate 1 "Labrynth Set-Up" per turn. | |||||||||||||
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