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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 (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 (6) | Trismagistus | Continuous Spell | |||
The first time each "Magistus" monster equipped with an Equip Card would be destroyed by battle each turn, it is not destroyed. You can only use 1 of the following effects of "Trismagistus" per turn, and only once that turn. ●During your Main Phase: You can Special Summon 1 Level 4 Spellcaster monster from your hand. ●You can send this face-up card to the GY; Special Summon any number of "Magistus" monsters with different names from your hand. |
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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 (13) | Favorite Hero | Equip Spell | |||
Equip only to a Level 5 or higher "HERO" monster. If you control a card in your Field Zone, the equipped monster gains ATK equal to its original DEF, also your opponent cannot target it with card effects. At the start of the Battle Phase: You can activate 1 Field Spell directly from your hand or Deck. You can only use this effect of "Favorite Hero" once per turn. When the equipped monster attacks and destroys an opponent's monster by battle: You can send this card to the GY; the attacking monster can make a second attack in a row. | ||||||
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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 (6) | Dark World Puppetry | Quick-Play Spell | |||
Target up to 3 cards in any GY(s); banish them, then discard 1 Fiend monster. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished Fiend monsters; add it to your hand. You can only activate 1 "Dark World Puppetry" per turn. | ||||||
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7.5 (19) | Dark Magic Inheritance | Quick-Play Spell | |||
Banish 2 Spells from your GY; add 1 Spell/Trap from your Deck to your hand, that specifically lists the card "Dark Magician" or "Dark Magician Girl" in its text, except "Dark Magic Inheritance". You can only activate 1 "Dark Magic Inheritance" 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 (33) | Double Cyclone | Quick-Play Spell | |||
Target 1 Spell/Trap you control and 1 Spell/Trap your opponent controls; destroy them. | ||||||
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7.5 (30) | Magical Dimension | Quick-Play Spell | |||
If you control a Spellcaster monster: Target 1 monster you control; Tribute that target, then Special Summon 1 Spellcaster monster from your hand, then you can destroy 1 monster on the field. | ||||||
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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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7.5 (6) | Crystolic Potential | Field Spell | |||
All "Crystron" monsters you control gain 300 ATK and DEF. Once per turn, during the End Phase: You can draw cards equal to the number of "Crystron" Synchro Monsters you Synchro Summoned this turn. | ||||||
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7.5 (13) | Ghostrick Mansion | Field Spell | |||
Monsters cannot attack face-down Defense Position monsters, but can attack directly if all monsters their opponent controls are face-down Defense Position. All effect damage, and battle damage inflicted by monsters other than "Ghostrick" monsters, is halved. | ||||||
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7.5 (12) | Wetlands | Field Spell | |||
All Aqua-Type/WATER/Level 2 or lower monsters gain 1200 ATK. | ||||||
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7.5 (11) | Sky Striker Airspace - Area Zero | Field Spell | |||
You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn. | ||||||
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7.5 (17) | Fusion Gate | Field Spell | |||
During the Main Phase: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing Fusion Materials mentioned on it from their hand or field. | ||||||
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7.5 (8) | Vendread Nights | Field Spell | |||
You can discard 1 card; add 1 "Vendread" monster from your Deck to your hand. You can only use this effect of "Vendread Nights" once per turn. When your "Vendread" monster destroys an opponent's monster by battle: You can banish 1 "Vendread" monster from your GY; it can attack an opponent's monster again in a row. | ||||||
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7.5 (21) | Chaos Form | Ritual Spell | |||
This card can be used to Ritual Summon any "Chaos" or "Black Luster Soldier" Ritual Monster. You must also Tribute monsters from your hand or field and/or banish "Blue-Eyes White Dragon" or "Dark Magician" from your GY, whose total Levels exactly equal the Level of the "Chaos" or "Black Luster Soldier" Ritual Monster you Ritual Summon. | ||||||
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7.5 (10) | Good & Evil in the Burning Abyss | Ritual Spell | |||
This card is used to Ritual Summon "Malacoda, Netherlord of the Burning Abyss". You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and send 1 "Burning Abyss" monster from your hand to the Graveyard; add 1 "Burning Abyss" card from your Deck to your hand. You can only use this effect of "Good & Evil in the Burning Abyss" once per turn. | ||||||
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7.5 (8) | Performapal Show Down | Normal Trap | |||
Target any number of face-up monsters your opponent controls, up to the number of face-up Spell Cards you control; change those monsters to face-down Defense Position. | ||||||
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7.5 (13) | Overwind | Normal Trap | |||
Target 1 face-up "Wind-Up" monster you control; its ATK and DEF are doubled, and it returns to the hand during the End Phase. You can only activate 1 "Overwind" per turn. | ||||||
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7.5 (4) | Karakuri Cash Inn | Normal Trap | |||
Target 1 "Karakuri" monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent's monster until the end of this turn. If you control a "Karakuri" monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster's battle position. You can only activate 1 "Karakuri Cash Inn" per turn. | ||||||
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7.5 (10) | Forbidden Apocrypha | Normal Trap | |||
Declare 1 monster card type (Fusion, Synchro, or Xyz); if 2 or more monsters of the declared type are on the field, make each player send all monsters of that type from their field to the GY. | ||||||
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