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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 7.4 (9) | Fire Formation - Tensen | Normal Trap | |||
When this card is activated: Target 1 Beast-Warrior-Type monster you control; it gains 700 ATK until the end of this turn. (This ATK gain remains even if this card leaves the field.) All Beast-Warrior-Type Monsters you control gain 300 ATK. | ||||||
▶︎ Deck | 7.4 (12) | Chaos Infinity | Normal Trap | |||
Change as many Defense Position monsters on the field as possible to face-up Attack Position, then Special Summon 1 "Meklord" monster from your Deck or GY, but its effects are negated, also it is destroyed during the End Phase. | ||||||
▶︎ Deck | 7.4 (27) | Spiritual Fire Art - Kurenai | Normal Trap | |||
Tribute 1 FIRE monster; inflict damage to your opponent equal to that monster's original ATK. | ||||||
▶︎ Deck | 7.4 (5) | Scrap-Iron Sacred Statue | Normal Trap | |||
Target 1 of your Level 7 or 8 Dragon Synchro Monsters that is banished or in your GY; Special Summon it, but return it to the Extra Deck during the End Phase, also, after that, Set this card face-down instead of sending it to the GY. If this Set card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Crimson Dragon" from your Extra Deck. You can only use each effect of "Scrap-Iron Sacred Statue" once per turn. | ||||||
▶︎ Deck | 7.4 (24) | Torrential Reborn | Normal Trap | |||
When a face-up WATER monster you control is destroyed by battle or by a card effect and sent to the Graveyard: Special Summon the monsters destroyed and sent from the field to your Graveyard at that time, then inflict 500 damage to your opponent for each of those Special Summoned monsters. You can only activate 1 "Torrential Reborn" per turn. | ||||||
▶︎ Deck | 7.4 (9) | Union Scramble | Normal Trap | |||
Target up to 3 of your banished LIGHT Machine Normal Monsters and/or LIGHT Machine Union Monsters; Special Summon them. During either player's turn, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished LIGHT Machine Normal Monsters or LIGHT Machine Union Monsters; return it to the hand. You can only activate 1 "Union Scramble" per turn. | ||||||
▶︎ Deck | 7.4 (7) | Chain Hole | Normal Trap | |||
When your opponent activates a monster effect in response to a card or effect activation: Negate that opponent's effect, then, your opponent can banish 1 card from their hand or Deck with the same original name as that negated card. If they did not, you can banish 1 random card from their hand. | ||||||
▶︎ Deck | 7.4 (20) | Reinforce Truth | Normal Trap | |||
Special Summon 1 Level 2 or lower Warrior-Type monster from your Deck. You cannot conduct your Battle Phase the turn you activate this card. | ||||||
▶︎ Deck | 7.4 (9) | Proton Blast | Continuous Trap | |||
Once per turn, if an activated card effect tosses coins, immediately after it resolves, apply the following effect(s), depending on the number of heads. ●1+: Inflict 500 damage to your opponent. ●2+: Destroy 1 card your opponent controls. ●3+: Look at your opponent's hand and discard 1 card from their hand. When an effect is activated that tosses a coin 2 or more times: You can banish this card from the GY; treat all results as heads. |
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▶︎ Deck | 7.4 (8) | Ghostrick-Go-Round | Continuous Trap | |||
Once per turn, during the Battle Phase: You can activate 1 of these effects. ●Target 1 "Ghostrick" monster you control; change that target to face-down Defense Position, and if you do, change 1 face-down Defense Position monster your opponent controls to face-up Attack Position. ●Target 1 face-down Defense Position monster you control; change that target to face-up Attack Position, and if it is a "Ghostrick" monster, change 1 face-up monster your opponent controls to face-down Defense Position. |
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▶︎ Deck | 7.4 (21) | Bad Reaction to Simochi | Continuous Trap | |||
As long as this card remains face-up on the field, any effect of increasing your opponent's Life Points is changed to inflict the same amount of points in damage to your opponent's Life Points. | ||||||
▶︎ Deck | 7.4 (8) | Shiranui Style Samsara | Continuous Trap | |||
This card's name becomes "Shiranui Style Synthesis" while it is in the Spell & Trap Zone. Once per turn: You can activate 1 of these effects. ●Banish 1 face-up Zombie-Type monster you control; you take no damage this turn (even if this card leaves the field). ●Target 2 of your banished Zombie-Type monsters with 0 DEF; shuffle them both into the Deck, then draw 1 card. |
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▶︎ Deck | 7.4 (5) | Springans Interluder | Continuous Trap | |||
When your opponent activates a card or effect: You can return 1 "Springans" Xyz Monster you control to the Extra Deck, then apply 1 of these effects. ●Negate that activated effect. ●Special Summon 1 Level 8 monster from your GY. If a face-up Xyz Monster you control leaves the field by card effect: You can make all monsters your opponent currently controls lose 1000 ATK, until the end of this turn (even if this card leaves the field). You can only use each effect of "Springans Interluder" once per turn. |
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▶︎ Deck | 7.4 (9) | Magical Musket - Fiendish Deal | Continuous Trap | |||
"Magical Musket" monsters you control cannot be destroyed by card effects. If this card in your possession is sent to your GY by an opponent's card effect: You can add 1 "Magical Musket" card from your Deck or GY to your hand, except "Magical Musket - Fiendish Deal". You can only activate 1 "Magical Musket - Fiendish Deal" per turn. | ||||||
▶︎ Deck | 7.4 (14) | Marshalling Field | Continuous Trap | |||
You cannot Special Summon monsters, except Machine monsters. Once per turn: You can declare a Level from 5 to 9; all Level 5 or higher Machine monsters you control become that Level. If a Machine Xyz Monster(s) you control would be destroyed, you can send this card to the GY instead. If this card is sent from the field to the GY: You can add 1 "Rank-Up-Magic Argent Chaos Force" from your Deck or GY to your hand. | ||||||
▶︎ Deck | 7.4 (5) | Ultimate Fire Formation - Sinto | Counter Trap | |||
When a Spell/Trap Card is activated, while you control a "Fire Fist" monster and a "Fire Formation" Spell/Trap: Negate the activation, and if you do, destroy that card. You can only activate 1 "Ultimate Fire Formation - Sinto" per turn. | ||||||
▶︎ Deck | 7.3 (26) | Galaxy Serpent |
Normal Monster Tuner Monster |
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- | 2 | Dragon | 1000 | 0 | ||
Your hopes and dreams will be refreshed if you catch a glimpse of this rare creature in the evening twilight, soaring in the Sea of Stars. | ||||||
▶︎ Deck | 7.3 (24) | Mystery Shell Dragon | Normal Monster | |||
- | 4 | Wyrm | 2000 | 0 | ||
Mysterious living matter that suddenly appeared from a different dimension. Its attack paralyzes the target's nerves, and causes intense hallucinations. | ||||||
▶︎ Deck | 7.3 (20) | Gene-Warped Warwolf | Normal Monster | |||
- | 4 | Beast-Warrior | 2000 | 100 | ||
This warwolf was given incalculable strength through horrific genetic manipulation. Its gentle nature was completely wiped out, and it now lives only to unleash destruction. | ||||||
▶︎ Deck | 7.3 (25) | Gem-Knight Garnet | Normal Monster | |||
- | 4 | Pyro | 1900 | 0 | ||
The Gem-Knight Warrior who carries the Garnet Soul. His Flaming Iron Fist crushes all enemies. | ||||||
▶︎ Deck | 7.3 (6) | Chosen by the World Chalice | Normal Monster | |||
- | 3 | Psychic | 1600 | 0 | ||
Inspired by the World Hero legends he heard as a boy, this crusader adds a piece to his armor from every Mekkstrosity he destroys. He has set out on a quest from Fairy Lee to recover the Seven World Legacies and save their world. | ||||||
▶︎ Deck | 7.3 (16) | Zombino | Normal Monster | |||
- | 4 | Zombie | 2000 | 0 | ||
The two are so close They die and return to life Inseparable |
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▶︎ Deck | 7.3 (124) | Morinphen | Normal Monster | |||
- | 5 | Fiend | 1550 | 1300 | ||
A strange fiend with long arms and razor-sharp talons. | ||||||
▶︎ Deck | 7.3 (19) | Ice Hand | Effect Monster | |||
- | 4 | Aqua | 1400 | 1600 | ||
When this card in your possession is destroyed by your opponent's card and sent to your GY: You can target 1 Spell/Trap they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck. | ||||||
▶︎ Deck | 7.3 (9) | Protector with Eyes of Blue |
Effect Monster Tuner Monster |
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- | 1 | Spellcaster | 800 | 1300 | ||
When this card is Normal Summoned: You can Special Summon 1 Level 1 LIGHT Tuner from your hand. You can target 1 Effect Monster you control; send it to the GY, and if you do, Special Summon 1 "Blue-Eyes" monster from your hand. You can only use this effect of "Protector with Eyes of Blue" once per turn. | ||||||
▶︎ Deck | 7.3 (9) | Aquaactress Guppy | Effect Monster | |||
- | 2 | Aqua | 600 | 600 | ||
Once per turn: You can Special Summon 1 "Aquaactress" monster from your hand. | ||||||
▶︎ Deck | 7.3 (24) | Amazoness Archer (Updated from: Amazon Archer) Forbidden | Effect Monster | |||
- | 4 | Warrior | 1400 | 1000 | ||
You can Tribute 2 monsters; inflict 1200 damage to your opponent. | ||||||
▶︎ Deck | 7.3 (24) | Sillva, Warlord of Dark World | Effect Monster | |||
- | 5 | Fiend | 2300 | 1400 | ||
If this card is discarded to the GY by card effect: Special Summon this card, then, if it was discarded from your hand to your GY by an opponent's card effect, your opponent places exactly 2 cards from their hand on the bottom of their Deck, in any order. | ||||||
▶︎ Deck | 7.3 (6) | Morgan, the Enchantress of Avalon | Effect Monster | |||
- | 3 | Spellcaster | 1300 | 1600 | ||
When your opponent activates a card or effect, while you control a "Noble Knight" monster and a "Noble Arms" Equip Spell (Quick Effect): You can send this card from your hand to the GY; destroy 1 "Noble Arms" Equip Spell you control, and if you do, negate the activation. You can only use this effect of "Morgan, the Enchantress of Avalon" once per turn. | ||||||
▶︎ Deck | 7.3 (6) | Armed Dragon Thunder LV5 | Effect Monster | |||
- | 5 | Dragon | 2400 | 1700 | ||
This card's name becomes "Armed Dragon LV5" while on the field or in the GY. You can only use each of the following effects of "Armed Dragon Thunder LV5" once per turn. You can send 1 monster from your hand to the GY; send this card from the field to the GY, and if you do, Special Summon 1 Level 7 or lower "Armed Dragon" monster from your hand or Deck. If this card is sent to the GY to activate a Dragon monster's effect: You can add 1 Level 5 or higher WIND Dragon monster from your Deck to your hand. | ||||||
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