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HOME > Yu-Gi-Oh! Card Search > Search result
Search result Showing 4,891 to 4,920 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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7.3 (28) | D.D. Dynamite | Normal Trap | |||
Inflict 300 damage to your opponent for each of their removed from play cards. | ||||||
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7.3 (8) | Fiendish Golem | Normal Trap | |||
Target 1 monster on the field with 2000 or more ATK; banish it (until the End Phase of the next turn), then if you activated this card while you controlled "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can Set 1 "Fiendish Chain" directly from your Deck or GY. | ||||||
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7.3 (37) | Needlebug Nest | Normal Trap | |||
Send the top 5 cards of your Deck to the GY. | ||||||
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7.3 (16) | Paleozoic Hallucigenia | Normal Trap | |||
Target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field. | ||||||
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7.3 (4) | Icy Breeze Refrain | Normal Trap | |||
Activate 1 of the following effects. ●Target 1 "Windwitch" monster in your GY; Special Summon it in Defense Position. ●When your opponent activates a card or effect in response to your "Windwitch" monster's effect activation: Negate that opponent's effect. You can only activate 1 "Icy Breeze Refrain" per turn. |
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7.3 (19) | The Phantom Knights of Shade Brigandine | Normal Trap | |||
Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/Level 4/ATK 0/DEF 300). (This card is NOT treated as a Trap.) If you have no Traps in your GY, you can activate this card the turn it was Set. You can only activate 1 "The Phantom Knights of Shade Brigandine" per turn. | ||||||
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7.3 (11) | Fish Depth Charge | Normal Trap | |||
Tribute 1 Fish-Type monster to target 1 card on the field; destroy that target, and if you do, draw 1 card. | ||||||
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7.3 (3) | Mannadium Breakheart | Normal Trap | |||
Target 1 Tuner or 1 Synchro Monster in your GY; Special Summon it, then if you Special Summoned a LIGHT monster, you can destroy 1 monster your opponent controls with ATK less than or equal to the Special Summoned monster's. If "Visas Starfrost", or a monster with 1500 ATK/2100 DEF, you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Mannadium Breakheart" once per turn. | ||||||
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7.3 (3) | Breath of Resurrection | Normal Trap | |||
If you control an "Adventurer Token": Special Summon up to 2 monsters from your hand and/or GY with different names (but banish them when they leave the field), then you can equip 1 Equip Spell that mentions "Adventurer Token" from your hand or GY to 1 monster you control. You can only activate 1 "Breath of Resurrection" per turn. | ||||||
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7.3 (4) | Small Scuffle | Normal Trap | |||
Choose 2 unused Main Monster Zones in the same column; Special Summon 1 Level 2 or lower monster from your hand or Deck in face-up Attack Position or face-down Defense Position in your chosen Main Monster Zone, then your opponent can do the same from their hand or Deck to theirs. You can only activate 1 "Small Scuffle" per turn. | ||||||
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7.3 (18) | Resh Shaddoll Incarnation | Normal Trap | |||
Target 1 "Shaddoll" monster in your GY; Special Summon it in face-up or face-down Defense Position. You can banish this card and 1 "Shaddoll" card from your GY, then activate 1 of these effects; ●Change 1 face-down monster you control to face-up Defense Position. ●Change 1 face-up monster you control to face-down Defense Position. You can only use 1 "Resh Shaddoll Incarnation" effect per turn, and only once that turn. |
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7.3 (14) | All-Out Attacks | Continuous Trap | |||
If a monster(s) is Special Summoned while this card is face-up on the field: Change that monster to face-up Attack Position, and must attack, if able, during the turn they are Special Summoned. | ||||||
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7.3 (4) | Prey of the Jirai Gumo | Continuous Trap | |||
Special Summon this card as a Normal Monster (Insect/EARTH/Level 5/ATK 2100/DEF 100) to your Main Monster Zone in its same column (this card is also still a Trap), then you can destroy 1 monster your opponent controls in this card's column. 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 "Prey of the Jirai Gumo" once per turn. | ||||||
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7.3 (6) | Follow Wing | Continuous Trap | |||
Activate this card by targeting 1 Synchro Monster you control; it cannot be destroyed by battle or your opponent's card effects. At the start of the Damage Step, if it battles an opponent's Level 5 or higher monster: You can destroy that opponent's monster, and if you do, the targeted Synchro Monster gains ATK equal to the original ATK of the destroyed monster, until the end of this turn. When that monster leaves the field, destroy this card. | ||||||
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7.3 (7) | D - Tactics | Continuous Trap | |||
During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn. | ||||||
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7.3 (15) | Stygian Dirge | Continuous Trap | |||
Reduce the Levels of all monsters your opponent controls by 1. | ||||||
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7.3 (11) | Ninjitsu Art of Duplication | Continuous Trap | |||
Activate this card by Tributing 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position and/or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field, destroy those monsters. | ||||||
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7.3 (7) | Ursarctic Quint Charge | Continuous Trap | |||
Once per turn: You can pay 700 LP, then activate 1 of the following effects; ●Add 1 "Ursarctic" monster from your GY to your hand. ●Tribute 2 "Ursarctic" monsters (even if face-down), and if you do, Special Summon from your Extra Deck, 1 "Ursarctic" monster with a Level equal to the difference in Levels of those monsters, ignoring its Summoning conditions. When your "Ursarctic" Synchro Monster is destroyed by an opponent's attack: You can activate this effect; your opponent must shuffle cards into the Deck so the total number of cards in their field, hand, and GY is 7. |
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7.3 (10) | 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. | ||||||
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7.3 (7) | Blessed Winds | Continuous Trap | |||
You can activate 1 of the following effects. ●Send 1 Plant monster from your hand or face-up field to the GY; gain 500 LP. ●Target 1 Plant monster in your GY; shuffle it into the Deck, then gain 500 LP. ●Pay 1000 LP; Special Summon 1 "Aroma" monster from your GY. You can only use this effect of "Blessed Winds" once per turn. |
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7.3 (24) | Fairy Box | Continuous Trap | |||
When your opponent's monster declares an attack: Toss a coin and call it. If you call it right, the attacking monster's ATK becomes 0 until the end of the Battle Phase. During each of your Standby Phases, pay 500 Life Points or destroy this card. | ||||||
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7.3 (31) | Champion's Vigilance | Counter Trap | |||
If you control a Level 7 or higher Normal Monster, when a monster would be Summoned OR a Spell/Trap Card is activated: Negate the Summon or activation, and if you do, destroy that card. | ||||||
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7.3 (7) | Unwavering Bond | Counter Trap | |||
When your opponent activates a Pendulum Monster's effect, or an effect of a card in the Pendulum Zone: Negate the activation, and if you do, banish that card. | ||||||
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7.2 (41) | Summoned Skull | Normal Monster | |||
- | 6 | Fiend | 2500 | 1200 | ||
A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force. (This card is always treated as an "Archfiend" card.) |
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7.2 (18) | Phantom Gryphon | Normal Monster | |||
- | 4 | Winged Beast | 2000 | 0 | ||
A legendary monster that dwells secretly in the mountains, fighting with the harpies over hunting grounds. A single wingbeat is said to cause the fiercest of storms. | ||||||
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7.2 (31) | Traptrix Atrax | Effect Monster | |||
- | 4 | Insect | 1800 | 1000 | ||
Unaffected by the effects of "Hole" Normal Traps. You can activate "Hole" Normal Trap Cards from your hand. The activation and effects of Normal Traps activated on your field cannot be negated. | ||||||
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7.2 (28) | Manticore of Darkness | Effect Monster | |||
- | 6 | Beast-Warrior | 2300 | 1000 | ||
During the End Phase, if this card is in the GY because it was sent there this turn: You can send 1 Beast, Beast-Warrior, or Winged Beast monster from your hand or face-up field to the GY; Special Summon this card from your GY. | ||||||
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7.2 (23) | D.D. Survivor | Effect Monster | |||
- | 4 | Warrior | 1800 | 200 | ||
During the End Phase, if this card was banished while face-up on your field, this turn: Special Summon this banished card. This effect can only activate once per turn. | ||||||
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7.2 (17) | Sasuke Samurai #4 | Effect Monster | |||
- | 4 | Warrior | 1200 | 1200 | ||
If this card battles a monster, toss a coin and call heads or tails before damage calculation. If you call it right, destroy the opponent's monster with this effect. | ||||||
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7.2 (16) | Box of Friends | Effect Monster | |||
- | 1 | Machine | 0 | 0 | ||
If this card is destroyed and sent to the GY: You can Special Summon 2 Normal Monsters with 0 ATK or DEF and different names from your Deck in Defense Position, but they cannot be used as Synchro Material, also they are destroyed during your next End Phase. You can only use this effect of "Box of Friends" once per turn. | ||||||
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Update Information - NEW -
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