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HOME > Yu-Gi-Oh! Card Search > Search result
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Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 6.8 (13) | Saber Slash | Normal Spell | |||
Destroy a number of face-up cards on the field equal to the number of face-up Attack Position "X-Saber" monsters you control. | ||||||
▶︎ Deck | 6.8 (6) | Zexal Entrust | Normal Spell | |||
Target 1 "Utopia", "ZW -", or "ZS -" monster in your GY; add it to your hand or Special Summon it. If your opponent's LP are at least 2000 higher than yours, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Zexal" Spell/Trap in your GY, except "Zexal Entrust"; add it to your hand. You can only use each effect of "Zexal Entrust" once per turn. | ||||||
▶︎ Deck | 6.8 (16) | Reversal Quiz | Normal Spell | |||
Send all cards in your hand and on your side of the field to the Graveyard. Call the type of card (Spell, Trap, or Monster) on top of your Deck. If you call it right, exchange your current Life Points with your opponent's current ones. | ||||||
▶︎ Deck | 6.8 (6) | Hi-Speed Re-Level | Normal Spell | |||
Banish 1 "Speedroid" monster from your Graveyard, then target 1 Synchro Monster you control; until the end of this turn, change its Level to the banished monster's Level, and it gains ATK equal to that monster's Level x 500. | ||||||
▶︎ Deck | 6.8 (11) | Winds Over the Ice Barrier | Normal Spell | |||
Tribute any number of "Ice Barrier" monsters; Special Summon from your Deck that many Level 4 or lower "Ice Barrier" monsters with different names from each other. 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 "Ice Barrier" monsters that is banished or in your GY; add it to your hand. You can only use each effect of "Winds Over the Ice Barrier" once per turn. | ||||||
▶︎ Deck | 6.8 (16) | Gift Exchange | Normal Spell | |||
Both players banish 1 card from their Decks, face-down, and if they do, during the End Phase of this turn, both players add to their hands the card their opponent banished by this effect. | ||||||
▶︎ Deck | 6.8 (10) | Pendulum Rising | Normal Spell | |||
Send 1 monster you control to the Graveyard; Special Summon from your Deck, 1 Pendulum Monster with the same Level as the sent monster's original Level, but destroy it during the End Phase. You can only activate 1 "Pendulum Rising" per turn. | ||||||
▶︎ Deck | 6.8 (17) | Crystal Promise | Normal Spell | |||
Target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target. | ||||||
▶︎ Deck | 6.8 (16) | Crystal Blessing | Normal Spell | |||
Target up to 2 "Crystal Beast" monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells. | ||||||
▶︎ Deck | 6.8 (19) | Legacy of the Duelist | Continuous Spell | |||
When your monster declares an attack: You can target 1 Spell/Trap Card your opponent controls; negate the attack, and if you do, destroy that card. Each player can only Set 1 Spell/Trap Card from their hand per turn. Monsters cannot attack the turn they were Special Summoned from the Extra Deck. During your Draw Phase, before your draw: You can give up your normal draw this turn, and if you do, add 1 monster from your Graveyard to your hand. | ||||||
▶︎ Deck | 6.8 (5) | Endymion's Lab | Continuous Spell | |||
This card's name becomes "Magical Citadel of Endymion" while in the Spell & Trap Zone. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn, after damage calculation, if your Spellcaster monster is destroyed by battle: You can remove 6 Spell Counters from your field; Special Summon 1 Level 7 or higher Spellcaster monster from your hand or Deck. You can only activate 1 "Endymion's Lab" per turn. | ||||||
▶︎ Deck | 6.8 (18) | Chronomaly Pyramid Eye Tablet | Continuous Spell | |||
All "Chronomaly" monsters you control gain 800 ATK. | ||||||
▶︎ Deck | 6.8 (32) | Wave-Motion Cannon | Continuous Spell | |||
During your Main Phase: You can send this face-up card to the GY; inflict 1000 damage to your opponent for each of your Standby Phases that have passed since this card was activated. | ||||||
▶︎ Deck | 6.8 (4) | Mythical Institution | Continuous Spell | |||
Each time a face-up "Mythical Beast" Pendulum Monster Card(s) you control is destroyed by battle or card effect, place 2 Spell Counters on this card. Once per turn: You can remove any number of Spell Counters from your field; add 1 monster to your hand from your Deck or face-up Extra Deck, with a Level equal to the number removed, that you can place a Spell Counter on. If this card on the field would be destroyed by card effect, you can remove 1 Spell Counter from this card instead. | ||||||
▶︎ Deck | 6.8 (4) | "Infernoble Arms - Almace" | Equip Spell | |||
While this card is equipped to a monster: You can equip 1 "Infernoble Arms" Equip Spell from your Deck or GY, except ""Infernoble Arms - Almace"", to 1 appropriate monster you control, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 of your FIRE Warrior monsters that is banished or in your GY; add it to your hand. You can only use 1 ""Infernoble Arms - Almace"" effect per turn, and only once that turn. | ||||||
▶︎ Deck | 6.8 (9) | Archfiend's Staff of Despair | Equip Spell | |||
Equip only to a monster you control. During your Main Phase: You can make all monsters your opponent currently controls lose ATK equal to half the equipped monster's ATK, until the end of this turn (even if this card leaves the field). If this card is sent to the GY while equipped to a monster: You can pay 1000 LP; return this card to your hand. You can only use each effect of "Archfiend's Staff of Despair" once per turn. | ||||||
▶︎ Deck | 6.8 (12) | Action Magic - Full Turn | Quick-Play Spell | |||
This turn, double any battle damage that a player takes from battles involving 2 monsters. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card. | ||||||
▶︎ Deck | 6.8 (6) | Blizzard | Quick-Play Spell | |||
Target 1 face-up Spell your opponent controls; this turn, negate the activated effects of that Spell and all Spells on the field with that same original name. If the targeted card would be sent to the opponent's GY this turn, it is added to their hand instead. You can only activate 1 "Blizzard" per turn. | ||||||
▶︎ Deck | 6.8 (12) | Ancient Forest | Field Spell | |||
When you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn's Battle Phase. | ||||||
▶︎ Deck | 6.8 (12) | Laser Qlip | Field Spell | |||
During your Main Phase, you can Normal Summon 1 "Qli" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Normal Summons of "Qli" monsters cannot be negated. | ||||||
▶︎ Deck | 6.8 (10) | Cynet Universe | Field Spell | |||
All Link Monsters you control gain 300 ATK. Once per turn: You can target 1 monster in the GY; shuffle it into the Deck. If this card on the field is destroyed by a card effect: Send all monsters in the Extra Monster Zones to the GY. | ||||||
▶︎ Deck | 6.8 (9) | Prediction Ritual | Ritual Spell | |||
This card is used to Ritual Summon "Prediction Princess Tarotrei". You must also Tribute monsters from your hand or field whose total Levels equal 9 or more. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Prediction Princess" monster from your Deck to your hand. | ||||||
▶︎ Deck | 6.8 (13) | Abyss-squall | Normal Trap | |||
Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase. | ||||||
▶︎ Deck | 6.8 (6) | Kairyu-Shin's Dark Reef | Normal Trap | |||
Send 1 face-up "Umi" you control to the GY; Special Summon up to 2 monsters with different names from your hand and/or Deck, that mention "Umi" or are WATER Normal Monsters, in Defense Position, then if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand and/or Deck. Until the end of your next turn after this card resolves, you cannot Special Summon monsters, except WATER monsters. You can only activate 1 "Kairyu-Shin's Dark Reef" per turn. | ||||||
▶︎ Deck | 6.8 (16) | The Paths of Destiny | Normal Trap | |||
Both players toss a coin once. If a player's result is Heads, they gain 2000 Life Points, and if their result is Tails, they take 2000 damage. | ||||||
▶︎ Deck | 6.8 (11) | Dustflame Blast | Normal Trap | |||
Banish all "Laval" monsters from your Graveyard; destroy any number of cards on the field, up to the number of monsters banished for this card's activation. | ||||||
▶︎ Deck | 6.8 (12) | Give and Take | Normal Trap | |||
Special Summon 1 monster from your Graveyard to your opponent's side of the field in Defense Position, and increase the Level of 1 monster you control by the Level of the Special Summoned monster, until the End Phase. | ||||||
▶︎ Deck | 6.8 (4) | Salamangreat Revive | Normal Trap | |||
Target 1 FIRE monster in your GY; Special Summon it. You can banish this card from your GY, then target 1 "Salamangreat" monster you control and 1 monster in your GY with the same name; shuffle that monster from the GY into the Deck, and if you do, that monster you control gains ATK equal to its original ATK until the end of this turn. You can only use each effect of "Salamangreat Revive" once per turn. | ||||||
▶︎ Deck | 6.8 (21) | Multiple Destruction | Normal Trap | |||
If both players have 3 or more cards in their hand: Each player places their entire hand on the bottom of the Deck in any order, also you lose LP equal to the total number of cards returned to the Deck by this effect x 300 (min. 1), then each player draws 5 cards. You can only activate 1 "Multiple Destruction" per turn. | ||||||
▶︎ Deck | 6.8 (12) | Shadow Impulse | Normal Trap | |||
When a Synchro Monster(s) you control is destroyed by battle or card effect and sent to the GY: Target 1 of those Synchro Monsters; Special Summon from your Extra Deck, 1 Synchro Monster with the same Level and Type as that monster, but with a different name. You can only activate 1 "Shadow Impulse" per turn. | ||||||
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