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HOME > Yu-Gi-Oh! Card Search > Search result
Search result Showing 7,021 to 7,050 of 12,274
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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 6 (4) | Aqua Chorus Round | Normal Spell | |||
Banish 1 card from your hand, and if you do, during your next Standby Phase, you can add up to 2 cards with the same name as that banished card from your Deck to your hand. If you activated this card while your opponent controlled no cards, for the rest of this turn you cannot activate cards, or the effects of cards, with the same original name as that banished card. | ||||||
▶︎ Deck | 6 (11) | Armor Blast | Normal Spell | |||
Target 1 face-up "Inzektor" card you control and 2 face-up cards your opponent controls; destroy them. | ||||||
▶︎ Deck | 6 (11) | Evil Mind | Normal Spell | |||
If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY; ●1+: Draw 1 card. ●4+: Add 1 "HERO" monster or 1 "Dark Fusion" from your Deck to your hand. ●10+: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck to your hand. You can only activate 1 "Evil Mind" per turn. |
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▶︎ Deck | 6 (25) | Exchange | Normal Spell | |||
Both players reveal their hands and add 1 card from each other's hand to their hand. | ||||||
▶︎ Deck | 6 (13) | Quill Pen of Gulldos | Normal Spell | |||
Target 2 WIND monsters in your GY and 1 card on the field; shuffle both of those first 2 targets into your Deck, and if you do, return the other to the hand. | ||||||
▶︎ Deck | 6 (4) | Psychic Eraser Laser | Normal Spell | |||
Send 1 monster your opponent controls that was Special Summoned from the Extra Deck to the GY, then your opponent gains LP equal to the original ATK or DEF of that monster (whichever is higher). You can only activate 1 "Psychic Eraser Laser" per turn. | ||||||
▶︎ Deck | 6 (12) | Psychokinesis | Normal Spell | |||
If you control a Psychic-Type monster: Target 1 card on the field; destroy it, and if you do, take 1000 damage. | ||||||
▶︎ Deck | 6 (15) | Trial and Tribulation | Normal Spell | |||
You can only activate 1 "Trial and Tribulation" per turn. During the End Phase of the turn this card was activated, apply this effect, depending on the number of monsters you Tributed from the field and from your hand this turn, except Tokens. ●1: Draw 1 card. ●2: Add 2 monsters from your Graveyard to your hand. ●3+: Destroy up to 3 face-up cards on the field. |
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▶︎ Deck | 6 (14) | Constellar Star Cradle | Normal Spell | |||
Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activate this card. | ||||||
▶︎ Deck | 6 (4) | Sky Striker Maneuver - Scissors Cross | Normal Spell | |||
If you control no monsters in your Main Monster Zone: Target 1 Level 4 "Sky Striker Ace" monster in your GY; add it to your hand, or if you have 3 or more Spells in your GY, you can Special Summon it instead. | ||||||
▶︎ Deck | 6 (21) | Z-ONE | Normal Spell | |||
If this Set card is destroyed and sent to the GY: Target 1 Continuous Spell or Field Spell in your GY; add it to your hand. | ||||||
▶︎ Deck | 6 (12) | Token Sundae | Normal Spell | |||
Destroy all Tokens you control, then destroy cards on the field up to the number of Tokens destroyed by this effect. | ||||||
▶︎ Deck | 6 (21) | Parallel World Fusion | Normal Spell | |||
Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into your Deck. You cannot Special Summon monsters except by this card's effect, during the turn you activate this card. | ||||||
▶︎ Deck | 6 (5) | Fury of Fire | Normal Spell | |||
(This card is always treated as a "Salamangreat" card.) Special Summon up to 2 "Salamangreat" monsters with different names from your hand and/or GY in Defense Position, but their effects are negated, also, for the rest of this turn after this card resolves, you can only Special Summon from the Extra Deck once. You can only activate 1 "Fury of Fire" per turn. |
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▶︎ Deck | 6 (17) | Back to Square One | Normal Spell | |||
Discard 1 card, then target 1 monster on the field; place that target on the top of the Deck. | ||||||
▶︎ Deck | 6 (21) | Dark Burning Attack | Normal Spell | |||
If you control a "Dark Magician Girl" monster: Destroy all face-up monsters your opponent controls. | ||||||
▶︎ Deck | 6 (7) | March of the Dark Brigade | Normal Spell | |||
Target 1 "Lightsworn" monster in your GY that has a Level; add it to your hand, then banish a number of cards from the top of your Deck equal to the original Level of that monster in your hand. You can only activate 1 "March of the Dark Brigade" per turn. | ||||||
▶︎ Deck | 6 (1) | Branded Loss | Normal Spell | |||
Target 1 monster your opponent controls that was Special Summoned from the Extra Deck and 1 Fusion Monster you control; shuffle them into the Deck(s), also, during the End Phase of this turn, each player can Special Summon 1 Fusion Monster that mentions "Fallen of Albaz" as material from their own Extra Deck. You can only activate 1 "Branded Loss" per turn. | ||||||
▶︎ Deck | 6 (20) | Rank-Up-Magic Barian's Force | Normal Spell | |||
Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, if possible, detach 1 Xyz Material from a monster your opponent controls and attach it to the Summoned monster as an Xyz Material. | ||||||
▶︎ Deck | 6 (14) | Level Up! | Normal Spell | |||
Send 1 face-up "LV" monster you control to the GY; Special Summon 1 monster from your hand or Deck that is listed in the sent monster's text, ignoring its Summoning conditions. | ||||||
▶︎ Deck | 6 (1) | Card Scanner | Continuous Spell | |||
Once per turn: You can declare 1 card type (Monster, Spell, or Trap); both players reveal the bottom card of their Decks, and if it was the declared card type, they add it to their hand. Otherwise, they place it on top of their Deck. If this face-up card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can make your opponent place 1 card from their hand on the bottom of the Deck. | ||||||
▶︎ Deck | 6 (11) | Degenerate Circuit | Continuous Spell | |||
The controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Monster Cards that would be returned from the field to the hand are removed from play instead. | ||||||
▶︎ Deck | 6 (5) | Reinforcement of the Army's Troops | Continuous Spell | |||
When an attack is declared involving your Warrior monster: You can Special Summon 1 Level 4 or lower Warrior monster from your hand. You can only use this effect of "Reinforcement of the Army's Troops" once per turn. | ||||||
▶︎ Deck | 6 (22) | Terminal World | Continuous Spell | |||
Activate only during Main Phase 1. While this card is on the field, both players skip their Main Phase 2. | ||||||
▶︎ Deck | 6 (24) | Blaze Accelerator | Continuous Spell | |||
You can target 1 monster your opponent controls; send 1 Pyro monster with 500 or less ATK from your hand to the GY, and if you do, destroy that target. Your monsters cannot attack the turn you activate this effect. | ||||||
▶︎ Deck | 6 (10) | Hazy Pillar | Continuous Spell | |||
You can Normal Summon "Hazy Flame" monsters for 1 less Tribute. Once per turn: You can target 1 face-up Xyz Monster you control; attach 1 "Hazy Flame" monster from your hand or your side of the field to that Xyz Monster as an Xyz Material. | ||||||
▶︎ Deck | 6 (21) | Chain Energy | Continuous Spell | |||
Each player must pay 500 Life Points per card to Normal Summon, Special Summon, Set or activate cards from his/her respective hand. | ||||||
▶︎ Deck | 6 (6) | Digit Jamming |
Continuous Spell Effect Monster |
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During damage calculation, if a monster battles while a monster with 1000 or more ATK is on the field: The ATK of all monsters currently on the field becomes reduced by 1000 for every 1000 ATK they have, also their DEF becomes reduced by 1000 for every 1000 DEF they have. If this card is destroyed: Apply the above ATK/DEF adjustments to all monsters currently on the field, until the end of this turn. | ||||||
▶︎ Deck | 6 (3) | Goddess Urd's Verdict | Continuous Spell | |||
Your opponent cannot target "Valkyrie" monsters you control with card effects, also they cannot be destroyed by your opponent's card effects. Once per turn: You can declare 1 card name, then target 1 Set card your opponent controls; reveal the Set card, and if it was the declared card, banish it. Otherwise, banish 1 card you control. | ||||||
▶︎ Deck | 6 (2) | Goddess Skuld's Oracle | Continuous Spell | |||
When this card is activated: If all monsters you control are "Valkyrie" monsters (min. 1), you can add 1 "Goddess Verdande's Guidance" from your Deck to your hand. Once per turn, during your Main Phase: You can look at the top 3 cards of your opponent's Deck, and if you do, place them on top of their Deck in any order, but you cannot Normal or Special Summon monsters for the rest of this turn, except Fairy monsters. You can only activate 1 "Goddess Skuld's Oracle" per turn. | ||||||
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