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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 6 (3) | The Continuing Epic of Charles | Normal Trap | |||
Reveal 1 "Noble Arms" Equip Spell in your hand, and if you do, Special Summon 1 "Infernoble Knight" monster from your hand or Deck, then either equip the revealed card to that monster, or send it to the GY. You can banish this card from your GY, then target 1 "Infernoble Knight Emperor Charles" you control; equip 1 "Noble Knight" monster from your hand or Deck to that monster as an Equip Spell that gives it 500 ATK. You can only use each effect of "The Continuing Epic of Charles" once per turn. | ||||||
▶︎ Deck | 6 (1) | New World Formation | Normal Trap | |||
Target 1 Spell/Trap in your GY that mentions "Visas Starfrost"; Set it, and if you Set a Trap or Quick-Play Spell, it can be activated this turn. You can banish this card from your GY, then target 3 Spells/Traps in your GY that mention "Visas Starfrost", except "New World Formation"; shuffle them into the Deck. You can only use each effect of "New World Formation" once per turn. | ||||||
▶︎ Deck | 6 (19) | Mystical Refpanel | Normal Trap | |||
Activate only when a Spell Card that targets 1 player is activated. The effect of that Spell Card is applied to the other player instead. | ||||||
▶︎ Deck | 6 (9) | Sonic Boom | Normal Trap | |||
During your turn: Target 1 "Mecha Phantom Beast" monster on the field; this turn, its ATK becomes double its original ATK, it is unaffected by other Spell/Trap effects, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this effect is applied to that monster, destroy all Machine-Type monsters you control during the End Phase of this turn. Other monsters cannot attack during the turn you activate this card. | ||||||
▶︎ Deck | 6 (10) | TGX3-DX2 | Normal Trap | |||
Target 3 "T.G." monsters in your Graveyard; shuffle all 3 into your Deck, then draw 2 cards. | ||||||
▶︎ Deck | 6 (2) | Photon Timestop | Normal Trap | |||
Take 1 "Photon" or "Galaxy" Continuous Spell/Trap from your Deck and either add it to your hand or place it face-up on your field. If this Set card in its owner's control is destroyed by your opponent's card effect during your opponent's turn and you control "Galaxy-Eyes Photon Dragon" or an Xyz Monster that has it as material: You can activate this effect; it becomes the End Phase of this turn. | ||||||
▶︎ Deck | 6 (1) | Pendulum Scale | Normal Trap | |||
If you have 2 cards in your Pendulum Zones: Apply the following effect, based on the difference in the Pendulum Scales. ●0: Destroy 2 Spells/Traps on the field. ●1, 2, or 3: Add 1 Level 2, 3, or 4 Pendulum Monster from your Deck to your hand. ●4, 5, or 6: Add 1 Level 5, 6, or 7 Pendulum Monster from your Deck to your hand. ●7+: Return up to 2 cards from your Pendulum Zone(s) to the hand, then you can Special Summon 1 Pendulum Monster from your hand. You can only activate 1 "Pendulum Scale" per turn. |
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▶︎ Deck | 6 (6) | Abyss Actors' Curtain Call | Normal Trap | |||
If an "Abyss Script" Spell Card or effect is activated this turn: Add face-up "Abyss Actor" Pendulum Monsters from your Extra Deck to your hand, up to the number of "Abyss Script" Spells in your GY. Then, you can Special Summon "Abyss Actor" Pendulum Monsters from your hand with different names, up to the number of monsters added to the hand by this effect. You cannot Special Summon monsters for the rest of this turn, except "Abyss Actor" Pendulum Monsters. You can only activate 1 "Abyss Actors' Curtain Call" per turn. | ||||||
▶︎ Deck | 6 (5) | Dream Mirror Fantasy | Normal Trap | |||
If you control a "Dream Mirror" monster: Target 1 each of your banished "Dream Mirror of Joy" and "Dream Mirror of Terror"; shuffle them into the Deck, and if you do, banish 1 card on the field. If a "Dream Mirror" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Dream Mirror Fantasy" per turn. | ||||||
▶︎ Deck | 6 (5) | A.I.Q | Continuous Trap | |||
Activate only if you control an "@Ignister" monster. Once per turn, during your Standby Phase, Tribute 1 Link Monster, or destroy this card. Each player can only Link Summon a monster once per turn while this card is face-up on the field. | ||||||
▶︎ Deck | 6 (9) | Labyrinth of Nightmare | Continuous Trap | |||
Once per turn, during each player's End Phase: Change the battle positions of all face-up monsters the turn player controls. | ||||||
▶︎ Deck | 6 (7) | Igknight Burst | Continuous Trap | |||
Once per turn, during your Main Phase: You can destroy up to 3 other "Igknight" cards you control, then return an equal number of cards your opponent controls to the hand. If this card is sent to the Graveyard: You can add 1 face-up "Igknight" Pendulum Monster from your Extra Deck to your hand. | ||||||
▶︎ Deck | 6 (7) | Extra Buck | Continuous Trap | |||
Each time a card(s) is added to your Extra Deck, place 1 Spell Counter on this card (max. 3). You can send this card with 3 Spell Counters to the GY; draw 2 cards. | ||||||
▶︎ Deck | 6 (1) | Court of Cards | Continuous Trap | |||
If you control no monsters, or only control "Queen's Knight", "King's Knight", and/or "Jack's Knight": You can Special Summon 1 "Queen's Knight", "King's Knight", or "Jack's Knight" from your hand or GY. You can banish up to 1 each "Queen's Knight", "King's Knight", and/or "Jack's Knight" from your hand and/or GY; draw the same number of cards you banished. You can only use 1 "Court of Cards" effect per turn, and only once that turn. | ||||||
▶︎ Deck | 6 (23) | Nightmare Wheel | Continuous Trap | |||
Activate this card by targeting 1 monster your opponent controls; it cannot attack or change its battle position. When it leaves the field, destroy this card. Once per turn, during your Standby Phase: Inflict 500 damage to your opponent. That monster must be on the field to activate and to resolve this effect. | ||||||
▶︎ Deck | 6 (6) | PSY-Frame Accelerator | Continuous Trap | |||
Once per turn: You can pay 500 LP, then target 1 "PSY-Frame" monster you control; banish it until your next Standby Phase. Once per turn, if another face-up "PSY-Frame" card you control leaves the field (except during the Damage Step): You can Special Summon 1 "PSY-Frame" monster from your hand. | ||||||
▶︎ Deck | 6 (5) | Triamid Pulse | Continuous Trap | |||
Once per turn: You can banish 2 cards from your Graveyard (any combination of Rock-Type monsters or Field Spell Cards), then activate 1 of these effects; ●Target 1 other face-up card on the field; destroy it. ●Target 1 Rock-Type monster in your Graveyard; Special Summon it in Defense Position. ●Target up to 3 Field Spell Cards in your Graveyard; shuffle them into the Deck, then draw 1 card. |
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▶︎ Deck | 6 (25) | Pole Position | Continuous Trap | |||
The face-up monster(s) with the highest ATK on the field is unaffected by the effects of Spell Cards. When "Pole Position" is removed from the field, destroy the face-up monster(s) with the highest ATK on the field. | ||||||
▶︎ Deck | 6 (7) | Laundry Trap | Continuous Trap | |||
Once per Chain, if a monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can send the top card of your Deck to the GY. If this card is sent from your Deck to the GY by a card effect: You can target 1 card in your GY that was sent there this turn, except "Laundry Trap"; add it to your hand, but until the end of your next turn after this effect resolves, you cannot activate cards, or the effects of cards, with its name. You can only use this effect of "Laundry Trap" once per turn. | ||||||
▶︎ Deck | 6 (7) | Karakuri Cash Shed | Counter Trap | |||
Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it. | ||||||
▶︎ Deck | 6 (36) | Negate Attack | Counter Trap | |||
When an opponent's monster declares an attack: Target the attacking monster; negate the attack, then end the Battle Phase. | ||||||
▶︎ Deck | 6 (9) | Frightfur March | Counter Trap | |||
When an opponent's Spell/Trap Card, or monster effect, is activated that targets a "Frightfur" monster(s) you control: Negate the activation, and if you do, destroy that card, then you can send 1 of the targeted "Frightfur" monsters to the Graveyard, and if you do, Special Summon 1 Level 8 or higher "Frightfur" Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) During your next End Phase, banish the monster Special Summoned by this effect. | ||||||
▶︎ Deck | 6 (29) | Seven Tools of the Bandit | Counter Trap | |||
When a Trap Card is activated: Pay 1000 LP; negate the activation, and if you do, destroy it. | ||||||
▶︎ Deck | 6 (13) | Hero's Rule 2 | Counter Trap | |||
Negate the activation of an Effect Monster, Spell or Trap Card that targets a card(s) in the Graveyard, and destroy it. | ||||||
▶︎ Deck | 6 (4) | Black Shadow Squall | Counter Trap | |||
When a Spell/Trap Card is activated: Remove 1 Black Feather Counter from your field; negate the activation, and if you do, destroy that card. If you control "Black-Winged Dragon": You can Set this card from your GY, but banish it when it leaves the field. You can only use 1 "Black Shadow Squall" effect per turn, and only once that turn. | ||||||
▶︎ Deck | 6 (4) | Vanquish Soul Calamity Caesar | Counter Trap | |||
When an opponent's Spell/Trap Card, or monster effect, is activated that targets a card(s) you control, while you control a "Vanquish Soul" monster: Negate the activation, and if you do, destroy that card, then you can inflict damage to your opponent equal to the ATK of 1 "Vanquish Soul" monster you control. You can only activate 1 "Vanquish Soul Calamity Caesar" per turn. | ||||||
▶︎ Deck | 5.9 (34) | Water Spirit |
Normal Monster Tuner Monster |
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- | 1 | Aqua | 400 | 1200 | ||
This ancient water spirit haunts the glacial monoliths of Antarctica. It has the power to seep into the pores of any substance and chill it to the bone. | ||||||
▶︎ Deck | 5.9 (19) | Tune Warrior |
Normal Monster Tuner Monster |
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- | 3 | Warrior | 1600 | 200 | ||
The warrior's antenna can attune it to any energy wave. It can monitor transmissions from miles away but always suffers from bad reception. | ||||||
▶︎ Deck | 5.9 (15) | Mokey Mokey | Normal Monster | |||
- | 1 | Fairy | 300 | 100 | ||
An outcast angel. Nobody knows what he is thinking at all. Sometimes he gets mad and that is dreadful. | ||||||
▶︎ Deck | 5.9 (12) | Asura Priest |
Effect Monster Spirit Monster |
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- | 4 | Fairy | 1700 | 1200 | ||
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. This card can attack all monsters your opponent controls once each. | ||||||
Other sorts : Card Registration Date, scale blue, scale red |
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