Yu-Gi-Oh! The Dawn of Destiny FAQ/Walkthrough Version 1.8 Copyrighted 2004 by Christopher Soo Hoo (Darkon) E-mail: kurdrac@hotmail.com (I don't check this often) This FAQ should only be found at: GameFAQs IGN Neoseeker This FAQ is for personal use only. Under no circumstances do I want to see this FAQ or any part within at any other website or publication. Do not put any part of this FAQ in your own FAQ. You must have written permission in order to use this FAQ other than private use. All trademarks and copyrights mentioned in this FAQ are owned by their respective owners. Table of Contents ------------------------------------------------------------ 1. Version History 2. Introduction 3. Getting Started 4. Card Basics 5. Card Restrictions 6. Starter Decks 7. Making a Deck 8. Duel Basics 9. Single Duels 10. Triple Duels 11. Card Locations 12. Card List 13. Bugs 14. Credits and Acknowledgements If you're looking for anything in particular, use Ctrl-F. 1. Version History ------------------------------------------------------------ Version 1.8 - 11/23/04 Minor update to fix some errors in the FAQ. Biggest one being moving the location of Sanga of the Thunder. Added some normal cards to card locations. Slightly adjusted some duelist strategies. Version 1.7 - 8/20/04 Didn't think I would update so soon. Stop Defense and Arsenal Bug are added now. I also added a few of the weaker cards that you can only get from single duel. At 1017/1017, nothing really happens. Version 1.6 - 8/19/04 I have 1015/1017 cards because I can't find Arsenal Bug or Stop Defense. I didn't want to update until I had them all, but I haven't updated for quite a while. But for the most part, the FAQ is pretty done. Added coin flipping bug. Fixed Hamburger Recipe's location on the card list. Fixed some wrong locations in card locations. Version 1.5 - 7/19/04 24 more cards added. Now 992/1017. Minor fixes here and there. Switched some cards around where I had them in the wrong tier/location. I'd appreciate any help for locations of my missing cards. Version 1.4a - Very minor update, no new FAQ content. Changed disclaimer to add other sites. Version 1.4 - 6/30/04 Tired of card locations? Well, you're getting more anyway! Course, who's tired of them? Fixed some cards that were listed at the wrong tier. Remaining 217 cards added to card list. Need to fill in holes still. Added new bugs, one of them being rather interesting. Also added an example of an Exodia deck. Now 968/1017. 49 more to go. Version 1.3 - 6/22/04 Card locations, again. Added tier numbers to card locations for those duelists in multiple tiers. Cards 501 - 800 added to the Card List. The second half takes longer to do due to the number of spell and trap cards. Added a small Starting Off section under Single Duels. Quite a few starting duelists, I added recommendations of what cards to aim for. Now at 940/1017. Version 1.2 - 6/10/04 Even more card locations. First 500 cards in card list with some missing. Added Zoa bug. At this point, I have 920/1017 cards. Version 1.1 - 6/1/04 Added character decks, more cards locations, more tips, revised some strategies, added bugs section Version 1.0 - 5/19/04 Initial release. Basic rundown of the FAQ, just to get it released. 2. Introduction ------------------------------------------------------------ This is a FAQ for the X-Box game, Yu-Gi-Oh! The Dawn of Destiny. This game follows the rules of the actual card game. Good for those of us, like me, who either can't afford the real card game or have no one around to play with. This is the first FAQ I have written and it's been hard work. I tried not to make it boring to read. I hope you enjoy this FAQ. The three promotional cards that come with this game are The Winged Dragon of Ra, Dark Sage, and Widespread Ruin. The cards in this game go up to Pharonic Guardian, however, a lot of cards in those sets are missing. I'd also like to point out that you cannot enter passwords to put your cards in. Oh, and there are no god cards in this game. Don't ask please. 3. Getting Started ------------------------------------------------------------ I'll try to get through this without going into too much detail. When you start, you have the choice of starting a New Game or Load a game. Starting a new game will ask to input your name and give you a starting deck. Starter deck contents are in another section below. Loading a game requires a saved game in any of the five slots. Controls -------------------------- This game use the directional pad. The left thumbstick is used to quickly scroll. Back - In game control help. Press this if you need to know what the buttons do in the current screen. A - Confirm B - Cancel X - Displays menu/Change background Y - Displays card information White - Quick move to trunk or deck Black - Quick move to deck or side deck Left trigger - Changes from deck to trunk/Quick move to your side of field Right trigger - Changes to deck or side deck/Quick move to opponent side of the field. Main Menu -------------------------- The Main Menu will have several options available, detailed below. You can also change the background of this screen by pressing X, but you need to have a field spell card for more to become available. Single Duel - This is where you duel the other characters. Standard dueling rules apply here. Triple Duel - Here, you duel against three opponents one after another. You have a single life point total that is carried out between duels. This is how you progress through the game. Build Deck - This is where you make a deck to use against your opponents. Library - Displays all the cards you own. Options - Adjusts Volume, Screen position, and vibration. Save - Saves progress, since it does not automatically save itself. Credits - Not initially available. Displays the credits. I believe it is unlocked when you unlock all the characters in single duel. Link Duel - Where you can duel a friend. Requires another X-Box connected. 4. Card Basics ------------------------------------------------------------ There are three different types of cards in this game. They are monster cards, spell cards, and trap cards. Each type also has different categories under them. Monster Cards -------------------------- Monsters are your basic attack force. With monsters, you can attack your opponent's monsters, or if they don't have any, you can attack his life points directly. However, the opponent can do the same to you. When a monster card is played, it goes into the monster zone part of the field. Monster cards have several features as follows: Name - At the top of the card is the monster's name. No more than three cards of the same name can be in your deck. Type - What kind of monster it is. This determines how a monster will be effected by other cards. The types are dragon, spellcaster, zombie, warrior, beast-warrior, beast, winged-beast, fiend, fairy, insect, dinosaur, reptile, fish, sea-serpent, machine, thunder, aqua, pyro, rock, and plant. Attribute - What element the monster is. This also determines how it is effected by other cards. They are Earth, Water, Fire, Wind, Light, and Dark. Level - This determines how strong a monster is. This is represented by the number of stars on the card. Level determines a monster's normal summoning requirements. One to four stars is free. Five to six requires to sacrifice one monster on the field. Seven and above require two monster sacrifices. Card Picture - This is the monster's ugly/scary/cool/cute/whatever picture. Description - Normal monsters have flavor text here. Every other type describes the monster's special abilities. Attack - This is the monster's attack power. A monster with a high attack power will destroy monsters with lower attack or defense power. This applies when the monster is in attack position. Defense - This is the monster's defensive power. A monster with high defense can survive attacks with lower attack power. This applies when a monster is in defense position. There are 4 different types of monster cards, as follows: Normal monsters - Yellow. They do nothing special and have no effects. Effect monsters - Orange. Similar to normal monsters, except they have special abilities. This varies amongst them. Some have special summoning requirements and can't be normal summoned. There are several types of these as well: Flip Effect - Denoted by the [Flip] notation. Their ability will activate only if flipped face up from face down position. Example: Man Eater Bug Continuous Effect - Their ability is always active as long as it's face up on the field. Example: Jinzo Cost Effect - Their effect only triggers when you activate it. Example: Barrel Dragon Trigger Effect - Their ability only activates if a certain condition is met, denoted on the card. Example: White Magical Hat Multi Trigger Effect - Their ability can be activated during an opponent's turn. Example: Kuriboh Fusion monsters - Purple. Unlike other monster cards, these don't go into your main deck. They go into the Fusion Deck. They do not count towards the number of cards allowed in a deck. Fusions cannot be normal summoned or summoned face down. The traditional way to summon one is by use of the spell card Polymerization. Each fusion monster has two or three monsters required in either your hand or field to summon. Other ways to summon them include Fusion Gate, Cyber-Stein, and Metamorphosis. Ritual monsters - Blue. They cannot by normal summoned. They can only be summoned by a ritual spell card and discarding monster levels equal to it's own. A ritual monster cannot by revived from the graveyard unless it has been properly summoned by ritual first. Spell Cards -------------------------- I'll apologize ahead of time if I call them "Magic cards" anywhere in this FAQ. I'm more used to that name before they changed them to Spell cards. Spell cards are green. You use them to support your monsters. When a spell card is played, it goes to the magic/trap zone on the field, with one exception detailed below. All spells can only be activated during the main phases, except one. There are a few different types of spell cards: Normal spell - Your basic spell card. Nothing too special. Continuous spell - This spell stays on the field until removed by the effects of another card. Equip spell - This spell must be attached to a face up monster on the field, whether it's your's or the opponent's. If the attached monster is destroyed, so does this card. Under no circumstances can you equip a face down monster. Field spell - Similar to Continuous spells, except they have it's own spot on the field. Field spells affect both players. Only one field card can be on the field at a time. If another is played, the previous field card is destroyed. Quick Play Spell - The only spell card that can be activated outside the main phase. However, to activate it during your opponent's turn, it must be set on the field first. Trap Cards -------------------------- Pink in color, trap cards are played in the magic/trap zone of the field. Unlike spell cards, trap cards must be set on the field for one turn before they can be activated. Meaning you can't set it and activate it the same turn or play it face up from your hand. There are a few types of these as well: Normal trap - Your plain, old, everyday trap card. Nothing special. Continuous trap - Similar to continuous spells, once it's activated, it stays on the field until removed. Equip trap - A trap card attached to a face up monster. When the equipped monster is destroyed, so does this card. Counter trap - A trap card that is activated by your opponent's actions. They can only be chained by other Counter traps. 5. Card Restrictions ------------------------------------------------------------ Some cards in the game are so good, they have to be limited in a deck to be fair. Limited cards are only allowed 1 per deck. Semi-limited cards are 2 per deck. Every other card is limited to 3. Don't ask me why the Black Luster Soldier is on here, because I don't know. Limited Cards -------------------------- Black Luster Soldier The Forceful Sentry Sinister Serpent Snatch Steal Sangan Pot of Greed Cyber Jar Painful Choice Witch of the Black Forest Swords of Revealing Light Jinzo Monster Reborn Right Leg of the Forbidden One Card Destruction Left Leg of the Forbidden One Change of Heart Right Arm of the Forbidden One Upstart Goblin Left Arm of the Forbidden One Mirror Force Exodia the Forbidden One Premature Burial Delinquent Duo Heavy Storm Raigeki United We Stand Harpie's Feather Duster Ceasefire Dark Hole Graceful Charity Call of the Haunted Ring of Destruction Mirage of Nightmare Mage Power Confiscation Magic Cylinder Imperial Order Reckless Greed Semi-Limited Cards -------------------------- Morphing Jar Morphing Jar #2 Reinforcement of the Army Nobleman of Crossout 6. Starter Decks ------------------------------------------------------------ There are 3 different starter decks. It has yet to be determined how it chooses which deck you start with, but it does have to do with what name you enter at the start. I can't really say which is best, as it seems to be a matter of preference. Here are the decks as follows: Zera the Mant deck -------------------------- Tyhone Beaver Warrior Saggi the Dark Clown Silver Fang Fiend Kraken Giant Soldier of Stone Axe Raider Uraby Dragon Zombie Ansatsu Frenzied Panda Fiend Sword Guardian of the Labyrinth Water Omotics Ogre of the Black Shadow Moon Envoy Fireyarou Legendary Sword Forest Wasteland Spellbinding Circle Zera the Mant Giga-Tech Wolf Blocker Beautiful Beast Tamer Minomushi Warrior Wilmee Man Eater Bug Bean Soldier Corroding Shark Giant Scorpion of the Tundra Giant Turtle Who Feeds on Flames Amazon of the Seas Zera Ritual Harpie's Feather Duster Anti Raigeki Royal Decree Mystic Probe Amphibian Beast The Portrait's Secret Side Deck: Mooyan Curry Hamburger Recipe Hungry Burger Tri-Horned Dragon deck -------------------------- Feral Imp Horn Imp Battle Ox Celtic Guardian Gokibore Grappler Ancient Tool Rhaimundos of the Red Sword Dark King of the Abyss Turtle Tiger Arma Knight Aqua Madoor Dryad One Who Hunts Souls Master & Expert Ancient Tree of Enlightenment Ray & Temperature Masaki the Legendary Swordsman Kanan the Swordmistress Dark Rabbit Leogun Magician of Faith Steel Ogre Grotto #1 Little D Snakeyashi The Thing That Hides in the Mud Hyosube Tri-Horned Dragon Three-Headed Geedo Cyber-Tech Alligator Anti Raigeki Royal Decree Paralyzing Potion Rush Recklessly Metal Detector Headless Knight A Legendary Ocean Side Deck: Mooyan Curry Commencement Dance Performance of Sword Cosmo Queen deck -------------------------- Mystical Elf Big Insect Killer Needle Witty Phantom Mystery Hand Lord of the Lamp Tainted Wisdom Phantom Dewan Dark Shade Dorover Dark Titan of Terror Dark Assailant Ancient Sorcerer King Fog Tao the Chanter Serpent Marauder Bio Plant Cyber Soldier of the Darkworld Dark Energy Book of Secret Arts Yami Three-Legged Zombie Jirai Gumo Zone Eater Dancing Elf Ooguchi Yaiba Robo Magician of Faith Barrel Rock Boo Koo Needle Ball Gemini Elf Invader from Another Dimension Key Mace #2 Harpie's Feather Duster Cosmo Queen Skull Dice Two Pronged Attack Anti Raigeki Royal Decree Side Deck: Mooyan Curry Revival of Dokurorider Dokurorider 7. Making a Deck ------------------------------------------------------------ Your deck is very important to succeed in this game. If your deck isn't good, you will not get very far. If you noticed, your starting deck is very bad. That's why you need to duel to gain better cards, improving your deck. More on dueling later. A good deck has balance between monster, spell, and trap cards. In turn, those cards should support each other well, rather than conflict. Deck Glossary -------------------------- I feel I have to mention this, since I will be referring to types of decks and some of you may not know what that is. So I have detailed them here. Beatdown - Basically, a deck with many high attack level four monsters. This type is what you are aiming for at the start of the game, because you lack the sufficient cards to make any other deck. Your goal is to wittle away your opponent's life points as quickly as possible. Supporting cards increase your monsters' power and clear the field of harmful cards. Burner - A deck designed to cause direct damage to your opponent's life points through effect, spell, and trap cards. Can be either offensive or defensive. Deck Destruction - This deck's goal is to discard all of the cards in your opponent's deck. If they cannot draw a card when required, you win. Hand Destruction - Usually a hybrid of beatdown, this deck's goal is to eliminate your opponent's hand, leaving him with very little options. Exodia - Draw all five parts of Exodia into your hand. Defensive in nature. Destiny Board - Get all five cards of Destiny Board onto the field. Takes at least five turns in order to win. There are other types of decks, but these are the more well-known, general ones. Build Deck -------------------------- When you first enter Build Deck, you will be shown the Trunk. The Trunk is where all your cards are stored. Pressing the X button, you can open up other options, such as sorting the cards by type, changing decks, and viewing statistics. You can have up to three decks at once. The next screen over will be your main deck. These are the cards you play with when you duel. Your main deck must have at least 40 cards, but no more than 60 cards. You also have a Fusion deck. This deck is separate from the main deck and is not counted towards the number of cards allowed. All fusion monsters go into the Fusion deck. The last screen is the side deck. The side deck is not required to duel, but can be useful during triple duels. In between duels, you can switch a card from your main deck with one in your side deck. This can help change your deck to be ready your next opponent's strategy. A side deck can only have up to 15 cards. Deck Making Tips -------------------------- - All your cards must support each other. A card that doesn't support doesn't help you win. Like a Needle Worm in a beatdown. - Do not have too many tribute monsters. The worst thing that can happen is a hand full of tribute monsters and no way to summon them. One or two is good, but it depends on the deck. - One copy of a card usually won't do. Try to use three copies when you can. - There are some cards that I recommend to be in all your decks. Those cards are Pot of Greed, Raigeki, Dark Hole, Monster Reborn, Graceful Charity, and Harpie's Feather Duster. - Magic/trap removal is very important. - Try not to have too much of a certain card type. Look at your deck statistics if you need to. - Do not have a huge deck. A deck around 40 cards is best. The reason behind this is to make drawing the cards you need easier. Deck destruction is an exception, since you don't want to deck yourself out too. Deck Examples -------------------------- First of all, I don't claim to be a deck building expert or that these are the best deck builds, but I know how some things work. Feel free to make any changes you want. Beatdown Goblin Attack Force x3 Slate Warrior x3 Vorse Raider x3 Gemini Elf x3 Mechanicalchaser x3 Witch of the Black Forest Penguin Soldier x2 Cyber Jar Jinzo Axe of Despair x3 United We Stand Mage Power Pot of Greed Graceful Charity Raigeki Dark Hole Monster Reborn Change of Heart Harpie's Feather Duster Mystical Space Typhoon x3 Heavy Storm Premature Burial Imperial Order Mirror Force Torrential Tribute Call of the Haunted Ring of Destruction Exodia Exodia the Forbidden One Right Arm of the Forbidden One Left Arm of the Forbidden One Right Leg of the Forbidden One Left Leg of the Forbidden One Witch of the Black Forest Sangan Morphing Jar x2 Penguin Soldier x3 Mystic Tomato x3 Sinister Serpent Pot of Greed Graceful Charity Upstart Goblin Raigeki Dark Hole Harpie's Feather Duster Mystical Space Typhoon x2 Monster Reborn Premature Burial The Shallow Grave Painful Choice Backup Soldier x3 Jar of Greed x3 Torrential Tribute x2 Gravity Bind x2 Mirror Force Call of the Haunted 8. Duel Basics ------------------------------------------------------------ There are several ways to win or lose a duel. You win a duel if: - Your opponent's life points reach 0. - Your opponent cannot draw a card from his deck. - You have all five pieces of Exodia the Forbidden One in your hand. - You have all five parts of Destiny Board on your field. Likewise, if your opponent's accomplishes any of the above, you lose the duel. If both of your life points reach 0 at the same time (like with Ring of Destruction), the duel is a draw. No winners or losers. Dueling Field -------------------------- There are several areas of the dueling field you need to be familiar with. Monster zone - The five spots on top where monster cards are played. If all five spots are filled, no more monsters can be played. Magic/Trap zone - The five spots below the monster zone. This is where spell and trap cards are played. If all five zones are filled, no more spells or traps can be played. The exception being... Field Spell zone - To the left of the monsters, this is where field spell cards are played. Only one field card can be active at a time. Fusion deck - The bottom left. This is where the fusion deck goes. Main deck - The bottom right. You draw cards from here. You can select this during a duel if you want to surrender the duel. Graveyard - To the right of the monsters. It's also known as the discard pile. All cards played end up here. Even when control of cards shift between players, the card always returns to the original owner's graveyard. Removed from Play zone - Place where cards are removed from the duel. This is caused by effects of cards like Banisher of the Light or Dark Necrofear. Dueling and Phases -------------------------- Before a duel starts, you must play Paper Rock Scissors to decide who goes first. I hope everyone knows how that plays. :P At the start of the duel, each player draws five cards from their decks. Each duelist starts with 8000 life points. Then each phase of the duel begins, starting with the first player. 1. Draw Phase - Draw one card from your deck. If there are no cards left, you lose the duel. 2. Standby Phase - Any continuous effects from cards resolve. 3. Main Phase 1 - Set/play any spell or traps. A monster can be played in either face up attack position or face down defense position. Only one monster can be normal summoned a turn. You can also change the position of any monsters that weren't summoned this turn. 4. Battle Phase - Any attack position monster can attack your opponent's monsters or life points directly. Each monster can attack only once a turn. 5. Main Phase 2 - Same as Main Phase 1. Set/play any spell or traps. Play a monster if you haven't already. 6. End Phase - Ends your turn. Any card effects resolve here. Turn shifts to your opponent. Battle -------------------------- A monster's attack and defense power determine the results of battle. If there are no monsters on the opposing field, the monster can attack the opponent's life points directly. Damage done is equal to the monster's attack power. Between monsters though... If a monster attacks another monster in attack position, the monster with the higher attack points wins and the loser goes to the graveyard. The difference between their attack power is afflicted onto the loser's life points. If both monsters have equal attack power, both monsters are destroyed. If a monster attacks another monster in defense position, the attack power must be higher than the defense power of the other monster to win. Unlike the previous example, the loser of the defense monster does not lose life points. If the monster's attack power is lower than the defense of the other, the difference is reduced to the attacker's life points, but no monster is destroyed. If the attack and defense are equal, nothing happens. 9. Single Duels ------------------------------------------------------------ Here it is, where you fight each duelist one on one. More are unlocked as you win in triple duel. There are four numbers below each duelist: the total games played, total wins, total losses, and total draws. As you progress through the game, you will be able to unlock the use of the character's decks by holding the X button. The Roman numerals at the end will be your own decks. The credits must be unlocked and watched all the way through to do this. You might also need to get all 15 tiers too. Following the comments are the contents of their decks. However, most of them are randomly generated in a way, so it's impossible to tell what their decks will look like when you duel them. It'll give a general idea of what to expect from them, but they all have 40 card decks. Also, when you meet up with a duelist again in triple duel, their deck is changed quite a bit. Any further duels in single will result in their updated deck. The deck is sorted by monsters, spells, traps, then fusion monsters. Starting Off -------------------------- Keep in mind throughout this guide that I have no idea what deck you started out with or what cards you have won. Now that that is out of the way, here's what you should be doing at start. You want to start off with a Beatdown deck. Do NOT make any other deck type until later. Okay, see those cards in your side deck? Do not use those either. Mooyan Curry offers very little help and the ritual monster is not worth summoning. Your goal starting out is to replace your weaker monsters with those with higher attack or defense. Also focus on cards that allow you to remove monsters. When you get some Spell or Trap cards, make sure you can use it before putting it in your deck. Duel Computer 1 -------------------------- This is the one you should be fighting at start. For whatever reason, this guy has a Millennium Shield. With the starter deck, you have very few ways to get past it's 3000 defense, which may result in drawing out your decks. I recommend having over 40 cards in your deck in case this happens. You need to make sure it doesn't summon it, which may prove difficult with its Mystic Tomatoes and Cyber Jar adding monsters on the field. You need the cards this one provides to help take down Duel Computer 3 next. Picking Ra is best. I recommend getting Torrential Tribute, Cyber Jar, Millennium Shield, and perhaps Negate Attack. Mystic Tomato x2 Sangan Cyber Jar Morphing Jar Mushroom Man x2 Man Eating Plant Stuffed Animal x2 Eyearmor x2 Millennium Shield x2 Yashinoki Snakeyashi x2 Laughing Flower x2 Psychic Kappa x2 Haniwa x2 Dark Plant Firegrass Barrel Lily Ancient Tree of Enlightenment x2 Bean Soldier Man Eater Snatch Steal Delinquent Duo Pot of Greed Graceful Charity Card Destruction Magic Jammer x2 Jar of Greed x2 Solemn Wishes Negate Attack x2 Gamble x2 Magic Thorn Just Desserts Torrential Tribute Backup Soldier Duel Computer 2 -------------------------- This one isn't very fair for beginners. It's uses a Gravity Bind beatdown, which you aren't prepared for. It's deck only has level 3 or lower monsters to complement it, as well as equips. The monsters to look out for are Giant Soldier of Stone, Dragon Zombie, and Armored Zombie. Usually the way to beat Gravity Bind is magic/trap removal, however, your starter deck only has 2 ways to get around it. The problem is, the computer can counter both of them easily. Magic Jammer and Gryphon Wing will stop Harpie's Feather Duster while it has it's own duster to stop Royal Decree. I recommend fighting this one last amongst the 3 computers. Try to get Mystical Space Typhoon before this. If you win, you want to get Man Eater Bugs before anything else here. Dragon Zombie x2 Armored Zombie x2 Giant Soldier of Stone x2 Twin Long Rods #2 x2 Man Eater Bug x2 The Judgement Hand x2 Monsturtle Magician of Faith x2 Wetha x2 Trakadon x2 The Melting Red Shadow Turu-Purun Frog the Jam Change Slime Kappa Avenger Aqua Snake Zarigun Dorover Ice Water x2 Toad Master Liquid Beast x2 Kanikabuto Turtle Raccoon Axe of Despair Mage Power United We Stand Harpie's Feather Duster Mystical Space Typhoon Dark Hole Raigeki Gravity Bind x3 Gryphon Wing Ring of Destruction Magic Jammer Solemn Wishes Duel Computer 3 -------------------------- The second hardest computer. It has many high attack level 4 monsters at its disposal to cream your weak monsters. Worse yet, it also has powerful tribute monsters. A Millennium Shield can help protect your life points, if you need to stall. Just make sure you have more than 40 cards in your deck. If you succeed, pick Ra to get good level 4 monsters. You're likely to keep them for the rest of the game. Vorse Raider x2 Slate Warrior x2 La Jinn the Mystical Genie of the Lamp x2 Grand Tiki Elder x2 Dragon Statue x2 Hyo M-Warrior #1 M-Warrior #2 x2 Monster Egg Stuffed Animal Hero of the East Unknown Warrior of Fiend Supporter in the Shadows Kagemusha of the Blue Flame Masaki the Legendary Swordsman Rhaimundos of the Red Sword Fiend Sword Moon Envoy Kageningen Eyearmor x2 Dark Magician Summoned Skull x2 Dark Magician Girl Magician of Black Chaos x2 Jinzo Dark Magic Ritual Harpie's Feather Duster Mystical Space Typhoon Tribute to the Doomed Premature Burial Heavy Storm Trap Hole Solemn Wishes Jar of Greed x2 Negate Attack Just Desserts Magic Jammer Seven Tools of the Bandit Ring of Destruction Shimon -------------------------- I don't think he's anything special. He can be annoying with Trap Hole, Torrential Tribute, and Penguin Soldier to clear your field. He also likes to draw cards. However, his monsters are weak in general. As long as you can keep monsters on the field, he should be a piece of cake. I highly recommend you get some Penguin Soldiers off either him or Grandpa. Darkworld Thorns Abyss Flower Dark Plant Barrel Rock x2 Slate Warrior Mystic Tomato x2 Firegrass x2 Dice Armadiller x3 Barrel Lily x2 Stone Ghost Ancient Jar Fire Eye Wings of Wicked Flame x2 Tentacle Plant Minomushi Warrior Bean Soldier Laughing Flower Destroyer Golem Penguin Soldier Sangan Prisman Man Eating Plant Flame Viper Fireyarou The Statue of Easter Island x2 Hinotama Soul Haniwa Abyss Flower Snakeyashi Living Vase Upstart Goblin Raigeki Jar of Greed x3 Backup Soldier Trap Hole x2 Torrential Tribute Negate Attack Fairy Box Call of the Haunted Grandpa -------------------------- He was a weak Exodia deck. However, he has a few 2000 defense monsters to hold you off if you're not drawing what you need. He also uses quite a few traps. Render those useless, and he can't do much to you. If you're looking for Exodia pieces, this is your guy, as your only other option is a cheating bastard. Exodia the Forbidden One Right Arm of the Forbidden One Left Arm of the Forbidden One Right Leg of the Forbidden One Left Leg of the Forbidden One Blue Eyes White Dragon Penguin Soldier x2 White Magical Hat Neo the Magic Swordsman Mystic Tomato Sangan Boo Koo Phantom Dewan The Bewitching Phantom Thief Celtic Guardian x2 Sorcerer of the Doomed x2 Aqua Madoor Genin Nemuriko Akakieisu Flame Manipulator Djinn the Watcher of the Wind Hurricail Lucky Trinket Tao the Chanter Ancient Sorcerer Graceful Charity Monster Reborn Pot of Greed Change of Heart Trap Hole x2 Magic Jammer x2 Negate Attack Torrential Tribute x2 Backup Soldier x2 Call of the Haunted Jar of Greed x2 Mirror Force Yugi -------------------------- He uses some of the monsters he's known for. He has many higher level monsters, plus the high defense monsters that will allow him to summon them. Monster removal is the best course. Many of his good cards are in the Slifer statue. Dark Magician x3 Gaia the Fierce Knight Curse of Dragon Beaver Warrior Koumori Dragon Celtic Guardian Feral Imp Horn Imp Blackland Fire Dragon Winged Dragon, Guardian of the Fortress #1 x3 Giant Soldier of Stone x3 Mystical Elf x3 Silver Fang x2 Griffore Gazelle the King of Mythical Beasts x3 Summoned Skull Alpha the Magnet Warrior Beta the Magnet Warrior Gamma the Magnet Warrior Sangan Great White Flame Cerberus Polymerization Change of Heart Harpie's Feather Duster Monster Reborn Swords of Revealing Light Dark Hole Mirror Force Magic Cylinder Trap Hole Royal Decree Ring of Destruction Negate Attack Gaia the Dragon Champion Tea -------------------------- She uses female and thunder monsters. She also likes gaining life points. To support that, she uses Fire Princess to inflict damage to yours. She hardly ever pulls that off though. The bigger worry is her fusion monster, St. Joan. Decent monster removal and constant beatdown pressure should get you by fine. Dunames Dark Witch The Forgiving Maiden x3 Marie the Fallen One x3 Fire Princess x3 Spirit of the Harp Kaminarikozou Vishwar Randi x2 Arlownay x2 Bolt Escargot Nekogal #2 x2 Tripwire Beast Dryad Fairy of the Fountain Eldeen x2 Lunar Queen Elzaim x2 Amazon of the Seas x2 Water Magician Ancient Elf Fairy's Gift Lala Li-oon Kanan the Swordmistress Waterdragon Fairy Fairywitch Protector of the Throne Water Girl x2 Nekogal #1 Gemini Elf Water Element Enchanting Mermaid Maiden of the Moonlight United We Stand Mage Power Fusion Sage Polymerization x3 Magic Jammer Numinous Healer Trap Hole Solemn Wishes Aqua Chorus St. Joan x3 Tristan -------------------------- His deck isn't that great. The only real threat is Goblin Attack Force, but he doesn't use it very well. Basically, all he's doing is wiping out one of your monsters, since it shifts to defense after it attacks. The normal beatdown will take care of him fine. He's also the first duelist you face with weak trap cards. Get some Goblin Attack Forces off him when possible. Goblin Attack Force x3 Giant Soldier of Stone x2 Muka Muka x2 Dokurorider Unknown Warrior of Fiend x2 Meotoko x2 M-Warrior #1 M-Warrior #2 x2 Dark Gray x2 Armored Rat Monster Egg Kagemusha of the Blue Flame Dragon Statue Skull Stalker x2 Eyearmor x2 Sleeping Lion x2 Synchar Fiend Sword Moon Envoy Wolf Axwielder Wood Clown Solitude Gate Deeg Armaill x2 Battle Ox Prevent Rat Obese Marmot of Nefariousness Hero of the East Hyo Ogre of the Black Shadow Mountain Warrior Guardian of the Labyrinth Stuffed Animal Megamorph Revival of Dokurorider Axe of Despair Black Pendant Horn of the Unicorn Enchanted Javelin Negate Attack Joey -------------------------- He has a bunch of weak warrior cards. However, he has Panther Warrior and Zombyra the Dark, which have higher attack than your monsters. He also has higher level monsters if he needs them, as well as a lot of fusion monsters. Something monster removal can't handle. Laugh when he uses Time Wizard. It hardly ever works. He has no high defense monsters, nor flip effects, which means you have no fear of attacking face down monsters. Notice the lack of traps he has. If he has a face down trap, it's a Mirror Force. Slifer is the best statue choice for him. Panther Warrior x2 Zombyra the Dark x2 Axe Raider Kojikocy Armored Lizard Alligator's Sword x2 Baby Dragon x2 Time Wizard x2 Meteor Dragon Red Eyes Black Dragon x2 Summoned Skull x2 The Legendary Fisherman Zanki Wolf Battle Warrior Swordsman of Landstar Tiger Axe x2 Battle Steer Ansatsu Meteor Dragon x2 Beautiful Beast Trainer Jinzo Monster Reborn Fusion Sage x2 Polymerization x2 United We Stand Mage Power Axe of Despair x2 Change of Heart Snatch Steal Graceful Charity Mirror Force Meteor B. Dragon Black Skull Dragon x2 Alligator's Sword Dragon x2 Thousand Dragon x2 Bakura -------------------------- He has an equip deck, with the strongest monster being Maha Vailo. But in consequence, all the rest of his monsters are really weak, causing him to put them in defense most of the time. What it basically boils down to, is not to allow him to get a face up monster to equip. Keep in mind, most of his face down magic/traps are either Mystical Space Typhoon or Black Pendant. He only has one trap in his deck, Mirror Force. If your beatdown monsters at this point still need equips, pick Slifer. Maha Vailo x3 Whiptail Crow x2 Man-Eating Treasure Chest Baron of the Fiend Sword Ancient Brain Happy Lover Wicked Mirror Wretched Ghost of the Attic Claw Reacher Fungi of the Musk Madjinn Gunn That Which Feeds on Life Job-Change Mirror Gorgon Egg Terra the Terrible Gross Ghost of Fled Dreams Headless Knight The Portrait's Secret Dark Titan of Terror x3 Bio Plant x2 Dark Prisoner Midnight Fiend Mystic Clown Invader from Another Dimension Mystical Capture Chain Embryonic Beast Trial of Nightmare x2 Lord of the Lamp Dark King of the Abyss Axe of Despair x3 Sword of Deep-Seated x3 Horn of the Unicorn x3 Black Pendant x3 United We Stand Mage Power Mystical Space Typhoon x2 Gravekeeper's Servant x2 Tribute to the Doomed x2 Premature Burial Raigeki Mirror Force Shadi -------------------------- He has a burner deck, which is very different from everything you've faced so far. He doesn't have as many monsters. Royal Decree screws him up really bad. Get that out and he's doomed. Pay careful attention to your life points though. If he has Chain Energy out, try not to play unnecessary cards. Needle Worm x3 Morphing Jar #2 Goblin Attack Force x3 Aqua Madoor x2 Orion the Battle King Millennium Golem x3 Millennium Shield x2 Cyber Jar Ray & Temperature Kanikabuto Turtle Raccoon Hitodenchak Toad Master The Melting Red Shadow Chain Energy x2 Gravekeeper's Servant Monster Reborn Black Pendant x3 Card Destruction Magic Thorn x2 Trap Hole x2 Magic Jammer x2 Attack and Receive x2 Enchanted Javelin x2 Negate Attack x2 Fairy Box Yami Yugi -------------------------- You would think he would be hard, but he's not. He's the first of many duelists who suffer from having too many tribute monsters in their deck. The only surprise he brings is Magician of Black Chaos, but other than that, he's pretty simple. He's mainly defensive until he gets his big monsters out. You should be cautious when fighting face down monsters. Pick Slifer for his cards. Dark Magician x3 Dark Magician Girl x2 Magician of Black Chaos x2 Summoned Skull x3 Giant Soldier of Stone x3 Mystical Elf x3 Morphing Jar #2 Cyber Jar Horn Imp Feral Imp Koumori Dragon Great White Alpha the Magnet Warrior Beta the Magnet Warrior Gamma the Magnet Warrior Dark Magic Ritual x2 Monster Reborn Raigeki Dark Hole Change of Heart Snatch Steal Harpie's Feather Duster Mage Power United We Stand Axe of Despair x2 Premature Burial Swords of Revealing Light Pot of Greed Royal Decree Mirror Force Magic Cylinder Ring of Destruction Trap Hole Magic Jammer Negate Attack Call of the Haunted Weevil -------------------------- Now here's an annoying pest. :) He has a lot of cards that destroy your monsters, from traps to Man Eater Bugs. He occasionally has Needle Worms, but they don't support his theme well. If he gets Jirai Gumo out, more often than not, he's making the duel a lot easier for you. You can keep making it attack and watch as it constantly halves his life points. Fun, fun! Jirai Gumo x2 Man Eater Bug x3 Needle Worm x3 Hercules Beetle x2 Giant Flea x2 Killer Needle x2 Petit Moth Spiked Snail x2 Hunter Spider Big Insect x2 Basic Insect x2 Kuwagata Alpha x2 Kattapillar Korogashi Nightmare Scorpion Giant Scorpion of the Tundra Kamakiriman Flying Kamakiri #2 Raigeki Dark Hole Change of Heart Swords of Revealing Light Megamorph x2 Pot of Greed Trap Hole x2 Call of the Haunted Widespread Ruin x2 Negate Attack x2 Torrential Tribute x2 Rex Raptor -------------------------- They should have put this guy on Tier 1. This guy is a big joke! Almost all his monsters are weak effectless monsters. The Duel Computers put up a better challenge. His strongest monster is the fusion, Bracchio-raidus, but you're likely to beat him before he summons it. The other silly thing about his deck is that there are NO TRAPS in his deck. Two Headed King Rex x3 Crawling Dragon #2 x3 Mad Sword Beast x2 Trakadon x2 Megazowler Sword Arm of Dragon x2 Meteor Dragon Uraby x2 Little D Petit Dragon Fairy Dragon Sky Dragon x2 Wicked Dragon with the Ersatz Head Mechaleon One Eyed Shield Dragon Ancient Lizard Warrior x2 Grappler Drooling Lizard Lesser Dragon x2 Krokodilus x2 Two Mouth Darkruler Yamadron Yormungarde Anthrosaurus Raigeki Dark Hole Change of Heart Snatch Steal Polymerization x2 Bracchio-raidus x2 Mako -------------------------- His entire strategy relies on getting a field card out, either Umi or A Legendary Ocean. If he doesn't have one of those out, he's doomed. If he does, be on the lookout for Tornado Wall, which makes him not lose life points through battle. He has a plethora of level 5 monsters, but they're usually weak except maybe Legendary Fisherman. Make sure you have good magic/trap removal in case he does get out his combo. If he has any face down traps, keep in mind it's most likely a Torrential Tribute. 7 Colored Fish x2 Giant Red Seasnake x2 Flying Fish x2 Crazy Fish x2 Amphibian Beast x2 The Legendary Fisherman x2 Kairyu-shin 30,000 Year White Turtle Akihiron Night Lizard Guardian of the Sea Bottom Dweller Giant Turtle Who Feeds on Flames Rainbow Marine Mermaid x2 Tongyo Armored Starfish High Tide Gyojin Flying Penguin Misairuzame x2 Jellyfish Fiend Kraken Spike Seadra Violent Rain Takriminos Root Water Sea King Dragon Turtle Tiger Fire Kraken Hyosube Umi x2 A Legendary Ocean Raigeki Torrential Tribute x3 Tornado Wall x2 Bonz -------------------------- He has a zombie deck, which is nothing special. The biggest problem with him is Gravity Bind. He tries to use his weak zombies and power them up with equip cards. Occasionally, he'll use Tribute to the Doomed to remove your monsters. I'm not sure why he bothers trying to counter Monster Reborn. He should be really easy. Dragon Zombie x2 Armored Zombie x2 Clown Zombie x2 Blue Eyed Silver Zombie Mech Mole Zombie x2 Metal Guardian Air Eater Graveyard and the Hand of Invitation x3 Shadow Specter The Snake Hair Phantom Ghost Magical Ghost Ghoul with an Appetite Morinphen Dark Chimera Neck Hunter Ushi Oni Bone Mouse Corroding Shark Dokuroizo the Grim Reaper Temple of Skulls Fire Reaper Dark Assailant Axe of Despair x2 Black Pendant x2 Sword of Deep Seated x2 Tribute to the Doomed x2 Premature Burial Gravekeeper's Servant x2 Mystical Space Typhoon x2 Gravity Bind x2 Trap Hole x2 Call of the Dark Call of the Grave Ring of Destruction Bandit Keith -------------------------- Someone needs to teach the "#1 American Duelist" how to make a deck. Because this isn't it! His deck is horribly filled with tribute monsters. If you keep wiping off his monsters, he won't be able to summon those or use Limiter Removal. It's amusing how much he likes Gamble, given that his hand will never get that low. Still, you should be cautious summoning monsters due to Trap Holes. But it's so much fun laughing at his 4-6 card hand and he can't play anything. Mechanicalchaser x2 Guardian of the Throne Room x2 Slot Machine x2 Barrel Dragon x2 Cyber-Tech Alligator x2 Pendulum Machine x2 Launcher Spider x2 Saber Slasher x2 Giant Mech Soldier Cannon Soldier x2 Robotic Knight x2 Giga Tech Wolf Golgoil Giganto Shovel Crusher Dice Armadillo Dharma Cannon Cyber Commander Holograh Mechanical Snail Limiter Removal x2 Change of Heart Monster Reborn 7 Completed x3 Gamble x3 Trap Hole x3 Pegasus -------------------------- He isn't too hard. Most of the time, he'll have dead cards in his hand. Whether it be toons, or stuff for Relinquished. Many of his traps are for gaining life points. Like usual, constant pressure will do him in. If he does get Relinquished out, make sure he has no monster equipped if you want to destroy him. If he plays Toon World, that means he has a toon in his hand. If you want to destroy toons easily, destroy Toon World. If you want his good cards, the majority of them are in Obelisk. Vorse Raider x2 Aqua Madoor x2 Relinquished x2 Thousand Eyes Idol Rogue Doll Red Archery Girl Sinister Serpent Parrot Dragon Ryu Ran Thousand Eyes Idol Morphing Jar Cyber Jar Blue Eyes Toon Dragon Toon Summoned Skull x2 Toon Mermaid x2 Dark Hole Monster Reborn Raigeki Change of Heart Snatch Steal Premature Burial Megamorph Black Illusion Ritual x2 Toon World x2 Polymerization x2 Numinous Healer x2 Solemn Wishes x2 Life Absorbing Machine x2 Ring of Destruction Magic Cylinder Mirror Wall Thousand Eyes Restrict Mai -------------------------- She has a Harpie/Wind deck. She has Rising Air Current to further beef her monsters, however she'll rarely put them in attack position. Make sure if you see a Harpie Lady, destroy it before she uses Elegant Egotist, if she actually uses it. Harpie Lady x3 Blue Winged Crown x2 Faith Bird x2 Skull Redbird x2 Harpie's Pet Dragon x2 Harpie Lady Sisters x3 Peacock Garvas Togex Kurama Tyhone Firewing Pegasus Droll Bird Crow Goblin Elegant Egotist x3 Harpie's Feather Duster Rising Air Current x2 Raigeki Dark Hole Black Pendant x2 Swords of Revealing Light Aqua Chorus x2 Shadow of Eyes x2 Enchanted Javelin x2 Negate Attack x2 Ring of Destruction Mirror Force Kaiba -------------------------- Like Yami Yugi, he has too many tribute monsters too. As long as you destroy his monsters, he won't be able to summon them. He also has Blue Eyes Ultimate Dragon in his fusion deck, but I have yet to see him summon it once. Honestly, I think the most feared card in here is Barrel Dragon. Blue Eyes White Dragon x3 Barrel Dragon Cyber-Tech Alligator x3 Judge Man x2 Steel Ogre Grotto #2 x3 Vorse Raider x3 The Forgiving Maiden x3 Magician of Faith x3 La Jinn the Mystical Genie of the Lamp Ryu-Kishin Swordstalker Hitosu-me Giant Saggi the Dark Clown Monster Reborn Raigeki Dark Hole Polymerization x2 Heavy Storm Harpie's Feather Duster Megamorph Premature Burial Mirror Force Ring of Destruction Magic Cylinder Magic Jammer Attack and Receive Just Desserts x2 Call of the Haunted Torrential Tribute Negate Attack Blue Eyes Ultimate Dragon x3 Rare Hunter -------------------------- The most hated duelist of all! Why? He's the only duelist in the game who breaks the card restrictions! He has 3 Pot of Greed, 3 Graceful Charity, 2 Witch of the Black Forest, and 3 of each Exodia piece except the head. He has insane draw power and enough traps to protect him. There's a few ways to go about this. Negating his traps will give you clean shots at his life points. White Magical Hat is nice with this, as he takes a card from his hand. Another way is to use a deck destruction deck. To guarantee a win, you either discard the head, or 3 of one of the pieces. However, this might not always work, as you may not have a way to affect his hand. Hand destruction is the best course, however, by the early goings, you would lack the cards capable of doing this consistently. The main ones at this point being Card Destruction, Morphing Jar, and White Magical Hat. Otherwise, just be cautious of the number of cards in his hand. There is a bug with him summoning Exodia that occasionally happens. Sometimes, if he has all 5 pieces at some point during Graceful Charity or Morphing Jar #2, you end up with a tie. As for his deck, also unlike the other duelists, I think the only random card is a single spell card, which is Dark Hole/Monster Reborn/Swords/some other card. Exodia the Forbidden One Right Leg of the Forbidden One x3 Left Leg of the Forbidden One x3 Right Arm of the Forbidden One x3 Left Arm of the Forbidden One x3 Three Headed Geedo x2 Witch of the Black Forest x2 Sinister Serpent Pot of Greed x3 Graceful Charity x3 Monster Reborn Dark Hole Swords of Revealing Light Jar of Greed x3 Enchanted Javelin x2 Negate Attack x2 Torrential Tribute x2 Trap Hole x2 Life Absorbing Machine x2 Just Desserts x2 Arkana -------------------------- He's a big trap lover for some reason, but lacks the monsters to back them up, seeing how he has very little level 4 monsters and a bunch of tributes. I think he wants to annoy you more than winning the duel. Make his traps useless and he's gone. If you're a Dark Magician lover, he gives them like crazy here in the Ra statue. The red one, that is. Dark Magician (red) x3 The Illusory Gentleman x3 Aqua Madoor x3 Cannon Soldier x2 Illusionist Faceless Mage x2 Leo Wizard x2 Rock Spirit x2 Black Pendant x2 Raigeki Premature Burial Mirror Force Ring of Destruction Negate Attack x3 Trap Hole x3 Widespread Ruin x3 Enchanted Javelin x2 Fairy Box x2 Torrential Tribute x2 Gamble x2 Strings -------------------------- I'm not sure what the point of his deck is. He has weak monsters, the strongest being Humanoid Worm Drake, a weak fusion. He shouldn't be a problem. Deck randomness is minor. One or two cards change in his spells and traps. Humanoid Slime x3 Worm Drake x3 Rogue Doll x3 Destroyer Golem x2 Millennium Golem x2 Steel Ogre Grotto #2 x2 Illusionist Faceless Mage x2 Raigeki Polymerization x2 Gravekeeper's Servant x2 Black Pendant x2 Axe of Despair x2 Mystical Space Typhoon x2 Premature Burial Trap Hole x2 Magic Jammer x2 Jar of Greed x2 Solemn Wishes x2 Mirror Force Magic Cylinder Ring of Destruction Humanoid Worm Drake x2 Espa Roba -------------------------- Relatively weak. He's basically an upgraded Bakura deck. With slightly better, but still weak monsters and Jinzo. Basically, the same tactics as Bakura here. Also notice he has no trap cards either. The only reason you want to duel him is for Jinzo. Maha Vailo x3 The Illusory Gentleman Neo the Magic Swordsman The Judgement Hand x3 Giant Soldier of Stone x3 Ancient Sorcerer Sorcerer of the Doomed Ill Witch Rock Spirit LaMoon x2 Spirit of the Winds x2 Spirit of the Mountain x2 Jinzo Leo Wizard x2 Axe of Despair x2 Sword of Deep Seated x2 Horn of the Unicorn Black Pendant x2 Tribute to the Doomed x2 Monster Reborn Change of Heart Mystical Space Typhoon x2 Harpie's Feather Duster Snatch Steal Swords of Revealing Light Dark Hole Raigeki Lumis and Umbra -------------------------- A deck with a mask theme. Too bad it doesn't even work well. The strongest monster is the ritual monster, The Masked Beast, but he'll be unable to summon it most of the time. His attack force is pathetic with mainly 1500 attackers. He's just another speedbump. Shining Abyss x3 Grand Tiki Elder x3 Melchid the Four-Face Beast x3 Masked Clown x3 Masked Sorcerer x3 Mask of Darkness x3 Magician of Faith The Masked Beast x2 Curse of the Masked Beast x2 Mask of Brutality Black Pendant x2 Mystical Space Typhoon x2 Change of Heart Mask of Weakness x2 Backup Soldier x2 Widespread Ruin x2 Jar of Greed x2 Negate Attack x2 Mirror Force Magic Cylinder Marik -------------------------- Here's a toughie, if you're not prepared for it. Marik has a combination burn and deck destruction, while not excelling in either one. Be careful if he has Magic Thorn out, as a simple Morphing Jar or Card Destruction can hurt your life points bad. He has a lot of flip effect monsters, so be cautious of what you might be attacking. Vorse Raider x3 The Bistro Butcher x2 Morphing Jar x2 Morphing Jar #2 x2 Cyber Jar Needle Worm x2 Magician of Faith x2 Man Eater Bug x2 Summoned Skull x2 Card Destruction Black Pendant x2 Axe of Despair x2 Monster Reborn Change of Heart Delinquent Duo Tribute to the Doomed x2 Mystical Space Typhoon x2 Magic Thorn x2 Magic Jammer x2 Just Desserts x2 Mirror Force Ring of Destruction Solemn Wishes x2 Ishizu -------------------------- Basically, an upgraded Tea deck. Minus some bad monsters, plus healing cards. She loves traps too, but the majority of them being healing. Mirror Force and Magic Cylinder being the only harmful ones. Be careful once Luminous Spark or St. Joan hits the field. Dark Elf x2 Dunames Dark Witch x3 The Forgiving Maiden x2 Fire Princess x2 Marie the Fallen One x2 Spirit of the Harp x2 Ray & Temperature Petit Angel Ocubeam x2 Orion the Battle King Winged Egg of New Life Bright Castle x2 Black Pendant x3 Luminous Spark Polymerization x2 Harpie's Feather Duster Raigeki Swords of Revealing Light Chain Energy Mirror Force Magic Cylinder Enchanted Javelin x2 Gift of the Mystical Elf x2 Solemn Wishes x2 Numinous Healer x2 Enchanted Javelin x2 Life Absorbing Machine x2 Anti Raigeki White Hole St. Joan x2 Odion -------------------------- He makes sweet love to traps. So many different trap cards at his disposal. However, he doesn't have the monsters to back it up well. Mainly annoying flip effects and Slate Warrior. He's nothing without his traps. Overcome those and he's easy. Royal Decree almost shuts him down completely. Pick Slifer to get a bunch of trap cards. Slate Warrior x3 Man Eater Bug x3 Mask of Darkness x3 Magician of Faith x3 Morphing Jar Judge Man x2 Millennium Shield x2 Cyber Jar Gravekeeper's Servant x2 Chain Energy Torrential Tribute x2 Trap Hole Widespread Ruin x2 Light of Intervention White Hole Anti Raigeki Enchanted Javelin x2 Ceasefire Solemn Judgement Life Absorbing Machine x2 Shadow of Eyes Jar of Greed Fairy Box Negate Attack x2 Just Desserts x2 Mirror Wall Yami Marik -------------------------- One of the hardest duelists in the game. Lots of annoying cards: Gravity Bind, Man Eater Bug, Morphing Jar #2. The safest way to beat him is with either a burner or deck destruction, since he relies on you attacking him. If flips become a problem, try getting Light of Intervention from Odion. Vorse Raider x2 Muka Muka x2 Man Eater Bug x2 Mask of Darkness x2 Magician of Faith x2 Morphing Jar #2 x2 Cyber Jar Summoned Skull x2 Monster Reborn Raigeki Dark Hole Pot of Greed Harpie's Feather Duster Delinquent Duo Snatch Steal Change of Heart Mystical Space Typhoon x2 Axe of Despair x2 Black Pendant x2 Infinite Cards x2 Gravekeeper's Servant x2 Jar of Greed x3 Gravity Bind x2 Call of the Haunted Mirror Force Ring of Destruction Yami Bakura -------------------------- I don't understand this deck. He has a Destiny Board/Beatdown deck. What boggles me is his deck is full of continuous magics and traps, which goes against Destiny Board. If he does Destiny Board, make sure you have magic removal to get rid of it as soon as possible. It is also ruined by discarding any of the pieces into the graveyard. Be careful of any of his monster removal. Gemini Elf x2 La Jinn the Mystical Genie of the Lamp x2 The Portrait's Secret x3 Aqua Madoor x2 Summoned Skull x2 Monster Reborn Premature Burial Raigeki Dark Hole Pot of Greed United We Stand Mage Power Tribute to the Doomed x2 Mystical Space Typhoon x2 Gravekeeper's Servant x2 Spirit Message "I" Spirit Message "N" Spirit Message "A" Spirit Message "L" Ring of Destruction Mirror Force Magic Cylinder Life Absorbing Machine Destiny Board Aqua Chorus Solemn Wishes x2 Widespread Ruin x2 Negate Attack x2 Tips in General -------------------------- - The AI in this game isn't the best. It plays rather cautiously. - The AI knows the attack power of your monsters, even when facedown. As a result, it will only summon something in attack position if its attack is equal or greater than all of your monsters. - It also knows the defense power of your monsters. Cheaters! - There is only one monster the AI will manually flip summon: Man Eater Bug. However, there's a bug with it where it can summon and put it in defense in the same turn. Afterwards, it will never shift it back to attack position. - If the opponent has Fairy Box out, it will not activate any traps that involve attacking. - If you have a clear monster field with facedown magic/trap cards, it's best to attack with the lowest attack monster first, in case they have Enchanted Javelin or Widespread Ruin. - Strangely enough, the AI likes shifting monsters with flip effects to defense position after a turn in attack position. Slate Warrior being the most common example. - If Royal Decree is out, the AI will foolishly activate it's trap cards even if they don't do anything. - The AI makes awful use of Torrential Tribute. It will activate it the first monster summoned, even it's own, if you have a monster on the field. This doesn't include flip effect monsters though. - There are only two magic cards that the AI will play face down: Black Pendant and Mystical Space Typhoon. - When the AI plays Mystical Space Typhoon, it will usually target the leftmost face down card. Put something you don't mind losing in the leftmost position. Sometimes though, it'll favor certain continuous cards like Gravekeeper's Servant. 10. Triple Duels ------------------------------------------------------------ This is how you advance through the game. Beating a Tier for the first time will unlock the next Tier. In addition, the last duelist you face in a triple duel victory will unlock that duelist for single duels. There are a total of 15 Tiers. Keep in mind your life point counter in triple duel is carried over between duelists, whether higher or lower. By moving right, you can switch the order of duelists faced. Between duels, you can switch cards from your Side Deck if needed. Comments below are of the tier as a whole, rather than individual duelists. The number in parenthesis after each name is number of life points each one starts with. LP is your starting life points. Tier 1 - Shimon (2000), Grandpa (2000), Yugi (3000) LP: 6000 I don't recommend fighting them until you've gotten enough high attack cards from the Duel Computers, specifically the third one. You might have problems getting by Grandpa's and Yugi's 2000 defense monsters. Especially in Grandpa's case, as he can summon Exodia if you can't get by them fast enough. Tier 2 - Tea (2000), Tristan (2000), Joey (3000) LP: 7000 It's Yugi's friends. They'll have monsters with higher attack than yours. Not to mention some more high defense monsters. Get some equips or removal, like Man Eater Bug or Penguin Soldier. Tier 3 - Bakura (3000), Shadi (3000), Yami Yugi (4000) LP: 8000 Well, this one is a little different. You'll get your first real burner in Shadi. But constant pressure with high attack monsters should do it here. Tier 4 - Weevil (4000), Rex Raptor (4000), Mako (4000) LP: 10000 Wow, these guys are weak. Only Weevil and Mako should give any problems, but they're solved with proper magic/trap removal. You'll also start to see much use of Raigeki and Dark Hole from here on. Pack some Magic Jammers if that becomes a problem. Tier 5 - Bonz (4000), Bandit Keith (5000), Pegasus (6000) LP: 11000 Wow, these guys aren't much better. They suffer mostly from having too many useless cards in hand. You're likely to see empty fields a bunch. Keep the pressure on them and they'll fall fast. Tier 6 - Mai (5000), Yugi (6000), Kaiba (6000) LP: 12000 Wait, Yugi again? He's the same wimp right? Wrong. His deck has changed, losing some of the weaker cards. *coughtimewizardcough* Winning here will change his deck in single duel. Otherwise, this tier isn't too hard. As long as they don't get too many monsters out, you'll be fine. Tier 7 - Rare Hunter (4000), Arkana (4000), Strings (4000) LP: 8000 Meet the cheating scumbag known as Rare Hunter. He's the only threat on this tier. The other two are jokes in comparison. Make sure you have enough magic/trap removal as the AI starts to love traps from here on. Although you have lesser life points now, it isn't a huge problem. Tier 8 - Espa Roba (3000), Lumis and Umbra (4000), Marik (6000) LP: 10000 Marik is the only one to worry about here. Espa Roba has too low of life points to do much. The masked dudes have rather nonthreatening monsters. If you don't have adequate monster removal by now, get some. Tier 9 - Ishizu (4000), Odion (5000), Yami Marik (8000) LP: 12000 Yami Marik is a pain, especially when unprepared. Traps and flip effects run rampant this tier, so be prepared for them. Ishizu and Odion both can soften you up enough for Yami Marik to take you out. I suggest having a lot of magic/trap removal or negation. Tier 10 - Mai (3000), Joey (3000), Marik (6000) LP: 8000 Back to some familiar faces and more updated decks. While they don't have too much life points here, you don't either. Just be more cautious with your life points here, especially against Marik and his Magic Thorns. Tier 11 - Ishizu (4000), Odion (4000), Yami Bakura (6000) LP: 8000 The last unlockable duelist is here and he isn't as bad as Yami Marik. I consider this tier easier than tier 9 because of it. Standard decks will work just fine. Tier 12 - Yami Marik (8000), Kaiba (8000), Yami Yugi (8000) LP: 14000 The heavyweights and a whole lot of life points. Again, decks are updated. This one is rather similar to 3 single duels. Not too hard, but it takes quite a while. If you want cards, I prefer Tier 14 over this one, since it's a lot faster. Both Yami Marik and Yami Yugi seem to have the same pool of cards here and there. Tier 13 - Rare Hunter (4000), Rare Hunter (4000), Rare Hunter (4000) LP: 6000 Uh oh. That cheater not only breaks restrictions, he clones himself as well! Rather discouraging fighting him 3 times in a row. Your life points hardly matter in this one. There's two ways to go through this. First, an adequate beatdown with proper magic/trap removal can beat him fast enough, since they all have 4000 life points. The other being deck destruction. Cards that destroy his hand are useful as well. Don't use any deck that takes some time to win, like Destiny Board. As far as I can tell, Rare Hunter gives out the same cards he does in Tier 7. Tier 14 - Yami Marik (4000), Yami Bakura (4000), Yami Yugi (4000) LP: 6000 The three yamis. This is very similar to Tier 12, except you have very low life points. Any one of them can get lucky with their traps and win. The main threats being Ring of Destruction and Magic Cylinder. While beatdown does work here, the safest way to win is to restore life points. Also make sure you don't have a lot of cards with life point payments. Tier 15 - Duel Machine 1 (4000), Duel Machine 2 (4000), Duel Machine 3 (4000) LP: 6000 You'd think the last tier would be the hardest of them all. It's just those same three Duel Machines from the beginning of the game, however the first time in triple duel. Nothing has changed with them, so it's time for some revenge for all they put you through! Just use your standard beatdown against them and you'll be fine. Duel Machine 1 rewards weak equip cards. Duel Machine 2 rewards all the field cards. Duel Machine 3 rewards healing and direct damage cards. There are no more tiers after this. All that's left is to get those missing cards. 11. Card Locations ------------------------------------------------------------ This is the real reason you're looking in here, right? Yeah, that's right. Don't lie! You want all those awesome cards. Unlike the other Yu-gi-oh! games, cards are not received in booster packs. Instead, you have to pick a statue of the Egyptian Gods. If you're unfamiliar with which god is which, consult the following: Obelisk the Tormentor - the blue giant Slifer the Sky Dragon - the red dragon The Winged Dragon of Ra - the yellow dragon After a victory in a duel, you choose one of the god statues. Single Duel victories yield 3 cards. Triple Duel victories yield 5 cards. However, beating one duelist in triple and losing results in 2 cards, while beating 2 duelists and losing gets 3. Beating no duelists nets you one lousy card! Losing in triple duel gives you the cards of the duelist you lost to. The duelists below are sorted in order of appearance. The cards below each statue are from single duel unless denoted by a (t), which means triple duel. A number will follow a (t) will denote a tier the card is attainable, when applicable. If none is listed with the others, it can be any tier they're on. Only notable cards will be listed. Picking the correct statue will not guarantee you will get the card you want. Some cards will be harder to get than others. The following cards I have confirmed personally. Some are from memory, so they may be listed on the wrong statue or tier. This list is by no means a complete listing. Duel Computer 1 -------------------------- Obelisk Darkworld Thorns Green Phantom King Mystical Moon (t) Laser Cannon Armor (t) Legendary Sword (t) Steel Shell (t) Power of Kaishin (t) Machine Conversion Factory (t) Horn of Light (t) Slifer Backup Soldier Jar of Greed Morphing Jar Millennium Shield Magic Thorn Negate Attack Follow Wind (t) Elf's Light (t) Dark Energy (t) Ra Torrential Tribute Morphing Jar Cyber Jar Millennium Shield Stuffed Animal Gamble Beast Fangs (t) Violet Crystal (t) Electro-Whip (t) Malevolent Nuzzler (t) Raise Body Heat (t) Dragon Treasure (t) Book of Secret Arts (t) Duel Computer 2 -------------------------- Obelisk Giant Soldier of Stone Man Eater Bug Magician of Faith Sogen (t) Umi (t) Forest (t) Umiiruka (t) Gaia Power (t) Slifer Dragon Zombie Armored Zombie Axe of Despair United We Stand Gryphon Wing Mystical Space Typhoon Array of Revealing Light (t) Mystic Plasma Zone (t) Luminous Spark (t) Mountain (t) Rising Air Current (t) Chorus of Sanctuary (t) Ra Giant Soldier of Stone Man Eater Bug Trakadon Gravity Bind Yami (t) Wasteland (t) Fusion Gate (t) Molten Destruction (t) Duel Computer 3 -------------------------- Obelisk Vorse Raider Red Medicine (t) Rain of Mercy (t) Sparks (t) Hinotama (t) Slifer Mystical Space Typhoon Magic Jammer La Jinn the Mystical Genie of the Lamp Jar of Greed Just Desserts Solemn Wishes Negate Attack Dian Keto the Cure Master (t) Spring of Rebirth (t) Goblin's Secret Remedy (t) Raimei (t) Blue Medicine (t) Gift of the Mystical Elf (t) Ra Slate Warrior Vorse Raider La Jinn the Mystical Genie of the Lamp Grand Tiki Elder Tremendous Fire (t) Soul of the Pure (t) Final Flame (t) Ookazi (t) Shimon -------------------------- Obelisk Rainbow Flower (t) Leghul (t) Swordsman from a Foreign Land (t) Mushroom Man #2 (t) Ooguchi (t) Steel Scorpion (t) Zone Eater (t) Slifer Penguin Soldier Mystic Tomato Sangan Jar of Greed Negate Attack Backup Soldier Vermillion Sparrow (t) Swordsman from a Foreign Land (t) Ooguchi (t) Rainbow Flower (t) Mushroom Man #2 (t) Monster Eye (t) Steel Scorpion (t) Zone Eater (t) Ra Upstart Goblin Sangan Penguin Soldier Trap Hole Torrential Tribute Fairy Box Rose Spectre of Dunn (t) Vermillion Sparrow (t) Griggle (t) Molten Destruction (t) Grandpa -------------------------- Obelisk Left Leg of the Forbidden One Left Arm of the Forbidden One Neo the Magic Swordsman White Magical Hat Dragon Seeker (t) Soul Hunter (t) Wodan the Resident of the Forest (t) Second Coin Toss (t) Slifer Penguin Soldier Sangan Neo the Magic Swordsman The Illusory Gentleman Aqua Madoor Mystic Tomato Negate Attack Magic Jammer Jar of Greed Backup Soldier Exodia the Forbidden One Right Arm of the Forbidden One Needle Ball (t) Tainted Wisdom (t) Wodan the Resident of the Forest (t) Ra Pot of Greed Aqua Madoor Right Leg of the Forbidden One Trap Hole Akakieisu Kryuel (t) UFO Turtle (t) Needle Ball (t) Hieroglyph Lithograph (t) Yugi -------------------------- Obelisk Giant Soldier of Stone Mystical Elf Sangan Silver Fang Feral Imp Koumori Dragon Great White Mystical Sheep #1 (t1) Gaia Power (t1) Reinforcement of the Army (t1) Catapult Turtle (t6) The A. Forces (t6) Exchange (t6) Slifer Dark Magician Summoned Skull Gaia the Fierce Knight Gaia the Dragon Champion Curse of Dragon Alpha the Magnet Warrior Beta the Magnet Warrior Gamma the Magnet Warrior Time Wizard Mystical Elf Celtic Guardian Griffore Raigeki Polymerization Magic Jammer Sangan Blackland Fire Dragon Polymerization (anime art, t1) Warrior Elimination (t1) Mooyan Curry (t1) Cockroach Knight (t1) Kuriboh (t1) Lightforce Sword (t6) Spring of Rebirth (t6) Array of Revealing Light (t6) Ra Sangan Horn Imp Blackland Fire Dragon Mammoth Graveyard Trap Hole Dark Room of Nightmare (t1) Mystical Sheep #1 (t1) Zombie Warrior (t1) Seiyaryu (t6) Chain Destruction (t6) Burning Land (t6) Book of Secret Arts (t6) Catapult Turtle (t6) Tea -------------------------- Obelisk Fire Princess Lady of Faith Water Omotics Muse-A Nekogal #2 Mystical Sand (t) Warrior of Tradition (t) The Immortal of Thunder (t) Princess of Tsurugi (t) Goddess of the Third Eye (t) Empress Judge (t) Slifer Marie the Fallen One The Forgiving Maiden St. Joan Gemini Elf Beautiful Headhuntress Fairy of the Fountain Magic Jammer Numinous Healer Gift of the Mystical Elf Aqua Chorus Polymerization Witch's Apprentice (t) Goddess of the Third Eye (t) Empress Judge (t) Kaminari Attack (t) Princess of Tsurugi (t) Electric Lizard (t) Electric Snake (t) The Immortal of Thunder (t) Queen's Double (t) Elf's Light (t) Mystical Sand (t) The Unhappy Maiden (t) Ra Marie the Fallen One The Forgiving Maiden Gemini Elf Spirit of the Harp Nekogal #2 Sonic Maid Lunar Queen Elzaim Kanan the Swordmistress Trap Hole Queen's Double (t) Warrior of Tradition (t) Tristan -------------------------- Obelisk Giant Soldier of Stone Mountain Warrior Milus Radiant (t) Mother Grizzly (t) Hane-Hane (t) Armed Ninja (t) Fusionist (t) Flower Wolf (t) Sengenjin (t) Giant Rat (t) Charubin the Fire Knight (t) Mystical Moon (t) Slifer Goblin Attack Force Black Pendant Sword of Deep Seated Armed Ninja (t) Charubin the Fire Knight (t) Flower Wolf (t) Ra Goblin Attack Force Giant Soldier of Stone Battle Ox Muka Muka Wolf Axwielder Dokurorider Revival of Dokurorider Horn of the Unicorn Burglar Obese Marmot of Nefariousness Little Chimera (t) Greenkappa (t) Mother Grizzly (t) Joey -------------------------- Obelisk Kojikocy Battle Steer Zanki Meteor Dragon Rock Ogre Grotto #1 Panther Warrior Axe Raider The Legendary Fisherman The Warrior Returning Alive (t2) Giltia the D. Knight (t2) Swamp Battleguard (t2) Lava Battleguard (t10) Sword of Dragon's Soul (t10) Sogen (t10) Dragoness the Wicked Knight (t10) Slifer Red Eyes Black Dragon Summoned Skull Alligator's Sword Dragon Meteor Black Dragon Black Skull Dragon Thousand Dragon Baby Dragon Time Wizard Axe Raider Garoozis Kojikocy Alligator's Sword Zombyra the Dark Panther Warrior Graceful Charity Axe of Despair Fusion Sage Polymerization United We Stand Salamandra (t2) Musician King (t2) Giltia the D. Knight (t2) Karbonala Warrior (t2) Lightning Blade (t2) Hoshiningen (t2) Dragoness the Wicked Knight (t10) Dragonic Attack (t10) Graceful Dice (t10) Shield & Sword (t10) Legendary Sword (t10) Ra Snatch Steal Change of Heart Monster Tamer Hoshiningen (t2) Burning Spear (t2) Musician King (t2) Hungry Burger (t2) Hamburger Recipe (t10) Skull Dice (t10) Graverobber (t10) Bakura -------------------------- Obelisk Maha Vailo Tribute to the Doomed Ancient Brain Claw Reacher Dark Shade Job Change Mirror The Gross Ghost of Fled Dreams Hourglass of Courage (t) Penguin Knight (t) The Little Swordsman of Aile (t) Slifer Maha Vailo Axe of Despair Sword of Deep Seated Mystical Space Typhoon Black Pendant Gravekeeper's Servant Vile Germs (t) Shining Angel (t) Skelengel (t) The Little Swordsman of Aile (t) Hiro's Shadow Scout (t) Non Aggression Area (t) Ra Man Eating Treasure Chest The Drdek Gorgon Egg The Portrait's Secret Hiro's Shadow Scout (t) Skelengel (t) Silver Bow and Arrow (t) Shadi -------------------------- Obelisk Millennium Golem Needle Worm Attack and Receive Ameba (t) Eternal Rest (t) Fairy King Truesdale (t) Nobleman of Crossout (t) Slifer Millennium Shield Aqua Madoor Black Pendant Gravekeeper's Servant Magic Thorn Magic Jammer Negate Attack Enchanted Javelin Seal of the Ancients (t) Ameba (t) Fairy King Truesdale (t) Weather Report (t) Driving Snow (t) Dark Piercing Light (t) Ra Card Destruction Cyber Jar Morphing Jar #2 Fairy Box Stain Storm (t) Pyramid Energy (t) Yami Yugi -------------------------- Obelisk Sangan Mystical Elf Giant Soldier of Stone Great White Koumori Dragon Feral Imp De-Fusion (t3) Horn of Light (t3) Monster Recovery (t3) Ressurrection of Chakra (t3) Chakra (t12+) Slifer Dark Magician Dark Magician Girl Magician of Black Chaos Dark Magic Ritual Summoned Skull Alpha the Magnet Warrior Beta the Magnet Warrior Gamma the Magnet Warrior Sangan Blackland Fire Dragon Mystical Elf Cyber Jar Morphing Jar #2 Mirror Force United We Stand Mage Power Harpie's Feather Duster Axe of Despair Monster Reborn Negate Attack Royal Decree Magic Jammer Call of the Haunted Raigeki Swords of Revealing Light Buster Blader (t3) Big Shield Gardna (t3) Beast of Gilfer (t3) Dian Keto the Cure Master (t3) Spellbinding Circle (t3) Skull Guardian (t3) The Eye of Truth (t3) Banner of Courage (t3) Dark Energy (t3) Super War-Lion (t12+) War Lion Ritual (t12+) Black Luster Soldier (t12+) Black Luster Ritual (t12+) Novox's Prayer (t12+) Meteor Black Dragon (t12+) Dark Sage (t12+) Valkyrion the Magna Warrior (t12+) Ra Sangan Giant Soldier of Stone Winged Dragon, Guardian of the Fortress #1 Horn Imp Snatch Steal Change of Heart Pot of Greed Malevolent Nuzzler (t12+) Fusion Gate (t12+) Yami (t12+) Dark Sage (t12+) Weevil -------------------------- Obelisk Jirai Gumo Needle Worm Man Eater Bug Megamorph Big Insect Basic Insect Perfectly Ultimate Great Moth (t) Great Moth (t) Larvae Moth (t) Cocoon of Evolution (t) Insect Imitation (t) Forest (t) Insect Soldiers of the Sky (t) Kwagar Hercules (t) Infinite Dismissal (t) Laser Cannon Armor (t) Slifer Widespread Ruin Negate Attack Giant Flea Giant Scorpion of the Tundra Big Insect Petit Moth Flying Kamakiri #1 (t) Bladefly (t) Ra Giant Flea Needle Worm Man Eater Bug Trap Hole Parasite Paracide (t) Drill Bug (t) Insect Barrier (t) Kwagar Hercules (t) Bladefly (t) Rex Raptor -------------------------- Obelisk Bracchio-raidus Megazowler Pragtical (t) Stone D. (t) Gilasaurus (t) Slifer Mad Sword Beast Sword Arm of Dragon Meteor Dragon B. Dragon Jungle King Two Headed King Rex Crawling Dragon #2 Polymerization D. Tribe (t) A Wingbeat of Giant Dragon (t) Kaiser Dragon (t) Thunder Dragon (t) Twin Headed Thunder Dragon (t) Stone D. (t) Darkfire Dragon (t) Aqua Dragon (t) Ra Sword Arm of Dragon Megazowler Crawling Dragon #2 Uraby Mad Sword Beast Thunder Dragon (t) Gilasaurus (t) Darkfire Dragon (t) Dragon Treasure (t) Dragon's Gunfire (t) Mako -------------------------- Obelisk The Legendary Fisherman Amphibian Beast 7 Colored Fish Umi Umiiruka (t) Steel Shell (t) Man Eating Black Shark (t) Marine Beast (t) Deepsea Shark (t) Roaring Ocean Snake (t) Rare Fish (t) Power of Kaishin (t) Fortress Whale (t) Fortress Whale's Oath (t) Slifer 7 Colored Fish Giant Red Seasnake Tornado Wall Return of the Doomed (t) Deepsea Shark (t) Ra Amphibian Beast Fire Kraken High Tide Gyojin Kairyu Shin A Legendary Ocean Torrential Tribute Rare Fish (t) Beastking of the Swamps (t) Bonz -------------------------- Obelisk Clown Zombie The Snake Hair Call of the Grave Call of the Dark Tribute to the Doomed Flame Ghost (t) Slifer Axe of Despair Sword of Deep Seated Black Pendant Clown Zombie Dragon Zombie Barox (t) Ra Ghoul with an Appetite Trap Hole Gravity Bind Corroding Shark Wood Remains Great Mammoth of Goldfine (t) Barox (t) Skelgon (t) Flame Ghost (t) Skull Knight (t) Violet Crystal (t) Crass Clown (t) Offerings to the Doomed (t) The Shallow Grave (t) Call of the Mummy (t) Skull Lair (t) Bandit Keith -------------------------- Obelisk Limiter Removal Barrel Dragon Pendulum Machine Mechanicalchaser Cyber-tech Alligator Zoa Launcher Spider Slot Machine Cannon Soldier Guardian of the Throne Room Gradius Buster Rancher (t) Germ Infection (t) Amphibious Bugroth (t) Patrol Robo (t) Cyclon Laser (t) Cyber Saurus (t) Machine Conversion Factory (t) Machine King (t) Slifer 7 Completed Launcher Spider Ground Attacker Bugroth Gradius Jinzo #7 (t) Metal Dragon (t) Ra Slot Machine Pendulum Machine Trap Hole Gamble Jinzo #7 (t) Metal Dragon (t) Cyber Saurus (t) Amphibious Bugroth (t) Patrol Robo (t) Stop Defense (t) Pegasus -------------------------- Obelisk Relinquished Black Illusion Ritual Thousand Eyes Restrict Toon World Blue Eyes Toon Dragon Toon Mermaid Vorse Raider Sinister Serpent Red Archery Girl Illusionist Faceless Mage Megamorph Thousand Eyes Idol Manga Ryu-Ran (t) Bickuribox (t) Dragon Capture Jar (t) Dragon Piper (t) Jigen Bakudan (t) Reversal Quiz (t) Bright Castle (t) Emergency Provisions (t) Slifer Numinous Healer Solemn Wishes Aqua Madoor Cyber Jar Morphing Jar Sinister Serpent Red Archery Girl Toon Summoned Skull Respect Play (t) Ra Vorse Raider Toon Alligator Parrot Dragon Aqua Madoor Ryu-Ran Dark Rabbit Dragon Piper (t) Eternal Draught (t) Mai -------------------------- Obelisk Spirit of the Books Crimson Sunbird (t6) Skullbird (t6) Dancing Fairy (t6) Commencement Dance (t6) Amazon Archer (t) Inspection (t10) Last Day of Witch (t10) Performance of Sword (t10) Slifer Harpie Lady Harpie Lady Sisters Harpie's Pet Dragon Firewing Pegasus Blue-Winged Crown Skull Red Bird Enchanted Javelin Shadow of Eyes Negate Attack Aqua Chorus Black Pendant Rising Air Current Harpie's Feather Duster Thunder Nyan Nyan (t6) Skullbird (t6) Mavelus (t6) Dancing Fairy (t6) Follow Wind (t10) Mountain (t10) Maiden of the Aqua (t10) Ra Blue-Winged Crown Skull Red Bird Faith Bird Elegant Egotist Invader of the Throne (t6) Punished Eagle (t6) Mavelus (t6) Electro-Whip (t6) Windstorm of Etaqua (t6) Birdface (t10) Snake Fang (t10) Crimson Sunbird (t10) Kaiba -------------------------- Obelisk Blue Eyes White Dragon Barrel Dragon Blue Eyes Ultimate Dragon Cyber-tech Alligator Gadget Soldier Vorse Raider Ryu-Kishin Powered Magician of Faith Steel Ogre Grotto #2 Swordstalker Judge Man Megamorph Magic Cylinder Saggi the Dark Clown Double Snare (t6) Rabid Horseman (t6) Mystic Lamp (t6) The Wicked Worm Beast (t6) Crab Turtle (t6) King Tiger Wanghu (t12) Restructer Revolution (t12) Horn of Heaven (t12) Turtle Oath (t12) Slifer Judge Man Rude Kaiser Gyakutenno Megami Magician of Faith The Forgiving Maiden La Jinn the Mystical Genie of the Lamp Polymerization Just Desserts Magic Jammer Mirror Force Negate Attack Monster Reborn Call of the Haunted Raigeki Harpie's Feather Duster Heavy Storm Flame Swordsman (t6) Dragon's Rage (t6) Star Boy (t6) Raimei (t6) De-Spell (t6) Invitation to a Dark Sleep (t12) Fissure (t12) Stamping Destruction (t12) Ra Vorse Raider Gadget Soldier Premature Burial Star Boy (t6) Mystic Lamp (t6) Deal of Phantom (t6) Ookazi (t6) Tremendous Fire (t12) Burst Breath (t12) Gravedigger Ghoul (t12) Invitation to a Dark Sleep (t12) Rare Hunter -------------------------- Obelisk Witch of the Black Forest Sinister Serpent The Emperor's Holiday (t) Reinforcements (t) Major Riot (t) Slifer Graceful Charity Witch of the Black Forest Jar of Greed Just Desserts Life Absorbing Machine Reckless Greed (t) Disappear (t) Cold Wave (t) Banisher of the Light (t) Tri-Horned Dragon (t) Ra Three-Headed Geedo Trap Hole Torrential Tribute Soul Release (t) Robbin' Goblin (t) Banisher of the Light (t) Tri-Horned Dragon (t) Sanga of the Thunder (t) Arkana -------------------------- Obelisk Leo Wizard Cannon Soldier Kazejin (t) Fiend Comedian (t) Collected Power (t) Slifer Aqua Madoor The Illusory Gentleman Rock Spirit Cannon Soldier Black Pendant Enchanted Javelin Widespread Ruin Dream Clown (t) Kamionwizard (t) Mystic Plasma Zone (t) The Cheerful Coffin (t) Needle Wall (t) Solomon's Lawbook (t) Ra Dark Magician (red) Gamble Fairy Box Thousand Knives (t) Kamionwizard (t) Dream Clown (t) Kazejin (t) Ominous Fortunetelling (t) Strings -------------------------- Obelisk Rogue Doll Worm Drake Destroyer Golem Millennium Golem Messenger of Peace (t) Labyrinth Tank (t) Minar (t) Cyber-Stein (t) Slifer Rogue Doll Gravekeeper's Servant Polymerization Shadow Ghoul (t) Card of Safe Return (t) Book of Taiyou (t) Ra Worm Drake Humanoid Slime Humanoid Work Drake Trap Hole Shadow Ghoul (t) Labyrinth Tank (t) Minar (t) Cyber-Stein (t) Revival Jam (t) Jam Defender (t) Espa Roba -------------------------- Obelisk Giant Soldier of Stone Maha Vailo Neo the Magic Swordsman Tribute to the Doomed Metamorphosis (t) Slifer Axe of Despair Black Pendant Sword of Deep Seated Spirit of the Mountain Spirit of the Winds Mystical Space Typhoon Neo the Magic Swordsman Jinzo Maha Vailo The Fiend Megacyber (t) Time Seal (t) Breath of Light (t) Chorus of Sanctuary (t) Ra Giant Soldier of Stone Ancient Sorcerer Sorcerer of the Doomed Horn of the Unicorn Scroll of Bewitchment (t) The Regulation of Tribe (t) Ready for Intercepting (t) Eradicating Aerosol (t) Serpent Night Dragon (t) Lumis and Umbra -------------------------- Obelisk Magician of Faith Masked Sorcerer Masked Clown Drop Off (t) Spirit Elimination (t) Rain of Mercy (t) Suijin (t) Slifer Masked Sorcerer Black Pendant Widespread Ruin Jar of Greed Backup Soldier Mask of Weakness Chosen One (t) Ra The Masked Beast Curse of the Masked Beast Mask of Darkness Grand Tiki Elder Melchid the Four Face Beast Shining Abyss Mask of Brutality Nuvia the Wicked (t) Curse of Aging (t) Servant of Catabolism (t) Suijin (t) Mask of the Accursed (t) Mask of Dispel (t) Mask of Restrict (t) Mikazukinoyaiba (t) Marik -------------------------- Obelisk Vorse Raider Tribute to the Doomed Man Eater Bug Needle Worm The Inexperienced Spy (t8) Fatal Abacus (t8) Fairy Meteor Crush (t8) Castle Walls (t8) Book of Moon (t10) Rush Recklessly (t10) Slifer Axe of Despair Just Desserts Magic Thorn Mystical Space Typhoon Cyber Jar Magician of Faith Magic Jammer Miracle Dig (t8) Disturbance Strategy (t8) Ra Cyber Jar Morphing Jar Morphing Jar #2 Needle Worm Vorse Raider The Bistro Butcher Delinquent Duo Change of Heart Gust (t8) Wall Shadow (t8) Ancient Telescope (t8) Painful Choice (t8) Minor Goblin Official (t10) Stim Pack (t10) The Forceful Sentry (t10) Wasteland (t10) Ekibyo Drakmord (t10) Share the Pain (t10) Gate Guardian (t10) Jowls of Dark Demise (t10) Ishizu -------------------------- Obelisk Dark Elf Fire Princess Bright Castle Magic Cylinder Tailor of the Fickle (t9) Armored Glass (t9) Paralyzing Potion (t9) Type Zero Magic Crusher (t9) DNA Surgery (t11) Cosmo Queen (t11) Gaia Power (t11) Arsenal Bug (t11) Slifer Marie the Fallen One The Forgiving Maiden St. Joan Gift of the Mystical Elf Chain Energy White Hole Anti Raigeki Life Absorbing Machine Enchanted Javelin Solemn Wishes Numinous Healer Black Pendant Luminous Spark Airknight Parshath (t9) Narrow Pass (t9) Ring of Magnetism (t9) Cosmo Queen (t11) Bottomless Trap Hole (t11) Fairy's Hand Mirror (t11) Graverobber's Retribution (t11) Darkness Approaches (t11) Ra Dunames Dark Witch Marie the Fallen One The Forgiving Maiden Dark Elf Spirit of the Harp Vengeful Bog Spirit (t9) Giant Trunade (t9) Curse of Fiend (t11) Odion -------------------------- Obelisk Magician of Faith Man Eater Bug Judge Man Labyrinth Wall Seven Tools of the Bandit Call of the Grave Call of the Dark Blast Juggler (t9) House of Adhesive Tape (t9) World Suppression (t9) Javelin Beetle Pact (t9) Exile of the Wicked (t11) Javelin Beetle (t11) Slifer Judge Man Millennium Shield Magician of Faith Mask of Darkness Cyber Jar Solemn Judgement Shadow of Eyes Light of Intervention Gryphon Wing Mirror Wall White Hole Negate Attack Royal Decree Solemn Wishes Enchanted Javelin Aqua Chorus Life Absorbing Machine Just Desserts Numinous Healer Anti Raigeki Widespread Ruin Magic Jammer Gift of the Mystical Elf Jar of Greed Magic Thorn Gravekeeper's Servant Chain Energy Ceasefire Goblin Fan (t9) Remove Trap (t11) Imperial Order (t11) Mystic Probe (t11) Gust Fan (t11) Ra Labyrinth Wall Millennium Shield Mask of Darkness Man Eater Bug Slate Warrior Trap Hole Gamble Torrential Tribute Fairy Box Ring of Destruction Forced Requisition (t9) Appropriate (t9) Eatgaboon (t9) Bad Reaction to Simochi (t9) Blast Juggler (t9) Nobleman of Extermination (t11) Two Pronged Attack (t11) Skull Invitation (t11) Curse of Royal (t11) Block Attack (t11) Yami Marik -------------------------- Obelisk Man Eater Bug Magician of Faith Vorse Raider Nightmare Wheel (t9) Earthshaker (t9) Needle Ceiling (t12+) Riryoku (t12+) Confiscation (t12+) The Reliable Guardian (t12+) Slifer Mask of Darkness Magician of Faith Cyber Jar Gravekeeper's Servant Jar of Greed Infinite Cards Newdoria (t9) Swallowtail Spike Lizard (t9) Garma Sword Oath (t9) Garma Sword (t12+) Ra Gravity Bind Premature Burial Delinquent Duo Vorse Raider Man Eater Bug Ring of Destruction Morphing Jar #2 Muka Muka Change of Heart Newdoria (t9) Coffin Seller (t9) Destruction Punch (t9) Bottomless Shifting Sand (t9) Byser Shock (t9) Magical Labyrinth (t9) Swallowtail Spike Lizard (t9) Dark Snake Syndrome (t9) Blind Destruction (t12+) Michizure (t12+) Final Destiny (t12+) Mirage of Nightmare (t12+) Metal Detector (t12+) Toll (t12+) Yami Bakura -------------------------- Obelisk Destiny Board Spirit Message "I" Spirit Message "N" Spirit Message "A" Spirit Message "L" The Portrait's Secret Dark Necrofear (t) Versago the Destroyer (t) Slifer La Jinn the Mystical Genie of the Lamp Aqua Madoor Gemini Elf Gravekeeper's Servant Widespread Ruin Aqua Chorus Life Absorbing Machine Solemn Wishes Mirror Force Spiritualism (t) Reaper of the Cards (t) Fiend's Mirror (t) Beastly Mirror Ritual (t) Ra Aqua Madoor Gemini Elf La Jinn the Mystical Genie of the Lamp Premature Burial Dark Hole Pot of Greed The Portrait's Secret Spiritualism (t) Dark Spirit of the Silent (t) Fiend's Mirror (t) Zera the Mant (t) Zera Ritual (t) The Dark Door (t) Versago the Destroyer (t) Reaper of the Cards (t) 12. Card List ------------------------------------------------------------ This is a list of cards that are in this game, including their stats. The order of the cards will be how they appear in the Library. A line will separate every 10 cards to designate a row. Any cards in the list shown blank are cards I do not have and don't know what it is. There are a total of 1017 cards in this game. Monster cards will follow the following format: Name Kind of monster/Attribute/Type Level/Attack/Defense Description If a monster is normal, the description will be blank, even though they have flavor text. You don't want to read them, I don't want to type them. Spells and traps are simpler, and will be in the following format: Name Spell or trap type Description Now, let us begin: Blue Eyes White Dragon Normal/Light/Dragon 8/3000/2500 Mystical Elf Normal/Light/Spellcaster 4/800/2000 Hitotsu-Me Giant Normal/Earth/Beast Warrior 4/1200/1000 Baby Dragon Normal/Wind/Dragon 3/1200/700 Ryu-Kishin Normal/Dark/Fiend 3/1000/500 Feral Imp Normal/Dark/Fiend 4/1300/1400 Winged Dragon, Guardian of the Fortress #1 Normal/Wind/Dragon 4/1400/1200 Mushroom Man Normal/Earth/Plant 2/800/600 Shadow Specter Normal/Dark/Zombie 1/500/200 Blackland Fire Dragon Normal/Dark/Dragon 4/1500/800 10 -------------------------- Sword Arm of Dragon Normal/Earth/Dinosaur 6/1750/2030 Swamp Battleguard Effect/Earth/Warrior 5/1800/1500 Increase the ATK of this monster by 500 points for every face up "Lava Battleguard" on your side of the field. Tyhone Normal/Wind/Winged Beast 4/1200/1400 Battle Steer Normal/Earth/Beast Warrior 5/1800/1300 Flame Swordsman Fusion/Fire/Warrior 5/1800/1600 Flame Manipulator + Masaki the Legendary Swordsman Time Wizard Effect/Light/Spellcaster 2/500/400 Toss a coin and call Heads or Tails. If you call it right, your opponent's monsters on the field are destroyed. If you call it wrong, your own monsters on the field are destroyed and you lose Life Points equal to half the total ATK of the destroyed monsters. This card can be used only during your turn, once per turn. Right Leg of the Forbidden One Normal/Dark/Spellcaster 1/200/300 Left Leg of the Forbidden One Normal/Dark/Spellcaster 1/200/300 Right Arm of the Forbidden One Normal/Dark/Spellcaster 1/200/300 Left Arm of the Forbidden One Normal/Dark/Spellcaster 1/200/300 20 -------------------------- Exodia the Forbidden One Effect/Dark/Spellcaster 3/1000/1000 An automatic victory can be declared by the player whose hand contains this card together with the Left Leg/Right Leg/Left Arm/Right Arm of the Forbidden One. Summoned Skull Normal/Dark/Fiend 6/2500/1200 The Wicked Worm Beast Effect/Earth/Beast 3/1400/700 This card is returned to your hand at the end of your turn. Skull Servant Normal/Dark/Zombie 1/300/200 Horn Imp Normal/Dark/Fiend 4/1300/1000 Battle Ox Normal/Earth/Beast Warrior 4/1700/1000 Beaver Warrior Normal/Earth/Beast Warrior 4/1200/1500 Rock Ogre Grotto #1 Normal/Earth/Rock 3/800/1200 Mountain Warrior Normal/Earth/Beast Warrior 3/600/1000 Zombie Warrior Fusion/Dark/Zombie 3/1200/900 Skull Servant + Battle Warrior 30 -------------------------- Koumori Dragon Normal/Dark/Dragon 4/1500/1200 Two-Headed King Rex Normal/Earth/Dinosaur 4/1600/1200 Judge Man Normal/Earth/Warrior 6/2200/1500 Saggi the Dark Clown Normal/Dark/Spellcaster 3/600/1500 Dark Magician Normal/Dark/Spellcaster 7/2500/2100 The Snake Hair Normal/Dark/Zombie 4/1500/1200 Gaia the Dragon Champion Fusion/Wind/Dragon 7/2600/2100 Gaia the Fierce Knight + Curse of Dragon Gaia the Fierce Knight Normal/Earth/Warrior 7/2300/2100 Curse of Dragon Normal/Dark/Dragon 5/2000/1500 Dragon Piper Effect/Fire/Pyro 3/200/1800 Flip: Destroys Dragon Capture Jar and turns all face up Dragon type monsters to Attack position. 40 -------------------------- Celtic Guardian Normal/Earth/Warrior 4/1400/1200 Illusionist Faceless Mage Normal/Dark/Spellcaster 5/1200/2200 Karbonala Warrior Fusion/Earth/Warrior 4/1500/1200 M-Warrior #1 + M-Warrior #2 Rogue Doll Normal/Light/Spellcaster 4/1600/1000 Oscillio Hero #2 Normal/Light/Thunder 3/1000/500 Griffore Normal/Earth/Beast 4/1200/1500 Torike Normal/Earth/Beast 3/1200/600 Sangan Effect/Dark/Fiend 3/1000/600 When this card is sent from the field to the graveyard, move one monster with ATK of 1500 or less from your deck to your hand. Your deck is then shuffled. Big Insect Normal/Earth/Insect 4/1200/1500 Basic Insect Normal/Earth/Insect 3/500/700 50 -------------------------- Armored Lizard Normal/Earth/Reptile 4/1500/1200 Hercules Beetle Normal/Earth/Insect 5/1500/2000 Killer Needle Normal/Wind/Insect 4/1200/1000 Gokibore Normal/Earth/Insect 4/1200/1400 Giant Flea Normal/Earth/Insect 4/1500/1200 Larvae Moth Effect/Earth/Insect 2/500/400 This monster can only be Special Summoned by offering Petit Moth as a Tribute on the 2nd of your turns after Petit Moth has been equipped with Cocoon of Evolution. Great Moth Effect/Earth/Insect 8/2600/2500 This monster can only be Special Summoned by offering Petit Moth as a Tribute on the 4th of your turns after Petit Moth has been equipped with Cocoon of Evolution. Kuriboh Effect/Dark/Fiend 1/300/200 Discard this card from your hand to the graveyard to make the damage inflicted on your life points by 1 opponent's monster 0. This effect must be activated during your opponent's Battle Phase. Mammoth Graveyard Normal/Earth/Dinosaur 3/1200/800 Great White Normal/Water/Fish 4/1600/800 60 -------------------------- Wolf Normal/Earth/Beast 3/1200/800 Harpie Lady Normal/Wind/Winged Beast 4/1300/1400 Harpie Lady Sisters Effect/Wind/Winged Beast 6/1950/2100 This monster can only be Special Summoned with the Spell card Elegant Egotist. Tiger Axe Normal/Earth/Beast Warrior 4/1300/1100 Silver Fang Normal/Earth/Beast 3/1200/800 Kojikocy Normal/Earth/Warrior 4/1500/1200 Perfectly Ultimate Great Moth Effect/Earth/Insect 8/3500/3000 This monster can only be Special Summoned by offering Petit Moth as a Tribute on the 6th of your turns after Petit Moth has been equipped with Cocoon of Evolution. Garoozis Normal/Fire/Beast Warrior 5/1800/1500 Thousand Dragon Fusion/Wind/Dragon 7/2400/2000 Time Wizard + Baby Dragon Fiend Kraken Normal/Water/Aqua 4/1200/1400 70 -------------------------- Jellyfish Normal/Water/Aqua 4/1200/1500 Cocoon of Evolution Effect/Earth/Insect 3/0/2000 You may treat this card as an Equip Spell card on a face up Petit Moth on the Field. When equipped, the ATK and DEF of Petit Moth become the same as Cocoon of Evolution. Kairyu-Shin Normal/Water/Sea Serpent 5/1800/1500 Giant Soldier of Stone Normal/Earth/Rock 3/1300/2000 Man Eating Plant Normal/Earth/Plant 2/800/600 Krokodilus Normal/Water/Reptile 4/1100/1200 Grappler Normal/Water/Reptile 4/1300/1200 Axe Raider Normal/Earth/Warrior 4/1700/1150 Megazowler Normal/Earth/Dinosaur 6/1800/2000 Uraby Normal/Earth/Dinosaur 4/1500/800 80 -------------------------- Crawling Dragon #2 Normal/Earth/Dinosaur 4/1600/1200 Red Eyes Black Dragon Normal/Dark/Dragon 7/2400/2000 Reaper of the Cards Effect/Dark/Fiend 5/1380/1930 Flip: Destroys 1 Trap card on the Field. If this card's target is face down, flip it face up. If the card is a Trap card, it is destroyed. If not, it is returned to its face down position. The flipped card is not activated. King of Yamimakai Normal/Dark/Fiend 5/2000/1530 Barox Fusion/Dark/Fiend 5/1380/1530 Frenzied Panda + Ryu-Kishin Dark Chimera Normal/Dark/Fiend 5/1610/1460 Metal Guardian Normal/Dark/Fiend 5/1150/2150 Catapult Turtle Effect/Water/Aqua 5/1000/2000 Offer 1 monster on your side of the field as a Tribute to inflict Direct Damage equal to half the Tribute monster's ATK to your opponent's Life Points. Monsters used for a Tribute Summon or that are offered as Tribute due to other card's effects are excluded. Gyakutenno Megami Normal/Light/Fairy 6/1800/2000 Mystic Horseman Normal/Earth/Beast 4/1300/1550 90 -------------------------- Rabid Horseman Fusion/Earth/Beast Warrior 6/2000/1700 Battle Ox + Mystic Horseman Zanki Normal/Earth/Warrior 5/1500/1700 Crawling Dragon Normal/Earth/Dragon 5/1600/1400 Crass Clown Effect/Dark/Fiend 4/1350/1400 When this card is changed from Defense Position to Attack Position, return 1 monster on your opponent's side of the Field to the owner's hand. Armored Zombie Normal/Dark/Zombie 3/1500/0 Dragon Zombie Normal/Dark/Zombie 3/1600/0 Clown Zombie Normal/Dark/Zombie 2/1350/0 Battle Warrior Normal/Earth/Warrior 3/700/1000 Wings of Wicked Flame Normal/Fire/Pyro 2/700/600 Mask of Darkness Effect/Dark/Fiend 2/900/400 Flip: Select 1 Trap Card from your graveyard and return it to your hand. 100 -------------------------- Job-Change Mirror Normal/Dark/Fiend 3/800/1300 Curtain of the Dark Ones Normal/Dark/Spellcaster 2/600/500 Tomozaurus Normal/Earth/Dinosaur 2/500/400 Spirit of the Winds Normal/Wind/Spellcaster 5/1700/1400 Kageningen Normal/Dark/Warrior 2/800/600 Graveyard and the Hand of Invitation Normal/Dark/Zombie 3/700/900 Goddess of the Third Eye Effect/Light/Fairy 4/1200/1000 You can substitute this card for any 1 Fusion material monster. You cannot substitute for any other Fusion material monsters in the current Fusion. Hero of the East Normal/Earth/Warrior 3/1100/1000 Doma the Angel of Silence Normal/Dark/Fairy 5/1600/1400 That Which Feeds on Life Normal/Dark/Fiend 4/1200/1000 110 -------------------------- Dark Gray Normal/Earth/Beast 3/800/900 White Magical Hat Effect/Light/Spellcaster 3/1000/700 When this card inflicts damage to your opponent's Life Points, 1 card must be discarded randomly from your opponent's hand to the graveyard. Kamionwizard Fusion/Dark/Spellcaster 4/1300/1100 Mystical Elf + Curtain of the Dark Ones Nightmare Scorpion Normal/Earth/Insect 3/900/800 Spirit of the Books Normal/Wind/Winged Beast 4/1400/1200 Supporter in the Shadows Normal/Earth/Warrior 3/1000/1000 Trial of Nightmare Normal/Dark/Fiend 4/1300/900 Dream Clown Effect/Earth/Warrior 3/1200/900 When this card is changed from Attack Position to Defense Position, select and destroy 1 monster on your opponent's side of the field. Sleeping Lion Normal/Earth/Beast 4/700/1700 Yamatano Dragon Scroll Normal/Wind/Dragon 2/900/300 120 -------------------------- Dark Plant Normal/Dark/Plant 1/300/400 Ancient Tool Normal/Dark/Machine 5/1700/1400 Faith Bird Normal/Wind/Winged Beast 4/1500/1100 Orion the Battle King Normal/Light/Fairy 5/1800/1500 Ansatsu Normal/Earth/Warrior 5/1700/1200 LaMoon Normal/Light/Spellcaster 5/1200/1700 Nemuriko Normal/Dark/Spellcaster 3/800/700 Weather Control Normal/Light/Fairy 2/600/400 Octoberser Normal/Water/Aqua 5/1600/1400 The 13th Grave Normal/Dark/Zombie 3/1200/900 130 -------------------------- Charubin the Fire Knight Fusion/Fire/Pyro 3/1100/800 Monster Egg + Hinotama Soul Mystical Capture Chain Normal/Light/Fairy 2/700/700 Fiend's Hand Normal/Dark/Zombie 2/600/600 Witty Phantom Normal/Dark/Fiend 4/1400/1300 Mystery Hand Normal/Dark/Zombie 2/500/500 Dragon Statue Normal/Earth/Warrior 3/1100/900 Blue-Eyed Silver Zombie Normal/Dark/Zombie 3/900/700 Toad Master Normal/Water/Aqua 3/1000/1000 Spiked Snail Normal/Dark/Machine 3/700/1300 Flame Manipulator Normal/Fire/Spellcaster 3/900/1000 140 -------------------------- Necrolancer the Time Lord Normal/Dark/Spellcaster 3/800/900 Djinn the Watcher of the Wind Normal/Wind/Spellcaster 3/700/900 The Bewitching Phantom Thief Normal/Dark/Spellcaster 2/700/700 Temple of Skulls Normal/Dark/Zombie 4/900/1300 Monster Egg Normal/Earth/Warrior 3/600/900 The Shadow Who Controls the Dark Normal/Dark/Fiend 3/800/700 Lord of the Lamp Normal/Dark/Fiend 4/1400/1200 Akihiron Normal/Water/Aqua 5/1700/1400 Rhaimundos of the Red Sword Normal/Earth/Warrior 4/1200/1300 The Melting Red Shadow Normal/Water/Aqua 3/500/800 150 -------------------------- Dokuroizo the Grim Reaper Normal/Dark/Zombie 3/900/1200 Fire Reaper Normal/Dark/Zombie 2/700/500 Larvas Normal/Earth/Beast 3/800/1000 Hard Armor Normal/Earth/Warrior 3/200/1300 Firegrass Normal/Earth/Plant 2/700/600 Man Eater Normal/Earth/Plant 2/800/600 Dig Beak Normal/Earth/Beast 2/500/800 M-Warrior #1 Normal/Earth/Warrior 3/1000/500 M-Warrior #2 Normal/Earth/Warrior 3/500/1000 Tainted Wisdom Effect/Dark/Fiend 3/1250/800 When this card is changed from Attack Position to Defense Position, shuffle your own deck. 160 -------------------------- Lisark Normal/Earth/Beast 4/1300/1300 Lord of Zemia Normal/Dark/Fiend 4/1300/1000 The Judgement Hand Normal/Earth/Warrior 3/1400/700 Ancient Jar Normal/Earth/Rock 1/400/200 Darkfire Dragon Fusion/Dark/Dragon 4/1500/1250 Firegrass + Petit Dragon Dark King of the Abyss Normal/Dark/Fiend 3/1200/800 Spirit of the Harp Normal/Light/Fairy 4/800/2000 Armaill Normal/Earth/Warrior 3/700/1300 Dark Prisoner Normal/Dark/Fiend 3/600/1000 Hurricail Normal/Wind/Spellcaster 2/900/200 170 -------------------------- Ancient Brain Normal/Dark/Fiend 3/1000/700 Fire Eye Normal/Fire/Pyro 2/800/600 Monsturtle Normal/Water/Aqua 3/800/1000 Claw Reacher Normal/Dark/Fiend 3/1000/800 Phantom Dewan Normal/Dark/Spellcaster 2/700/600 Arlownay Normal/Earth/Plant 3/800/1000 Dark Shade Normal/Wind/Fiend 3/1000/1000 Masked Clown Normal/Dark/Warrior 2/500/700 Lucky Trinket Normal/Light/Spellcaster 2/600/800 Genin Normal/Light/Spellcaster 3/600/900 180 -------------------------- Eyearmor Normal/Earth/Warrior 2/600/500 Fiend Reflection #2 Normal/Light/Winged Beast 4/1100/1400 Gate Deeg Normal/Dark/Beast 3/700/800 Synchar Normal/Earth/Beast 3/800/900 Fusionist Fusion/Earth/Beast 3/900/700 Petit Angel + Mystical Sheep #2 Akakieisu Normal/Dark/Spellcaster 3/1000/800 Lala Li-oon Normal/Wind/Thunder 2/600/600 Key Mace Normal/Light/Fairy 1/400/300 Turtle Tiger Normal/Water/Aqua 4/1000/1500 Terra the Terrible Normal/Dark/Fiend 4/1200/1300 190 -------------------------- Doron Normal/Earth/Warrior 2/900/500 Arma Knight Normal/Water/Aqua 4/1000/1200 Mech Mole Zombie Normal/Dark/Zombie 2/500/400 Happy Lover Normal/Light/Fairy 2/800/500 Penguin Knight Effect/Water/Aqua 3/900/800 When this card is sent directly from your deck to your graveyard by your opponent's card effect, combine your graveyard cards with your own deck, shuffle them and form a new deck. Petit Dragon Normal/Wind/Dragon 2/600/700 Frenzied Panda Normal/Earth/Beast 4/1200/1000 Air Marmot of Nefariousness Normal/Earth/Beast 2/400/600 Phantom Ghost Normal/Dark/Zombie 2/600/800 Mabarrel Normal/Dark/Fiend 5/1700/1400 200 -------------------------- Dorover Normal/Water/Aqua 3/900/800 Twin Long Rods #1 Normal/Water/Aqua 3/900/700 Droll Bird Normal/Wind/Winged Beast 2/600/500 Petit Angel Normal/Light/Fairy 3/600/900 Winged Cleaver Normal/Earth/Insect 2/700/700 Hinotama Soul Normal/Fire/Pyro 2/600/500 Kaminarikozou Normal/Wind/Thunder 2/700/600 Meotoko Normal/Earth/Beast 2/700/600 Aqua Madoor Normal/Water/Spellcaster 4/1200/2000 Kagemusha of the Blue Flame Normal/Earth/Warrior 2/800/400 210 -------------------------- Flame Ghost Fusion/Dark/Zombie 3/1000/800 Skull Servant + Dissolverock Dryad Normal/Earth/Spellcaster 4/1200/1400 Black Skull Dragon Fusion/Dark/Dragon 9/3200/2500 Summoned Skull + Red Eyes Black Dragon Two-Mouth Darkruler Normal/Earth/Dinosaur 3/900/700 Solitude Normal/Earth/Beast Warrior 3/1050/1000 Masked Sorcerer Effect/Dark/Spellcaster 4/900/1400 When you inflict damage to your opponent's Life Points with this card, draw 1 card from your deck. Kumootoko Normal/Earth/Insect 3/700/1400 Midnight Fiend Normal/Dark/Fiend 2/800/600 Roaring Ocean Snake Fusion/Water/Aqua 6/2100/1800 Mystic Lamp + Hyosube Fiend Sword Normal/Dark/Warrior 4/1400/800 220 -------------------------- Skull Stalker Normal/Dark/Warrior 3/900/800 Hitodenchak Normal/Water/Aqua 2/600/700 Wood Remains Normal/Dark/Zombie 3/1000/900 Hourglass of Life Normal/Light/Fairy 2/700/600 Rare Fish Fusion/Water/Fish 4/1500/1200 Fusionist + Enchanting Mermaid Wood Clown Normal/Earth/Warrior 3/800/1200 Madjinn Gunn Normal/Dark/Fiend 2/600/800 Dark Titan of Terror Normal/Dark/Fiend 4/1300/1100 Beautiful Headhuntress Normal/Earth/Warrior 4/1600/800 Wodan the Resident of the Forest Effect/Earth/Warrior 3/900/1200 Increase this card's ATK by 100 points for every Plant Type monster face up on the field. 230 -------------------------- Guardian of the Labyrinth Normal/Earth/Warrior 3/1000/1200 Haniwa Normal/Earth/Rock 2/500/500 Yashinoki Normal/Earth/Plant 2/800/600 Vishwar Randi Normal/Dark/Warrior 3/900/700 The Drdek Normal/Dark/Fiend 3/700/800 Dark Assailant Normal/Dark/Zombie 4/1200/1200 Candle of Fate Normal/Dark/Fiend 2/600/600 Water Element Normal/Water/Aqua 3/900/700 Dissolverock Normal/Earth/Rock 3/900/1000 Meda Bat Normal/Dark/Fiend 2/800/600 240 -------------------------- One Who Hunts Souls Normal/Earth/Beast Warrior 4/1100/1000 Root Water Normal/Water/Fish 3/900/800 Master & Expert Normal/Earth/Beast 4/1200/1000 Water Omotics Normal/Water/Aqua 4/1400/1200 Hyo Normal/Water/Warrior 3/800/1200 Enchanting Mermaid Normal/Water/Fish 3/1200/900 Nekogal #1 Normal/Earth/Beast 3/1100/900 Fairywitch Normal/Dark/Spellcaster 3/800/1000 Embryonic Beast Normal/Dark/Fiend 2/500/750 Prevent Rat Normal/Earth/Beast 4/500/2000 250 -------------------------- Stone Armadiller Normal/Earth/Rock 3/800/1200 Beastking of the Swamps Effect/Water/Aqua 4/1000/1100 You can substitute this card for any 1 Fusion material monster. You cannot substitute for any other Fusion material monsters in the current Fusion. Ancient Sorcerer Normal/Dark/Spellcaster 4/1000/1300 Lunar Queen Elzaim Normal/Light/Fairy 3/750/1100 Wicked Mirror Normal/Dark/Fiend 2/700/600 The Little Swordsman of Aile Effect/Water/Warrior 3/800/1300 Offer 1 monster on your side of the field as a tribute to increase this monster's ATK by 700 points until the end of your turn. Rock Ogre Grotto #2 Normal/Earth/Rock 3/700/1400 Wing Egg Elf Normal/Light/Fairy 3/500/1300 The Furious Sea King Normal/Water/Aqua 3/800/700 Princess of Tsurugi Effect/Wind/Warrior 3/900/700 Flip: Inflict 500 points of direct damage to your opponent's life points for each spell and trap card your opponent has on the field. 260 -------------------------- Unknown Warrior of Fiend Normal/Dark/Warrior 3/1000/500 Sectarian of Secrets Normal/Dark/Spellcaster 2/700/500 Versago the Destroyer Effect/Dark/Fiend 3/1100/900 You can substitute this card for any 1 Fusion material monster. You cannot substitute for any other Fusion material monsters in the current Fusion. Wetha Normal/Water/Aqua 3/1000/900 Megirus Light Normal/Dark/Fiend 3/900/600 Mavelus Fusion/Wind/Winged Beast 4/1300/900 Tyhone + Wings of Wicked Flame Ancient Tree of Enlightenment Normal/Earth/Plant 3/600/1500 Green Phantom King Normal/Earth/Plant 3/500/1600 Ground Attacker Bugroth Normal/Earth/Machine 4/1500/1000 Ray & Temperature Normal/Light/Fairy 3/1000/1000 270 -------------------------- Gorgon Egg Normal/Dark/Fiend 3/300/1300 Petit Moth Normal/Earth/Insect 1/300/200 King Fog Normal/Dark/Fiend 3/1000/900 Protector of the Throne Normal/Earth/Warrior 4/800/1500 Mystic Clown Normal/Dark/Fiend 4/1500/1000 Mystical Sheep #2 Normal/Earth/Beast 3/800/1000 Holograh Normal/Earth/Machine 3/1100/700 Tao the Chanter Normal/Earth/Spellcaster 3/1200/900 Serpent Marauder Normal/Earth/Reptile 3/700/600 Gatekeeper Normal/Dark/Machine 5/1500/1800 280 -------------------------- Ogre of the Black Shadow Normal/Earth/Beast Warrior 4/1200/1400 Change Slime Normal/Water/Aqua 1/400/300 Moon Envoy Normal/Light/Warrior 3/1100/1000 Fireyarou Normal/Fire/Pyro 4/1300/1000 Psychic Kappa Normal/Water/Aqua 2/400/1000 Masaki the Legendary Swordsman Normal/Earth/Warrior 4/1100/1100 Dragoness the Wicked Knight Fusion/Wind/Warrior 3/1200/900 Armaill + One-Eyed Shield Dragon Bio Plant Normal/Dark/Fiend 3/600/1300 One-Eyed Shield Dragon Normal/Wind/Dragon 3/700/1300 Cyber Soldier of Darkworld Normal/Dark/Machine 4/1400/1200 290 -------------------------- Wicked Dragon with the Ersatz Head Normal/Wind/Dragon 3/900/900 Sonic Maid Normal/Earth/Warrior 3/1200/900 Kurama Normal/Wind/Winged Beast 3/800/800 Legendary Sword Equip Spell A Warrior type monster equipped with this card increases its ATK and DEF by 300 points. Dark Energy Equip Spell A Fiend type monster equipped with this card increases its ATK and DEF by 300 points. Axe of Despair Equip Spell A monster equipped with this card increases its ATK by 1000 points. When this card is sent from the field to the graveyard, you can offer 1 monster from the field as a tribute to place it on top of your deck. Laser Cannon Armor Equip Spell An Insect type monster equipped with this card increases its ATK and DEF by 300 points. Elf's Light Equip Spell A Light type monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points. Beast Fangs Equip Spell A Beast type monster equipped with this card increases its ATK and DEF by 300 points. Steel Shell Equip Spell A Water type monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points. 300 -------------------------- Vile Germs Equip Spell A Plant type monster equipped with this card increases its ATK and DEF by 300 points. Black Pendant Equip Spell A monster equipped with this card increases its ATK by 500 points. When this card is sent from the field to the graveyard, inflict 500 points of direct damage to your opponent's life points. Silver Bow and Arrow Equip Spell A Fairy type monster equipped with this card increases its ATK and DEF by 300 points. Horn of Light Equip Spell A monster equipped with this card increases its DEF by 800 points. When this card is sent from the field to the graveyard, you can pay 500 life points to place it on top of your deck. Horn of the Unicorn Equip Spell A monster equipped with this card increases its ATK and DEF by 700 points. When this card is sent from the field to the graveyard, it returns to the top of your deck. Dragon Treasure Equip Spell A Dragon type monster equipped with this card increases its ATK and DEF by 300 points. Electro-Whip Equip Spell A Thunder type monster equipped with this card increases its ATK and DEF by 300 points. Elegant Egotist Normal Spell When there are 1 or more Harpie Lady cards on the field, you can special summon 1 Harpie Lady or Harpie Lady Sisters from your hand or your deck. Mystical Moon Equip Spell A Beast Warrior type monster equipped with this card increases its ATK and DEF by 300 points. Stop Defense Normal Spell Select 1 of your opponent's monsters and switch it to attack position. If the card is face down, flip it face up. If the card has a flip effect, it is activated immediately. 310 -------------------------- Malevolent Nuzzler Equip Spell A monster equipped with this card increases its ATK by 700 points. When this card is sent from the field to the graveyard, you can pay 500 life points to place it on top of your deck. Violet Crystal Equip Spell A Zombie type monster equipped with this card increases its ATK and DEF by 300 points. Book of Secret Arts Equip Spell A Spellcaster type monster equipped with this card increases its ATK and DEF by 300 points. Machine Conversion Factory Equip Spell A Machine type monster equipped with this card increases its ATK and DEF by 300 points. Raise Body Heat Equip Spell A Dinosaur type monster equipped with this card increases its ATK and DEF by 300 points. Follow Wind Equip Spell A Winged Beast type monster equipped with this card increases its ATK and DEF by 300 points. Power of Kaishin Equip Spell An Aqua type monster equipped with this card increases its ATK and DEF by 300 points. Dragon Capture Jar Continuous Trap All Dragon type monsters on the field are switched to Defense position and remain in this position as long as this card is active. Forest Field Spell Increases the ATK and DEF of all Insect, Beast, Plant, and Beast Warrior type monsters by 200 points. Wasteland Field Spell Increases the ATK and DEF of all Dinosaur, Zombie, and Rock type monsters by 200 points. 320 -------------------------- Mountain Field Spell Increases the ATK and DEF of all Dragon, Winged Beast, and Thunder monsters by 200 points. Sogen Field Spell Increases the ATK and DEF of all Beast Warrior and Warrior type monsters by 200 points. Umi Field Spell Increases the ATK and DEF of all Fish, Sea Serpent, Thunder, and Aqua type monsters by 200 points. Also decreases the ATK and DEF of all Machine and Pyro type monsters by 200 points. Yami Field Spell Increases the ATK and DEF of all Fiend and Spellcaster type monsters by 200 points. Also decreases the ATK and DEF of all Fairy type monsters by 200 points. Dark Hole Normal Spell Destroys all monsters on the field. Raigeki Normal Spell Destroys all of your opponent's monsters on the field. Mooyan Curry Normal Spell Increase your life points by 200 points. Red Medicine Normal Spell Increase your life points by 500 points. Goblin's Secret Remedy Normal Spell Increase your life points by 600 points. Soul of the Pure Normal Spell Increase your life points by 800 points. 330 -------------------------- Dian Keto the Cure Master Normal Spell Increase your life points by 1000 points. Sparks Normal Spell Inflict 200 points of direct damage to your opponent's life points. Hinotama Normal Spell Inflict 500 points of direct damage to your opponent's life points. Final Flame Normal Spell Inflict 600 points of direct damage to your opponent's life points. Ookazi Normal Spell Decreases your opponent's life points by 800 points. Tremendous Fire Normal Spell Inflict 1000 points of direct damage to your opponent's life points and 500 points of direct damage to your life points. Swords of Revealing Light Normal Spell Counting from your opponent's turn, none of your opponent's monsters can attack for 3 turns of his/her own. When this card is activated, opponent's face down monsters at that time are turned face up, but remain in defense position. Any effects the monsters may have are immediately activated. Spellbinding Circle Continuous Trap Select 1 monster. As long as this card remains face up on the field, the selected monster cannot attack or change its battle position except by the effect of a Spell, Trap, or Effect monster card. When the selected monster is destroyed, this card is also destroyed. If the selected monster is offered as a tribute, this card is not destroyed. Dark Piercing Light Normal Spell Flip all of your opponent's face down Monster cards on the field face up. The effect of the monsters will activate at this time. Yaranzo Normal/Dark/Zombie 4/1300/1500 340 -------------------------- Kanan the Swordmistress Normal/Earth/Warrior 4/1400/1400 Takriminos Normal/Water/Sea Serpent 4/1500/1200 Stuffed Animal Normal/Earth/Warrior 3/1200/900 Megasonic Eye Normal/Dark/Machine 5/1500/1800 Super War-Lion Ritual/Earth/Beast 7/2300/2100 This monster is summoned with the Ritual Spell card, War-Lion Ritual. You must also offer monsters whose total stars equal 7 or more from the field or your hand as a tribute. Yamadron Normal/Fire/Dragon 5/1600/1800 Seiyaryu Normal/Light/Dragon 7/2500/2300 Three-Legged Zombie Normal/Dark/Zombie 3/1100/800 Zera the Mant Ritual/Dark/Fiend 8/2800/2300 This monster is summoned with the Ritual Spell card, Zera Ritual. You must also offer monsters whose total stars equal 8 or more from the field or your hand as a tribute. Flying Penguin Normal/Water/Aqua 4/1200/1000 350 -------------------------- Millennium Shield Normal/Earth/Warrior 5/0/3000 Fairy's Gift Normal/Light/Spellcaster 4/1400/1000 Black Luster Soldier Ritual/Earth/Warrior 8/3000/2500 This monster is summoned with the Ritual Spell card, Black Luster Ritual. You must also offer monsters whose total stars equal 8 or more from the field or your hand as a tribute. Fiend's Mirror Ritual/Dark/Fiend 6/2100/1800 This monster is summoned with the Ritual Spell card, Beastly Mirror Ritual. You must also offer monsters whose total stars equal 6 or more from the field or your hand as a tribute. Labyrinth Wall Normal/Earth/Rock 5/0/3000 Jirai Gumo Effect/Earth/Insect 4/2200/100 When you attack with this card, toss a coin and call it. If you call it right, attack normally. If you call it wrong, reduce your life points by half before attacking. Shadow Ghoul Effect/Dark/Zombie 5/1600/1300 Increase the ATK of this monster by 100 points for each monster in your own graveyard. Wall Shadow Effect/Dark/Warrior 6/1600/3000 You cannot normal summon this monster. This monster can only be special summoned by offering Labyrinth Wall equipped with Magical Labyrinth as a tribute. No other tribute monsters are necessary. Labyrinth Tank Fusion/Dark/Machine 7/2400/2400 Giga-Tech Wolf + Cannon Soldier Sanga of the Thunder Effect/Light/Thunder 7/2600/2200 Reduce the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect. 360 -------------------------- Kazejin Effect/Wind/Spellcaster 7/2400/2200 Reduce the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect. Suijin Effect/Water/Aqua 7/2500/2400 Reduce the ATK of an opponent's monster attacking this card to 0. This effect can be used only once. The card's owner chooses when to activate this effect. Gate Guardian Effect/Dark/Warrior 11/3750/3400 This card can only be special summoned by offering Sanga of the Thunder, Kazejin, and Suijin on your side of the field as a tribute. Dungeon Worm Normal/Earth/Insect 5/1800/1500 Monster Tamer Normal/Earth/Warrior 5/1800/1600 Ryu-Kishin Powered Normal/Dark/Fiend 4/1600/1200 Swordstalker Normal/Dark/Warrior 6/2000/1600 La Jinn the Mystical Genie of the Lamp Normal/Dark/Spellcaster 4/1800/1000 Blue Eyes Ultimate Dragon Fusion/Light/Dragon 12/4500/3800 Blue Eyes White Dragon + Blue Eyes White Dragon + Blue Eyes White Dragon Toon Alligator Normal/Water/Reptile 4/800/1600 370 -------------------------- Rude Kaiser Normal/Earth/Beast Warrior 5/1800/1500 Parrot Dragon Normal/Wind/Dragon 5/2000/1300 Dark Rabbit Normal/Dark/Beast 4/1100/1500 Bickuribox Fusion/Dark/Fiend 7/2300/2000 Crass Clown + Dream Clown Harpie's Pet Dragon Effect/Wind/Dragon 7/2000/2500 Increase the ATK and DEF of this card by 300 points for each face up Harpie Lady on the field. Mystic Lamp Effect/Dark/Spellcaster 1/400/300 This monster may attack your opponent's life points directly. Pendulum Machine Normal/Dark/Machine 6/1750/2000 Giltia the D. Knight Fusion/Light/Warrior 5/1850/1500 Guardian of the Labyrinth + Protector of the Throne Launcher Spider Normal/Fire/Machine 7/2200/2500 Zoa Normal/Dark/Fiend 7/2600/1900 380 -------------------------- Zone Eater Effect/Water/Aqua 1/250/200 A monster attacked by this card will be destroyed at the end phase of the fifth turn after the attack. Steel Scorpion Effect/Earth/Machine 1/250/300 A Non-machine type monster attacking Steel Scorpion will be destroyed at the end phase of your opponent's 2nd turn after the attack. Dancing Elf Normal/Wind/Fairy 1/300/200 Ocubeam Normal/Light/Fairy 5/1550/1650 Leghul Effect/Earth/Insect 1/300/350 This monster may attack your opponent's life points directly. Ooguchi Effect/Water/Aqua 1/300/250 This monster may attack your opponent's life points directly. Swordsman from a Foreign Land Effect/Earth/Warrior 1/250/250 A monster attacked by this card will be destroyed at the end phase of the fifth turn after the attack. Emperor of the Land and Sea Normal/Water/Reptile 5/1800/1500 Ushi Oni Normal/Dark/Fiend 6/2150/1950 Monster Eye Effect/Dark/Fiend 1/250/350 At the cost of 1000 life points, you can return Polymerization from your graveyard to your hand. 390 -------------------------- Leogun Normal/Earth/Beast 5/1750/1550 Tatsunootoshigo Normal/Earth/Beast 5/1350/1600 Saber Slasher Normal/Dark/Machine 5/1450/1500 Yaiba Robo Normal/Dark/Machine 4/1000/1300 Machine King Effect/Earth/Machine 6/2200/2000 Increase the ATK of this card by 100 points for each face up Machine type monster on the field. Giant Mech Soldier Normal/Earth/Machine 6/1750/1900 Metal Dragon Fusion/Wind/Machine 6/1850/1700 Steel Ogre Grotto #1 + Lesser Dragon Bat Normal/Wind/Machine 1/300/350 Giga-Tech Wolf Normal/Fire/Machine 4/1200/1400 Cyber Soldier Normal/Dark/Machine 5/1500/1700 400 -------------------------- Shovel Crusher Normal/Earth/Machine 3/900/1200 Mechanicalchaser Normal/Dark/Machine 4/1850/800 Blocker Normal/Dark/Machine 4/850/1800 Blast Juggler Effect/Fire/Machine 3/800/900 Offer this card as a tribute during your standby phase if face up to destroy 2 face up monsters with an ATK of 1000 or less. Golgoil Normal/Dark/Machine 4/900/1600 Giganto Normal/Dark/Machine 5/1700/1800 Cyber-Stein Effect/Dark/Machine 2/700/500 At the cost of 5000 of your own life points, you can special summon 1 Fusion monster from your fusion deck in face up attack position. Cyber Commander Normal/Dark/Machine 2/750/700 Jinzo #7 Effect/Dark/Machine 2/500/400 This monster may attack your opponent's life points directly. Dice Armadillo Normal/Earth/Machine 5/1650/1800 410 -------------------------- Sky Dragon Normal/Wind/Dragon 6/1900/1800 Thunder Dragon Effect/Light/Thunder 5/1600/1500 Discard this card from your hand to the graveyard to add up to 2 Thunder Dragon cards from your deck to your hand. Your deck is then shuffled. This effect is activated only during a main phase. Stone D. Normal/Earth/Rock 7/2000/2300 Kaiser Dragon Fusion/Light/Dragon 7/2300/2000 Winged Dragon, Guardian of the Fortress #1 + Fairy Dragon Magician of Faith Effect/Light/Spellcaster 1/300/400 Flip: Select 1 spell card from your graveyard and return it to your hand. Water Magician Normal/Water/Aqua 4/1400/1000 Ice Water Normal/Water/Aqua 3/1150/900 Waterdragon Fairy Normal/Water/Aqua 3/1100/700 Ancient Elf Normal/Light/Spellcaster 4/1450/1200 Beautiful Beast Trainer Normal/Earth/Warrior 5/1750/1500 420 -------------------------- Water Girl Normal/Water/Aqua 4/1250/1000 White Dolphin Normal/Water/Fish 2/500/400 Deepsea Shark Fusion/Water/Fish 5/1900/1600 Bottom Dweller + Tongyo Metal Fish Normal/Water/Machine 5/1600/1900 Bottom Dweller Normal/Water/Fish 5/1650/1700 7 Colored Fish Normal/Water/Fish 4/1800/800 Mech Bass Normal/Water/Machine 5/1800/1500 Aqua Dragon Fusion/Water/Sea Serpent 6/2250/1900 Fairy Dragon + Amazon of the Seas + Zone Eater Sea King Dragon Normal/Water/Sea Serpent 6/2000/1700 Turu-Purun Normal/Water/Aqua 2/450/500 430 -------------------------- Guardian of the Sea Normal/Water/Aqua 4/1300/1000 Aqua Snake Normal/Water/Aqua 3/1050/900 Giant Red Seasnake Normal/Water/Aqua 4/1800/800 Spike Seadra Normal/Water/Sea Serpent 5/1600/1300 30,000 Year White Turtle Normal/Water/Aqua 5/1250/2100 Kappa Avenger Normal/Water/Aqua 3/1200/900 Kanikabuto Normal/Water/Aqua 3/650/900 Zarigun Normal/Water/Aqua 2/600/700 Millennium Golem Normal/Earth/Rock 6/2000/2200 Destroyer Golem Normal/Earth/Rock 4/1500/1000 440 -------------------------- Barrel Rock Normal/Earth/Rock 4/1000/1300 Minomushi Warrior Normal/Earth/Rock 4/1300/1200 Stone Ghost Normal/Earth/Rock 4/1200/1000 Kaminari Attack Fusion/Wind/Thunder 5/1900/1400 Ocubeam + Mega Thunderball Tripwire Beast Normal/Earth/Thunder 4/1200/1300 Bolt Escargot Normal/Water/Thunder 5/1400/1500 Bolt Penguin Normal/Water/Thunder 3/1100/800 The Immortal of Thunder Effect/Light/Thunder 4/1500/1300 Flip: You gain 3000 life points. After this card is flipped, you lose 5000 life points when it is sent from the field to the graveyard. Electric Snake Effect/Light/Thunder 3/800/900 When this card is sent directly from your hand to the graveyard by your opponent's card effect, you can draw 2 cards from your deck. Wing Eagle Normal/Wind/Winged Beast 5/1800/1500 450 -------------------------- Punished Eagle Fusion/Wind/Winged Beast 6/2100/1800 Blue-Winged Crown + Niwatori Skull Red Bird Normal/Wind/Winged Beast 4/1550/1200 Crimson Sunbird Fusion/Fire/Winged Beast 6/2300/1800 Faith Bird + Skull Red Bird Queen Bird Normal/Wind/Winged Beast 5/1200/2000 Armed Ninja Effect/Earth/Warrior 1/300/300 Flip: Destroys 1 Spell card on the Field. If this card's target is face down, flip it face up. If the card is a Spell card, it is destroyed. If not, it is returned to its face down position. The flipped card is not activated. Magical Ghost Normal/Dark/Zombie 4/1300/1400 Soul Hunter Fusion/Dark/Fiend 6/2200/1800 Lord of the Lamp + Invader for Another Dimension Air Eater Normal/Wind/Fiend 6/2100/1600 Vermillion Sparrow Fusion/Fire/Pyro 5/1900/1500 Rhaimundos of the Red Sword + Fireyarou Sea Kamen Normal/Water/Aqua 4/1100/1300 460 -------------------------- Sinister Serpent Effect/Water/Reptile 1/300/200 During your Standby Phase, if a Sinister Serpent exists in your graveyard, you can return the Sinister Serpent to your hand. Ganigumo Normal/Earth/Insect 2/600/800 Alinsection Normal/Earth/Insect 3/950/700 Insect Soldiers of the Sky Effect/Wind/Insect 3/1000/800 The ATK of this monster increases by 1000 points whenever it attacks a Wind monster. Cockroach Knight Effect/Earth/Insect 3/800/900 When this card is sent to the graveyard, it is returned to the top of the deck. Kuwagata Alpha Normal/Earth/Insect 4/1250/1000 Burglar Normal/Earth/Beast 3/850/800 Pragtical Fusion/Earth/Dinosaur 5/1900/1500 Trakadon + Flame Viper Garvas Normal/Earth/Beast 6/2000/1700 Ameba Effect/Water/Aqua 1/300/350 When this card is face up and control shifts to your opponent, inflict 2000 points of direct damage to your opponent's life points. This effect can only be used once as long as it remains face up on the field. 470 -------------------------- Korogashi Normal/Earth/Insect 2/550/400 Boo Koo Normal/Dark/Spellcaster 2/650/500 Flower Wolf Fusion/Earth/Beast 5/1800/1400 Silver Fang + Darkworld Thorns Rainbow Flower Effect/Earth/Plant 2/400/500 This monster may attack your opponent's life points directly. Barrel Lily Normal/Earth/Plant 3/1100/600 Needle Ball Effect/Dark/Fiend 2/750/700 Flip: You can inflict 1000 points of direct damage to your opponent's life points at the cost of 2000 of your own life points. Peacock Normal/Wind/Winged Beast 5/1700/1500 Hoshiningen Effect/Light/Fairy 2/500/700 As long as this card remains face up on the field, increase the ATK of all Light monsters by 500 points and decrease the ATK of all Dark monsters by 400 points. Maha Vailo Effect/Light/Spellcaster 4/1550/1400 In addition to the effects of equip cards, the ATK of this monster is increased by 500 points for each card equipped to this monster. Rainbow Marine Mermaid Normal/Water/Fish 5/1550/1700 480 -------------------------- Musician King Fusion/Light/Spellcaster 5/1750/1500 Witch of Black Forest + Lady of Faith Wilmee Normal/Earth/Beast 4/1000/1200 Morinphen Normal/Dark/Fiend 5/1550/1300 Kattapillar Normal/Earth/Insect 1/250/300 Dragon Seeker Effect/Dark/Fiend 6/2000/2100 When this card is summoned (excluding special summon), destroy 1 face up Dragon type monster on the field. Man Eater Bug Effect/Earth/Insect 2/450/600 Flip: Destroys 1 monster on the field (regardless of position). D. Human Normal/Earth/Warrior 4/1300/1100 Turtle Raccoon Normal/Water/Aqua 3/700/900 Fungi of the Musk Normal/Dark/Fiend 1/400/300 Prisman Normal/Light/Rock 3/800/1000 490 -------------------------- Crazy Fish Normal/Water/Fish 4/1600/1200 Cyber Saurus Fusion/Earth/Machine 5/1800/1400 Blast Juggler + Two Headed King Rex Bracchio-raidus Fusion/Water/Dinosaur 6/2300/2000 Two Headed King Rex + Crawling Dragon #2 Laughing Flower Normal/Earth/Plant 2/900/500 Bean Soldier Normal/Earth/Plant 4/1400/1300 Cannon Soldier Effect/Dark/Machine 4/1400/1300 Offer 1 monster on your side of the field as a tribute to inflict 500 points of direct damage to your opponent's life points. Monsters used for a tribute summon or that are offered as tributes due to other cards' effects are excluded. Guardian of the Throne Room Normal/Light/Machine 4/1650/1600 Brave Scizzar Normal/Dark/Machine 4/1300/1000 The Statue of Easter Island Normal/Earth/Rock 4/1100/1400 Muka Muka Effect/Earth/Rock 2/600/300 Increase the ATK and DEF of this monster by 300 points for every card in your hand. 500 -------------------------- Sand Stone Normal/Earth/Rock 5/1300/1600 Boulder Tortoise Normal/Water/Aqua 6/1450/2200 Fire Kraken Normal/Fire/Aqua 4/1600/1500 Turtle Bird Normal/Water/Aqua 6/1900/1700 Skullbird Fusion/Wind/Winged Beast 6/1900/1700 Takuhee + Temple of Skulls Monstrous Bird Normal/Wind/Winged Beast 6/2000/1900 The Bistro Butcher Effect/Dark/Fiend 4/1800/1000 When this card inflicts damage to your opponent, your opponent must draw 2 cards from his/her deck. Star Boy Effect/Water/Aqua 2/550/500 As long as this card remains face up on the field, increase the ATK of all Water monsters by 500 points and decrease the ATK of all Fire monsters by 400 points. Spirit of the Mountain Normal/Earth/Spellcaster 5/1300/1800 Neck Hunter Normal/Dark/Fiend 5/1750/1900 510 -------------------------- Milus Radiant Effect/Earth/Beast 1/300/250 As long as this card remains face up on the field, increase the ATK of all Earth monsters by 500 points and decrease the ATK of all Wind monsters by 400 points. Togex Normal/Earth/Beast 5/1600/1800 Flame Cerberus Normal/Fire/Pyro 6/2100/1800 Eldeen Normal/Light/Spellcaster 3/950/1000 Mystical Sand Fusion/Earth/Rock 6/2100/1700 Giant Soldier of Stone + Ancient Elf Gemini Elf Normal/Earth/Spellcaster 4/1900/900 Kwagar Hercules Fusion/Earth/Insect 6/1900/1700 Kuwagata Alpha + Hercules Beetle Minar Effect/Earth/Insect 3/850/750 When this card is sent directly from your hand to the graveyard by your opponent's card effect, inflict 1000 points of direct damage to your opponent's life points. Kamakiriman Normal/Earth/Insect 4/1150/1400 Mechaleon Normal/Water/Reptile 2/800/600 520 -------------------------- Mega Thunderball Normal/Wind/Thunder 2/750/600 Niwatori Normal/Earth/Winged Beast 3/900/800 Corroding Shark Normal/Dark/Zombie 3/1100/700 Skelengel Effect/Light/Fairy 2/900/400 Flip: You can draw 1 card from your deck. Hane-Hane Effect/Earth/Beast 2/450/500 Flip: Select 1 monster on the field (regardless of position) and return it to its owner's hand. Misairuzame Normal/Water/Fish 5/1400/1600 Tongyo Normal/Water/Fish 4/1350/800 Dharma Cannon Normal/Dark/Machine 2/900/500 Skelgon Fusion/Dark/Zombie 6/1700/1900 The Snake Hair + Blackland Fire Dragon Wow Warrior Normal/Water/Fish 4/1250/900 530 -------------------------- Griggle Effect/Earth/Plant 1/350/300 When this card is face up and control shifts to your opponent, you gain 3000 life points. This effect can only be used once as long as it remains face up on the field. Bone Mouse Normal/Dark/Zombie 1/400/300 Frog the Jam Normal/Water/Aqua 2/700/500 Behegon Normal/Water/Aqua 4/1350/1000 Dark Elf Effect/Dark/Spellcaster 4/2000/800 This card requires a cost of 1000 of your own life points to attack. Winged Dragon, Guardian of the Fortress #2 Normal/Wind/Winged Beast 4/1200/1000 Mushroom Man #2 Effect/Earth/Warrior 3/1250/800 A player controlling this monster loses 300 life points during each of his/her Standby Phases when this card is face up on the field. Control of this card is shifted to your opponent by paying 500 life points at your own End phase. Lava Battleguard Effect/Earth/Warrior 5/1550/1800 Increase the ATK of this monster by 500 points for every face up "Swamp Battleguard" on your side of the field. Tyhone #2 Normal/Fire/Dragon 6/1700/1900 The Wandering Doomed Normal/Dark/Zombie 2/800/600 540 -------------------------- Steel Ogre Grotto #1 Normal/Earth/Machine 5/1400/1800 Pot the Trick Normal/Earth/Rock 2/400/400 Oscillio Hero Normal/Earth/Warrior 3/1250/700 Invader from Another Dimension Normal/Dark/Fiend 4/950/1400 Lesser Dragon Normal/Wind/Dragon 4/1200/1000 Needle Worm Effect/Earth/Insect 2/750/600 Flip: Discard 5 cards from the top of your opponent's deck to his/her graveyard. Wretched Ghost of the Attic Normal/Dark/Fiend 2/550/400 Great Mammoth of Goldfine Fusion/Dark/Zombie 6/2200/1800 The Snake Hair + Dragon Zombie Man-eating Black Shark Fusion/Water/Fish 5/2100/1300 Sea Kamen + Gruesome Goo + Amazon of the Seas Yormungarde Normal/Earth/Reptile 3/1200/900 550 -------------------------- Darkworld Thorns Normal/Earth/Plant 3/1250/900 Anthrosaurus Normal/Earth/Dinosaur 3/1000/850 Drooling Lizard Normal/Earth/Reptile 3/900/800 Trakadon Normal/Earth/Dinosaur 3/1300/800 B. Dragon Jungle King Normal/Earth/Dragon 6/2100/1800 Empress Judge Fusion/Earth/Warrior 6/2100/1700 Queen's Double + Hibikime Little D Normal/Earth/Dinosaur 3/1100/700 Witch of the Black Forest Effect/Dark/Spellcaster 4/1100/1200 When this card is sent from the field to the graveyard, move one monster with DEF of 1500 or less from your deck to your hand. Your deck is then shuffled. Ancient One of the Deep Forest Normal/Earth/Beast 6/1800/1900 Giant Scorpion of the Tundra Normal/Earth/Insect 3/1100/1000 560 -------------------------- Crow Goblin Normal/Wind/Winged Beast 5/1850/1600 Leo Wizard Normal/Earth/Spellcaster 5/1350/1200 Abyss Flower Normal/Earth/Plant 2/750/400 Patrol Robo Effect/Earth/Machine 3/1100/900 During your Standby Phase, you can look at 1 face down card that's been set by your opponent as long as this card remains face up on the field. Takuhee Normal/Wind/Winged Beast 4/1450/1000 Dark Witch Normal/Light/Fairy 5/1800/1700 Weather Report Effect/Water/Aqua 4/950/1400 Flip: Destroys all opponent's face up Swords of Revealing Light on the field. If Swords of Revealing Light is destroyed, you can perform your Battle Phase twice this turn (or your next turn, if activated during opponent's turn). Binding Chain Normal/Light/Fairy 3/1000/1100 Mechanical Snail Normal/Dark/Machine 3/800/1000 Greenkappa Effect/Dark/Warrior 3/650/900 Flip: Select 2 face down spell or trap cards on the field and destroy them. 570 -------------------------- Mon Larvas Normal/Earth/Beast 4/1300/1400 Living Vase Normal/Earth/Plant 3/900/1100 Tentacle Plant Normal/Water/Plant 2/500/600 Beaked Snake Normal/Earth/Reptile 3/800/900 Morphing Jar Effect/Earth/Rock 2/700/600 Flip: Both you and your opponent discard all cards in your hand and draw 5 cards from your respective decks. Muse-A Normal/Light/Fairy 3/850/900 Giant Turtle Who Feeds on Flames Normal/Water/Aqua 5/1400/1800 Rose Spectre of Dunn Fusion/Dark/Plant 6/2000/1800 Feral Imp + Snakeyashi Fiend Reflection #1 Normal/Wind/Winged Beast 4/1300/1400 Ghoul with an Appetite Normal/Dark/Zombie 4/1600/1200 580 -------------------------- Pale Beast Normal/Earth/Beast 4/1500/1200 Little Chimera Effect/Fire/Beast 2/600/550 As long as this card remains face up on the field, increase the ATK of all Fire monsters by 500 points and decrease the ATK of all Water monsters by 400 points. Violent Rain Normal/Water/Aqua 4/1550/800 Key Mace #2 Normal/Dark/Fiend 4/1050/1200 Tenderness Normal/Light/Fairy 3/700/1400 Penguin Soldier Effect/Water/Aqua 2/750/500 Flip: You can return up to 2 monster cards on the field to the owner's hand. Fairy Dragon Normal/Wind/Dragon 4/1100/1200 Obese Marmot of Nefariousness Normal/Earth/Beast 3/750/800 Liquid Beast Normal/Water/Aqua 3/950/800 Twin Long Rods #2 Normal/Water/Aqua 3/850/700 590 -------------------------- Great Bill Normal/Earth/Beast 4/1250/1300 Shining Friendship Normal/Light/Fairy 4/1300/1100 Bladefly Effect/Wind/Insect 2/600/700 As long as this card remains face up on the field, increase the ATK of all Wind monsters by 500 points and decrease the ATK of all Earth monsters by 400 points. Electric Lizard Effect/Earth/Thunder 3/850/900 A non-Zombie monster attacking Electric Lizard cannot attack on its following turn. Hiro's Shadow Scout Effect/Dark/Fiend 2/650/500 Flip: Your opponent draws 3 cards. Both players check the cards and any spell cards among them must be immediately discarded to the graveyard. Lady of Faith Normal/Light/Spellcaster 4/1300/800 Twin Headed Thunder Dragon Fusion/Light/Thunder 7/2800/2100 Thunder Dragon + Thunder Dragon Hunter Spider Normal/Earth/Insect 5/1600/1400 Armored Starfish Normal/Water/Aqua 4/850/1400 Hourglass of Courage Effect/Light/Fairy 4/1100/1200 For 3 turns (including your opponent's) following the summon of this card (including flip summon), the ATK and DEF of this monster is halved. After that, both the ATK and DEF are doubled for the remainder of the duel. 600 -------------------------- Marine Beast Fusion/Water/Fish 5/1700/1600 Water Magician + Behegon Warrior of Tradition Fusion/Earth/Warrior 6/1900/1700 Sonic Maid + Beautiful Headhuntress Rock Spirit Normal/Earth/Spellcaster 5/1650/1900 Snakeyashi Normal/Earth/Plant 4/1000/1200 Succubus Knight Normal/Dark/Warrior 5/1650/1300 Ill Witch Normal/Light/Spellcaster 5/1600/1500 The Thing That Hides in the Mud Normal/Earth/Rock 4/1200/1300 High Tide Gyojin Normal/Water/Aqua 4/1650/1300 Fairy of the Fountain Normal/Water/Aqua 4/1600/1100 Amazon of the Seas Normal/Water/Fish 4/1300/1400 610 -------------------------- Nekogal #2 Normal/Earth/Beast Warrior 6/1900/2000 Witch's Apprentice Effect/Dark/Spellcaster 2/550/500 As long as this card remains face up on the field, increase the ATK of all Dark monsters by 500 points and decrease the ATK of all Light monsters by 400 points. Armored Rat Normal/Earth/Beast 3/950/1100 Ancient Lizard Warrior Normal/Earth/Reptile 4/1400/1100 Maiden of the Moonlight Normal/Light/Spellcaster 4/1500/1300 Stone Ogre Grotto Normal/Earth/Rock 5/1600/1500 Winged Egg of New Life Normal/Light/Fairy 5/1400/1700 Night Lizard Normal/Water/Aqua 4/1150/1300 Queen's Double Effect/Earth/Warrior 1/350/300 This monster may attack your opponent's life points directly. Blue-Winged Crown Normal/Wind/Winged Beast 4/1600/1200 620 -------------------------- Trent Normal/Earth/Plant 5/1500/1800 Queen of Autumn Leaves Normal/Earth/Plant 5/1800/1500 Amphibious Bugroth Fusion/Water/Aqua 5/1850/1300 Ground Attacker Bugroth + Guardian of the Sea Acid Crawler Normal/Earth/Insect 3/900/700 Invader of the Throne Effect/Earth/Warrior 4/1350/1700 Flip: Select 1 opponent's monster and switch control of it with this card. This effect cannot be activated during the Battle Phase. Mystical Sheep #1 Effect/Earth/Beast 3/1150/900 You can substitute this card for any 1 Fusion material monster. You cannot substitute for any other Fusion material monsters in the current Fusion. Disk Magician Normal/Dark/Machine 4/1350/1000 Flame Viper Normal/Earth/Pyro 2/400/450 Royal Guard Normal/Earth/Machine 6/1900/2200 Gruesome Goo Normal/Water/Aqua 3/1300/700 630 -------------------------- Hyosube Normal/Water/Aqua 4/1500/900 Machine Attacker Normal/Earth/Machine 5/1600/1300 Hibikime Normal/Earth/Warrior 4/1450/1000 Whiptail Crow Normal/Dark/Fiend 4/1650/1600 Magical Labyrinth Equip Spell Equip Labyrinth Wall with this card. If you offer Labyrinth Wall equipped with this card as a tribute, you can special summon Wall Shadow from your deck. Warrior Elimination Normal Spell Destroy all Warrior type monsters on the field. Salamandra Equip Spell A Fire monster equipped with this card increases its ATK by 700 points. Eternal Rest Normal Spell Destroys all monsters equipped with Equip cards. Megamorph Equip Spell If your life points are lower than your opponent's, the original attack of the monster equipped with this card is doubled. If your life points are higher, the original ATK is halved. Stain Storm Normal Spell Destroys all Machine type monsters on the field. 640 -------------------------- Eradicating Aerosol Normal Spell Destroys all Insect type monsters on the field. Breath of Light Normal Spell Destroys all Rock type monsters on the field. Eternal Draught Normal Spell Destroys all Fish type monsters on the field. Bright Castle Equip Spell Increases the ATK of all Light monsters by 700 points. Note: This is actually false. It only increases the one it is equipped to. Black Luster Ritual Ritual Spell This card is used to summon Black Luster Soldier. You must also offer monsters whose total level stars equal 8 or more from the field or your hand as a tribute. Zera Ritual Ritual Spell This card is used to summon Zera the Mant. You must also offer monsters whose total level stars equal 8 or more from the field or your hand as a tribute. Harpie's Feather Duster Normal Spell Destroys all of your opponent's Spell and Trap cards on the field. War-Lion Ritual Ritual Spell This card is used to summon Super War-Lion. You must also offer monsters whose total level stars equal 7 or more as a tribute from the field or your hand. Beastly Mirror Ritual Ritual Spell This card is used to summon Fiend's Mirror. You must also offer monsters whose total level stars equal 6 or more as a tribute from the field or your hand. Commencement Dance Ritual Spell This card is used to ritual summon Performance of Sword. You must also offer monsters whose total level stars equal 6 or more as a tribute from the field or your hand. 650 -------------------------- Hamburger Recipe Ritual Spell This card is used to ritual summon Hungry Burger. You must also offer monsters whose total level stars equal 6 or more as a tribute from the field or your hand. Novox's Prayer Ritual Spell This card is used to ritual summon Skull Guardian. You must also offer monsters whose total level stars equal 7 or more as a tribute from the field or your hand. House of Adhesive Tape Normal Trap If the DEF of a monster summoned by your opponent (excluding special summon) is 500 points or less, the monster is destroyed. Eatgaboon Normal Trap If the ATK of a monster summoned by your opponent (excluding special summon) is 500 points or less, the monster is destroyed. Widespread Ruin Normal Trap When your opponent attacks with a monster, destroy his/her attack position monster with the highest ATK. Goblin Fan Continuous Trap As long as this card remains face up on the field, all flip summoned monsters of Level 2 or lower are immediately destroyed without their effects being activated. Bad Reaction to Simochi Continuous Trap As long as this card remains face up on the field, effects which would usually increase your opponent's life points instead cause the same amount of direct damage to your opponent's life points. Turtle Oath Ritual Spell This card is used to ritual summon Crab Turtle. You must also offer monsters whose total level stars equal 8 or more as a tribute from the field or your hand. Ressurrection of Chakra Ritual Spell This card is used to summon Chakra. You must also offer monsters whose total level stars equal 7 or more as a tribute from the field or your hand. Javelin Beetle Pact Ritual Spell This card is used to summon Javelin Beetle. You must also offer monsters whose total level stars equal 8 or more as a tribute from the field or your hand. 660 -------------------------- Garma Sword Oath Ritual Spell This card is used to summon Garma Sword. You must also offer monsters whose total level stars equal 7 or more as a tribute from the field or your hand. Revival of Dokurorider Ritual Spell This card is used to ritual summon Dokurorider. You must also offer monsters whose total level stars equal 6 or more as a tribute from the field or your hand. Fortress Whale's Oath Ritual Spell This card is used to ritual summon Fortress Whale. You must also offer monsters whose total level stars equal 7 or more as a tribute from the field or your hand. Performance of Sword Ritual/Earth/Warrior 6/1950/1850 This monster can only be ritual summoned with the Ritual Spell card, Commencement Dance. You must also offer monsters whose total stars equal 6 or more as a tribute from the field or your hand. Hungry Burger Ritual/Dark/Warrior 6/2000/1850 This monster can only be ritual summoned with the Ritual Spell card, Hamburger Recipe. You must also offer monsters whose total stars equal 6 or more as a tribute from the field or your hand. Sengenjin Normal/Earth/Beast Warrior 8/2750/2500 Skull Guardian Ritual/Light/Warrior 7/2050/2500 This monster can only be ritual summoned with the Ritual Spell card, Novox's Prayer. You must also offer monsters whose total stars equal 7 or more as a tribute from the field or your hand. Tri-Horned Dragon Normal/Dark/Dragon 8/2850/2350 Serpent Night Dragon Normal/Dark/Dragon 7/2350/2400 Skull Knight Fusion/Dark/Spellcaster 7/2650/2250 Tainted Wisdom + Ancient Brain 670 -------------------------- Cosmo Queen Normal/Dark/Spellcaster 8/2900/2450 Chakra Ritual/Dark/Fiend 7/2450/2000 This monster is summoned with the Ritual Spell card, Resurrection of Chakra. You must also offer monsters whose total stars equal 7 or more as a tribute from the field or your hand. Crab Turtle Ritual/Water/Aqua 8/2550/2500 This monster can only be ritual summoned with the Ritual Spell card, Turtle Oath. You must also offer monsters whose total stars equal 7 or more as a tribute from the field or your hand. Mikazukinoyaiba Normal/Dark/Dragon 7/2200/2350 Meteor Dragon Normal/Earth/Dragon 6/1800/2000 Meteor Black Dragon Fusion/Fire/Dragon 8/3500/2000 Red Eyes Black Dragon + Meteor Dragon Firewing Pegasus Normal/Fire/Beast 6/2250/1800 Garma Sword Ritual/Dark/Warrior 7/2550/2150 This monster is summoned with the Ritual Spell card, Garma Sword Oath. You must also offer monsters whose total stars equal 7 or more as a tribute from the field or your hand. Javelin Beetle Ritual/Earth/Insect 8/2450/2550 This monster is summoned with the Ritual Spell card, Javelin Beetle Pact. You must also offer monsters whose total stars equal 8 or more from the field or your hand as a tribute. Fortress Whale Ritual/Water/Fish 7/2350/2150 This monster is summoned with the Ritual Spell card, Fortress Whale's Oath. You must also offer monsters whose total stars equal 7 or more as a tribute from the field or your hand. 680 -------------------------- Dokurorider Ritual/Dark/Zombie 6/1900/1850 This monster can only be ritual summoned with the Ritual Spell card, Revival of Dokurorider. You must also offer monsters whose total stars equal 6 or more as a tribute from the field or your hand. Dark Magic Ritual Ritual Spell This card is used to summon Magician of Black Chaos. You must also offer monsters whose total level stars equal 8 or more as a tribute from the field or your hand. Magician of Black Chaos Ritual/Dark/Spellcaster 8/2800/2600 This monster is summoned with the Ritual Spell card, Dark Magic Ritual. You must also offer monsters whose total stars equal 8 or more from the field or your hand as a tribute. Slot Machine Normal/Dark/Machine 7/2000/2300 Red Archery Girl Normal/Water/Aqua 4/1400/1500 Ryu-Ran Normal/Fire/Dragon 7/2200/2600 Manga Ryu-Ran Effect/Fire/Dragon 7/2200/2600 This card cannot be summoned unless Toon World is on the field. This card cannot attack on the same turn it is summoned. Pay 500 life points each time this monster attacks. If Toon World is destroyed, this card is also destroyed. If your opponent doesn't control a toon monster on the field, this card may inflict direct damage to your opponent's life points. If a toon monster is on your opponent's side of the field, your attacks must target the toon monster. Toon Mermaid Effect/Water/Aqua 4/1400/1500 This card cannot be summoned unless Toon World is on the field. This card cannot attack on the same turn it is summoned. Pay 500 life points each time this monster attacks. If Toon World is destroyed, this card is also destroyed. If your opponent doesn't control a toon monster on the field, this card may inflict direct damage to your opponent's life points. If a toon monster is on your opponent's side of the field, your attacks must target the toon monster. Toon Summoned Skull Effect/Dark/Fiend 6/2500/1200 This card cannot be summoned unless Toon World is on the field. This card cannot attack on the same turn it is summoned. Pay 500 life points each time this monster attacks. If Toon World is destroyed, this card is also destroyed. If your opponent doesn't control a toon monster on the field, this card may inflict direct damage to your opponent's life points. If a toon monster is on your opponent's side of the field, your attacks must target the toon monster. Relinquished Ritual/Dark/Spellcaster 1/0/0 This monster can take on the ATK and DEF of an opponent's monster on the field (a face down monster results in an ATK and DEF of 0). Treat the selected monster as an Equip Spell card and use it to equip Relinquished. You may use this effect only once per turn and can equip Relinquished with only 1 monster at a time. When your opponent's monster attacks this monster with an ATK higher than Relinquished, the equipped monster is destroyed instead of Relinquished. Any life point damage you receive from the attacking monster when Relinquished is equipped is also inflicted to your opponent. 690 -------------------------- Jigen Bakudan Effect/Fire/Pyro 2/200/1000 Flip: After this card is flipped, offer this card as a tribute during your Standby Phase to destroy all monsters on your side of the field and inflict direct damage equal to half the ATK of the destroyed cards (excluding this monster) to your opponent's life points. Thousand Eyes Idol Normal/Dark/Spellcaster 1/0/0 Thousand Eyes Restrict Fusion/Dark/Spellcaster 1/0/0 Relinquished + Thousand Eyes Idol As long as this card remains face up on the field, other monsters cannot change their positions or attack. This monster can take on the ATK and DEF of an opponent's monster on the field (a face down monster results in an ATK and DEF of 0). Treat the selected monster as an Equip Spell card and use it to equip Thousand Eyes Restrict. You may use this effect only once per turn and can equip Thousand Eyes Restrict with only 1 monster at a time. Steel Ogre Grotto #2 Normal/Earth/Machine 6/1900/2200 Alpha the Magnet Warrior Normal/Earth/Rock 4/1400/1700 Invitation to a Dark Sleep Effect/Dark/Spellcaster 5/1500/1800 When this monster is summoned (excluding special summon), select 1 of your opponent's monsters. As long as this card remains face up on the field, the selected monster cannot attack. Barrel Dragon Effect/Dark/Machine 7/2600/2200 Toss a coin 3 times. If 2 out of 3 are heads, destroy 1 monster on your opponent's side of the field. This card's effect can only be used during your own turn, once per turn. Panther Warrior Effect/Earth/Beast Warrior 4/2000/1600 This card cannot attack unless you offer 1 of your monsters on the field as a tribute. Three-Headed Geedo Normal/Dark/Fiend 4/1200/1400 Gazelle the King of Mythical Beasts Normal/Earth/Beast 4/1500/1200 700 -------------------------- Jinzo Effect/Dark/Machine 6/2400/1500 As long as this card remains face up on the field, all Trap cards cannot be activated. The effects of all face up traps are also negated. Swordsman of Landstar Normal/Earth/Warrior 3/500/1200 The Fiend Megacyber Effect/Dark/Warrior 6/2200/1200 If your opponent has 2 or more monsters than you do on the field, you can summon this card without offering any tributes. Beta the Magnet Warrior Normal/Earth/Rock 4/1700/1600 Big Shield Gardna Effect/Earth/Warrior 4/100/2600 When this card is face down and targeted by a Spell card whose effect targets 1 monster, the Spell card is negated and this card is turned face up in defense position. When this card is attacked, it is shifted to attack position following the damage step. Dark Magician Girl Effect/Dark/Spellcaster 6/2000/1700 This card's ATK increases by 300 points for every Dark Magician or Magician of Black Chaos in either player's graveyard. Alligator's Sword Normal/Earth/Beast 4/1500/1200 Parasite Paracide Effect/Earth/Insect 2/500/300 Flip: Put this card face up in your opponent's deck and shuffle it. When your opponent draws this card, it is immediately special summoned to your opponent's side of the field face up in defense position and inflicts 1000 points of direct damage to your opponent's life points. From this point, all face up Monster cards on your opponent's side of the field are treated as Insect type monsters as long as this card remains face up on the field. Blue Eyes Toon Dragon Effect/Light/Dragon 8/3000/2500 This card cannot be summoned unless Toon World is on the field. This card cannot attack on the same turn it is summoned. Pay 500 life points each time this monster attacks. If Toon World is destroyed, this card is also destroyed. If your opponent doesn't control a toon monster on the field, this card may inflict direct damage to your opponent's life points. If a toon monster is on your opponent's side of the field, your attacks must target the toon monster. Drill Bug Effect/Earth/Insect 2/1100/200 When this card inflicts damage to your opponent's life points, you may take 1 Parasite Paracide card from your deck, shuffle it, and place Parasite Paracide face down on top of your deck. 710 -------------------------- Dunames Dark Witch Normal/Light/Fairy 4/1800/1050 Cyber-Tech Alligator Normal/Wind/Machine 5/2500/1600 Gamma the Magnet Warrior Normal/Earth/Rock 4/1500/1800 Toon World Continuous Spell This card is activated by paying 1000 of your life points. Black Illusion Ritual Ritual Spell This card is used to ritual summon Relinquished. You must also offer monsters whose total level stars equal 1 or more from the field or your hand as a tribute. Negate Attack Counter Trap When your opponent attacks with a monster, all attacks are negated and your opponent's Battle Phase ends. 7 Completed Equip Spell A Machine type monster equipped with this card increases either its ATK or DEF by 700 points. You cannot change your choice as long as this card remains face up on the field. Lightforce Sword Normal Trap Select 1 card at random from your opponent's hand. Keep it face down and place it outside of the field. During your opponent's 4th turn, the card is returned to his/her hand in the Standby Phase. Shield & Sword Normal Spell For 1 turn, each face up monsters original ATK becomes their original DEF and vice-versa. Any additions or subtractions to ATK and DEF due to card effects are applied to the new ATK and DEF. Monsters summoned after this card's activation are excluded. Graceful Charity Normal Spell Draw 3 cards from your deck, then discard any 2 cards from your hand. 720 -------------------------- Chain Destruction Normal Trap You can activate this card when a monster with an ATK of 2000 points or less is summoned (including special summon). This monster is not destroyed, but all Monster cards of the same name in the summoning player's hand and deck are destroyed. The summoning player's deck is then shuffled. Graceful Dice Quick Play Spell Roll a die. The result is multiplied by 100 points and added to the ATK and DEF of all monsters you control until the end of your turn. Skull Dice Normal Trap Roll a die. The result is multiplied by 100 points and subtracted from the ATK and DEF of all monsters in your opponent's control until the end of your turn. Card Destruction Normal Spell Both players must discard their entire hands and draw the same number of cards that they discarded from their respective decks. Insect Barrier Continuous Spell Your opponent's Insect type monsters cannot attack as long as this card remains face up on the field. Fissure Normal Spell Destoys 1 opponent's face up monster with the lowest ATK. Trap Hole Normal Trap If the ATK of a monster summoned by your opponent (excluding special summon) is 1000 points or more, the monster is destroyed. Polymerization Normal Spell Fuses 2 or more Fusion-material monsters to form a new Fusion monster. Remove Trap Normal Spell Destroys 1 face up Trap card on the field. Two-Pronged Attack Normal Trap Select and destroy 2 of your monsters and 1 of your opponent's monsters. 730 -------------------------- Blue Medicine Normal Spell Increases your life points by 400 points. Raimei Normal Spell Decrease your opponent's life points by 300 points. Monster Reborn Normal Spell Select 1 monster card from either your opponent's or your own graveyard and place it on the field under your control in attack or defense position (face up). This is considered a special summon. De-Spell Normal Spell Destroys 1 Spell card on the field. If this card's target is face down, flip it face up. If the card is a Spell card, it is destroyed. If not, it is returned to its face down position. The flipped card is not activated. Pot of Greed Normal Spell Draw 2 cards from your deck. Gravedigger Ghoul Normal Spell Select 2 Monster cards from your opponent's graveyard. These Monster cards are removed from play for the remainder of the duel. Burning Spear Equip Spell A Fire type monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points. Gust Fan Equip Spell A Wind type monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points. The Inexperienced Spy Normal Spell Select and see 1 card in your opponent's hand. Reinforcements Normal Trap Increase 1 selected monster's ATK by 500 points during the turn this card is activated. 740 -------------------------- Castle Walls Normal Trap Increase a selected monster's DEF by 500 points during the turn this card is activated. Ancient Telescope Normal Spell See the top 5 cards of your opponent's deck. Return the cards to the deck in the same order. White Hole Normal Trap When your opponent plays Dark Hole, the monsters on your side of the field are not destroyed. Call of the Grave Normal Trap You can activate this card when your opponent activates Monster Reborn. Negate the effect of Monster Reborn. Anti Raigeki Normal Trap When your opponent activates Raigeki, all of your opponent's monsters are destroyed in place of your own. Tribute to the Doomed Normal Spell Discard 1 card from your hand to the graveyard to destroy 1 monster card on the field (regardless of position). Soul Release Normal Spell Select up to 5 cards from either you or your opponent's graveyard and remove them from the current duel. The Cheerful Coffin Normal Spell You can discard up to 3 monster cards from your hand to the graveyard. Call of the Dark Continuous Trap All monsters restored with Monster Reborn are sent to the graveyard. Monster Reborn also cannot be played as long as this card remains on the field. Change of Heart Normal Spell Select and control 1 opposing monster (regardless of position) on the field until the end of your turn. 750 -------------------------- Solemn Judgement Counter Trap Pay half of your life points when your opponent either activates a Spell or Trap card or summons a monster (including special summon) to negate the action and destroy the Spell card, Trap card, or summoned monster. Magic Jammer Counter Trap Discard 1 card from your hand to the graveyard to negate the activation of a Spell card and destroy it. Seven Tools of the Bandit Counter Trap Pay 1000 of your life points to negate the activation of a Trap card and destroy it. Horn of Heaven Counter Trap Offer 1 of your own monsters on the field as a tribute to negate the summon (including special summon) of a monster and destroy it. Just Desserts Normal Trap Inflict 500 points of direct damage to your opponent's life points for each monster your opponent has on the field. Royal Decree Continuous Trap As long as this card remains face up on the field, the effects of all Trap cards except this one are deactivated. Polymerization Normal Spell Fuses 2 or more Fusion-material monsters to form a new Fusion monster. Note: This is the anime art version. Last Day of Witch Normal Spell Destroy all face up Spellcaster type monsters on the field. Exile of the Wicked Normal Spell Destroy all face up Fiend type monsters on the field. Magic Thorn Continuous Trap You can inflict 500 points of damage per card to your opponent's life points when your opponent's cards are discarded from his/her hand to the graveyard. 760 -------------------------- Restructer Revolution Normal Spell Inflict 200 points of damage to your opponent's life points for each card in your opponent's hand. Fusion Sage Normal Spell Take 1 Polymerization from your deck and add it to your hand. The deck is then shuffled. Sword of Deep Seated Equip Spell A monster card equipped with this card increases its ATK and DEF by 500 points. When this card is sent to the graveyard, place it to the top of your deck. Block Attack Normal Spell Select 1 of your opponent's monsters and shift it to defense position. The Unhappy Maiden Effect/Light/Spellcaster 1/0/100 When this card is sent to the graveyard as a result of battle, the Battle Phase for that turn ends immediately. Robbin' Goblin Continuous Trap Each time 1 of your monsters inflicts damage to your opponent's life points, 1 card is randomly selected from your opponent's hand and discarded to the graveyard. Germ Infection Equip Spell The ATK of a non-Machine type monster equipped with this card is decreased by 300 points at each of its Standby Phases. Paralyzing Potion Equip Spell A non-Machine monster equipped with this card cannot attack. Neo the Magic Swordsman Normal/Light/Spellcaster 4/1700/1000 Baron of the Fiend Sword Normal/Dark/Fiend 4/1550/800 770 -------------------------- Man-Eating Treasure Chest Normal/Dark/Fiend 4/1600/1000 Sorcerer of the Doomed Normal/Dark/Spellcaster 4/1450/1200 Mirror Force Normal Trap When an opponent's monster attacks, negate the attack and destroy all opponent's monsters in attack position. Ring of Magnetism Equip Spell This card can only be equipped to a monster on your side of the field. The monster equipped with this card decreases its ATK and DEF by 500 points. In addition, all the monsters on your opponent's side of the field must attack the monster equipped with this card if they choose to attack. Share the Pain Normal Spell Offer 1 monster on your side of the field as a tribute. Your opponent must select 1 monster on his/her side of the field and offer it as a tribute. Stim-Pack Equip Spell A monster equipped with this card increases its ATK by 700 points. Its ATK is then decreased by 200 points at each of its Standby Phases. Heavy Storm Normal Spell Destroys all Spell and Trap cards on the field. Gryphon Wing Normal Trap When your opponent activates Harpie's Feather Duster, all of your opponent's Spell and Trap cards are destroyed in place of your own. Gravekeeper's Servant Continuous Spell Each time your opponent attacks with a monster, your opponent must send 1 card from the top of his/her deck to the graveyard. Curse of Fiend Normal Spell Change the battle positions of all attack position monsters on the field to defense position and vice-versa. These positions cannot be changed during the turn this card is activated except by the effect of a Spell, Trap, or Effect monster card. You can activate this card only during your Standby Phase. 780 -------------------------- Upstart Goblin Normal Spell Draw 1 card from your deck. Your opponent gains 1000 life points. Toll Continuous Spell As long as this card remains face up on the field, both you and your opponent must pay 500 life points per monster to attack. Final Destiny Normal Spell Discard 5 cards from your hand to destroy all the cards on the field. Snatch Steal Equip Spell Take control of 1 of your opponent's face up monsters. Your opponent gains 1000 life points at each of his/her Standby Phases. Chorus of Sanctuary Field Spell Increases the DEF of all Defense position monsters by 500 points. Confiscation Normal Spell Pay 1000 life points to look at your opponent's hand. Select 1 card and discard it to the graveyard. Delinquent Duo Normal Spell Pay 1000 life points. Randomly select and discard 1 card from your opponent's hand. Your opponent then selects and discards another card from his/her hand. Darkness Approaches Normal Spell Discard 2 cards from your hand. Select 1 face up monster and flip it face down, but do not change its battle position. Fairy's Hand Mirror Normal Trap Switch the opponent's Spell card effect that specifically designates 1 monster as a target to another correctly targeted monster. Tailor of the Fickle Quick Play Spell Select 1 equipped Equip card and switch it to another correct target. 790 -------------------------- Rush Recklessly Quick Play Spell Increase 1 monster's ATK by 700 points during the turn this card is activated. The Reliable Guardian Quick Play Spell Increase 1 monster's DEF by 700 points during the turn this card is activated. The Forceful Sentry Normal Spell Look at your opponent's hand, then select 1 card and return it to his/her deck. The deck is then shuffled. Chain Energy Continuous Spell As long as this card remains face up on the field, both you and your opponent must pay 500 life points per card to play or set cards from your respective hands. Mystical Space Typhoon Quick Play Spell Destroy 1 Spell or Trap card on the field. Giant Trunade Normal Spell Returns all Spell and Trap cards on the field to the respective owner's hands. Painful Choice Normal Spell Select 5 cards from your deck and show them to your opponent. Your opponent must select 1 card that will be added to your hand. Discard the remaining cards to the graveyard. Snake Fang Normal Trap Decreases 1 selected monster's DEF by 500 points during the turn this card is activated. Cyber Jar Effect/Dark/Rock 2/900/900 Flip: Destroys all monsters on the field (including this monster). Both players pick up (not draw) 5 cards from the top of their respective decks and show them to each other. Immediately special summon any Monster cards of Level 4 or lower among them on the field in face up attack position or face down defense position. The rest of the cards picked up are placed in the players' hands. Banisher of the Light Effect/Light/Fairy 3/100/2000 As long as this card remains face up on the field, any card sent to the graveyard is removed from play. 800 -------------------------- Giant Rat Effect/Earth/Beast 4/1400/1450 When this card is sent to the graveyard as a result of battle, you may select 1 Earth monster with an ATK of 1500 or less from your deck and special summon it to the field in face up attack position (no tribute is required for monsters of Level 5 or more). The deck is then shuffled. UFO Turtle Effect/Fire/Machine 4/1400/1200 When this card is sent to the graveyard as a result of battle, you may select 1 Fire monster with an ATK of 1500 or less from your deck and special summon it to the field in face up attack position (no tribute is required for monsters of Level 5 or more). The deck is then shuffled. Shining Angel Effect/Light/Fairy 4/1400/800 When this card is sent to the graveyard as a result of battle, you may select 1 Light monster with an ATK of 1500 or less from your deck and special summon it to the field in face up attack position (no tribute is required for monsters of Level 5 or more). The deck is then shuffled. Mother Grizzly Effect/Water/Beast Warrior 4/1400/1000 When this card is sent to the graveyard as a result of battle, you may select 1 Water monster with an ATK of 1500 or less from your deck and special summon it to the field in face up attack position (no tribute is required for monsters of Level 5 or more). The deck is then shuffled. Flying Kamakiri #1 Effect/Wind/Insect 4/1400/900 When this card is sent to the graveyard as a result of battle, you may select 1 Wind monster with an ATK of 1500 or less from your deck and special summon it to the field in face up attack position (no tribute is required for monsters of Level 5 or more). The deck is then shuffled. Mystic Tomato Effect/Dark/Plant 4/1400/1100 When this card is sent to the graveyard as a result of battle, you may select 1 Dark monster with an ATK of 1500 or less from your deck and special summon it to the field in face up attack position (no tribute is required for monsters of Level 5 or more). The deck is then shuffled. Gaia Power Field Spell Increases the ATK of all Earth monsters by 500 points and decreases their DEF by 400 points. Umiiruka Field Spell Increases the ATK of all Water monsters by 500 points and decreases their DEF by 400 points. Molten Destruction Field Spell Increases the ATK of all Fire monsters by 500 points and decreases their DEF by 400 points. Rising Air Current Field Spell Increases the ATK of all Wind monsters by 500 points and decreases their DEF by 400 points. 810 -------------------------- Luminous Spark Field Spell Increases the ATK of all Light monsters by 500 points and decreases their DEF by 400 points. Mystic Plasma Zone Field Spell Increases the ATK of all Dark monsters by 500 points and decreases their DEF by 400 points. Messenger of Peace Continuous Spell You must pay 100 life points at each of your Standby Phases. If you cannot pay, this card is destroyed. All monsters with an ATK of 1500 points or more cannot attack. Michizure Normal Trap You can activate this card when your monster is sent from the field to the graveyard. Destroy 1 monster on the field. Gust Normal Trap You can activate this card when 1 or more of your Spell cards is destroyed and sent to the graveyard by a card effect your opponent controls. Destroy 1 Spell or Trap card on the field. Driving Snow Normal Trap You can activate this card when 1 or more of your Trap cards is destroyed and sent to the graveyard by a card effect your opponent controls. Destroy 1 Spell or Trap card on the field. Armored Glass Normal Trap You can activate this card when a monster is equipped with an Equip Spell card. Negate the effects of all Equip Spell cards on the field during the turn this card is activated. World Suppression Normal Trap You can activate this card when a Field Spell card is activated. Negate the Field Spell card during the turn this card is activated. Mystic Probe Normal Trap You can activate this card when a Continuous Spell card is activated. Negate the Continuous Spell card during the turn this card is activated. Metal Detector Normal Trap You can activate this card when a Continuous Trap card is activated. Negate the Continuous Trap card during the turn this card is activated. 820 -------------------------- Numinous Healer Normal Trap You can activate this card when you take damage to your life points. Increase your life points by 1000 points. In addition, increase your life points by 500 points per card if there are additional Numinous Healer cards in your graveyard. Appropriate Continuous Trap You can activate this card when your opponent draws a card outside his/her Draw Phase. Draw 2 cards from your deck. Forced Requisition Continuous Trap You can activate this card when you discard from your hand. Every time you discard from your hand, your opponent must discard also the same number of cards from his/her hand. Minor Goblin Official Continuous Trap You can activate this card when your opponent's life points are 3000 or less. Inflict 500 points of direct damage to your opponent's life points during each of his/her Standby Phases. Gamble Normal Trap You can activate this card when your opponent's hand has 6 or more cards and your hand contains 2 or less. Toss a coin and call it. If you call it right, draw until your hand has 5 cards. If you call it wrong, skip your next turn. DNA Surgery Continuous Trap Select 1 Type of monster. As long as this card remains face up, all face up monsters on the field will be treated as the Type you selected. The Regulation of Tribe Continuous Trap Select 1 Type of monster. Any monster of the selected Type cannot attack. To keep this card in effect, you must offer 1 monster on the field as a tribute during each of your Standby Phases. If you cannot, this card is destroyed. Backup Soldier Normal Trap You can activate this card when you have 5 or more monsters in your graveyard. Take up to 3 Monster cards (except monsters with effects) with and ATK of 1500 points or less from your graveyard and add them to your hand. Attack and Receive Normal Trap You can activate this card when you take damage to your life points. Inflict 700 points of direct damage to your opponent's life points. In addition, inflict 300 points of direct damage to your opponent's life points per card if there are additional Attack and Receive cards in your graveyard. Major Riot Normal Trap You can activate this card when 1 or more of your monsters are returned from the field to your hand. Return all Monster cards on the field to your respective hands. Both you and your opponent can then special summon from your hand the same number of Monster cards on the field in face down defense position. 830 -------------------------- Ceasefire Normal Trap Flip all face down Monster cards on the field face up (Flip effects are not activated). Inflict 500 points of direct damage to your opponent's life points for each Effect Monster card on the field. Light of Intervention Continuous Trap Monster cards cannot be played face down. Monsters set in defense position are played face up on the field and are considered summoned. Respect Play Continuous Trap During their respective turns, each player must show their opponent their hand. Imperial Order Continuous Trap As long as this card remains face up on the field, negate the effects of all Spell cards. Pay 700 life points during each of your Standby Phases. If you cannot, this card is destroyed. Skull Invitation Continuous Trap Every time a card is sent to the graveyard, inflict 300 points of direct damage to the owner's life points per card. Nobleman of Crossout Normal Spell Destroy 1 face down Monster card and remove it from play. If the card is a monster destroyed has a flip effect, both players must remove all Monster cards of the same name from their respective decks and remove them from play. The decks are then shuffled. Nobleman of Extermination Normal Spell Destroy 1 face down Spell or Trap card and remove it from play. If the card is a Trap card, both players must remove all Trap cards of the same name from their respective decks and remove them from play. The decks are then shuffled. The Shallow Grave Normal Spell Each player takes 1 Monster card from his/her respective graveyards and special summons them on the field in face down defense position. Premature Burial Equip Spell Pay 800 life points. Select 1 monster in your graveyard, special summon it on the field in face up attack position and equip it with this card. When this card is destroyed, the monster is also destroyed. Inspection Continuous Spell During your opponent's Standby Phase, you can randomly select 1 card from your opponent's hand and look at it at the cost of 500 life points. 840 -------------------------- Morphing Jar #2 Effect/Earth/Rock 3/800/700 Flip: Return all Monster cards on the field to their respective decks and shuffle them. You and your opponent then pick up cards until you both have the same number of Monster cards (Level 4 or lower) that were returned to the each deck. Special summon the monsters on the field in face down defense position. Any other cards picked up are discarded to the graveyard. Flying Kamakiri #2 Normal/Wind/Insect 4/1500/800 Buster Blader Effect/Earth/Warrior 7/2600/2300 The ATK of this card increases by 500 points for every Dragon type monster on your opponent's side of the field and graveyard. Time Seal Normal Trap Your opponent skips the Draw Phase of his/her next turn. Graverobber Normal Trap You can take 1 Spell card from your opponent's graveyard. If it is your turn and you activate it, you take 2000 points of direct damage. If it is your opponent's turn, you cannot activate it. The Spell card is returned to your opponent's graveyard at the end of this turn. Gift of the Mystical Elf Normal Trap Increase your life points by 300 points for each monster on the field, regardless of position. The Eye of Truth Continuous Trap As long as this card remains face up on the field, your opponent must show his/her hand. Your opponent increases his/her life points by 1000 points at each of his/her Standby Phases if he/she has a Spell card in his/her hand. Call of the Haunted Continuous Trap Select 1 monster in your graveyard and special summon it in face up attack position. When this card is destroyed or removed from the field, the summoned monster is destroyed. If the summoned monster is destroyed, this card is also destroyed. Solomon's Lawbook Normal Trap Skip your own Standby Phase. Earthshaker Normal Trap Select 2 Monster card Attributes. Your opponent selects 1 of the 2 Attributes and destroys all face up monsters with that Attribute on the field. 850 -------------------------- Enchanted Javelin Normal Trap When your opponent's monster attacks, increase your life points by the attacking monster's ATK points. Mirror Wall Continuous Trap Decreases the ATK of all your opponent's attacking monsters by half. You must pay 2000 life points during each of your Standby Phases. If you cannot, this card is destroyed. Windstorm of Etaqua Normal Trap Shift the position of all of your opponent's face up Monster cards on the field to the opposite position (defense to attack position or vice versa). Valkyrion the Magna Warrior Effect/Earth/Rock 8/3500/3850 You may special summon this card by offering Alpha the Magnet Warrior, Beta the Magnet Warrior, and Gamma the Magnet Warrior from your hand or the field as a tribute. If Alpha the Magnet Warrior, Beta the Magnet Warrior, and Gamma the Magnet Warrior are in the graveyard, you can offer this card as a tribute to special summon these 3 cards to the field. Alligator's Sword Dragon Fusion/Wind/Dragon 5/1700/1500 Baby Dragon + Alligator's Sword You can inflict direct damage to your opponent's life points with this card if the only Attributes of Monster cards on the opponent's side of the field are Earth, Water or Fire. Vorse Raider Normal/Dark/Beast Warrior 4/1900/1200 Ring of Destruction Normal Trap Destroy 1 face up Monster card and inflict direct damage equal to the destroyed card's ATK to the life points of you and your opponent. Aqua Chorus Continuous Trap If there are Monster cards of the same name on the field, increase the ATK and DEF of those cards by 500 points. Riryoku Normal Spell During your turn, you can reduce the ATK of 1 monster by half and add that amount to the ATK of another monster on the field. Sword of Dragon's Soul Equip Spell This card can only be used to equip by a Warrior type monster to increase its ATK by 700 points. Any Dragon type monster battling a monster equipped with this card is automatically destroyed at the end of the Battle Phase, regardless of its ATK/DEF. (Damage calculations are applied normally.) 860 -------------------------- Seal of the Ancients Normal Spell At the cost of 1000 of your own life points, flip all of your opponent's face down cards face up. After seeing the cards, return them to their original positions (card effects are not activated). King Tiger Wanghu Effect/Earth/Beast 4/1700/1000 As long as this card remains face up on the field, all monsters that have been normal summoned or special summoned (excluding flip summon) and have an ATK of 1400 or less will be automatically destroyed. Wolf Axwielder Normal/Earth/Beast Warrior 4/1650/1000 The Illusory Gentleman Normal/Dark/Spellcaster 4/1500/1600 Birdface Effect/Wind/Winged Beast 4/1600/1600 When this card is sent to the graveyard as a result of battle, you may transfer one Harpie Lady from your deck to your hand. Kryuel Effect/Dark/Fiend 4/1000/1700 When this card is sent to the graveyard as a result of battle, toss a coin. If you call it right, you can destroy one monster on your opponent's side of the field. Airknight Parshath Effect/Light/Fairy 5/1900/1400 When attacking a monster belonging to your opponent that is in defense position, if the attacking card has an ATK higher than the DEF of your opponent's monster, the difference will be caused as battle damage to your opponent's life points. In this case, you may also draw one card from your deck. Fairy King Truesdale Effect/Water/Plant 6/2200/1500 As the long as this card remains on your side of the field in face up defense position, ATK and DEF of all your face up Plant type monsters increases by 500 points. Maiden of the Aqua Effect/Water/Aqua 4/700/2000 As long as this card remains face up on the field, the field is treated as Umi (however there is no increasing or decreasing of ATK/DEF due to Umi's effect). If there is an active Field Spell card on the field, this effect is not applied. Robotic Knight Normal/Fire/Machine 4/1600/1800 870 -------------------------- Thunder Nyan Nyan Effect/Light/Thunder 4/1900/800 If there is a non-Light monster face up on your side of the field, this card is immediately destroyed. Molten Behemoth Normal/Fire/Pyro 5/1000/2200 Arsenal Bug Effect/Earth/Insect 3/2000/2000 If there are no face up Insect type monsters (except this monster) on your side of the field, both the ATK and DEF of this monster become 1000 points. Jowls of Dark Demise Effect/Water/Fiend 2/200/100 Flip: Take control of one monster on your opponent's side of the field until the end of the turn in which this card's effect is activated. When the controlled monster attacks, it may cause direct damage to your opponent's life points. Souleater Normal/Earth/Fish 4/1200/0 Slate Warrior Effect/Wind/Fiend 4/1900/400 Flip: Increase the ATK/DEF of this card by 500 points. Any monster that destroys this card must decrease its ATK and DEF by 500 points. Shapesnatch Normal/Dark/Machine 5/1200/1700 Servant of Catabolism Effect/Light/Aqua 3/700/500 This monster may cause direct damage to your opponent's life points. Humanoid Slime Normal/Water/Aqua 4/800/2000 Worm Drake Normal/Earth/Reptile 4/1400/1500 880 -------------------------- Humanoid Worm Drake Fusion/Water/Aqua 7/2200/2000 Worm Drake + Humanoid Slime Revival Jam Effect/Water/Aqua 4/1500/500 When this card is sent to the graveyard as a result of battle, you can special summon this card in face up defense position at your next Standby Phase by paying 1000 life points. This must be declared when the monster is destroyed. You cannot change it's position during the same turn it has been special summoned in this way. Flying Fish Normal/Wind/Fish 4/800/500 Amphibian Beast Normal/Water/Fish 6/2400/2000 The Legendary Fisherman Effect/Water/Warrior 5/1850/1600 When Umi is face up on the field, this card is unaffected by any Spell cards and cannot be attacked by your opponent's monsters. Shining Abyss Normal/Light/Fairy 4/1600/1800 Beast of Gilfer Effect/Dark/Fiend 6/2200/2500 When this card is sent to the graveyard, it can be treated as an Equip Spell card and can be use to equip 1 monster on the field. The ATK of a monster equipped with this card decreases by 500 points. Gadget Soldier Normal/Fire/Machine 6/1800/2000 Grand Tiki Elder Normal/Dark/Fiend 4/1500/800 The Masked Beast Ritual/Dark/Fiend 8/3200/1800 This monster can only be ritual summoned with the Ritual Spell card, Curse of the Masked Beast. You must also offer monsters whose total stars equal 8 or more as a tribute from the field or your hand. 890 -------------------------- Melchid the Four Face Beast Normal/Dark/Fiend 4/1500/1200 Nuvia the Wicked Effect/Dark/Fiend 4/2000/800 If this monster summoned by a normal summon, it is destroyed. The ATK of this card is decreased by 200 points for each monster on the opponent's side of the field. Chosen One Normal Spell Select 1 Monster card and 2 Non-monster cards from your hand. Your opponent randomly selects 1 of the 3 cards. If it is the Monster card, it is immediately special summoned to the field in either face up attack position or defense position and the remaining 2 cards are sent to the graveyard. If it is not a Monster card, all 3 cards are sent to the graveyard. Mask of Weakness Normal Trap This card can only be activated in the Battle Phase. Select 1 attacking monster and decrease the selected monster's ATK by 700 points during the turn this card is activated. Curse of the Masked Beast Ritual Spell This card is used to ritual summon The Masked Beast. You must also offer monsters whose total level stars equal 8 or more as a tribute from the field or your hand. Mask of Dispel Continuous Spell Select 1 face up Spell card on the field. The controller of the Spell card must take damage of 500 life points during each of his/her Standby Phases. When the selected card is destroyed or removed from the field, this card is also destroyed. Mask of Restrict Continuous Trap No matter what the situation, neither player can offer any monster as a tribute. Mask of the Accursed Equip Spell The monster equipped with this card cannot attack. In addition, the player controlling the equipped monster must take damage of 500 life points during each of your Standby Phases. Mask of Brutality Equip Spell A monster equipped with this card increases its ATK by 1000 points and decreases its DEF by 1000 points. Pay 1000 life points during each of your Standby Phases. If you cannot, this card is destroyed. Return of the Doomed Normal Spell Discard 1 Monster card from your hand to the graveyard. Return 1 of your monsters that is sent to the graveyard during this turn as a result of battle to your hand at the end of this turn. 900 -------------------------- Lightning Blade Equip Spell This card can only be equipped to Warrior Type monsters. Increases the ATK of the equipped monster by 800 points and decreases the ATK of all Water monsters on the field by 500 points. Tornado Wall Continuous Trap This card can only be activated when Umi is active on the field. As long as Umi remains face up on the field, any damage to your life points becomes 0. When Umi is destroyed or removed from the field, this card is also destroyed. Infinite Dismissal Continuous Trap All monsters of Level 3 or lower that are summoned to the field during this turn (excluding special summon) are destroyed at the End Phase of the turn. Fairy Box Continuous Trap Each time a monster on the opponent's side of the field attacks, toss a coin and call heads or tails. If you call it right, the attacking monster's ATK becomes 0 only during the Battle Phase. Pay 500 life points during each of your Standby Phases. If you cannot, this card is destroyed. Torrential Tribute Normal Trap You can activate this card when a monster is summoned (including flip and special summon). Destroy all monsters on the field. De-Fusion Quick Play Spell Return 1 Fusion monster on the field to the Fusion Deck. In addition, if all the fusion material monsters of the returned Fusion monster card are in your graveyard, you can special summon them all to the field in face up attack or defense position. Infinite Cards Continuous Spell As long as this card remains face up on the field, there is no limit to the number of cards in both player's hands. Jam Defender Continuous Trap Each time a monster on your opponent's side of the field attacks a monster on your side of the field and you have Revival Jam face up on the field, you can change the attack target to Revival Jam. Card of Safe Return Continuous Spell When a monster is special summoned to the field from your graveyard, you can draw 1 card from your deck. Magic Cylinder Normal Trap Negate the attack of 1 of your opponent's monsters and inflict direct damage equal to the attacking monster's ATK to your opponent's life points. 910 -------------------------- Solemn Wishes Continuous Trap You gain 500 life points when you draw a card (or cards). Burning Land Continuous Spell Destroys all Field Spell cards on the field. In addition, both players take 500 points of direct damage during each of their respective Standby Phases. Cold Wave Normal Spell This card can only be activated at the start of Main Phase 1. Until your next turn, neither you nor your opponent can play or set any Spell or Trap cards. Fairy Meteor Crush Equip Spell When your monster equipped with this card attacks with an ATK higher than the DEF of the opponent's defense position monster, inflict the difference as battle damage to your opponent's life points. Limiter Removal Quick Play Spell Doubles the ATK of all Machine type monsters on your side of the field. At the end of this turn, all the Machine type monsters on your side of the field are destroyed. Insect Imitation Normal Spell Offer 1 monster on your side of the field as a tribute. Select 1 Insect type monster from your deck that is 1 level higher than the tribute monster and special summon it on the field in face up attack or face down defense position. The deck is then shuffled. Gravity Bind Continuous Trap All monsters of Level 4 or higher cannot attack. Their positions may still be changed. Shadow of Eyes Normal Trap When your opponent sets a Monster card in face down defense position, change it to face up attack position. If the Monster card has a flip effect, it is not activated. Gradius Normal/Light/Machine 4/1200/800 Mad Sword Beast Effect/Earth/Dinosaur 4/1400/1200 When this card attacks with an ATK higher than the DEF of the opponent's defense position monster, inflict the difference as battle damage to your opponent's life points. 920 -------------------------- Goblin Attack Force Effect/Earth/Warrior 4/2300/0 When this card attacks, it is changed to defense position at the end of the Battle Phase. This position cannot be changed during your next turn. Rain of Mercy Normal Spell Increases the life points of both players by 1000 points. Monster Recovery Quick Play Spell Select 1 of your own monsters on your side of the field and combine it with your deck. At the same time, combine your hand and deck together and shuffle the deck. Draw the same number of cards that were in your hand from the shuffled deck. Type Zero Magic Crusher Continuous Trap For each Spell card you discard from your hand, inflict 500 points of direct damage to your opponent's life points. Spring of Rebirth Continuous Spell Your life points are increased by 500 every time a monster is returned from the field to its owner's hand. Dark Magician Normal/Dark/Spellcaster 7/2500/2100 Note: This is Arkana's red Dark Magician. Thousand Knives Normal Spell If you have Dark Magician on your side of the field, you can destroy 1 of your opponent's monsters. Amazon Archer Effect/Earth/Warrior 4/1400/1000 Offer 2 monsters on your side of the field to inflict 1200 points of direct damage to your opponent's life points. Monsters used for a tribute summon or that are offered as tribute due to other card's effects are excluded. Fire Princess Effect/Fire/Pyro 4/1300/1500 Inflict 500 points of direct damage to your opponent's life points each time you increase your life points. Dancing Fairy Effect/Wind/Fairy 4/1700/1000 As long as this card remains on your side of the field in face up defense position, increase your life points by 1000 points during each of your Standby Phases. 930 -------------------------- The Forgiving Maiden Effect/Light/Fairy 4/850/2000 Offer this face up card as a tribute to return 1 of your monsters destroyed in battle during this turn to your hand. St. Joan Fusion/Light/Fairy 7/2800/2000 The Forgiving Maiden + Marie the Fallen One Marie the Fallen One Effect/Dark/Fiend 5/1700/1200 As long as this card exists in your graveyard, increase your life points by 200 points during each of your Standby Phases. Jar of Greed Normal Trap Draw 1 card from your deck. Scroll of Bewitchment Normal Spell Select 1 Attribute when you activate this card. Change the Attribute of the equipped monster to the one you select. United We Stand Equip Spell For every face up monster you control, increase the ATK and DEF of the equipped monster by 800 points. Mage Power Equip Spell For every Spell and Trap card on your side of the field, increase the ATK and DEF of the equipped monster by 500 points. Offerings to the Doomed Quick Play Spell Destroy 1 face up monster. Skip your next Draw Phase. Exchange Normal Spell Both players show their hands to each other. You both select 1 card from each other's hand and add it to your own. When sent to the graveyard, the cards are placed in the graveyard of the original owner. The Portrait's Secret Normal/Earth/Fiend 4/1200/1500 940 -------------------------- The Gross Ghost of Fled Dreams Normal/Dark/Fiend 4/1300/1800 Headless Knight Normal/Dark/Fiend 4/1450/1700 Dark Necrofear Effect/Dark/Fiend 8/2200/2800 This card can only be special summoned by removing 3 Fiend type monsters in your graveyard from play. When this card is destroyed in battle or by your opponent's card effect, it is treated as an Equip Spell card at the end of your turn. Equip 1 of your opponent's monsters with this card. As long as it is equipped with this card, you control the equipped monster. Destiny Board Continuous Trap At the end of each of your opponent's turns, place 1 Spirit Message card from your hand or your deck face up to the field. If it is from your deck, then shuffle your deck. If Spirit Message cards I, N, A, and L are all on the field in their proper order, you are declared the winner. If any of the cards are destroyed or removed from the field while constructing the message, they are all sent to the graveyard immediately. The Dark Door Continuous Spell Both players can only attack with 1 monster during their respective Battle Phases. Dark Spirit of the Silent Normal Trap This card can only be activated during your opponent's Battle Step. Negate the attack of 1 monster and select another 1 of your opponent's face up monsters and have it attack. If the new targeted attacking monster is in face up defense position, change it to attack position. The Earl of Demise Normal/Dark/Fiend 5/2000/700 Dark Sage Effect/Dark/Spellcaster 9/2800/3200 When you activate the effect of Time Wizard and call it right, you can summon this card from either your hand or your deck by offering 1 Dark Magician as a tribute. Then move 1 Spell card from your deck to your hand and shuffle the deck. Zombyra the Dark Effect/Dark/Warrior 4/2100/500 This card cannot attack a player directly. Each time this card destroys a monster in battle, decrease the ATK by 200 points. Spiritualism Normal Spell Return 1 Spell or Trap card on the opponent's field to his/her hand. This card's activation and effect cannot be negated by any other card. 950 -------------------------- Gilasaurus Effect/Earth/Dinosaur 3/1400/400 You can treat the normal summon of this card as a special summon. If you select special summon, your opponent may select a Monster card from his/her graveyard and special summon the monster to the field. Collected Power Normal Trap Select 1 face up monster on the field. Equip this monster with all face up Equip Spell cards on the field. If the target of the Equip Spell card is not correct, destroy the Equip Spell card. Skull Lair Continuous Trap Remove any number of cards from your graveyard from play. Destroy 1 face up monster on the field whose Level Stars are equal to the number of cards you removed from play. Graverobber's Retribution Continuous Trap During each of your Standby Phases, inflict 100 points of direct damage to your opponent's life points for each of your opponent's Monster cards that have been removed from play. Deal of Phantom Normal Trap Select 1 monster face up on the field. Increase the selected monster's ATK by 100 points for each monster in your graveyard during the turn this card is activated. The number of monsters is applied when this card is activated. Destruction Punch Normal Trap When the ATK of an attacking monster on your opponent's side of the field is lower than the DEF of the attacked defense position monster on your side of the field, destroy the attacking monster. Damage application is applied normally. Blind Destruction Continuous Trap During your Standby Phase, roll a six-sided die once. Destroy any monsters whose Level stars are equal to the number rolled. If the number is 6, destroy all face up Level 6 or higher monsters on the field. The Emperor's Holiday Continuous Trap Negate the effects of all Equip Spell cards. Cyclon Laser Equip Spell This card can only be used to equip Gradius. Increases the ATK of Gradius by 300 points. When Gradius attacks with an ATK higher than the DEF of the opponent's defense position monster, inflict the difference as battle damage to your opponent's life points. Spirit Message "I" Continuous Spell This card can only be placed on the field when Destiny Board is active. 960 -------------------------- Spirit Message "N" Continuous Spell This card can only be placed on the field when Destiny Board is active. Spirit Message "A" Continuous Spell This card can only be placed on the field when Destiny Board is active. Spirit Message "L" Continuous Spell This card can only be placed on the field when Destiny Board is active. Fusion Gate Field Spell As long as this card remains face up on the field, a Fusion Monster can be special summoned without using Polymerization. The Fusion material monsters used in the fusion are not sent to the graveyard, but are removed from play. Ekibyo Drakmord Equip Spell A monster equipped with this card cannot attack. Destroy the equipped monster at the end of the 2nd turn of the player controlling the monster. At that time, this card is returned to the owner's hand. Miracle Dig Normal Spell If there are 5 or more of your monsters that have been removed from play in the current duel, return 3 of them to your graveyard. Dragonic Attack Equip Spell This card can only be used to equip Warrior type monsters. The equipped monster is treated as Dragon type and increases the ATK and DEF of the equipped monster by 500 points. Spirit Elimination Normal Spell When monsters in the graveyard are removed from play, remove monsters on your side of the field from play as substitutes. This card remains active until the end of the turn that it is activated. The substitutes remain removed from play. Vengeful Bog Spirit Continuous Spell All monsters on the field cannot attack in the same turn that they are summoned (includes flip summon and special summon). Nightmare Wheel Continuous Trap Select a monster belonging to your opponent. As long as this card remains face up on the field, that monster cannot attack or change its battle position except by the effect of a Spell, Trap, or Effect Monster card. This card causes 500 points of direct damage to your opponent's life points during each of your Standby Phases. When the selected monster is destroyed or removed from the field, this card is also destroyed. 970 -------------------------- Byser Shock Effect/Dark/Fiend 5/800/600 When this card is normal summoned, flip summoned, or special summoned, all set cards on the field are returned to their owner's hands. Fatal Abacus Continuous Trap As long as this card remains face up on the field, each time a Monster card is sent from the field to the graveyard, it will cause its owner 500 points of direct damage. Life Absorbing Machine Continuous Trap As long as this card remains face up on the field, half the life points you pay in each turn are restored during the subsequent Standby Phase. Double Snare Normal Spell Select 1 face up card on the field that has the effect that negates Trap cards' effects are destroyed. The A. Forces Continuous Spell The ATK of all Warrior type monsters on your side of the field is increased by 200 points for every face up Warrior type and Spellcaster type monster on your side of the field. Reinforcement of the Army Normal Spell Move one Level 4 or lower Warrior type monster from your deck to your hand. Your deck should then be shuffled. Array of Revealing Light Field Spell Select and declare a type of monster. Any monster of the selected type cannot attack during the turn it is summoned (including flip summon and special summon). The Warrior Returning Alive Normal Spell You may select a Warrior type monster from your graveyard and return it to your hand. Ready for Intercepting Normal Trap Flip one face up Warrior or Spellcaster type monster on the field into face down defense position. A Wingbeat of Giant Dragon Normal Spell Return one face up Level 5 or higher Dragon type monster on your side of the field to its owner's hand and destroys all Spell and Trap cards in the Spell and Trap Card Zone. 980 -------------------------- Dragon's Gunfire Normal Spell You can activate this card only when you have a face up Dragon type monster on your side of the field. Select one of the following effects: - Cause 800 points of direct damage to your opponent's life points. - Destroy 1 face up monster with a DEF of 800 points or less. Stamping Destruction Normal Spell You can activate this card only when you have a face up Dragon type monster on your side of the field. Destroy one Spell or Trap card on the field to cause 500 points of direct damage to the destroyed card's controller. Dragon's Rage Continuous Trap As long as this card remains face up on the field, when Dragon type monsters on your side of the field attacks with an ATK higher than the DEF of the opponent's defense position monster, inflict the difference as battle damage to your opponent's life points. Burst Breath Normal Trap Offer one Dragon Type monster on your side of the field as a tribute to destroy all face up monsters on the field whose DEF is equal to or lower than the ATK of the tribute monster. Emergency Provisions Quick Play Spell Send all Spell or Trap cards on your side of the field other than this card to the graveyard. Your life points are increased by 1000 points per card. A Legendary Ocean Field Spell This card's name is treated as Umi. Downgrades all Water monsters in both players' hand and on the field by one level. Increases the ATK and DEF of all Water monsters by 200 points. Second Coin Toss Continuous Spell As long as this card remains face up on the field, you can cancel the result of a coin toss once per turn and redo the coin toss. Disappear Normal Trap You can select a card in your opponent's graveyard and remove it from play. Bottomless Trap Hole Normal Trap When your opponent normal summons, flip summons, or special summons a monster with an ATK of 1500 or more, that monster is destroyed and removed from play. Ominous Fortunetelling Continuous Trap During your Standby Phase, select a card at random from your opponent's hand and guess the type of card (Monster, Spell, or Trap). If you call it right, 700 points of direct damage are caused to your opponent's life points. This effect may only be used once per turn. 990 -------------------------- Drop Off Normal Trap This card can only be activated during your opponent's Drawing Phase. Your opponent must send one of the cards they drew to the graveyard immediately. Fiend Comedian Normal Trap Toss a coin and call it. If you call it right, all the cards in your opponent's graveyard are removed from play immediately. If you call it wrong, send a number of cards equal to the cards in your opponent's graveyard from your deck to the graveyard. Book of Taiyou Normal Spell Flip one face down monster on the field into face up attack position. Book of Moon Quick Play Spell Flip one face up monster on the field into face down defense position. Mirage of Nightmare Continuous Spell During your opponent's Standby Phase, draw cards until you have four cards in your hand. During your Standby Phase, select at random the same number of cards as the number you drew and send the selected cards to the graveyard. Call of the Mummy Continuous Spell If there are no monsters on your side of the field, you can special summon a Zombie type monster from your hand. This card's effect may only be used once per turn. Pyramid Energy Quick Play Spell You can activate one of the following effects: - Increase the ATK of all face up monsters on your side of the field by 200 points until the End Phase of the turn this card is activated. - Increase the DEF of all face up monsters on your side of the field by 200 points until the End Phase of the turn this card is activated. Bottomless Shifting Sand Continuous Trap At the end of your opponent's turn, the face up monster(s) with the highest ATK on the field are destroyed. During your own Standby Phase, if you have four or fewer cards in your hand, this card is destroyed. Curse of Royal Counter Trap The effect of any card that can destroy Spell or Trap cards is cancelled and the card itself is destroyed. Needle Ceiling Normal Trap This card can only be activated when there are four or more monsters on the field. All face up monsters on the field are destroyed. 1000 ------------------------- Needle Wall Continuous Trap During your Standby Phase, roll a six-sided die once. Number the spaces in your opponent's Monster Card Zone 1-5, starting from your right. Destroy the monster that is in the same Monster Card Zone as the die result. If the roll is a six, roll again. Reckless Greed Normal Trap Draw two cards from your deck and skip your next two Draw Phases. Newdoria Effect/Dark/Fiend 4/1200/800 When this card is sent to the graveyard as a result of battle, you may select a monster on the field and destroy it. Coffin Seller Continuous Trap Each time one of your opponent's Monster cards is sent to the graveyard, 300 points of direct damage are caused to your opponent's life points. Dark Room of Nightmare Continuous Spell An extra 300 points of direct damage is taken from your opponent each time you cause damage other than battle damage to your opponent's life points. This card's effect is not valid with the effects of Dark Room of Nightmare. Buster Rancher Equip Spell Only a monster with an ATK of 1000 or less can be equipped with this card. During damage calculation, increase the ATK of the monster equipped with this card by 2500 points if the opponent's monster in the battle is in attack position and its ATK is 2500 or more or in defense position and its DEF is 2500 or more. Hieroglyph Lithograph Normal Spell You must pay 1000 of your own life points. During the current duel, the number of cards you may hold in your hand during the End Phase changes to seven. Dark Snake Syndrome Continuous Spell Direct damage is caused to your and your opponent's life points during each of your Standby Phases. The first time, damage is 200 points and this is doubled for each subsequent Standby Phase. Banner of Courage Continuous Spell During your Battle Phase only, the ATK of all monsters on your side of the field is increased by 200 points. Metamorphosis Normal Spell Offer one monster from your side of the field as a tribute to special summon a Fusion Monster of the same level in face up attack or defense position from your Fusion Deck. Monsters used for a tribute summon or offered as tribute due to other cards' effects cannot be offered. 1010 ------------------------- Reversal Quiz Normal Spell Send all cards in your hand and on your side of the field to the graveyard. Call out the type of card (Monster, Spell, or Trap) on top of your deck. If you guess correctly, exchange current life point totals with your opponent. Curse of Aging Normal Trap Discard one card from your hand. The ATK and DEF of all monsters on your opponent's side of the field are decreased by 500 points until the end of the turn this card is activated. Narrow Pass Continuous Trap This card can only be activated when both players have two or fewer monsters on each side of the field. Both players can normal summon or set up to two monsters after this card's activation, while the card remains on the field. Disturbance Strategy Normal Trap Your opponent must put all cards in their hand back into their deck. The deck is then shuffled, and your opponent draws the same amount of cards as they returned to their deck. Non Aggression Area Normal Trap You can activate this card during your Standby Phase. Send one card from your hand to the graveyard. Your opponent cannot use normal summon and/or special summon during the next turn. D. Tribe Normal Trap All monsters on your side of the field are treated as Dragon type monsters until the end of the turn this card is activated. Swallowtail Spike Lizard Effect/Water/Reptile 4/1900/700 When this card is normal summoned, flip summoned, or special summoned, your life points are increased by 1000. If this card is destroyed and sent to the graveyard, it causes 2000 points of direct damage to your life points. 13. Bugs ------------------------------------------------------------ 1. Man Eater "Bug" - The AI is able to shift a flip effect monster to defense position the same turn it is manually flipped or special summoned in attack position. This happens as long as it doesn't attack with it. 2. Premature Burial/Call of the Haunted - If you use Mystical Space Typhoon on these cards and the monster equipped with these cards has other equip cards on it, the monster is destroyed but the equip cards will remain on the field. 3. Draws with Exodia - These usually occur when facing Rare Hunter. I've seen this with both Graceful Charity and Morphing Jar #2. If at some point during the effects of those cards that the user has all 5 Exodia pieces, it results in a draw. 4. Healing after reaching 0 LP - I had this happen once, and I was pissed. If you chain a life point damaging trap to a healing card, and the life points reach zero, it will result in a draw instead of a win. Technically, healing after reaching zero life points shouldn't do anything. 5. Zoa's text - In Zoa's flavor text, there a screwed up number. It's supposed to say "Metalmorph", but that card isn't in the game. 6. Breaking the 3 card rule - This only works with Dark Magician and Polymerization. You can put 3 of each version of those cards in your deck. Technically, you can't do that since they share the same name. 7. Toll canceling attacks - You have the field spell, Toll, on your side of the field and the AI has low life points between 500-1000. The AI attacks with a monster, pays the 500 life points, but will not resolve the attack. 8. Book of Moon on an equipped monster - If you use Book of Moon on a monster with equip cards, particularly Black Pendant and Axe of Despair, the destroyed equip cards will get their effects twice. 9. Coin flipping - This involves cards that involve flipping coins. Obviously, the coin doesn't have a 50/50 chance for heads or tails. It will flip tails a lot more often than heads. 14. Credits and Acknowledgements ------------------------------------------------------------ Konami - For releasing a console game that follows the real rules. GameFAQs - For hosting this. Users of the GameFAQs forums - For all the help and information brought up during our discussions. I'd also like to thank the following people for helping me find cards, in no particular order: SolidSnake2k5 Mr Phantom mechmind leowen ddragon98 (Big thanks!) Gingerbread Man 20 YGOSuperFan sinisterorion GreyTsume Whicker1 danval1976