Every Yu-Gi-Oh! card the publisher lists under the Spell attribute — 948 cards — with the artwork the publisher has published for each, its category, its Type line, its Level or Rank, its ATK and DEF where it has them, its Forbidden & Limited status, and its own printed text.
This is one part of a 17-page index; the Yu-Gi-Oh! card list index holds the whole thing, and for how the game works rather than the cards, start at the Yu-Gi-Oh! card index.
Quick answer
CardSpicy’s Yu-Gi-Oh! card list covers the 948 cards the publisher’s own card database lists under the Spell attribute, split over 17 pages; this is one of them, and it gives each card’s Type line, Level or Rank, ATK and DEF, Forbidden & Limited status and its own printed text.
Every part of this list
- All attributes — the index for this list
- Dark monsters (part 1 of 3) — 862 cards
- Dark monsters (part 2 of 3) — 862 cards
- Dark monsters (part 3 of 3) — 860 cards
- Light monsters (part 1 of 2) — 966 cards
- Light monsters (part 2 of 2) — 965 cards
- Earth monsters (part 1 of 2) — 1010 cards
- Earth monsters (part 2 of 2) — 1009 cards
- Water monsters — 915 cards
- Fire monsters — 811 cards
- Wind monsters — 846 cards
- Divine monsters — 5 cards
- Spell cards (part 1 of 3) — 948 cards
- Spell cards (part 2 of 3) — 948 cards
- Spell cards (part 3 of 3) — 948 cards
- Trap cards (part 1 of 2) — 1032 cards
- Trap cards (part 2 of 2) — 1032 cards
How to read this list
Each tile is one card. The mark on the left is the card’s Level, Rank or Link rating as the publisher prints it — 4 for a Level 4, R4 for a Rank 4, L2 for a Link 2, and S or T for a Spell or a Trap, which have neither. The coloured dot is the card’s attribute, and the name beside it is the name printed on the card. Hover a tile, or focus it with the keyboard, and the panel gives the card’s artwork, its card category, its attribute, its Type line, its Level or Rank, its ATK and DEF where it has them, and the card’s own printed text.
The cards are grouped by attribute, and within an attribute they run in alphabetical order of name. Attribute is a property of the card itself, so a card appears here once. Rarity is deliberately not shown: rarity in this game belongs to a printing, not to a card, and the publisher’s own card database does not carry it per card. Where a card exists in several rarities, those are printings of the same card, and the card is listed once.
Spell cards (part 1 of 3) — 948 cards
Cards the publisher lists with the SPELL attribute. On the Forbidden & Limited list, Forbidden 6, Limited 14, Semi-limited 1, not on the list 927. They run below in alphabetical order of name.
Card shown: “A Case for K9” · SPELL“A Case for K9”SpellContinuous spell · LimitedCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “K9” monster from your Deck to your hand. “K9” monsters you control gain 900 ATK during any turn in which your opponent has activated a monster effect in the hand or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can Set 1 “K9″…S“A” Cell Breeding Device
Card shown: “A” Cell Breeding Device · SPELL“A” Cell Breeding DeviceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring each of your Standby Phases, put 1 A-Counter on 1 face-up monster your opponent controls.S“A” Cell Incubator
Card shown: “A” Cell Incubator · SPELL“A” Cell IncubatorSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time an A-Counter(s) is removed from play by a card effect, place 1 A-Counter on this card. When this card is destroyed, distribute the A-Counters on this card among face-up monsters.S“A” Cell Recombination Device
Card shown: “A” Cell Recombination Device · SPELL“A” Cell Recombination DeviceSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up monster on the field; send 1 “Alien” monster from your Deck to the Graveyard, and if you do, place A-Counters on that monster equal to the Level of the sent monster. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Grav…S“A” Cell Scatter Burst
Card shown: “A” Cell Scatter Burst · SPELL“A” Cell Scatter BurstSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySelect 1 face-up “Alien” monster you control. Destroy it and distribute new A-Counters equal to its Level among your opponent’s face-up monsters.S“Infernoble Arms – Almace”
Card shown: “Infernoble Arms – Almace” · SPELL“Infernoble Arms – Almace”SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipWhile this card is equipped to a monster: You can equip 1 “Infernoble Arms” Equip Spell from your Deck or GY, except “”Infernoble Arms – Almace””, to 1 appropriate monster you control, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can tar…S“Infernoble Arms – Durendal”
Card shown: “Infernoble Arms – Durendal” · SPELL“Infernoble Arms – Durendal”SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipWhile this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Specia…S“Infernoble Arms – Hauteclere”
Card shown: “Infernoble Arms – Hauteclere” · SPELL“Infernoble Arms – Hauteclere”SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipWhile this card is equipped to a monster: You can target 1 face-up monster you control; this turn, you cannot declare attacks, except with that monster, also it gains the ability this turn to make a second attack during each Battle Phase, then destroy this card. If this card is sent to the GY becau…S“Infernoble Arms – Joyeuse”
Card shown: “Infernoble Arms – Joyeuse” · SPELL“Infernoble Arms – Joyeuse”SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipWhile this card is equipped to a monster: You can target 1 FIRE Warrior monster in your GY; add it to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can Special Summon 1 FIRE Warrior monster from your hand. You can only use 1 “”…S1st Movement Solo
Card shown: 1st Movement Solo · SPELL1st Movement SoloSpellCARDSpellATTRIBUTESPELLRACE—If you control no monsters: Special Summon 1 Level 4 or lower “Melodious” monster from your hand or Deck. You can only activate 1 “1st Movement Solo” per turn. You cannot Special Summon monsters during the turn you activate this card, except “Melodious” monsters.S7
Card shown: 7 · SPELL7SpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen there are 3 face-up “7” cards on your side of the field, draw 3 cards from your Deck. Then destroy all “7” cards. When this card is sent directly from the field to your Graveyard, increase your Life Points by 700 points.S7 Completed
Card shown: 7 Completed · SPELL7 CompletedSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipActivate this card by choosing ATK or DEF; equip only to a Machine monster. It gains 700 ATK or DEF, depending on the choice.SA Deal with Dark Ruler
Card shown: A Deal with Dark Ruler · SPELLA Deal with Dark RulerSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-Play(This card is always treated as an “Archfiend” card.)<br>If a Level 8 or higher monster under your control was sent to the Graveyard this turn: Special Summon 1 “Berserk Dragon” from your hand or Deck.SA Feather of the Phoenix
Card shown: A Feather of the Phoenix · SPELLA Feather of the PhoenixSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card, then target 1 card in your GY; return that target to the top of your Deck.SA Hero Lives
Card shown: A Hero Lives · SPELLA Hero LivesSpellCARDSpellATTRIBUTESPELLRACE—If you control no face-up monsters: Pay half your LP; Special Summon 1 Level 4 or lower “Elemental HERO” monster from your Deck.SA Legendary Ocean
Card shown: A Legendary Ocean · SPELLA Legendary OceanSpellField spellCARDSpellATTRIBUTESPELLRACEField(This card is always treated as “Umi”.)<br>All WATER monsters on the field gain 200 ATK/DEF. Reduce the Level of all WATER monsters in both players’ hands and on the field by 1.SA Wild Monster Appears!
Card shown: A Wild Monster Appears! · SPELLA Wild Monster Appears!SpellCARDSpellATTRIBUTESPELLRACE—If only your opponent controls a monster: Special Summon from your hand, 1 monster with an original Level of 10 or lower that cannot be Normal Summoned/Set, ignoring its Summoning conditions. It is unaffected by the effects of your cards, except for its own effects and this card’s, also shuffle it…SA Wingbeat of Giant Dragon
Card shown: A Wingbeat of Giant Dragon · SPELLA Wingbeat of Giant DragonSpellCARDSpellATTRIBUTESPELLRACE—Return 1 Level 5 or higher Dragon-Type monster you control to the hand, and if you do, destroy all Spell and Trap Cards on the field.SA.I. Connect
Card shown: A.I. Connect · SPELLA.I. ConnectSpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 Cyberse monster in your hand; apply this effect based on its Attribute, also you cannot Special Summon for the rest of this turn after this card resolves, except Cyberse monsters.<br>●DARK: Special Summon the revealed monster, and if you do, add 1 Level 4 or lower non-DARK Cyberse monster…SA.I. Contact
Card shown: A.I. Contact · SPELLA.I. ContactSpellCARDSpellATTRIBUTESPELLRACE—If “Ignister A.I.Land” is in your Field Zone: Reveal 1 “Ignister A.I.Land” in your hand; place it on the bottom of the Deck, and if you do, draw 3 cards. You can only activate 1 “A.I. Contact” per turn.SA.I. Love Fusion
Card shown: A.I. Love Fusion · SPELLA.I. Love FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Cyberse Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use your “@Ignister” monster as Fusion Material, you can also use 1 Link Monster your opponent controls as material. You can only activate 1 “A.I. Love Fusion” per turn.SA.I. Meet You
Card shown: A.I. Meet You · SPELLA.I. Meet YouSpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 Cyberse monster with 2300 ATK in your hand or Extra Deck, and add 1 “@Ignister” monster with the same Attribute from your Deck to your hand. During the End Phase of this turn, take 2300 damage if you did not Special Summon the revealed monster, or a monster with the same name, after you re…SA.I.’s Ritual
Card shown: A.I.’s Ritual · SPELLA.I.’s RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any Cyberse Ritual Monster. You must also Tribute “@Ignister” monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control an “@Ignister” monster when this effect is activated, you can al…SA.I.dle Reborn
Card shown: A.I.dle Reborn · SPELLA.I.dle RebornSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “@Ignister” monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of this turn after this card resolves, except Cyberse monsters. When an attack is declared involving 2 monsters: You can banish this card from your GY and 1 card from your hand, then tar…SAbomination’s Prison
Card shown: Abomination’s Prison · SPELLAbomination’s PrisonSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Unchained” card from your Deck to your hand. If this Set card is destroyed by card effect: You can Special Summon 1 “Unchained” monster from your Deck. You can only use each effect of “Abomination’s Prison” once per turn.SAbsolute Powerforce
Card shown: Absolute Powerforce · SPELLAbsolute PowerforceSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “Red Dragon Archfiend” you control; if that monster you control battles an opponent’s monster this turn, apply these effects until the end of the Damage Step.<br>●It gains 1000 ATK.<br>●Your opponent cannot activate cards or effects.<br>●If it attacks a Defense Position monster, inflict pi…SAbsorb Fusion
Card shown: Absorb Fusion · SPELLAbsorb FusionSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Gem-Knight” card from your Deck to your hand, then you can apply this effect.<br>●Fusion Summon 1 “Gem-Knight” Fusion Monster from your Extra Deck, by banishing its materials from your hand or field.<br>You can only activate 1 “Absorb Fusion” per turn. You cannot Special Summon the turn you…SAbyss Actors’ Dress Rehearsal
Card shown: Abyss Actors’ Dress Rehearsal · SPELLAbyss Actors’ Dress RehearsalSpellCARDSpellATTRIBUTESPELLRACE—At the start of your Main Phase 1: Add 1 “Abyss Actor” card and 1 “Abyss Script” Spell from your Deck to your hand. For the rest of this turn after this card resolves, you cannot Pendulum Summon monsters, except “Abyss Actor” monsters.SAbyss Playhouse – Fantastic Theater
Card shown: Abyss Playhouse – Fantastic Theater · SPELLAbyss Playhouse – Fantastic TheaterSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYou can reveal 1 “Abyss Actor” Pendulum Monster and 1 “Abyss Script” Spell in your hand; add 1 “Abyss Script” Spell from your Deck to your hand, with a different name than that revealed Spell. While you control a Pendulum Summoned “Abyss Actor” Pendulum Monster, any monster effect activated by your…SAbyss Prop – Wild Wagon
Card shown: Abyss Prop – Wild Wagon · SPELLAbyss Prop – Wild WagonSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThe first time each “Abyss Actor” monster you control would be destroyed by battle each turn, it is not destroyed. Once per turn: You can target 1 “Abyss Actor” monster you control; your opponent cannot target it with card effects until the end of their turn (even if this card leaves the field). If…SAbyss Script – Abysstainment
Card shown: Abyss Script – Abysstainment · SPELLAbyss Script – AbysstainmentSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can Tribute 1 “Abyss Actor” monster, then target 1 “Abyss Script” Spell in your GY; Set it to your field. You can use this effect of “Abyss Script – Abysstainment” up to twice per turn. If this Set card in its owner’s control is destroyed by an opponent’s card effect, and you have a face-up “Ab…SAbyss Script – Dramatic Story
Card shown: Abyss Script – Dramatic Story · SPELLAbyss Script – Dramatic StorySpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Abyss Actor” Pendulum Monster you control; Special Summon 1 “Abyss Actor” monster from your Deck with a different name, then place the targeted monster in your Pendulum Zone or destroy it. If this Set card in its owner’s control is destroyed by an opponent’s card effect, and you have a fa…SAbyss Script – Fantasy Magic
Card shown: Abyss Script – Fantasy Magic · SPELLAbyss Script – Fantasy MagicSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Abyss Actor” monster you control; this turn, every monster that battles it, but is not destroyed, returns to the hand at the end of the Damage Step. If this Set card in its owner’s control is destroyed by an opponent’s card effect, and you have a face-up “Abyss Actor” Pendulum Monster in…SAbyss Script – Fire Dragon’s Lair
Card shown: Abyss Script – Fire Dragon’s Lair · SPELLAbyss Script – Fire Dragon’s LairSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Abyss Actor” monster you control; if it destroys your opponent’s monster by battle this turn, your opponent banishes 3 monsters from their Extra Deck (their choice). If this Set card in its owner’s control is destroyed by an opponent’s card effect, and you have a face-up “Abyss Actor” Pen…SAbyss Script – Opening Ceremony
Card shown: Abyss Script – Opening Ceremony · SPELLAbyss Script – Opening CeremonySpellCARDSpellATTRIBUTESPELLRACE—Gain 500 LP for each “Abyss Actor” monster you control. If this Set card in its owner’s control is destroyed by an opponent’s card effect, and you have a face-up “Abyss Actor” Pendulum Monster in your Extra Deck: You can draw until you have 5 cards in your hand. You can only use each effect of “Aby…SAbyss Script – Rise of the Abyss King
Card shown: Abyss Script – Rise of the Abyss King · SPELLAbyss Script – Rise of the Abyss KingSpellCARDSpellATTRIBUTESPELLRACE—Target face-up cards on the field, up to the number of Attack Position “Abyss Actor” monsters with different names you control; destroy them. If you control a Level 7 or higher “Abyss Actor” monster, your opponent cannot activate cards or effects in response to this card’s activation. If this Set c…SAbyss Script – Romantic Terror
Card shown: Abyss Script – Romantic Terror · SPELLAbyss Script – Romantic TerrorSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayReturn 1 “Abyss Actor” Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up “Abyss Actor” Pendulum Monster with a different original name from that monster. If this Set card in its owner’s control is destroyed by an opponent’s c…SAbyss-scale of Cetus
Card shown: Abyss-scale of Cetus · SPELLAbyss-scale of CetusSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Mermail” monster. It gains 800 ATK. When a Trap effect that was activated on your opponent’s side of the field resolves, negate that effect, then send this card to the Graveyard.SAbyss-scale of the Kraken
Card shown: Abyss-scale of the Kraken · SPELLAbyss-scale of the KrakenSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Mermail” monster. It gains 400 ATK. When a monster effect that was activated on your opponent’s side of the field resolves, negate that effect, then send this card to the Graveyard.SAbyss-scale of the Mizuchi
Card shown: Abyss-scale of the Mizuchi · SPELLAbyss-scale of the MizuchiSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Mermail” monster. It gains 800 ATK. When a Spell effect that was activated on your opponent’s side of the field resolves, negate that effect, then send this card to the Graveyard.SAbyss-sting Triaina
Card shown: Abyss-sting Triaina · SPELLAbyss-sting TriainaSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipSpecial Summon 1 “Atlantean” or “Mermail” monster from your hand or GY, and if you do, equip it with this card. If the equipped monster would be destroyed by battle or card effect, you can send this card to the GY instead. You can banish this card from your GY, then target up to 3 of your Fish, Sea…SAbyssal Designator
Card shown: Abyssal Designator · SPELLAbyssal DesignatorSpellCARDSpellATTRIBUTESPELLRACE—Pay 1000 Life Points. Declare a Type and an Attribute. Your opponent must send 1 monster with both the declared Type and Attribute from their hand or Deck to the Graveyard.SAccellight
Card shown: Accellight · SPELLAccellightSpellCARDSpellATTRIBUTESPELLRACE—If you control no monsters: Special Summon 1 Level 4 or lower “Photon” or “Galaxy” monster from your Deck. You can only activate 1 “Accellight” per turn. You cannot Normal Summon/Set during the turn you activate this card.SAcid Rain
Card shown: Acid Rain · SPELLAcid RainSpellCARDSpellATTRIBUTESPELLRACE—Destroy all Machine monsters on the field.SAcidic Downpour
Card shown: Acidic Downpour · SPELLAcidic DownpourSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll EARTH monsters lose 500 ATK and gain 400 DEF.SAction Magic – Double Banking
Card shown: Action Magic – Double Banking · SPELLAction Magic – Double BankingSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDiscard 1 card; this turn, if a monster you currently control destroys an opponent’s monster by battle, it can make a second attack in a row. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card.SAction Magic – Full Turn
Card shown: Action Magic – Full Turn · SPELLAction Magic – Full TurnSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayThis turn, double any battle damage that a player takes from battles involving 2 monsters. During your Main Phase, if this card is in your GY, except the turn this card was sent to the GY: You can discard 1 Spell; Set this card.SAdamancipator Friends
Card shown: Adamancipator Friends · SPELLAdamancipator FriendsSpellCARDSpellATTRIBUTESPELLRACE—Excavate the top cards of your Deck equal to the number of Rock monsters you control +5, and if you do, you can add to your hand 1 excavated Rock monster with a Level equal to or lower than the number of the excavated cards, also place the remaining cards on the bottom of your Deck in any order. Fo…SAdamancipator Laputite
Card shown: Adamancipator Laputite · SPELLAdamancipator LaputiteSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Rock monsters you control gain 500 ATK/DEF. Once per turn, during your Main Phase: You can take up to 5 “Adamancipator” cards from your Deck and place them on top of your Deck in any order.SAdamancipator Mates
Card shown: Adamancipator Mates · SPELLAdamancipator MatesSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Adamancipator” monster from your Deck to your hand. If this card is in your GY: You can place 1 card from your hand on top of the Deck; add this card to your hand. You can only use each effect of “Adamancipator Mates” once per turn.SAdamancipator Signs
Card shown: Adamancipator Signs · SPELLAdamancipator SignsSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Rock monster in your GY; Special Summon it in Defense Position, then, if you Special Summoned an “Adamancipator” monster by this effect, you can take 1 Level 4 or lower Rock monster from your Deck and place it on top of your Deck.SAdditional Mirror Level 7
Card shown: Additional Mirror Level 7 · SPELLAdditional Mirror Level 7SpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf a Level 7 monster(s) is Special Summoned to your field: Send 2 “Additional Mirror Level 7” from your hand and/or Deck to the GY, then target 1 of those monsters; Special Summon 2 monsters with the same name as that target from your Deck, then take damage equal to their combined original ATK, als…SAdvance Draw
Card shown: Advance Draw · SPELLAdvance DrawSpellCARDSpellATTRIBUTESPELLRACE—Tribute 1 face-up Level 8 or higher monster you control; draw 2 cards.SAdvance Force
Card shown: Advance Force · SPELLAdvance ForceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can Tribute 1 Level 5 or higher monster to Tribute Summon a Level 7 or higher monster.SAdvance Zone
Card shown: Advance Zone · SPELLAdvance ZoneSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, during the End Phase of any turn in which you Tribute Summoned a monster(s): You can apply these effects, in sequence, based on the number of monsters you Tributed for Tribute Summons this turn.<br>●1 or more: Destroy 1 Set card your opponent controls.<br>●2 or more: Draw 1 card.<br>…SAdvanced Dark
Card shown: Advanced Dark · SPELLAdvanced DarkSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Crystal Beast” monsters on the field and in the GY become DARK. If an “Ultimate Crystal” monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a “Crystal Beast” monster you control battles and you would take damage: You can send 1 “Cry…SAdvanced Heraldry Art
Card shown: Advanced Heraldry Art · SPELLAdvanced Heraldry ArtSpellCARDSpellATTRIBUTESPELLRACE—Target 2 “Heraldic Beast” monsters in your GY; Special Summon both those targets, then immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only.SAdvanced Ritual Art
Card shown: Advanced Ritual Art · SPELLAdvanced Ritual ArtSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon any 1 Ritual Monster. You must also send Normal Monsters from your Deck to the GY whose total Levels equal the Level of that Ritual Monster.SAdvent of Atlantis
Card shown: Advent of Atlantis · SPELLAdvent of AtlantisSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThis card’s name becomes “Umi” while in the Spell & Trap Zone. You can only use each of the following effects of “Advent of Atlantis” once per turn. During your Main Phase: You can place 1 “Atlantis, City of the Sea Dragon” or “Umi” from your Deck, face-up in your Field Zone. If this card is sent t…SAfter the Storm
Card shown: After the Storm · SPELLAfter the StormSpellCARDSpellATTRIBUTESPELLRACE—If there are no other cards on the field: Target 1 WATER or WIND monster in your Graveyard; add that target to your hand.SAfter the Struggle
Card shown: After the Struggle · SPELLAfter the StruggleSpellCARDSpellATTRIBUTESPELLRACE—This card can only be activated during Main Phase 1. All monsters on both sides of the field that have been involved in damage calculation are destroyed during the End Step of the turn.SAfterglow
Card shown: Afterglow · SPELLAfterglowSpellCARDSpellATTRIBUTESPELLRACE—Banish this card, and as many “Afterglow” from your hand, Deck, GY, and face-up field as possible, then shuffle 1 of your banished “Afterglow” into the Deck. During your next Draw Phase, reveal the card you draw for your normal draw, and inflict 4000 damage to your opponent if it is “Afterglow”. Yo…SAgainst the Wind
Card shown: Against the Wind · SPELLAgainst the WindSpellCARDSpellATTRIBUTESPELLRACE—Select 1 “Blackwing” monster in your Graveyard. Take damage equal to the ATK of the selected monster, and add it to your hand.SAges of Stars and Frost
Card shown: Ages of Stars and Frost · SPELLAges of Stars and FrostSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf a monster(s) you control was destroyed by your Spell effect or your opponent’s card effect and sent to the GY this turn: You can conduct your next Battle Phase twice. If a monster you control is shuffled into the Deck or returned to the Extra Deck face-down, while this card is in your GY: You ca…SAir Cracking Storm
Card shown: Air Cracking Storm · SPELLAir Cracking StormSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Machine monster. When that attacking monster destroys your opponent’s monster by battle: You can activate this effect; it can make a second attack during this Battle Phase. Your other monsters cannot attack the turn you activate this effect.SALERT!
Card shown: ALERT! · SPELLALERT!SpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-Play(This card is always treated as a “Rescue-ACE” card.)<br>Add 1 “Rescue-ACE” monster from your GY to your hand, or if you control “Rescue-ACE Hydrant”, you can add 1 “Rescue-ACE” monster from your Deck to your hand instead. You can only activate 1 “ALERT!” per turn.SAllure Dance
Card shown: Allure Dance · SPELLAllure DanceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Allure Queen” monster or 1 “Allure Palace” from your Deck to your hand. Each “Allure Queen” monster you control gains ATK, equal to the ATK of the monsters equipped to it by its effect. You can send 1 other Spell/Trap you control to the GY; Special Summon…SAllure of Darkness
Card shown: Allure of Darkness · SPELLAllure of DarknessSpellCARDSpellATTRIBUTESPELLRACE—Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.SAllure Palace
Card shown: Allure Palace · SPELLAllure PalaceSpellField spellCARDSpellATTRIBUTESPELLRACEFieldSpellcaster monsters you control gain 500 ATK/DEF. You can send 1 card from your hand to the GY; add to your hand or Special Summon to your opponent’s field, 1 “Allure Queen” monster from your Deck. You can only use this effect of “Allure Palace” thrice per turn. “Allure Queen” Effect Monsters you…SAlluring Mirror Split
Card shown: Alluring Mirror Split · SPELLAlluring Mirror SplitSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen a “Harpie Lady” or “Harpie Lady Sisters” you control is destroyed by battle: You can Special Summon 1 “Harpie” monster from your Deck with a different original name than the destroyed monster. If this card you control is destroyed by a “Harpie” card’s effect or your opponent’s card effect: Tar…SAmazement Precious Park
Card shown: Amazement Precious Park · SPELLAmazement Precious ParkSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring your Main Phase, you can activate 1 “Attraction” Trap the turn it was Set. During the End Phase: You can send 1 “Attraction” Trap you control equipped to a monster to the GY, then target 1 of your “Attraction” Traps, with a different name, that is banished or in your GY; Set that card. You c…SAmazement Special Show
Card shown: Amazement Special Show · SPELLAmazement Special ShowSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen your opponent activates a card or effect that targets an “Amazement” monster(s) you control: Target 1 of those “Amazement” monsters you control; return it to the hand, then, you can Special Summon 1 “Amazement” monster from your hand.SAmazing Pendulum
Card shown: Amazing Pendulum · SPELLAmazing PendulumSpellCARDSpellATTRIBUTESPELLRACE—If you have no cards in your Pendulum Zones: Add 2 face-up “Magician” Pendulum Monsters with different names from your Extra Deck to your hand. You can only activate 1 “Amazing Pendulum” per turn.SAmazing Time Ticket
Card shown: Amazing Time Ticket · SPELLAmazing Time TicketSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPay 800 LP; apply this effect, depending whose turn it is.<br>●Your turn: Add 1 “Amazement” card from your Deck to your hand.<br>●Your opponent’s turn: Set 1 “Attraction” Trap directly from your Deck. It can be activated this turn.<br>You can only activate 1 “Amazing Time Ticket” per turn.SAmazoness Call
Card shown: Amazoness Call · SPELLAmazoness CallSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTake 1 “Amazoness” card from your Deck, except “Amazoness Call”, and either add it to your hand or send it to the GY. During your Main Phase: You can banish this card from your GY, then target 1 “Amazoness” monster you control; this turn, that monster can attack all monsters your opponent controls,…SAmazoness Fighting Spirit
Card shown: Amazoness Fighting Spirit · SPELLAmazoness Fighting SpiritSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf your “Amazoness” monster attacks a monster with higher ATK, the attacking monster gains 1000 ATK during damage calculation only.SAmazoness Heirloom
Card shown: Amazoness Heirloom · SPELLAmazoness HeirloomSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to an “Amazoness” monster. The first time the equipped monster would be destroyed by battle each turn, it is not destroyed. After damage calculation, if the equipped monster attacked a monster: Destroy the attacked monster.SAmazoness Secret Arts
Card shown: Amazoness Secret Arts · SPELLAmazoness Secret ArtsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayFusion Summon 1 “Amazoness” Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. During your Main Phase: You can banish this card from your GY; once, if you Fusion Summon an “Amazoness” Fusion Monster this turn, you can also send 1 “Amazoness” monster from…SAmazoness Spellcaster
Card shown: Amazoness Spellcaster · SPELLAmazoness SpellcasterSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Amazoness” monster you control and 1 face-up monster your opponent controls; switch the original ATK of those targets until the end of this turn.SAmazoness Village
Card shown: Amazoness Village · SPELLAmazoness VillageSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Amazoness” monsters gain 200 ATK. Once per turn, when an “Amazoness” monster is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 “Amazoness” monster from your Deck with a Level less than or equal to that “Amazoness” monster in the GY.SAmorphage Infection
Card shown: Amorphage Infection · SPELLAmorphage InfectionSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll “Amorphage” monsters on the field gain 100 ATK and DEF for each “Amorphage” card on the field. If a monster(s) in your hand or you control is Tributed, or destroyed by battle or card effect: You can add 1 “Amorphage” card from your Deck to your hand. You can only use this effect of “Amorphage I…SAmorphous Persona
Card shown: Amorphous Persona · SPELLAmorphous PersonaSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Amorphage” monsters on the field gain 300 ATK/DEF. Up to twice per turn, if an “Amorphage” monster(s) you control is Tributed, draw 1 card. You can banish this card from your GY; Tribute Pendulum Monsters from your hand or field whose total Levels exactly equal 8, then Ritual Summon 1 “Amorpha…SAmplifier
Card shown: Amplifier · SPELLAmplifierSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to “Jinzo”. This card’s activation and effect cannot be negated. The equipped monster’s effect, “Trap Cards, and their effects on the field, cannot be activated. Negate all Trap effects on the field.” becomes “Your opponent cannot activate Trap Cards, or their effects on the field. Negat…SAmulet of Ambition
Card shown: Amulet of Ambition · SPELLAmulet of AmbitionSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Normal Monster. If it battles a monster with a higher Level, the equipped monster gains 500 ATK x the difference in Levels, during that damage calculation only. When this card is sent to the GY: You can place it on top of your Deck.SAncient Chant
Card shown: Ancient Chant · SPELLAncient ChantSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “The Winged Dragon of Ra” from your Deck or GY to your hand, and if you do, you can Tribute Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can banish this card from your GY: If you Tribute Summon “Th…SAncient City – Rainbow Ruins
Card shown: Ancient City – Rainbow Ruins · SPELLAncient City – Rainbow RuinsSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYou must have this many “Crystal Beast” cards in your Spell & Trap Zone to activate and to resolve these effects.<br>●1+: This card cannot be destroyed by card effects.<br>●2+: Once per turn (including the opponent’s) you can halve the battle damage you take.<br>●3+: When a Spell/Trap Card is activ…SAncient Forest
Card shown: Ancient Forest · SPELLAncient ForestSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen you activate this card, change any Defense Position monster(s) to face-up Attack Position. Flip Effects are not activated at this time. If a monster attacks, destroy it at the end of that turn’s Battle Phase.SAncient Gear Advance
Card shown: Ancient Gear Advance · SPELLAncient Gear AdvanceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Add 1 “Ancient Gear” Spell/Trap from your Deck to your hand, except “Ancient Gear Advance”. Once per turn: You can Tribute 1 monster; draw 1 card and apply this effect for the rest of this turn (even if this card leaves the field).<br>●You can Normal Summon “Ancient Gea…SAncient Gear Castle
Card shown: Ancient Gear Castle · SPELLAncient Gear CastleSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll “Ancient Gear” monsters gain 300 ATK. Each time a monster is Normal Summoned/Set, place 1 counter on this card. If you Tribute Summon an “Ancient Gear” monster face-up, you can Tribute this card instead, if the number of its counters is equal to or greater than the number of required Tribute(s).SAncient Gear Catapult
Card shown: Ancient Gear Catapult · SPELLAncient Gear CatapultSpellCARDSpellATTRIBUTESPELLRACE—While you control no monsters: Target 1 face-up card you control; destroy it, and if you do, Special Summon 1 “Ancient Gear” monster from your Deck, ignoring its Summoning conditions. You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special S…SAncient Gear Drill
Card shown: Ancient Gear Drill · SPELLAncient Gear DrillSpellCARDSpellATTRIBUTESPELLRACE—If you control an “Ancient Gear” monster: Discard 1 card; Set 1 Spell Card directly from your Deck. This turn, that Spell Card cannot be activated.SAncient Gear Explosive
Card shown: Ancient Gear Explosive · SPELLAncient Gear ExplosiveSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Ancient Gear” monster you control; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK.SAncient Gear Factory
Card shown: Ancient Gear Factory · SPELLAncient Gear FactorySpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 Level 5 or higher “Ancient Gear” monster from your hand, then banish a number of “Ancient Gear” monsters from your Graveyard, whose combined Levels are double the revealed monster’s, and if you do, if you Normal Summon the revealed monster this turn, you must Normal Smmon it without Tribut…SAncient Gear Fist
Card shown: Ancient Gear Fist · SPELLAncient Gear FistSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to an “Ancient Gear” monster. At the end of the Damage Step, if the equipped monster battled a monster and is still on the field: Destroy the monster it battled.SAncient Gear Fortress
Card shown: Ancient Gear Fortress · SPELLAncient Gear FortressSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring the turn they were Normal or Special Summoned, your opponent cannot target “Ancient Gear” monsters you control with card effects, and they cannot be destroyed by your opponent’s card effects. Your opponent cannot activate cards or effects in response to the activation of “Ancient Gear” cards…SAncient Gear Fusion
Card shown: Ancient Gear Fusion · SPELLAncient Gear FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 “Ancient Gear” Fusion Monster from your Extra Deck, using monsters from your hand or field. If you use “Ancient Gear Golem” or “Ancient Gear Golem – Ultimate Pound” you control as material, you can also use monsters from your Deck.SAncient Gear Tank
Card shown: Ancient Gear Tank · SPELLAncient Gear TankSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to an “Ancient Gear” monster. It gains 600 ATK. When this card is destroyed and sent to the Graveyard: Inflict 600 damage to your opponent.SAncient Gear Workshop
Card shown: Ancient Gear Workshop · SPELLAncient Gear WorkshopSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Ancient Gear” monster in your Graveyard; add that target to your hand.SAncient Leaf
Card shown: Ancient Leaf · SPELLAncient LeafSpellCARDSpellATTRIBUTESPELLRACE—If you have 9000 or more Life Points, you can pay 2000 Life Points to draw 2 cards.SAncient Rules
Card shown: Ancient Rules · SPELLAncient RulesSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 Level 5 or higher Normal Monster from your hand.SAncient Telescope
Card shown: Ancient Telescope · SPELLAncient TelescopeSpellCARDSpellATTRIBUTESPELLRACE—See the top 5 cards of your opponent’s Deck. Return the cards to the Deck in the same order.SAncient Warriors Saga – Borrowing of Arrows
Card shown: Ancient Warriors Saga – Borrowing of Arrows · SPELLAncient Warriors Saga – Borrowing of ArrowsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can target 1 face-up monster your opponent controls and 1 “Ancient Warriors” monster you control; until the end of this turn, halve that opponent’s monster’s ATK, and if you do, add that lost ATK to your monster (even if this card leaves the field). If this card is sent to the GY while you cont…SAncient Warriors Saga – Deception and Betrayal
Card shown: Ancient Warriors Saga – Deception and Betrayal · SPELLAncient Warriors Saga – Deception and BetrayalSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can Special Summon 1 “Ancient Warriors” monster from your hand, and if you do, take damage equal to its Level x 100. You can send this face-up card from the Spell & Trap Zone to the GY, then target 1 “Ancient Warriors” monster on the field; change it to any Attribute, th…SAncient Warriors Saga – East-by-South Winds
Card shown: Ancient Warriors Saga – East-by-South Winds · SPELLAncient Warriors Saga – East-by-South WindsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou must send this card to the GY during your 2nd Standby Phase after activation. Once per turn, during your Main Phase: Toss a coin and if the result is heads, send this card to the GY. If this card is sent from the Spell & Trap Zone to the GY: You can activate this effect; this turn, your opponen…SAncient Warriors Saga – Sun-Liu Alliance
Card shown: Ancient Warriors Saga – Sun-Liu Alliance · SPELLAncient Warriors Saga – Sun-Liu AllianceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf you control “Ancient Warriors” monsters with 2 or more different Attributes: You can declare 1 Attribute; your opponent cannot activate the effects of monsters they currently control with that Attribute, until the end of this turn (even if this card leaves the field). If your opponent Special Su…SAncient Warriors Saga – Three Visits
Card shown: Ancient Warriors Saga – Three Visits · SPELLAncient Warriors Saga – Three VisitsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase, if you Normal or Special Summon an “Ancient Warriors” monster(s): You can target 1 of those monsters; add 1 “Ancient Warriors” monster with a different name from your Deck to your hand. If this card is sent from the Spell & Trap Zone to the GY: You can Special Summon 1 “Anci…SAngel of Blue Tears
Card shown: Angel of Blue Tears · SPELLAngel of Blue TearsSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster on the field; its controller’s opponent takes damage equal to the number of cards in their hand x 200, then negate that target’s effects until the end of this turn. If effect damage is inflicted (except during the Damage Step): You can banish this card from your GY; Set 1 N…SAngelechy Brilliant Move
Card shown: Angelechy Brilliant Move · SPELLAngelechy Brilliant MoveSpellCARDSpellATTRIBUTESPELLRACE—Return 1 “Angelechy” Monster Card you own from your Spell & Trap Zone to the Extra Deck, then you can Special Summon it. You can banish this card from your GY, then send 1 “Angelechy” card from your hand or face-up field to the GY; Special Summon 1 “Angelechy” monster from your Extra Deck. You can…SAngelechy Endgame Problem
Card shown: Angelechy Endgame Problem · SPELLAngelechy Endgame ProblemSpellField spellCARDSpellATTRIBUTESPELLRACEFieldThis card gains the following effects, based on the number of “Angelechy” Monster Cards in your Spell & Trap Zone.<br>●1+: Once per turn, during your opponent’s Standby Phase: You can draw 1 card.<br>●2+: When your opponent would Special Summon a monster(s), you choose the zone(s) to place it.<br>●…SAngelechy Opposition
Card shown: Angelechy Opposition · SPELLAngelechy OppositionSpellCARDSpellATTRIBUTESPELLRACE—Choose 2 “Angelechy” monsters in your Extra Deck, with different names than the cards in your Spell & Trap Zone, Special Summon 1 of them in your opponent’s Main Monster Zone, and place the other in your Spell & Trap Zone as a face-up Continuous Spell. You can banish this card from your GY; shuffle…SAngelechy Problem
Card shown: Angelechy Problem · SPELLAngelechy ProblemSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn: You can discard 1 Spell/Trap; Special Summon 1 Level 2 “Angelechy” monster from your Extra Deck, and if you do, place 1 “Angelechy” monster from your Extra Deck to your Spell & Trap Zone as a face-up Continuous Spell. If a face-up “Angelechy” Monster Card(s) you control is destroyed…SAngelechy Strategy Score
Card shown: Angelechy Strategy Score · SPELLAngelechy Strategy ScoreSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Angelechy” Spell/Trap from your Deck to your hand, except “Angelechy Strategy Score”, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except LIGHT or DARK Synchro Monsters. If this card is in your GY, except the turn it was sent there:…SAngelica’s Angelic Ring
Card shown: Angelica’s Angelic Ring · SPELLAngelica’s Angelic RingSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a monster you control equipped with an Equip Card. You can only control 1 “Angelica’s Angelic Ring”. Each turn, negate the effect of your opponent’s first Spell Card or effect that resolves. Once per turn, while this card is equipped to a monster: You can gain 500 LP, then destroy thi…SAnte
Card shown: Ante · SPELLAnteSpellCARDSpellATTRIBUTESPELLRACE—Each Player reveals 1 card from their hand. If one card is higher Level than the other, the card with the lower Level is sent to the Graveyard, and the player who revealed it takes 1000 damage. (Non-Monster Cards are treated as Level 0.)SAnti-Magic Arrows
Card shown: Anti-Magic Arrows · SPELLAnti-Magic ArrowsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayAt the start of the Battle Phase: For the rest of this turn after this card resolves, neither player can activate Spell/Trap Cards, or their effects. Neither player can activate cards or effects in response to this card’s activation.SApocavities
Card shown: Apocavities · SPELLApocavitiesSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Place C Counters on this card, equal to the number of cards your opponent controls. You can target 1 face-up monster your opponent controls and remove up to 4 C Counters from your field; apply this effect to that monster, based on the number removed.<br>●1: It loses 500…SAppliancer Conversion
Card shown: Appliancer Conversion · SPELLAppliancer ConversionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayBanish as many “Appliancer” Link Monsters from your Main Monster Zone as possible, then you can Special Summon your banished “Appliancer” Link Monsters up to the number banished by this effect. During your Main Phase, if this card is in your GY, except the turn it was sent there: You can banish 1 o…SAppliancer Electrilyrical World
Card shown: Appliancer Electrilyrical World · SPELLAppliancer Electrilyrical WorldSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can add 1 “Appliancer” card from your Deck to your hand, except a Field Spell. Once per turn, if you Link Summon an “Appliancer” Link Monster(s): You can add 1 “Appliancer” monster from your GY to your hand. Once per turn, when a monster declares an attack: You can…SAppliancer Reuse
Card shown: Appliancer Reuse · SPELLAppliancer ReuseSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Appliancer” monster in your GY; Special Summon it, but place it on the bottom of the Deck when it leaves the field.SAppliancer Test
Card shown: Appliancer Test · SPELLAppliancer TestSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Appliancer” Link Monster you control; Special Summon as many Link-1 “Appliancer” monsters from your GY as possible to your zones that monster points to, but banish them during the End Phase. You can only activate 1 “Appliancer Test” per turn.SAqua Chorus Round
Card shown: Aqua Chorus Round · SPELLAqua Chorus RoundSpellCARDSpellATTRIBUTESPELLRACE—Banish 1 card from your hand, and if you do, during your next Standby Phase, you can add up to 2 cards with the same name as that banished card from your Deck to your hand. If you activated this card while your opponent controlled no cards, for the rest of this turn you cannot activate cards, or th…SAqua Jet
Card shown: Aqua Jet · SPELLAqua JetSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up Fish, Sea Serpent, or Aqua-Type monster you control; it gains 1000 ATK.SAqua Jet Surface
Card shown: Aqua Jet Surface · SPELLAqua Jet SurfaceSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 Level 4 or lower Fish, Sea Serpent, or Aqua monster from your hand or GY, but you cannot Special Summon from the Extra Deck, except Xyz Monsters, while you control that face-up monster. If your opponent controls an Attack Position monster: You can banish this card from your GY, the…SAquarium Lighting
Card shown: Aquarium Lighting · SPELLAquarium LightingSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf an “Aquaactress” monster you control battles an opponent’s monster, during damage calculation: Your battling monster’s ATK/DEF each become double its current ATK/DEF during that damage calculation only. If this card is sent from the field to the GY: You can target 1 Aqua monster in your GY; Spec…SAquarium Set
Card shown: Aquarium Set · SPELLAquarium SetSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll WATER monsters you control gain 300 ATK/DEF. All “Aquaactress” monsters you control gain 300 ATK/DEF. If this card is sent from the field to the GY: You can target 1 Aqua monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Aqua monste…SAquarium Stage
Card shown: Aquarium Stage · SPELLAquarium StageSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWATER monsters you control cannot be destroyed by battle with a non-WATER monster. “Aquaactress” monsters you control are unaffected by your opponent’s monster effects. If this card is sent from the field to the GY: You can target 1 Aqua monster in your GY; Special Summon it, also you cannot Specia…SArcana Reading
Card shown: Arcana Reading · SPELLArcana ReadingSpellCARDSpellATTRIBUTESPELLRACE—Toss a coin and apply this effect. If “Light Barrier” is in your Field Zone, you can choose the effect instead.<br>●Heads: Add 1 card from your Deck to your hand that has a coin tossing effect, except “Arcana Reading”.<br>●Tails: Your opponent adds 1 card from their Deck to their hand.<br>You can b…SArcana Spread
Card shown: Arcana Spread · SPELLArcana SpreadSpellCARDSpellATTRIBUTESPELLRACE—Toss a coin and apply this effect. If “Light Barrier” is in your Field Zone, you can choose the effect instead.<br>●Heads: Special Summon 1 Level 4 or lower “Arcana Force” monster from your Deck.<br>●Tails: Special Summon 1 monster that has a coin tossing effect from your GY.<br>You can banish this…SArcane Barrier
Card shown: Arcane Barrier · SPELLArcane BarrierSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time a face-up Spellcaster monster(s) on the field is destroyed, place 1 Spell Counter on this card (max. 4). You can send this card and 1 face-up Spellcaster monster you control to the GY; draw 1 card for each Spell Counter that was on this card.SArchfiend Palabyrinth
Card shown: Archfiend Palabyrinth · SPELLArchfiend PalabyrinthSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Fiend-Type monsters you control gain 500 ATK. You can target 1 “Archfiend” monster you control; banish 1 other Fiend-Type monster you control, and if you do, Special Summon from your hand, Deck, or Graveyard, 1 “Archfiend” monster with same Level as the targeted monster. You can only use this e…SArchfiend Strategy
Card shown: Archfiend Strategy · SPELLArchfiend StrategySpellField spellCARDSpellATTRIBUTESPELLRACEFieldFiend monsters in the Extra Monster Zone(s) gain 1000 ATK. You can activate 1 of these effects;<br>●Banish 1 Fiend monster or 1 “Archfiend” card from your hand or GY; add 1 “Archfiend” card from your Deck to your hand, except a Field Spell.<br>●Add 1 “Archfiend” Pendulum Monster from your Deck to y…SArchfiend’s Oath
Card shown: Archfiend’s Oath · SPELLArchfiend’s OathSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can pay 500 LP, then declare 1 card name; excavate the top card of your Deck, and if it is the declared card, add it to your hand. Otherwise, send it to the GY.SArchfiend’s Staff of Despair
Card shown: Archfiend’s Staff of Despair · SPELLArchfiend’s Staff of DespairSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a monster you control. During your Main Phase: You can make all monsters your opponent currently controls lose ATK equal to half the equipped monster’s ATK, until the end of this turn (even if this card leaves the field). If this card is sent to the GY while equipped to a monster: You…SArchfiend’s Usurpation
Card shown: Archfiend’s Usurpation · SPELLArchfiend’s UsurpationSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects;<br>●Set 1 “Archfiend” Trap from your Deck or GY. It can be activated this turn.<br>●Ritual Summon 1 “Archfiend” Ritual Monster from your hand or face-up Extra Deck, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level.<br>You can on…SArgostars – Giantslaying
Card shown: Argostars – Giantslaying · SPELLArgostars – GiantslayingSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayAdd 1 “Argostars” monster from your Deck to your hand, then immediately after this effect resolves, if a Continuous Trap is in your Monster Zone, or a Continuous Trap with an effect that Special Summons itself as a monster is in your Spell & Trap Zone, you can Normal Summon 1 Warrior monster. Durin…SArgostars – Home Stadium
Card shown: Argostars – Home Stadium · SPELLArgostars – Home StadiumSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn: You can pay 1000 LP; add 1 “Argostars” card from your GY or banishment to your hand. Each time a Continuous Trap in the Spell & Trap Zone is Special Summoned to your field, inflict 500 damage to your opponent. Once per Chain, if a Continuous Trap activates its effect in your Monster…SArmament Reincarnation
Card shown: Armament Reincarnation · SPELLArmament ReincarnationSpellCARDSpellATTRIBUTESPELLRACE—Special Summon “Armament Reincarnation Tokens” (Warrior/LIGHT/Level 1/ATK 500/DEF 500) up to the number of cards in your GY, that are Equip Spells OR Traps with effects that equip themselves as Equip Cards, then you can apply the following effect, also you cannot Special Summon for the rest of this…SArmed Changer
Card shown: Armed Changer · SPELLArmed ChangerSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipSend 1 Equip Spell Card from your hand to the Graveyard to activate this card. If the equipped monster destroys a monster by battle, the controller of this Equip Card can add 1 monster with ATK equal to or less than the equipped monster from their Graveyard to their hand.SArmed Dragon Blitz
Card shown: Armed Dragon Blitz · SPELLArmed Dragon BlitzSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Armed Dragon” monster you control; take 1 monster with the same name from your Deck or GY, and either add it to your hand or Special Summon it, ignoring its Summoning conditions, but it cannot attack directly. You can only activate 1 “Armed Dragon Blitz” per turn. You cannot Special Summo…SArmed Dragon Flash
Card shown: Armed Dragon Flash · SPELLArmed Dragon FlashSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySpecial Summon 1 Level 3 “Armed Dragon” monster from your Deck in Defense Position. You can only activate 1 “Armed Dragon Flash” per turn.SArmed Dragon Lightning
Card shown: Armed Dragon Lightning · SPELLArmed Dragon LightningSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf an “Armed Dragon” monster(s) you control would be destroyed by card effect, you can send this card to the GY instead. You can target 1 “Armed Dragon” monster you control, then activate 1 of these effects;<br>●It gains ATK equal to its Level x 100 (even if this card leaves the field).<br>●Add 1 “…SArmed Rebeellion
Card shown: Armed Rebeellion · SPELLArmed RebeellionSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 Insect monster with 1000 or less ATK from your hand or Deck, then if you Special Summoned from the Deck, send 1 monster you control to the GY, also you cannot Special Summon for the rest of this turn after this card resolves, except Insect monsters. If a face-up Insect Synchro Mons…SArmor Blast
Card shown: Armor Blast · SPELLArmor BlastSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up “Inzektor” card you control and 2 face-up cards your opponent controls; destroy them.SArmor Dragon Ritual
Card shown: Armor Dragon Ritual · SPELLArmor Dragon RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Knight of Armor Dragon”. You must also Tribute monsters from your hand or field whose total Levels equal 4 or more. During your Main Phase, except the turn this card was sent to the GY: You can banish monsters from your hand or face-up field whose total Levels eq…SArmor Ninjitsu Art of Alchemy
Card shown: Armor Ninjitsu Art of Alchemy · SPELLArmor Ninjitsu Art of AlchemySpellCARDSpellATTRIBUTESPELLRACE—If you control a “Ninjitsu Art” card: Destroy as many other “Ninjitsu Art” cards you control as possible, then draw 2 cards.SArmored Xyz
Card shown: Armored Xyz · SPELLArmored XyzSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster you control and 1 Xyz Monster in your GY; equip that monster from your GY to that monster on the field as an Equip Spell with these effects.<br>●Change the equipped monster’s ATK to this card’s ATK.<br>●The equipped monster gains this card’s Attribute.<br>●At the end of the…SArms Regeneration
Card shown: Arms Regeneration · SPELLArms RegenerationSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of the following effects.<br>●Target 1 face-up monster you control; it gains 800 ATK until the end of this turn.<br>●Target 1 Equip Spell in either GY; Set it to your field, or equip it to 1 appropriate monster you control.<br>You can only activate 1 “Arms Regeneration” per turn.SAroma Blend
Card shown: Aroma Blend · SPELLAroma BlendSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card; place 1 “Humid Winds”, “Dried Winds”, or “Blessed Winds” from your hand or Deck, face-up in your Spell & Trap Zone. You can banish this card from your GY; Fusion Summon 1 Plant Fusion Monster from your Extra Deck, by banishing its materials from your hand or field. If your LP are hi…SAroma Garden
Card shown: Aroma Garden · SPELLAroma GardenSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn, if you control an “Aroma” monster: You can gain 500 LP, also all monsters you control gain 500 ATK and DEF until the end of your opponent’s next turn (even if this card leaves the field). If a face-up “Aroma” monster you control is destroyed by battle or card effect and sent to the G…SAroma Gardening
Card shown: Aroma Gardening · SPELLAroma GardeningSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf you Normal or Special Summon an “Aroma” monster(s) (except during the Damage Step): You can gain 1000 LP. When an opponent’s monster declares an attack, while your LP are lower than your opponent’s: You can Special Summon 1 “Aroma” monster from your Deck. You can only use each effect of “Aroma G…SArray of Revealing Light
Card shown: Array of Revealing Light · SPELLArray of Revealing LightSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDeclare 1 Type of monster. Any monster of the declared Type cannot declare an attack during the turn it is Normal Summoned, Flip Summoned or Special Summoned.SArrivalrivals
Card shown: Arrivalrivals · SPELLArrivalrivalsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring the Battle Phase: Immediately after this effect resolves, Normal Summon 1 monster. You can only activate 1 “Arrivalrivals” per turn.SArrive in Light
Card shown: Arrive in Light · SPELLArrive in LightSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Place 1 Level 1 Dragon monster from your hand or Deck on top of the Deck. Neither player can return “Stardust Dragon”, or a Synchro Monster that mentions it, from the field to the Extra Deck. If a Synchro Monster(s) is Special Summoned (except during the Damage Step): Y…SArrow of Regulus
Card shown: Arrow of Regulus · SPELLArrow of RegulusSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control “Regulus, the Prince of Endymion”: Activate 1 of these effects;<br>●Destroy 1 monster your opponent controls that battled this turn.<br>●When a Normal or Quick-Play Spell Card is activated: Negate that effect.<br>During your Main Phase: You can banish this card from your GY, then tar…SArs Magna “Citrinitas”
Card shown: Ars Magna “Citrinitas” · SPELLArs Magna “Citrinitas”SpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuous(This card is always treated as an “Artmage”, “DoomZ”, and “Elfnote” card.)<br>While you control a “Power Patron” Link Monster, you can activate the effects of monsters you control with “Ars Magna” in their original names, as Quick Effects. Once, while this card is face-up on the field, during your…SArtifact Ignition
Card shown: Artifact Ignition · SPELLArtifact IgnitionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you have an “Artifact” monster in your Deck: Target 1 Spell/Trap on the field; destroy that target, and if you do, Set 1 “Artifact” monster from your Deck to your Spell & Trap Zone as a Spell. If this card in its owner’s possession is destroyed by an opponent’s card: Your opponent skips their ne…SArtifacts Unleashed
Card shown: Artifacts Unleashed · SPELLArtifacts UnleashedSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 2 “Artifact” monsters you control; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only, also for the rest of this turn after this card resolves, monsters you control cannot attack, except “Artifact” monsters. If this card in its owner’s possession is…SArtmage Academic Arcane Arts Acropolis
Card shown: Artmage Academic Arcane Arts Acropolis · SPELLArtmage Academic Arcane Arts AcropolisSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring your Main Phase, you can Normal Summon 1 “Medius the Pure”, in addition to your Normal Summon/Set (you can only gain this effect once per turn). You can discard 1 Spell/Trap, and declare 1 “Artmage” Monster Card name that is not among the monsters you control and has not been declared for “A…SArtmage Masterwork -Succession-
Card shown: Artmage Masterwork -Succession- · SPELLArtmage Masterwork -Succession-SpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including an “Artmage” monster, and if a card is in the Field Zone, that monster gains 500 ATK. During your Main Phase: You can banish this card from your GY, then target 3 “Artmage”…SArtmage Movement -Pedigree-
Card shown: Artmage Movement -Pedigree- · SPELLArtmage Movement -Pedigree-SpellCARDSpellATTRIBUTESPELLRACE—If your opponent controls more monsters than you do: Special Summon 1 “Artmage” monster from your Deck in Defense Position, with a different name than the cards you control. If this card is sent to the GY to activate the effect of “Artmage Academic Arcane Arts Acropolis”: You can add 1 “Artmage” Tr…SArtmage Vandalism -Assault-
Card shown: Artmage Vandalism -Assault- · SPELLArtmage Vandalism -Assault-SpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Medius the Pure” from your Deck to your hand. You can target 1 face-up monster you control; if that face-up monster would be used as Fusion Material this turn, it can be treated as an “Artmage” monster. You can only use this effect of “Artmage Vandalism -…SArtmage Varnish -Alteration-
Card shown: Artmage Varnish -Alteration- · SPELLArtmage Varnish -Alteration-SpellCARDSpellATTRIBUTESPELLRACE—Place 1 “Artmage Academic Arcane Arts Acropolis” from your Deck or GY, face-up in your Field Zone, or if you control “Artmage Academic Arcane Arts Acropolis”, add 1 “Artmage” card from your Deck to your hand instead, except “Artmage Varnish -Alteration-“. When your “Artmage” monster is targeted for…SAscending Soul
Card shown: Ascending Soul · SPELLAscending SoulSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, when a Ritual Monster(s) is Ritual Summoned: You can target 1 monster in your Graveyard that was Tributed for the Ritual Summon; add that target to your hand.SAsceticism of the Six Samurai
Card shown: Asceticism of the Six Samurai · SPELLAsceticism of the Six SamuraiSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “Six Samurai” monster you control; Special Summon 1 “Six Samurai” monster from your Deck with the same ATK but a different name, and if you do, destroy it during the End Phase of this turn.SAshtrashen – Gate to the Worlds Beyond
Card shown: Ashtrashen – Gate to the Worlds Beyond · SPELLAshtrashen – Gate to the Worlds BeyondSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYou can target any number of face-down cards you control; add “Ashtra” cards from your Deck to your hand, except Field Spells, each with a different name, equal to the number of those face-down cards, then send those face-down cards to the GY. If you control an “Ashtra” monster and a face-down card…SAssault Armor
Card shown: Assault Armor · SPELLAssault ArmorSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Warrior-Type monster that is the only monster you control. It gains 300 ATK. During your Main Phase 1, you can send this equipped card to the Graveyard to allow the equipped monster to attack twice during each Battle Phase this turn.SAssault Mode Zero
Card shown: Assault Mode Zero · SPELLAssault Mode ZeroSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTribute 1 Synchro Monster; Special Summon 1 “/Assault Mode” monster from your hand whose name includes the Tributed monster’s name. (This is treated as a Special Summon with “Assault Mode Activate”.) During your Main Phase: You can banish this card from your GY; Set 1 “Assault Mode Activate” direct…SAssault Overload
Card shown: Assault Overload · SPELLAssault OverloadSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTribute 1 “/Assault Mode” monster. Inflict damage to both players equal to its Level x 200.SAssault Revival
Card shown: Assault Revival · SPELLAssault RevivalSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayRemove from play 1 “Assault Mode Activate” from your Graveyard. Destroy all monsters you control and Special Summon 1 “/Assault Mode” monster from your Graveyard, ignoring its Summoning conditions. Its effect(s) is negated, and it cannot be Tributed. If it is removed from the field, remove it from…SAssault Teleport
Card shown: Assault Teleport · SPELLAssault TeleportSpellCARDSpellATTRIBUTESPELLRACE—Return 1 “/Assault Mode” monster from your hand to the Deck. Draw 2 cards.SAsymmetaphys
Card shown: Asymmetaphys · SPELLAsymmetaphysSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can banish 1 “Metaphys” card from your hand, and if you do, draw 1 card. Once per turn, if your “Metaphys” card in its owner’s possession is banished: Apply this effect depending on whose turn it is.<br>●Your turn: All monsters on the field lose 500 ATK/DEF, except “Metaphys” mon…SAtlantis, City of the Sea Dragon
Card shown: Atlantis, City of the Sea Dragon · SPELLAtlantis, City of the Sea DragonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhile a monster that mentions “Atlantis, City of the Sea Dragon” is on the field, the Levels of all monsters in both players’ hands and on the field are reduced by 1. When you Link Summon a “Daedalus” Link Monster, you can reduce the total number of materials by 1 (from Link Rating and from mention…SAttack Pheromones
Card shown: Attack Pheromones · SPELLAttack PheromonesSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a monster you control attacks a Defense Position monster, change that monster to face-up Attack Position at the end of the Damage Step if your attacking monster is Reptile-Type.SAttack the Moon!
Card shown: Attack the Moon! · SPELLAttack the Moon!SpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, when the battle position of a Rock monster you control is changed: You can target 1 Spell/Trap your opponent controls; destroy that target.SAttraffic Control
Card shown: Attraffic Control · SPELLAttraffic ControlSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf your opponent controls 3 or more monsters, they cannot declare an attack.SAugmented Heraldry
Card shown: Augmented Heraldry · SPELLAugmented HeraldrySpellField spellCARDSpellATTRIBUTESPELLRACEFieldNeither player can target Psychic Xyz Monsters on the field with Spell/Trap Cards or effects. Once per turn: You can discard 1 “Heraldic Beast” monster; add 1 “Heraldry” Spell/Trap from your Deck to your hand, except “Augmented Heraldry”. You cannot Normal or Special Summon the turn you activate th…SAutonomous Action Unit
Card shown: Autonomous Action Unit · SPELLAutonomous Action UnitSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipPay 1500 LP, then target 1 monster in your opponent’s GY; Special Summon it to your field in Attack Position, and equip it with this card. When this card leaves the field, destroy the equipped monster.SAwakening of the Crystal Ultimates
Card shown: Awakening of the Crystal Ultimates · SPELLAwakening of the Crystal UltimatesSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayReveal 1 “Ultimate Crystal” monster in your hand, then activate 1 of these effects. If you control an “Ultimate Crystal” monster, you can activate 1 or 2 of these effects in sequence, instead (and do not have to reveal a monster).<br>●Take 1 “Rainbow Bridge” card or 1 “Rainbow Refraction” from your…SAwakening of the Possessed
Card shown: Awakening of the Possessed · SPELLAwakening of the PossessedSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousMonsters you control gain 300 ATK for each different Attribute you control. “Charmer” and “Familiar-Possessed” monsters you control cannot be destroyed by card effects. If a Spellcaster monster(s) with 1850 original ATK is Normal or Special Summoned to your field: Draw 1 card. You can only use this…SAwakening of Veidos
Card shown: Awakening of Veidos · SPELLAwakening of VeidosSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPlace 1 “Obsidim, the Ashened City” from your Deck, face-up in either Field Zone, then if your opponent controls a card in their Field Zone, you can add 1 Level 5 or higher DARK Pyro monster from your Deck to your hand. For the rest of this turn after this card resolves, you cannot Special Summon f…SAxe of Despair
Card shown: Axe of Despair · SPELLAxe of DespairSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquip(This card is always treated as an “Archfiend” card.)<br>The equipped monster gains 1000 ATK. When this card is sent from the field to the GY: You can Tribute 1 monster; place this card on top of your Deck.SAxe of Fools
Card shown: Axe of Fools · SPELLAxe of FoolsSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 1000 ATK, also its effects are negated. Once per turn, during your Standby Phase: Inflict 500 damage to the controller of the equipped monster.SAyers Rock Sunrise
Card shown: Ayers Rock Sunrise · SPELLAyers Rock SunriseSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Beast monster in your GY; Special Summon that target, and if you do, all face-up monsters your opponent currently controls lose 200 ATK for each Beast, Plant, and Winged Beast monster currently in your GY, until the end of this turn. You can only activate 1 “Ayers Rock Sunrise” per turn.SAzamina Debtors
Card shown: Azamina Debtors · SPELLAzamina DebtorsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring the Main Phase: Reveal 1 “Azamina” Fusion Monster in your Extra Deck, and for every 4 Levels it has (round down), send 1 “Sinful Spoils” card from your hand and/or field to the GY (if face-down, reveal it), then Special Summon that revealed monster. (This is treated as a Fusion Summon.) Duri…SB.E.F. Zelos
Card shown: B.E.F. Zelos · SPELLB.E.F. ZelosSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can add 1 “Boss Rush” from your Deck to your hand. “B.E.S.” monsters you control gain 500 ATK/DEF, your opponent cannot target them with card effects, also they cannot be destroyed by your opponent’s card effects. Once per turn: You can Special Summon 1 “B.E.S.” mon…SBack to Square One
Card shown: Back to Square One · SPELLBack to Square OneSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card, then target 1 monster on the field; place that target on the top of the Deck.SBack-Up Rider
Card shown: Back-Up Rider · SPELLBack-Up RiderSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster on the field; it gains 1500 ATK until the end of this turn.SBackup Squad
Card shown: Backup Squad · SPELLBackup SquadSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time you take 1000 or more damage by your opponent’s card effect or their monster’s attack: Draw 1 card for every 1000 damage you took.SBait Doll
Card shown: Bait Doll · SPELLBait DollSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Set card in the Spell & Trap Card Zone; reveal that target, force its activation if it is a Trap Card, then negate its effect if the activation timing is incorrect, and if you do, destroy it. (If it is not a Trap Card, return it face-down.) When this card resolves, shuffle it into the Deck…SBallista of Rampart Smashing
Card shown: Ballista of Rampart Smashing · SPELLBallista of Rampart SmashingSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipIf the equipped monster attacks a face-down Defense Position monster, it gains 1500 ATK during damage calculation only.SBanishment of the Darklords
Card shown: Banishment of the Darklords · SPELLBanishment of the DarklordsSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Darklord” card from your Deck to your hand, except “Banishment of the Darklords”. You can only activate 1 “Banishment of the Darklords” per turn.SBanner of Courage
Card shown: Banner of Courage · SPELLBanner of CourageSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll monsters you control gain 200 ATK during your Battle Phase only.SBarian Untopia
Card shown: Barian Untopia · SPELLBarian UntopiaSpellField spellCARDSpellATTRIBUTESPELLRACEField(This card is always treated as a “Barian’s” card.)<br>”Number” monsters you control with a number between “101” and “107” in their name, as well as “CXyz” monsters and “Number C” monsters you control, cannot be destroyed by your opponent’s card effects, and your opponent cannot target them with ca…SBarian’s Chaos Draw
Card shown: Barian’s Chaos Draw · SPELLBarian’s Chaos DrawSpellCARDSpellATTRIBUTESPELLRACE—To activate this card, you must draw it for your normal draw in your Draw Phase, reveal it, and keep it revealed until Main Phase 1. During that Main Phase: You can activate 1 of these effects;<br>●Send 1 “Seventh” Normal Spell from your Deck to the GY; this effect becomes that Spell’s effect when…SBarian’s Hope
Card shown: Barian’s Hope · SPELLBarian’s HopeSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Umbral Horror” monster or 1 “Masquerade” Xyz Monster from your hand or GY, then you can make the Levels of all “Umbral Horror” monsters you control the same as 1 “Umbral Horror” monster in your field or GY. You can banish this card from your GY, then target 1 Xyz Monster you contr…SBarian’s Seventh Untopia
Card shown: Barian’s Seventh Untopia · SPELLBarian’s Seventh UntopiaSpellField spellCARDSpellATTRIBUTESPELLRACEFieldNeither player can Special Summon from the Extra Deck more than 2 times per turn, except “Number” monsters. You can only use each of the following effects of “Barian’s Seventh Untopia” once per turn. During your Main Phase: You can add 1 “Umbral Horror” monster from your Deck to your hand, then dis…SBarkion’s Bark
Card shown: Barkion’s Bark · SPELLBarkion’s BarkSpellCARDSpellATTRIBUTESPELLRACE—Activate only if you control a face-up “Naturia” monster. Your opponent cannot activate Trap Cards this turn.SBarrier of the Voiceless Voice
Card shown: Barrier of the Voiceless Voice · SPELLBarrier of the Voiceless VoiceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhile you control “Lo, the Prayers of the Voiceless Voice” and a LIGHT Ritual Monster, your opponent’s monsters can only target Ritual Monsters for attacks, also your opponent cannot target LIGHT monsters you control with card effects. During your Main Phase: You can add 1 “Voiceless Voice” card or…SBasal Rose Shoot
Card shown: Basal Rose Shoot · SPELLBasal Rose ShootSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySpecial Summon 1 “Rose Dragon” monster from your hand or GY in Defense Position. If this Set card is destroyed: You can target 1 of your “Black Rose Dragon”, or 1 monster that mentions it, that is banished or in your GY; Special Summon it. You can only use each effect of “Basal Rose Shoot” once per…SBashing Shield
Card shown: Bashing Shield · SPELLBashing ShieldSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Normal Summoned/Set monster. It gains 1000 ATK. You take no battle damage from battles involving it.SBattery Charger
Card shown: Battery Charger · SPELLBattery ChargerSpellCARDSpellATTRIBUTESPELLRACE—Pay 500 Life Points. Special Summon 1 “Batteryman” monster from your Graveyard.SBattle Fusion
Card shown: Battle Fusion · SPELLBattle FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen an attack is declared involving a Fusion Monster you control and an opponent’s monster: That monster you control gains ATK equal to the ATK of the opponent’s monster, until the end of the Damage Step. You can only activate 1 “Battle Fusion” per turn.SBattle of Sleeping Spirits
Card shown: Battle of Sleeping Spirits · SPELLBattle of Sleeping SpiritsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayEach player can Special Summon 1 monster from their GY that was destroyed by battle this turn, in Attack Position, and if you Special Summoned “Elemental HERO Neos” by this effect, if it battles your opponent’s monster this turn, its ATK becomes doubled during the Damage Step only. You can only act…SBattle Royal Mode – Joining
Card shown: Battle Royal Mode – Joining · SPELLBattle Royal Mode – JoiningSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousActivate this card by targeting 1 Effect Monster on the field. The first two times that monster would be destroyed by battle each turn, it is not destroyed. When it is destroyed by battle, the player that destroyed it gains 2000 LP. If the turn player’s opponent takes battle or effect damage: Activ…SBattle Tuned
Card shown: Battle Tuned · SPELLBattle TunedSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayRemove from play 1 Tuner monster from your Graveyard. Target face-up monster you control gains ATK equal to the removed monster’s ATK.SBattle Waltz
Card shown: Battle Waltz · SPELLBattle WaltzSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Synchro Monster you control; Special Summon 1 “Waltz Token” with the current Type, Attribute, Level, ATK and DEF of that monster. Neither player takes any battle damage from attacks involving this Token.SBattlefield Tragedy
Card shown: Battlefield Tragedy · SPELLBattlefield TragedySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase 2, if no monsters battled each other this turn: You can discard 1 card; Set 1 “Battlefield Tragedy” directly from your Deck to your Spell & Trap Zone. You can only use this effect of “Battlefield Tragedy” once per turn. Once per turn, during the End Phase, if any monsters bat…SBattleguard Echoes
Card shown: Battleguard Echoes · SPELLBattleguard EchoesSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 Level 5 EARTH Warrior monster from your Deck to your hand, then discard 1 card. Once per turn, if a monster(s) is returned from the field to the hand, even during the Damage Step: You can activate 1 of these effects;<br>●Add 1 “Battleguard Rage” or “Battle…SBattlewasp Wind
Card shown: Battlewasp Wind · SPELLBattlewasp WindSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousTwice per turn, if a “Battlewasp” monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of them; add 1 “Battlewasp” monster with less ATK than that monster from your Deck to your hand. Once per turn: You can target 1 Insect monster you control with…SBattlin’ Boxing Spirits
Card shown: Battlin’ Boxing Spirits · SPELLBattlin’ Boxing SpiritsSpellCARDSpellATTRIBUTESPELLRACE—Send the top card of your Deck to the GY, then target 1 “Battlin’ Boxer” monster in your GY; Special Summon that target in face-up Defense Position. You can only activate 1 “Battlin’ Boxing Spirits” per turn.SBayonet Punisher
Card shown: Bayonet Punisher · SPELLBayonet PunisherSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayApply these effects, in sequence, depending on the type(s) of “Borrel” monsters you control and in your GY. If you control a monster with 3000 or more ATK, your opponent cannot activate cards or effects in response to this card’s activation.<br>●Fusion: Banish 1 monster your opponent controls.<br>●…SBeacon of White
Card shown: Beacon of White · SPELLBeacon of WhiteSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipIf you do not control another “Beacon of White”, and you have 3 or more “Blue-Eyes” monsters in your GY: Target 1 of them; Special Summon it, but negate its effects, also equip it with this card. When this card leaves the field, banish the equipped monster. Other monsters you control cannot attack,…SBeast Fangs
Card shown: Beast Fangs · SPELLBeast FangsSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipA Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.SBeast Magic Attack
Card shown: Beast Magic Attack · SPELLBeast Magic AttackSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayRemove Spell Counters from your field to activate 1 of these effects.<br>●2: Return 1 “Mythical Beast” Pendulum Monster you control to the hand.<br>●4: Special Summon 1 face-up “Mythical Beast” Pendulum Monster from your Extra Deck, then you can place 2 Spell Counters on it.<br>●6: Special Summon 1…SBeast Rage
Card shown: Beast Rage · SPELLBeast RageSpellCARDSpellATTRIBUTESPELLRACE—All monsters you control gain 200 ATK for each of your removed from play Beast-Type and Winged Beast-Type monsters.SBeastly Mirror Ritual
Card shown: Beastly Mirror Ritual · SPELLBeastly Mirror RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Fiend’s Mirror”. You must also Tribute monsters from the field or your hand whose total Levels equal 6 or more.SBeetrooper Descent
Card shown: Beetrooper Descent · SPELLBeetrooper DescentSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Beetrooper Token” (Insect/EARTH/Level 3/ATK 1000/DEF 1000), then if you control an Insect monster with 3000 or more ATK, you can destroy 1 other Spell/Trap on the field. You can only activate 1 “Beetrooper Descent” per turn.SBeetrooper Formation
Card shown: Beetrooper Formation · SPELLBeetrooper FormationSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYou can target 1 “Beetrooper” monster in your GY; Special Summon it, but it cannot attack this turn, also you lose LP equal to its original ATK. If a face-up Insect monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 “Beetrooper Token” (Insect/EARTH/Level 3/ATK 10…SBeetrooper Landing
Card shown: Beetrooper Landing · SPELLBeetrooper LandingSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Insect Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this card is in your GY, except the turn it was sent there: You can banish 2 Insect monsters from your GY; add this card to your hand. You can only use this effect of “Beetroope…SBerserk Scales
Card shown: Berserk Scales · SPELLBerserk ScalesSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up monster you control (except a monster that is attacking directly); it gains 1000 ATK, also it cannot attack directly for the rest of this turn. During the End Phase of this turn, it loses 2000 ATK.SBerserker Crush
Card shown: Berserker Crush · SPELLBerserker CrushSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayBanish 1 monster from your GY, then target 1 “Winged Kuriboh” you control; that target’s ATK/DEF become equal to the ATK/DEF of the monster that was banished, until the end of this turn.SBerserker Soul
Card shown: Berserker Soul · SPELLBerserker SoulSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen a monster you control inflicts 1500 or less damage to your opponent by a direct attack: Discard your entire hand (min. 1); excavate the top card of your Deck, and if it is a Monster Card, send it to the GY, and if you do that, inflict 500 damage to your opponent, then repeat this effect up to…SBeta Evolution Pill – Ultranscendance
Card shown: Beta Evolution Pill – Ultranscendance · SPELLBeta Evolution Pill – UltranscendanceSpellCARDSpellATTRIBUTESPELLRACE—Tribute 2 monsters from your hand and/or field, including a Dinosaur monster; Special Summon 1 Level 5 or higher Dinosaur monster from your Deck or Extra Deck, with an equal or higher ATK than the total ATK of those Tributed monsters, also for the rest of this turn after this card resolves, you can…SBeware the White Forest
Card shown: Beware the White Forest · SPELLBeware the White ForestSpellCARDSpellATTRIBUTESPELLRACE—If you control a Level 6 or higher Illusion or Spellcaster monster: Target 1 card your opponent controls; destroy it. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of “Beware the White Forest” once per turn.SBig Bang Shot
Card shown: Big Bang Shot · SPELLBig Bang ShotSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 400 ATK. If the equipped monster attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. When this card leaves the field, banish the equipped monster.SBig Evolution Pill
Card shown: Big Evolution Pill · SPELLBig Evolution PillSpellCARDSpellATTRIBUTESPELLRACE—After this card’s activation, it remains on the field, but destroy it during your opponent’s 3rd End Phase. Tribute 1 Dinosaur monster to activate this card; while this card is face-up on the field, you can Normal Summon Level 5 or higher Dinosaur monsters without Tributing.SBig Wave Small Wave
Card shown: Big Wave Small Wave · SPELLBig Wave Small WaveSpellCARDSpellATTRIBUTESPELLRACE—Destroy as many WATER monsters you control as possible, then you can Special Summon WATER monsters from your hand, up to the number of monsters destroyed by this effect.SBingo Machine, Go!!!
Card shown: Bingo Machine, Go!!! · SPELLBingo Machine, Go!!!SpellCARDSpellATTRIBUTESPELLRACE—Reveal 3 cards from your Deck that each meets at least 1 of the criteria listed below, your opponent randomly picks 1 for you to add to your hand, and you shuffle the rest into your Deck. You can only activate 1 “Bingo Machine, Go!!!” per turn.<br>●”Blue-Eyes” monster<br>●Spell/Trap that mentions “…SBirth of the Prominence Flame
Card shown: Birth of the Prominence Flame · SPELLBirth of the Prominence FlameSpellCARDSpellATTRIBUTESPELLRACE—Target 2 FIRE monsters (1 Tuner and 1 non-Tuner) with 200 DEF in your GY; banish both monsters, and if you do, Special Summon 1 FIRE Synchro Monster from your Extra Deck whose Level equals the total Levels of those monsters. You can only activate 1 “Birth of the Prominence Flame” per turn.SBlack and White Wave
Card shown: Black and White Wave · SPELLBlack and White WaveSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf there is a face-up Xyz Monster on the field with a Synchro Monster as Xyz Material: Target 1 card on the field; banish that target, and if you do, draw 1 card.SBlack Feather Whirlwind
Card shown: Black Feather Whirlwind · SPELLBlack Feather WhirlwindSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, if you Special Summon a DARK Synchro Monster from the Extra Deck (except during the Damage Step): You can target 1 of your “Blackwing” monsters, or “Black-Winged Dragon”, that is banished or in your GY, with less ATK than that Special Summoned monster; Special Summon it. Once per tur…SBlack Garden
Card shown: Black Garden · SPELLBlack GardenSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf a monster(s) is Normal or Special Summoned face-up, except by the effect of “Black Garden”: Halve its ATK, then, the controller of that monster Special Summons 1 “Rose Token” (Plant/DARK/Level 2/ATK 800/DEF 800) to their opponent’s field in Attack Position. (This ATK loss remains even if this ca…SBlack Illusion Ritual
Card shown: Black Illusion Ritual · SPELLBlack Illusion RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Relinquished”. You must also Tribute a monster from your hand or field whose Level is 1 or more.SBlack Luster Ritual
Card shown: Black Luster Ritual · SPELLBlack Luster RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Black Luster Soldier”. You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.SBlack Magic Ritual
Card shown: Black Magic Ritual · SPELLBlack Magic RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Magician of Black Chaos”. You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.SBlack Pendant
Card shown: Black Pendant · SPELLBlack PendantSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 500 ATK. When this card is sent from the field to the Graveyard: Inflict 500 damage to your opponent.SBlack Rose Garden
Card shown: Black Rose Garden · SPELLBlack Rose GardenSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Rose Dragon” monster from your Deck or GY to your hand. All face-up monsters on the field become Plant monsters. If this card is destroyed: Inflict 100 damage to your opponent for each Plant monster in your GY and banishment, then if this card was destroy…SBlack Whirlwind
Card shown: Black Whirlwind · SPELLBlack WhirlwindSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen a “Blackwing” monster is Normal Summoned to your field: You can add 1 “Blackwing” monster from your Deck to your hand with less ATK than that monster.SBlack-Winged Strafe
Card shown: Black-Winged Strafe · SPELLBlack-Winged StrafeSpellCARDSpellATTRIBUTESPELLRACE—Send 1 “Blackwing” monster from your hand to the Graveyard to select 1 Defense Position monster your opponent controls. Send that monster to the Graveyard.SBlaze Accelerator
Card shown: Blaze Accelerator · SPELLBlaze AcceleratorSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can target 1 monster your opponent controls; send 1 Pyro monster with 500 or less ATK from your hand to the GY, and if you do, destroy that target. Your monsters cannot attack the turn you activate this effect.SBlaze Cannon
Card shown: Blaze Cannon · SPELLBlaze CannonSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-Play(This card is also always treated as a “Blaze Accelerator” card.)<br>One “The Winged Dragon of Ra” you control gains the following effects until the end of this turn. This card’s activation and effect cannot be negated.<br>●This card is unaffected by your opponent’s card effects.<br>●When an attack…SBlessing of the Voiceless Voice
Card shown: Blessing of the Voiceless Voice · SPELLBlessing of the Voiceless VoiceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can target 1 of your “Voiceless Voice” cards that is banished or in your GY, except “Blessing of the Voiceless Voice”; add it to your hand. If a non-Ritual Monster(s) is Normal or Special Summoned face-up (except during the Damage Step): You can Ritual Summon 1 LIGHT Ritual Monster (Warrior or…SBlessings of the Nile
Card shown: Blessings of the Nile · SPELLBlessings of the NileSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time card(s) are discarded from your hand to the Graveyard by the effect of a card controlled by your opponent, increase your Life Points by 1000 points.SBlind Spot Strike
Card shown: Blind Spot Strike · SPELLBlind Spot StrikeSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySelect 1 face-up Defense Position monster your opponent controls and 1 face-up Attack Position monster you control. The monster you control gains ATK equal to the opponent’s monster’s DEF, until the End Phase.SBlink Out
Card shown: Blink Out · SPELLBlink OutSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Link Monster on the field; return it to the Extra Deck, then you can Special Summon 1 of the monsters from your GY that was sent there as its Link Material.SBlitzclique – Breakaway
Card shown: Blitzclique – Breakaway · SPELLBlitzclique – BreakawaySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects;<br>●Place 1 “Blitzclique” Continuous Trap from your Deck, face-up on your field.<br>●Return 1 Thunder monster you control to the hand, then target 1 card on the field; destroy it.<br>If a card(s) is destroyed by your “Blitzclique” card’s effect, while this card is in yo…SBlitzclique – Steppleader
Card shown: Blitzclique – Steppleader · SPELLBlitzclique – SteppleaderSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a card(s) is destroyed by your “Blitzclique” card’s effect (except during the Damage Step): You can target 1 Thunder monster in your GY; add it to your hand. During your Main Phase: You can Special Summon 1 Thunder monster from your hand, then destroy this card. If a card(s) is destroyed by your…SBlitzclique Overvolt
Card shown: Blitzclique Overvolt · SPELLBlitzclique OvervoltSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up card on the field; destroy it, also for the rest of this turn, you cannot Special Summon Effect Monsters, except from the hand. If a card(s) is destroyed by your “Blitzclique” card’s effect, while this card is in your GY (except during the Damage Step): You can add this card to you…SBlizzard
Card shown: Blizzard · SPELLBlizzardSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up Spell your opponent controls; this turn, negate the activated effects of that Spell and all Spells on the field with that same original name. If the targeted card would be sent to the opponent’s GY this turn, it is added to their hand instead. You can only activate 1 “Blizzard” per…SBlock Attack
Card shown: Block Attack · SPELLBlock AttackSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up Attack Position monster your opponent controls; change that target to face-up Defense Position.SBlockout Curtain
Card shown: Blockout Curtain · SPELLBlockout CurtainSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a card(s) you control would be destroyed by battle or an opponent’s card effect, you can destroy this card instead of 1 of those cards. If a card(s) your opponent controls would be destroyed by battle or card effect, you can banish this card from your GY instead of 1 of those cards. You can only…SBlue Medicine
Card shown: Blue Medicine · SPELLBlue MedicineSpellCARDSpellATTRIBUTESPELLRACE—Gain 400 Life Points.SBlustering Winds
Card shown: Blustering Winds · SPELLBlustering WindsSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster you control; it gains 1000 ATK and DEF until your next Standby Phase.SBond Between Teacher and Student
Card shown: Bond Between Teacher and Student · SPELLBond Between Teacher and StudentSpellCARDSpellATTRIBUTESPELLRACE—If you control “Dark Magician”: Special Summon 1 “Dark Magician Girl” from your hand, Deck, or GY, then you can Set 1 “Dark Magic Attack”, “Dark Burning Attack”, “Dark Burning Magic”, or “Dark Magic Twin Burst” from your Deck. You can only activate 1 “Bond Between Teacher and Student” per turn.SBonding – D2O
Card shown: Bonding – D2O · SPELLBonding – D2OSpellCARDSpellATTRIBUTESPELLRACE—Tribute 2 “Duoterion” and 1 “Oxygeddon” in your hand and/or field; Special Summon 1 “Water Dragon” or “Water Dragon Cluster” from your hand, Deck, or GY. (This is treated as a Special Summon with the effect of “Bonding – H2O”.) If “Water Dragon” or “Water Dragon Cluster” is sent from the field to y…SBonding – H2O
Card shown: Bonding – H2O · SPELLBonding – H2OSpellCARDSpellATTRIBUTESPELLRACE—Tribute 2 “Hydrogeddon” and 1 “Oxygeddon”; Special Summon 1 “Water Dragon” from your hand, Deck, or GY.SBonfire
Card shown: Bonfire · SPELLBonfireSpellLimitedCARDSpellATTRIBUTESPELLRACE—Add 1 Level 4 or lower Pyro monster from your Deck to your hand. You can only activate 1 “Bonfire” per turn.SBoogie Trap
Card shown: Boogie Trap · SPELLBoogie TrapSpellCARDSpellATTRIBUTESPELLRACE—Discard 2 cards, then target 1 Trap in your GY; Set that target. It can be activated this turn. You can only activate 1 “Boogie Trap” per turn.SBook of Eclipse
Card shown: Book of Eclipse · SPELLBook of EclipseSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayChange all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-u…SBook of Life
Card shown: Book of Life · SPELLBook of LifeSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Zombie monster in your GY and 1 monster in your opponent’s GY; Special Summon the first target, also banish the second target.SBook of Lunar Eclipse
Card shown: Book of Lunar Eclipse · SPELLBook of Lunar EclipseSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDiscard 1 card, then target 2 face-up monsters on the field; change them to face-down Defense Position.SBook of Moon
Card shown: Book of Moon · SPELLBook of MoonSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up monster on the field; change that target to face-down Defense Position.SBook of Secret Arts
Card shown: Book of Secret Arts · SPELLBook of Secret ArtsSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipA Spellcaster-Type monster equipped with this card increases its ATK and DEF by 300 points.SBook of Taiyou
Card shown: Book of Taiyou · SPELLBook of TaiyouSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-down monster on the field; change that target to face-up Attack Position.SBoon of the Meklord Emperor
Card shown: Boon of the Meklord Emperor · SPELLBoon of the Meklord EmperorSpellCARDSpellATTRIBUTESPELLRACE—If the only face-up monsters on the field are 2 “Meklord” monsters: Draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card.SBoot Sector Launch
Card shown: Boot Sector Launch · SPELLBoot Sector LaunchSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Rokket” monsters on the field gain 300 ATK/DEF.<br>You can activate 1 of these effects;<br>●Special Summon up to 2 “Rokket” monsters with different names from your hand in Defense Position.<br>●If your opponent controls more monsters than you do: Special Summon “Rokket” monsters with different…SBoot-Up Order – Gear Charge
Card shown: Boot-Up Order – Gear Charge · SPELLBoot-Up Order – Gear ChargeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can target any number of “Gadget” Monster Cards you control that are equipped to a monster; Special Summon them. You can discard 1 card; add 1 “Boot-Up Admiral – Destroyer Dynamo” from your Deck to your hand. You can only use this effect of “Boot-Up Order – Gear Cha…SBorrel Regenerator
Card shown: Borrel Regenerator · SPELLBorrel RegeneratorSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipActivate this card by targeting 1 “Rokket” monster in your GY; Special Summon it and equip it with this card, but banish it when this card leaves the field. If this card is sent to the GY because the equipped monster is destroyed: You can draw 1 card. You can only use each effect of “Borrel Regener…SBorrel Supplier
Card shown: Borrel Supplier · SPELLBorrel SupplierSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring each Standby Phase, if you control a “Borrel” Link Monster: You can target 1 “Rokket” monster in your GY; Special Summon it, but destroy it during the End Phase. You can only use this effect of “Borrel Supplier” once per turn.SBoss on Parade
Card shown: Boss on Parade · SPELLBoss on ParadeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Add 1 “B.E.S.” monster from your Deck to your hand. Once per turn, during your Main Phase: You can destroy 1 monster in your hand or field, and if you do, Special Summon 1 LIGHT Machine monster with 1200 ATK and 1000 or less DEF from your Deck to either field. You can b…SBoss Rush
Card shown: Boss Rush · SPELLBoss RushSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousActivate only if you did not Normal Summon/Set this turn. You cannot Normal Summon/Set. During the End Phase, if a face-up “B.E.S.” monster(s) you control was destroyed and sent to the GY this turn while this card was face-up in your Spell & Trap Zone: You can Special Summon 1 “B.E.S.” monster from…SBot Herder
Card shown: Bot Herder · SPELLBot HerderSpellCARDSpellATTRIBUTESPELLRACE—Target 1 monster your opponent controls, that is a face-up monster you own or a face-down Defense Position monster; if that monster is no longer on the field, or is a monster you own (if face-down, reveal it briefly to check), apply these effects in sequence.<br>●Inflict 200 damage to your opponent…SBound Wand
Card shown: Bound Wand · SPELLBound WandSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Spellcaster monster that has a Level. It gains ATK equal to its Level x 100. If the equipped monster is destroyed by your opponent’s card and sent to the GY, and this card is sent to your GY as a result: You can Special Summon that monster.SBownty
Card shown: Bownty · SPELLBowntySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf your attacking monster destroys an opponent’s monster by battle: Target 1 card in your GY; add it to your hand, but for the rest of this turn you cannot activate cards, or the effects of cards, with the same name as the added card had once it was in your hand. You can only activate 1 “Bownty” pe…SBrain Control
Card shown: Brain Control · SPELLBrain ControlSpellCARDSpellATTRIBUTESPELLRACE—Pay 800 LP, then target 1 face-up monster your opponent controls that can be Normal Summoned/Set; take control of that target until the End Phase.SBrain Research Lab
Card shown: Brain Research Lab · SPELLBrain Research LabSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster’s effect that you control.…SBranch!
Card shown: Branch! · SPELLBranch!SpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen a Fusion Monster(s) on the field is destroyed by battle or card effect and sent to the Graveyard: You can target 1 of the Fusion Materials in your Graveyard that was used for its Fusion Summon; Special Summon it.SBranded Bond
Card shown: Branded Bond · SPELLBranded BondSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Fallen of Albaz” from your hand, GY, or banishment. During the End Phase, if this card is in the GY because it was sent there to activate the effect of “Fallen of Albaz” this turn: You can Set this card. You can only use each effect of “Branded Bond” once per turn.SBranded Disciple
Card shown: Branded Disciple · SPELLBranded DiscipleSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen a monster effect activated by your opponent resolves, if that opponent’s monster has 0 ATK or DEF, and you control a Level 8 or higher Fiend Fusion Monster, you can negate that activated effect. At the end of the Damage Step, if monsters with 0 ATK battled each other: You can destroy your oppo…SBranded Fusion
Card shown: Branded Fusion · SPELLBranded FusionSpellLimitedCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Fusion Monster that mentions “Fallen of Albaz” as material from your Extra Deck, using 2 monsters from your hand, Deck, or field. You cannot Special Summon from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 “Branded Fusion” per turn.SBranded in Central Dogmatika
Card shown: Branded in Central Dogmatika · SPELLBranded in Central DogmatikaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf you Special Summon 1 Ritual Monster (and no other cards) by a Spell Card or effect (except during the Damage Step): You can look at either player’s Extra Deck, and send 1 monster from it to the GY. If you Special Summon 1 Fusion Monster (and no other cards) by a Spell Card or effect (except duri…SBranded in High Spirits
Card shown: Branded in High Spirits · SPELLBranded in High SpiritsSpellQuick-Play spell · Semi-limitedCARDSpellATTRIBUTESPELLRACEQuick-PlayReveal 1 monster in your hand and send 1 Level 8 Fusion Monster from your Extra Deck to the GY with the same Type that has 2500 ATK or DEF, then you can apply this effect.<br>●Discard the revealed monster, and if you do, add 1 “Fallen of Albaz”, or 1 monster that mentions it, from your Deck to your…SBranded in Red
Card shown: Branded in Red · SPELLBranded in RedSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “Despia” monster or “Fallen of Albaz” in your GY; add it to your hand, then you can apply the following effect.<br>●Fusion Summon 1 Level 8 or higher Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from your hand or field, but it cannot attack directly th…SBranded in White
Card shown: Branded in White · SPELLBranded in WhiteSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, including a Dragon monster. You can also banish monsters from your GY as material, if you use “Fallen of Albaz” as Fusion Material from your hand, field, or by banishing itself from your GY. During the End…SBranded Loss
Card shown: Branded Loss · SPELLBranded LossSpellCARDSpellATTRIBUTESPELLRACE—Target 1 monster your opponent controls that was Special Summoned from the Extra Deck and 1 Fusion Monster you control; shuffle them into the Deck(s), also, during the End Phase of this turn, each player can Special Summon 1 Fusion Monster that mentions “Fallen of Albaz” as material from their own…SBranded Lost
Card shown: Branded Lost · SPELLBranded LostSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThe activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent cannot activate cards or effects when a monster is Fusion Summoned this way. If you Fusion Summon a Fusion Monster: You can add 1 “Fallen of Albaz”, or 1 monste…SBranded Opening
Card shown: Branded Opening · SPELLBranded OpeningSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDiscard 1 card, then take 1 “Despia” monster from your Deck, and either add it to your hand or Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Fusion Monsters. If a Fusion Monster(s) you control wo…SBranded Regained
Card shown: Branded Regained · SPELLBranded RegainedSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a LIGHT or DARK monster(s) is banished (except during the Damage Step): You can target 1 of those monsters; place that monster on the bottom of the Deck, and if you do, draw 1 card. You can only use this effect of “Branded Regained” once per turn. Once per turn, if your opponent Normal or Specia…SBreak! Draw!
Card shown: Break! Draw! · SPELLBreak! Draw!SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Machine monster. If the equipped monster destroys an opponent’s monster by battle and sends it to the GY: Draw 1 card. Destroy this card during your 3rd End Phase after activation.SBreaking of the World
Card shown: Breaking of the World · SPELLBreaking of the WorldSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn: You can target 1 Ritual Monster you control; show 1 Ritual Monster in your hand, until the end of this turn. The Level of the shown Ritual Monster becomes the targeted monster’s Level, until the end of this turn (even if this card leaves the field). Once per turn, if “Ruin, Queen of…SBreath of Acclamation
Card shown: Breath of Acclamation · SPELLBreath of AcclamationSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any WIND Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.SBreath of Light
Card shown: Breath of Light · SPELLBreath of LightSpellCARDSpellATTRIBUTESPELLRACE—Destroy all face-up Rock-Type monsters on the field.SBreath of the Tistina
Card shown: Breath of the Tistina · SPELLBreath of the TistinaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase, you can Normal Summon 1 “Tistina” monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can target 1 face-up monster you control, or if you control a LIGHT “Tistina” monster, you can target 1 face-up monster on the field instead;…SBrilliant Fusion
Card shown: Brilliant Fusion · SPELLBrilliant FusionSpellContinuous spell · LimitedCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Fusion Summon 1 “Gem-Knight” Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Material, but change its ATK/DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 Spell; the monster Special Summoned by…SBroken Bamboo Sword
Card shown: Broken Bamboo Sword · SPELLBroken Bamboo SwordSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 0 ATK.SBubble Barrier
Card shown: Bubble Barrier · SPELLBubble BarrierSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach “Performapal” and “Performage” monster you control cannot be destroyed by battle or card effect once per turn. You take no battle damage from attacks involving “Performapal” and “Performage” monsters you control.SBubble Blaster
Card shown: Bubble Blaster · SPELLBubble BlasterSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipYou can only equip this card to “Elemental Hero Bubbleman”. Increase the ATK of the equipped monster by 800 points. If the equipped monster would be destroyed as a result of battle, destroy this card instead, and make the Battle Damage to the controller of the equipped monster 0.SBubble Illusion
Card shown: Bubble Illusion · SPELLBubble IllusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayYou can only activate this card while there is a face-up “Elemental Hero Bubbleman” on your side of the field. During this turn, you can activate 1 Trap Card from your hand.SBubble Shuffle
Card shown: Bubble Shuffle · SPELLBubble ShuffleSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up Attack Position “Elemental HERO Bubbleman” you control and 1 face-up Attack Position monster your opponent controls; change both those targets to Defense Position, then Tribute that “Elemental HERO Bubbleman”, then Special Summon 1 “Elemental HERO” monster from your hand.SBug Matrix
Card shown: Bug Matrix · SPELLBug MatrixSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Insect-Type monsters you control gain 300 ATK and DEF. You can target 1 Insect-Type Xyz Monster you control; attach 1 Insect-Type monster from your hand to that monster as Xyz Material. You can only use this effect of “Bug Matrix” once per turn.SBug Signal
Card shown: Bug Signal · SPELLBug SignalSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Insect Xyz Monster you control; Special Summon from your Extra Deck, 1 Insect monster that is 2 Ranks higher or lower than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to that target also become Xyz Mate…SBujin Regalia – The Mirror
Card shown: Bujin Regalia – The Mirror · SPELLBujin Regalia – The MirrorSpellCARDSpellATTRIBUTESPELLRACE—At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type “Bujin” monster: Until the end of your opponent’s next turn, Spell/Trap Cards, and their effects, cannot be activated.SBujincandescence
Card shown: Bujincandescence · SPELLBujincandescenceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousBeast-Warrior “Bujin” monsters you control cannot be destroyed by your opponent’s card effects, except during the Battle Phase. Once per turn: You can send 1 “Bujin” monster from your hand or face-up field to the GY, then target 1 face-up card your opponent controls; negate its effects until the en…SBujincarnation
Card shown: Bujincarnation · SPELLBujincarnationSpellCARDSpellATTRIBUTESPELLRACE—If your opponent controls a monster and you control no monsters: Target 1 “Bujin” monster in your Graveyard and 1 of your banished “Bujin” monsters; Special Summon both targets. They cannot be used as Xyz Material for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Bea…SBujintervention
Card shown: Bujintervention · SPELLBujinterventionSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Bujin” monster on the field; apply this effect to it for the rest of this turn. Each time it destroys a monster by battle whose current ATK is greater than or equal to the targeted monster’s original ATK, and sends it to the Graveyard: Banish the destroyed monster, and if you do, banish a…SBujinunity
Card shown: Bujinunity · SPELLBujinunitySpellCARDSpellATTRIBUTESPELLRACE—If you control no other cards and have at least 1 other card in your hand: Shuffle all Beast-Warrior-Type “Bujin” monsters from your Graveyard into the Deck (min. 1), and if you do, send your entire hand to the Graveyard (min. 1), then you can add up to 3 Beast-Warrior-Type “Bujin” monsters with di…SBurden of the Mighty
Card shown: Burden of the Mighty · SPELLBurden of the MightySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach face-up monster your opponent controls loses 100 ATK x its own Level.SBurial from a Different Dimension
Card shown: Burial from a Different Dimension · SPELLBurial from a Different DimensionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget up to 3 banished monsters; return them to the GY.SBurning Bamboo Sword
Card shown: Burning Bamboo Sword · SPELLBurning Bamboo SwordSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf you activate a “Bamboo Sword” card while this card is already face-up in your Spell & Trap Zone: You can skip your opponent’s next Main Phase 1.SBurning Draw
Card shown: Burning Draw · SPELLBurning DrawSpellCARDSpellATTRIBUTESPELLRACE—(This card is always treated as a “Salamangreat” card.)<br>If your opponent controls more cards than you do: Target 1 Link Monster your opponent controls; draw cards equal to its Link Rating. You can only activate 1 “Burning Draw” per turn. You cannot Normal or Special Summon monsters the turn you…SBurning Land
Card shown: Burning Land · SPELLBurning LandSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: If there are any Field Spell Cards on the field, destroy them. During each player’s Standby Phase: The turn player takes 500 damage.SBurning Soul
Card shown: Burning Soul · SPELLBurning SoulSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control a Level 8 or higher Synchro Monster: Add 1 card from your GY to your hand, except “Burning Soul”, then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn after this card resolves, your opponent cannot target Synch…SBurning Spear
Card shown: Burning Spear · SPELLBurning SpearSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipA FIRE monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points.SBurst Return
Card shown: Burst Return · SPELLBurst ReturnSpellCARDSpellATTRIBUTESPELLRACE—If you control a face-up “Elemental HERO Burstinatrix”: Return all face-up “Elemental HERO” monsters on the field to the hand, except “Elemental HERO Burstinatrix”.SBurst Stream of Destruction
Card shown: Burst Stream of Destruction · SPELLBurst Stream of DestructionSpellCARDSpellATTRIBUTESPELLRACE—If you control “Blue-Eyes White Dragon”: Destroy all monsters your opponent controls. “Blue-Eyes White Dragon” you control cannot attack the turn you activate this card.SBuster Rancher
Card shown: Buster Rancher · SPELLBuster RancherSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipOnly a monster with an ATK of 1000 points 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 that battles it is in Attack Position and its ATK is 2500 or more, OR if the opponent’s monst…SButterfly Dagger – Elma
Card shown: Butterfly Dagger – Elma · SPELLButterfly Dagger – ElmaSpellEquip spell · ForbiddenCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 300 ATK. When this card is destroyed and sent to the Graveyard while equipped: You can return this card to the hand.SCall of Atlantis
Card shown: Call of Atlantis · SPELLCall of AtlantisSpellCARDSpellATTRIBUTESPELLRACE—Add 1 monster that mentions “Atlantis, City of the Sea Dragon” from your Deck to your hand, then if you control “Atlantis, City of the Sea Dragon”, you can negate the effects of 1 Effect Monster your opponent controls, until the end of this turn. If you control “Umi”: You can banish this card from…SCall of the Atlanteans
Card shown: Call of the Atlanteans · SPELLCall of the AtlanteansSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 3 Level 3 or lower Sea Serpent-Type monsters in your Graveyard; Special Summon all 3 of them. You cannot Special Summon any other monsters during the turn you activate this card.SCall of the Forgotten
Card shown: Call of the Forgotten · SPELLCall of the ForgottenSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can Set up to 3 “Call of the Haunted” from your Deck and/or GY, and if you do, until the end of your opponent’s turn, you cannot Special Summon, except Zombie monsters, or monsters from the GY. Once per turn, if you activate “Call of the Haunted”: You can target 1 m…SCall of the Mummy
Card shown: Call of the Mummy · SPELLCall of the MummySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can Special Summon 1 Zombie monster from your hand. You must control no monsters to activate and to resolve this effect.SCalled by the Grave
Card shown: Called by the Grave · SPELLCalled by the GraveSpellQuick-Play spell · LimitedCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 monster in your opponent’s GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.SCalming Magic
Card shown: Calming Magic · SPELLCalming MagicSpellCARDSpellATTRIBUTESPELLRACE—This card can only be activated at the start of Main Phase 1. During the Main Phases and Battle Phase of this turn, neither player can Summon monsters.SCamelot, Realm of Noble Knights and Noble Arms
Card shown: Camelot, Realm of Noble Knights and Noble Arms · SPELLCamelot, Realm of Noble Knights and Noble ArmsSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn, if a “Noble Knight” card(s) you control would be destroyed by battle or card effect, you can destroy 1 Equip Card you control instead. During your Main Phase: You can banish this card (until the next Standby Phase), and if you do, place 1 “Noble Knights of the Round Table” from your…SCanyon
Card shown: Canyon · SPELLCanyonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf a Rock-Type monster in Defense Position is attacked, double any Battle Damage to the controller of the attacking monster.SCard Advance
Card shown: Card Advance · SPELLCard AdvanceSpellCARDSpellATTRIBUTESPELLRACE—Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.)SCard Destruction
Card shown: Card Destruction · SPELLCard DestructionSpellLimitedCARDSpellATTRIBUTESPELLRACE—Both players discard as many cards as possible from their hands, then each player draws the same number of cards they discarded.SCard of Demise
Card shown: Card of Demise · SPELLCard of DemiseSpellLimitedCARDSpellATTRIBUTESPELLRACE—Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the GY. You can only activate 1 “Card of Demise” per turn. You cannot Special Summon during the turn you acti…SCard of Fate
Card shown: Card of Fate · SPELLCard of FateSpellCARDSpellATTRIBUTESPELLRACE—Each player chooses 1 card from their Deck, then each player combines it with 4 additional random cards chosen from their Deck by their opponent, then randomly selects 1 of those 5 cards to reveal and add to their hand. Shuffle the rest back into the Decks. You can only activate 1 “Card of Fate” pe…SCard of Safe Return
Card shown: Card of Safe Return · SPELLCard of Safe ReturnSpellContinuous spell · ForbiddenCARDSpellATTRIBUTESPELLRACEContinuousWhen a monster(s) is Special Summoned from your GY (except during the Damage Step): You can draw 1 card.SCard of Sanctity
Card shown: Card of Sanctity · SPELLCard of SanctitySpellCARDSpellATTRIBUTESPELLRACE—Banish all other cards you control and in your hand (min.1 from each); draw until you have 2 cards in your hand.SCard of the Soul
Card shown: Card of the Soul · SPELLCard of the SoulSpellCARDSpellATTRIBUTESPELLRACE—Look at your Deck, and if you do, you can add 1 monster from your Deck to your hand, whose sum of ATK and DEF equals your LP. You can only activate 1 “Card of the Soul” per turn.SCard Rotator
Card shown: Card Rotator · SPELLCard RotatorSpellCARDSpellATTRIBUTESPELLRACE—Send 1 card from your hand to the Graveyard. Change the battle positions of all monsters your opponent controls. (Face-down Defense Position monsters are flipped to face-up Attack Position.)SCard Scanner
Card shown: Card Scanner · SPELLCard ScannerSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can declare 1 card type (Monster, Spell, or Trap); both players reveal the bottom card of their Decks, and if it was the declared card type, they add it to their hand. Otherwise, they place it on top of their Deck. If this face-up card in its owner’s Spell & Trap Zone is destroye…SCard Shuffle
Card shown: Card Shuffle · SPELLCard ShuffleSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousPay 300 Life Points to use this card’s effect. Shuffle either your or your opponent’s Deck. You can only use this effect during your turn, once per turn.SCard Trader
Card shown: Card Trader · SPELLCard TraderSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, during your Standby Phase: You can shuffle 1 card from your hand into the Deck; draw 1 card.SCards for Black Feathers
Card shown: Cards for Black Feathers · SPELLCards for Black FeathersSpellCARDSpellATTRIBUTESPELLRACE—Banish 1 “Blackwing” monster from your hand; draw 2 cards. You cannot Special Summon during the turn you activate this card. You can only activate 1 “Cards for Black Feathers” per turn.SCards from the Sky
Card shown: Cards from the Sky · SPELLCards from the SkySpellCARDSpellATTRIBUTESPELLRACE—Banish 1 LIGHT Fairy monster in your hand, and if you do, draw 2 cards. You cannot Special Summon or conduct your Battle Phase the turn you activate this card.SCards of Consonance
Card shown: Cards of Consonance · SPELLCards of ConsonanceSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 Dragon Tuner with 1000 or less ATK; draw 2 cards.SCards of the Red Stone
Card shown: Cards of the Red Stone · SPELLCards of the Red StoneSpellCARDSpellATTRIBUTESPELLRACE—Send 1 Level 7 “Red-Eyes” monster from your hand to the GY; draw 2 cards, then you can send 1 Level 7 “Red-Eyes” monster from your Deck to the GY. You can only activate 1 “Cards of the Red Stone” per turn.SCastle Link
Card shown: Castle Link · SPELLCastle LinkSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn: You can target 1 Link Monster on the field; move it to a Main Monster Zone it points to on its controller’s field. Once per turn: You can switch the locations of 2 Link Monsters in your Main Monster Zones or 2 Link Monsters in your opponent’s Main Monster Zones.SCatalyst Field
Card shown: Catalyst Field · SPELLCatalyst FieldSpellField spellCARDSpellATTRIBUTESPELLRACEFieldEach turn, 1 Level 5 or higher Gemini monster you Normal Summon can be Summoned without Tributing. During your Main Phase, you can Normal Summon 1 Gemini monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 card your opponent…SCatapult Zone
Card shown: Catapult Zone · SPELLCatapult ZoneSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn, if a monster you control would be destroyed by battle, you can send 1 Rock-Type monster from your Deck to the Graveyard instead.SCattle Call
Card shown: Cattle Call · SPELLCattle CallSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySend 1 face-up monster you control to the GY, whose original Type is Beast, Beast-Warrior, or Winged Beast; Special Summon 1 monster from your Extra Deck with the same original Type, but it cannot attack, its effects are negated, also it is destroyed during the End Phase. You can only activate 1 “C…SCauldron of the Old Man
Card shown: Cauldron of the Old Man · SPELLCauldron of the Old ManSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Place 1 counter on it. Once per turn, during your Standby Phase: Place 1 counter on this card. Once per turn: You can activate 1 of these effects;<br>●Gain 500 LP for each counter on this card.<br>●Inflict 300 damage to your opponent for each counter on this card.SCelestia
Card shown: Celestia · SPELLCelestiaSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Wyrm-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 3 Wyrm-Type monsters from your Graveyard, then target 1 card on the field; destroy it.SCelestial Observatory
Card shown: Celestial Observatory · SPELLCelestial ObservatorySpellCARDSpellATTRIBUTESPELLRACE—Place 1 Level 6 monster from your hand or face-up field on the bottom of the Deck; draw 2 cards. You can only activate 1 “Celestial Observatory” per turn.SCelestial Sword – Eatos
Card shown: Celestial Sword – Eatos · SPELLCelestial Sword – EatosSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquip(This card is always treated as a “Noble Arms” card.)<br>The equipped monster gains 500 ATK. When this card is sent from the field to the GY: You can target 1 “Guardian Eatos” you control; it gains 500 ATK for each banished monster.SCelestial Transformation
Card shown: Celestial Transformation · SPELLCelestial TransformationSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySpecial Summon 1 Fairy monster from your hand. That monster’s ATK is halved, also it is destroyed during the End Phase.SCentrifugal Field
Card shown: Centrifugal Field · SPELLCentrifugal FieldSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen a Fusion Monster(s) is destroyed by a card effect and sent to the Graveyard: Its owner targets 1 Fusion Material Monster in their Graveyard that is listed on that Fusion Monster; that player Special Summons that target.SCentur-Ion Bonds
Card shown: Centur-Ion Bonds · SPELLCentur-Ion BondsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPlace 1 “Centur-Ion” monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap. If a “Centur-Ion” Synchro Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 “Centur-Ion” monst…SCerulean Skyfire
Card shown: Cerulean Skyfire · SPELLCerulean SkyfireSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousTo Special Summon “Hamon, Lord of Striking Thunder” using its own procedure, you can also use face-down Spells you control. Once per turn, while you control an Attack Position “Hamon, Lord of Striking Thunder”, you can negate any Spell/Trap effect activated by your opponent, then, change 1 “Hamon,…SCestus of Dagla
Card shown: Cestus of Dagla · SPELLCestus of DaglaSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Fairy monster. It gains 500 ATK. If it inflicts battle damage to your opponent: Gain LP equal to the damage inflicted.SChain Energy
Card shown: Chain Energy · SPELLChain EnergySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach player must pay 500 Life Points per card to Normal Summon, Special Summon, Set or activate cards from his/her respective hand.SChain Strike
Card shown: Chain Strike · SPELLChain StrikeSpellQuick-Play spell · LimitedCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate only as Chain Link 2 or higher; inflict 400 damage to your opponent times the Chain Link number of this card. You cannot activate this card if multiple cards/effects with the same name are in that Chain.SChain Summon
Card shown: Chain Summon · SPELLChain SummonSpellCARDSpellATTRIBUTESPELLRACE—If you control 2 or more face-up Xyz Monsters: Target the one with the lowest Rank (your choice, if tied); Special Summon 1 Xyz Monster from your Extra Deck, whose Rank is lower than that Xyz Monster, but the Special Summoned monster cannot attack directly, also return it to the Extra Deck during t…SChain Summoning
Card shown: Chain Summoning · SPELLChain SummoningSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate as Chain Link 3 or higher: You can conduct up to 3 Normal Summons/Sets this turn, not just 1. You cannot activate this card if multiple cards with the same name, or the effects of such cards, are already activated in that Chain.SChange of Heart
Card shown: Change of Heart · SPELLChange of HeartSpellCARDSpellATTRIBUTESPELLRACE—Target 1 monster your opponent controls; take control of it until the End Phase.SChaos Distill
Card shown: Chaos Distill · SPELLChaos DistillSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhile this card is face-up on the field, any card sent to your GY is banished instead. You can activate 1 of these effects;<br>●Add 1 “Macro Cosmos”, or 1 card that mentions it, from your Deck to your hand, except “Chaos Distill”.<br>●If “Macro Cosmos” is on the field: Banish this face-up card from…SChaos End
Card shown: Chaos End · SPELLChaos EndSpellCARDSpellATTRIBUTESPELLRACE—You can only activate this card if 7 or more of your cards are currently removed from play. Destroy all Monster Cards on the field.SChaos Form
Card shown: Chaos Form · SPELLChaos FormSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any “Chaos” or “Black Luster Soldier” Ritual Monster. You must also Tribute monsters from your hand or field and/or banish “Blue-Eyes White Dragon” or “Dark Magician” from your GY, whose total Levels exactly equal the Level of the “Chaos” or “Black Luster Sold…SChaos Greed
Card shown: Chaos Greed · SPELLChaos GreedSpellCARDSpellATTRIBUTESPELLRACE—You can only activate this card if 4 or more of your cards are currently removed from play and there are no cards in your Graveyard. Draw 2 cards from your Deck.SChaos Magical Hats
Card shown: Chaos Magical Hats · SPELLChaos Magical HatsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen your opponent activates a monster effect, or a Normal Spell/Trap Card: Choose 3 Spells/Traps with different names from your Deck and 1 monster in your Main Monster Zone that mentions “Light and Darkness Ritual”. Special Summon the Spells/Traps as Normal Monsters (Spellcaster/DARK/Level 8/ATK 0…SChaos Mystic Box
Card shown: Chaos Mystic Box · SPELLChaos Mystic BoxSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen your opponent activates a card or effect that targets another card(s) you control: Return 1 of your targeted cards to the hand (if face-down, reveal it), and if you do, destroy 1 card on the field, then you can Special Summon 1 monster from your hand that mentions “Light and Darkness Ritual” w…SChaos Scepter Blast
Card shown: Chaos Scepter Blast · SPELLChaos Scepter BlastSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control a Level 8 or higher Spellcaster-Type monster: Banish 1 card on the field face-down. If this card in its owner’s Spell & Trap Zone is destroyed by an opponent’s card effect: You can Special Summon 1 “Magician of Black Chaos” or “Dark Magician of Chaos” from your Deck, ignoring its Sum…SChaos Seed
Card shown: Chaos Seed · SPELLChaos SeedSpellCARDSpellATTRIBUTESPELLRACE—If you control both LIGHT and DARK monster(s): You can target 1 of your banished LIGHT or DARK Warrior-Type monsters; add it to your hand. You can only activate 1 “Chaos Seed” per turn.SChaos Space
Card shown: Chaos Space · SPELLChaos SpaceSpellLimitedCARDSpellATTRIBUTESPELLRACE—Send 1 LIGHT or DARK monster from your hand to the GY; add 1 LIGHT or DARK monster that cannot be Normal Summoned/Set from your Deck to your hand, with a Level from 4 to 8, and with a different Attribute than that monster. You can banish this card from your GY, then target 1 of your banished LIGHT…SChaos Zone
Card shown: Chaos Zone · SPELLChaos ZoneSpellField spellCARDSpellATTRIBUTESPELLRACEFieldEach time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your field, then target 1 banished monster with a Level equal to the number removed; Special Summon that target. When this card on the field…SChaotic Elements
Card shown: Chaotic Elements · SPELLChaotic ElementsSpellCARDSpellATTRIBUTESPELLRACE—Add 1 Level 5 or higher monster (LIGHT or DARK, Pyro or Aqua) from your Deck or GY to your hand, then if you have 3 or more Pyro and/or Aqua monsters in your GY, you can destroy 1 card on the field. If your opponent controls a monster (LIGHT or DARK, Pyro or Aqua): You can banish this card from you…SCharge Into a Dark World
Card shown: Charge Into a Dark World · SPELLCharge Into a Dark WorldSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Level 4 or lower Fiend monster in your GY; Special Summon it, then discard 1 Fiend monster. You can only activate 1 “Charge Into a Dark World” per turn.SCharge of the Light Brigade
Card shown: Charge of the Light Brigade · SPELLCharge of the Light BrigadeSpellCARDSpellATTRIBUTESPELLRACE—Send the top 3 cards of your Deck to the GY; add 1 Level 4 or lower “Lightsworn” monster from your Deck to your hand.SCharged-Up Heraldry
Card shown: Charged-Up Heraldry · SPELLCharged-Up HeraldrySpellCARDSpellATTRIBUTESPELLRACE—Tribute 1 monster; Special Summon 2 “Heraldic Beast” monsters from your Deck in Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn after this card resolves, except Psychic or Machine monsters. You can only activate 1 “Charged-Up Heraldry” per tur…SCheckmate
Card shown: Checkmate · SPELLCheckmateSpellCARDSpellATTRIBUTESPELLRACE—Tribute 1 “Archfiend” monster, then target 1 “Terrorking Archfiend” you control; it can attack directly this turn.SChicken Game
Card shown: Chicken Game · SPELLChicken GameSpellField spell · LimitedCARDSpellATTRIBUTESPELLRACEFieldThe player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects;<br>●Draw 1 card.<br>●Destroy this card.<br>●Your opponent gains 1000 LP.<br>Neither player can activate cards or effects in response to this effect…SChild’s Play
Card shown: Child’s Play · SPELLChild’s PlaySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time your opponent Summons a monster(s), gain 300 LP. Your monsters cannot be destroyed by battle while you have 10,000 or more LP.SChimera Fusion
Card shown: Chimera Fusion · SPELLChimera FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including a Beast or Fiend monster. During your Main Phase, if this card is in your GY and you have “Chimera the Flying Mythical Beast” on your field or in your GY: You ca…SChorus of Sanctuary
Card shown: Chorus of Sanctuary · SPELLChorus of SanctuarySpellField spellCARDSpellATTRIBUTESPELLRACEFieldIncrease the DEF of all Defense Position monsters by 500 points.SChosen One
Card shown: Chosen One · SPELLChosen OneSpellCARDSpellATTRIBUTESPELLRACE—Select 1 Monster Card and 2 non-Monster Cards from your hand. Your opponent randomly selects 1 card among them. If it is a Monster Card, it is Special Summoned and send the remaining 2 cards to the Graveyard. If not, send all the cards to the Graveyard.SChronomaly City Babylon
Card shown: Chronomaly City Babylon · SPELLChronomaly City BabylonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn: You can banish 1 “Chronomaly” monster from your Graveyard, then target 1 “Chronomaly” monster in your Graveyard with the same Level as the banished monster; Special Summon it.SChronomaly Pyramid Eye Tablet
Card shown: Chronomaly Pyramid Eye Tablet · SPELLChronomaly Pyramid Eye TabletSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll “Chronomaly” monsters you control gain 800 ATK.SChronomaly Technology
Card shown: Chronomaly Technology · SPELLChronomaly TechnologySpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Chronomaly” monster in your Graveyard; banish it, then look at the top 2 cards of your Deck, add 1 of them to your hand, and send the other to the Graveyard. You can only activate 1 “Chronomaly Technology” per turn. You cannot Special Summon any monsters during the turn you activate this…SChronomaly Temple – Trilithon
Card shown: Chronomaly Temple – Trilithon · SPELLChronomaly Temple – TrilithonSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf you control no monsters, or all monsters you control are “Chronomaly” monsters: You can pay 500 LP; immediately after this effect resolves, Normal Summon 1 “Chronomaly” monster from your hand. If a “Chronomaly” or “Number” Xyz Monster you control would activate an effect by detaching material, y…SChthonian Alliance
Card shown: Chthonian Alliance · SPELLChthonian AllianceSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 800 ATK for each other face-up monster on the field that has the same name it does.SCipher Interference
Card shown: Cipher Interference · SPELLCipher InterferenceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring damage calculation, if your “Cipher” monster battles, while another monster with its same name is on the field: You can double the ATK of your battling “Cipher” monster until the end of the Battle Phase. You can only use this effect of “Cipher Interference” once per turn.SCircle of the Fire Kings
Card shown: Circle of the Fire Kings · SPELLCircle of the Fire KingsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 FIRE monster you control and 1 FIRE monster in your GY; destroy that monster you control, and if you do, Special Summon that other monster from your GY. You can only activate 1 “Circle of the Fire Kings” per turn.SClashing Souls
Card shown: Clashing Souls · SPELLClashing SoulsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring damage calculation, if your Attack Position monster battles an opponent’s Attack Position monster with higher ATK: The controller of the battling monster with lower ATK can pay 500 LP for that monster to gain 500 ATK during damage calculation only, then keep repeating this effect until a pla…SClear New World
Card shown: Clear New World · SPELLClear New WorldSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster you control; destroy it, and if you do, Special Summon 1 monster from your Deck in Defense Position, with a different original Type and Attribute, whose Level is lower than that monster’s original Level, but negate its effects. You can only activate 1 “Clear New World” per…SClear Wall
Card shown: Clear Wall · SPELLClear WallSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf “Clear World” is on the field: You can add 1 monster that mentions “Clear World” from your Deck to your hand. You can only use this effect of “Clear Wall” once per turn. Monsters that mention “Clear World” cannot be destroyed by battle, also you take no battle damage from that battle. While you…SClear World
Card shown: Clear World · SPELLClear WorldSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn, during your End Phase, pay 500 LP or destroy this card. Each player receives effects, depending on the monster Attributes they control.<br>●LIGHT: Play with your hand revealed at all times.<br>●DARK: If you control 2 or more monsters, you cannot declare an attack.<br>●EARTH: During y…SClock Tower Prison
Card shown: Clock Tower Prison · SPELLClock Tower PrisonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn, during your opponent’s Standby Phase: Place 1 Clock Counter on this card. While there are 4 or more Clock Counters on this card, you do not take any battle damage. If this card with 4 or more Clock Counters is destroyed and sent to the GY: Special Summon 1 “Destiny HERO – Dreadmaster…SClockwork Night
Card shown: Clockwork Night · SPELLClockwork NightSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only…SClosed Forest
Card shown: Closed Forest · SPELLClosed ForestSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Beast-Type monsters you control gain 100 ATK for each monster in your Graveyard. Field Spell Cards cannot be activated. Field Spell Cards cannot be activated during the turn this card is destroyed.SCloudian Aerosol
Card shown: Cloudian Aerosol · SPELLCloudian AerosolSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 “Cloudian” monster, then target 1 face-up monster on the field; place Fog Counters on that target equal to its Level. You can banish this card and 1 “Cloudian” monster from your GY; Special Summon 1 “Cloudian” monster from your Deck. You can only use 1 “Cloudian Aerosol” effect per turn,…SCloudian Squall
Card shown: Cloudian Squall · SPELLCloudian SquallSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, during your Standby Phase: Place 1 Fog Counter on each face-up monster on the field.SClown Crew Malabarisme
Card shown: Clown Crew Malabarisme · SPELLClown Crew MalabarismeSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySpecial Summon up to 2 “Clown Crew” monsters from your Deck and/or Extra Deck, ignoring their Summoning conditions, also until the end of the next turn after this card resolves, you cannot activate the effects of monsters Special Summoned from the Deck or Extra Deck. During your Main Phase, if this…SClown Crew Matinee Operatics
Card shown: Clown Crew Matinee Operatics · SPELLClown Crew Matinee OperaticsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can Special Summon 1 “Clown Crew” monster from your Deck or Extra Deck, ignoring its Summoning conditions, also until the end of the next turn after this effect resolves, you cannot activate the effect of monsters Special Summoned from the Deck or Extra Deck. During the…SClown Crew Rehearsal
Card shown: Clown Crew Rehearsal · SPELLClown Crew RehearsalSpellCARDSpellATTRIBUTESPELLRACE—Tribute 1 monster from your hand or field; add 1 “Clown Crew Biancaviso” and 1 “Clown Crew” Spell/Trap, except “Clown Crew Rehearsal”, from your Deck to your hand. You can banish this card from your GY; Ritual Summon 1 “Clown Crew” Ritual Monster from your hand, by Tributing monsters from your hand…SCocoon of Ultra Evolution
Card shown: Cocoon of Ultra Evolution · SPELLCocoon of Ultra EvolutionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTribute 1 Insect monster from either field equipped with an Equip Card, and if you do, Special Summon 1 Insect monster from your Deck, ignoring its Summoning conditions. During your Main Phase: You can banish this card from your GY, then target 1 Insect monster in your GY; shuffle it into the Deck,…SCocoon Party
Card shown: Cocoon Party · SPELLCocoon PartySpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Chrysalis” monster from your Deck for each “Neo-Spacian” monster with a different name in your Graveyard.SCocoon Rebirth
Card shown: Cocoon Rebirth · SPELLCocoon RebirthSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can Tribute 1 face-up “Chrysalis” monster you control to Special Summon 1 “Neo-Spacian” monster written in the card text of that card from either player’s Graveyard.SCode A Ancient Ruins
Card shown: Code A Ancient Ruins · SPELLCode A Ancient RuinsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time a face-up “Alien” monster(s) is destroyed, place 1 A-Counter on this card. Once per turn, you can remove 2 A-Counters from anywhere on the field to Special Summon 1 “Alien” monster from your Graveyard.SCold Feet
Card shown: Cold Feet · SPELLCold FeetSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayYou cannot activate, Set, or use the effects of any Spell/Trap Cards this turn.SCold Wave
Card shown: Cold Wave · SPELLCold WaveSpellForbiddenCARDSpellATTRIBUTESPELLRACE—This card can only be activated at the start of Main Phase 1. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards.SColosseum – Cage of the Gladiator Beasts
Card shown: Colosseum – Cage of the Gladiator Beasts · SPELLColosseum – Cage of the Gladiator BeastsSpellField spellCARDSpellATTRIBUTESPELLRACEFieldPlace 1 Counter on this card each time a monster is Special Summoned from either player’s Deck. All “Gladiator Beast” monsters gain 100 ATK and DEF for each of these counters on this card. If this card would be destroyed by a card effect, you can discard 1 “Colosseum – Cage of the Gladiator Beasts”…SColumn Switch
Card shown: Column Switch · SPELLColumn SwitchSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 monster in your Main Monster Zone; move that target to another of your Main Monster Zones.SCombination Attack
Card shown: Combination Attack · SPELLCombination AttackSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring a Battle Phase, you can use this effect on 1 monster that has attacked this turn and is equipped with a Union Monster. Change the Union Monster back to a monster in face-up Attack or Defense Position. Also, the monster that was equipped with the Union Monster may attack again this turn.SComic Hand
Card shown: Comic Hand · SPELLComic HandSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipIf you control “Toon World”, equip to an opponent’s monster. Take control of it. It is treated as a Toon monster. If your opponent controls no Toon monsters, it can attack your opponent directly. If “Toon World” is not on the field, destroy this card.SCommencement Dance
Card shown: Commencement Dance · SPELLCommencement DanceSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Performance of Sword”. You must also Tribute monsters from your hand or field whose total Levels equal 6 or more.SCommon Soul
Card shown: Common Soul · SPELLCommon SoulSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousSelect 1 face-up monster on the field to activate this card. Special Summon 1 “Neo-Spacian” monster from your hand to the same side of the field as the selected monster. The selected monster gains ATK equal to the ATK of the monster that was Special Summoned by this effect. When this card is remove…SConcentrating Current
Card shown: Concentrating Current · SPELLConcentrating CurrentSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up monster you control; it gains ATK equal to its current DEF, until the end of this turn. Other monsters you control cannot attack during the turn you activate this card.SConcours de Cuisine (Culinary Confrontation)
Card shown: Concours de Cuisine (Culinary Confrontation) · SPELLConcours de Cuisine (Culinary Confrontation)SpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayChoose 1 “Nouvelles” Pendulum Monster and 1 “Patissciel” Pendulum Monster from your hand, Deck, and/or Extra Deck, and Special Summon both monsters, 1 to each field, also this turn, you cannot use monsters as material for a Fusion, Synchro, Xyz, or Link Summon, except “Nouvelles” and “Patissciel” m…SCondolence Puppet
Card shown: Condolence Puppet · SPELLCondolence PuppetSpellCARDSpellATTRIBUTESPELLRACE—Send “Gimmick Puppet” monsters with different names from your Deck to the GY, up to the number of monsters your opponent controls that were Special Summoned from the Extra Deck +1. You can banish this card from your GY, then target 1 Machine Xyz Monster you control; it cannot be destroyed by your o…SConfiscation
Card shown: Confiscation · SPELLConfiscationSpellForbiddenCARDSpellATTRIBUTESPELLRACE—Pay 1000 Life Points. Look at your opponent’s hand, select 1 card in it and discard that card.SConstellar Belt
Card shown: Constellar Belt · SPELLConstellar BeltSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThe activation of LIGHT monsters’ effects cannot be negated.SConstellar Star Chart
Card shown: Constellar Star Chart · SPELLConstellar Star ChartSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, when a “Constellar” Xyz Monster(s) is Special Summoned to your side of the field (except during the Damage Step): You can draw 1 card.SConstellar Star Cradle
Card shown: Constellar Star Cradle · SPELLConstellar Star CradleSpellCARDSpellATTRIBUTESPELLRACE—Target 2 “Constellar” monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activate this card.SConstellar Tellarknights
Card shown: Constellar Tellarknights · SPELLConstellar TellarknightsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can Special Summon 1 “tellarknight” or “Constellar” monster from your hand or GY. You can target 1 “tellarknight” or “Constellar” Xyz Monster you control; Special Summon from your Extra Deck, 1 “tellarknight” or “Constellar” Xyz Monster with a different Rank, by usi…SConstellar Tempest
Card shown: Constellar Tempest · SPELLConstellar TempestSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your End Phase: You can target 2 “Constellar” Xyz Monsters you control that have Xyz Material; detach all Xyz Materials from both Xyz Monsters, and if you do, halve your opponent’s LP. You can only use this effect of “Constellar Tempest” once per Duel. Once per turn, during your Standby Phas…SConstellar Twinkle
Card shown: Constellar Twinkle · SPELLConstellar TwinkleSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Constellar” monster you control; increase its Level by 1 or 2. If this card is in the Graveyard: You can banish 1 “Constellar” monster from your Graveyard; add this card from the Graveyard to your hand. You can only use this effect of “Constellar Twinkle” once per turn.SContact
Card shown: Contact · SPELLContactSpellCARDSpellATTRIBUTESPELLRACE—Send all “Chrysalis” monsters you control to the Graveyard, and Special Summon 1 monster from your hand or Deck that is written in the card text of those cards.SContact Gate
Card shown: Contact Gate · SPELLContact GateSpellCARDSpellATTRIBUTESPELLRACE—Banish 2 “Neo-Spacian” monsters with different names from your GY; Special Summon 2 “Neo-Spacian” monsters with different names from your hand, Deck, and/or GY, also, for the rest of this turn you cannot Special Summon from the Extra Deck, except Fusion Monsters. If a face-up Fusion Monster that me…SContact Out
Card shown: Contact Out · SPELLContact OutSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayReturn 1 “Neos” Fusion Monster you control to the Extra Deck. If all the Fusion Material Monsters listed on that Fusion Monster are in your Deck, you can Special Summon them.SContact with Gusto
Card shown: Contact with Gusto · SPELLContact with GustoSpellCARDSpellATTRIBUTESPELLRACE—Target 2 “Gusto” monsters in your Graveyard and 1 card your opponent controls; shuffle both targets in your Graveyard into the Deck, then destroy the opponent’s target.SContact with the Aquamirror
Card shown: Contact with the Aquamirror · SPELLContact with the AquamirrorSpellCARDSpellATTRIBUTESPELLRACE—If you control a WATER monster: Activate 1 of these effects, or if you control a WATER Ritual Monster, you can activate both of these effects, in sequence;<br>●Look at all Set cards in your opponent’s Spell & Trap Zone.<br>●Look at the top 2 cards of either player’s Deck, then place them on the top…SContinuous Destruction Punch
Card shown: Continuous Destruction Punch · SPELLContinuous Destruction PunchSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf the DEF of the attacked Defense Position monster on your side of the field is higher than the ATK of the attacking monster on your opponent’s side of the field, destroy the attacking monster. Damage calculation is applied normally.SContract with Don Thousand
Card shown: Contract with Don Thousand · SPELLContract with Don ThousandSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Both players lose 1000 LP, and if they do, each draws 1 card. All cards that are drawn while this card’s effect is applied must remain revealed. While a player’s Spell Card in their hand is revealed by this effect, that player cannot Normal Summon/Set monsters. You can…SContract with Exodia
Card shown: Contract with Exodia · SPELLContract with ExodiaSpellCARDSpellATTRIBUTESPELLRACE—If you have all 5 of “Exodia the Forbidden One”, “Right Arm of the Forbidden One”, “Left Arm of the Forbidden One”, “Right Leg of the Forbidden One”, and “Left Leg of the Forbidden One” in your Graveyard: Special Summon 1 “Exodia Necross” from your hand.SContract with the Abyss
Card shown: Contract with the Abyss · SPELLContract with the AbyssSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any DARK Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.SContract with the Dark Master
Card shown: Contract with the Dark Master · SPELLContract with the Dark MasterSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Dark Master – Zorc”. You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.SContract with the Void
Card shown: Contract with the Void · SPELLContract with the VoidSpellCARDSpellATTRIBUTESPELLRACE—If you have 3 or more other cards in your hand: Discard your entire hand, then you can Special Summon 1 “Infernity” monster or 1 Level 8 DARK Dragon Synchro Monster from your GY.SConvert Contact
Card shown: Convert Contact · SPELLConvert ContactSpellCARDSpellATTRIBUTESPELLRACE—If you control no monsters: Send 2 “Neo-Spacian” monsters (1 from your hand and 1 from your Deck) to the GY, then draw 2 cards.SConvulsion of Nature
Card shown: Convulsion of Nature · SPELLConvulsion of NatureSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAs long as this card remains face-up on the field, both players must turn their respective Decks upside down and proceed with the current Duel.SCore Blaster
Card shown: Core Blaster · SPELLCore BlasterSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Koa’ki Meiru” monster. If it battles a LIGHT or DARK monster, destroy that monster without applying damage calculation. When the equipped monster is removed from the field and this card is sent to the Graveyard, you can return this card to your hand.SCore Compression
Card shown: Core Compression · SPELLCore CompressionSpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 “Iron Core of Koa’ki Meiru” in your hand and discard 1 “Koa’ki Meiru” monster to activate this card. Draw 2 cards.SCore Overclock
Card shown: Core Overclock · SPELLCore OverclockSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll face-up “Koa’ki Meiru” monsters you control gain 500 ATK. Once per turn, during your Main Phase, you can discard 1 “Iron Core of Koa’ki Meiru” to have all face-up “Koa’ki Meiru” monsters you control gain 1000 ATK, until the End Phase.SCore Transport Unit
Card shown: Core Transport Unit · SPELLCore Transport UnitSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, you can discard 1 card to add 1 “Iron Core of Koa’ki Meiru” from your Deck to your hand.SCorridor of Agony
Card shown: Corridor of Agony · SPELLCorridor of AgonySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousMonsters that were Special Summoned from the Main Deck cannot activate their effects, their effects are negated, and they cannot declare an attack, as long as they remain face-up on the field.SCorruption Cell “A”
Card shown: Corruption Cell “A” · SPELLCorruption Cell “A”SpellCARDSpellATTRIBUTESPELLRACE—Place 1 A-Counter on 1 face-up monster on your opponent’s side of the field.SCosmic Cyclone
Card shown: Cosmic Cyclone · SPELLCosmic CycloneSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPay 1000 LP, then target 1 Spell/Trap on the field; banish it.SCosmic Flare
Card shown: Cosmic Flare · SPELLCosmic FlareSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “Stardust” Synchro Monster you control; this turn, if that Synchro Monster you control battles an opponent’s monster, shuffle that opponent’s monster into the Deck at the start of the Damage Step. If a “Stardust” Synchro Monster you control would Tribute itself to activate its effect, you…SCosmos Channelling
Card shown: Cosmos Channelling · SPELLCosmos ChannellingSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can send 1 monster you control that is owned by your opponent to the GY; Special Summon 1 Machine monster from your hand or GY. When your opponent draws for their normal draw in their Draw Phase while you control “Jinzo”: You can declare 1 card type (Monster, Spell, or Trap); your opponent reve…SCost Down
Card shown: Cost Down · SPELLCost DownSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card; for the rest of this turn, reduce the Levels of all monsters in your hand by 2 (even after they are Summoned).SCounter Cleaner
Card shown: Counter Cleaner · SPELLCounter CleanerSpellCARDSpellATTRIBUTESPELLRACE—Pay 500 LP; remove all counters on the field.SCourt of Justice
Card shown: Court of Justice · SPELLCourt of JusticeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can Special Summon 1 Fairy monster from your hand. You must control a Level 1 Fairy monster to activate and to resolve this effect. You can only use this effect of “Court of Justice” once per turn.SCracking
Card shown: Cracking · SPELLCrackingSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, when a monster(s) is sent from the field to the Graveyard by a card effect: Inflict 800 damage to the owner of the monster(s).SCrashbug Road
Card shown: Crashbug Road · SPELLCrashbug RoadSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayEach player can Special Summon 1 monster from their hand with the same Level as 1 face-up Level 4 or lower monster they control.SCreature Seizure
Card shown: Creature Seizure · SPELLCreature SeizureSpellCARDSpellATTRIBUTESPELLRACE—Each player gives their opponent control of 1 of their monsters (controller’s choice). You must choose a face-up Normal Monster.SCreature Swap
Card shown: Creature Swap · SPELLCreature SwapSpellCARDSpellATTRIBUTESPELLRACE—Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.SCreeping Darkness
Card shown: Creeping Darkness · SPELLCreeping DarknessSpellCARDSpellATTRIBUTESPELLRACE—Banish 2 DARK monsters from your GY; add 1 Level 4 DARK monster from your Deck to your hand.SCrimson Call
Card shown: Crimson Call · SPELLCrimson CallSpellCARDSpellATTRIBUTESPELLRACE—Add 1 Level 4 or lower Fiend monster from your GY to your hand, or if you control “Red Dragon Archfiend” or a Synchro Monster that mentions it, you can add 1 such monster from your Deck instead. At the end of the Damage Step, if your “/Assault Mode” monster or “Red Dragon Archfiend” attacked: You c…SCrimson Gaia
Card shown: Crimson Gaia · SPELLCrimson GaiaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can add 1 “Red Dragon Archfiend” or 1 card that mentions it from your Deck or GY to your hand, except “Crimson Gaia”. When your “Red Dragon Archfiend” declares an attack: You can change all monsters your opponent controls to face-down Defense Position. If a monster(s) on…SCross Attack
Card shown: Cross Attack · SPELLCross AttackSpellCARDSpellATTRIBUTESPELLRACE—Target 2 face-up Attack Position monsters you control with the same ATK; this turn, one of them can attack your opponent directly and the other cannot attack.SCross Breed
Card shown: Cross Breed · SPELLCross BreedSpellCARDSpellATTRIBUTESPELLRACE—Banish 2 monsters from your hand and/or face-up field with the same original Type and Attribute, but different names; add 1 monster with the same original Type and Attribute as those monsters, but a different name, from your Deck to your hand. You can only activate 1 “Cross Breed” per turn.SCross Over
Card shown: Cross Over · SPELLCross OverSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster your opponent controls and 1 Warrior monster you control; equip that opponent’s face-up monster to your monster as an Equip Spell, and if you do, until the end of this turn, your opponent takes no damage from battles involving that monster you control. You can only activate…SCrossout Designator
Card shown: Crossout Designator · SPELLCrossout DesignatorSpellQuick-Play spell · LimitedCARDSpellATTRIBUTESPELLRACEQuick-PlayDeclare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 “Crossout Designator” per turn.SCrusadia Power
Card shown: Crusadia Power · SPELLCrusadia PowerSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “Crusadia” monster you control; that “Crusadia” monster is unaffected by card effects this turn, except its own. You can only activate 1 “Crusadia Power” per turn.SCrusadia Revival
Card shown: Crusadia Revival · SPELLCrusadia RevivalSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Crusadia” Link Monsters on the field gain 500 ATK. Once per turn: You can target 1 “Crusadia” Link Monster you control; this turn (even if this card leaves the field), it can attack all monsters your opponent controls once each, also other monsters you control cannot attack.SCrusadia Testament
Card shown: Crusadia Testament · SPELLCrusadia TestamentSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects.<br>●Your opponent cannot activate cards or effects in response to the activation of your “Crusadia” monster effects this turn.<br>●After damage calculation, if your “Crusadia” Link Monster destroys an opponent’s monster by battle: Draw cards equal to your monster’s Link…SCrystal Abundance
Card shown: Crystal Abundance · SPELLCrystal AbundanceSpellCARDSpellATTRIBUTESPELLRACE—Send 4 “Crystal Beast” cards from your Spell & Trap Zone to the GY; send as many cards on the field as possible to the GY, then Special Summon as many “Crystal Beast” monsters as possible from your GY, up to the number of cards sent from your opponent’s field to the GY by this card’s effect.SCrystal Aegis
Card shown: Crystal Aegis · SPELLCrystal AegisSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Crystal Beast” Monster Card you control; destroy it, then Special Summon 1 “Crystal Beast Token” with the destroyed monster’s original Type, Attribute, Level, and ATK/DEF. If a “Crystal Beast” card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damag…SCrystal Beacon
Card shown: Crystal Beacon · SPELLCrystal BeaconSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Crystal Beast” monster from your Deck. You must have 2 or more “Crystal Beast” cards in your Spell & Trap Zone to activate and to resolve this effect.SCrystal Blessing
Card shown: Crystal Blessing · SPELLCrystal BlessingSpellCARDSpellATTRIBUTESPELLRACE—Target up to 2 “Crystal Beast” monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells.SCrystal Bond
Card shown: Crystal Bond · SPELLCrystal BondSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Crystal Beast” monster from your Deck to your hand, and place 1 “Crystal Beast” monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 “Crystal Bond” per turn.SCrystal Promise
Card shown: Crystal Promise · SPELLCrystal PromiseSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Crystal Beast” card in your Spell & Trap Zone; Special Summon that target.SCrystal Release
Card shown: Crystal Release · SPELLCrystal ReleaseSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Crystal Beast” monster. It gains 800 ATK. When this card is sent from the field to the GY: You can place 1 “Crystal Beast” monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell.SCrystal Tree
Card shown: Crystal Tree · SPELLCrystal TreeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time a “Crystal Beast” monster(s) is placed in either player’s Spell & Trap Zone, place 1 Crystal Counter on this card. You can send this card to the GY; take a number of “Crystal Beast” monsters from your Deck equal to the number of Crystal Counters that were on this card, and place them face…SCrystolic Potential
Card shown: Crystolic Potential · SPELLCrystolic PotentialSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Crystron” monsters you control gain 300 ATK and DEF. Once per turn, during the End Phase: You can draw cards equal to the number of “Crystron” Synchro Monsters you Synchro Summoned this turn.SCrystron Inclusion
Card shown: Crystron Inclusion · SPELLCrystron InclusionSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Crystron” card from your Deck to your hand, except “Crystron Inclusion”. The first time each “Crystron” monster you control would be destroyed by battle each turn, it is not destroyed. You can banish this card from your GY, then target 1 “Crystron” monste…SCubic Dharma
Card shown: Cubic Dharma · SPELLCubic DharmaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou take no battle damage from attacks involving your “Cubic” monsters. You can only use each of the following effects of “Cubic Dharma” once per turn, during your Main Phase:<br>●You can send 1 “Cubic” card from your hand to the GY, and if you do, draw 1 card.<br>●You can banish this card from you…SCubic Karma
Card shown: Cubic Karma · SPELLCubic KarmaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can target 1 “Cubic” monster you control, except “Vijam the Cubic Seed”; send any number of “Vijam the Cubic Seed” from your hand and/or Deck to the Graveyard, then that monster gains 800 ATK for each (even if this card leaves the field). During your opponent’s turn…SCubic Wave
Card shown: Cubic Wave · SPELLCubic WaveSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Cubic” monster you control and 1 face-up monster your opponent controls; the ATK of that monster you control becomes double its current ATK, and if it does, the ATK of that monster your opponent controls become half its current ATK. You can banish this card and any number of “Cubic” monst…SCunning of the Six Samurai
Card shown: Cunning of the Six Samurai · SPELLCunning of the Six SamuraiSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySend 1 face-up “Six Samurai” monster you control to the Graveyard, then target 1 “Six Samurai” monster in either player’s Graveyard; Special Summon that target.SCup of Ace
Card shown: Cup of Ace · SPELLCup of AceSpellCARDSpellATTRIBUTESPELLRACE—Toss a coin and apply this effect.<br>●Heads: Draw 2 cards.<br>●Tails: Your opponent draws 2 cards.SCurse of Aramatir
Card shown: Curse of Aramatir · SPELLCurse of AramatirSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can Special Summon 1 “Adventurer Token” (Fairy/EARTH/Level 4/ATK 2000/DEF 2000) to either field, then send 1 card from your hand to the GY. You cannot Special Summon monsters the turn you activate this effect, except “Adventurer Tokens” and monsters that mention it. If a…SCurse of Fiend
Card shown: Curse of Fiend · SPELLCurse of FiendSpellCARDSpellATTRIBUTESPELLRACE—Changes 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 Ph…SCurse of the Ancient Turtle
Card shown: Curse of the Ancient Turtle · SPELLCurse of the Ancient TurtleSpellCARDSpellATTRIBUTESPELLRACE—Banish 1 Zombie monster from your hand or GY; send 1 Zombie monster from your Deck to the GY. When your Zombie monster is destroyed by battle: You can banish this card from your GY; Special Summon 1 Zombie monster with 2000 or less DEF from your Deck. You can only use each effect of “Curse of the A…SCurse of the Masked Beast
Card shown: Curse of the Masked Beast · SPELLCurse of the Masked BeastSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “The Masked Beast”. You must also Tribute monsters from your hand or field whose total Levels equal 8 or more.SCurse of the Shadow Prison
Card shown: Curse of the Shadow Prison · SPELLCurse of the Shadow PrisonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldEach time a “Shaddoll” monster(s) is sent to the GY by a card effect, place 1 Spellstone Counter on this card for each sent monster. All monsters your opponent controls lose 100 ATK for each Spellstone Counter on this card during your opponent’s turn only. Each time you Fusion Summon a “Shaddoll” F…SCurse Reflection Doll
Card shown: Curse Reflection Doll · SPELLCurse Reflection DollSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen a monster effect is activated that would inflict damage to you: Your opponent takes that damage instead. When you take battle damage, while this card is in your GY: You can Set this card. You can only use this effect of “Curse Reflection Doll” once per turn.SCursed Armaments
Card shown: Cursed Armaments · SPELLCursed ArmamentsSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster loses 600 ATK for each monster you control. When this card is sent from the field to the Graveyard: You can target 1 face-up monster your opponent controls; equip it with this card.SCursed Bamboo Sword
Card shown: Cursed Bamboo Sword · SPELLCursed Bamboo SwordSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 0 ATK. You can target 1 other “Bamboo Sword” card you control; return it to the hand, and if you do, the equipped monster can attack directly this turn. You can only use this effect of “Cursed Bamboo Sword” once per turn. If this card is sent to the GY: You can add 1 “Bam…SCursed Bill
Card shown: Cursed Bill · SPELLCursed BillSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipWhen the equipped monster is destroyed and this card is sent to the Graveyard, inflict damage to the player who controlled the equipped monster, equal to the monster’s original DEF.SCursed Copycat Noble Arms
Card shown: Cursed Copycat Noble Arms · SPELLCursed Copycat Noble ArmsSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 200 ATK/DEF for each Equip Spell in your field and GY. While this card is equipped to a Warrior monster: You can activate this effect; you cannot Special Summon for the rest of this turn, except Warrior monsters, also Special Summon 1 Warrior monster with the same Attribu…SCursed Eldland
Card shown: Cursed Eldland · SPELLCursed EldlandSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of “Cursed Eldland” once per turn.<br>●You can pay 800 LP; add 1 “Eldlich” monster or 1 “Golden Land” Spell/Trap from your Deck to your hand.<br>●If this card is sent from the Spell & Trap Zone t…SCyber Emergency
Card shown: Cyber Emergency · SPELLCyber EmergencySpellCARDSpellATTRIBUTESPELLRACE—Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 “Cyber Dragon” monster, from your Deck to your hand. If the activation of this card in its owner’s possession was negated by your opponent’s card effect and sent to your GY: You can discard 1 card; add this card to your hand. You…SCyber Energy Shock
Card shown: Cyber Energy Shock · SPELLCyber Energy ShockSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control “Jinzo”: Target 1 card on the field; destroy it, then, if it was a Trap, you can apply 1 of these effects.<br>●Negate the effects of 1 face-up card on the field until the end of this turn.<br>●All “Jinzo” you control gain 800 ATK.<br>You can only activate 1 “Cyber Energy Shock” per t…SCyber Eternal
Card shown: Cyber Eternal · SPELLCyber EternalSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Machine “Cyber” Fusion Monster in your GY; return it to the Extra Deck or Special Summon it, ignoring its Summoning conditions. If a Machine “Cyber” Fusion Monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use ea…SCyber Repair Plant
Card shown: Cyber Repair Plant · SPELLCyber Repair PlantSpellCARDSpellATTRIBUTESPELLRACE—If “Cyber Dragon” is in your GY: You can activate 1 of these effects. If you have 3 or more “Cyber Dragon” in your GY at this card’s activation, you can activate both effects and resolve in sequence. You can only activate 1 “Cyber Repair Plant” per turn.<br>●Add 1 LIGHT Machine monster from your De…SCyber Revsystem
Card shown: Cyber Revsystem · SPELLCyber RevsystemSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Cyber Dragon” from your hand or GY. It cannot be destroyed by card effects.SCyber Shield
Card shown: Cyber Shield · SPELLCyber ShieldSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to “Harpie Lady” or “Harpie Lady Sisters”. It gains 500 ATK.SCyberdark Impact!
Card shown: Cyberdark Impact! · SPELLCyberdark Impact!SpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 “Cyberdark Dragon” from your Extra Deck, by shuffling 1 each of “Cyberdark Horn”, “Cyberdark Edge”, and “Cyberdark Keel” from your hand, field, and/or GY, into the Deck, as Fusion Material.SCyberdark Inferno
Card shown: Cyberdark Inferno · SPELLCyberdark InfernoSpellField spellCARDSpellATTRIBUTESPELLRACEField“Cyberdark” Effect Monsters you control that are equipped with an Equip Card cannot be destroyed by your opponent’s card effects, also your opponent cannot target them with card effects. You can target 1 “Cyberdark” monster you control; return it to the hand, then, immediately after this effect res…SCyberdark Realm
Card shown: Cyberdark Realm · SPELLCyberdark RealmSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Cyberdark” monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 “Cyberdark” monster. You can only use the previous effect of “Cyberda…SCyberload Fusion
Card shown: Cyberload Fusion · SPELLCyberload FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayFusion Summon 1 Fusion Monster from your Extra Deck that lists a “Cyber Dragon” monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn,…SCybernetic Fusion Support
Card shown: Cybernetic Fusion Support · SPELLCybernetic Fusion SupportSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPay half your LP; once, if you Fusion Summon a Machine Fusion Monster this turn, you can banish monsters from your hand, field, and/or GY as the Fusion Materials. You can only activate 1 “Cybernetic Fusion Support” per turn.SCybernetic Horizon
Card shown: Cybernetic Horizon · SPELLCybernetic HorizonSpellCARDSpellATTRIBUTESPELLRACE—(This card is always treated as a “Cyberdark” card.)<br>Send 2 Dragon and/or Machine “Cyber” monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine “Cyber” monster from your Deck to your hand, and if you do, send 1 Machine “Cyber” Fusion Monster from y…SCybernetic Zone
Card shown: Cybernetic Zone · SPELLCybernetic ZoneSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySelect 1 face-up Machine-Type Fusion Monster you control and remove it from play until the End Phase of this turn. When that monster is returned to the field, double its ATK. During your next Standby Phase, destroy it.SCybersal Cyclone
Card shown: Cybersal Cyclone · SPELLCybersal CycloneSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Link Monster your opponent controls; banish 1 monster from your GY that has the same Link Rating as that monster, and if you do, destroy that monster, then, if the original Type of the monster you banished was Cyberse, you can destroy 1 face-up card in your opponent’s Spell & Trap Zone.SCycle of the World
Card shown: Cycle of the World · SPELLCycle of the WorldSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Ruin, Queen of Oblivion” or “Demise, King of Armageddon”. You must also Tribute monsters from your field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. During your Main Phase, except the turn this card was sent to the GY: Yo…SCyclon Laser
Card shown: Cyclon Laser · SPELLCyclon LaserSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipYou can only equip this card to “Gradius”. Increase the ATK of “Gradius” by 300 points. When the equipped “Gradius” attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent’s Life Points.SCyclone Blade
Card shown: Cyclone Blade · SPELLCyclone BladeSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Destiny HERO” monster. At the end of the Damage Step, if the equipped monster attacked: Target 1 Spell/Trap Card on the field; destroy that target.SCyclone Boomerang
Card shown: Cyclone Boomerang · SPELLCyclone BoomerangSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to “Elemental HERO Wildheart”. It gains 500 ATK. When the equipped monster is destroyed by a card effect and sent to the Graveyard: Destroy all Spell and Trap Cards on the field, then inflict 100 damage to your opponent for each Spell/Trap Card destroyed by this effect.SCynet Backdoor
Card shown: Cynet Backdoor · SPELLCynet BackdoorSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster’s original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You…SCynet Codec
Card shown: Cynet Codec · SPELLCynet CodecSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a “Code Talker” monster(s) is Special Summoned from the Extra Deck to your field (except during the Damage Step): You can target 1 of those monsters; add 1 Cyberse monster with the same Attribute from your Deck to your hand, also you cannot Special Summon monsters from the Extra Deck for the res…SCynet Crosswipe
Card shown: Cynet Crosswipe · SPELLCynet CrosswipeSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTribute 1 Cyberse monster, then target 1 card on the field; destroy it.SCynet Fusion
Card shown: Cynet Fusion · SPELLCynet FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Cyberse Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control no monsters in the Extra Monster Zone, you can also banish up to 1 Cyberse Link Monster from your GY as Fusion Material.SCynet Mining
Card shown: Cynet Mining · SPELLCynet MiningSpellCARDSpellATTRIBUTESPELLRACE—Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 “Cynet Mining” per turn.SCynet Optimization
Card shown: Cynet Optimization · SPELLCynet OptimizationSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf your “Code Talker” monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster, also you cannot Special Summon monsters from the Extra Deck for the rest…SCynet Recovery
Card shown: Cynet Recovery · SPELLCynet RecoverySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a Link Monster(s) you control is destroyed by battle or an opponent’s card effect: You can target 1 monster in your GY, except a Link Monster; Special Summon it in Defense Position. You can only use this effect of “Cynet Recovery” once per turn.SCynet Ritual
Card shown: Cynet Ritual · SPELLCynet RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any Cyberse Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control no monsters: You can banish this card and 1 Ritual Monster from the GY; Spec…SCynet Rollback
Card shown: Cynet Rollback · SPELLCynet RollbackSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 of your banished Cyberse monsters; Special Summon it. During your Main Phase, if your LP are 2000 or less: You can banish this card from your GY, then target 2 of your banished Cyberse monsters; add them to your hand. You can only use each effect of “Cynet Rollback” once per turn.SCynet Storm
Card shown: Cynet Storm · SPELLCynet StormSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll linked monsters on the field gain 500 ATK/DEF. Link Summons of Link Monsters cannot be negated. Once per Chain, if you take 2000 or more battle or effect damage: You can shuffle the face-down cards in your Extra Deck, excavate the top card, and if it is a Cyberse Link Monster, Special Summon it…SCynet Universe
Card shown: Cynet Universe · SPELLCynet UniverseSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Link Monsters you control gain 300 ATK. Once per turn: You can target 1 monster in the GY; shuffle it into the Deck. If this card on the field is destroyed by a card effect: Send all monsters in the Extra Monster Zones to the GY.SD – Force
Card shown: D – Force · SPELLD – ForceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Destiny HERO – Plasma” from your Deck or GY to your hand. While you control “Destiny HERO – Plasma”, apply the following effects.<br>●You cannot draw during the Draw Phase.<br>●Your opponent cannot target cards you control with card effects.<br>●Each “Des…SD – Formation
Card shown: D – Formation · SPELLD – FormationSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time a face-up “Destiny HERO” monster(s) you control is destroyed, place 1 D Counter on this card for each of those monsters. When you Normal or Special Summon a monster during your Main Phase: You can send this card with 2 or more D Counters to the Graveyard; add up to 2 cards from your Deck…SD – Spirit
Card shown: D – Spirit · SPELLD – SpiritSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 Level 4 or lower “Destiny HERO” monster from your hand. You must not control any “Destiny HERO” monsters to activate and to resolve this effect.SD.D. Borderline
Card shown: D.D. Borderline · SPELLD.D. BorderlineSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhile there are no Spells in your GY, neither player can conduct their Battle Phase.SD.D. Designator
Card shown: D.D. Designator · SPELLD.D. DesignatorSpellCARDSpellATTRIBUTESPELLRACE—Declare 1 card name. Look at your opponent’s hand, and if they have the declared card in their hand, banish that 1 card. If they do not have the declared card in their hand, banish 1 random card in your hand.SD.D.R. – Different Dimension Reincarnation
Card shown: D.D.R. – Different Dimension Reincarnation · SPELLD.D.R. – Different Dimension ReincarnationSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipDiscard 1 card, then target 1 of your banished monsters; Special Summon it in Attack Position, and equip it with this card. When this card leaves the field, destroy that monster.SDanger! Disturbance! Disorder!
Card shown: Danger! Disturbance! Disorder! · SPELLDanger! Disturbance! Disorder!SpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen your “Danger!” monster is destroyed by battle with an opponent’s monster: You can destroy that opponent’s monster. You can banish 3 “Danger!” Spells/Traps with different names from your GY; destroy all cards on the field, also you cannot Special Summon monsters for the rest of this turn, excep…SDanger! Excitement! Mystery!
Card shown: Danger! Excitement! Mystery! · SPELLDanger! Excitement! Mystery!SpellCARDSpellATTRIBUTESPELLRACE—Discard 1 Level 5 or higher “Danger!” monster; add 1 Level 4 or lower “Danger!” monster from your Deck to your hand. You cannot Special Summon monsters for the rest of this turn after this card resolves, except “Danger!” monsters. You can only activate 1 “Danger! Excitement! Mystery!” per turn.SDanger! Feets of Strength!
Card shown: Danger! Feets of Strength! · SPELLDanger! Feets of Strength!SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Danger!” monster. It gains 800 ATK/DEF. It cannot be destroyed by card effects. It can make up to 2 attacks on monsters during each Battle Phase.SDanger! Response Team
Card shown: Danger! Response Team · SPELLDanger! Response TeamSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Danger!” monster you control and 1 monster on the field; return them to the hand. If this card is in the GY: You can discard 1 “Danger!” monster; place this card on the bottom of the Deck, then draw 1 card. You can only use each effect of “Danger! Response Team” once per turn.SDangerous Machine Type-6
Card shown: Dangerous Machine Type-6 · SPELLDangerous Machine Type-6SpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring each of your Standby Phases: Roll a six-sided die and apply the result.<br>●1: Discard 1 card.<br>●2: Your opponent discards 1 card.<br>●3: Draw 1 card.<br>●4: Your opponent draws 1 card.<br>●5: Destroy 1 monster your opponent controls.<br>●6: Destroy this card.SDangers of the Divine
Card shown: Dangers of the Divine · SPELLDangers of the DivineSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPay half your LP, then Tribute 1 monster; Special Summon 1 “The Winged Dragon of Ra” from your hand or banishment, ignoring its Summoning conditions, and make its ATK/DEF 4000, but it cannot attack, also during the End Phase of the next turn, return it to the hand. If this card is sent from the fie…SDark Burning Attack
Card shown: Dark Burning Attack · SPELLDark Burning AttackSpellCARDSpellATTRIBUTESPELLRACE—If you control a “Dark Magician Girl” monster: Destroy all face-up monsters your opponent controls.SDark Burning Magic
Card shown: Dark Burning Magic · SPELLDark Burning MagicSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control monsters whose original names are “Dark Magician” and “Dark Magician Girl”: Destroy all cards your opponent controls.SDark Calling
Card shown: Dark Calling · SPELLDark CallingSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Fusion Monster from your Extra Deck, that must be Special Summoned with “Dark Fusion”, by banishing the Fusion Materials mentioned on it from your hand and/or GY. (This is treated as a Fusion Summon with “Dark Fusion”.)SDark City
Card shown: Dark City · SPELLDark CitySpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf a “Destiny HERO” monster attacks a monster with a higher ATK, the attacking monster gains 1000 ATK during damage calculation only.SDark City at Midnight
Card shown: Dark City at Midnight · SPELLDark City at MidnightSpellField spellCARDSpellATTRIBUTESPELLRACEFieldEach time you Special Summon a Level 8 or higher “Destiny HERO” monster(s): Warrior monsters you control gain 300 ATK. You can only use each of the following effects of “Dark City at Midnight” once per turn. During your Main Phase, if this card was activated this turn: You can add 1 “Destiny HERO”…SDark Contact
Card shown: Dark Contact · SPELLDark ContactSpellCARDSpellATTRIBUTESPELLRACE—Activate 1 of these effects (but you can only use each effect of “Dark Contact” once per turn);<br>●Fusion Summon 1 Fusion Monster from your Extra Deck that must be Special Summoned with “Dark Fusion”, by shuffling its materials from your field, GY, and/or banishment into the Deck. (This is treated…SDark Contract with Patent License
Card shown: Dark Contract with Patent License · SPELLDark Contract with Patent LicenseSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf your opponent Special Summons a monster(s) with the same card type (Fusion, Synchro, Xyz, or Link) as a “D/D/D” monster you control (except during the Damage Step): You can inflict 1000 damage to your opponent, also, while this card is on the field, your opponent cannot Special Summon monsters w…SDark Contract with the Entities
Card shown: Dark Contract with the Entities · SPELLDark Contract with the EntitiesSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen a “D/D/D” monster of the below card type is Special Summoned from the Extra Deck to your field: You can activate the appropriate effect once per turn;<br>●Fusion: Gain 1000 LP.<br>●Synchro: Your opponent cannot target that Special Summoned monster with card effects.<br>●Xyz: Banish 1 card from…SDark Contract with the Gate
Card shown: Dark Contract with the Gate · SPELLDark Contract with the GateSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can add 1 “D/D” monster from your Deck to your hand. You can only use this effect of “Dark Contract with the Gate” once per turn. Once per turn, during your Standby Phase: Take 1000 damage.SDark Contract with the Swamp King
Card shown: Dark Contract with the Swamp King · SPELLDark Contract with the Swamp KingSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, using monsters from your hand or field as material. You can only use this effect of “Dark Contract with the Swamp King” once per turn. If Summoning a “D/D” Fusion Monster this way, you can also banish monster…SDark Contract with the Yamimakai
Card shown: Dark Contract with the Yamimakai · SPELLDark Contract with the YamimakaiSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, during your Standby Phase: Take 1000 damage.<br>You can only use 1 of the following effects of “Dark Contract with the Yamimakai” per turn, and only once that turn.<br>●During your Main Phase: You can target 1 “D/D” Pendulum Monster in your Graveyard; place it in your Pendulum Zone.<…SDark Contract with the Zero King
Card shown: Dark Contract with the Zero King · SPELLDark Contract with the Zero KingSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuous(This card is always treated as a “D/D” card.)<br>You can target 1 “D/D” card you control, except “Dark Contract with the Zero King”; destroy it, and if you do, Special Summon 1 “D/D” monster from your Deck, also you cannot Special Summon for the rest of this turn, except “D/D” monsters. You can on…SDark Core
Card shown: Dark Core · SPELLDark CoreSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card, then target 1 face-up monster on the field; banish that target.SDark Corridor
Card shown: Dark Corridor · SPELLDark CorridorSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Dark World” monster from your Deck to your hand, then discard 1 card. You can only activate 1 “Dark Corridor” per turn.SDark Designator
Card shown: Dark Designator · SPELLDark DesignatorSpellCARDSpellATTRIBUTESPELLRACE—Declare 1 Monster Card name. If the declared card is in your opponent’s Deck, add 1 of that card to your opponent’s hand.SDark Dragon Ritual
Card shown: Dark Dragon Ritual · SPELLDark Dragon RitualSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Paladin of Dark Dragon”. You must also Tribute monsters from your hand or field whose total Levels equal 4 or more. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 “Red-Eyes” Spell/Trap from your…SDark Element
Card shown: Dark Element · SPELLDark ElementSpellCARDSpellATTRIBUTESPELLRACE—If you have a “Gate Guardian” monster in your GY: Pay half your LP; Special Summon 1 Level 11 or higher “Gate Guardian” monster from your hand, Deck, or Extra Deck, ignoring its Summoning conditions. You can banish this card from your GY; add 1 of your “Sanga of the Thunder”, “Kazejin”, or “Suijin”…SDark Energy
Card shown: Dark Energy · SPELLDark EnergySpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Fiend monster. It gains 300 ATK/DEF.SDark Eruption
Card shown: Dark Eruption · SPELLDark EruptionSpellCARDSpellATTRIBUTESPELLRACE—Target 1 DARK monster with 1500 or less ATK in your GY; add that target to your hand.SDark Factory of Mass Production
Card shown: Dark Factory of Mass Production · SPELLDark Factory of Mass ProductionSpellCARDSpellATTRIBUTESPELLRACE—Target 2 Normal Monsters in your GY; add them to your hand.SDark Fusion
Card shown: Dark Fusion · SPELLDark FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, using monsters from your hand or field as material. Your opponent cannot target it with card effects this turn.SDark Hole
Card shown: Dark Hole · SPELLDark HoleSpellCARDSpellATTRIBUTESPELLRACE—Destroy all monsters on the field.SDark Magic Attack
Card shown: Dark Magic Attack · SPELLDark Magic AttackSpellCARDSpellATTRIBUTESPELLRACE—If you control “Dark Magician”: Destroy all Spells and Traps your opponent controls.SDark Magic Curtain
Card shown: Dark Magic Curtain · SPELLDark Magic CurtainSpellCARDSpellATTRIBUTESPELLRACE—Pay half your LP; Special Summon 1 “Dark Magician” from your Deck. You cannot Summon other monsters the turn you activate this card (but you can Normal Set).SDark Magic Expanded
Card shown: Dark Magic Expanded · SPELLDark Magic ExpandedSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayApply these effects in sequence, based on the number of “Dark Magician” and/or “Dark Magician Girl” on the field and in the GYs.<br>●1+: 1 DARK Spellcaster monster on the field gains 1000 ATK until the end of this turn.<br>●2+: This turn, your opponent cannot activate cards and effects in response…SDark Magic Inheritance
Card shown: Dark Magic Inheritance · SPELLDark Magic InheritanceSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayBanish 2 Spells from your GY; add 1 Spell/Trap from your Deck to your hand, that specifically lists the card “Dark Magician” or “Dark Magician Girl” in its text, except “Dark Magic Inheritance”. You can only activate 1 “Dark Magic Inheritance” per turn.SDark Magic Twin Burst
Card shown: Dark Magic Twin Burst · SPELLDark Magic Twin BurstSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Dark Magician” you control; it gains ATK equal to the combined ATK of all “Dark Magician Girl” currently on the field and in the GYs, until the end of this turn. You can only activate 1 “Dark Magic Twin Burst” per turn.SDark Magic Veil
Card shown: Dark Magic Veil · SPELLDark Magic VeilSpellCARDSpellATTRIBUTESPELLRACE—Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard.SDark Magical Circle
Card shown: Dark Magical Circle · SPELLDark Magical CircleSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Look at the top 3 cards of your Deck, then you can reveal 1 of them that is “Dark Magician” or a Spell/Trap that mentions “Dark Magician”, and add it to your hand, also place the remaining cards on top of your Deck in any order. If “Dark Magician” is Normal or Special S…SDark Magical Curtain
Card shown: Dark Magical Curtain · SPELLDark Magical CurtainSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayEach player can Special Summon 1 DARK Spellcaster monster from their hand or Deck (but neither player can activate their effects this turn), then if you Special Summoned a monster whose original name is “Dark Magician” or “Dark Magician Girl”, you can add 1 Spell/Trap that mentions “Dark Magician”…SDark Mambele
Card shown: Dark Mambele · SPELLDark MambeleSpellCARDSpellATTRIBUTESPELLRACE—If you control 3 or more DARK monsters: Target 1 face-up card on the field; banish that target.SDark Room of Nightmare
Card shown: Dark Room of Nightmare · SPELLDark Room of NightmareSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach time your opponent takes damage from a card effect, except “Dark Room of Nightmare”, inflict 300 damage to your opponent.SDark Ruler No More
Card shown: Dark Ruler No More · SPELLDark Ruler No MoreSpellCARDSpellATTRIBUTESPELLRACE—Negate the effects of face-up monsters your opponent currently controls, until the end of this turn, also for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card’s activation.SDark Sanctuary
Card shown: Dark Sanctuary · SPELLDark SanctuarySpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf a “Spirit Message” card would be placed on your field with “Destiny Board”, you can Special Summon it as a Normal Monster (Fiend/DARK/Level 1/ATK 0/DEF 0) instead, and if you do, it is unaffected by card effects, except “Destiny Board”, and cannot be targeted for attacks, but does not prevent yo…SDark Snake Syndrome
Card shown: Dark Snake Syndrome · SPELLDark Snake SyndromeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring each of your Standby Phases: Inflict damage to both players. This damage begins at 200 and is doubled during each of your following Standby Phases.SDark Spirit’s Mastery
Card shown: Dark Spirit’s Mastery · SPELLDark Spirit’s MasterySpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card; add 1 “Destiny Board” or 1 Level 8 Fiend monster from your Deck or GY to your hand. You can banish this card from your GY, except the turn this card was sent to the GY; place any number of “Destiny Board” and/or “Spirit Message” cards with different names from your hand or GY on the…SDark Time Wizard
Card shown: Dark Time Wizard · SPELLDark Time WizardSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects (but you can only use each effect of “Dark Time Wizard” once per turn);<br>●Add 1 card that mentions “Dark Time Wizard” from your Deck to your hand, except “Dark Time Wizard”, also during the End Phase of this turn, add 1 “Dark Time Wizard” from your GY to your hand.<br>…SDark World Accession
Card shown: Dark World Accession · SPELLDark World AccessionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring the Main Phase: Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by banishing materials mentioned on it from your field or GY. If Fusion Summoning a “Dark World” monster this way, you can also discard monsters as material. During your Main Phase, if this card is in your GY: You can…SDark World Archives
Card shown: Dark World Archives · SPELLDark World ArchivesSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can discard 1 “Dark World” monster, and if you do, “Dark World” monsters you currently control gain ATK equal to the Level the discarded monster had in the hand x 100, until the end of this turn. If a monster whose original Type is Fiend is discarded from your hand by th…SDark World Dealings
Card shown: Dark World Dealings · SPELLDark World DealingsSpellCARDSpellATTRIBUTESPELLRACE—Each player draws 1 card, then each player discards 1 card.SDark World Grimoire
Card shown: Dark World Grimoire · SPELLDark World GrimoireSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your End Phase, if you discard a monster(s) to the Graveyard because you had more cards than your hand size limit: You can target 1 of those monsters; Special Summon that target.SDark World Lightning
Card shown: Dark World Lightning · SPELLDark World LightningSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Set card on the field; destroy that target, then discard 1 card.SDark World Puppetry
Card shown: Dark World Puppetry · SPELLDark World PuppetrySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget up to 3 cards in any GY(s); banish them, then discard 1 Fiend monster. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 of your banished Fiend monsters; add it to your hand. You can only activate 1 “Dark World Puppetry…SDark-Piercing Light
Card shown: Dark-Piercing Light · SPELLDark-Piercing LightSpellCARDSpellATTRIBUTESPELLRACE—Flip all face-down monsters on your opponent’s side of the field face-up.SDarklord Contact
Card shown: Darklord Contact · SPELLDarklord ContactSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Darklord” monster from your GY in Defense Position. You can only activate 1 “Darklord Contact” per turn.SDarklord Dance
Card shown: Darklord Dance · SPELLDarklord DanceSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 DARK Fairy Fusion Monster from your Extra Deck, by banishing monsters from your hand, field, and/or GY as material. The monster Special Summoned by this effect gains 1000 ATK. If Summoning a “Darklord” Fusion Monster this way, you can also use “Darklord” monsters your opponent contr…SDarkness Approaches
Card shown: Darkness Approaches · SPELLDarkness ApproachesSpellCARDSpellATTRIBUTESPELLRACE—Discard 2 cards from your hand. Select 1 face-up monster and change it to face-down Defense Position.SDarkworld Shackles
Card shown: Darkworld Shackles · SPELLDarkworld ShacklesSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster cannot attack, also its ATK and DEF become 100. During each of your Standby Phases: Inflict 500 damage to the controller of the equipped monster.SDawn of the Herald
Card shown: Dawn of the Herald · SPELLDawn of the HeraldSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Herald of Perfection”. You must also Tribute monsters from your hand or field whose total Levels equal exactly 6. When “Herald of Perfection” is Ritual Summoned by this card’s effect: You can banish this card from your Graveyard, then target 1 of the monsters in…SDe-Fusion
Card shown: De-Fusion · SPELLDe-FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Fusion Monster on the field; return that target to the Extra Deck, then, if all the materials that were used for its Fusion Summon are in your GY, you can Special Summon all of them.SDe-Spell
Card shown: De-Spell · SPELLDe-SpellSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up Spell, or 1 Set Spell/Trap, on the field; destroy that target if it is a Spell. (If the target is Set, reveal it.)SDe-Synchro
Card shown: De-Synchro · SPELLDe-SynchroSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Synchro Monster on the field; return that target to the Extra Deck, then, if all of the monsters that were used for the Synchro Summon of that monster are in your GY, you can Special Summon all of them.SDeception of the Sinful Spoils
Card shown: Deception of the Sinful Spoils · SPELLDeception of the Sinful SpoilsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can Tribute 1 monster from your hand or field; add 1 “Azamina” card from your Deck to your hand. If a monster(s) is sent to your opponent’s GY, and you control an “Azamina” monster (except during the Damage Step): You can make your opponent lose 1500 LP, and if you do, gain 1500 LP. During the…SDecisive Battle of Golgonda
Card shown: Decisive Battle of Golgonda · SPELLDecisive Battle of GolgondaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThis card’s name becomes “Great Sand Sea – Gold Golgonda” while on the field or in the GY. Once per turn, if a card(s) you control would be destroyed by battle or card effect, you can send 1 Fusion Monster that mentions “Fallen of Albaz” as material from your Extra Deck to the GY, instead. During t…SDeck Lockdown
Card shown: Deck Lockdown · SPELLDeck LockdownSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousNeither player can add cards from the Deck to their hand except by drawing them. Monsters cannot be Special Summoned from the Main Deck. Destroy this card during your 2nd Standby Phase after activation.SDecode Destruction
Card shown: Decode Destruction · SPELLDecode DestructionSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Decode Talker” you control; apply the following effects this turn, depending on the number of monsters it currently points to.<br>●1+: That monster gains 500 ATK for each monster it currently points to.<br>●2+: Monsters destroyed by battle with that monster are banished after damage calcu…SDedication through Light and Darkness
Card shown: Dedication through Light and Darkness · SPELLDedication through Light and DarknessSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTribute 1 “Dark Magician”; Special Summon 1 “Dark Magician of Chaos” from your hand, Deck, or Graveyard.SDeep Sea Aria
Card shown: Deep Sea Aria · SPELLDeep Sea AriaSpellCARDSpellATTRIBUTESPELLRACE—Banish 1 WATER monster from your GY; add 1 Level 4 or lower Sea Serpent monster from your Deck to your hand. You can only activate 1 “Deep Sea Aria” per turn.SDefense of the Temple
Card shown: Defense of the Temple · SPELLDefense of the TempleSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 EARTH Fusion Monster from your Extra Deck, using monsters from your hand or field. If you use a monster you control that mentions “Temple of the Kings”, you can also use face-up monsters your opponent controls as material. If you control “Temple of the Kings”: You can banish this ca…SDefense Zone
Card shown: Defense Zone · SPELLDefense ZoneSpellField spellCARDSpellATTRIBUTESPELLRACEFieldFor each monster a player controls in their Main Monster Zone, their Spells/Traps in the same column as that monster cannot be destroyed by their opponent’s card effects, and their opponent cannot target them with card effects.SDegenerate Circuit
Card shown: Degenerate Circuit · SPELLDegenerate CircuitSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThe controller of this card pays 500 Life Points during each of their Standby Phases (this is not optional). Monster Cards that would be returned from the field to the hand are removed from play instead.SDelinquent Duo
Card shown: Delinquent Duo · SPELLDelinquent DuoSpellForbiddenCARDSpellATTRIBUTESPELLRACE—Pay 1000 LP; your opponent discards 1 random card, and if they have any other cards in their hand, discard 1 more card of their choice.SDelta Attacker
Card shown: Delta Attacker · SPELLDelta AttackerSpellCARDSpellATTRIBUTESPELLRACE—You can only activate this card while there are 3 Normal Monsters of the same name (except Tokens) on your side of the field. The 3 Normal Monsters of the same name can attack your opponent’s Life Points directly during the turn this card is activated.SDelta of Invitation
Card shown: Delta of Invitation · SPELLDelta of InvitationSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can send 1 Level 5 or higher Zombie monster from your Deck to the GY. You can only use each of the following effects of “Delta of Invitation” once per turn. If a Zombie monster is on the field: You can Special Summon 1 “Delta Token” (Zombie/DARK/Level 5/ATK 0/DEF 0)…SDemise of the Land
Card shown: Demise of the Land · SPELLDemise of the LandSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen your opponent Special Summons a monster(s): Activate 1 Field Spell Card directly from your Deck.SDemotion
Card shown: Demotion · SPELLDemotionSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipDowngrade the monster equipped with this card by 2 Levels.SDes Croaking
Card shown: Des Croaking · SPELLDes CroakingSpellCARDSpellATTRIBUTESPELLRACE—Activate only while you control 3 face-up “Des Frogs”. Destroy all cards your opponent controls.SDeskbot Base
Card shown: Deskbot Base · SPELLDeskbot BaseSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Deskbot” monsters on the field gain 500 ATK and DEF. Once per turn: You can reveal any number of “Deskbot” cards in your hand and shuffle them into the Deck, then draw the same number of cards. You can banish 9 “Deskbot” cards with different names from your field and/or Graveyard, except “Desk…SDespia, Theater of the Branded
Card shown: Despia, Theater of the Branded · SPELLDespia, Theater of the BrandedSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring your Main Phase: You can Fusion Summon 1 Level 8 or higher Fusion Monster from your Extra Deck, using monsters from your hand or field as material. If a face-up non-Fusion Fairy monster you control leaves the field by an opponent’s card effect, or is destroyed by battle: You can target 1 Lev…SDestiny Draw
Card shown: Destiny Draw · SPELLDestiny DrawSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 “Destiny HERO” card; draw 2 cards.SDestruction Swordsman Fusion
Card shown: Destruction Swordsman Fusion · SPELLDestruction Swordsman FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayFusion Summon 1 Fusion Monster that mentions “Buster Blader” as material from your Extra Deck, using monsters from your hand or either field as Fusion Material. If this card is in your GY: You can send 1 card from your hand to the GY; add this card to your hand. You can only use each effect of “Des…SDetonate
Card shown: Detonate · SPELLDetonateSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDestroy as many “Kuriboh” and “Kuriboh Tokens” you control as possible, then destroy cards your opponent controls, up to the number of cards destroyed by this effect.SDiamond Core of Koa’ki Meiru
Card shown: Diamond Core of Koa’ki Meiru · SPELLDiamond Core of Koa’ki MeiruSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Koa’ki Meiru” card from your Deck to your hand, except “Diamond Core of Koa’ki Meiru”. You can banish this card from your Graveyard; for the rest of this turn, “Koa’ki Meiru” monsters you control cannot be destroyed.SDiamond-Dust Cyclone
Card shown: Diamond-Dust Cyclone · SPELLDiamond-Dust CycloneSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 monster with 4 or more Fog Counters; destroy it, and if you do, draw 1 card for every 4 Fog Counters that was on it.SDian Keto the Cure Master
Card shown: Dian Keto the Cure Master · SPELLDian Keto the Cure MasterSpellCARDSpellATTRIBUTESPELLRACE—Increase your Life Points by 1000 points.SDice Dungeon
Card shown: Dice Dungeon · SPELLDice DungeonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can add 1 “Dimension Dice” from your Deck to your hand. At the start of the Battle Phase: You can activate this effect; each player rolls a six-sided die and applies the result to all monsters they control, until the end of this turn.<br>●1: Lose 1000 ATK.<br>●2: Ga…SDiced Dice
Card shown: Diced Dice · SPELLDiced DiceSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayRoll a six-sided die, and if you roll a 1 or 6, add 1 card from your Deck to your hand that requires a die roll. If you roll a number other than 1 or 6, roll it again, and apply the appropriate effect.<br>●1 or 6: Return this card to the hand.<br>●2, 3, 4, or 5: Place this card on top of the Deck.<…SDicephoon
Card shown: Dicephoon · SPELLDicephoonSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayRoll a six-sided die and apply the result.<br>●2, 3, or 4: Destroy 1 Spell/Trap on the field.<br>●5: Destroy 2 Spells/Traps on the field.<br>●1 or 6: You take 1000 damage.SDifferent Dimension Capsule
Card shown: Different Dimension Capsule · SPELLDifferent Dimension CapsuleSpellCARDSpellATTRIBUTESPELLRACE—Banish 1 card from your Deck face-down. After this card’s activation, it remains on the field. Destroy this card during your 2nd Standby Phase after activating this card, and if you do, add the banished card to the hand.SDifferent Dimension Deepsea Trench
Card shown: Different Dimension Deepsea Trench · SPELLDifferent Dimension Deepsea TrenchSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card resolves: Banish 1 WATER monster from your hand, Graveyard, or face-up on your field. Then, when this face-up card on the field is destroyed: Special Summon that banished monster to your side of the field.SDifferent Dimension Gate
Card shown: Different Dimension Gate · SPELLDifferent Dimension GateSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousActivate this card by targeting 1 monster on each field; banish those targets. When this card is destroyed and sent to the GY: Return those banished monsters to the field in the same battle positions they were in.SDiffusion Wave-Motion
Card shown: Diffusion Wave-Motion · SPELLDiffusion Wave-MotionSpellCARDSpellATTRIBUTESPELLRACE—(This card is not treated as a “Fusion” card.)<br>If your opponent controls a monster: Pay 1000 LP, then target 1 Level 7 or higher Spellcaster monster you control; this turn, it must attack all monsters your opponent controls once each, also other monsters you control cannot attack. The effects of…SDigit Jamming
Card shown: Digit Jamming · SPELLDigit JammingSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring damage calculation, if a monster battles while a monster with 1000 or more ATK is on the field: The ATK of all monsters currently on the field becomes reduced by 1000 for every 1000 ATK they have, also their DEF becomes reduced by 1000 for every 1000 DEF they have. If this card is destroyed:…SDimension Dice
Card shown: Dimension Dice · SPELLDimension DiceSpellCARDSpellATTRIBUTESPELLRACE—If you control a card with an effect that requires a die roll: You can Tribute 1 monster; Special Summon 1 monster with an effect that requires a die roll from your hand or Deck.SDimension Distortion
Card shown: Dimension Distortion · SPELLDimension DistortionSpellCARDSpellATTRIBUTESPELLRACE—You can only activate this card if there are no cards in your Graveyard. Select 1 removed from play monster and Special Summon it on your side of the field.SDimension Explosion
Card shown: Dimension Explosion · SPELLDimension ExplosionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayReturn 1 face-up Fusion Monster you control to the Extra Deck. Both players select up to 2 of their monsters that are removed from play, and Special Summon them.SDimension Fusion
Card shown: Dimension Fusion · SPELLDimension FusionSpellForbiddenCARDSpellATTRIBUTESPELLRACE—Pay 2000 LP; each player Special Summons as many of their banished monsters as possible.SDimension Fusion Destruction
Card shown: Dimension Fusion Destruction · SPELLDimension Fusion DestructionSpellCARDSpellATTRIBUTESPELLRACE—Banish from your hand, field, and/or GY, the Fusion Materials that are listed on a “Phantasm” Fusion Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring its Summoning conditions. You take no battle damage from attacks involving the monster Special Summoned by this effect…SDimensional Fissure
Card shown: Dimensional Fissure · SPELLDimensional FissureSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAny monster sent to the GY is banished instead.SDimensionhole
Card shown: Dimensionhole · SPELLDimensionholeSpellCARDSpellATTRIBUTESPELLRACE—Select 1 monster on your side of the field and remove it from play until your next Standby Phase. While the monster is removed from play, the Monster Card Zone of the selected monster cannot be used.SDimer Synthesis
Card shown: Dimer Synthesis · SPELLDimer SynthesisSpellCARDSpellATTRIBUTESPELLRACE—Activate 1 of these effects;<br>●Add 1 “Catalyst Field” from your Deck to your hand.<br>●Add 1 “Burnout”, and 1 “Chemicritter” monster, from your Deck to your hand.<br>You can banish this card from your GY, then target 2 face-up monsters you control, including a Gemini monster that is treated as an…SDinomic Powerload
Card shown: Dinomic Powerload · SPELLDinomic PowerloadSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Dinomist” monsters on the field gain 300 ATK and DEF. If a “Dinomist” monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.SDinomist Charge
Card shown: Dinomist Charge · SPELLDinomist ChargeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Add 1 “Dinomist” monster from your Deck to your hand. Once per turn, if a “Dinomist” card(s) is added from the field to your Extra Deck face-up: Add 1 of those cards to your hand. You can only activate 1 “Dinomist Charge” per turn.SDirge of the Lost Dragon
Card shown: Dirge of the Lost Dragon · SPELLDirge of the Lost DragonSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousActivate this card by declaring 1 card name. Each time the declared card, or its effect, is activated, halve its owner’s LP immediately after it resolves. During the End Phase, if this card halved a player’s LP this turn, send this card to the GY. While your opponent controls a monster, this card c…SDisciples of the True Dracophoenix
Card shown: Disciples of the True Dracophoenix · SPELLDisciples of the True DracophoenixSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can target 3 “True Draco” and/or “True King” cards in your GY; shuffle them into the Deck, then draw 1 card. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 “True Draco” or “True King” monster face-up. If this card is sent from the Spell & Trap Zone to…SDisposable Learner Device
Card shown: Disposable Learner Device · SPELLDisposable Learner DeviceSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 200 ATK for each monster in your GY. During the End Phase, if this card is in the GY because it was sent there from the field this turn: You can Set this card, but banish it when it leaves the field. You can only use this effect of “Disposable Learner Device” once per tur…SDivine Domain Baatistina
Card shown: Divine Domain Baatistina · SPELLDivine Domain BaatistinaSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring your Main Phase: You can send 1 “Tistina” monster from your Deck to your GY, then if your opponent controls 3 or more face-up cards, you can Special Summon 1 “Crystal God Tistina” from your hand or Deck. You can only use this effect of “Divine Domain Baatistina” once per turn. If this card i…SDivine Evolution
Card shown: Divine Evolution · SPELLDivine EvolutionSpellCARDSpellATTRIBUTESPELLRACE—This card’s activation and effect cannot be negated. Choose 1 monster you control whose original Type is Divine-Beast or whose original name is “The Wicked Avatar”, “The Wicked Dreadroot”, or “The Wicked Eraser”, except a monster(s) already affected by “Divine Evolution”, and it gains 1000 ATK/DEF,…SDivine Sword – Phoenix Blade
Card shown: Divine Sword – Phoenix Blade · SPELLDivine Sword – Phoenix BladeSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Warrior monster. It gains 300 ATK. During your Main Phase, if this card is in your GY: You can banish 2 Warrior monsters from your GY; add this card to your hand.SDivine Temple of the Snake-Eye
Card shown: Divine Temple of the Snake-Eye · SPELLDivine Temple of the Snake-EyeSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can place 1 “Snake-Eye” monster from your hand, Deck, or GY face-up in its owner’s Spell & Trap Zone as a Continuous Spell. Level 1 FIRE monsters you control gain 1100 ATK. Once per turn, if your opponent Normal or Special Summons a monster(s) (except during the Dam…SDivine Wind of Mist Valley
Card shown: Divine Wind of Mist Valley · SPELLDivine Wind of Mist ValleySpellField spell · LimitedCARDSpellATTRIBUTESPELLRACEFieldOnce per turn, if a WIND monster you control returns to the hand (except during the Damage Step): You can Special Summon 1 Level 4 or lower WIND monster from your Deck.SDoctor D
Card shown: Doctor D · SPELLDoctor DSpellCARDSpellATTRIBUTESPELLRACE—Banish 1 “Destiny HERO” monster from your GY; add to your hand or Special Summon 1 “Destiny HERO” monster from your GY. You can banish this card from your GY, then target 2 “Destiny HERO” monsters you control; choose 1 of those monsters, its ATK becomes the other monster’s ATK, until the end of thi…SDodododraw
Card shown: Dodododraw · SPELLDodododrawSpellCARDSpellATTRIBUTESPELLRACE—Send 1 “Dododo” monster from your hand or face-up from your side of the field to the Graveyard; draw 2 cards. You can only activate 1 “Dodododraw” per turn.SDogmatika Nation
Card shown: Dogmatika Nation · SPELLDogmatika NationSpellField spellCARDSpellATTRIBUTESPELLRACEFieldNeither player can target “Dogmatika” monsters you control with effects of monsters that were Special Summoned from the Extra Deck. You can only use each of the following effects of “Dogmatika Nation” once per turn. After damage calculation, if your “Dogmatika” monster battled an opponent’s monster…SDogmatikacism
Card shown: Dogmatikacism · SPELLDogmatikacismSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipIf the equipped monster is a “Dogmatika” monster, it gains ATK equal to its Level x 100. If not, it loses 200 ATK for each “Dogmatika” monster you control. If this card is sent to the GY because the equipped monster is destroyed: You can send 1 monster from your Extra Deck to the GY. You can only u…SDogmatikalamity
Card shown: Dogmatikalamity · SPELLDogmatikalamitySpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any “Dogmatika” Ritual Monster. You must also Tribute monsters from your hand or field, whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon, or send 1 monster from your Extra Deck to the GY, whose Level equals the Level of the Ri…SDogmatikamacabre
Card shown: Dogmatikamacabre · SPELLDogmatikamacabreSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any “Dogmatika” Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish Fusion or Synchro Monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon, then, if b…SDogmatikamatrix
Card shown: Dogmatikamatrix · SPELLDogmatikamatrixSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Dogmatika” Ritual Monster or 1 “Dogmatika” Ritual Spell from your Deck to your hand, then if your opponent controls a monster, you can add 1 “Dogmatika” card from your Deck to your hand. Once per turn, if you control a “Dogmatika” Ritual Monster: You can…SDoll Happiness
Card shown: Doll Happiness · SPELLDoll HappinessSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Add 1 “Grandpa Demetto” or “Box of Friends” from your Deck to your hand. While you control “Princess Cologne”, your opponent’s monsters cannot target monsters with 0 ATK or DEF for attacks. Once per turn: You can destroy 1 monster in your hand or field, and if you do, s…SDoll House
Card shown: Doll House · SPELLDoll HouseSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYou can target 1 Normal Monster in your GY with 0 ATK or DEF, or, if you control “Princess Cologne”, you can target 2 such monsters instead; Special Summon 1 monster from your Deck with the same name as each target, as a Level 6 DARK monster. You can only use this effect of “Doll House” once per tu…SDomain of the True Monarchs
Card shown: Domain of the True Monarchs · SPELLDomain of the True MonarchsSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhile you have no cards in your Extra Deck and you are the only player that controls a Tribute Summoned monster, your opponent cannot Special Summon from the Extra Deck. If a Tribute Summoned monster you control attacks an opponent’s monster, it gains 800 ATK during damage calculation only. Once pe…SDomino Effect
Card shown: Domino Effect · SPELLDomino EffectSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen a monster your opponent controls is destroyed by battle and sent to the Graveyard, you can send 1 monster you control to the Graveyard to destroy 1 monster your opponent controls.SDon Thousand’s Throne
Card shown: Don Thousand’s Throne · SPELLDon Thousand’s ThroneSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring each of your opponent’s End Phases: Gain Life Points equal to the number of times you took battle damage this turn x 500. When a “Number” monster you control is targeted for an attack, except “Number C” monsters: You can send this card to the Graveyard; negate the attack, then Special Summon…SDon’t Slip, the Dogs of War
Card shown: Don’t Slip, the Dogs of War · SPELLDon’t Slip, the Dogs of WarSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen either player draws a Tuner(s) for their normal draw in their Draw Phase: They can reveal that card(s); they draw 2 cards. If your opponent draws by this effect: You lose 2000 LP, and if you do, send this card to the GY.SDoomZ Change
Card shown: DoomZ Change · SPELLDoomZ ChangeSpellCARDSpellATTRIBUTESPELLRACE—Destroy 1 “DoomZ” card in your hand, Deck, or face-up field, except “DoomZ Change”. If this card is destroyed by card effect: You can add 1 “DoomZ” card from your GY to your hand, except “DoomZ Change”, then you can Special Summon 1 “DoomZ” monster from your hand. You can only use each effect of “D…SDoomZ Command “A.D.R.A.S.T.E.I.A.”
Card shown: DoomZ Command “A.D.R.A.S.T.E.I.A.” · SPELLDoomZ Command “A.D.R.A.S.T.E.I.A.”SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe first time the equipped monster would be destroyed by battle each turn, it is not destroyed. You can only use each of the following effects of “DoomZ Command “A.D.R.A.S.T.E.I.A.”” once per turn. During your Main Phase: You can destroy the equipped monster, and if you do, Special Summon 1 “DoomZ…SDoomZ Command “D.O.O.M.D.U.R.G.”
Card shown: DoomZ Command “D.O.O.M.D.U.R.G.” · SPELLDoomZ Command “D.O.O.M.D.U.R.G.”SpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipOnce per turn, during the Standby Phase: Inflict 500 damage to the controller of the equipped monster. A “DoomZ” monster equipped with this card, or a WIND Machine Xyz Monster that has this card as material, gains the following effects.<br>●Your opponent cannot target this card with card effects.<b…SDoomZ Raiders
Card shown: DoomZ Raiders · SPELLDoomZ RaidersSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase: You can destroy 1 other “DoomZ” card in your hand or face-up field, then add to your hand or Special Summon, 1 “DoomZ” monster from your Deck, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Xyz Monsters. If this card is destroyed by card…SDoriado’s Blessing
Card shown: Doriado’s Blessing · SPELLDoriado’s BlessingSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Elemental Mistress Doriado”. You must also Tribute monsters whose total Levels equal 3 or more from the field or your hand.SDouble Attack
Card shown: Double Attack · SPELLDouble AttackSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 Monster Card from your hand to the Graveyard. Select 1 monster on your side of the field with a lower Level than the discarded monster. The selected monster can attack twice this turn.SDouble Attack! Wind and Thunder!!
Card shown: Double Attack! Wind and Thunder!! · SPELLDouble Attack! Wind and Thunder!!SpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control a “Gate Guardian” monster: Target 1 card on the field; destroy it. During your Main Phase: You can banish this card from your GY; add 1 of your “Sanga of the Thunder”, “Kazejin”, or “Suijin” that is banished or in your Deck to your hand. You can only use this effect of “Double Attack…SDouble Cyclone
Card shown: Double Cyclone · SPELLDouble CycloneSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Spell/Trap you control and 1 Spell/Trap your opponent controls; destroy them.SDouble Defender
Card shown: Double Defender · SPELLDouble DefenderSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, when an opponent’s monster declares an attack while you control 2 or more face-up Defense Position monsters: You can target the attacking monster; negate that attack.SDouble Evolution Pill
Card shown: Double Evolution Pill · SPELLDouble Evolution PillSpellCARDSpellATTRIBUTESPELLRACE—Banish 1 Dinosaur monster and 1 non-Dinosaur monster from your hand and/or GY; Special Summon 1 Level 7 or higher Dinosaur monster from your hand or Deck, ignoring its Summoning conditions. You can only activate 1 “Double Evolution Pill” per turn.SDouble Exposure
Card shown: Double Exposure · SPELLDouble ExposureSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can target 2 Level 6 or lower monsters with the same name on the field; their Levels are doubled. At the start of the Battle Phase: You can target 1 “Cipher” monster you control; choose 1 other face-up monster on the field, and its name becomes that “Cipher” monster’s, until the End Phase. You…SDouble Fusion
Card shown: Double Fusion · SPELLDouble FusionSpellCARDSpellATTRIBUTESPELLRACE—Pay 500 LP; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field, then you can Fusion Summon 1 more Fusion Monster from your Extra Deck, using monsters from your hand or field.SDouble Hero Attack
Card shown: Double Hero Attack · SPELLDouble Hero AttackSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control a Fusion Monster that lists “Elemental HERO Neos” as material: Target 1 “HERO” Fusion Monster in your GY; Special Summon it, ignoring its Summoning conditions. You can only activate 1 “Double Hero Attack” per turn.SDouble Interlock
Card shown: Double Interlock · SPELLDouble InterlockSpellCARDSpellATTRIBUTESPELLRACE—Activate 1 of these effects (but you can only use each effect of “Double Interlock” once per turn);<br>●Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing its materials from your GY, including a “Rokket” monster.<br>●Ritual Summon 1 Ritual Monster from your hand, by banishing monster…SDouble or Nothing!
Card shown: Double or Nothing! · SPELLDouble or Nothing!SpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen a monster’s attack is negated: Target that monster; it can make a second attack during this Battle Phase, and if it does, its ATK is doubled during the Damage Step only.SDouble Snare
Card shown: Double Snare · SPELLDouble SnareSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up card on the field that has an effect that negates Trap effects; destroy it.SDouble Spell
Card shown: Double Spell · SPELLDouble SpellSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 Spell, then target 1 Spell in your opponent’s GY; place that target in the appropriate Zone on your field, and as this card’s effect resolution, follow its card text as if you had used it yourself.SDouble Summon
Card shown: Double Summon · SPELLDouble SummonSpellCARDSpellATTRIBUTESPELLRACE—You can conduct 2 Normal Summons/Sets this turn, not just 1.SDouble Tool C&D
Card shown: Double Tool C&D · SPELLDouble Tool C&DSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Power Tool Dragon” or Level 4 or higher Machine-Type “Morphtronic” monster you control. While equipped:<br>● During your turn: It gains 1000 ATK. If it attacks, any effects of the attack target that activate or apply on the field are negated during that Battle Phase.<br>● During yo…SDouble Wild
Card shown: Double Wild · SPELLDouble WildSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Level 5 or lower monster you control; add 1 Level 10 monster from your Deck to your hand with the same original Type, then you can discard 1 card, and if you do, Special Summon 1 monster from your hand with that same Type, in Defense Position. You cannot Special Summon for the rest of this…SDouble-Edged Sword
Card shown: Double-Edged Sword · SPELLDouble-Edged SwordSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipYou can only control 1 “Double-Edged Sword”. The equipped monster gains 2000 ATK, also both players take any battle damage from attacks involving the equipped monster. If you take 2000 or more battle damage: Send this card to the GY.SDownbeat
Card shown: Downbeat · SPELLDownbeatSpellCARDSpellATTRIBUTESPELLRACE—Tribute 1 face-up monster; Special Summon from your Deck, 1 monster with the same original Type and Attribute that the Tributed monster had on the field, but 1 Level lower. You can only activate 1 “Downbeat” per turn.SDowsing Fusion
Card shown: Dowsing Fusion · SPELLDowsing FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY. Only Pendulum Monsters can be used as Fusion Material for this card’s effect. You can only activate 1 “Dowsing Fusion” per turn.SDraco Awakening
Card shown: Draco Awakening · SPELLDraco AwakeningSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 monster from your Deck to your hand (“True Draco”, “True King”, “Dracoslayer” Pendulum, or “Dracoverlord” Pendulum). If a face-up “True Draco” or “True King” monster(s) you control is destroyed by battle or card effect and sent to the GY: You can target 1…SDraco Face-Off
Card shown: Draco Face-Off · SPELLDraco Face-OffSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayReveal 1 “Dracoslayer” Pendulum Monster and 1 “Dracoverlord” Pendulum Monster from your Deck, your opponent randomly picks 1 of them for you to place in your Pendulum Zone or Special Summon (your choice), and you add the other card to your Extra Deck face-up. You can only activate 1 “Draco Face-Off…SDracoback, the Rideable Dragon
Card shown: Dracoback, the Rideable Dragon · SPELLDracoback, the Rideable DragonSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a monster you control. You can only control 1 “Dracoback, the Rideable Dragon”. You can only use each of the following effects of “Dracoback, the Rideable Dragon” once per turn. While this card is equipped to a non-Effect Monster: You can target 1 card your opponent controls; return i…SDracocension
Card shown: Dracocension · SPELLDracocensionSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can Tribute 1 Dragon-Type monster that has a Level; Special Summon, from your Deck, 1 Wyrm-Type monster with the same Level as the Tributed monster’s original Level, and if you do, any monster destroyed by battle with that monster is shuffled into the Deck instead of going to the…SDraconnection
Card shown: Draconnection · SPELLDraconnectionSpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 Dragon-Type monster in your hand, add 1 Dragon-Type monster with the same Level from your Deck to your hand, then shuffle the revealed monster into the Deck.SDragged Down into the Grave
Card shown: Dragged Down into the Grave · SPELLDragged Down into the GraveSpellCARDSpellATTRIBUTESPELLRACE—Both players reveal their hands, each chooses 1 card from their opponent’s hand, then you discard the chosen cards from both players’ hands, then both players draw 1 card.SDragon Laser
Card shown: Dragon Laser · SPELLDragon LaserSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySend 1 “Trigon” equipped to a face-up “Delta Tri” you control to the Graveyard, and destroy all monsters your opponent controls.SDragon Mastery
Card shown: Dragon Mastery · SPELLDragon MasterySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousEach monster you control that is equipped with a “Dragunity” monster(s) gains 500 ATK. Once per turn, you can select 1 face-up monster you control, and equip it with 1 Dragon-Type “Dragunity” monster from your hand.SDragon Nails
Card shown: Dragon Nails · SPELLDragon NailsSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a DARK monster. It gains 600 ATK, also it cannot be destroyed by your opponent’s card effects. If this card is sent to the GY because the equipped monster was destroyed by battle and sent to the GY: You can Special Summon that monster, and if you do, equip this card to it, but banish…SDragon Ravine
Card shown: Dragon Ravine · SPELLDragon RavineSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn: You can discard 1 card, then activate 1 of these effects;<br>●Add 1 Level 4 or lower “Dragunity” monster from your Deck to your hand.<br>●Send 1 Dragon monster from your Deck to the GY.SDragon Revival Rhapsody
Card shown: Dragon Revival Rhapsody · SPELLDragon Revival RhapsodySpellCARDSpellATTRIBUTESPELLRACE—If you control a Spellcaster monster: You can target up to 2 Dragon monsters in your GY, including at least 1 Normal Monster; Special Summon them, also for the rest of this turn after this card resolves, your opponent takes no damage. You can only activate 1 “Dragon Revival Rhapsody” per turn.SDragon Shield
Card shown: Dragon Shield · SPELLDragon ShieldSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Dragon-Type monster. It cannot be destroyed by battle or by card effects. Neither player takes any battle damage from attacks involving it.SDragon Shrine
Card shown: Dragon Shrine · SPELLDragon ShrineSpellCARDSpellATTRIBUTESPELLRACE—Send 1 Dragon monster from your Deck to the GY, then, if that monster in your GY is a Dragon Normal Monster, you can send 1 more Dragon monster from your Deck to the GY. You can only activate 1 “Dragon Shrine” per turn.SDragon Treasure
Card shown: Dragon Treasure · SPELLDragon TreasureSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipA Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points.SDragon’s Fighting Spirit
Card shown: Dragon’s Fighting Spirit · SPELLDragon’s Fighting SpiritSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Dragon-Type monster you control that was Special Summoned this turn; for each monster your opponent currently controls that was Special Summoned this turn, it gains 1 additional attack during each Battle Phase this turn.SDragon’s Gunfire
Card shown: Dragon’s Gunfire · SPELLDragon’s GunfireSpellCARDSpellATTRIBUTESPELLRACE—If you control a Dragon monster: Activate 1 of these effects;<br>●Inflict 800 damage to your opponent.<br>●Target 1 monster with 800 or less DEF; destroy that target.SDragon’s Light and Darkness
Card shown: Dragon’s Light and Darkness · SPELLDragon’s Light and DarknessSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects (but you can only use each effect of “Dragon’s Light and Darkness” once per turn);<br>●Shuffle 1 Level 8 Dragon monster from your hand into the Deck and add 1 Level 8 Dragon monster with a different Attribute from your Deck to your hand.<br>●Target 1 Dragon monster you c…SDragon’s Mirror
Card shown: Dragon’s Mirror · SPELLDragon’s MirrorSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY.SDragonic Attack
Card shown: Dragonic Attack · SPELLDragonic AttackSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThis 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.SDragonic Diagram
Card shown: Dragonic Diagram · SPELLDragonic DiagramSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “True Draco” and “True King” monsters on the field gain 300 ATK/DEF. The first time each Tribute Summoned “True Draco” or “True King” monster would be destroyed by battle each turn, it is not destroyed. Once per turn: You can destroy 1 other card you control or in your hand, and if you do, add…SDragonic Pendulum
Card shown: Dragonic Pendulum · SPELLDragonic PendulumSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll “Dracoslayer” monsters on the field gain 300 ATK/DEF. You can only use each of the following effects of “Dragonic Pendulum” once per turn. If a Dragon “Dracoslayer” monster you control activates its effect (except during the Damage Step): You can target 1 card on the field; destroy it. If this…SDragonic Tactics
Card shown: Dragonic Tactics · SPELLDragonic TacticsSpellCARDSpellATTRIBUTESPELLRACE—Tribute 2 Dragon monsters; Special Summon 1 Level 8 Dragon monster from your Deck.SDragonmaid Changeover
Card shown: Dragonmaid Changeover · SPELLDragonmaid ChangeoverSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your hand or field as material. While this card is in your GY: You can target 1 “Dragonmaid” monster you control; add this card to your hand, and if you do, return that monster to the hand. You can only use this effect…SDragonmaid Hospitality
Card shown: Dragonmaid Hospitality · SPELLDragonmaid HospitalitySpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Dragonmaid” monster from your hand or GY in Defense Position, then, you can send 1 “Dragonmaid” monster with the same Attribute, but a different Level, from your Deck to the GY. You can only activate 1 “Dragonmaid Hospitality” per turn.SDragonmaid Send-Off
Card shown: Dragonmaid Send-Off · SPELLDragonmaid Send-OffSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “Dragonmaid” monster you control; Special Summon 1 “Dragonmaid” monster with a different name from your hand, in Defense Position, and if you do, return that targeted monster to the hand. The Special Summoned monster cannot be destroyed by battle or card effects until the end of the next t…SDragonmaid Welcome
Card shown: Dragonmaid Welcome · SPELLDragonmaid WelcomeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousAll monsters you control gain 100 ATK/DEF for each “Dragonmaid” monster you control. If you control 2 or more “Dragonmaid” monsters: You can target 1 “Dragonmaid” card in your GY, except “Dragonmaid Welcome”; add it to your hand. You can only use this effect of “Dragonmaid Welcome” once per turn. I…SDragonoid Generator
Card shown: Dragonoid Generator · SPELLDragonoid GeneratorSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousActivate this card by paying 1000 LP. During your Main Phase: You can Special Summon 1 “Dragonoid Token” (Machine/EARTH/Level 1/ATK 300/DEF 300) in Attack Position, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, also during the End Phase your opponent Special Summ…SDragoroar
Card shown: Dragoroar · SPELLDragoroarSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayBanish 1 EARTH, 1 WATER, 1 FIRE, and 1 WIND monster from your Graveyard; shuffle 1 card on the field into the Deck.SDragunity Divine Lance
Card shown: Dragunity Divine Lance · SPELLDragunity Divine LanceSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Dragunity” monster. It gains ATK equal to its Level x 100, also it is unaffected by Trap effects. During your Main Phase: You can equip 1 Dragon “Dragunity” Tuner from your Deck to the monster equipped with this card as an Equip Spell. You can only use this effect of “Dragunity Div…SDragunity Divine Wind
Card shown: Dragunity Divine Wind · SPELLDragunity Divine WindSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring your Main Phase: You can apply 1 of these effects, or if “Dragon Ravine” is in your GY, you can apply any of them, in sequence;<br>●Add 1 Dragon or Winged Beast monster from your GY to your hand.<br>●Special Summon 1 “Dragunity” monster from your hand, then you can equip 1 Dragon “Dragunity”…SDragunity Draft
Card shown: Dragunity Draft · SPELLDragunity DraftSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can target 1 Level 4 or lower “Dragunity” monster in your GY; add it to your hand. If your “Dragunity” monster whose original Level is 5 or higher attacks, it is unaffected by your opponent’s card effects until the end of the Damage Step. You can only activate 1 “Dr…SDragunity Glow
Card shown: Dragunity Glow · SPELLDragunity GlowSpellCARDSpellATTRIBUTESPELLRACE—Add 1 Level 5 or higher “Dragunity” monster from your Deck or GY to your hand. You can banish this card from your GY, then target 1 Monster Card in your Spell & Trap Zone equipped to a “Dragunity” monster; Special Summon it in Defense Position. You can only use each effect of “Dragunity Glow” once…SDragunity Whirlwind
Card shown: Dragunity Whirlwind · SPELLDragunity WhirlwindSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf only your opponent controls a monster: You can Special Summon 1 “Dragunity” Tuner and 1 Winged Beast “Dragunity” monster from your Deck, but negate their effects, then if your opponent controls a monster that was Special Summoned from the Extra Deck, immediately after this effect resolves you ca…SDramatic Snake-Eye Chase
Card shown: Dramatic Snake-Eye Chase · SPELLDramatic Snake-Eye ChaseSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPlace 1 “Diabellstar” monster from your hand, Deck, or GY face-up in its owner’s Spell & Trap Zone as a Continuous Spell. During the End Phase: You can banish this card from your GY, then target 1 Monster Card treated as a Continuous Spell you control; Special Summon it. You can only use each effec…SDrastic Draw
Card shown: Drastic Draw · SPELLDrastic DrawSpellCARDSpellATTRIBUTESPELLRACE—Banish all monsters you control (min. 2); draw 3 cards. You cannot Normal or Special Summon the turn you activate this card, except Cyberse monsters. You can only activate 1 “Drastic Draw” per turn.SDraw Muscle
Card shown: Draw Muscle · SPELLDraw MuscleSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 Defense Position monster you control with 1000 or less DEF; draw 1 card, also that monster cannot be destroyed by battle this turn. You can only activate 1 “Draw Muscle” per turn.SDraw of Fate
Card shown: Draw of Fate · SPELLDraw of FateSpellCARDSpellATTRIBUTESPELLRACE—If your LP are lower than your opponent’s and your opponent controls a monster with the highest ATK on the field (even if it’s tied): Reveal 3 cards with different names from your Deck, place them on top of your Deck in random order, then draw 1 card. For the rest of this turn after this card resol…SDream Mirror of Chaos
Card shown: Dream Mirror of Chaos · SPELLDream Mirror of ChaosSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayFusion Summon 1 “Dream Mirror” Fusion Monster from your Extra Deck, using monsters you control as Fusion Material. If “Dream Mirror of Joy” is in a Field Zone, you can also use monsters in your hand as Fusion Material. If “Dream Mirror of Terror” is in a Field Zone, you can also banish monsters fro…SDream Mirror of Joy
Card shown: Dream Mirror of Joy · SPELLDream Mirror of JoySpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring the End Phase: You can banish this card; activate 1 “Dream Mirror of Terror” directly from your hand or Deck. You can only use this effect of “Dream Mirror of Joy” once per turn. “Dream Mirror” monsters you control cannot be targeted by your opponent’s card effects, or their monsters’ attack…SDream Mirror of Terror
Card shown: Dream Mirror of Terror · SPELLDream Mirror of TerrorSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring the End Phase: You can banish this card; activate 1 “Dream Mirror of Joy” directly from your hand or Deck. You can only use this effect of “Dream Mirror of Terror” once per turn. Each time your opponent Special Summons a monster(s), inflict 300 damage to your opponent. This effect is only ap…SDream Mirror Phantasms
Card shown: Dream Mirror Phantasms · SPELLDream Mirror PhantasmsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Dream Mirror” monster from your Deck to your hand. If “Dream Mirror of Joy” is in a Field Zone, all monsters you control gain 500 ATK/DEF. If “Dream Mirror of Terror” is in a Field Zone, all monsters your opponent controls lose 500 ATK/DEF. You can only a…SDream Tower of Princess Nemleria
Card shown: Dream Tower of Princess Nemleria · SPELLDream Tower of Princess NemleriaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can banish 2 face-down cards from your Extra Deck, face-down; add 2 Level 10 Beast monsters with different names from your Deck to your hand. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Pendulum Monsters. You can only use this effect of “Drea…SDreamland
Card shown: Dreamland · SPELLDreamlandSpellField spellCARDSpellATTRIBUTESPELLRACEFieldThis card can activate these effects depending on the monster card types on the field.<br>●Fusion: Once per turn, if a monster(s) is sent from your hand or field to the GY by a card effect (except during the Damage Step): You can draw 1 card.<br>●Synchro: When a monster(s) is Normal or Special Summ…SDrytron Asterism
Card shown: Drytron Asterism · SPELLDrytron AsterismSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring the Main Phase: Target 1 “Drytron” monster or 1 Ritual Monster you control, and 1 face-up monster your opponent controls; your monster loses exactly 1000 ATK until the end of your opponent’s turn, and if it does, destroy that opponent’s monster. You can only activate 1 “Drytron Asterism” per…SDrytron Eclipse
Card shown: Drytron Eclipse · SPELLDrytron EclipseSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Drytron” monster in your GY; add it to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 “Drytron” monster you control; it gains 2000 ATK until the end of your opponent’s turn. You can only use each effect…SDrytron Fafnir
Card shown: Drytron Fafnir · SPELLDrytron FafnirSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can add 1 “Drytron” Spell/Trap from your Deck to your hand, except “Drytron Fafnir”. The activation and the activated effects of Ritual Spell Cards cannot be negated. Once per turn, if a monster is Normal or Special Summoned face-up while you control a “Drytron” mon…SDrytron Nova
Card shown: Drytron Nova · SPELLDrytron NovaSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Drytron” monster from your Deck, but destroy it during the End Phase. You can only activate 1 “Drytron Nova” per turn. You cannot Special Summon monsters, except monsters that cannot be Normal Summoned/Set, the turn you activate this card.SDual Avatar Defeating Evil
Card shown: Dual Avatar Defeating Evil · SPELLDual Avatar Defeating EvilSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “Dual Avatar” monster you control and 1 card your opponent controls; destroy them, then if you destroyed a “Dual Avatar” Fusion Monster you control by this effect, you can apply 1 of these effects.<br>●Draw 1 card.<br>●Banish 1 card from your opponent’s GY.<br>You can only activate 1 “Dual…SDual Avatar Invitation
Card shown: Dual Avatar Invitation · SPELLDual Avatar InvitationSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card, and if you do, Special Summon as many “Dual Avatar Spirit Tokens” as possible (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, and all Tokens you control cannot be Tributed and are des…SDuality
Card shown: Duality · SPELLDualitySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTribute 1 LIGHT or DARK monster; Special Summon 1 LIGHT or DARK monster from your hand or Extra Deck with the same original Type and Level, but a different original Attribute. During your Main Phase: You can banish this card from your GY, then target 1 LIGHT and 1 DARK monster in your GY; shuffle b…SDuel Academy
Card shown: Duel Academy · SPELLDuel AcademySpellField spellCARDSpellATTRIBUTESPELLRACEFieldThis card gains these effects based on the Monster Types on the field.<br>●Warrior, Beast, or Pyro: Once per turn, if you activate a Trap Card (except during the Damage Step): You can target 1 card your opponent controls; destroy it.<br>●Dinosaur, Sea Serpent, or Thunder: Once per turn, if you acti…SDuel Evolution – Assault Zone
Card shown: Duel Evolution – Assault Zone · SPELLDuel Evolution – Assault ZoneSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can add 1 monster that mentions “Assault Mode Activate” from your Deck or GY to your hand. “/Assault Mode” monsters cannot be destroyed by battle or your opponent’s card effects the turn they are Special Summoned. You can pay 2000 LP; once this turn, the Synchro Mon…SDuel Tower
Card shown: Duel Tower · SPELLDuel TowerSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAt the start of each Battle Phase: Each player can reveal 1 monster from their Deck that does not have ? ATK, you banish them face-down, then the player who revealed the monster with the highest ATK (each player, if tied) can Special Summon 1 monster from their hand, and it can attack directly whil…SDuelist Alliance
Card shown: Duelist Alliance · SPELLDuelist AllianceSpellCARDSpellATTRIBUTESPELLRACE—If there is a card in the Pendulum Zone: Add 1 “Pendulum” Pendulum Monster or “Pendulum” Spell/Trap from your Deck to your hand. You can only activate 1 “Duelist Alliance” per turn.SDuelist Genesis
Card shown: Duelist Genesis · SPELLDuelist GenesisSpellCARDSpellATTRIBUTESPELLRACE—If you have a Tuner in your field or GY: Add 1 “Synchro” Spell/Trap from your Deck to your hand. You can only activate 1 “Duelist Genesis” per turn.SDueltaining
Card shown: Dueltaining · SPELLDueltainingSpellField spellCARDSpellATTRIBUTESPELLRACEFieldFor each player, the first time they do each of the following per turn, they draw 2 cards.<br>●Special Summon 5 monsters with different Levels at the same time.<br>●1 monster they control battles 5 times.<br>●Activate a card or effect as Chain Link 5 or higher.<br>●Roll 1 six-sided die, or toss a c…SDunnell, the Noble Arms of Light
Card shown: Dunnell, the Noble Arms of Light · SPELLDunnell, the Noble Arms of LightSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a monster you control. You can only control 1 “Dunnell, the Noble Arms of Light”. The equipped monster gains 500 ATK for each monster you control with a different name that mentions “Adventurer Token”. If this card is sent to the GY: You can target 1 “Adventurer Token” you control; eq…SDust Barrier
Card shown: Dust Barrier · SPELLDust BarrierSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousFace-up Normal Monsters on the field are unaffected by your opponent’s Spell Cards. This card is destroyed during your second Standby Phase after activation.SDwimmered Path
Card shown: Dwimmered Path · SPELLDwimmered PathSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Spellcaster Effect Monster in your GY; add it to your hand. You can only activate 1 “Dwimmered Path” per turn.SE – Emergency Call
Card shown: E – Emergency Call · SPELLE – Emergency CallSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Elemental HERO” monster from your Deck to your hand.SEarth Chant
Card shown: Earth Chant · SPELLEarth ChantSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any EARTH Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.SEarthbound Fusion
Card shown: Earthbound Fusion · SPELLEarthbound FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayYou can only activate this card during the Main Phase, unless a card is in a Field Zone. Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from your hand or field as material. During your Main Phase, if a card is in a Field Zone: You can banish this card from your GY; Special…SEarthbound Geoglyph
Card shown: Earthbound Geoglyph · SPELLEarthbound GeoglyphSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhile any Level 10 monsters are on the field, neither player can target this card with card effects, also it cannot be destroyed by card effects. You can treat 1 Synchro Monster as 2 Tributes for the Tribute Summon of an “Earthbound Immortal” monster. If a Synchro Monster(s) is Special Summoned (ex…SEarthbound Immortal Revival
Card shown: Earthbound Immortal Revival · SPELLEarthbound Immortal RevivalSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card, then target 1 “Earthbound Immortal” monster and 1 Field Spell in your GY; add those targets to your hand.SEarthbound Prison
Card shown: Earthbound Prison · SPELLEarthbound PrisonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can target 1 Effect Monster your opponent controls; this card gains this effect.<br>●While this card is in the Field Zone, negate the effects of that face-up Effect Monster while it is on the field.<br>During your Main Phase, you can Normal Summon 1 “Earthbound” mon…SEarthbound Whirlwind
Card shown: Earthbound Whirlwind · SPELLEarthbound WhirlwindSpellCARDSpellATTRIBUTESPELLRACE—If you control an “Earthbound Immortal” monster: Destroy all Spells and Traps your opponent controls.SEarthquake
Card shown: Earthquake · SPELLEarthquakeSpellCARDSpellATTRIBUTESPELLRACE—Change all face-up monsters on the field to Defense Position.SEarthshattering Event
Card shown: Earthshattering Event · SPELLEarthshattering EventSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a card(s) is sent from the Deck to the Graveyard: Target 1 card in either player’s Graveyard; shuffle it into the Deck, also neither player can send cards from the Deck to the Graveyard for the rest of this turn.SEbon Sun
Card shown: Ebon Sun · SPELLEbon SunSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf a face-up monster(s) you control is destroyed by battle or card effect: You can gain LP equal to their combined original ATK. If a monster(s) is Special Summoned face-up from your GY (except during the Damage Step): You can target 1 of them; it gains 1000 ATK. If a Spell/Trap(s) is discarded fro…SEcole de Zone
Card shown: Ecole de Zone · SPELLEcole de ZoneSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf the turn player Summons exactly 1 monster: Destroy it, and if you do, the controller of that monster Special Summons 1 “Mask Token” (Spellcaster/DARK/Level 1/ATK ?/DEF ?) to their field, which cannot attack directly, with ATK/DEF equal to what the destroyed monster had on the field. You can only…SEctoplasmer
Card shown: Ectoplasmer · SPELLEctoplasmerSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, during each player’s End Phase: The turn player must Tribute 1 face-up monster, and if they do, inflict damage to their opponent equal to half the original ATK of the Tributed monster.SEctoplasmic Fortification
Card shown: Ectoplasmic Fortification · SPELLEctoplasmic FortificationSpellCARDSpellATTRIBUTESPELLRACE—Activate 1 of these effects;<br>●If you control no monsters: Add 1 Level 6 Zombie monster or 1 “Call of the Forgotten” from your Deck to your hand.<br>●Zombie monsters you control gain 400 ATK, then you can draw cards equal to the number of “Call of the Haunted” you control.<br>You can only activat…SEdge of the Ring
Card shown: Edge of the Ring · SPELLEdge of the RingSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf your LP is lower than your opponent’s: Target 1 face-up monster your opponent controls; inflict damage to your opponent equal to half of the original ATK of that monster, also, for the rest of this turn after this card resolves, your opponent takes no damage.SEgo Boost
Card shown: Ego Boost · SPELLEgo BoostSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayWhen a monster declares an attack: Target 1 face-up monster on the field; it gains 1000 ATK until the end of the Battle Phase.SEkibyo Drakmord
Card shown: Ekibyo Drakmord · SPELLEkibyo DrakmordSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster cannot attack. Destroy the equipped monster at the end of its controller’s 2nd turn after this card is activated. At that time, this card is returned to the owner’s hand.SEl Shaddoll Fusion
Card shown: El Shaddoll Fusion · SPELLEl Shaddoll FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayFusion Summon 1 “Shaddoll” Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only activate 1 “El Shaddoll Fusion” per turn.SElborz, the Sacred Lands of Simorgh
Card shown: Elborz, the Sacred Lands of Simorgh · SPELLElborz, the Sacred Lands of SimorghSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll WIND Winged Beast monsters on the field gain 300 ATK/DEF. You can only use each of the following effects of “Elborz, the Sacred Lands of Simorgh” once per turn.<br>●You can reveal 1 Level 5 or higher WIND Winged Beast monster in your hand; this turn, you can Normal Summon Winged Beast monsters…SEldlixir of Black Awakening
Card shown: Eldlixir of Black Awakening · SPELLEldlixir of Black AwakeningSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no “Eldlich” monsters, you can only Special Summon “Eldlich” monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon, except Zombie monsters. You can banis…SEldlixir of White Destiny
Card shown: Eldlixir of White Destiny · SPELLEldlixir of White DestinySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySpecial Summon 1 Zombie monster from your hand or GY, but if you control no “Eldlich” monsters, you can only Special Summon “Eldlich” monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: Yo…SElectro-Whip
Card shown: Electro-Whip · SPELLElectro-WhipSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipA Thunder-Type monster equipped with this card increases its ATK and DEF by 300 points.SElectromagnetic Shield
Card shown: Electromagnetic Shield · SPELLElectromagnetic ShieldSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousLevel 3 or lower Defense Position Thunder-Type monsters you control cannot be destroyed by battle. Destroy this card if you control a face-up Attack Position monster.SElegant Egotist
Card shown: Elegant Egotist · SPELLElegant EgotistSpellCARDSpellATTRIBUTESPELLRACE—If “Harpie Lady” is on the field: Special Summon 1 “Harpie Lady” or “Harpie Lady Sisters” from your hand or Deck.SElf’s Light
Card shown: Elf’s Light · SPELLElf’s LightSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipA LIGHT monster equipped with this card increases its ATK by 400 points and decreases its DEF by 200 points.SElfnotes: A Plea for Help
Card shown: Elfnotes: A Plea for Help · SPELLElfnotes: A Plea for HelpSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYour opponent cannot target the monster in your center Main Monster Zone with card effects. This card gains the appropriate effects, based on the Attribute(s) of the monster in your center Main Monster Zone.<br>●FIRE or EARTH: If your Synchro Monster attacks a Defense Position monster, inflict pier…SElfnotes: Welcome Home
Card shown: Elfnotes: Welcome Home · SPELLElfnotes: Welcome HomeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThe monster in your center Main Monster Zone cannot be destroyed by card effects. You can send 1 monster from your hand or field to the GY; Special Summon 1 “Elfnote” monster with a different original Attribute from your Deck in Defense Position, also you cannot Special Summon from the Extra Deck f…SEmblem of Dragon Destroyer
Card shown: Emblem of Dragon Destroyer · SPELLEmblem of Dragon DestroyerSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Buster Blader” from your Deck or GY to your hand.SEmblem of the Awakening
Card shown: Emblem of the Awakening · SPELLEmblem of the AwakeningSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Cú Chulainn the Awakened”. You must also Tribute monsters whose total Levels equal 4 or more from the field or your hand.SEmblem of the Plunder Patroll
Card shown: Emblem of the Plunder Patroll · SPELLEmblem of the Plunder PatrollSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Plunder Patroll” monster. It gains 500 ATK, also your opponent cannot target it with card effects. You can send this equipped card to the GY; Special Summon 1 “Plunder Patroll” monster from your Extra Deck with the same Attribute as a monster on the field or in the GY, then take th…SEmblema Oath
Card shown: Emblema Oath · SPELLEmblema OathSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects;<br>●Place 1 “Centur-Ion” monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. For the rest of this turn, while you control that card, or any card with that same original name, you cannot Special Summon from the Extra Deck, except “Centur-Ion” m…SEmblema Salvation
Card shown: Emblema Salvation · SPELLEmblema SalvationSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayBanish 1 face-up “Centur-Ion” Monster Card from your Spell & Trap Zone, then target 1 card your opponent controls; banish it. If this Set card in its owner’s control is destroyed or banished by an opponent’s activated effect: You can place 2 “Centur-Ion” monsters with different names from your hand…SEmergency Assistance
Card shown: Emergency Assistance · SPELLEmergency AssistanceSpellCARDSpellATTRIBUTESPELLRACE—Activate during your Main Phase 2, to Special Summon 1 Level 4 monster from your Graveyard that was destroyed by a card effect and sent to the Graveyard this turn.SEmergency Provisions
Card shown: Emergency Provisions · SPELLEmergency ProvisionsSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySend any number of other Spells/Traps you control to the GY; gain 1000 LP for each card sent to the GY this way.SEmergency Teleport
Card shown: Emergency Teleport · SPELLEmergency TeleportSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySpecial Summon 1 Level 3 or lower Psychic monster from your hand or Deck, but banish it during the End Phase of this turn.SEMERGENCY!
Card shown: EMERGENCY! · SPELLEMERGENCY!SpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-Play(This card is always treated as a “Rescue-ACE” card.)<br>Special Summon 1 “Rescue-ACE” monster from your Deck in Defense Position, then Tribute 1 “Rescue-ACE” monster from your hand or field. During your Main Phase: You can banish this card from your GY, then target 1 “Rescue-ACE” Trap in your GY;…SEmerging Emergency Rescute Rescue
Card shown: Emerging Emergency Rescute Rescue · SPELLEmerging Emergency Rescute RescueSpellCARDSpellATTRIBUTESPELLRACE—If your LP is lower than your opponent’s: Reveal 3 Beast monsters with 300 ATK and 100 DEF from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. You can only activate 1 “Emerging Emergency Rescute Rescue” per turn.SEmpire of Endymion
Card shown: Empire of Endymion · SPELLEmpire of EndymionSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Add 1 “Regulus, the Prince of Endymion” or 1 monster that mentions it from your Deck to your hand, then if your opponent controls a monster, you can Special Summon 1 Spellcaster monster from your hand. If a card(s) you control would be destroyed by battle or card effect…SEmpowerment
Card shown: Empowerment · SPELLEmpowermentSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Dragon, Warrior, and Spellcaster-Type monsters you control gain 300 ATK and DEF. Once per turn: You can discard 1 card; Special Summon 1 “Empowered Warrior” monster from your Deck. Once per turn: You can banish a total of 4 Warrior and/or Spellcaster-Type monsters from your Graveyard; add 1 “Ae…SEN – Engage Neo Space
Card shown: EN – Engage Neo Space · SPELLEN – Engage Neo SpaceSpellCARDSpellATTRIBUTESPELLRACE—Send 1 “Neo-Spacian” monster and 1 “Elemental HERO” monster (1 from your hand and 1 from your Deck) to the GY; Special Summon 1 “Neo-Spacian” monster or 1 Level 5 or higher “Elemental HERO” monster from your Deck, and if you do, add 1 “Polymerization” from your Deck or GY to your hand. If you Speci…SEN Shuffle
Card shown: EN Shuffle · SPELLEN ShuffleSpellCARDSpellATTRIBUTESPELLRACE—Shuffle 1 “Elemental HERO” or “Neo-Spacian” monster you control into the Deck, and if you do, Special Summon 1 “Elemental HERO” or “Neo-Spacian” monster with a different name from your Deck. You can banish this card from your GY; shuffle from your GY into the Deck, either 1 “Elemental HERO” monster…SEN Wave
Card shown: EN Wave · SPELLEN WaveSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf your “Elemental HERO” monster is used as material for a Fusion Summon, and sent to the GY or banished (except during the Damage Step): You can Special Summon 1 “Neo-Spacian” monster or 1 “Elemental HERO Neos” from your Deck. If a “Neo-Spacian” monster or “Elemental HERO Neos” you control or in y…SEnchanting Fitting Room
Card shown: Enchanting Fitting Room · SPELLEnchanting Fitting RoomSpellCARDSpellATTRIBUTESPELLRACE—Pay 800 LP; excavate the top 4 cards of your Deck and Special Summon all excavated Level 3 or lower Normal Monsters, also, after that, shuffle the rest back into your Deck.SEnd of the World
Card shown: End of the World · SPELLEnd of the WorldSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Ruin, Queen of Oblivion” or “Demise, King of Armageddon”. You must also Tribute monsters from your hand or field whose total Levels exactly equal the Level of the Ritual Monster you Ritual Summon.SEndless Bond
Card shown: Endless Bond · SPELLEndless BondSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuous(This card is always treated as an “Xyz” card.)<br>When this card is activated: You can Special Summon 1 “Number 39: Utopia” from your GY, and if you do, it gains ATK equal to the combined ATK of all LIGHT “Utopia” and “Utopic” Xyz Monsters in your GY. When your attacking “Utopia” or “Utopic” Xyz M…SEndless Engine Argyro System
Card shown: Endless Engine Argyro System · SPELLEndless Engine Argyro SystemSpellCARDSpellATTRIBUTESPELLRACE—Send 1 “Therion” card from your Deck to the GY. If this card is in your GY: You can target 1 “Therion” card in your GY; if both are still in your GY, add either that card or this card to your hand, and if you do, place the other on the bottom of your Deck. You can only use 1 “Endless Engine Argyro…SEndymion’s Lab
Card shown: Endymion’s Lab · SPELLEndymion’s LabSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThis card’s name becomes “Magical Citadel of Endymion” while in the Spell & Trap Zone. Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn, after damage calculation, if your Spellcaster monster is destroyed by battle: You can remove 6 Spel…SEnemy Controller
Card shown: Enemy Controller · SPELLEnemy ControllerSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects;<br>●Target 1 face-up monster your opponent controls; change that target’s battle position.<br>●Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.SEnneacraft Release
Card shown: Enneacraft Release · SPELLEnneacraft ReleaseSpellCARDSpellATTRIBUTESPELLRACE—Place 1 “Enneacraft” Pendulum Monster from your Deck in your Pendulum Zone. If this card is in your GY, except the turn it was sent there: You can banish it; add 1 face-up “Enneacraft” monster from your Extra Deck to your hand. You can only activate 1 “Enneacraft Release” per turn.SEnneacraft Reset
Card shown: Enneacraft Reset · SPELLEnneacraft ResetSpellCARDSpellATTRIBUTESPELLRACE—Place 1 “Enneapolis” from your Deck or GY, face-up in your Field Zone, or if you control “Enneapolis”, you can negate the effects of face-up cards your opponent controls, up to the number of cards in your Pendulum Zones, instead. If your opponent activates a card or effect, while this card is in yo…SEnneacraft Reverth
Card shown: Enneacraft Reverth · SPELLEnneacraft ReverthSpellCARDSpellATTRIBUTESPELLRACE—Shuffle any number of “Enneacraft” Monster Cards from your hand and/or face-up field into the Deck/Extra Deck, then draw cards equal to the number shuffled. If your opponent Normal or Special Summons a monster(s), while this card is in your GY (except during the Damage Step): You can banish this ca…SEnneapolis
Card shown: Enneapolis · SPELLEnneapolisSpellField spellCARDSpellATTRIBUTESPELLRACEField(This card is always treated as an “Enneacraft” card.)<br>Once per turn, during the End Phase: Remove all E.C. Counters from your field, and if you do, your opponent takes 900 damage for each. You can only use each of the following effects of “Enneapolis” once per turn. You can target any number of…SEradicating Aerosol
Card shown: Eradicating Aerosol · SPELLEradicating AerosolSpellCARDSpellATTRIBUTESPELLRACE—Destroy all Insect monsters on the field.SESP Amplifier
Card shown: ESP Amplifier · SPELLESP AmplifierSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayAll face-up Psychic-Type monsters you controlled when this card was activated gain 300 ATK for each of your Psychic-Type monsters that is removed from play when this card resolves. During the End Phase, remove from play all monsters that were affected by this effect.SEternal Drought
Card shown: Eternal Drought · SPELLEternal DroughtSpellCARDSpellATTRIBUTESPELLRACE—Destroy all face-up Fish-Type monsters on the field.SEternal Rest
Card shown: Eternal Rest · SPELLEternal RestSpellCARDSpellATTRIBUTESPELLRACE—Destroy all monsters equipped with Equip Cards.SEuler’s Circuit
Card shown: Euler’s Circuit · SPELLEuler’s CircuitSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYour opponent’s monsters cannot attack if you control 3 or more “Tindangle” monsters. Once per turn, during your Standby Phase: You can target 1 “Tindangle” monster you control; give control of it to your opponent. You can banish this card from your GY and discard 1 “Tindangle” card; add 1 “Euler’s…SEverlasting Alloy
Card shown: Everlasting Alloy · SPELLEverlasting AlloySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control “Jinzo”: Activate 1 of these effects;<br>●All Machine monsters you currently control cannot be destroyed by your opponent’s card effects, until the end of this turn.<br>●When a card or effect is activated that targets a Machine monster(s) you control: Negate that effect.SEverliving Underworld Cannon
Card shown: Everliving Underworld Cannon · SPELLEverliving Underworld CannonSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, when a Zombie-Type monster is Special Summoned to your side of the field: Inflict 800 damage to your opponent.SEvil Assault
Card shown: Evil Assault · SPELLEvil AssaultSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card; take 1 Level 4 or lower “Evil HERO” monster from your Deck and either add it to your hand or Special Summon it, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except “HERO” monsters. If this card is in your GY, except the turn…SEvil Eye Awakening
Card shown: Evil Eye Awakening · SPELLEvil Eye AwakeningSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Evil Eye” monster from your hand or GY, or, if “Evil Eye of Selene” is in your Spell & Trap Zone, you can Special Summon 1 “Evil Eye” monster from your Deck instead. You can only activate 1 “Evil Eye Awakening” per turn.SEvil Eye Confrontation
Card shown: Evil Eye Confrontation · SPELLEvil Eye ConfrontationSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control an “Evil Eye” monster: Target 1 Spell/Trap your opponent controls; destroy it, and if you do, and “Evil Eye of Selene” is in your Spell & Trap Zone, banish that destroyed card. You can only activate 1 “Evil Eye Confrontation” per turn.SEvil Eye Domain – Pareidolia
Card shown: Evil Eye Domain – Pareidolia · SPELLEvil Eye Domain – PareidoliaSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can add 1 “Evil Eye” monster from your Deck to your hand. Once per turn, during damage calculation, if your “Evil Eye” monster is attacked, while “Evil Eye of Selene” is in your Spell & Trap Zone: You can make the battle damage you take from this battle also inflict…SEvil Eye of Gorgoneio
Card shown: Evil Eye of Gorgoneio · SPELLEvil Eye of GorgoneioSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to an “Evil Eye” monster. You can only activate 1 “Evil Eye of Gorgoneio” per turn. This card’s name becomes “Evil Eye of Selene” while in the Spell & Trap Zone. While your LP are lower than your opponent’s, the equipped monster gains ATK equal to the difference. You can banish this card…SEvil Eye of Selene
Card shown: Evil Eye of Selene · SPELLEvil Eye of SeleneSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to an “Evil Eye” monster. It cannot be destroyed by battle or your opponent’s card effects, also your opponent cannot target it with card effects. Each time you activate the equipped monster’s effect, or you activate another “Evil Eye” Spell/Trap Card: The equipped monster gains 500 ATK,…SEvil Eye Reemergence
Card shown: Evil Eye Reemergence · SPELLEvil Eye ReemergenceSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Familiar of the Evil Eye Token” (Fiend/DARK/Level 1/ATK 400/DEF 400), or, if “Evil Eye of Selene” is in your Spell & Trap Zone, you can Special Summon 2 instead, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except Fiend monsters. You…SEvil Eye Repose
Card shown: Evil Eye Repose · SPELLEvil Eye ReposeSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen you activate this card: You can banish 1 “Evil Eye” card from your GY; draw 1 card. Once per turn, after damage calculation, if your “Evil Eye” monster equipped with “Evil Eye of Selene” attacked an opponent’s monster: You can banish that opponent’s monster. If this card in the Spell & Trap Zo…SEvil Eyes Unleashed
Card shown: Evil Eyes Unleashed · SPELLEvil Eyes UnleashedSpellCARDSpellATTRIBUTESPELLRACE—Send 1 “Evil Eye” monster and 1 “Evil Eye” Spell/Trap from your Deck to the GY; add 1 “Evil Eye” Equip Spell from your Deck to your hand, but for the rest of this turn, each time you activate a non-“Evil Eye” card or effect, you lose 500 LP. If you Link Summon an “Evil Eye” Link Monster: You can ba…SEvil Mind
Card shown: Evil Mind · SPELLEvil MindSpellCARDSpellATTRIBUTESPELLRACE—If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent’s GY;<br>●1+: Draw 1 card.<br>●4+: Add 1 “HERO” monster or 1 “Dark Fusion” from your Deck to your hand.<br>●10+: Add 1 “Polymerization” Spell or 1 “Fusion” Spell from your Deck to your hand…SEvo-Diversity
Card shown: Evo-Diversity · SPELLEvo-DiversitySpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Evoltile” or “Evolsaur” monster from your Deck to your hand. You can only activate 1 “Evo-Diversity” per turn.SEvo-Force
Card shown: Evo-Force · SPELLEvo-ForceSpellCARDSpellATTRIBUTESPELLRACE—Tribute 1 “Evoltile” monster; Special Summon 1 “Evolsaur” monster from your Deck. (This is treated as a Special Summon by the effect of an “Evoltile” monster.)SEvo-Karma
Card shown: Evo-Karma · SPELLEvo-KarmaSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen a monster(s) is Special Summoned by the effect of an “Evoltile” monster you control, your opponent cannot activate cards or effects.SEvo-Miracle
Card shown: Evo-Miracle · SPELLEvo-MiracleSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 monster that was Special Summoned by the effect of an “Evoltile” monster; this turn, it cannot be destroyed by battle or by card effects.SEvo-Price
Card shown: Evo-Price · SPELLEvo-PriceSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, if a monster is Special Summoned by the effect of an “Evoltile” monster (except during the Damage Step): You can target 1 card on the field; destroy that target.SEvolution Burst
Card shown: Evolution Burst · SPELLEvolution BurstSpellCARDSpellATTRIBUTESPELLRACE—If you control “Cyber Dragon”: Target 1 card your opponent controls; destroy that target. “Cyber Dragon” cannot attack the turn you activate this card.SEvolution End Burst
Card shown: Evolution End Burst · SPELLEvolution End BurstSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Overload Fusion” from your Deck to your hand. If you Fusion Summon a monster this turn with “Overload Fusion”, using 6 or more monsters as material, that monster can attack a number of times each Battle Phase this turn, up to the number of monsters used as its Fusion Materials. For the rest…SExceptional Schedule
Card shown: Exceptional Schedule · SPELLExceptional ScheduleSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Special Schedule” or “Urgent Schedule” from your Deck to your hand, then you can Special Summon 1 “Diagram Token” (Machine/EARTH/Level 10/ATK 3000/DEF 3000) to your opponent’s field. You can banish this card from your GY, then target 1 Level 10 Machine monster in your GY or banishment; send…SExchange
Card shown: Exchange · SPELLExchangeSpellCARDSpellATTRIBUTESPELLRACE—Both players reveal their hands and add 1 card from each other’s hand to their hand.SExecution of the Contract
Card shown: Execution of the Contract · SPELLExecution of the ContractSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipYou can reveal 1 Ritual Monster in your hand; the equipped monster becomes the revealed monster’s Level, until the end of this turn (even if this card leaves the field). If this card is sent to the GY because the equipped monster is Tributed: You can target 1 monster your opponent controls; destroy…SExile of the Wicked
Card shown: Exile of the Wicked · SPELLExile of the WickedSpellCARDSpellATTRIBUTESPELLRACE—Destroy all Fiend monsters on the field.SExosister Arment
Card shown: Exosister Arment · SPELLExosister ArmentSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayPay 800 LP, then target 1 “Exosister” monster you control; Special Summon 1 “Exosister” Xyz Monster from your Extra Deck with a different name than the cards you control, by using that target as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can on…SExosister Betrayal
Card shown: Exosister Betrayal · SPELLExosister BetrayalSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: Add 2 “Exosister” monsters from your Deck to your hand, then discard 1 card. You can target 1 face-up monster you control; immediately after this effect resolves, Normal Summon 1 “Exosister” monster mentioned on that monster. If a monster(s) is sent to your opponent’s G…SExosister Carpedivem
Card shown: Exosister Carpedivem · SPELLExosister CarpedivemSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousNeither player can target “Exosister” monsters you control with effects of monsters that were Special Summoned from the GY. You can only use each of the following effects of “Exosister Carpedivem” once per turn. If you Xyz Summon an “Exosister” monster: You can declare 1 card name; negate the activ…SExosister Pax
Card shown: Exosister Pax · SPELLExosister PaxSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring the Main Phase: Pay 800 LP; add 1 “Exosister” card from your Deck to your hand, except “Exosister Pax”, then, if you added a monster by this effect, you can Special Summon it if the other “Exosister” monster mentioned on it is on your field or in your GY. You can only activate 1 “Exosister P…SExtinguishing the Ashened
Card shown: Extinguishing the Ashened · SPELLExtinguishing the AshenedSpellCARDSpellATTRIBUTESPELLRACE—Send 1 DARK Pyro monster from your Deck to the GY, then you can add 1 Level 5 or higher Pyro monster from your GY to your hand. For the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Pyro monsters. You can banish this card from your GY; Fusion Summ…SExtra Gate
Card shown: Extra Gate · SPELLExtra GateSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDeclare a Level between 1 and 12; your opponent banishes 1 monster of that Level from their Extra Deck. If your opponent does not have a monster of that Level in their Extra Deck, you discard 1 card.SExtra Net
Card shown: Extra Net · SPELLExtra NetSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf a monster(s) is Special Summoned from the Extra Deck: The opponent of the player that conducted the Special Summon can apply this effect.<br>●Draw 1 card.SExtra Pendulum
Card shown: Extra Pendulum · SPELLExtra PendulumSpellCARDSpellATTRIBUTESPELLRACE—During your Main Phase this turn, you can conduct 1 Pendulum Summon of a monster(s) from your Extra Deck in addition to your Pendulum Summon. (You can only gain this effect once per turn.)SExtra-Foolish Burial
Card shown: Extra-Foolish Burial · SPELLExtra-Foolish BurialSpellCARDSpellATTRIBUTESPELLRACE—Pay half your LP; send 1 monster from your Extra Deck to the GY. You can only activate 1 “Extra-Foolish Burial” per turn. You cannot Set Spells/Traps during the turn you activate this card.SEye of Illusion
Card shown: Eye of Illusion · SPELLEye of IllusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control an Illusion or Spellcaster monster: Activate 1 of these effects;<br>●Your Illusion and Spellcaster monsters cannot be destroyed by battle this turn.<br>●During your opponent’s turn: Target 1 face-up monster your opponent controls; take control of it until the End Phase.<br>●When an o…SF.A. Circuit Grand Prix
Card shown: F.A. Circuit Grand Prix · SPELLF.A. Circuit Grand PrixSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIncrease the Levels of all “F.A.” monsters on the field by 2 during the Battle Phase only. Once per turn, when your “F.A.” monster destroys an opponent’s monster by battle: You can draw 1 card. If this face-up card on the field is destroyed by a card effect: You can add 1 “F.A.” card from your Deck…SF.A. City Grand Prix
Card shown: F.A. City Grand Prix · SPELLF.A. City Grand PrixSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIncrease the Levels of all “F.A.” monsters on the field by 2 during the Main Phase and Battle Phase. Your opponent cannot target “F.A.” monsters you control with card effects. If this face-up card on the field is destroyed by a card effect: You can add 1 “F.A.” card from your Deck to your hand, exc…SF.A. Downforce
Card shown: F.A. Downforce · SPELLF.A. DownforceSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “F.A.” monster you control; increase its Level by 2 until the end of this turn. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 “F.A.” monster you control; increase its Level by 2 until the end of this turn. You can…SF.A. Off-Road Grand Prix
Card shown: F.A. Off-Road Grand Prix · SPELLF.A. Off-Road Grand PrixSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIncrease the Levels of all “F.A.” monsters on the field by 2 during the Main Phase only. You can only use each of the following effects of “F.A. Off-Road Grand Prix” once per turn.<br>●When a “F.A.” monster you control is destroyed by battle: You can discard 1 random card from your opponent’s hand.…SF.A. Pit Stop
Card shown: F.A. Pit Stop · SPELLF.A. Pit StopSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “F.A.” monster you control; reduce its Level by 2, and if you do, draw cards equal to the number of “F.A. Pit Stop” in your GY +1. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 “F.A.” monster in your GY; Special S…SF.A. Test Run
Card shown: F.A. Test Run · SPELLF.A. Test RunSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “F.A.” monster you control; change its battle position, then, destroy 1 card on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 “F.A.”…SF.A. Winners
Card shown: F.A. Winners · SPELLF.A. WinnersSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousIf you control a “F.A.” monster, this card cannot be destroyed by your opponent’s card effects. When your “F.A.” monster whose Level is at least 5 higher than its original Level battles an opponent’s monster and inflicts battle damage to them: You can banish 1 card from your hand, field, or GY. You…SFA.I.ghting Spirit
Card shown: FA.I.ghting Spirit · SPELLFA.I.ghting SpiritSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “@Ignister” monster in your GY; Special Summon it. If an “@Ignister” monster(s) you control with 2300 or more ATK would be destroyed by card effect, you can banish this card from your GY instead. If this card is banished: You can activate this effect; your “@Ignister” monsters with 2300 or…SFabled Realm’s Revival
Card shown: Fabled Realm’s Revival · SPELLFabled Realm’s RevivalSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can Set 1 “Fabled” Spell/Trap from your Deck, except “Fabled Realm’s Revival”. Your opponent cannot activate cards or effects when you Synchro Summon a “Fabled” Synchro Monster. Once per turn: You can discard 1 “Fabled” card, then activate 1 of these effects;<br>●Dr…SFace Card Fusion
Card shown: Face Card Fusion · SPELLFace Card FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 LIGHT Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you control “Queen’s Knight”, “King’s Knight”, or “Jack’s Knight”, you can use 1 monster from your Deck as Fusion Material. You can only activate 1 “Face Card Fusion” per…SFactory of 100 Machines
Card shown: Factory of 100 Machines · SPELLFactory of 100 MachinesSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayRemove from play all “Morphtronic” monsters from your Graveyard. Target face-up Machine-Type monster you control gains 200 ATK for each card removed, until the End Phase.SFairy Meteor Crush
Card shown: Fairy Meteor Crush · SPELLFairy Meteor CrushSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipIf the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.SFairy of the Spring
Card shown: Fairy of the Spring · SPELLFairy of the SpringSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Equip Spell Card in your Graveyard; add that target to your hand. That Equip Spell Card cannot be activated this turn.SFairy Tail Ball
Card shown: Fairy Tail Ball · SPELLFairy Tail BallSpellField spellCARDSpellATTRIBUTESPELLRACEFieldWhen this card is activated: You can add 1 “Fairy Tail” monster or 1 “Fairy Tale Tails” from your Deck or banishment to your hand. Your “Fairy Tail” monsters can attack directly. Once per turn, if your opponent Special Summons a monster(s) and you control a “Fairy Tail” monster (except during the D…SFairy Tale Prologue: Journey’s Dawn
Card shown: Fairy Tale Prologue: Journey’s Dawn · SPELLFairy Tale Prologue: Journey’s DawnSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAny battle damage a player takes is halved. If you control a LIGHT Beast monster or a Level 7 or 8 Dragon Synchro Monster: You can draw 1 card. You can only use this effect of “Fairy Tale Prologue: Journey’s Dawn” once per turn. During your Standby Phase: You can send this card from the Field Zone…SFairy Tale Tails
Card shown: Fairy Tale Tails · SPELLFairy Tale TailsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can reveal 1 Spellcaster monster in your hand with 1850 ATK and a different name than the monsters you control; immediately after this effect resolves, Normal Summon/Set it. You can only use this effect of “Fairy Tale Tails” once per turn. The first time each turn you would take battle or effec…SFake Hero
Card shown: Fake Hero · SPELLFake HeroSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Elemental HERO” monster from your hand, but it cannot attack, also return it to the hand during the End Phase.SFallen Paradise
Card shown: Fallen Paradise · SPELLFallen ParadiseSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYour opponent cannot target “Uria, Lord of Searing Flames”, “Hamon, Lord of Striking Thunder”, “Raviel, Lord of Phantasms”, or “Armityle the Chaos Phantasm” in your Monster Zones with card effects, also those monsters cannot be destroyed by your opponent’s card effects while you control them. If yo…SFallen Paradise of the Sacred Beasts
Card shown: Fallen Paradise of the Sacred Beasts · SPELLFallen Paradise of the Sacred BeastsSpellField spellCARDSpellATTRIBUTESPELLRACEFieldUp to thrice per turn, during your Main Phase: You can send 3 other cards of the same type (Monster, Spell, or Trap) from your hand and/or face-up field to the GY, then you can Special Summon 1 “Sacred Beast” monster from your hand, Deck, GY, or banishment, and if you do, it is unaffected by your o…SFalling Current
Card shown: Falling Current · SPELLFalling CurrentSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster you control and declare a Level between 1 and 3; it becomes that Level.SFalling Down
Card shown: Falling Down · SPELLFalling DownSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipActivate this card by targeting an opponent’s monster; equip this card to it. Take control of it. Destroy this card unless you control an “Archfiend” card. During each of your opponent’s Standby Phases: You take 800 damage.SFandora, the Flying Fighting Furtress
Card shown: Fandora, the Flying Fighting Furtress · SPELLFandora, the Flying Fighting FurtressSpellField spellCARDSpellATTRIBUTESPELLRACEField(This card is always treated as a card “Fur Hire”.)<br>Monsters “Fur Hire” you control gain 300 ATK for each monster “Fur Hire” you control with a different name. You can only use each of the following effects of “Fandora, the Flying Fighting Furtress” once per turn. During your Main Phase: You can…SFandora, the Flying Furtress
Card shown: Fandora, the Flying Furtress · SPELLFandora, the Flying FurtressSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring your Draw Phase, before you draw: You can give up your normal draw this turn, and if you do, add 1 monster “Fur Hire” from your Deck to your hand. If you control 5 or more monsters “Fur Hire” with different names: You can send this card from the Field Zone to the GY; destroy all cards your o…SFateful Adventure
Card shown: Fateful Adventure · SPELLFateful AdventureSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of “Fateful Adventure” once per turn. During your Main Phase: You can add 1 monster that mentions “Adventurer Token” fro…SFaustian Bargain
Card shown: Faustian Bargain · SPELLFaustian BargainSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Special Summoned monster on either field; send it to the GY, and if you do, Special Summon 1 Level 4 or lower Normal Monster from your hand.SFavorite Hero
Card shown: Favorite Hero · SPELLFavorite HeroSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a Level 5 or higher “HERO” monster. If you control a card in your Field Zone, the equipped monster gains ATK equal to its original DEF, also your opponent cannot target it with card effects. At the start of the Battle Phase: You can activate 1 Field Spell directly from your hand or De…SFeast of the Wild LV5
Card shown: Feast of the Wild LV5 · SPELLFeast of the Wild LV5SpellCARDSpellATTRIBUTESPELLRACE—Special Summon up to 2 Level 5 Warrior-Type monsters from your hand and/or Graveyard, but their effects are negated, also, for the rest of this turn, they cannot attack.SFeather Shot
Card shown: Feather Shot · SPELLFeather ShotSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up “Elemental HERO Avian” you control; during this turn, that target can attack a number of times equal to the number of monsters you control when this card resolves, but cannot attack directly, and other monsters you control cannot attack this turn.SFengsheng Mirror
Card shown: Fengsheng Mirror · SPELLFengsheng MirrorSpellCARDSpellATTRIBUTESPELLRACE—Look at your opponent’s hand. Select and discard 1 Spirit monster to the Graveyard if Spirit monsters exist in his/her hand.SField Barrier
Card shown: Field Barrier · SPELLField BarrierSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousField Spells on the field cannot be destroyed. Neither player can activate a new Field Spell Card. You can only control 1 “Field Barrier”.SFiend’s Sanctuary
Card shown: Fiend’s Sanctuary · SPELLFiend’s SanctuarySpellCARDSpellATTRIBUTESPELLRACE—Special Summon 1 “Metal Fiend Token” (Fiend/DARK/Level 1/ATK 0/DEF 0). It cannot attack, also the opponent takes any battle damage its controller would have taken from battles involving it. Once per turn, during its controller’s Standby Phase, they pay 1000 LP or destroy this Token.SFiendsmith’s Sanct
Card shown: Fiendsmith’s Sanct · SPELLFiendsmith’s SanctSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf you control no face-up monsters, or the only face-up monsters you control are LIGHT Fiend monsters: Special Summon 1 “Fiendsmith Token” (Fiend/LIGHT/Level 1/ATK 0/DEF 0), also you cannot declare attacks for the rest of this turn, except with Fiend monsters. If a face-up “Fiendsmith” monster(s) y…SFiendsmith’s Tract
Card shown: Fiendsmith’s Tract · SPELLFiendsmith’s TractSpellCARDSpellATTRIBUTESPELLRACE—Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 “Fiendsmith” Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of “Fiendsmith’s Tract” once per turn.SFifth Hope
Card shown: Fifth Hope · SPELLFifth HopeSpellCARDSpellATTRIBUTESPELLRACE—Target 5 “Elemental HERO” cards in your Graveyard; shuffle them into the Deck, then draw 2 cards (draw 3 cards instead, if you had no other cards on your side of the field and in your hand when you activated this card).SFifty Fifty?
Card shown: Fifty Fifty? · SPELLFifty Fifty?SpellCARDSpellATTRIBUTESPELLRACE—Take 1 monster and 2 Traps from your Deck and reveal them, your opponent randomly picks 1 and you look at the remaining 2 to banish 1 Trap from it, then your opponent chooses 1 of these effects for you to apply.<br>●Reveal the card picked by your opponent, and if it was a monster, add it to your ha…SFighting Flame Sword
Card shown: Fighting Flame Sword · SPELLFighting Flame SwordSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayActivate 1 of these effects;<br>●Add 1 card from your Deck to your hand that mentions “Flame Swordsman”, except “Fighting Flame Sword”.<br>●When an attack is declared involving a FIRE Warrior monster you control: You can target 1 card on the field; destroy it.<br>●When your opponent activates a car…SFighting Spirit
Card shown: Fighting Spirit · SPELLFighting SpiritSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster gains 300 ATK for each monster your opponent controls. If it would be destroyed by battle, you can destroy this card instead.SFilia Diabell
Card shown: Filia Diabell · SPELLFilia DiabellSpellCARDSpellATTRIBUTESPELLRACE—Add 1 Level 8 or higher “Diabell” monster from your Deck to your hand, or if only your opponent controls a monster, you can Special Summon it instead. If this card is banished: You can make all “Diabell” monsters you currently control gain 500 ATK. You can only use each effect of “Filia Diabell” on…SFinal Bringer of the End Times
Card shown: Final Bringer of the End Times · SPELLFinal Bringer of the End TimesSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 monster you control and 1 card your opponent controls; destroy them. You can only activate 1 “Final Bringer of the End Times” per turn.SFinal Countdown
Card shown: Final Countdown · SPELLFinal CountdownSpellLimitedCARDSpellATTRIBUTESPELLRACE—Pay 2000 Life Points. After 20 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel.SFinal Cross
Card shown: Final Cross · SPELLFinal CrossSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDuring your turn, if a Synchro Monster(s) was sent to your GY this turn: Target 1 Synchro Monster you control; it can make a second attack during each Battle Phase this turn, also, if you activated this card by targeting a Synchro Monster with “Warrior”, “Synchron”, or “Stardust” in its original na…SFinal Destiny
Card shown: Final Destiny · SPELLFinal DestinySpellCARDSpellATTRIBUTESPELLRACE—Discard 5 cards from your hand. Destroy all cards on the field.SFinal Flame
Card shown: Final Flame · SPELLFinal FlameSpellCARDSpellATTRIBUTESPELLRACE—Inflict 600 points of damage to your opponent’s Life Points.SFinal Gesture
Card shown: Final Gesture · SPELLFinal GestureSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up Level 3 monster you control; Special Summon 1 monster with the same name as that monster from your hand or Graveyard. Its effects are negated. During the End Phase of this turn, destroy the face-up monster that was targeted by this card.SFinal Inzektion
Card shown: Final Inzektion · SPELLFinal InzektionSpellCARDSpellATTRIBUTESPELLRACE—Send 5 face-up “Inzektor” cards you control to the Graveyard; destroy all cards your opponent controls, also, during the Battle Phase of this turn, your opponent cannot activate monster effects that activate in the hand or Graveyard.SFinal Light
Card shown: Final Light · SPELLFinal LightSpellCARDSpellATTRIBUTESPELLRACE—Pay LP in multiples of 1000, then target 1 “Valkyrie” monster in your GY with a different name for every 1000 LP paid; Special Summon them, then your opponent can Special Summon monsters with 2000 or less ATK from their GY, up to the number of monsters you Special Summoned by this effect. You can o…SFinal Ritual of the Ancients
Card shown: Final Ritual of the Ancients · SPELLFinal Ritual of the AncientsSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Reshef the Dark Being”. You must also Tribute monsters whose total Levels equal 8 or more from the field or your hand.SFinite Cards
Card shown: Finite Cards · SPELLFinite CardsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousThe hand size limit of each player becomes 3.SFire Ejection
Card shown: Fire Ejection · SPELLFire EjectionSpellCARDSpellATTRIBUTESPELLRACE—Send 1 Pyro monster from your Deck to the GY, then, if you sent a “Volcanic” monster to the GY, you can apply 1 of these effects.<br>●Inflict damage to your opponent equal to its Level x 100.<br>●Special Summon 1 “Bomb Token” (Pyro/FIRE/Level 1/ATK 1000/DEF 1000) to your opponent’s field. Each time…SFire Formation – Domei
Card shown: Fire Formation – Domei · SPELLFire Formation – DomeiSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can Ritual Summon 1 Beast-Warrior Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 “Fire Fist” monster in yo…SFire Formation – Gyokkou
Card shown: Fire Formation – Gyokkou · SPELLFire Formation – GyokkouSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousActivate this card by targeting 1 Set Spell/Trap your opponent controls. Your opponent cannot activate the targeted card in response to this card’s activation. While this card is face-up on the field, that Set card cannot be activated. All Beast-Warrior monsters you control gain 100 ATK.SFire Formation – Ingen
Card shown: Fire Formation – Ingen · SPELLFire Formation – IngenSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can Fusion Summon 1 Beast-Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 “Fire Fist” monster in your GY; add it to your hand.…SFire Formation – Tenki
Card shown: Fire Formation – Tenki · SPELLFire Formation – TenkiSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 Level 4 or lower Beast-Warrior monster from your Deck to your hand. All Beast-Warrior monsters you control gain 100 ATK. You can only activate 1 “Fire Formation – Tenki” per turn.SFire Formation – Tensu
Card shown: Fire Formation – Tensu · SPELLFire Formation – TensuSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousDuring your Main Phase, you can Normal Summon 1 Beast-Warrior monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All Beast-Warrior monsters you control gain 100 ATK.SFire Formation – Yoko
Card shown: Fire Formation – Yoko · SPELLFire Formation – YokoSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can target 1 face-up card your opponent controls; discard 1 Beast-Warrior monster, and if you do, destroy that card. All Beast-Warrior monsters you control gain 100 ATK.SFire Fortress atop Liang Peak
Card shown: Fire Fortress atop Liang Peak · SPELLFire Fortress atop Liang PeakSpellField spellCARDSpellATTRIBUTESPELLRACEField(This card is always treated as a “Fire Formation” card.)<br>Each time a “Fire Fist” monster(s) is Normal or Special Summoned, place 1 Fire Fist Counter on this card. Once per turn: You can remove Fire Fist Counters from your field to activate 1 of these effects;<br>●2: If your Beast-Warrior monste…SFire King Island
Card shown: Fire King Island · SPELLFire King IslandSpellField spellCARDSpellATTRIBUTESPELLRACEFieldIf this face-up card in the Field Zone is sent to the GY or banished: Destroy all monsters you control. You can only use 1 of the following effects of “Fire King Island” per turn, and only once that turn.<br>●During your Main Phase: You can destroy 1 monster in your hand or field, and if you do, ad…SFire King Sanctuary
Card shown: Fire King Sanctuary · SPELLFire King SanctuarySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can place 1 “Fire King Island” from your Deck face-up in your Field Zone. Once per turn, if a card in your Field Zone would be destroyed by card effect, you can destroy 1 FIRE monster in your hand or face-up field instead. Once per turn, if your opponent Special Sum…SFire King Sky Burn
Card shown: Fire King Sky Burn · SPELLFire King Sky BurnSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget an equal number of “Fire King” monsters you control and cards your opponent controls; destroy them. If a “Fire King” card(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use 1 “Fire King Sky Burn” effect per turn, and only once th…SFire Prison
Card shown: Fire Prison · SPELLFire PrisonSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Dragon monsters on the field gain 300 DEF. If any Link Monsters are on the field, neither player can Link Summon a Link Monster with a lower Link Rating than the highest Link Rating on the field. Monsters cannot attack, except Link Monsters. Apply the following effects while 2 or more Cyberse L…SFire Recovery
Card shown: Fire Recovery · SPELLFire RecoverySpellCARDSpellATTRIBUTESPELLRACE—Target 1 FIRE monster in your GY; send 1 card from your hand to the GY, and if you do, Special Summon the targeted monster. You can banish this card from your GY, then target 3 of your FIRE monsters that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card. You can only use…SFires of Doomsday
Card shown: Fires of Doomsday · SPELLFires of DoomsdaySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySpecial Summon 2 “Doomsday Tokens” (Fiend/DARK/Level 1/ATK 0/DEF 0) in Defense Position. They cannot be Tributed for a Tribute Summon, unless it is for a DARK monster. You cannot Summon other monsters the turn you activate this card (but you can Normal Set).SFirestorms Over Atlantis
Card shown: Firestorms Over Atlantis · SPELLFirestorms Over AtlantisSpellCARDSpellATTRIBUTESPELLRACE—Activate 1 of these effects;<br>●Discard 1 WATER monster to the GY, then target 1 face-up monster your opponent controls; destroy it.<br>●Destroy 1 FIRE monster in your hand, then you can draw 1 card.<br>If only your opponent controls a monster: You can banish this card from your GY, then target 1…SFirst Step Towards Infestation
Card shown: First Step Towards Infestation · SPELLFirst Step Towards InfestationSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayReturn 1 face-up Tribute Summoned “Steelswarm” monster you control to the hand; draw 1 card.SFirst Striker Advantage
Card shown: First Striker Advantage · SPELLFirst Striker AdvantageSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn, when an attack is declared involving your monster: You can roll a six-sided die and apply this effect to your monster based on the result, until the end of this turn. If both monsters were in the same column when this effect was activated, choose the effect instead of rolling.<br>●1…SFish and Bids
Card shown: Fish and Bids · SPELLFish and BidsSpellCARDSpellATTRIBUTESPELLRACE—At the start of your Main Phase 1: Banish 1 card from your hand; your opponent can banish 2 cards from their hand, if they do not, you apply this effect.<br>●Take 2 Fish monsters from your Deck and either banish both or send both to the GY, also you cannot Special Summon for the rest of this turn,…SFish and Kicks
Card shown: Fish and Kicks · SPELLFish and KicksSpellCARDSpellATTRIBUTESPELLRACE—If you have 3 or more banished Fish, Sea Serpent, or Aqua-Type monsters: Target 1 card on the field; banish it.SFish and Swaps
Card shown: Fish and Swaps · SPELLFish and SwapsSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card to target 2 of your banished Fish, Sea Serpent, or Aqua-Type monsters; add them to your hand.SFish Sonar
Card shown: Fish Sonar · SPELLFish SonarSpellCARDSpellATTRIBUTESPELLRACE—Add 1 Level 7 or lower monster from your Deck to your hand, that mentions “Umi”, or is a WATER Normal Monster, then if “Umi” is on the field, you can Special Summon 1 WATER Normal Monster from your Deck. You can only activate 1 “Fish Sonar” per turn.SFissure
Card shown: Fissure · SPELLFissureSpellCARDSpellATTRIBUTESPELLRACE—Destroy the 1 face-up monster your opponent controls that has the lowest ATK (your choice, if tied).SFist of Fate
Card shown: Fist of Fate · SPELLFist of FateSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayThis card’s activation and effect cannot be negated. If you control a monster whose original name is “Obelisk the Tormentor”: Negate the effects of 1 Effect Monster your opponent controls, and if you do, destroy it, and if you do that, for the rest of this turn, the effects of that monster are nega…SFive Star Twilight
Card shown: Five Star Twilight · SPELLFive Star TwilightSpellCARDSpellATTRIBUTESPELLRACE—If the only monster you control is 1 Level 5 monster: Tribute that monster; Special Summon 5 monsters (1 “Kuribah”, 1 “Kuribee”, 1 “Kuriboo”, 1 “Kuribeh”, and 1 “Kuriboh”) from your hand, Deck, and/or GY, but they cannot be Tributed for a Tribute Summon. You can only activate 1 “Five Star Twilight”…SFlame Swordsrealm
Card shown: Flame Swordsrealm · SPELLFlame SwordsrealmSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYour opponent cannot activate cards or effects when you Normal Summon a FIRE Warrior monster. Once per turn: You can send 1 monster from your hand or face-up field to the GY; Special Summon 1 “Flame Swordsman” from your Extra Deck. (This is treated as a Fusion Summon.) Once per turn, when a monster…SFlash Fusion
Card shown: Flash Fusion · SPELLFlash FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayFusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material. Destroy it during the End Phase.SFlash of Heraldry
Card shown: Flash of Heraldry · SPELLFlash of HeraldrySpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget any number of face-up monsters your opponent controls; those monsters’ names become “Unknown”. During your End Phase, if you control a Psychic Xyz Monster and this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use this effect of “Flash of Her…SFlash of the Forbidden Spell
Card shown: Flash of the Forbidden Spell · SPELLFlash of the Forbidden SpellSpellCARDSpellATTRIBUTESPELLRACE—If your opponent controls monsters in all of their Main Monster Zones: Destroy all monsters your opponent controls.SFlavian – Colosseum of the Gladiator Beasts
Card shown: Flavian – Colosseum of the Gladiator Beasts · SPELLFlavian – Colosseum of the Gladiator BeastsSpellField spellCARDSpellATTRIBUTESPELLRACEFieldYou can discard 1 card; add 1 “Gladiator Beast” monster from your Deck to your hand. When an opponent’s monster declares an attack: You can Special Summon 1 “Gladiator Beast” monster from your Deck, and it cannot be destroyed by battle. During the End Phase, if a “Gladiator Beast” monster was Speci…SFlawless Perfection of the Tenyi
Card shown: Flawless Perfection of the Tenyi · SPELLFlawless Perfection of the TenyiSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll non-Effect Monsters on the field are unaffected by monster effects. Once per turn, if your opponent Special Summons an Effect Monster(s), while you control a face-down monster or non-Effect Monster (except during the Damage Step): You can draw 2 cards.SFleeting Flower of the Magician
Card shown: Fleeting Flower of the Magician · SPELLFleeting Flower of the MagicianSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up Spell/Trap your opponent controls, or 1 Spell/Trap you control; destroy it, then if you targeted a card you control, you can apply 1 of these effects.<br>●Place 1 monster from your GY in your Spell & Trap Zone as a face-up Continuous Spell.<br>●Add 1 Equip or Continuous Spell from…SFleuret de Fleur
Card shown: Fleuret de Fleur · SPELLFleuret de FleurSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipActivate this card by targeting 1 Level 2 or lower monster in your GY; Special Summon it, but negate its effects, also equip it with this card. When this card, equipped by this effect, leaves the field, destroy that monster. The equipped monster gains 700 ATK. If this card is sent from the Spell &…SFlint
Card shown: Flint · SPELLFlintSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipThe equipped monster loses 300 ATK and cannot change its battle position or declare an attack. If this card is destroyed because the equipped monster is destroyed: Target 1 monster on the field; equip this card to that monster.SFlint Missile
Card shown: Flint Missile · SPELLFlint MissileSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayDestroy 1 monster equipped with “Flint”. You can return this card to your Deck instead of sending it to the Graveyard after it resolves.SFlock Together
Card shown: Flock Together · SPELLFlock TogetherSpellCARDSpellATTRIBUTESPELLRACE—Place 1 monster from your Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can banish this card from your GY; place 1 monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. You can only use 1 “Flock Together” effect per turn, and only once that turn. The tot…SFloowandereeze and the Advent of Adventure
Card shown: Floowandereeze and the Advent of Adventure · SPELLFloowandereeze and the Advent of AdventureSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayBanish 1 Winged Beast monster from your hand or face-up field; add 1 “Floowandereeze” monster or “Floowandereeze” Field Spell from your Deck to your hand, then gain 500 LP. You can only activate 1 “Floowandereeze and the Advent of Adventure” per turn.SFloowandereeze and the Magnificent Map
Card shown: Floowandereeze and the Magnificent Map · SPELLFloowandereeze and the Magnificent MapSpellField spellCARDSpellATTRIBUTESPELLRACEFieldDuring your Main Phase: You can reveal 1 Level 1 “Floowandereeze” monster in your hand and banish 1 “Floowandereeze” card with a different name from your Deck, then, immediately after this effect resolves, Normal Summon the revealed monster. If your opponent Normal Summons a monster: Immediately af…SFloowandereeze and the Unexplored Winds
Card shown: Floowandereeze and the Unexplored Winds · SPELLFloowandereeze and the Unexplored WindsSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can conduct Tribute Summons that require 2 Tributes by sending 1 monster you control and 1 card your opponent controls to the GY instead of Tributing (it is still treated as a Tribute Summon). During your Main Phase: You can reveal up to 2 Winged Beast monsters in your hand and place them on th…SFlourishing Frolic
Card shown: Flourishing Frolic · SPELLFlourishing FrolicSpellCARDSpellATTRIBUTESPELLRACE—Excavate cards from your Deck equal to the number of “Flourishing Frolic” in your GY + 3, and if you excavate at least 1 Monster, 1 Spell, and 1 Trap, add 1 of them to your hand and send the other cards to the GY. If you did not, shuffle all excavated cards into your Deck. You can only activate 1 “…SFlower Gathering
Card shown: Flower Gathering · SPELLFlower GatheringSpellCARDSpellATTRIBUTESPELLRACE—Special Summon 4 “Flower Cardian” monsters with 100 ATK and different names from your Deck in Attack Position, but their effects are negated, also they cannot be Tributed for a Tribute Summon. You can only activate 1 “Flower Gathering” per turn. You cannot Normal or Special Summon other monsters du…SFlower Stacking
Card shown: Flower Stacking · SPELLFlower StackingSpellCARDSpellATTRIBUTESPELLRACE—Choose 3 “Flower Cardian” monsters with different names from your Deck, and place them on top of your Deck in any order. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 “Flower Cardian” monster in your Graveyar…SFocused Aquamirror
Card shown: Focused Aquamirror · SPELLFocused AquamirrorSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Gishki” monster from your Deck to your hand. During the End Phase, if you control a WATER Ritual Monster: You can banish this card from your GY; Set 1 “Aquamirror” Spell/Trap directly from your Deck or GY, except “Focused Aquamirror”. You can only use this effect of “Focused Aquamirror” once…SFog Control
Card shown: Fog Control · SPELLFog ControlSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTribute 1 face-up “Cloudian” monster, then target 1 face-up monster on the field; place 3 Fog Counters on that target.SFollow Wind
Card shown: Follow Wind · SPELLFollow WindSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipA Winged Beast-Type monster equipped with this card increases its ATK and DEF by 300 points.SFoolish Burial
Card shown: Foolish Burial · SPELLFoolish BurialSpellLimitedCARDSpellATTRIBUTESPELLRACE—Send 1 monster from your Deck to the GY.SFoolish Burial Goods
Card shown: Foolish Burial Goods · SPELLFoolish Burial GoodsSpellCARDSpellATTRIBUTESPELLRACE—Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 “Foolish Burial Goods” per turn.SFoolish Return
Card shown: Foolish Return · SPELLFoolish ReturnSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 card in your opponent’s GY; shuffle it into the Deck.SForbidden Arts of the Gishki
Card shown: Forbidden Arts of the Gishki · SPELLForbidden Arts of the GishkiSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card can be used to Ritual Summon any “Gishki” Ritual Monster. You must also Tribute face-up monsters from anywhere on the field, whose total Levels equal the Level of the Ritual Monster you Ritual Summon. Halve the ATK of the monster Ritual Summoned by this effect. You cannot conduct your Bat…SForbidden Chalice
Card shown: Forbidden Chalice · SPELLForbidden ChaliceSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.SForbidden Crown
Card shown: Forbidden Crown · SPELLForbidden CrownSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayApply these effects to 1 face-up monster on the field, until the end of this turn.<br>●Negate its effects.<br>●Cannot attack.<br>●Cannot be destroyed by battle or card effects.<br>●Unaffected by activated card effects, except its own.<br>●Cannot be Tributed.<br>●Cannot be used as material for a Fus…SForbidden Dark Contract with the Swamp King
Card shown: Forbidden Dark Contract with the Swamp King · SPELLForbidden Dark Contract with the Swamp KingSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can Special Summon 1 “D/D/D” monster from your hand in Defense Position, but its effects are negated. Once per turn: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including a monster Special Sum…SForbidden Dress
Card shown: Forbidden Dress · SPELLForbidden DressSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up monster on the field; until the end of this turn, that target loses 600 ATK, but cannot be targeted or destroyed by other card effects.SForbidden Droplet
Card shown: Forbidden Droplet · SPELLForbidden DropletSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySend any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card’s activation, your opponent cannot activate cards, or the effe…SForbidden Lance
Card shown: Forbidden Lance · SPELLForbidden LanceSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.SForbidden Scripture
Card shown: Forbidden Scripture · SPELLForbidden ScriptureSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayIf a monster battles an opponent’s monster, during damage calculation: Negate all other card effects on the field until the end of the Damage Step, also damage calculation for this battle uses each monster’s original ATK and DEF.SForbidden Trapezohedron
Card shown: Forbidden Trapezohedron · SPELLForbidden TrapezohedronSpellCARDSpellATTRIBUTESPELLRACE—If you control exactly 2 monster card types (among Fusion, Synchro, and/or Xyz): Apply the following effect based on those types.<br>●Fusion and Synchro: Special Summon 1 “Outer Entity” Xyz Monster from your Extra Deck, and if you do, attach this card to it as material.<br>●Synchro and Xyz: Special…SForest
Card shown: Forest · SPELLForestSpellField spellCARDSpellATTRIBUTESPELLRACEFieldAll Insect, Beast, Plant, and Beast-Warrior monsters on the field gain 200 ATK/DEF.SForest of Lost Flowers
Card shown: Forest of Lost Flowers · SPELLForest of Lost FlowersSpellField spellCARDSpellATTRIBUTESPELLRACEFieldMonsters you control equipped with “Starlit Papillon” are unaffected by your opponent’s activated effects. Once per turn, when your “Adventurer Token” destroys a monster by battle: You can draw 1 card. Once per turn, during your Main Phase, if the previous effect was activated this turn: You can ad…SForge of the True Dracos
Card shown: Forge of the True Dracos · SPELLForge of the True DracosSpellCARDSpellATTRIBUTESPELLRACE—If a “Dracoslayer” monster, that is not a Pendulum Monster, and a “Dracoverlord” monster are on the field: Shuffle as many cards on the field as possible into the Deck, then you can Special Summon 1 “Dracoslayer” or “Dracoverlord” monster from your Deck, ignoring its Summoning conditions.SForm Change
Card shown: Form Change · SPELLForm ChangeSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayTarget 1 “HERO” Fusion Monster you control; return it to the Extra Deck, then Special Summon from your Extra Deck, 1 “Masked HERO” monster with the same Level as that monster’s original Level, but with a different name. (This Special Summon is treated as a Special Summon with “Mask Change”.)SFortissimo
Card shown: Fortissimo · SPELLFortissimoSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can target 1 “Melodious” monster you control; it gains 800 ATK until your next Standby Phase (even if this card leaves the field). You can send this card to the Graveyard; Fusion Summon 1 “Melodious” Fusion Monster from your Extra Deck, using monsters you control as Fusion Materi…SFortissimo the Mobile Fortress
Card shown: Fortissimo the Mobile Fortress · SPELLFortissimo the Mobile FortressSpellField spellCARDSpellATTRIBUTESPELLRACEFieldOnce per turn: You can Special Summon 1 “Meklord Army” monster from your hand.SFortress Whale’s Oath
Card shown: Fortress Whale’s Oath · SPELLFortress Whale’s OathSpellRitual spellCARDSpellATTRIBUTESPELLRACERitualThis card is used to Ritual Summon “Fortress Whale”. You must also Tribute monsters from your hand or field whose total Levels equal 7 or more.SFortune Lady Calling
Card shown: Fortune Lady Calling · SPELLFortune Lady CallingSpellCARDSpellATTRIBUTESPELLRACE—If you control a “Fortune Lady” monster: Special Summon 1 “Fortune Lady” monster from your Deck with a different name from the cards you control, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Synchro Monsters. You can only ac…SFortune Vision
Card shown: Fortune Vision · SPELLFortune VisionSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can add 1 “Fortune Lady” card from your Deck to your hand. Once per turn, if a card(s) you control is banished by card effect (except during the Damage Step): You can activate this effect; this turn, monsters you control cannot be destroyed by card effects (even if…SFortune’s Future
Card shown: Fortune’s Future · SPELLFortune’s FutureSpellCARDSpellATTRIBUTESPELLRACE—Target 1 of your banished “Fortune Lady” monsters; return it to the GY, then draw 2 cards.SFossil Dig
Card shown: Fossil Dig · SPELLFossil DigSpellCARDSpellATTRIBUTESPELLRACE—Add 1 Level 6 or lower Dinosaur monster from your Deck to your hand.SFossil Fusion
Card shown: Fossil Fusion · SPELLFossil FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 “Fossil” Fusion Monster from your Extra Deck, by banishing Fusion Materials mentioned on it from any GYs (except for materials with a specific GY requirement listed). If you banished monsters from both GYs, neither player can target that Special Summoned monster with monster effects…SFragrance Storm
Card shown: Fragrance Storm · SPELLFragrance StormSpellCARDSpellATTRIBUTESPELLRACE—Target 1 Plant monster on the field; destroy that target, and if you do, draw 1 card, then if that card is a Plant monster, you can reveal it and draw 1 more card.SFreezing Chains of the Ice Barrier
Card shown: Freezing Chains of the Ice Barrier · SPELLFreezing Chains of the Ice BarrierSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousWhen this card is activated: You can target 1 Level 4 or lower “Ice Barrier” monster in your GY; Special Summon it. While you control 3 or more “Ice Barrier” monsters, “Ice Barrier” monsters you control are unaffected by the activated effects of your opponent’s monsters that were Special Summoned f…SFrightfur Factory
Card shown: Frightfur Factory · SPELLFrightfur FactorySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousYou can banish 1 “Polymerization” Spell Card or “Fusion” Spell Card from your Graveyard, except “Diffusion Wave-Motion”; Fusion Summon 1 “Frightfur” Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is sent to the Graveyar…SFrightfur Fusion
Card shown: Frightfur Fusion · SPELLFrightfur FusionSpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 “Frightfur” Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or Graveyard. You can only activate 1 “Frightfur Fusion” per turn.SFrightfur Patchwork
Card shown: Frightfur Patchwork · SPELLFrightfur PatchworkSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Edge Imp” monster and 1 “Polymerization” from your Deck to your hand. You can only activate 1 “Frightfur Patchwork” per turn.SFrightfur Reborn
Card shown: Frightfur Reborn · SPELLFrightfur RebornSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Frightfur” monster in your Graveyard; Special Summon it. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished “Fluffal” or “Frightfur” monsters; return it to the Graveyard.SFrightfur Repair
Card shown: Frightfur Repair · SPELLFrightfur RepairSpellCARDSpellATTRIBUTESPELLRACE—Target 1 “Frightfur” Fusion Monster in your GY; return it to the Extra Deck, then you can Special Summon 1 “Fluffal” or “Edge Imp” monster from your GY. You can banish this card from your GY; Special Summon 1 “Fluffal” or “Edge Imp” monster from your hand. You can only use 1 “Frightfur Repair” effe…SFrightfur Sanctuary
Card shown: Frightfur Sanctuary · SPELLFrightfur SanctuarySpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousActivate this card by discarding 1 card and sending 2 “Frightfur” monsters from your Extra Deck to the Graveyard. All Fusion Monsters you control are also treated as “Frightfur” monsters. If this card is sent to the Graveyard: You can target 1 “Frightfur” Fusion Monster in your Graveyard; return it…SFrontline Base
Card shown: Frontline Base · SPELLFrontline BaseSpellContinuous spellCARDSpellATTRIBUTESPELLRACEContinuousOnce per turn: You can Special Summon 1 Level 4 or lower Union monster from your hand.SFrost Blast of the Monarchs
Card shown: Frost Blast of the Monarchs · SPELLFrost Blast of the MonarchsSpellCARDSpellATTRIBUTESPELLRACE—If you control a monster with 2400 or more ATK and 1000 DEF: Target 1 Set card on the field; destroy it. You can banish this card and 1 “Monarch” Spell/Trap Card from your Graveyard, then target 1 Set card on the field; destroy it.SFrozen Rose
Card shown: Frozen Rose · SPELLFrozen RoseSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlaySend 1 face-up monster you control to the GY; apply this effect, depending on the Type it had on the field.<br>●Plant: During the End Phase of this turn, draw 2 cards, then discard 1 card.<br>●Non-Plant: Add 1 Level 4 or lower Plant monster from your Deck to your hand.<br>You can only activate 1 “F…SFuhma Shuriken
Card shown: Fuhma Shuriken · SPELLFuhma ShurikenSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipEquip only to a “Ninja” monster. It gains 700 ATK. When this card is sent from the field to the Graveyard: Inflict 700 damage to your opponent.SFulfillment of the Contract
Card shown: Fulfillment of the Contract · SPELLFulfillment of the ContractSpellEquip spellCARDSpellATTRIBUTESPELLRACEEquipActivate this card by paying 800 LP, then target 1 Ritual Monster in your GY; Special Summon it and equip it with this card. When this card is destroyed, banish the equipped monster.SFull-Force Strike
Card shown: Full-Force Strike · SPELLFull-Force StrikeSpellCARDSpellATTRIBUTESPELLRACE—Target 1 face-up monster you control; this turn, it cannot be destroyed by battle, players take no battle damage from its attacks, and if it attacks an opponent’s monster, destroy that opponent’s monster after damage calculation.SFullmetalfoes Fusion
Card shown: Fullmetalfoes Fusion · SPELLFullmetalfoes FusionSpellQuick-Play spellCARDSpellATTRIBUTESPELLRACEQuick-PlayFusion Summon 1 “Metalfoes” Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials.SFury of Fire
Card shown: Fury of Fire · SPELLFury of FireSpellCARDSpellATTRIBUTESPELLRACE—(This card is always treated as a “Salamangreat” card.)<br>Special Summon up to 2 “Salamangreat” monsters with different names from your hand and/or GY in Defense Position, but their effects are negated, also, for the rest of this turn after this card resolves, you can only Special Summon from the…SFury of Kairyu-Shin
Card shown: Fury of Kairyu-Shin · SPELLFury of Kairyu-ShinSpellCARDSpellATTRIBUTESPELLRACE—Add 1 “Torrential Tribute” from your Deck to your hand. If a WATER monster(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use each effect of “Fury of Kairyu-Shin” once per turn.SFusion Armament
Card shown: Fusion Armament · SPELLFusion ArmamentSpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 Fusion Monster in your Extra Deck, and Special Summon 1 of the Fusion Materials whose name is mentioned on that monster from your Extra Deck or GY, but until the end of your opponent’s turn, it cannot attack and its effects (if any) are negated. You can only activate 1 “Fusion Armament” pe…SFusion Conscription
Card shown: Fusion Conscription · SPELLFusion ConscriptionSpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 Fusion Monster in your Extra Deck and add 1 of the Fusion Materials whose name is specifically listed on that card from your Deck or Graveyard to your hand, and if you do, for the rest of this turn after this card resolves, you cannot Normal Summon/Set or Special Summon monsters with the a…SFusion Deployment
Card shown: Fusion Deployment · SPELLFusion DeploymentSpellCARDSpellATTRIBUTESPELLRACE—Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is mentioned on that monster, also you cannot Special Summon from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 “Fusion Depl…SFusion Destiny
Card shown: Fusion Destiny · SPELLFusion DestinySpellCARDSpellATTRIBUTESPELLRACE—Fusion Summon 1 Fusion Monster from your Extra Deck that mentions a “Destiny HERO” monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon…SFusion Draft
Card shown: Fusion Draft · SPELLFusion DraftSpellCARDSpellATTRIBUTESPELLRACE—Discard 1 card, then reveal 1 Fusion Monster in your Extra Deck; add 1 of the Fusion Materials whose names are mentioned on that revealed monster from your Deck or GY to your hand, except the discarded card, then you can add a second such card to your hand, if the first card added was a Normal Mons…Frequently asked questions
How many spell cards cards are there?
The publisher’s own card database lists 948 cards under the SPELL attribute, and every one of them is on this page. Of those, 948 carry artwork published by the publisher.
Why is there no rarity on these tiles?
Because rarity in Yu-Gi-Oh! belongs to a printing, not to a card. The publisher’s card database indexes cards, and its card records carry attribute, Type, Level, ATK and DEF rather than a rarity. The same card can exist as a Common and as a Ghost Rare; those are two printings of one card, and the card is listed once here. The coloured dot therefore shows the card’s attribute, which is a property of the card itself.
Does this page list prices?
No. This page lists cards, not prices. A price printed here would be out of date by the time you read it, so there are none. Everything on this page is taken from the publisher’s own card database; nothing is estimated.
Sources
Sources and further reading
- The publisher — its own Yu-Gi-Oh! card database, for every card name, card category, attribute, Type line, Level, Rank, Link rating, ATK, DEF, Pendulum Scale, Forbidden & Limited status and printed card text on this page, and for the card artwork.
- The publisher — the same card database’s own search filters, for the attribute grouping used to split this index into pages.
- Our own Yu-Gi-Oh! index — used only to cross-link the articles that explain how the game works.
This page lists cards, and does not quote prices. Where the publisher has published nothing for a field, the field is left out rather than filled in. Card names, card text and artwork are the property of their respective rights holders, and this page is an independent collector’s index.
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