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