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65
YZ-Tank Dragon
Fusion Monster
"Y-Dragon Head" + "Z-Metal Tank" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) Cannot be Special Summoned from the Graveyard. You can discard 1 card, then target 1 face-down monster your opponent controls; destroy that target.
2100
2200
6
Machine
LIGHT
null
ABC
null
null
Yado Karu
Effect Monster
When this card is changed from Attack Position to Defense Position, you can place any number of cards from your hand at the bottom of your Deck in any order you desire.
900
1700
4
Aqua
WATER
null
null
null
null
Yaguramaru the Armor Ninja
Fusion Monster
2 "Ninja" monsters with different Types Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing the above cards. If this card is Special Summoned or flipped face-up: You can banish 1 other "Ninja" or "Ninjitsu Art" card from your hand, GY, or face-up field, then target 1 card on the field; banish it. You can only use this effect of "Yaguramaru the Armor Ninja" once per turn.
2000
2000
5
Machine
DARK
null
Ninja
null
null
Yaiba Robo
Normal Monster
A cubical machine equipped with cutting blades for shredding an opponent to mincemeat.
1000
1300
4
Machine
DARK
null
null
null
null
Yajiro Invader
Effect Monster
If this card is Normal or Special Summoned to a zone that is not the center Main Monster Zone, destroy this card. Once per turn: You can move this card to an unused adjacent Main Monster Zone. Each time exactly 1 monster is Normal or Special Summoned, to your opponent's field: Move this card to the adjacent Main Monster Zone closer to that opponent's monster, then destroy all other cards in this card's column.
2200
0
5
Reptile
DARK
null
null
null
null
Yaksha
Spirit Monster
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: You can target 1 Spell/Trap Card your opponent controls
return that target to the hand.
1900
1,500
4
Fairy
WATER
null
null
null
Yakusa, Lord of the Eight Thunders
Effect Monster
You can Special Summon this card (from your hand) by banishing 1 Level/Rank 8 monster from your GY. You can target 1 Level/Rank 8 Ritual, Fusion, Synchro, or Xyz Monster in your GY; shuffle it into the Deck, then apply the following effect depending on the returned monster's card type. ● Ritual/Fusion: Draw 1 card. ● Synchro/Xyz: This card gains 1000 ATK. You can only use this effect of "Yakusa, Lord of the Eight Thunders" once per turn.
2000
2000
8
Wyrm
LIGHT
null
null
null
null
Yamadron
Normal Monster
This monster has three fire-breathing heads and can form a sea of blazing flames.
1600
1800
5
Dragon
FIRE
null
null
null
null
Yamata Dragon
Spirit Monster
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent, draw cards until you have 5 cards in your hand.
2600
3100
7
Dragon
FIRE
null
null
null
null
Yamatako Orochi
Tuner Monster
This card on the field can be treated as a Level 8 monster when used for a Synchro Summon. A Synchro Monster that used this card as material gains this effect based on its original Level. ● 8 or lower: Gains 800 ATK/DEF. ● 9 or higher: If this card attacks a Defense Position monster, inflict piercing battle damage.
0
800
1
Sea Serpent
WATER
null
null
null
null
Yamatano Dragon Scroll
Normal Monster
A dragon conjured from the very scroll in which it was depicted.
900
300
2
Dragon
WIND
null
null
null
null
Yamato-no-Kami
Spirit Monster
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 Spirit monster from your Graveyard. This card returns to its owner's hand during the End Phase of the turn it is Special Summoned. If this card destroys an opponent's monster by battle, you can destroy 1 Spell or Trap Card your opponent controls.
2200
1200
6
Warrior
DARK
null
null
null
null
Yami
Spell Card
All Fiend and Spellcaster monsters on the field gain 200 ATK/DEF, also all Fairy monsters on the field lose 200 ATK/DEF.
null
null
null
Field
null
null
null
null
null
Yaminabe Party
Spell Card
At the start of your Battle Phase: You can target 1 face-up monster you control; this turn, your opponent chooses the attack target(s) for that monster, also if that monster you control battles an opponent's monster, it gains ATK equal to its original ATK during damage calculation only. You can only use this effect of "Yaminabe Party" once per turn.
null
null
null
Continuous
null
null
null
null
null
Yamorimori
Effect Monster
You can banish this card from your GY, then target 1 Reptile monster you control and 1 face-up monster your opponent controls, to activate 1 of these effects; ● Change those monsters to face-down Defense Position. ● Destroy that monster you control, and if you do, change the ATK of the other monster to 0 until the end of this turn. You can only use this effect of "Yamorimori" once per turn.
0
0
2
Reptile
WATER
null
null
null
null
Yang Zing Brutality
Trap Card
If a "Yang Zing" monster you control battles an opponent's monster, during damage calculation: Your battling monster's ATK and DEF each become double its original ATK and DEF during that damage calculation only, but it is destroyed at the end of this Damage Step.
null
null
null
Normal
null
null
Yang Zing
null
null
Yang Zing Creation
Trap Card
Once per turn, if a monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Yang Zing" monster from your Deck. You cannot Special Summon monsters from the Extra Deck, except Synchro Monsters.
null
null
null
Continuous
null
null
Yang Zing
null
null
Yang Zing Path
Spell Card
Target 3 "Yang Zing" monsters in your Graveyard; shuffle all 3 into the Deck, then draw 2 cards. You can only activate 1 "Yang Zing Path" per turn.
null
null
null
Normal
null
null
Yang Zing
null
null
Yang Zing Prana
Spell Card
This card gains these effects, based on the number of different Attributes the "Yang Zing" monsters in your Graveyard have. ● 2 or more: All "Yang Zing" monsters you control gain 500 ATK. ● 3 or more: If a "Yang Zing" monster(s) you control would be destroyed by battle or card effect, you can send this card to the Graveyard instead. ● 4 or more: Your opponent cannot Set monsters. Change all face-up monsters your opponent controls to Attack Position. ● 5 or more: You can send this card to the Graveyard; destroy all cards on the field.
null
null
null
Continuous
null
null
Yang Zing
null
null
Yang Zing Unleashed
Trap Card
All monsters your opponent controls must attack, if able. During either player's Main Phase or Battle Phase: You can send this face-up card from your Spell & Trap Zone to the Graveyard; immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using 1 or more "Yang Zing" monsters you control as Synchro Materials.
null
null
null
Continuous
null
null
Yang Zing
null
null
Yaranzo
Normal Monster
A treasure box containing a monster that attacks any unwary bandit.
1300
1500
4
Zombie
DARK
null
null
null
null
Yasha, the Skeletal Mayakashi
Effect Monster
You can discard 1 other "Mayakashi" monster; Special Summon this card from your hand. You can only use this effect of "Yasha, the Skeletal Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters.
2000
0
5
Zombie
DARK
null
Mayakashi
null
null
Yashinoki
Normal Monster
An intelligent palm tree that drops a hail of rock-hard coconuts on its enemies.
800
600
2
Plant
EARTH
null
null
null
null
Yata-Garasu
Spirit Monster
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent, they skip their next Draw Phase.
200
100
2
Fiend
WIND
null
null
null
null
Yazi, Evil of the Yang Zing
Synchro Monster
1 Tuner + 1 or more non-Tuner monsters Cannot be targeted by an opponent's card effects. You can only use each of these effects of "Yazi, Evil of the Yang Zing" once per turn. ● You can target 1 "Yang Zing" monster you control and 1 card your opponent controls; destroy them. ● When this card you control is destroyed by battle or card effect and sent to your Graveyard: You can Special Summon 1 Wyrm-Type monster from your Deck in Defense Position.
2600
2100
7
Wyrm
DARK
null
Yang Zing
null
null
Yellow Baboon, Archer of the Forest
Effect Monster
When a Beast-Type monster you control is destroyed by battle and sent to the Graveyard, you can remove from play 2 Beast-Type monsters in your Graveyard to Special Summon this card from your hand.
2600
1800
7
Beast
EARTH
null
null
null
null
Yellow Dragon Ninja
Effect Monster
Cannot be Special Summoned, except with the effect of a "Ninja" monster or "Ninjitsu Art" card. Once per turn (Quick Effect): You can send 1 "Ninja" monster and 1 "Ninjitsu Art" card from your hand and/or face-up field to the GY, then target up to 2 Spells/Traps on the field; destroy them.
3000
1500
8
Dinosaur
WIND
null
Ninja
null
null
Yellow Duston
Effect Monster
Cannot be used as a Fusion, Synchro, or Xyz Material for a Summon. While this card is face-up on the field, it cannot be Tributed. When this card on the field is destroyed: The controller targets 1 monster in their Graveyard; shuffle that target into the Deck. You can only control 1 face-up "Yellow Duston".
0
1000
1
Fiend
EARTH
null
Duston
null
null
Yellow Gadget
Effect Monster
When this card is Normal or Special Summoned: You can add 1 "Green Gadget" from your Deck to your hand.
1200
1200
4
Machine
EARTH
null
Gadget
null
null
Yellow Luster Shield
Spell Card
Increase the DEF of all monsters on your side of the field by 300 points.
null
null
null
Continuous
null
null
null
null
null
Yellow Ninja
Effect Monster
If this card is Normal Summoned or flipped face-up: You can Special Summon 1 Level 4 or lower "Ninja" monster from your hand in Attack Position or face-down Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Ninja" monsters. You can only use this effect of "Yellow Ninja" once per turn.
1900
1800
4
Warrior
WIND
null
Ninja
null
null
Yellow-Bellied Oni
Effect Monster
When you Xyz Summon a monster: You can Special Summon this card from your hand. Once per turn: You can detach 1 Xyz Material from a monster you control, then target 1 face-up Xyz Monster on the field; reduce its Rank by 1, and if you do, it loses 300 ATK.
1000
1000
4
Zombie
DARK
null
null
null
null
Yoko, the Graceful Mayakashi
Synchro Monster
1 Tuner + 1+ non-Tuner monsters / You can only control 1 "Yoko, the Graceful Mayakashi". You can only use each of these effects of "Yoko, the Graceful Mayakashi" once per turn. ● If a Synchro Monster in your possession whose original Level is 11 is destroyed by battle or an opponent's card effect while this card is in the GY: You can banish 1 other Zombie monster from your GY, and if you do, Special Summon this card. ● If this card is Special Summoned from the GY: You can destroy 1 monster your opponent controls.
2900
2400
9
Zombie
FIRE
null
Mayakashi
null
null
Yoko-Zuna Sumo Spirit
Pendulum Effect Monster
[ Pendulum Effect ] If a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand. [ Monster Effect ] When this card is Normal Summoned: You can send to the GY all monsters your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.
2400
1000
5
Warrior
WIND
1
Martial Art Spirit
null
null
Yokotuner
Tuner Monster
When this card is Normal Summoned: You can Special Summon 1 Tuner from your hand or Graveyard, but it has its effects negated.
800
600
1
Beast
EARTH
null
null
null
null
Yomi Ship
Effect Monster
If this card is destroyed by battle and sent to the GY: Destroy the monster that destroyed this card.
800
1400
3
Aqua
WATER
null
null
null
null
Yorishiro of the Aqua
Effect Monster
You can target 1 WATER monster in your GY; apply 1 of these effects, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. ● (Only if the target has a Level) until the End Phase, this card's Level, also its name, become the same as that monster's. ● (Only if "Umi" is on the field), Special Summon that monster in Defense Position. You can banish this card from your GY, then target 1 "Umi" in your GY; add it to your hand. You can only use each effect of "Yorishiro of the Aqua" once per turn.
700
2000
4
Aqua
WATER
null
null
null
null
Yormungarde
Normal Monster
An extremely long snake that dwells in the world of myth.
1200
900
3
Reptile
EARTH
null
null
null
null
Yosen Training Grounds
Spell Card
Each time a "Yosenju" monster(s) is Normal or Special Summoned, place 1 Yosen Counter on this card. You can remove any number of Yosen Counters from this card; apply this effect, depending on the number of Yosen Counters removed. You can only use this effect of "Yosen Training Grounds" once per turn. ● 1 Counter: All "Yosenju" monsters you currently control gain 300 ATK until the end of this turn (even if this card leaves the field). ● 3 Counters: Add 1 "Yosenju" card from your Deck or Graveyard to your hand.
null
null
null
Continuous
null
null
Yosenju
null
null
Yosen Whirlwind
Spell Card
Activate this card by paying 800 LP. Once per turn, if a face-up "Yosenju" monster you control returns to the hand (except during the Damage Step): You can target 1 card your opponent controls; return it to the hand. During your End Phase, unless this effect was activated this turn (and was not negated), destroy this card.
null
null
null
Continuous
null
null
Yosenju
null
null
Yosenju Izna
Effect Monster
Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Izna" once per turn. ● You can discard this card; this turn, your opponent cannot activate cards or effects when a "Yosenju" monster(s) is Normal or Special Summoned. ● If you control another "Yosenju" monster: You can draw 1 card.
800
1200
4
Beast-Warrior
WIND
null
Yosenju
null
null
Yosenju Kama 1
Effect Monster
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 1". If you control another "Yosenju" monster: You can target 1 face-up card your opponent controls; return it to the hand. This effect can only be used once while this card is face-up on the field. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
1600
500
4
Beast-Warrior
WIND
null
Yosenju
null
null
Yosenju Kama 2
Effect Monster
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 2". This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
1800
200
4
Beast-Warrior
WIND
null
Yosenju
null
null
Yosenju Kama 3
Effect Monster
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 3". When another "Yosenju" monster you control inflicts battle damage to your opponent: You can add 1 "Yosenju" card from your Deck to your hand, except "Yosenju Kama 3". You can only use this effect of "Yosenju Kama 3" once per turn. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
1500
800
4
Beast-Warrior
WIND
null
Yosenju
null
null
Yosenju Kodam
Effect Monster
You can Tribute this card, then target 1 "Yosen Training Grounds" you control; place 3 Yosen Counters on it. You can only use this effect of "Yosenju Kodam" once per turn. You can banish this card from your Graveyard; you can Normal Summon 1 "Yosenju" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
0
0
1
Beast-Warrior
WIND
null
Yosenju
null
null
Yosenju Magat
Effect Monster
If this card is Normal Summoned: You can Special Summon 1 "Yosenju" monster from your Deck, except "Yosenju Magat". During the End Phase, if this card was Special Summoned this turn: Return it to the hand.
2000
100
6
Beast
WIND
null
Yosenju
null
null
Yosenju Misak
Effect Monster
At the start of the Damage Step, if this card battles a face-up non-WIND monster: You can destroy that monster. When this card is Pendulum Summoned: You can target 1 card your opponent controls; destroy it. During the End Phase, if this card was Special Summoned this turn: Return it to the hand.
2300
200
6
Beast
WIND
null
Yosenju
null
null
Yosenju Oroshi Channeling
Spell Card
If you control no monsters: Activate 1 of the following effects; also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Yosenju" monsters. ● Add 1 Level 5 or higher "Yosenju" monster from your Deck to your hand. ● Place 1 "Yosenju Shinchu L" and 1 "Yosenju Shinchu R" from your Deck in your Pendulum Zones, but destroy them during your opponent's next End Phase.
null
null
null
Normal
null
null
Yosenju
null
null
Yosenju Oyam
Effect Monster
When an opponent's monster declares a direct attack: You can send 1 "Yosenju" monster from your hand to the Graveyard, except "Yosenju Oyam"; Special Summon this card from your hand. You can only use this effect of "Yosenju Oyam" once per turn. At the start of the Damage Step, if this card battles an opponent's face-up monster: You can make this card's ATK and DEF become equal to the original ATK of the opponent's monster it is battling, until the end of this turn. When this card is destroyed by battle and sent to the Graveyard: You can add 1 "Yosenju" card from your Deck to your hand.
0
0
6
Beast
WIND
null
Yosenju
null
null
Yosenju Sabu
Effect Monster
Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Sabu" once per turn. ● If this card is Normal Summoned: If you control another "Yosenju" card, you can add 1 "Yosenju" Pendulum Monster from your Deck to your hand. ● You can target 1 "Yosenju" card you control; place 1 "Dizzying Winds of Yosen Village" or "Yosen Whirlwind" from your Deck face-up in your Spell & Trap Zone, and if you do, shuffle the targeted card into the Deck.
1700
400
4
Beast-Warrior
WIND
null
Yosenju
null
null
Yosenju Shinchu L
Pendulum Effect Monster
[ Pendulum Effect ] If a "Yosenju" monster(s) you control would be destroyed by battle or card effect, you can destroy this card instead. [ Monster Effect ] If this card is Normal Summoned: Change it to Defense Position. Your opponent cannot target "Yosenju" monsters you control with card effects, except this one.
0
2100
4
Rock
WIND
3
Yosenju
null
null
Yosenju Shinchu R
Pendulum Effect Monster
[ Pendulum Effect ] Once per turn, if you have a "Yosenju" card in your other Pendulum Zone: You can make this card's Pendulum Scale become 11 until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except "Yosenju" monsters (even if this card leaves the field). [ Monster Effect ] If this card is Normal Summoned: Change it to Defense Position. Monsters your opponent controls cannot target face-up "Yosenju" monsters for attacks, except this one.
0
2100
4
Rock
WIND
5
Yosenju
null
null
Yosenju Tsujik
Effect Monster
During the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of these effects of "Yosenju Tsujik" once per turn. ● During either player's Damage Step, when a "Yosenju" monster you control battles an opponent's monster: You can discard this card; that monster you control gains 1000 ATK until the end of this turn. ● You can target 1 "Yosenju" monster on the field; it gains 1000 ATK until the end of this turn.
1000
0
4
Beast-Warrior
WIND
null
Yosenju
null
null
Yosenju Wind Worship
Spell Card
If you control 3 or more "Yosenju" Monster Cards with different names: Return as many "Yosenju" Monster Cards you control to the hand as possible, then you can draw until you have 5 cards in your hand. You can only activate 1 "Yosenju Wind Worship" per turn.
null
null
null
Quick-Play
null
null
Yosenju
null
null
Yosenjus' Secret Move
Trap Card
When a Spell/Trap Card, or monster effect, is activated while you control at least 1 "Yosenju" card, and all face-up monsters you control are "Yosenju" monsters: Negate the activation, and if you do, destroy that card.
null
null
null
Counter
null
null
Yosenju
null
null
Yosenjus' Sword Sting
Trap Card
If you control no monsters: Reveal up to 2 "Yosenju" monsters with different names in your hand, then target the same number of face-up cards your opponent controls; return them to the hand. You can only activate 1 "Yosenjus' Sword Sting" per turn.
null
null
null
Normal
null
null
Yosenju
null
null
You and A.I.
Spell Card
If a Cyberse monster(s) with 2300 original ATK is Special Summoned: You can activate 1 of these effects, based on the Attribute of that monster(s) on the field; ● EARTH/WATER: Halve the ATK of 1 face-up monster on the field until the end of this turn. ● WIND/LIGHT: Negate the effects of 1 face-up card on the field until the end of this turn. ● FIRE/DARK: Special Summon 1 "@Ignister Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). You can only use each effect of "You and A.I." once per turn for each Attribute.
null
null
null
Continuous
null
null
A.I.
null
null
You're Finished
Trap Card
If 10 or more cards and/or effects have been activated during this turn: Special Summon this card as an Effect Monster (Cyberse/DARK/Level 10/ATK 3000/DEF 3000) (this card is also still a Trap), but Set it in your Spell & Trap Zone during your End Phase. Once per turn, when your opponent activates a card or effect, while this card is in your Monster Zone (Quick Effect): You can destroy as many cards your opponent controls as possible, then Set this card in your Spell & Trap Zone.
null
null
null
Continuous
null
null
null
null
null
You're in Danger!
Trap Card
Reveal 3 "Danger!" monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon, and you shuffle the rest into the Deck. During the End Phase, destroy that Special Summoned monster. You can only activate 1 "You're in Danger!" per turn.
null
null
null
Normal
null
null
Danger!
null
null
Yowie
Effect Monster
If this card is Summoned (and no other cards): You can activate this effect; your opponent skips their next Draw Phase. You can only Special Summon once, the turn you activate this effect. You can only use this effect of "Yowie" once per Duel.
500
500
3
Reptile
EARTH
null
null
null
null
Yu-Jo Friendship
Spell Card
Offer your opponent a handshake. If they accept your handshake, each player's Life Points become half the combined Life Points of both players. If you have "Unity" in your hand and show it to your opponent, they must accept the handshake.
null
null
null
Normal
null
null
null
null
null
Yubel
Effect Monster
This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. Before damage calculation, when this face-up Attack Position card is attacked by an opponent's monster: Inflict damage to your opponent equal to that monster's ATK. During your End Phase: Tribute 1 other monster or destroy this card. When this card is destroyed, except by its own effect: Its owner can Special Summon 1 "Yubel - Terror Incarnate" from their hand, Deck, or Graveyard.
0
0
10
Fiend
DARK
null
Yubel
null
null
Yubel - Das Ewig Liebe Wächter
Fusion Monster
1 "Yubel" monster + 1+ Effect Monsters on the field If this card is Fusion Summoned: You can inflict 500 damage to your opponent for each material used for its Summon. You can only use this effect of "Yubel - Das Ewig Liebe Wächter" once per turn. Cannot be destroyed by battle or card effects, also you take no battle damage from battles involving this card. At the end of the Damage Step, if this card battled an opponent's monster: Inflict damage to your opponent equal to that opponent's monster's ATK, and if you do, banish that monster.
0
0
12
Fiend
DARK
null
Yubel
null
null
Yubel - Terror Incarnate
Effect Monster
Cannot be Normal Summoned or Set. Must be Special Summoned by "Yubel", and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. Before damage calculation, when this face-up Attack Position card is attacked by an opponent's monster: Inflict damage to your opponent equal to that monster's ATK. During your End Phase: Destroy all other monsters on the field. When this face-up card leaves the field: You can Special Summon 1 "Yubel - The Ultimate Nightmare" from your hand, Deck, or Graveyard.
0
0
11
Fiend
DARK
null
Yubel
null
null
Yubel - The Ultimate Nightmare
Effect Monster
Cannot be Normal Summoned or Set. Must be Special Summoned by "Yubel - Terror Incarnate", and cannot be Special Summoned by other ways. This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. At the end of the Damage Step, if this face-up Attack Position card battles an opponent's monster: Inflict damage equal to that monster's ATK to your opponent, also destroy that monster.
0
0
12
Fiend
DARK
null
Yubel
null
null
Yuki-Musume, the Ice Mayakashi
Effect Monster
If you control a "Mayakashi" card, other than "Yuki-Musume, the Ice Mayakashi" while this card is in your hand or GY: You can Special Summon this card, then send 1 Zombie monster from your Deck to the GY. You can only use this effect of "Yuki-Musume, the Ice Mayakashi" once per turn. You cannot Special Summon monsters from the Extra Deck, except "Mayakashi" monsters.
0
1900
1
Zombie
WATER
null
Mayakashi
null
null
Yuki-Onna, the Absolute Zero Mayakashi
Link Monster
2+ Zombie monsters You can only control 1 "Yuki-Onna, the Absolute Zero Mayakashi". Negate any activated effects of your opponent's banished monsters. If a monster is Special Summoned from the GY, or a monster effect is activated in the GY (except during the Damage Step): You can target 1 other face-up monster on the field; change its ATK to 0, and if you do, negate its effects. You can use this effect of "Yuki-Onna, the Absolute Zero Mayakashi" up to twice per turn.
2900
null
null
Zombie
WATER
null
Mayakashi
4
['Left', 'Bottom-Left', 'Bottom-Right', 'Right']
Yuki-Onna, the Ice Mayakashi
Link Monster
2 "Mayakashi" monsters You can only control 1 "Yuki-Onna, the Ice Mayakashi". While this card points to a Synchro Monster(s), your opponent's monsters cannot target this card for attacks. If a Synchro Monster(s) in your possession is destroyed by battle or an opponent's card effect while this card is on the field: You can target 1 face-up monster on the field; its ATK/DEF become half its current ATK/DEF until the end of this turn. You can only use this effect of "Yuki-Onna, the Ice Mayakashi" once per turn.
1900
null
null
Zombie
WATER
null
Mayakashi
2
['Bottom-Left', 'Bottom-Right']
Yuki-Onna, the Icicle Mayakashi
Link Monster
2+ Zombie monsters You can only control 1 "Yuki-Onna, the Icicle Mayakashi". You can only use each of the following effects of "Yuki-Onna, the Icicle Mayakashi" once per turn. If this card is Special Summoned: You can target 1 Effect Monster your opponent controls; negate its effects. (Quick Effect): You can banish this card from your GY; Special Summon 1 of your Zombie Synchro Monsters that is banished or in your GY.
2400
null
null
Zombie
WATER
null
Mayakashi
3
['Bottom-Left', 'Bottom-Right', 'Bottom']
Z-Metal Tank
Union Effect Monster
Once per turn, you can either: Target 1 "X-Head Cannon" or "Y-Dragon Head" you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 600 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.
1500
1300
4
Machine
LIGHT
null
ABC
null
null
Z-ONE
Spell Card
When this Set card is destroyed and sent to the Graveyard, select 1 Continuous Spell or Field Spell Card in your Graveyard, and add it to your hand.
null
null
null
Normal
null
null
null
null
null
ZERO-MAX
Spell Card
Activate only if you have no cards in your hand. Select 1 "Infernity" monster in your Graveyard. Special Summon it, and destroy all face-up monsters on the field with ATK lower than the Special Summoned monster's ATK. You cannot conduct your Battle Phase during the same turn you activate this card.
null
null
null
Normal
null
null
Infernity
null
null
ZS - Armed Sage
Effect Monster
If the only monster you control is 1 Level 4 monster not named "ZS - Armed Sage", you can Special Summon this card (from your hand). A "Utopia" Xyz Monster that was Summoned using this card on the field as material gains this effect. ● If this card is Xyz Summoned: You can add 1 "ZW -" monster from your Deck to your hand. You can only use this effect of "ZS - Armed Sage" once per turn.
300
900
4
Warrior
LIGHT
null
Zexal
null
null
ZS - Ascended Sage
Effect Monster
If you control no cards, you can Special Summon this card (from your hand). A "Utopia" Xyz Monster that was Summoned using this card on the field as material gains this effect. ● If this card is Xyz Summoned: You can add 1 "Rank-Up-Magic" Normal Spell from your Deck to your hand. You can only use this effect of "ZS - Ascended Sage" once per turn.
900
300
4
Warrior
LIGHT
null
Zexal
null
null
ZS - Ouroboros Sage
Effect Monster
When this card is Normal Summoned: You can Special Summon 1 non-LIGHT "Number" monster from your GY, but negate its effects, and if you do, equip both this card and 1 "Utopia" monster you control to it, each as an Equip Spell that gives it 1700 ATK, also you can only declare one attack for the rest of this turn. When the monster equipped with this card by this card's effect declares an attack on your opponent's monster: You can double the attacking monster's ATK, but destroy it during the End Phase.
600
0
3
Warrior
DARK
null
Zexal
null
null
ZS - Utopic Sage
XYZ Monster
2 Level 4 monsters You can detach 2 materials from this card; Special Summon 1 "ZW -" or "ZS -" monster from your Deck, also for the rest of this turn, you can only attack with "Number" monsters, and you cannot Special Summon from the Extra Deck, except Xyz Monsters. You can only use this effect of "ZS - Utopic Sage" once per turn. If a "Utopia" or "Utopic" Xyz Monster(s) you control whose original Attribute is LIGHT would be destroyed by battle or card effect, except "ZS - Utopic Sage", you can banish this card from your field or GY instead.
2000
2500
4
Warrior
LIGHT
null
Zexal
null
null
ZS - Vanish Sage
Effect Monster
If you control a "Utopia" monster: You can draw 1 card. If a monster(s) you control is banished during the Battle Phase (except during the Damage Step): You can banish this card from the field, then target 1 of those banished monsters; Special Summon that target, and if you do, banish 1 monster your opponent controls that has 3000 or less ATK. You can only use 1 "ZS - Vanish Sage" effect per turn, and only once that turn.
500
100
1
Warrior
LIGHT
null
Utopia
null
null
ZW - Asura Strike
Effect Monster
You can target 1 "Utopia" monster you control; equip this monster from your hand or your side of the field to that target. It gains 1000 ATK. While this card is equipped to a monster, that monster can attack all monsters your opponent controls once each. You can only control 1 "ZW - Asura Strike".
1000
1000
4
Fairy
FIRE
null
Utopia
null
null
ZW - Dragonic Halberd
XYZ Monster
2 Level 5 monsters Cannot attack directly. Once per turn: You can detach 1 material from this card; add 1 "Zexal" Spell/Trap from your Deck to your hand. You can target 1 "Utopia" monster you control; equip this card you control to it. It gains 3000 ATK. When the equipped monster destroys a monster by battle: You can Special Summon to your field any number of "ZW -" Monster Cards equipped to it.
3000
1200
5
Dragon
DARK
null
Zexal
null
null
ZW - Eagle Claw
Effect Monster
If your opponent's Life Points are at least 2000 higher than yours, you can Special Summon this card (from your hand). You can target 1 "Utopia" monster you control; equip this monster on the field to that target. It gains 2000 ATK. Once per turn, while this card is equipped to a monster, when a Trap Card or Trap effect that was activated on your opponent's side of the field resolves, negate the effects of that card. You can only control 1 "ZW - Eagle Claw".
2000
1200
5
Winged Beast
WIND
null
Utopia
null
null
ZW - Leo Arms
XYZ Monster
2 Level 5 monsters This card cannot attack your opponent directly. Once per turn: You can detach 1 Xyz Material from this card; add 1 "ZW -" monster from your Deck to your hand. You can target 1 "Utopia" monster you control; equip this monster on the field to that target. It gains 3000 ATK. During your Battle Phase, if a monster attacked this turn while equipped with this card: You can send this Equip Card to the Graveyard; the monster that was equipped with this card can make a second attack, on an opponent's monster, during this Battle Phase.
3000
1200
5
Beast
LIGHT
null
Utopia
null
null
ZW - Lightning Blade
Effect Monster
You can target 1 "Utopia" monster you control; equip this monster from your hand or your side of the field to that target. It gains 1200 ATK. While this card is equipped to a monster, face-up "ZW -" cards you control cannot be destroyed by your opponent's card effects. If a monster equipped with this card would be destroyed by a card effect, destroy this card instead. You can only control 1 face-up "ZW - Lightning Blade".
1200
2000
5
Beast
LIGHT
null
Utopia
null
null
ZW - Pegasus Twin Saber
Effect Monster
You can only control 1 "ZW - Pegasus Twin Saber". If your opponent's LP are at least 2000 higher than yours, you can Special Summon this card (from your hand). You can target 1 "Utopia" monster you control; equip this card you control to it as an Equip Spell that gives it 1000 ATK. Once per turn, while this card is equipped to a monster, you can negate a monster effect activated on your opponent's field.
1000
2100
5
Beast
LIGHT
null
Saber
null
null
ZW - Phoenix Bow
Effect Monster
You can target 1 face-up "Number C39: Utopia Ray" you control; equip this card from your hand to that target. It gains 1100 ATK. When the equipped monster destroys an opponent's monster by battle: Inflict 1000 damage to your opponent. You can only control 1 face-up "ZW - Phoenix Bow".
1100
0
3
Winged Beast
FIRE
null
Utopia
null
null
ZW - Sleipnir Mail
Effect Monster
You can target 1 "Utopia" monster you control; equip this monster from your hand or your side of the field to that target. It gains 1000 ATK. When this card you control is sent to your Graveyard because the equipped monster was destroyed by your opponent's card (by battle or card effect): You can target 1 "Utopia" monster in your Graveyard; Special Summon that target. You can only control 1 "ZW - Sleipnir Mail".
1000
1000
4
Beast
LIGHT
null
Utopia
null
null
ZW - Sylphid Wing
Effect Monster
You can only control 1 "ZW - Sylphid Wing". You can target 1 "Utopia" monster you control; equip this card from your hand or field to it. It gains 800 ATK. Once per turn, if a monster(s) is Special Summoned by your opponent's activated effect: You can make the equipped monster gain 1600 ATK. (This ATK gain remains even if this card leaves the field or the monster becomes unaffected by card effects.) If you activate the equipped monster's effect by detaching its material, you can send this card to the GY instead of 1 of those materials.
800
1600
4
Beast
LIGHT
null
Zexal
null
null
ZW - Tornado Bringer
Effect Monster
You can target 1 "Utopia" monster you control; equip this monster from your hand or your side of the field to that target. It gains 1300 ATK. While this card is equipped to a monster, your opponent cannot target that monster with card effects. If a monster equipped with this card would be destroyed by battle, destroy this card instead. You can only control 1 face-up "ZW - Tornado Bringer".
1300
1800
5
Dragon
WIND
null
Utopia
null
null
ZW - Ultimate Shield
Effect Monster
When this card is Normal or Special Summoned: You can target 1 of your banished Xyz Monsters; Special Summon that target in face-up Defense Position. You can target 1 "Utopia" monster you control; equip this monster on the field to that target. It gains 2000 DEF. You can only control 1 face-up "ZW - Ultimate Shield".
0
2000
4
Aqua
EARTH
null
Utopia
null
null
ZW - Unicorn Spear
Effect Monster
You can target 1 "Number C39: Utopia Ray" you control; equip this card from your hand to that target. It gains 1900 ATK. If the equipped monster battles an opponent's monster, the opponent's monster's effect is negated during the Battle Phase only. You can only control 1 "ZW - Unicorn Spear".
1900
0
4
Beast
LIGHT
null
Utopia
null
null
Zaborg the Mega Monarch
Effect Monster
You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. If this card is Tribute Summoned: Target 1 monster on the field; destroy it, then, if it was a LIGHT monster, both players send as many cards as possible from their Extra Deck to the GY, but not more than the original Level/Rank of that destroyed monster. If this card was Tribute Summoned by Tributing a LIGHT monster, add this additional effect. ● You choose the cards your opponent sends to the GY.
2800
1000
8
Thunder
LIGHT
null
Monarch
null
null
Zaborg the Thunder Monarch
Effect Monster
If this card is Tribute Summoned: Target 1 monster on the field
destroy that target.
2400
1,000
5
Thunder
LIGHT
null
Monarch
null
Zalamander Catalyzer
Effect Monster
You can reveal this card and 1 Fiend monster in your hand; Special Summon 1 of them and discard the other. When a monster is destroyed by battle involving your Fiend monster, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Zalamander Catalyzer" once per turn.
1600
200
4
Fiend
FIRE
null
null
null
null
Zanki
Normal Monster
His swiftly drawn blade delivers quick and fatal damage.
1500
1700
5
Warrior
EARTH
null
null
null
null
Zany Zebra
Pendulum Effect Monster
[ Pendulum Effect ] Once per turn, during your Main Phase, if this card was activated this turn: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is in the Pendulum Zone, that chosen Zone cannot be used. [ Monster Effect ] If this card is Normal or Special Summoned: You can choose 1 unused Main Monster Zone or Spell & Trap Zone; while this card is face-up in the Monster Zone, that Zone cannot be used.
0
2000
2
Beast
DARK
7
null
null
null
Zap Mustung
Effect Monster
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect during your Main Phase 1, cannot be Special Summoned by other ways, and cannot be Special Summoned if you have Special Summoned this turn. Twice per turn, this card cannot be destroyed by battle. Each turn, the turn player can only Special Summon a number of times up to their number of attacks conducted (and reached the Damage Step) this turn.
1600
1500
4
Thunder
LIGHT
null
null
null
null
Zaphion, the Timelord
Effect Monster
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. Cannot be destroyed by battle or card effects. You take no battle damage from attacks involving this card. At the end of the Battle Phase, if this card battled: Shuffle all Spells and Traps your opponent controls into the Deck. If this card is sent from the field to the GY: You can draw 1 card. Once per turn, during your Standby Phase: Shuffle this card into the Deck.
0
0
10
Fairy
WATER
null
Timelord
null
null
Zaralaam the Dark Palace
Spell Card
While you control a monster equipped with "Dunnell, the Noble Arms of Light", your opponent cannot activate cards or effects during the Battle Phase. Once per turn, when your "Adventurer Token" destroys an opponent's monster by battle: You can inflict damage to your opponent equal to that destroyed monster's original ATK. Once per turn, during your Main Phase, if the previous effect was activated this turn: You can add 1 Field Spell that mentions "Adventurer Token" from your Deck or GY to your hand, except "Zaralaam the Dark Palace".
null
null
null
Field
null
null
Adventurer Token
null
null
Zarigun
Normal Monster
A lethal crawfish with extremely dangerous claws.
600
700
2
Aqua
WATER
null
null
null
null
Zebufera, Vaalmonican Hallow Heathen
Link Monster
1 Effect Monster Cannot be Link Summoned unless you have 3 or more Resonance Counters on Fiend Monster Card(s) in your Pendulum Zone. You can only Special Summon "Zebufera, Vaalmonican Hallow Heathen" once per turn. If a card(s) you control would be destroyed by battle or card effect, you can remove 3 Resonance Counters from your Pendulum Zone instead. Once per opponent's turn (Quick Effect): You can target 1 of your "Vaalmonica" Normal Spells/Traps that is banished or in your GY; apply that card's activation effect.
2500
null
null
Fiend
LIGHT
null
Vaalmonica
1
['Bottom-Right']
Zefra Divine Strike
Trap Card
When a Spell/Trap Card, or monster effect, is activated: Banish 1 face-up "Zefra" monster in your Extra Deck; negate the activation, and if you do, destroy it.
null
null
null
Counter
null
null
Zefra
null
null